Super Mario Bros. 3 FAQ/Walkthrough v2.01
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Super Mario Bros. 3 FAQ/Walkthrough

by YeOldeBowser   Updated to v2.01 on
Super Mario Bros. 3

Copyright Nintendo 1990
Copyright YeOldeBowser 2007-2010
Version 2
Email Address: YeOldeBowser@gmail.com
Date Submitted: 4/13/2007

Welcome to my FAQ for Super Mario Bros. 3! Everything is new to Neo at
this point, including this FAQ and even myself. This is a complete and
comprehensive guide of Super Mario Bros. 3, and it’ll get you
through all parts of this awesome game. ENJOY!

 -----------------------------------
|                                   |
|  --------                         |
|  CONTENTS                         |
|  --------                         |
|                                   |
|                                   |
|World 1: Version History           | 
|World 2: Introduction              |
|World 3: Story                     |
|World 4: Controls                  |
|World 5: Walkthrough               |
|   Chapter 1: Grass Land           |
|   Chapter 2: Desert Hill          |
|   Chapter 3: Sea Side             |
|   Chapter 4: Big Island           |
|   Chapter 5: The Sky              |
|   Chapter 6: Iced Land            |
|   Chapter 7: Pipe Maze            |
|   Chapter 8: King Bowser’s Castle |
|World 6: Enemies                   |
|World 7: Items                     |
|World 8: Koopa King And Kids       |
|World 9: Koopa Bros. Battles       |
|World 10: White Mushroom House     |
|World 11: N-Spade Solution         |
|World 12: Warp Whistle             |
|World 13: White Coin Ship          |
|World 14: Tips And Tricks          |
|World 15: Credits And Thanks       |
|World 16: Final Note               |
|                                   |
 -----------------------------------

***************************************************************************
**************************World 1: Version History*************************
***************************************************************************

Version 1.0 (4/12/2007)
___________


Hot off the press, my new FAQ has been received VERY recently. As I said
at the beginning of this guide, I’m a really new member to GameFAQs. This
obviously is an amateur walkthrough then, so please send me feedback on
how you think it’s coming along.

Version 1.1 (6/25/2007)
___________


Jeez, I haven't updated this FAQ in a long time, so here's one. I'm
adding Neoseeker.com to my approved website list.

Version 2 (4/18/2008)
___________


Probably the final update.


***************************************************************************
**************************World 2: Introduction****************************
***************************************************************************


Welcome to my first FAQ! It’s on the ultimate crown jewel of the NES
franchise - Super Mario Bros. 3! Of all of the classic Mario’s, this baby
is the largest, most loved AND anticipated of them all. Did you know this
one of the best - selling games of all time? About 19 million copies of
this blockbuster were sold throughout the world. The game was
revolutionary graphic - wise, having the look of an early SNES game, and
it was also the first Mario game to feature the map system. Its game
engine was quite successful, having awesome levels, (some of which are
rather unorthodox...) fierce Koopa brigades, and deranged dungeons.
Overall, to sum it up, this is truly a masterpiece, and I’ve never
met anyone who doesn’t have fun with it. Buy it now for a wonderful
experience of classic Mario thrills, with a twist!

A quick thing I’d like to say: throughout this FAQ, I’ll be referring to
the playable character as Mario, but that doesn’t mean Luigi is any
different in skills. In fact, both brothers have exactly the same skills.


*****************************************************************************
*******************************World 3: Story********************************
*****************************************************************************

Well, the story pretty much goes like this: after first saving The
Mushroom Kingdom from the forces of Bowser, and then rescuing the
dreamland of Subcon from the evil of Wart, Mario and Luigi finally decided
to relax, and take a break from saving the world. However, their break
would be short - lived, because...

BOWSER IS BACK!!! That fiend! He must have crawled out of that lava pit in
his castle after the brother’s last encounter with him. In any case, it’s
not The Mushroom Kingdom, but now The Mushroom WORLD he’s after! The Koopa
King and his seven Koopa Kids, Larry, Morton Jr., Wendy O., Iggy, Roy,
Lemmy, and Ludwig Von have set out to tyrannize and take over The Mushroom
World. Bowser’s seven kids stole the magic wand that each king possessed
in The Mushroom World, used them to turn each into a different animal, and
started chilling out in their own battleships. All hope seems lost...
until Mario and Luigi enter to save the world!

With the help of classic powerups, some crazy new ones, and a fierce
determination, the super brothers are ready to go and save The Mushroom
World from the oncoming Koopa King’s threat!

Aren’t I a good storyteller?


***************************************************************************
*******************************World 4: Controls***************************
***************************************************************************

This section deals with the basic controls for this game. I’ve only mostly
played Super Mario Bros. 3 from the perspective of the SNES, because I
only have the game Super Mario All - Stars with this on it... but have no
fear - I’ve also played it a few times on the NES, so I know the controls
for that too. So let’s carry on with this. Buttons of no use won’t be
listed.


                            0-------------0
                            |SNES Controls|
                            0-------------0

                                -------
                                Regular
                                -------


D-Pad: Makes Mario move around. Left and right will make him move in that
direction. Up makes Mario climb vines and open doors in fortresses and 
dungeons. Down will let Mario descend down vines, duck, and enter pipes.
Also use it to scroll through the pause menu.

B Button: Mario will jump when you press this button.

Y Button: When held, Mario will run with this button. Also, press it in the
Super Mario Bros. 3 title screen to return to the main Super Mario All -
Stars title screen.

Start Button: Pauses and unpauses the game. Also, use it to select “Save
And Continue” or “Save and Quit” if desired.

                                  ---
                                  Map
                                  ---

D-Pad: Makes Mario Move in the direction inputted. Also use it to scroll
through the item bar and pause menu.

B Button: Enters the levels, and inputs selections on the item bar.

Y Button: Opens and closes the item bar.

Start Button: Pauses and unpauses the game. Also, use it to select “Save
And Continue” or “Save and Quit” if desired.


                            0------------0
                            |NES Controls|
                            0------------0

                               -------
                               Regular
                               -------

D-Pad: Makes Mario move around. Left and right will make him move in that
direction. Up makes Mario climb vines and open doors in fortresses and
dungeons. Down will let Mario descend down vines, duck, and enter pipes.

A Button: Mario will jump when you press this button.

B Button: When held, Mario will run with this button.

Start Button: Pauses and unpauses the game.

                                 ---
                                 Map
                                 ---

D-Pad: Makes Mario Move in the direction inputted. Also use it to scroll
through the item bar.

A Button: Enters the levels, and inputs selections on the item bar.

B Button: Opens and closes the item bar.



***************************************************************************
***************************World 5: Walkthrough****************************
***************************************************************************

Here you go folks, the whole guide you’ve been waiting for. Each world will
have its own chapter. ENJOY!


                   C H A P T E R  1 :  G R A S S  L A N D

Story Notes: Mario has just set off on his journey to rescue The Mushroom
World from Bowser’s clutches, and what better place to start than the lush
hills of Grass Land? The land is patrolled by Larry Koopa’s minions, so
Mario will have to proceed with caution...



WELCOME TO GRASS LAND, FOLKS! This chapter will provide a clear
explanation of how to proceed unimpededly through.

 ------------------------------
|                              |
|  -------                     |
|  MAP KEY                     |
|  -------                     |
|                              | 
|                              |
|S = Start Location            |
|L1 = Level 1 Location         |
|L2 = Level 2 Location         |
|L3 = Level 3 Location         |
|L4 = Level 4 Location         |
|L5 = Level 5 Location         |
|L6 = Level 6 Location         |
|F = Fortress Location         |
|T = Toad House Location       |
|H = Koopa Bros.               |
|B = Bridge Location           |
|M = Slot Machine Location     |
|D = Padlocked Door Location   |
|C = Castle Location           |
|                              |
|                              |
 ------------------------------

       L1--0--L2--L3---0
       |       |       |
---S---0       0--L4---T
       D       |
       |       |
       0---F---M
       |
       0  T---0B--H---C
       |      |
       L5--0--L6

Grass Land Stats
----------------

Number of Toad Houses: 2

House 1 Item Selection: Random
Items: Super Mushroom, Fire Flower, Raccoon Leaf

House 2 Item Selection: Random
Items: Super Mushroom, Fire Flower, Raccoon Leaf

White Mushroom House: P-Wing



Number of Koopa Bros. Groups: 1

Amount of Koopa Bros. in Group 1: 1
Koopa Group 1 Type: Hammer Bros.
Prize: Starman




                               0---------0
                               |Level 1-1|
                               0---------0

With no other choice of level to enter, from the map simply navigate
Mario to Level 1-1 and enter.

Right off the bat you’ll come across a Goomba, a tribute to the
original Super Mario Bros.. Stomp on the guy to dispose of him, and
punch the four question mark blocks above. Three contain coins and
the other holds a Super Mushroom, so grab it to turn into Super Mario.
Proceed forward to the awaiting pipe to meet a Venus Fire Trap. This
is the variation of the Pirahna Plant that spits fireballs. Once it
retreats back into the pipe, pass over the pipe to the next part of
level.

There’s a single Goomba on the ground, so kill it and go a little
bit further to meet a Red Koopa Troopa. Now if you stomp it and kick
its shell to the block to the right on the ground, we’ll find a
Raccoon Leaf. Do that and grab this new powerup to turn into...
(drum roll please, DRAMATICALLY...) RACCOON MARIO! But now that
you’ve found this new item, your options will branch into two paths...
                               ----------
                              |FIRST PATH|
                               ----------

Now that we’re Raccoon Mario, we can fill up our power meter
(the running meter above our score) and fly! But first, take out
the Red Para - Goomba and the two regular Goombas, and run right in
front of the block where you found the Raccoon Leaf. Also take the
coin in the block above. But then, keep running forward until your
power meter fills up fully and you can hear it rapidly beeping. At
that point, quickly and repeatedly press the jump button to fly into
the air! Use the diagonal row of coins as a guide, (and take them) and
end up high in the clouds. There are plenty of coins up here, as well
as a single block with a surprise 1-UP Mushroom hiding inside! In
addition, if you rev up your power meter again on the second row of
clouds and fly far and high enough, you’ll find a high pipe to land
on once your power streak is finished. In this cave beneath the pipe
you’ll find a group of coins shaped like a number three. Take them and
enter the second pipe (which leads back to higher ground) to end this
route.

                              -----------
                             |SECOND PATH|
                              -----------

If you’re not much of an airborne person, punch the coin out of the
block above and get rid of the two Goombas and their winged counterpart.
Afterwards, jump the gap ahead and stay underneath the Green Koopa Para
- Troopas. Jump over the normal Green Koopa Troopa and hit the awaiting
block for an extra powerup and points. Jump across the next two gaps and
then come across two pipes, one containing a normal Pirahna Plant and
the other a Venus Fire Trap. Now you can exterminate these pitiful
little weeds, thanks to your tail. Attack the things with Y (SNES) or
B (NES) to make a roundhouse attack which will kill the plants. Proceed
forward to come to some breakable blocks, one containing a P Switch. See
my diagram below for more precise info:

B = Block
P = P Switch
G = Ground

       BBBP
      BBBBB  B
     BBBBBBB BB
GGGGGGGGGGGGGGGGGGGG

First jump, then tail attack the P-Switch from the air to turn the
breakable blocks into coins! Take them and kick the Red Koopa Troopa into
the ledge, by stomping him and kicking his shell in. Afterwards, jump
between the pipes, across the gap to end this path.


                          ---------------
                         |PATHS JOIN HERE|
                          ---------------

Now this is just pathetically simple. Mario is at the end of this level!
Just proceed into the dark area and grab the card. This is the routine with
every normal level, so get used to it!


                            0---------0
                            |Level 1-2|
                            0---------0

Once again you only have one option of which level to enter, so simply head
right and to Level 1-2.

Run up the awaiting hill, and go past the pipe to come face - to - face
with a Goomba. Kill it, and punch the block floating above for another
powerup. Then jump onto the powerup block and onto the big T - Shaped pipe
on your side. In the valley right after the T - Shaped pipe you can do
(what I call it) “The Stomp Massacre” 1-UP trick. See the Tips And Tricks
section for more details.

Stomp the Para - Goomba at your leisure and proceed forward to find a high
pipe and some coins. DON’T COLLECT THEM. Instead, notice the two blocks
slightly above the ground in front of Mario. The one on the left has a P
Switch inside, so either tail attack, or run toward it and when you get
near it, duck to slide underneath. Either way, hit it to make the coins
turn into blocks. Step up, wait for the Venus Fire Trap to retreat, and
enter the pipe to get 20 delicious coins inside. And that’s not all. Jump
to the pipe after exiting the cave, but don’t enter again. Instead, stand
on the right side and jump up to find a terrific 1-UP Mushroom, hidden off
screen. Sweet.

Up ahead there’s another Para - Goomba, so kill him, then hit the music
block on the right to find a powerup. Afterwards, slide down the slope
ahead to knock two normal Goombas out of commission. Kill the Venus Fire
Trap if possible and either jump over the gap or navigate across with the
note blocks. The third one, however, has a Starman inside! Collect, and as
quick as possible, run through the normal Goomba, Venus Fire Trap and
Brown Para - Goomba with Mugger Micro - Goombas until you reach the dark
area. Grab the card and finish this level!


                            0---------0
                            |Level 1-3|
                            0---------0

You don’t have to complete this level to finish the game. However, there
is a Warp Whistle, a ton of coins, and yet another free 1-UP in it for you.
It also allows passage to the first Toad House of the game. Proceed right
from 1-2 into 1-3.

There’s a Green Koopa Troopa as soon as we enter the level assaulting
Mario, so take him out at your leisure and proceed a few steps forward to
meet a new enemy, the Boomerang Bro.! I’d suggest going right past him
since he’s quite a danger, but if you’re daring, he throws out two
boomerangs at a time. This is so predictable that when he’s finished
throwing his two boomerangs, stomp on him to take him out. Proceed to
find a large amount of breakable blocks, a Red Koopa Troopa, and your
directions once again splitting in half...

                             ----------
                            |FIRST PATH|
                             ----------

Go to the platform where the Red Koopa Troopa is and stomp his shell
in. Kick him to the left to break a few blocks, and once the shell is
gone, go down to the block area and go to the far left. Now jump up and a
music block of a pinkish hue should appear. Hop high on it, and you’ll be
transported to Coin Heaven! Coin Heaven has five sets of seven coins at
ground (or cloud) level, and also has 22 coins surrounding a block
containing a 1-UP Mushroom, high in the air above the middle! If you’re
Raccoon Mario, after the third set of coins in Coin Heaven, rev up your
power meter and fly high to get your prize! Otherwise, only collect the
coins you can until the end. At the end, there’s a pipe. Take it down
to end this path.

                              -----------
                             |SECOND PATH|
                              -----------

Run past the Red Koopa Troopa to come across its green counterpart on
the ground. Kill it and proceed in front of the pillar to find a Goomba.
Kill that guy too and touch the side of the highest block on the next
pillar to get a powerup. Find a Red Para - Goomba at the next area,
stomp him and proceed over the next small gap to find another Boomerang
Bro.. Either evade or kill him then go over the next small gap to end
this route through the level.


                            ---------------
                           |PATHS JOIN HERE|
                            ---------------

There’s a chance to get a Warp Whistle at this point in the level.
(See the Warp Whistle section for more information on them.) To get
it, jump to the lone, floating white block with a Red Koopa Troopa on it.
Knock him off and keep down on the D-Pad held until Mario falls through
the white block. At that point, make a mad dash past all the enemies to
the dark area. You’ll end up behind it, and then keep running forward to
find a secret Toad House, where he’ll grant you the first Warp Whistle!

If you want to get the card and finish 1-3 normally, simply dispose of
the Goombas (and Green Koopa Troopa) then grab your card for finishing
this level!



                            0---------0
                            |Level 1-4|
                            0---------0

If you’re a good coin collector, you’ll get one of the rarest and most
loved items ever to grace Super Mario Bros. 3! So proceed south from
Level 1-3, stopping at a Toad House along the way, and then going on
west to find Level 1-4. This level requires a minimum of 44 coins to
make your prize materialize.

The screen moves by itself in this level, so we’ll have to be quicker
than normal. Jump from your grassy area onto the platform of four
breakable blocks. Afterwards, wait for the falling platform to come
your way. When it’s directly under the three coins waiting in front
of Mario, that’s your cue to jump on the platform and collect the
coins before it falls down. Immediately leap to the ledge in front
of here, since the platform you’re standing on will drop down shortly.
This is routine in this level.

On the breakable blocks you’re on, collect the three coins above you
and wait for the next falling platform. I would suggest to navigate
across all three platforms that come into view, even the low one, and
go onto the small two breakable block platform. That’s because, hiding
in the brick second to the right, there’s a 1-UP Mushroom. (Hit the
left side of the brick to make it possible to acquire.) After (or
during the act of) getting it, leap onto the next falling platform,
and quickly jump onto the group of bricks kind of shaped like an L.
Three more coins await at this area.

Between this ledge and the next, there’s another three coins, so
take them while jumping. Then leap to the platform directly under
the group of three blocks that look like a small version of the
first L-shaped group. Hit the only possible block you can hit to
get a powerup, and then go over to the first block in the next row.
It’s one of the coin blocks like the ones in Super Mario Bros. That
gives out a load of coins, so hit it as much as possible, then jump
onto the ledge with the waiting Red Koopa Troopa. Bash him into his
shell, take it to the high ledge, and kick it to the block on the
right. There’s yet ANOTHER 1-UP Mushroom waiting inside! But get it
quickly, before it falls right out of the sky.

Hop across the two newly appearing falling platforms, but remember
to collect the three floating coins along the way. From this small
platform of breakable blocks we can see a column of coins, and
thanks to the falling platform there we can get them all. Once
you’ve collected them, go to the block to your immediate right and
hit the farthest block above you continuously. It’s a coin block
like before. Use the last few falling platforms to get past a Red
Koopa Para - Troopa, and to get the last three coins of this level
before entering a pipe. At the other side of this pipe, the dark
area is right next to you, but so is a Boomerang Bro., so grab the
card and exit the level before he can pulverize Mario! Now, if you
were truly tenacious in your coin colleting, a White Mushroom
House will appear, with a shiny P-Wing as your prize!



                          0-------------------0
                          |Grass Land Fortress|
                          0-------------------0

Go south from Level 1-4 and complete the Slot Machine Minigame.
Afterwards, enter your first fortress, with a possible Magic Whistle
as a prize!

For starters, leap over the three pits of lava, each housing their
own Podoboo. Hit the question mark block on this platform to get a
powerup and then jump to the next hallway over the lava pit, while
avoiding the Podoboo hiding inside. Head to the other side of this
more open hallway, while avoiding the two RotoDiscs. At the end of
this hall, jump over the next lava pit which houses two Podoboos,
avoid the lone RotoDisc on this platform, and jump over to the next
hallway while avoiding the Podoboo in the lava pit that you’ll have
to cross. Once again, your options will double at this hallway...

                               ----------
                              |FIRST PATH|
                               ----------

One of your routes actually branches off into the Magic Whistle I
was talking about earlier. You’ll need to be Raccoon Mario to get
it, but fortunately, the powerup block located in this hallway will
supply you with a Raccoon Leaf if you’re Super Mario. Stomp the Dry
Bones and go to the end of this hallway with the door, but DON’T
ENTER IT. Instead, before the Dry Bones reassembles, rev up your
power meter from the door end of this hallway and start flying while
pushing at the right side of this hall. (This will be above the
Raccoon Leaf powerup block.) If you do this correctly, and you go
high enough, you’ll find yourself in a hidden hallway off screen.
Run forward until you can’t go any further then press up on the
D-Pad to enter a secret chamber, which houses a chest, which
houses the Warp Whistle, ready to be claimed!


                              -----------
                             |SECOND PATH|
                              -----------

Stomp the Dry Bones and enter the door at the end of this hall. In
this room, the ceiling spikes will move up and down in an attempt
to crush Mario, so immediately run to the space that you won’t be
crushed under. After it’s finished crushing, wait for it to go up
a bit then jump the gaps and make a mad dash to the end of this hall,
where there’s a tiny space where Mario won’t be crushed. Again, wait
for the ceiling to rise back up and you’ll see a door eventually
rise up right where you are. Take it before it goes back down.

Head forward to find a big, new Koopa enemy... your first miniboss!

----------

M I N I B O S S :  B O O M  -  B O O M

Boom - Boom is a big Koopa that, for now, only runs around the room
in an attempt to slam Mario. He’s not that tough, though... all you
have to do is stomp him on the head three times, or if you’re Fire
Mario, throw ten fireballs at him to put him out of commission. Once
he’s gone, he’ll leave behind a ? Crystal, so collect it to blow up
the fortress! One note about him, he’s the boss of all of the
fortresses in this game, as well as some later levels. And he may
not be quite as easy later on...

----------


                             0---------0
                             |Level 1-5|
                             0---------0

Proceed west from the pitiful fortress, then directly south to come
across Level 1-5.

Involuntarily at the start of this cave - themed level, you’ll be
sliding down a slope. But this is a good thing, because by doing
this, Mario will take out four Buzzy Beetles. You’ll end up in a
small pool of water with coins floating above. Take them and
proceed upwards to find another Buzzy Beetle walking toward you,
now with an upside - down Pirahna Plant. Stomp the Buzzy Beetle into
its shell, and weed out the Pirahna Plant with it. Afterwards leap
over the really small gap to find an opening to higher ground. But
when the left wall turns from diagonal to vertical, hop up to reveal
a Coin Heaven note block. You know the drill! When you’re out of
there, you’ll find a Green Koopa Troopa to tangle with. Stomp its
shell in and carry it to the next opening to find a Venus Fire Trap.
Kill it with the shell, and proceed to the right, avoiding a
Pirahna Plant and entering a pipe at the end.

At the other side of the pipe, we’ll once again be at the goal
space, so run into the dark area nearby, grab the card and finish
1-5!


                             0---------0
                             |Level 1-6|
                             0---------0

I just want to say, before Level 1-6, that you should be facing the
lone Hammer Bro. soon. See the Koopa Bros. Battles section for more
information. But for now proceed east to get to Level 1-6.

Elevate up the platforms and collect the three coins above the
highest one. Knock the Red Koopa Troopa down to the one onto the
very low platform with one of his buddies to kill two birds with
one stone, then jump onto the lower platform that the Troopa was on
and knock the question mark block to get a powerup. Afterwards take
the lift at the right and bounce off the music blocks to end up on
a few platforms. Kill the Green Koopa Troopa on the platform with
four breakable blocks floating above. Afterwards, punch the one
second to the right. It hides a 1-UP Mushroom.

Proceed forward and jump to the highest platform in this area. Up
here there’s a small opening, which leads to a small block. Drop
down there and take the lift. Take all the coins along the way,
and also stomp the Red Koopa Para - Troopa. At the end, jump onto
the wooden ledge before the lift falls into the depths below. Step
forward to find a moving platform, then jump on it and take it to
another lift. From this lift, jump to the next ledge, (stomp the
Red Koopa Para - Troopa if so desired) proceed forward into the
dark area, and while avoiding the Green Koopa Troopa, grab your
card and finish this level!

                   ******************************
                   !+--------------------------+!
                   !|0------------------------0|!
                   !||Larry Koopa’s Battleship||!
                   !|0------------------------0|!
                   !+--------------------------+!
                   ******************************

The castle of Grass Land awaits! Make a pit stop at the Toad
House, then head east to the King’s domain! But things don’t look
good here... “Oh, it’s terrible! The King has been transformed!
Please find the magic wand so we can change him back,” cries Toad.
The King has been turned into... a dog / Cobrat from the last Super
Mario Bros. game! Mario is then seen in a short cutscene, running
up to Larry Koopa’s battleship and hitching a ride just in time...

Firstly, simply walk past the two awaiting normal cannons.
Afterwards there’s a Bullet Bill Cannon ahead. Be slightly more
cautious with this one, since the screen is moving so slowly. Go
to the right side of the Bullet Bill Cannon and crouch. Wait for
the Bullet Bill Cannon to stop shooting before proceeding further.
Next get past the higher Bullet Bill Cannon and two cannons on the
ceiling to find a question mark block with a good ol’ powerup
inside. Just after that we’ll find a menacing four - way cannon on
the ceiling. It’s easier than it looks, however. Jump over the
pillar to find another cannon along with its Bullet Bill
counterpart. Beyond that lies just one more cannon before we can
enter the chamber of this battleship’s Koopa Kid Kommanding
Officer: Larry Koopa! Get past these small obstacles and proceed
down the unorthodox white pipe to enter Larry’s domain!

--------------------
--------------------

B O S S :  L A R R Y  K O O P A

Larry is the first Koopa Kid Kommanding Officer, and boss, that
you’ll have to beat up. His room roughly looks like so:


| |                           | |
| |                           | |
| |                           | |
| |                           | |
| |                           | |
| |                           | |
| |      +--+-+               | |
| |-+-+-+|  | |-+-+-+-+-+-+-+-| |
| | | | ||  | | | | | | | | | | |
+-------------------------------+


Larry is easily the weakling of the Koopa Klan. His only real
attack is shooting evil magic rings at Mario, and these can be
easily evaded. Stomp on him three times, or feed him 15
fireballs if you’re Fire Mario, to dispose of him and make him
surrender the King’s wand! Just keep the pressure on Larry,
and watch out for when he hops (in the shell) after you stomp
him! This battle is mainly this easy just to warm you up for the
more difficult Koopa Kids!

A short cutscene ensues, which shows Mario falling through the
clouds, carrying the magic wand. We end up back at the castle
throne room, where we find the king in his original state: a
mustachioed guy with a long red robe and a turban. He then
gives a letter to us from Princess Toadstool herself:

 --------------------------------------- 
|Greetings.                             |
|                                       |
|If you see any ghosts, be careful. They|
|will give chase if you turn away.      |
|                                       |
|I have enclosed a jewel that helps     |
|protect you.                           |
|                                       |
|            - Princess Toadstool.      |
 ---------------------------------------

The “jewel” that Princess Toadstool enclosed is... the rare and
wonderful P-Wing! Good job on that. But now, we’re headed far
into the desert for our next king to turn back to normal...
--------------------
--------------------

                   C H A P T E R  2 :  D E S E R T  H I L L

Story Notes: The king of Grass Land has been reverted back to
his original state, but there are still six transformed kings in
the parts of The Mushroom World! Just beyond Grass Land lies the
deceiving, puzzling, and scorching hot Desert Hill, patrolled by
Morton Koopa Jr. and his servants. The king here needs help as
well, so Mario sets out for a blazing trip...

WELCOME TO DESERT HILL, FOLKS! This chapter will provide a clear
explanation of how to proceed unimpededly through.

 ------------------------------
|                              |
|  -------                     |
|  MAP KEY                     |
|  -------                     |
|                              | 
|                              |
|S = Start Location            |
|L1 = Level 1 Location         |
|L2 = Level 2 Location         |
|L3 = Level 3 Location         |
|L4 = Level 4 Location         |
|L5 = Level 5 Location         |
|Y = Dunes Level Location      |
|A = Pyramid Level Location    |
|P = Pipe Location             |
|F = Fortress Location         |
|T = Toad House Location       |
|H = Koopa Bros.               |
|R = Rock Location             |
|M = Slot Machine Location     |
|D = Padlocked Door Location   |
|C = Castle Location           |
|                              |
|                              |
 ------------------------------

       M---0---L2  0---0   T---0---L4--0R---T
           |   |   |   |       |       |    |
       0---0   0   0   L3--H---Y       H    0
       |       |   |   |       |       |    |
       L1      F---0---0---P   0   C   0    0---H
       |               |       |   |   |        |
       0   T---P       0R--0   L5  0---A        0
       |       D           |   |       |
---S---0---0---0           M---0---0---0

Desert Hill Stats
-----------------

Number of Toad Houses: 3

House 1 Item Selection: Random
Items: Super Mushroom, Fire Flower, Raccoon Leaf

House 2 Item Selection: Random
Items: Super Mushroom, Fire Flower, Raccoon Leaf

House 3 Item Selection: Preset
Item: Frog Suit

White Mushroom House: Anchor



Number of Koopa Bros. Groups: 3

Amount of Koopa Bros. in Group 1: 1
Koopa Group 1 Type: Boomerang Bros.
Prize: Music Box

Amount of Koopa Bros. In Group 2: 1
Koopa Group 2 Type: Boomerang Bros.
Prize: Hammer

Amount of Koopa Bros. In Group 3: 2
Koopa Group 3 Type: Fire Bros.
Prize: Warp Whistle


                            0---------0
                            |Level 2-1|
                            0---------0

Your level choice is, as usual, rather limited. So proceed
slightly east and north to get to Level 2-1.

Just ahead there are two Piledriver Micro - Goombas, you know, the
block enemies? Stomp them dead and get the powerup from the question
mark block. Keep going further, and it’s starting to look like Desert
Hill is Micro - Goomba City. Just look at all of them! Anyways, proceed
while fighting these new enemies. After four or so you’ll find a Red
Koopa Troopa. Notice the two question mark blocks above? The one on the
right hides a starman! Grab the starman out of the block, and quickly
make your way through the Koopa and the Firesnake enemy before jumping
onto the structure ahead via music blocks. Now, if you are Raccoon Mario,
rev up your P Meter and break the blocks surrounding the pipe above. Go
inside now and press the P-Switch to make 16 bluish coins appear. Now go
back down the pipe to see all the coins and breakable blocks switched
around. Collect all the coins you can, but be cautious of the Firesnake.
If you’re NOT Raccoon Mario, then simply take a few steps forward.

Now, you’ll see two wooden blocks in the air. The one on the left contains
a powerup. Down on the ground, if you break the block that obscures
entrance into the structure and hit the waiting block inside, you’ll be
treated to a sweet 1-UP Mushroom! Get out of the structure now and exit
this entire structure area. Head right to find two awaiting pipes with
Pirahna Plants hiding inside. Kill them and the Piledriver Micro - Goomba
with them. If you’d like more coins, enter the pipe on the right and press
the P-Switch. Now come out and collect all the coins between the pipes.
When you’re done, enter the dark area nearby, grab the randomized card
(while dodging the Micro - Goomba) and finish 2-1!


                            0---------0
                            |Level 2-2|
                            0---------0

If you’re a good coin collector, you’ll get one of the rarest and most
loved items ever to grace Super Mario Bros. 3! So proceed northward from
2-1, and play the slots if so desired. Afterwards, go east to Level 2-2.
This level requires a minimum of 30 coins to make your prize materialize.

Tangle with a Goomba up the hill, and jump over the waiting Venus Fire
Trap’s domain: a vat of quicksand. The wooden block nearby houses a
powerup. Also collect the three coins levitating over the small pit
below, and jump over another Venus Fire Trap’s home. Keep going forward
to find a wooden platform which will take you across the oasis. As soon
as you start, take the coming coins, then duck and hit the first two
blocks. One has a coin and the other has a P-Switch... but DON’T STOMP
ON THE P-SWITCH JUST YET. Just take the coins leading the wooden
platform’s way until you’re at the other side of the oasis. Now, swim
back past the Green Cheep - Cheeps to find that the wooden platform
reappeared. Get back on to hitch another ride.

This time, hit the P-Switch and watch the blocks become coins!
However, the last four coins in the line won’t be reached in time by
the wooden platform. So when you’re nearing the end, get a running
start, then take a leap of faith to the coins! If I’m right, you’ll
need at least three of them if you’ve collected every other coin. On
this other side of the oasis, you’ll find a hidden 1-UP Mushroom
awaiting Mario in an invisible block. Take it, and pass through the
pipe. At the other side of this pipe, the dark area is right next to
you as usual with a kind of pipe like this. So grab the card and exit
the level! Now, if you were truly tenacious in your coin colleting, a
White Mushroom House will appear, with a shiny Anchor as your prize!


                       0--------------------0
                       |Desert Hill Fortress|
                       0--------------------0

Just south of Level 2-2 lies the fortress of Desert Hill, so enter
it.

At this point in the fortress, it is possible, with the three
approaching Dry Bones, to do “The Stomp Massacre” 1-UP trick. See
the Tips And Tricks section for details on this.

Head forward to come face - to - face with a Thwomp. After he hits
the ground, when there’s a space large enough for Mario to pass
through, that’s your cue to dash under the Thwomp fast. Afterwards,
stomp the two Dry Bones coming your way, and meet another new enemy:
a Boo Diddly. Get past the Thwomp, then remember that the Boo Diddly
will give chase if you’re not facing him. So quickly take the pipe
at the end of this hallway, past the Dry Bones, before the Boo Diddly
has a chance to catch up.

From here, jump over the spikes onto the platform where the Thwomp
will come crashing down. Go past him, and be careful of the Boo Diddly.
In the block below, you’ll find a powerup. Now, up ahead is a row of
four Thwomps, ready to crush Mario! So fill up that dang P-Meter and
run like the fastest plumber alive to the other side of this hall! On
this other side, there’s a door. Take it to the next hallway.

In here, the awaiting spikes will rise up and fall down, so you can
either run under them once they’re up or jump over them once they’re
down. However, there are two Boo Diddlies in this hallway, so you’ll
have to be rather careful of their attacks. Far in the hall, there
will be a slightly open space. Wait for the spikes to rise, and a
door will appear. Enter it to find this fortresses’s final hallway.

Head forward in this hallway to find a familiar Miniboss...

----------

M I N I B O S S :  B O O M  -  B O O M

Again, Boom - Boom is out to obscure your path to the king’s domain.
So, punish this wimp by either stomping on him three times, or
introducing him to Fire Mario’s fireballs - it takes ten to do him in.
Grab the good ol’ ? Crystal that he drops, and watch his lousy
architecture explode!

----------


                            0---------0
                            |Level 2-3|
                            0---------0

Now that you’re beyond the fortress, you’ll most likely be facing
the Boomerang Bros. soon. See the Koopa Bros. Battles section for
details on this. Anyways, go east, then slightly north to find Level 2-3.

A Red Koopa Troopa and one of those dang Firesnakes greets us into this
level. On top of this pyramid structure, there’s a couple of question mark
blocks. The one on the right contains a powerup, so hit it with the
Koopa’s shell, or break the blocks from below. Next, make a break for the
next pyramid structure, where you’ll find TWO Firesnakes. There’s two
question mark blocks above this one too, and the one on the right carries
a starman! Grab it, and go as far as possible. Remember on the third and
final pyramid structure, the question mark block to the left (on top,
like the others) holds another powerup. If you’re Raccoon Mario, from
the bottom of this pyramid structure, you can fly to a high - up space,
where a P-Switch can be tripped, to make multitude of blocks on the ground
change to coins! Collect all that you can while taking out enemies such as
Green Koopa Troopas and Piledriver Micro - Goombas.

Once at the end of this area, use your raccoon tail on the stairs leading
up to find coins. At the top, kick one of the Koopa Troopa’s shells so
it’ll clear the blocks away, allowing you to pass through the pipe to this
level’s dark area. Grab the card and complete this level!


                              0-----0
                              |Dunes|
                              0-----0

East of Level 2-3, there’s an unorthodox - looking level... it doesn’t
have any number, and it looks like a moving picture of quicksand! Enter
this strange level, and let’s see what’s up with it...

As soon as Mario enters this level, we can see an angry - looking sun high
in the sky, and for the time being, we can pretty much ignore it... for
the time being. Anyways, jump over the two quicksand pits, one housing a
Venus Fire Trap. Stomp the Red Koopa Para - Troopa into the quicksand, and let
the stupid Green Koopa Troopa fall in by himself at the next pit. By the
way, this one hides two Venus Fire Traps. Now proceed, but remember that
down this dune there’s a sandstorm. If you get caught in it while running,
you’ll be carried back to the left. So, from the left, rev up your P Meter,
and when you see the sandstorm, jump in. You’ll be launched high into the
air on the other side!

NOW the Angry Sun goes completely nuts and starts attacking in swooping
motions. Up ahead there are some Green Koopa Para - Troopas and their
shells are pretty much the only weapons you can use against this bad boy.
So when the jerk swoops down, introduce him to rock - hard shell!
Otherwise, just rush past the Para - Troopas and quicksand vats, and grab
the card from the dark area, which transforms that crazy sun into a
valuable coin!


                            0---------0
                            |Level 2-4|
                            0---------0

Proceed north from The Dunes, stopping at a Toad House. Now go east to
find 2-4.

This level comprises of two different paths. So, this guide covers both.


                            ----------
                           |FIRST PATH|
                            ----------

See the blocks at the top left corner of the screen? If you’re Raccoon
Mario, first kill the Red Para - Goomba, then rev up your P Meter and bust
through the blocks to end up on top of the real level! There are a
multitude of coins of here, so start by collecting the levitating ones
over the pool of water, then going in there and hitting the third block
from the direct right of the hole to find a P-Switch. Collect all the coins
you can with it, then go forward to find trees and plants on a ledge of
breakable - looking blocks. Coins are up on the ledge, and also the blocks
themselves hold coins. Get rid of the two Red Koopa Para - Troopas
awaiting you, and come to a figure made up of coins and breakable blocks.
However, a P-Switch hides among them:

B = Normal Block
C = Coin
P = P-Switch
G = Ground

         B    B
         C    C

      B    B     P
      C    C     C

  B     B     B     B 
  C     C     C     C

     B     B     B
GGGGGGGGGGGGGGGGGGGGGGG

Now, collect even MORE coins, first with the P-Switch, then without.
Afterwards, bounce off the music blocks back down to end this route
through Level 2-4.


                           -----------
                          |SECOND PATH|
                           -----------

A Red Para - Goomba greets you to 2-4. Stomp it into submission and
continue onward to find two Red Koopa Troopas. Stomp one into its shell
and take it right beside the wooden pillar at the question mark block’s
level, then kick it into the question mark block to make a powerup appear.
Up ahead lies another powerup block, but it’s on the ground, so you’ll
have to use an upcoming Red Koopa Troopa’s shell to break it out. Also,
kill the Boomerang Bro. awaiting you near the question mark block.
Collect the coins above and go onward.

Proceed and you’ll find both colors of Koopa Troopas - kill them both.
Also collect the four coins, later above a wooden platform. Afterwards
we’ll face yet another Boomerang Bro.. Put an end to this loser, and then
proceed to find a Green Koopa Para - Troopa and a Red Koopa Para - Troopa.
Kill these two birds with one stone, and jump from your land to the
wooden platform, and from the wooden platform onto the small amount of
land with a question mark block above. It holds a powerup. But notice the
Venus Fire Trap waiting above. Wait for it to retreat, then if you can,
kill it. Either way, proceed just a few steps from that pipe to end this
route.

                        ---------------
                       |PATHS JOIN HERE|
                        ---------------

Collect the first column of coins, then the two in between the ridges. The
goal space and your card await you in a few steps, so finish off this
level!


                          0---------0
                          |Level 2-5|
                          0---------0

IF you’ve gotten the hammer yet from one of the Boomerang Bros., it’s
possible at this point to find the third and final Warp Whistle! See the
Warp Whistle section for details. But for now, head slightly west then
south to enter 2-5.

Immediately we’ll find a Chain Chomp awaiting us at the right. It guards
a powerup block (the one on the right) so go ahead to find a Red Koopa
Troopa. Bang it into that last Chain Chomp to do away with both, then grab
the powerup waiting in the block. Move forward, and dodge the next Chain
Chomp with the blocks above it. Jump the small gap, go past the Goombas
and low Chain Chomp, then jump over the tiny gap of water to find two Red
Koopa Troopas moving simotaneously, though one is on a block. Either way,
the small block to the right holds a coin, so kick one of the Koopa Shells
to it (or tail attack it) to get your tiny reward.

Head forward to meet two more Red Koopa Troopas, only this time, they’ll
be of a little more use. See the small gap - type hole, that leads to some
breakable - looking blocks? Kick one of the Troopa’s shells in there.
It’ll break most of the blocks down there (in its reach) except for one...
which was inconspicuously hiding a Pirahna Vine! Climb it to wherever it’s
taking you, and we’ll arrive in the clouds. Follow them, while collecting
coins, to come to a pipe. Enter it to find a block figure, housing a
P-Switch in the bottom - middle block! A powerup is in the bottom - right
corner, if you need to break through the blocks to hit the P-Switch. When
done in this mysterious cavern, exit via the next pipe.

When you come out, collect the coins and powerup in the blocks above, then
drop down to real ground. Dash forward to find this level’s dark area and
card, guarded by a Chain Chomp. Dodge this guy, and claim the card to end
Level 2-5! If you don’t use the vine, go past the Red Koopa Troopas and
grab the card in the dark area.


                           0-------0
                           |Pyramid|
                           0-------0

Proceed south, and play the slots if so desired. Afterwards, head east,
then north to come across a big pyramid. Enter this level to end up
on its grounds.

Wow... the ancient Desert - Hillians were intelligent enough to
actually build DOORS?! I’m impressed, I must admit. Step inside and
proceed up the slope to meet two Buzzy Beetles. Slam them together and
hit the question mark block above the now defeated second one to receive
a powerup. Now, proceed forward, to the second level of land, and tail
attack the blocks (if you’re not Raccoon Mario, hit them with a Buzzy
Beetle shell) then go ahead. Dodge the Pirahna Plant and, if you aren’t
Raccoon Mario, go forward and stomp one of the Buzzy Beetle’s shells. Now,
take it past the Pirahna Plant, and up to the top ridge at the right, then
break the blocks to get through. If you’re Raccoon Mario, this may be a
little bit easier.

The upside - down pipe, blocked off above you, can be entered by hitting
an invisible block, about three spaces away from the vertical wooden
block - off section. So hit it, then jump into the block - off section,
then enter the pipe. In this outside area, the predictable P-Switch is
inside the conspicuous block on Mario’s level, and another free 1-UP is
hidden off - screen the top middle. When done, proceed back down the pipe,
and come out in a different location, which is actually directly east of
where you were in the cave before.

Proceed upwards to come across a Buzzy Beetle on the roof of this cave.
It’ll drop down and move toward Mario, in an attempt to hit him, when
you’re close enough. So jump quickly when it’s moving toward Mario and let
it go its way. Ahead you’ll come across another Buzzy Beetle on the roof
as well as a normal one, but there is yet another wall of blocks ahead
like before, so use these to your advantage. (If you are short of a
Raccoon Leaf, that is.) Once you can get through the block wall,
jump over the pipe housing a Pirahna Plant once the weed monster retreats,
and enter the pipe at the end of the Pyramid’s tunnel.

We’ll come up as usual with this kind of pipe right next to the card space,
but a Boomerang Bro. has been sent to guard it. Knock this guy out of
commission, and grab the card just ahead to clear an ancient pyramid of
Desert Hill!


                  *************************************
                  !+---------------------------------+!
                  !|0-------------------------------0|!
                  !||                               ||!
                  !|| Morton Koopa Jr.’s Battleship ||!
                  !||                               ||!
                  !|0-------------------------------0|!
                  !+---------------------------------+!
                  *************************************

Desert Hill’s castle awaits, right around the corner! Navigate to the castle
to see Toad crying out a familiar message...”Oh, it’s terrible! The King
has been transformed! Please find the magic wand so we can change him back.”
Desert Hills’s king has become... a caterpillar / Hoopster, again from Super
Mario Bros. 2! Then, Mario again ascends onto the battleship, just before
it takes to the sky...

From the start, navigate Mario over two Bullet Bill Cannons to get to a higher
ledge, then dodge the Cannon, built into the ship. Up ahead lies a maze of four
Bullet Bill Cannons, so I’d suggest hopping to the highest one, and waiting up
top there for the screen to scroll enough for you to pass further. On this
next ledge there’s a powerup in the question mark block above, so grab it.
Next is a large area that you’ll need to drop down to, with six Bullet Bill
Cannons surrounding it. Do your best to avoid them, and immediately leap up
to the higher ledge when you have the chance. After this area, you’ll meet new
enemies: Rocky Wrenches. These punks will emerge in and out of the ship in an
attempt to kill Mario by throwing wrenches at him! Stomp on them for kills, but
not while they’re throwing their wrenches. These three will constantly keep
appearing, so try your best to avoid them altogether. Only two Bullet Bill
Cannons obscure your way to the unorthodox white pipe, so get past them and
take it to the Koopa Kid Kommanding Officer’s, Morton’s, kommanding office!

-----------------------
-----------------------

B O S S :  M O R T O N  K O O P A  J R .

Morton Koopa Jr. is the one who stole the magic wand that the king of Desert
Hill possessed. Here’s what the Kommander’s watchtower looks like:


| |                         | |
| |                         | |
| |                         | |
| |                         | |
| |                         | |
| |                   +--+--| |
| |      +--+--+-+    |  |  | |
| |-+-+-+|  |  | |-+-+|  |  | |
| | | | ||  |  | | | ||  |  | |
+-----------------------------+


Morton is basically the same as Larry, since all he can do is fire rings
from his wand. His terrain is a bit more uneven though, so you may want
to be slightly more careful with this guy. Plus he has a slightly lower
but broader leap. But he’s pretty wimpy in just about every other way,
so either give him three concussions or 15 fireballs and the wand is
yours - it’s not much of a challenge!

Mario is falling back down through the sky again, back into the king’s
chamber, and this time... he’s a portly, crowned fellow with a giant
white moustache. Now we get another letter from Princess Toadstool...

 --------------------------------------- 
|Greetings.                             |
|                                       |
|You can stomp on your enemies using    |
|Kuribo’s Shoe.                         |
|                                       |
|I have enclosed a jewel that helps     |
|protect you.                           |
|                                       |
|            - Princess Toadstool.      |
 ---------------------------------------

This time, Princess Toadstool left the fantastic Jugem’s Cloud for
Mario! And that’s just awesome. But now, were headed off to a place
contrary to Desert Hill, a kingdom made up of mostly water, with
another transformed king...

----------------------
----------------------

                     C H A P T E R  3 :  S E A  S I D E

Story Notes: The beaches of The Mushroom World normally would be
peaceful... but they have been torn and rebuilt by crazy Koopa
minions, in Wendy O. Koopa’s honor! It’s time for Mario to stop
this self - centered brat in her tracks, and get the King of Sea
Side’s magic wand back...

WELCOME TO SEA SIDE, FOLKS! This chapter will provide a clear
explanation of how to proceed unimpededly through.


 ------------------------------
|                              |
|  -------                     |
|  MAP KEY                     |
|  -------                     |
|                              | 
|                              |
|S = Start Location            |
|L1 = Level 1 Location         |
|L2 = Level 2 Location         |
|L3 = Level 3 Location         |
|L4 = Level 4 Location         |
|L5 = Level 5 Location         |
|L6 = Level 6 Location         |
|L7 = Level 7 Location         |
|L8 = Level 8 Location         |
|L9 = Level 9 Location         |
|F1 = First Fortress Location  |
|F2 = Second Fortress Location |
|P = Pipe Location             |
|T = Toad House Location       |
|H = Koopa Bros.               |
|B = Bridge Location           |
|R = Rock Location             |
|M = Slot Machine Location     |
|D = Padlocked Door Location   |
|O = Canoe Location            |
|K = Docks Location            |
|C = Castle Location           |
|                              |
|                              |
 ------------------------------



   T---0---0---L3   TB--0-B--0---L6-B-0---L7---0
       |       |        |    |   B             |             K---T
       L2      0        L4---H   L8-B-0---M---F2                   
       |       |        |    |   |             D  M---M---T       
       0   M---F1---0---0    0   0-B-L9–-P     P  |                B C---0---P
       |       |        |    |                    K---T---S
       L1      0--DP    L5---0R--0---0---KO
       |       |
---S---P-R-M-R-H---P



Sea Side Stats
--------------

Number of Toad Houses: 5

House 1 Item Selection: Preset
Item: Frog Suit

House 2 Item Selection: Random
Item: Frog Suit, Fire Flower, Raccoon Leaf

House 3 Item Selection: Random
Item: Frog Suit, Fire Flower, Raccoon Leaf

House 4 Item Selection: Random
Item: Frog Suit, Fire Flower, Raccoon Leaf

House 5 Item Selection: Random
Item: Super Mushroom, Fire Flower, Raccoon Leaf

White Mushroom House: P-Wing



Koopa Bros. Info*

Number of Koopa Bros. Groups: 3

Amount of Koopa Bros. in Group 1: 1
Koopa Group 1 Type: Boomerang Bros.
Prize: Music Box

Amount of Koopa Bros. In Group 2: 1
Koopa Group 2 Type: Boomerang Bros.
Prize: Hammer

Amount of Koopa Bros. In Group 3: 2
Koopa Group 3 Type: Fire Bros.
Prize: Warp Whistle



* In this world, you can strangely fight the Koopa Bros. in two
landscapes: the normal land one, and one with water up to Super
Mario’s waist. This won’t interfere unless you’re Normal Mario. But
anyways, to fight on land, make sure the Koopa Bros. are on a gold
space on land. If you want to fight in the water, make sure the Koopa
Bros. are on a blue space out in the water.



                          0---------0
                          |Level 3-1|
                          0---------0

Proceed east, then north past the pipe to find Level 3-1.

From the start of this level, swim forward, past a low lump of coral
and a pipe that blows out bubbles into the water. Next we’ll come
across a new jellyfish - like enemy known as a Blooper, which will move
quickly in an attempt to hit Mario. These guys are among the most agile
enemies in Super Mario Bros. 3, so be really careful with this first one.
Stay where you are and let him pass pretty far before you continue. Next,
go over another bubble pipe ahead, and this level will branch into two
directions with different rewards. So, this walkthrough will cover each.


                           ----------
                          |FIRST PATH|
                           ----------

This path will give you an incredibly easy run through 3-1, skipping most
of the “real” level and getting you another nice powerup. Swim to the right,
and the last Blooper you saw may have brought his buddy along to sting Mario
out. So quickly jump onto the pipe, touching the wall, ahead. Yeah, that’s
right. Jump up there. Ta - da! We’re now on top of Level 3-1.

Proceed along this secret path, until you come across a question mark block
inside a small vat of water. Hit it for a promised powerup. Now, run along,
until you come back into the real Level 3-1. This is the end of path number
one.

                          -----------
                         |SECOND PATH|
                          -----------

This path leads through most of the actual Level 3-1. Proceed forward and
drop down slightly to meet both the first Blooper and one of his buddies.
Flame them up if possible, but if not, drop past them as quickly as
possible. Move past another small lump of coral and a pipe, and then
collect the eight coins quickly that are above the Lava Lotus. Don’t let
its fireballs corner you, or you’re dead meat. (Especially if you’re
Normal Mario.)

Past this lies two more pipes above - one that blows bubbles and one that
doesn’t, as well as a powerup just above another Lava Lotus. The question
mark block on the left has the powerup, so be sure to grab before the Lava
Lotus gets to hit you. Collect the arc of coins over the two blocks (as
well as the coin in the other block the Lava Lotus is guarding, if you’re
brave) and head upwards to finish the second path for this level.

                         ---------------
                        |PATHS JOIN HERE|
                         ---------------

Forward resides an enemy called a Nanny Blooper, which is a normal Blooper
with “kid” Bloopers following it around. For the time being though, it
just moves like a normal Blooper. See the hole below, about two spaces long?
Fall in and swim past the music blocks and Lava Lotus to find a block
surrounded by several coins... claim the conspicuous 1-UP Mushroom from
the block (as well as the many coins around it) and take the bubble pipe
nearby for kicks. Dodge the lone Blooper ambushing Mario, and enter the pipe
above. Strangely, we’ll come out horizontally this time, but at least the
goal space is next to our area as usual. Take the card waiting for Mario
and finish your first very aquatic level!


                           0---------0
                           |Level 3-2|
                           0---------0

North of 3-1, we’ll find the next level to enter. So go into another
aquatic nightmare.

Level 3-2 features an incredibly annoying Cheep - Cheep that will follow
you around this place that will jump up in an attempt to hit Mario. The
worst part is if you kill it, it’ll return in a few seconds. Remember
to watch out for this guy and the other randomly appearing Cheep - Cheeps
in line. But anyways, start by jumping across the two platform lifts to
come across four donut lifts - the falling platforms with holes in them -
and a question mark block, which contains a powerup. But just for future
reference, the donut lifts will fall after a few seconds of Mario
standing on them. Definitely remember this.

Donut lifts aside, jump on the platform ahead, and while grabbing
coins and powerups on your way, watch out for the following Cheep - Cheep,
as well as the leaping ones. (And a Red Koopa Para - Troopa as well.)
You’ll end up on a low platform that is useful for stomping the following
Cheep - Cheep. Stomp it and quickly jump on the next platform to find
another wave of leaping Cheep - Cheeps, as well as another Red Koopa Para -
Troopa. Do your best to avoid these threats, (as well as the returning
following Cheep - Cheep) and continue (while collecting things) until you
come across a few levitating breakable blocks. Jump onto them, before, the
platform drops into the water, to find a pipe that houses a Venus Fire Trap.
Enter the pipe once the plant has retreated to come out at a lake - type
area. Dodge the leaping Cheep - Cheep, and proceed a few steps to the right
to find the dark area and goal card of Level 3-2!


                           0---------0
                           |Level 3-3|
                           0---------0

Northeast of the completed Level 3-2 lies the next level, and stop at the
Toad House at the side if desired.

This level features a dang type of ground that lowers into and rises
from the water below periodically, but your main problem is that
Boss Bass has this whole area under his tight security. If you’re
too far within his reach, he’ll jump up in an attempt to swallow Mario
whole, regardless of whether you’re Super Mario or better! Watch out for
this punk while going through 3-3.

Start off by going forward, above the small platforms, until you come
to a series of breakable blocks with a music block among them, which
contains a powerup. If it is a Super Mushroom, then use the Green Koopa
Troopa’s shell up ahead, to break the breakable blocks at the right so
you can claim it. But make sure Boss Bass isn’t within range. Anyways,
the second block that the shell hits (second to the right on the left,
that is) holds a P-Switch, so press it to switch the blocks to coins.
Quickly collect them, while watching out for Boss Bass as usual.

Hop across a few more platforms to find a red one that rotates extremely
fast, pausing every so often. This, of course, is a disaster, especially
in Boss Bass’s level. Okay... keep calm, and immediately when the
platform stops rotating, jump for your life to the next one! Punch the
block above to get a powerup. If it’s a Fire Flower, you may want to
take out the Boss Bass with a fireball. Anyways, we’ll find a normal
block on the ground as well as two strange White Blocks. These can be
used like a Koopa shell, except they don’t ricochet off a surface like
them. Shoot Boss Bass with one (if you’re not Fire Mario) and use the
other on the block to your left to reveal another P-Switch! Press it
and all the coins ahead will become a group of breakable blocks that you
can take to the end pipe! As quickly as possible, run across them while
collecting coins to find the pipe! (Go across the rotating platform if
desired.) Watching out for Boss Bass, enter the pipe, then jump across
the water to find your goal card!


                       0-----------------------0
                       |Sea Side First Fortress|
                       0-----------------------0

South of Boss Bass’s area lies the first fortress that Sea Side, and
it’s unorthodox in that it has a load of doors that lead to different
locations at a certain point in this fortress. This walkthrough will
cover them all.

Start off by finding a RotoDisc as well as a Dry Bones to dodge, then
another RotoDisc up ahead. Next we’ll be at the hallway of many doors,
and I’ll explain first how to get from this end of the hallway to the other.
Pass under the Thwomp and tangle with a Dry Bones up ahead, then we’ll come
to another Thwomp with two Boo Diddlies surrounding it. Get past this, then
stomp the three Dry Bones that are coming toward Mario. Go underneath the
Thwomp, then stomp the three Dry Bones up ahead. Ta - da! We’re at the end
of the hallway. Now, for the many doors...

Doors #1, #2, #3, #4, #7, and #8 will lead to the Cheep - Cheep hallway,
with quite a few powerup blocks inside. Door #5 leads to the Cheep - Cheep
hallway, but you can get a 1-UP Mushroom from the block above! Just make
sure you punch the left side so you don’t lose it in the water. Also, you
can return to your spot in the main hall with the door on this platform.
Door #6 opens up to another door (in the Cheep - Cheep hallway) to jump
to, which leads to this fortress’s boss’s domain! Door #9 will lead to
a room with lots of coins. Punch up the holes in the structure above to
find three coins, then jump up on the left side to find two blocks to use
as steps into the structure. Take the coins, then return to the main hall.

Once you’re ready to finish this fortress, follow the instructions above
for Door #6, then proceed to meet good ol’ Boom - Boom!

----------

M I N I B O S S :  B O O M  -  B O O M

We meet again, Boom - Boom. Same Koopa in this fortress as the last one...
however, he’s slightly different because after you stomp him once, he’ll
wing to the skies! Stomp him extremely fast at that point, or you’ll
have to wait for him to swoop to attack him. But other than that, he’s
pretty much the same. Stomp him three times or feed him ten fireballs
to get the ? Crystal and blow up this fortress!

----------


                           0---------0
                           |Level 3-4|
                           0---------0

Head east, then north from the fortress to find Level 3-4. This level
is the unfortunate introduction of the wonderful Lakitu. Dang.

Tangle with two Goombas down the slope ahead, then come to a pipe
housing a Pirahna Plant. Jump over this and the small gap of water
ahead to meet a Venus Fire Trap in a pipe also. The question mark
block to the right holds a powerup. Watch out for the Venus Fire Trap
and jump to the hill above after getting it. Next, we’ll find another
slope with three more Goombas, so slide them out of commission and
at the end, jump over the pool of water (while sliding to get to the
next hill! If you couldn’t do that, then swim past the Green Cheep -
Cheep and punch the invisible block at the far right above the pool
of water and jump from here to the hill.

Slide down this hill to pulverize three Green Koopa Troopas, but
watch out after them because there’s a lot of stuff going on down
here as far as enemies go. There is one Hanging Pirahna Plant, one
Brown Para - Goomba, (that has Micro - Goombas) and one Red Para -
Goomba! First take out the Brown Para - Goomba, the Pirahna, then
the Red Para - Goomba. The question mark blocks around here have
both a powerup and coins, and the breakable - looking block to the
right, one space above the ground holds a P-Switch. Press it to
make a load of bluish coins appear out of nowhere! After getting
them, proceed forward up the small slope ahead...

NOW the wonderful Lakitu appears out of nowhere and starts throwing
Green Spiny Eggs at Mario! The breakable - looking block below, 
econd to the left holds a 1-UP Mushroom! The rest contain coins.
Continuing on, run as fast as you can and jump over the multiple
gaps to find two question mark blocks, one housing a powerup and
the other a coin. Afterwards, jump up the small hill and run down
the slope ahead to find the goal card of Level 3-4!


                           0---------0
                           |Level 3-5|
                           0---------0

Directly south of the last level Mario vanquished lies Level 3-5.
Go that direction and enter.

IF you are Raccoon Mario, this level is ridiculously easy... rev
up your P Meter from the pipe you’re on and fly to the wooden block
section, which lets you get three coin blocks and skip almost all
of the real Level 3-5!

If you DON’T have a Raccoon Leaf on your hands, swim into the water
to meet Jelectros and Big Bertha for the first time, as well as a
Green Cheep - Cheep. Near the bottom left there are three coins.
Above Big Bertha there are six blocks, five housing coins and the
last housing a powerup, with a Blooper on the other side. Make sure
the bubble pipe ahead doesn’t stop you from getting the powerup.

Continue right, while collecting coins at the bottom of this area,
and cut under a Jelectro to find some more coins and a powerup in
the three blocks ahead. Next there’s a bubble pipe, and if you’re
good, you can hit an invisible 1-UP Mushroom block in the bubble
stream! Proceed forward to find a gauntlet of Jelectros, a Blooper
Nanny, Big Bertha, and a Green Cheep - Cheep obscuring your way
to this level’s end pipe. Swim well through here and enter the
waiting pipe.

As usual, we’ll end up right next to the dark area - so grab
the waiting card inside to finish this level!


                           0---------0
                           |Level 3-6|
                           0---------0

Go slightly east, then directly north, then slightly east
again to find Level 3-6. It’s an automatic side scroller...
something we haven’t had since Level 1-4.

Donut Lifts are right in front of the platform you’re on first,
so hop to them and punch the question mark block above to get
a powerup. Quickly get to the next platform, then wait for the
screen to scroll enough until you can see one of those really
fast rotating platforms. Wait for the screen to scroll over
further so you can see two Donut Lifts and another normal
platform, then traverse these with extreme caution. Knock the
Red Koopa Troopa’s shell ahead right to make it drop, so it will
hit a coin block for you. Hit the blocks on the left of the
platforms ahead to find coins.

Up ahead, at the lower part of this level, there’ll be
three White Blocks. Pick up the one to the right so you won’t
fall into oblivion, and hit the breakable - looking block at the
right to find a P-Switch! Press it to make the bricks switch to
coins ahead, but watch out for the Green Koopa Para - Troopa.
Afterwards, jump onto the two Donut Lifts ahead to find the
exit pipe guarded by a rotating platform and a Red Koopa Para -
Troopa! As quickly and as well as you can, jump to the rotating
platform, and fall to the pipe below without getting flipped
off - screen!

Only a Green Koopa Para - Troopa obscures your way to this
level’s dark area and goal card, so kill him an proceed forward
to the end of this automatic side scroller level!


                           0---------0
                           |Level 3-7|
                           0---------0

Level 3-7 is located east of Level 3-6. Proceed there and enter.

Jump to find a coin in the brick above, then find that two Spikes
(the enemies, not the inanimate objects) greet you into this level.
Pulverize (or run away from) them and jump over the small gap ahead.
Two more Spikes are here to kill you followed by some floating blocks.
If you are Super Mario or better, punch the one second to the left
on the top row for another 1-UP Mushroom! On the other side of the
wooden block on the ground ahead, two more Spikes wait for you. After
making it past them, jump across the gap ahead to a platform with both
a Spike and a Green Koopa Troopa, then pass over a pipe and the gap
after it. Now you have two decisions for the end of Level 3-7.


                            ----------
                           |FIRST PATH|
                            ----------

This secret route will bring a much - loved item, and a slow but
effective 1-UP technique! Kill the two waiting Spikes, but DON’T kill
the Green Koopa Troopa. Instead, just stomp him, and take him to the
topmost ledge of breakable - looking blocks. The one sticking up on
the right holds a vine! But before you climb to the clouds above,
shouldn’t you know “The Koopa Troopa Fake Stomp” 1-UP trick? First
stomp the Green Koopa Troopa’s shell from rolling back and forth. Wait
for the Troopa to emerge from the shell. Then stomp him, and jump to
the vine, but don’t touch the ground. Next, when the Troopa comes out
of the shell again, do exactly as you did before, and you’ll rack up
quite a few points and 1-UPs over time with this trick!

Once you’re done the stomping feat, climb the vine, and collect the
coins all above the clouds on the right. Don’t bother with the P-Switch
in the block ahead. Walk back afterwards to the top of the block where
the vine stopped growing, and jump to the right to find an inconspicuous
row of seven clouds. Jump above the middle one to find a familiar
pinkish - hued music block, and jump on it to be transported directly to
Coin Heaven! Mario hasn’t been here for awhile, and it has changed quite a
bit - the coins have been organized differently, and there is no 1-UP
Mushroom in the higher sky. However, a useful Jugem’s Cloud awaits Mario
in the treasure chest at the end! Opening the treasure chest is also the
end of the first path and 3-7!


                            -----------
                           |SECOND PATH|
                            -----------

Just so you know, this is the normal level, with no real reward whatsoever.
Anyways, tangle with the two awaiting Spikes on the platform as well as a
Green Koopa Troopa. Jump over to the next platform afterwards, with two
pipes that house two Venus Fire Traps and a Spike on the ground. Next,
there are three Spikes and one Green Koopa Para - Troopa on rising
terraces, leading up to the dark area! A lone Spike guards the card, so
quickly grab the card to avoid this threat and finish the level!


                     0------------------------0
                     |Sea Side Second Fortress|
                     0------------------------0

Southeast of 3-7 lies Boom - Boom’s second architecture in Sea Side. Enter
to see what this Koopa has in store for Mario.

Proceed into the pipe in the foyer of the fortress to come across a room
literally filled with water. Go past the RotoDisc and first Green Cheep -
Cheep to come across another, swimming under a question mark block with a
powerup hiding inside. Next, a Green Cheep - Cheep, then a RotoDisc, then
yet another Green Cheep - Cheep obscure Mario’s way to the next pipe.
Burn them up, or just swim past them and enter the pipe. In the next
aquatic hallway, there will be a new enemy to deal with: Stretches, white
bars with Boo Diddlies hiding inside. For the first pair, swim slightly
into the pit, but keep yourself OUT OF the pit. Swim up when you’re past
them. Next is a lone Stretch, which you can swim above since the one Boo
Diddly inside only lurks around the bottom. Next there are two more, and
you’ll have to swim between them to get to the pipe ahead. Do this with
EXTREME caution and then enter the pipe ahead.

Amazingly, that second pipe lead to Boom - Boom’s lair! Let’s see what he
can do now.

----------

M I N I B O S S :  B O O M  -  B O O M

Boom - Boom strikes back, it seems! But take note of the two floating
blocks. They are deliberately there to limit your jumping ability. On top
of this, Boom - Boom can fly after one stomp like before. Take him out
with skill this time around, by bashing his brains or burning his bones
carefully. Grab the ? Crystal he drops after this battle is over to
destroy this fortress!

----------


                           0---------0
                           |Level 3-8|
                           0---------0

Boss Bass is back at you in this level at full force, however... if you’re a
good coin collector, you’ll get one of the rarest and most loved items
ever to grace Super Mario Bros. 3! Directly east of the destroyed fortress
lies Level 3-8, the foreboding land of Boss Bass. This level requires a
minimum of 44 coins to make your prize materialize.

Immediately rush to the high ledge, and stay there until the ground is
done lowering and starts to rise. Go right to the Green Koopa Troopa,
and kick its shell to reveal a vine. Climb it, and bash the music block
up here for a powerup. If it’s a Super Mushroom, make sure Boss Bass isn’t
in reach when you get it at the lower platform. Afterwards, continue right
to find a coin block with White Blocks blocking it underneath. Knock them
away and plunder the coins in there!

Quickly make your way right to find a Green Koopa Troopa. Knock its shell
around the platform its on to make a vine appear. Climb it to escape
the hazardous waters. When it rises again, proceed and hit the first
block you can to grow another vine, and increase Mario’s chances of
survival again!

Leap to the right after the water starts rising, and when it fully rises,
enter the structure below, and go past the wooden platform. Now, as quickly
as you can, run though this flooding area of death, and collect ALL the
coins before tripping the P-Switch, which will allow Mario to dramatically
escape. In the column of three coins, punch the top one (from the bottom)
to make a 1-UP Mushroom appear! Afterwards, unimpeded, head into the pipe,
and proceed forward to get the card for Level 3-8! Now, if you were truly
tenacious in your coin colleting, a White Mushroom House will appear, with
a shiny P-Wing as your prize!


                           0---------0
                           |Level 3-9|
                           0---------0

Proceed south, then east to find 3-9. This level contains a cool glitch
that serves no relevant purpose, but it’s fun to do for kicks! See Tips
And Tricks for information.

For this level, I’m mainly only outlining the most useful path, but to
end it the other way, see toward the end of this level. But anyways, stomp
the Green Koopa Para - Troopa enough to grab its shell. Make a mad dash
past a rather low Hanging Pirahna Plant, a Brown Para - Goomba, some
Bomb-Ombs, and about two Bullet Bill Cannons. See the small wall of about
three breakable blocks? Pelt it with the Troopa shell, and enter the pipe.
(But watch out for the two Bullet Bill Cannons.)

Turn left to go through some tunnels. Avoid the Green Cheep - Cheep, then
enter the pipe here. Immediately hold RIGHT on the D-Pad to fall to an area
where a giant question mark block waits. Punch it to get a Frog Suit! Go
back down the pipe, and head right (past your original pipe) and enter the
next pipe you come to for your goal card in this level! Now for the other
route. Remember that in the beginning, the sixth brick from the left
contains a powerup. Proceed to meet your first Bomb-Ombs, an dispose of
them before heading further. Take the high path above the pipe, and deal
with the Bomb-Ombs before grabbing a powerup from a music block. Use the
White Block ahead to kill the Green Koopa Troopa awaiting Mario. Hit the
block for a 1-UP Mushroom, and go past two Green Koopa Para - Troopas to
enter a pipe.

Swim past he two Green Cheep - Cheeps and enter the next pipe to find this
level’s dark area and goal card... so what are you waiting for? The king
awaits Mario and his wand! Grab the card and finish Sea Side’s final
obstacle!

 
                (^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^)
                (                                       )
                (  ***********************************  )
                (  !+-------------------------------+!  )
                (  !|0-----------------------------0|!  )
                (  !||                             ||!  )
                (  !|| Wendy O. Koopa’s Battleship ||!  )
                (  !||                             ||!  )
                (  !|0-----------------------------0|!  )
                (  !+-------------------------------+!  )
                (  ***********************************  )
                (                                       )
                (UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU)

Sea Side’s king is ready for his wand back, so proceed into the pipe
area to transport to another pipe directly west of the castle - enter and
hear Toad’s familiar message... “Oh, it’s terrible! The King has been
transformed! Please find the magic wand so we can change him back.” This
time around, we find the king transformed into... a turtle / Dino Rhino,
from Super Mario World! After paying a visit to the transformed king,
Mario will grab the anchor of Wendy O.’s ship just before it travels into
the sky...

Start off by fighting (or retreating from) the infinite Rocky Wrenches up
ahead. Jump over a Bullet Bill Cannon to end up on a high roof, then three
built - in cannons. Next, grab the powerup up on the left ledge, then make
your way through the low Bullet Bill Cannon and maze of four built - in
cannons on your right.

Now jump on the Bolt Lift ahead and get to the other side (lightly jump on it
like Donut Lifts to make it move) or just dodge Exhaust Port fire down
below. Next, jump over the big wooden barrier and stomp the infinite Rocky
Wrenches ahead. DO NOT drop below the part of the ship with the wooden
barrier, or you’ll be blown in the face with Exhaust Port fire. Either way
you go, proceed upwards from there to find the unorthodox white pipe.
Take it down to meet the third Koopa Kid Kommanding Officer - Wendy O.!

-------------------------
-------------------------

B O S S :  W E N D Y  O .  K O O P A

Wendy O. Koopa, Bowser’s only daughter, is the one that transformed the
king into a turtle / Dino Rhino with his own wand. Here’s the layout of
her chamber:


| |                      | |
| |                      | |
| |                      | |
| |                      | |
| |                      | |
| |                      | |
| |                      | |
| |--+-+--+-+--+-+--+-+--| |
| |  | |  | |  | |  | |  | |
+--------------------------+


Wendy will start out the battle by firing an evil magic bracelet that will
ricochet at a 90 - degree angle whenever it hits a wall, the roof, or the
floor. She will also make little hops around the room. With each
consecutive stomp, her jumps become higher, and she’ll fire another
bracelet. By the third stomp, she’ll be able to leap extremely high into
the air, and three bracelets will be shooting around the room! It will be
tense, stomping her for the last time, so I’d definitely recommend
fighting fire with fire - be Fire Mario once you enter this room! She
won’t be able to fire any more bracelets than one or jump high, since you
didn’t stomp her. Plus, her room is flat - floored. Anyways, no matter
which way you used to make her surrender the wand, three stomps or 15
fireballs will do her in. Dramatically grab the wand after that difficult
battle!

Mario will fall back into the castle, through the sky, with the wand as
usual. This time, the king is, an amigo de Espanol, yee - ha! He’s wearing
a green robe and a crown, by the way. Anyways, he’ll give us the expected
letter from Princess Toadstool:

 --------------------------------------- 
|Greetings.                             |
|                                       |
|The White Block contains magic powers  |
|that will enable you to defeat your    |
|enemies.                               |
|                                       |
|I have enclosed a jewel that helps     |
|protect you.                           |
|                                       |
|            - Princess Toadstool.      |
 ---------------------------------------

Princess Toadstool has left Mario a useful Music Box, as we head off to
the super - sized fourth world!

-------------------------
-------------------------

               C H A P T E R  4 :  B I G  I S L A N D

Story Notes: With the beaches of The Mushroom World cleared, Mario set out
to a close country, made up of an incredibly large land mass. Its biggest
feature is that almost everything is quadruple its normal size, including
the minions of Iggy Koopa that have been dispatched to stop Mario from ever
reaching the great island’s king...

WELCOME TO BIG ISLAND, FOLKS! This chapter will provide a clear
explanation of how to proceed unimpededly through.

 ------------------------------
|                              |
|  -------                     |
|  MAP KEY                     |
|  -------                     |
|                              | 
|                              |
|S = Start Location            |
|L1 = Level 1 Location         |
|L2 = Level 2 Location         |
|L3 = Level 3 Location         |
|L4 = Level 4 Location         |
|L5 = Level 5 Location         |
|L6 = Level 6 Location         |
|F1 = First Fortress Location  |
|F2 = Second Fortress Location |
|P = Pipe Location
|T = Toad House Location       |
|H = Koopa Bros.               |
|B = Bridge Location           |
|R = Rock Location             |
|M = Slot Machine Location     |
|D = Padlocked Door Location   |
|C = Castle Location           |
|                              |
|                              |
 ------------------------------

---SB--P        T---L6--0---0   PD--F1--H--L3--0--L2
   |                |       |       |          |  |
   0        C---0--B0--F2   H---0   H---M      T  0
   |                |       |   |   |             |
   P            M---L5--0---0   0---L4     TR--P--L1
                                |
                                T


Big Island Stats
----------------

Number of Toad Houses: 4

House 1 Item Selection: Preset
Item: Tanooki Suit

House 2 Item Selection: Random
Item: Super Mushroom, Fire Flower, Raccoon Leaf

House 3 Item Selection: Random
Item: Super Mushroom, Fire Flower, Raccoon Leaf

House 4 Item Selection: Random
Item: Tanooki Suit, Fire Flower, Raccoon Leaf

White Mushroom House: Anchor



Koopa Bros. Info

Number of Koopa Bros. Groups: 3

Amount of Koopa Bros. in Group 1: 1
Koopa Group 1 Type: Sledge Bros.
Prize: Jugem’s Cloud

Amount of Koopa Bros. In Group 2: 1
Koopa Group 2 Type: Sledge Bros.
Prize: P-Wing

Amount of Koopa Bros. In Group 3: 1
Koopa Group 3 Type: Sledge Bros.
Prize: Starman


                           0---------0
                           |Level 4-1|
                           0---------0

Proceed east, into the transport pipe, and end up on the far east
side of this island. If you saved a hammer, hit the rock at the
left for a Tanooki Suit Toad House! Afterwards, proceed east into
Level 4-1.

Well, the first thing you’ll notice is the giant - sized EVERYTHING.
Jump over the Pirahnicus Giganticus and stomp the Grand Goomba ahead.
Punch the coin out of the giant block above, and kick the Red Giant
Koopa Troopa’s shell ahead right to gain access to a powerup block.
Grab the coins while jumping over the gap ahead, then stomp the Green
Colossal Koopa Para - Troopa out of commission and swim through the
water pipes.

Head forward to deal with a Grand Goomba and a Colossal Green Koopa
Para - Troopa, then hit the block above for a powerup. Afterwards,
proceed through the opening in the giant breakable blocks, then jump
across the platforms, killing any Red Giant Koopa Troopas patrolling.
(You can kick one into the giant question mark platform, if you wish
to get a single coin.) Next, jump over the giant pipes, one housing a
Venus Fire Trap, and a Gargantuan Green Koopa Troopa to get to this
level’s exit pipe. Beside it lies this level’s dark area, so run in
and grab the card to finish off your first super - sized level!


                           0---------0
                           |Level 4-2|
                           0---------0

If you’re a good coin collector, you’ll get one of the rarest and most
loved items ever to grace Super Mario Bros. 3! Proceed north to enter
your second giant nightmare. This level requires a minimum of 22 coins
to make your prize materialize.

The following Cheep - Cheep strikes back again from Sea Side, so try to
keep dry throughout this level. Also, the ground rises and lowers into
the water again like Sea Side’s levels as well, so prepare for this.
Anyways, traverse the pipes, jumping over enemies, until you find the
White Blocks. Keep throwing them to the right to hit a question mark
block, containing a powerup. Proceed to come across a wall of breakable
blocks with a P–Switch on the other side. Trip it, and collect the coins
(that were just bricks) and the new coins beyond here (collecting the
Starman in a question mark block along the way) before the P-Switch’s
time runs out. Then, collect all the normal coins before proceeding into
the exit pipe. Grab the card at the dark area to finish 4-2!  Now, if you
were truly tenacious in your coin colleting, a White Mushroom House will
appear, with a shiny Anchor as your prize!


                           0---------0
                           |Level 4-3|
                           0---------0

You should be facing the Sledge Bros. soon. See the Koopa Bros. section
for more information. Anyways, stop at the Toad House below before
proceeding west to enter Level 4-3. If the Sledge Bros. in the beginning
of this level are giving you trouble, I’d suggest coming in with a Starman
if you have one.

Two Sledge Bros. assault you at the start of this level. Kill or avoid
them, then proceed into one of the pipes - it doesn’t matter which, since
they both lead to the same location. Three Buzzy Beetles greet you into
this cavern, one of which is on the ceiling. Jump the gap ahead to end up
on a platform with a Buzzy Beetle awaiting Mario. Kick it out of
commission and collect the coins from the question mark blocks above.
Afterwards, jump over the Green Koopa Para - Troopa t find a ledge with a
Buzzy Beetle on the ceiling, then jump forward to a small platform where a
powerup waits in the question mark block above.

On the next ledge there’s a Buzzy Beetle on the ground a Spiny on the
ceiling. (Do NOT stomp this guy.) Jump to the next ledge, over a Red Koopa
Para - Troopa, to find another Spiny on the ceiling, and then another Red
Koopa Para - Troopa will fly between you and another ledge. Dodge it and
go to the next ledge to find two Buzzy Beetles. Kill them and hit the
breakable blocks above for coins and a 1-UP Mushroom! Be careful of the
two ceiling Spinys and the Buzzy Beetle ahead while chasing it to the
right. For the second platform in line, the wooden blocks will hit Mario
back if you touch them from the side, so proceed caution and enter the
pipe at the end of the three awaiting platforms. Run to the dark area just
ahead, and grab the goal card to finish this level!


                    0-------------------------0
                    |Big Island First Fortress|
                    0-------------------------0

West of Level 4-3 lies Big Island’s first fortress, so enter to see what’s
in store for us.

Run under two Hotfoots (the walking candle flames) to come across a
horizontal Thwomp. When Mario is close enough to it, it’ll move left in a
mad attempt to smash him into the wall. Wait for it to retreat to the
right, and when Mario has enough room to fall through, do so. Run under
another Hotfoot, then escape another horizontal Thwomp, THEN run under
the awaiting Hotfoot ahead. Now you have two choices for the rest of this
level.

                            ----------
                           |FIRST PATH|
                            ----------

Avoid the Hotfoot above and proceed into the pipe at the middle to end up
in a dank basement. Drop down the ledge ahead to find three Dry Bones and
a Boo Diddly guarding a line of question mark blocks, one of which
contains a powerup. Next you’ll see a hole in the ceiling leading to the
destination pipe. We can’t reach it though, so jump straight up at the
far left of the hole to reveal an invisible block containing a single coin.
Jump up one space to the right to reveal another block, and now we can
reach the pipe. Jump up these and take the pipe to end this path.

                            -----------
                           |SECOND PATH|
                            -----------

Proceed underneath the Hotfoot above and find a horizontal Thwomp above.
The way to the next part of the level is so small that Super Mario
(or better) can only get through it by duck - sliding. Do that before
the horizontal Thwomp can get you, then this fortress is gonna get a bit
more complicated. Lure the two Hotfoots ahead to the left side of the
hallway you’re at, rush under the Thwomp and make a leap of faith to the
ledge above. You’ll find a powerup in a question mark block up here, as
well as a horizontal Thwomp assaulting Mario below. Quickly make your way
past this guy while he’s retracting to the left, and jump to the checker -
type hallway ahead to finish the second route through Big Island’s first
fortress.

                          ---------------
                         |PATHS JOIN HERE|
                          ---------------

Run forward to find quite a familiar miniboss... a VERY familiar
miniboss...

----------

M I N I B O S S :  B O O M  -  B O O M

Boom - Boom AGAIN? Sheesh. This guy needs to get a job. He doesn’t even fly
around the room this time. Although, to make it fair, there is a big ledge
in the middle of his lair to limit your jumping ability. Still, he doesn’t
pose much of a threat to Mario. Crack his skull or burn him to death to
achieve his ? Crystal and finish this fortress!

----------


                            0---------0
                            |Level 4-4|
                            0---------0

Stop at the slot machine along the way if you wish, the proceed southwards to
get to a giant aquatic level - Level 4-4.

Kill off Lakitu at the beginning of this level so you won’t have to worry
about him until later on. Next, drop down into the water to find a
question mark block hiding a powerup. Punch up the RIGHT side so you won’t
have to work hard to get it. Head down the hole to the right, and proceed
right afterwards and move past all of the obstacles well, my friend. Jump
on Lakitu if he’s giving you a problem from above with his Spinys.
Once at the end of this wooden gauntlet you’ll find a staircase of huge
blocks leading up to this level’s exit pipe. Grab the card at the other
side and end you second giant AND aquatic level!


                            0---------0
                            |Level 4-5|
                            0---------0

Stop at the Toad House below if you wish and proceed west, then north, then
west, then south, THEN west to enter Level 4-5.

Jump the small gap ahead, then proceed up the giant block steps while
dodging the Gargantuan Green Koopa Troopa and the Colossal Green Koopa
Para - Troopa. Proceed further, now downwards to fight another Colossal
Green Koopa Para - Troopa. Use its shell to hit the block guarding the
giant question mark block (that contains a powerup) and jump over the gap
ahead to find that Bullet Bill cannons are starting to dominate the area!
Be aware, however, that some of these will be Missile Bills, not just
Bullet Bills, that will home in on Mario somewhat.

Head forward (collect the powerup from the middle question mark block in
the first row) while jumping some gaps, dodging Missile (and Bullet) Bills
and leaping over a Pirahnicus Giganticus to come across two cannons right
next to each other. Stand on the one on the right and jump straight up to
make a secret vine appear! Next, jump onto the really high Missile Bill
Cannon to the right and jump to the vine block. Climb the vine and enter
the pipe in the clouds! In this secret area we’ll find a giant question
mark block in the room, with a Tanooki Suit especially for Mario! Trip
the P-Switch to make the four blocks in this room into coins, then
proceed down the pipe to find a diagonal row of bluish coins. Descend
slowly with your tail to get as many as you can, then proceed over a
Pirahnicus Giganticus and one last cannon to find the destination pipe.
Enter it and finish 4-5... with a free Tanooki Suit!


                            0---------0
                            |Level 4-6|
                            0---------0

If desired, play the slot machines at the left, and head north to find 4-6.
It’s unorthodox in that it has a variety of doors - these doors will revert
this giant level back to a normal - sized one. If you enter the doors on
the normal - sized side, the effects will be reversed. I’m only gonna cover
the normal - sized part of this level since it’s way easier.

Fight a Colossal Green Koopa Para - Troopa and a Gargantuan Green Koopa
Troopa at ground level, then get the Gargantuan Green Koopa Troopa out of
the breakable block structure above, then hit the block to the right in the
topmost row to get a 1-UP Mushroom! Proceed over a Pirahnicus Giganticus
and fight off two Grand Goombas and a Gargantuan Green Koopa Troopa, then
enter the door in your midst.

Once you come out of the door, two Goombas will be storming toward you as
well as a Green Koopa Troopa. Kill them and fly high into the sky to find
some coins and another 1-UP Mushroom before coming down and meeting a Green
Koopa Para - Troopa then hitting the wooden blocks at your level to make a
Starman appear. Chase and grab the Starman, jump the Pirahna Plant and kill
the Green Koopa Troopa. Head to the left of the pipe ahead to reveal three
hidden blocks, two of which contain coins and the other holding another
1-UP Mushroom! Next, head forward and fight the two Red Koopa Troopas,
then head forward and take care of the variety of Troopas littering the
platforms as well as a Pirahna Plant. Just ahead lies the dark area - but
watch out for the single Green Koopa Para - Troopa guarding the goal card!


                  0--------------------------0
                  |Big Island Second Fortress|
                  0--------------------------0

Big Island’s second fortress has two directions nearing the end - one
simply leading to the miniboss’s lair, and an elaborate trail with some
rewards before the miniboss’s level. Enter this level, by going southeast,
with this in mind.

Start by jumping over the Donut Lifts ahead (make sure you don’t stand on
one for too long) and come to a Donut Lift platform with a Dry Bones on it
and a question mark block above (stomp the Dry Bones, then stand on the
Donut Lift he’s on to make him drop into the lava below) with a powerup
inside. Jump to the Donut Lift platforms ahead and find the one with
another Dry Bones walking on it - but don’t make it drop into the lava
below. Just stomp it, then get a full running start and jump to the next,
rather high Donut lift platform. Continue right until you’re in an actual
hallway with bricks for the floor. Stomp on the approaching Dry Bones in
this hall. By the way, at the end of this hall there will be two Dry Bones
dropping down the ledge to your level, but they’ll hit the breakable -
looking block above, which is a tribute to the original Super Mario Bros..
This exact thing happened in that game, except the Dry Bones were Green
Koopa Troopas. Anyways, here’s finally where your options branch off into
two paths.


                           ----------
                          |FIRST PATH|
                           ----------

Simply jump onto the breakable - looking block, then up to the ledge
where the Dry Bones were. Proceed to the top of the red pipe to end
this ridiculously easy yet rather non - rewarding path.

                          -----------
                         |SECOND PATH|
                          -----------

Here’s the elaborate, big finish to this fortress. Inside the
breakable - looking block that the Dry Bones bounced off is a P-Switch,
so trip it to make seven bluish coins appear at your left and make an
outline of a door. Collect the coins if desired, and immediately press
UP on the D-Pad, while inside the outline, to end up in this fortress’s
big plumbing system. Here there are two types of motioned yellow
platforms: one with a specific arrow direction, and one with an
exclamation point. The one with the specific arrow direction will
ONLY move in that direction. The exclamation point, however, allows
you to change direction by jumping on it. (Starts out traveling up,
then left, then up, then right, then the cycle starts over.)

For starters, jump on the arrow platform until you can jump a ledge
on the right which Mario can jump to. Next, take the exclamation
platform until you’re high enough to clear the Pirahna Plant, then
proceed left and drop next to the Pirahna Plant’s pipe. Travel
upwards with an arrow platform nearby until you can end up next to
another Pirahna Plant’s pipe. For a powerup, enter the pipe on the
top right (of the Pirahna Plant’s pipe) and claim your prize from
the question mark block. When you want to progress in the fortress,
enter the other pipe, then enter the pipe from here leading upwards.

Hop onto the exclamation pipe above here, and turn left once you’re
high enough to clear the pipe below. Next, at the hole in the pipes
above, turn back to traveling up - but a horizontal Pirahna Plant
is darting in and out of the pipe to Mario’s right, so make sure you
travel up the right side of this hole. Next, STAY ON THE EXCLAMATION
PLATFORM, and jump on it again so it moves to the right. See the
hole in the ceiling above? Keep the exclamation platform at its
right setting until you can get into the hole, then finally travel
upwards to find the exit pipe to this room. Enter the pipe.

Collect the nine coins at Mario’s level, then stand at the
left side of the exit pipe in this room. Punch upwards to hit
a coin block, then (from that revealed block) jump upwards one
space to the left and reveal another invisible block. Continuing
this pattern, the third hidden block contains a 1-UP Mushroom! Once
finished in this room, proceed down the exit pipe.

In this next hidden chamber, hit the gigantic block in the middle of
the room for three 1-UP Mushrooms, and if you have the flying
capability, rev up your P Meter and start flying at the left side of
the screen to break some blocks above and reveal 30 coins. If you
don’t have the flying capability, then too bad! Either way, once
done in this room, take the destination pipe to the end of this rather
rewarding route through the fortress.

                          ---------------
                         |PATHS JOIN HERE|
                          ---------------

Stomp the Dry Bones and avoid the RotoDisc to find Boom - Boom’s lair!

----------

M I N I B O S S :  B O O M  -  B O O M

Boom - Boom is back, and this time he’s a little tougher than before.
Although he can’t wing to the skies, this time his chamber has a
menagerie of platforms to limit you jumping ability a lot. While
taking extra caution, burn him up or give him a nice triple stomp to
achieve your ? Crystal, another destroyed Koopa fortress... and a
clear path to the king’s castle!

----------


               \                                     /
                (^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^)
                (/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\//\)
                (\/*******************************\/)
                (\/!+---------------------------+!\/)
                (\/!|0-------------------------0|!\/)
                (\/!||                         ||!\/)
                (44!|| Iggy Koopa’s Battleship ||!44)
                (/\!||                         ||!/\)
                (/\!|0-------------------------0|!/\)
                (/\!+---------------------------+!/\)
                (/\*******************************/\)
                (\//\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/)
                (UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU)
               /                                     \

Big Island’s king awaits Mario’s aid! Proceed across the new bridge,
to the castle, and hear Toad cry out an old message: “Oh, it’s
terrible! The King has been transformed! Please find the magic wand
so we can change him back.” This time, we find the king as: a
dinosaur / big Donkey Kong wannabe! Time to punish that glasses -
wearing freak, Iggy. Mario dramatically climbs the battleship as
it leaves port...

From the start, jump over two Exhaust Ports (collect the three
coins above if you can) and now you’ll have a choice of taking a
Bolt - Lift to the other side, but don’t as it travels over THREE
vertical Exhaust Ports. Just jump over these by taking the lower
route. Next, jump the small gap and there will be three Exhaust
Ports that close Mario in. Crouch under the vertical one, then
immediately jump on top of the horizontal one at the right.
Quickly jump to the left, where the Rocky Wrench is, and grab the
powerup from the question mark block.

Jump to the next rather high ledge (where you’re one space away
from Exhaust Port fire and the ground below) and when you can see
the high ledge ahead, wait for the Exhaust Port to stop firing, then
leap to that high ledge ahead. You’ll be glad you did, so you don’t
have to mess around with the “invisible gap” and the vertical Exhaust
Port below. Jump off, when they’re cleared, to lower ground.

Hop over the vertical Exhaust Port ahead and we’ll come to an
elaborate, dangerous section of Exhaust Ports. Wait for the first
Exhaust Port above to stop firing, the duck - jump to the ledge where
it would normally spew flames at Mario. When the next one up stops,
immediately jump to a ledge where Mario doesn’t get burned. Once both
high Exhaust Ports above take a break from spitting out fire,
immediately jump past them to the higher ledge, and we’ll find that
good ol’ unorthodox white pipe - but wait! Before you enter, wait for
the battleship to move far enough so you can get the powerup waiting
inside the previously hidden question mark block! Now, proceed with
caution into the white pipe to find the nerdy - looking, and fourth
Koopa Kid Kommanding Officer: Iggy Koopa!

-----------------------------
-----------------------------

B O S S :  I G G Y  K O O P A

Iggy, who’s extremely nerdy - looking, has the king of Big Island’s
wand in his possession. Here’s the layout of his room:


| |                            | |
| |                            | |
| |                            | |
| |                            | |
| |                            | |
| |-+-+     +-+--+             | |
| | | |--+-+| |  |+-+          | |
| | | |  | || |  || |+-+-+--+-+| |
| | | |  | || |  || || | |  | || |
+--------------------------------+


Iggy is very similar to his younger brothers, Larry and Morton, as
far as battling goes, but he has a few real advantages that they didn’t
have. In addition to uneven terrain in this chamber, Iggy fires his
evil magic rings off in machinegun fashion, and also jumps extremely
high like his sister Wendy. Fireballs aren’t recommended here, so your
best bet of putting him out of commission is to just stomping on him
three times with mad skill. Once he’s had enough, grab the king’s wand
and fall back to the throne room!

Back in the throne room, the king is... a turbaned, Ghandi mimic! He’ll
give us the letter, as usual, from Princess Toadstool:

 --------------------------------------- 
|Greetings.                             |
|                                       |
|The thief who stole the whistle has    |
|escaped to the east side of the sand   |
|dunes.                                 |
|                                       |
|I have enclosed a jewel that helps     |
|protect you.                           |
|                                       |
|            - Princess Toadstool.      |
 ---------------------------------------

From the princess, we’ll achieve a much sought - after P-Wing! Now
it’s time to take a trip to the fifth world... which houses the
sacred Kuribo’s shoe and an unorthodox two - screen style!

-----------------------------
-----------------------------

                     C H A P T E R  5 :  T H E  S K Y

Story Notes: Big Island has been reverted back to its original state...
three countries remain! Mario has set off to a cloudy island, where a
king should be... but there is no castle on this island! All that lies
in Mario’s midst is a giant, spiraling tower that seems to “touch”
the sky itself...

WELCOME TO THE SKY, FOLKS! This chapter will provide a clear
explanation of how to proceed unimpededly through.

 ------------------------------
|                              |
|  -------                     |
|  MAP KEY                     |
|  -------                     |
|                              | 
|                              |
|S = Start Location            |
|L1 = Level 1 Location         |
|L2 = Level 2 Location         |
|L3 = Level 3 Location         |
|L4 = Level 4 Location         |
|L5 = Level 5 Location         |
|L6 = Level 6 Location         |
|L7 = Level 7 Location         |
|L8 = Level 8 Location         |
|L9 = Level 9 Location         |
|F1 = First Fortress Location  |
|F2 = Second Fortress Location |
|P = Pipe Location             |
|T = Toad House Location       |
|H = Koopa Bros.               |
|B = Bridge Location           |
|M = Slot Machine Location     |
|D = Padlocked Door Location   |
|Q = Spiral Tower Location     |
|C = Castle Location           |
|                              |
|                              |
 ------------------------------


The Sky: Part 1/2

   0--L2---T   0---H
   |  |        |   |
   L1 P    P---0   0---Q
   |       |       |
   0B--F1--0   0---H
   |   |       |    
---S   0---M---0


Part 2/2

                       T
                       |
            P       0--L5
            |       |  |
        0D--0--L4---0  S
        |              |
    M---H--F2--0--L7---0
           |   |       |
 C--0--L9--L8  0---T---L6



The Sky Stats
-------------

Number of Toad Houses: 3

House 1 Item Selection: Preset
Items: Tanooki Suit

House 2 Item Selection: Random
Items: Tanooki Suit, Fire Flower, Raccoon Leaf

House 3 Item Selection: Random
Items: Super Mushroom, Fire Flower, Raccoon Leaf

White Mushroom House: P-Wing



Number of Koopa Bros. Groups: 3

Amount of Koopa Bros. in Group 1: 2
Koopa Group 1 Type: Hammer Bros.
Prize: P-Wing

Amount of Koopa Bros. in Group 2: 2
Koopa Group 2 Type: Hammer Bros.
Prize: Starman

Amount of Koopa Bros. in Group 3: 2
Koopa Group 3 Type: Hammer Bros.
Prize: Music Box




                            0---------0
                            |Level 5-1|
                            0---------0

North of the start point lies Level 5-1, so enter to see what’s
in store for Mario.

This level comprises of two different paths. So, this guide covers
both.

                           ----------
                          |FIRST PATH|
                           ----------

Jump over the Buster Beetle storming toward Mario, and hit the side
of the wooden block at the right for a powerup. Jump with caution
over the Chain Chomp to come across another one higher up. However,
a powerup resides in his domain, and you can bait the Chain Chomp
into rushing toward Mario so he can jump past it and quickly grab
the powerup, then break the breakable block above. This is
incredibly risky, though. Anyways, after that, jump over the next
Chain Chomp to meet a new, fierce Pirahna Plant - like enemy:
the Nipper. It’ll try to "nip" Mario in a very "sensitive place,"
if you know what I mean. Jump over the three Nippers, then a
charging Buster Beetle, then a Chain Chomp.

Once past that, you’ll find a row of question mark blocks, the
fourth one (from the left) containing a Starman! Collect it,
and mow down the Chain Chomp ahead, then fall down the steep
slope and exterminate the Nippers and Brown Para - Goomba. Now
we’re at the end of the level, so grab the card - but watch
out for the Nipper!

                          -----------
                          SECOND PATH
                          -----------

Jump over the Buster Beetle storming toward Mario, and hit the
side of the wooden block at the right for a powerup. Jump with
caution over the Chain Chomp to come across another one higher
up. However, a powerup resides in his domain, and you can bait
the Chain Chomp into rushing toward Mario so he can jump past
it and quickly grab the powerup, then break the breakable block
above. This is incredibly risky, though. To do the second path,
you’ll have to become Raccoon (or Tanooki) Mario some way.

Break all of the breakable blocks surrounding the wooden block
back at the beginning of the level, then build up your P Meter
(while watching out for the nearby Chain Chomp) and fly high.
Stay aligned with the top of the wooden block to find a secret
pipe to go through! Once in this secret room, head below and
right to the next pipe for FOUR 1-UP Mushrooms! (Make sure
you hit them one at a time, so they don’t disappear before
you have a chance to grab them.) After collecting them, proceed
back into the pipe.

Use an "Airborne Duck" maneuver to proceed into a ridiculously
small hallway. Fly right from the gap, and once you’re away from
it, stop ducking to be forced through the hall to the other
side: a secret chamber with a lone chest inside. Open the chest
to find a Music Box, and end this level with a much sought -
after item in hand!


                           0---------0
                           |Level 5-2|
                           0---------0

Head northeast to enter Level 5-2. If you want to be easy on
yourself, come in with a Raccoon (or Tanooki) suit.

This level comprises of two different paths. So, this guide covers
both.

                           ----------
                          |FIRST PATH|
                           ----------

This is the easier way through this level that I recommended a tail
for. Fall down the pipe and stay exactly where you are - don’t press
anything on the D-Pad and you’ll be bouncing on a music block. Bounce
to the next one over (don’t worry about the powerup that pops out)
then bounce to the top of the breakable blocks. Make your way to where
the pipe is above and take it, but watch out for the dropping Green
Koopa Troopas.

Slide the three Goombas ahead on hills out of commission, and take the
first pipe you come to - this secret room houses a powerup (left block,
bottom row) and a giant question mark block, with three 1-UP Mushrooms
waiting inside! After you’re done in this room, enter the low pipe.
Watch out for the Green Koopa Para - Troopa while taking the four coins
from the question mark blocks ahead. Just afterwards lies the exit pipe -
grab the goal card at the other side to finish this level!

                          -----------
                         |SECOND PATH|
                          -----------

Proceed down the pipe, and fall down this deep room while taking the
frequent coins along the way. Once finally at the watery bottom, take the
middle pipe.

Once down here we’ll find a Buster Beetle holding a White Block to throw
at Mario. Stay close to him so the arc of the White Block won’t hit you,
then dispose of the Buster Beetle. (Use the White Block ahead to your
leisure.) Afterwards, dodge two Pirahna Plants, a White Block - equipped
Buster Beetle, then pass under a Pirahna Plant and over a Venus Fire Trap.

Watch out for two Buster Beetles on different ledges ahead, then make
your way past two more Pirahna Plants and two more Buster Beetles to
the exit pipe. Enter it, and another goal card is yours!


                   0----------------------0
                   |The Sky First Fortress|
                   0----------------------0

This fortress is pretty much completely useless. All it does is build
a bridge between the starting location and itself, and this will only
probably help if you get a GAME OVER. But there are a few 1-UPS hiding
inside. If you must blow it to bits, first get the Tanooki Suit from the
Toad House ahead, then enter the south transport pipe to end up across
from the earlier levels. Proceed southeast to find the fortress.

Jump across a vat of lava where a Podoboo lives, then make your way past
a RotoDisc and a Thwomp to find a few breakable blocks. A powerup resides
above them. If you are Super Mario, (or better) it will turn you into
Raccoon Mario, needed for a secret 1-UP. Break all of the blocks except
one (leave it as a step) and jump up that one to get the Raccoon Leaf.
Now go left under the Thwomp again, then rev up your P Meter so you can
fly up the twisty path, above the powerup, to a pipe. The secret 1-UP
Mushroom is just above the middle of the “coin arrow” (you’ll have to
fly to get it) so grab it as well as all of the coins inside this chamber.
Once done, descend down the other pipe. Skip the next paragraph to resume
the guide.

If that secret doesn’t seem to appeal to you, (it’s almost a mountain of
work for a molehill of a reward) go past the two RotoDiscs then punch the
block to the left of the waiting Thwomp for a powerup. Continue right
afterwards and make your way between the “twin” RotoDisc attack.

Remember, to stop the persistence of the Boo Diddly temporarily, look
him straight in the eye. Anyways, jump to the ball that the RotoDisc is
surrounding, and wait for the Thwomp ahead to slam into the ground. If
the RotoDisc isn’t in your way, immediately jump past it and over the
Thwomp. Continue to find another RotoDisc and Thwomp, but now they’re
arranged differently. Pass them the same as the last couple, then
proceed over the lava pit to meet another Thwomp, but it’s more
difficultly placed. The Thwomp is over a space exactly as big as itself.
There are three decent methods to do this: pass through his territory
BEFORE he has a chance to crush Mario, (easiest to do) jump toward him
and then jump back to bait him, (not too difficult) or jump onto the side
of the platform so he just barely misses you. (Hardest to do.) Afterwards,
jump to the next ledge and enter the door to get to Boom - Boom’s lair!

----------

M I N I B O S S :  B O O M  -  B O O M

With no advantages this time, (Boom - Boom can’t fly, and his room has
no platforms to limit your jumping ability) Boom - Boom is ridiculously
easy! Fire him up in the hole, or give him three concussions then get his
? Crystal!

----------


                           0---------0
                           |Level 5-3|
                           0---------0

YES! The sacred, almighty, super-dee-duper Kuribo’s Shoe is waiting for
you in this truly awesome level! Proceed far southeast of the first
fortress to find the great land and enter.

Proceed down the pipe ahead of Mario, then jump over a Spiny and a
Venus Fire Trap. Afterwards we’ll come across a Kuribo’s Goomba,
discriminating the holiness of the Kuribo’s Shoe! When it’s on top
of one of the breakable blocks next to the Venus Fire Trap’s pipe,
punch it from below and gain the ultimate powerup!

You can basically do anything you want while in the possession of the
green relic, including stomp all the enemies here out of commission,
including Spinys, Bomb-Ombs, and (get this!) Pirahna Plants! You can even
proceed over fields of Munchers without any worry! This is truly the
powerup and experience to beat! Keep on stomping until Level 5-3 is done -
but at that point, Kuribo’s Shoe will go away! If only there was a way to
keep it forever... if there was I would definitely find it ;)


                        0------------0
                        |Spiral Tower|
                        0------------0

A strange, fortress - type level in a lengthy fashion. Proceed east, then
southeast to enter the original Spiral Tower. Note that a secret exists
that requires a P-Wing to acquire only a single 1-UP Mushroom.

Proceed past a set of four RotoDiscs, one of them rotating around a
question block which holds a powerup. Enter the pipe at the end of this
hallway, then run past two Thwomps to the next pipe. At this outside part
of the Spiral Tower, kill the two Piledriver Micro - Goombas and, if you
have a P-Wing, fly to above where all the blocks are surrounding the pipe.
A lone block floats here, housing a 1-UP Mushroom. When done, enter the
pipe.

A Thwomp and a RotoDisc reside in this hallway, with a gap of spikes
between them. Bait the Thwomp into coming down, then jump over the spikes
while it’s going back up. (If the RotoDisc is out of the way of course.)
Proceed to find another gap of spikes, so jump over it and take the pipe
above. In this small and empty room, take the next pipe up.

Mario will end up on top of the Spiral Tower. Knock the Red Koopa Troopa
ahead to the depths below, and punch the second block (from the left) to
make a vine appear! Climb it to wherever it is taking Mario, then find that
we’re high into the clouds. Jump to pipe above, and Mario will end up high
in the sky, in the REAL fifth world!


                         0---------0
                         |Level 5-4|
                         0---------0

If you have the flying capability, then this level is gonna be extremely
easy. If you don’t, it won’t be such a walk in the park. Head southeast
from the top end of the Spiral Tower to enter Level 5-4.

                          ----------
                         |FIRST PATH|
                          ----------

Here’s for those who have the flying capability. Rev up your P Meter and,
while watching out for the quickly rotating platform, fly high and far to
the right. You should end up on a line of very high clouds. Collect the
coins while traversing the clouds, and when there isn’t any more, slowly
descend with your tail to where the Green Koopa Para - Troopa is to end
this ridiculously easy path!

                          -----------
                         |SECOND PATH|
                          -----------

For the non - flyers, you’re doomed if you’re an amateur. Grab the powerup
from the question mark block and jump over the gaps between the clouds
ahead (while watching out for the rotating platforms in between) until you
come to a still platform. Make a full run from the cloud you’re on to it.
Don’t let it lean too far while Mario is on it, or he’ll fall into the
chasm below. See the rotating platform ahead, that momentarily stops
rotating? As soon as it’s temporarily done rotating, hop off it to another
tilting platform and then a cloud.

Jump over the gap and rotating platform to the left side of the waterfall,
then leap over the waterfalls until you come across yet another tilt
platform. Now there will be another rotating platform that temporarily
stops, then another tilt platform, then another temporary stopper.
Traverse the dangerous platforms with caution, and jump to where the Green
Koopa Para - Troopa is to end this difficult path!

                       ---------------
                      |PATHS JOIN HERE|
                       ---------------

Please note that at this part of the level, it’s possible to perform
"The Koopa Troopa Fake Stomp" 1-UP maneuver! See Tips And Tricks for
more details. When you’re ready to leave this 1-UP factory, proceed
into the exit pipe ahead to find Lakitu hovering overhead on the
other side. However, if you let him throw four Spinys onto the clouds
(the most Spinys that are allowed to be on a screen is four) while
you get the goal card, quite a few points and a free 1-UP will be yours!


                         0---------0
                         |Level 5-5|
                         0---------0

If you’re a good coin collector, you’ll get one of the rarest and most
loved items ever to grace Super Mario Bros. 3! Proceed east, then
northeast to find Level 5-5, your second adventure in the sky. One note:
if you want the White Mushroom House to appear, come in here with a tail.
Trust me. In fact, that’s the level I’m outlining. This level requires a
minimum of 28 coins to make your prize materialize.

This whole level is made up of Donut Lifts for the ground. Avoid the two
Green Koopa Para - Troopas and a Brown Para - Goomba (it has Micro -
Goombas) to come across two pipes blocked by breakable blocks. (By the way,
back where the wooden blocks are, the top one holds a powerup if you bump
it. Break the blocks above the one at the right - hand side and proceed
down it. Fall down while collecting the many coins, and hit the giant
question mark block for a much sought - after Tanooki Suit! Afterwards,
proceed up the pipe to the right.

Break the blocks in the structure to the left, and the topmost left one
holds a coin. If you get hit by Hanging Pirahna Plant fire or whatever, hit
the right block to get a powerup. Also, hit the nearest wooden block on the
ground for a powerup. Afterwards, head left past some Pirahna Plants to
find a “bridge” of Donut Lifts. Collect the coins around it and proceed
left, past some Pirahna Plants and Para - Troopas (be careful of the Donut
Lifts) to find the dark area. Grab the card inside and finish 5-5! Now, if
you were truly tenacious in your coin colleting, a White Mushroom House
will appear, with a shiny P-Wing as your prize!

Please note that if you go back into the Tanooki Suit room and come out,
the coin blocks will be reset! Keep doing this trick until you have enough
coins for the White Mushroom House to appear!


                         0---------0
                         |Level 5-6|
                         0---------0

Ah, the infamous Para - Beetle level. Play the slots and stop at the
Toad House if desired, and proceed directly south to enter the chasm filled
clouds.

Please note that the Para - Beetles are NOT YOUR ENEMIES! Mario will only
be hit if he whacks them from below. But actually, they’re here to help
him traverse the chasms. I’d definitely recommend a tail for this level if
you don’t want to fall into the depths far below.

While traversing the Para - Beetles, if possible, collect the coins above
the chasms. Be sure to get the powerup near the Red Koopa Para - Troopa a
little bit farther into the level. Use the note blocks ahead to bounce onto
the wooden platforms.

Continue to bounce around and collect coins until you find some breakable -
looking blocks. The one second to the right hold a P-Switch to activate.
(Trip it.) Afterwards, jump across some larger ledges to find a Fire Chomp,
so avoid or kill it. When the screen scrolls over enough we’ll find the
exit pipe, so take it, and come out to an area where Lakitu is hovering
about. Grab the goal card at the dark area to finish 5-6! However, if you
let him throw four Spinys onto the clouds (the most Spinys that are
allowed to be on a screen is four) while you get the goal card, quite a
few points and a free 1-UP will be yours!


                         0---------0
                         |Level 5-7|
                         0---------0

Stop west at the Toad House if desired, then proceed east, then northwest
to get to Level 5-7.

Jump over a Green Koopa Troopa and dispose of a Piledriver Micro - Goomba
guarding a powerup waiting in a wooden block. Continue right to deal with
a Venus Fire Trap and five more Piledriver Micro - Goombas.

And then Lakitu will start to attack. Dodge all the Piledriver Micro -
Goombas and Bullet Bill Cannons that obscure your way to the exit pipe,
and tear through it. Lakitu will be out here, near the dark area like
before, so avoid him and his Spinys while you grab another goal card!
However, if you let him throw four Spinys onto the clouds (the most
Spinys that are allowed to be on a screen is four) while you get the goal
card, quite a few points and a free 1-UP will be yours!


                    0-----------------------0
                    |The Sky Second Fortress|
                    0-----------------------0

Please note that in the original NES port of Super Mario Bros. 3, the
lava hallway’s ceiling is not made up of lava, but Podoboos will still
come out. In Super Mario All Stars, the ceiling IS made up of lava and
Podoboos still do come out. Proceed directly west from 5-7 to find the
lava - based fortress.

First jump over to the small block, and then the pipe. Take it down to
find a hallway where Podoboos come from both the lava below AND the
ceiling. Jump to the right across the gaps, while watching out for
Podoboos below and above Mario. When you come to the question mark
blocks, go on top to avoid the Podoboos below and punch up the last
block in the row for a Starman.

Head right across the gaps, with Starman in hand, to find more Podoboos
and a Boo Diddly. You should be able to knock it out of commission with
your invincibility. Note that if your Starman power has run out by now,
you’ll have this guy on your back throughout the rest of this fortress,
other than the Boom - Boom battle. Anyways, jump across the multitude
of small bridge - type platforms (while watching out for the surrounding
Podoboos) to find a powerup and a coin inside two question mark blocks,
then proceed across the broken bridge (while watching out for the
surrounding Podoboos, a Dy Bones, and a Boo Diddly) to reach the pipe
leading to Boom - Boom’s lair! Just make sure you jump over the vat of
lava once you’re up there.

----------

M I N I B O S S :  B O O M  -  B O O M

Again, Boom - Boom has no jumping obstructions, but he will attempt to
wing to the skies this time. Be careful of that, and crush his skull
or burn him to death to find his ? Crystal!

----------


                           0---------0
                           |Level 5-8|
                           0---------0

Lakitu will constantly annoy you throughout this rather short level, so
I’d suggest just running through it like crazy. But that’s just me.
Anyways, go south from the wrecked fortress to find Level 5-8.

Jump to the cloud with the question mark blocks ahead to find a powerup
in the third one. A few clouds later, Lakitu will start raining Spinys
down on Mario’s head. Burn through the clouds until you see a Red Koopa
Troopa. If you want to risk it, try to slaughter Lakitu (for the time
being) with the Troopa’s shell. Jump off the “killing cloud” to another
cloud with a question mark block on it, which contains another powerup.

Run like an animal to the exit pipe while dodging Red Koopa Para - Troopas,
before Lakitu has a chance to return at full force. Finally we’ll come to
the dark area of this level where Lakitu will make his final stand! Grab
the goal card as fast as you can to end Level 5-8! However, if you let him
throw four Spinys onto the clouds (the most Spinys that are allowed to be
on a screen is four) while you get the goal card, quite a few points and
a free 1-UP will be yours!

                           0---------0
                           |Level 5-9|
                           0---------0

Not a side - scroller, but more of a diagonal - scroller that will
require some competent leaps to proceed to The Sky’s castle. Walk west and
enter the unique sky level.

Leap past the Red Koopa Para - Troopa then hop well across the seven
floating platforms. Jump onto the horizontally floating platform, and once
the floating platform above comes down, IMMEDIATELY jump high from the side
of the horizontal - moving to the side of this vertical one, or you’ll fall
deep into the pits below.

A Fire Chomp will come into view soon, so watch out for its flames. Jump
onto the ledge to the right, then traverse the three vertical platforms
(one platform for each fireball) and watch the Fire Chomp turn this level
into a fireworks factory. Another Fire Chomp will accost Mario afterwards,
so jump to the platform above, then leap right up the varying ledges until
you finally come to a cloud with a pipe. The second Fire Chomp’s self
destruction should be easier to dodge by just shooting up the pipe above.

Mario will come out by the goal card, and Lakitu will be attacking as
usual. Seize the goal card before Lakitu can bomb you with one of his
Spinys! However, if you let him throw four Spinys onto the clouds (the
most Spinys that are allowed to be on a screen is four) while you get the
goal card, quite a few points and a free 1-UP will be yours! Finally the
castle of The Sky is available to venture to!


                                |     |
                    |     |     |     |     |     |
                \ | | | | | | | | | | | | | | | | | | /
             ---<(^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^)>---
                <(/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\)>
             ---<(\/******************************\/)>---
                <(\/!+--------------------------+!\/)>
             ---<(\/!|0------------------------0|!\/)>---
                <(\/!||                        ||!\/)>
        --------<(55!|| Roy Koopa’s Battleship ||!55)>--------
                <(/\!||                        ||!/\)>
             ---<(/\!|0------------------------0|!/\)>---
                <(/\!+--------------------------+!/\)>
             ---<(/\******************************/\)>---
                <(\//\/\/\/\/\/\/\/\/\/\/\/\/\/\/\\/)>
             ---<(UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU)>---
               /  | | | | | | | | | | | | | | | | | | \
                    |     |     |     |     |     |
                                |     |

The Sky’s king is finally ready to be rescued! Proceed west and enter the
castle to head Toad cry out: “Oh, it’s terrible! The King has been
transformed! Please find the magic wand so we can change him back.” His
majesty has become... a bird / Albatoss from Super Mario Bros. 2! It’s
time to stop the “cool guy” Roy Koopa from messing up The Sky anymore!
Mario will be shown afterwards in a cutscene, climbing the ship before it
takes off even higher into The Sky... and ironically, the ground below is
made up of a grass field.

Leap over the Cannon and Exhaust Port right next to each other before
proceeding lower to gain a powerup, while avoiding the two built - in
cannons below. Jump over the Bullet Bill Cannon nearby, then make your way
though the onslaught of cannonballs to find yet another Bullet Bill Cannon.

After that barrage of cannons, we’ll come across a new section, known
simply as "The Gauntlet." It comprises of two lines of built - in Cannons -
one above Mario and one beneath Mario - that both have four Cannons in
them. That totals up to eight cannons to avoid, and you’re pretty much
asking for a quick death if you run through it, especially as Regular
Mario. To end up above it, leap off a cannonball from the first Cannon
(hold the jump button for maximum height) and land on top of it, then jump
up to the top of the structure that supports all the cannons. All that
obscures the path between Mario and the unorthodox white pipe now is a
Bullet Bill Cannon, so clear it and enter the chamber of the fifth Koopa
Kid Kommanding Officer: Roy Koopa!

-------------------------------
-------------------------------

B O S S :  R O Y  K O O P A

Roy, the “cool” Koopa Kid of the Klan with his shades, is the fifth kid
that Bowser has sent out to annihilate Mario and also take over The Sky.
Here’s the layout of his hallway:


| |                            | |
| |                            | |
| |                            | |
| |                            | |
| |                            | |
| |                            | |
| |    +--+     +--+--+        | |
| |-+-+|  |+-+-+|  |  |+-+-+-+-| |
| | | ||  || | ||  |  || | | | | |
+--------------------------------+


Roy will greet you with three evil magic rings, and Mario will soon find
out he’s a crazy powerhouse beyond his wand. This because whenever Roy
lands from a fall, he’ll shake his chamber and immobilize Mario for a few
seconds. Even after he is stomped, he’ll give out a “double hop” which
means Roy will slam the ground twice and bounce between the hops. Fireballs
may prove worthy since the floor isn’t too uneven, but I wouldn’t risk it.
Watch out for his jumps, and whenever he lands, jump on him. Leap on him
three times (while watching for double hops) and seize the wand from the
powerful Koopa Kid!

Mario will fall back to The Sky’s castle, with wand in hand until he
reaches the throne room. The king looks like... a crowned Santa Claus
wannabe! He’ll give Mario the letter from Princess Toadstool as usual...

 --------------------------------------- 
|Greetings.                             |
|                                       |
|Be careful in the Ice World. The       |
|creatures trapped in the ice will come |
|to life if warmed.                     |
|                                       |
|I have enclosed a jewel that helps     |
|protect you.                           |
|                                       |
|            - Princess Toadstool.      |
 ---------------------------------------

Princess Toadstool has given Mario a useful Jugem’s Cloud this time around,
as he prepares to set off to an icy land!

-------------------------------
-------------------------------

                  C H A P T E R  6 :  I C E D  L A N D

Story Notes: Only two countries in The Mushroom World remain! Mario has
descended from The Sky to Iced Land, just below. Normally, it would be a
graceful, icy spot to hang out... until the wannabe circus performer Lemmy
Koopa turned it into a freezing nightmare. It’s up to Mario to put an end
to this AND save the king...

WELCOME TO ICED LAND, FOLKS! This chapter will provide a clear
explanation of how to proceed unimpededly through.

 ------------------------------
|                              |
|  -------                     |
|  MAP KEY                     |
|  -------                     |
|                              | 
|                              |
|S = Start Location            |
|L1 = Level 1 Location         |
|L2 = Level 2 Location         |
|L3 = Level 3 Location         |
|L4 = Level 4 Location         |
|L5 = Level 5 Location         |
|L6 = Level 6 Location         |
|L7 = Level 7 Location         |
|L8 = Level 8 Location         |
|L9 = Level 9 Location         |
|L10 = Level 10 Location       |
|F1 = First Fortress Location  |
|F2 = Second Fortress Location |
|F3 = Third Fortress Location  |
|P = Pipe Location             |
|T = Toad House Location       |
|H = Koopa Bros.               |
|B = Bridge Location           |
|M = Slot Machine Location     |
|D = Padlocked Door Location   |
|R = Rock Location             |
|C = Castle Location           |
|                              |
|                              |
 ------------------------------

                     T               P---0--B0
                     |                       |
             0--L2--0--RP                0---0--0      L9-0--0
             |      |                    |      |      |     |
---S--0--L1--M      HD--0---P  0--L6--0  F2--0  L8--0--0 F3B-0D--0B--0B--0---C
      |      |      |   |      |      |      |         |     |
      P      0B--0--L3  M--L4--0  T   H--0R--0--L7     0-0-L10
                               |  |   |  |      |
                               0--L5--0---H--M--0


Iced Land Stats
---------------

Number Of Toad Houses: 2

House 1 Item Selection: Preset
Items: Hammer Bros. Suit

House 2 Item Selection: Random
Items: Super Mushroom, Fire Flower, Raccoon Leaf

White Mushroom House: Anchor



Number of Koopa Bros. Groups: 3

Amount of Koopa Bros. in Group 1: 2
Koopa Group 1 Type: Hammer Bros.
Prize: Hammer

Amount of Koopa Bros. in Group 2: 2
Koopa Group 2 Type: Hammer Bros.
Prize: Jugem’s Cloud

Amount of Koopa Bros. in Group 3: 2
Koopa Group 3 Type: Hammer Bros.
Prize: Starman



                           0---------0
                           |Level 6-1|
                           0---------0

Directly east of the start point lies some icy peril. Enter the sixth
world’s first level.

Please note that the whole ground is made up of ice, and it’s gonna be a
slippery ride. Proceed right to achieve a powerup from the question mark
block, then jump between the Ptooie and its spike ball when you have the
chance. However, if you are Raccoon (or Tanooki) Mario, don’t bother with
the powerup and fly high into the sky (between the two Ptooies here) to
find a door that leads to a secret room with a P-Switch on the other side
of it. (Duck - Slide under the ice blocks to get to it.) Trip it (Duck -
Slide back) and collect the giant bounty of bricks turned coins. If you
were to slow, you’ll need to use your tail to get through the breakable
blocks. Take the door at the other side afterwards.

If you didn’t take this aerial route, then proceed past one stationary
Ptooie and a walking Ptooie, a Venus Fire Trap, two more Ptooies, (you’ll
be deposited here if you entered the bonus hallway) a Red Para - Goomba
and two more Ptooies. (One stationary and the other walking.) Proceed past
the stationary one’s pipe to find the goal card and the end of your first
icy nightmare!


                           0---------0
                           |Level 6-2|
                           0---------0

Yahoo! A side - scroller! Proceed east, then northeast to find Level 6-2.

What you’ll basically have to do in this level is traverse every cloud.
Traverse the first two then jump to an ice platform, then jump to the icy
platform below this one where you can use the White Block there to get a
powerup from the question mark block. Jump past the brick wall then use the
clouds to get to the Red Koopa Troopa’s ledge, then go right over the
breakable blocks and wooden ledges to find a huge wooden wall.

Traverse all of the clouds up the wall, then knock the White Blocks away
on the ledge so you can access the coin block. Go past the Red Koopa Troopa
and use the cloud platforms until the screen scrolls down to an icy
platform, then descend so Mario is lower than the wooden block structure.
Quickly jump to the approaching cloud platform, then the next, then to the
left on the wooden structure. Now punch the off - screen block for a 1-UP
Mushroom, then keep leaping across from ledges to cloud platform then
finally the exit pipe. Burn through and grab that goal card to finish one
annoying side - scroller!


                           0---------0
                           |Level 6-3|
                           0---------0

Head east (stop at the Toad House above for a free Hammer Bros. Suit) then
proceed directly south to enter Level 6-3.

Leap onto the wooden platform ahead and duck at the ice wall (if you’re
Super Mario or better) then stomp the Red Koopa Troopa at the ice platform
above into its shell. Take it to the question mark block at the ice ledge
below, then use it to gain a powerup. Afterwards, proceed over the small
holes in the ice to find two Red Koopa Troopas - but keep at least one alive.
See the three breakable - looking blocks ahead? Stomp the Troopa into its
shell, stand in the left direction at the farthest block to the right, then
kick it to make a vine appear out of the one at the left! Climb it to
wherever it’s taking you, bounce off the music block to where the vine
stopped, then hop to the top of the pipe nearby and descend down it.

Punch the giant question mark block above for a legendary Tanooki Suit! Not
only that, but you can break the blocks in the upper left - hand corner to
find a grand total of 30 coins! When done, proceed down the hole you used
to get up here, then proceed up the pipe to the right.

Stay glued to the right side of the pipe while starting your descent, then
stay at that exact spot while you’re falling to end up on an ice platform.
Jump across the small, icy ledges as you proceed right, hopping on the
wooden platforms as well, (you can use the second platform to get a 1-UP
Mushroom from a breakable - looking block, but it may be a little risky,
and then leap over two Red Koopa Para - Troopas to come back to solid,
icy ground... and the dark area! Run up and grab the random card to finish
the level!


                    0------------------------0
                    |Iced Land First Fortress|
                    0------------------------0

Proceed northwest to find Boom - Boom’s ugly new residence.

Start off by finding a Donut - Shaped Platform (don’t worry - it doesn’t
fall) that is your ticket over a lake of lava infested with Podoboos. Time
your Platform so it dramatically, JUST makes it past the first Podoboo, and
you should be fine with the rest. (And dramatic - but make sure you get the
powerup from the question mark block along the way.) While proceeding along
with the Donut ride, you’ll notice a Hotfoot and three RotoDiscs
troublesomely blocking your descent later on. However, to find your way
past these easier, jump and hug the wall, then hold RIGHT immediately to
find a small ledge with a waiting door. Enter the next hallway from here.

A Dual RotoDisc awaits you in this hallway, so jump over it then cautiously
grab the powerup waiting on the other side. Hurry up afterwards to find
another Dual RotoDisc as well as a few question mark blocks - but punch up
the one at the far left for a Starman! Burn down the path once you have it
and then through the door to find Boom - Boom’s lair!

----------

M I N I B O S S :  B O O M  -  B O O M

If the Starman has lasted you the whole way through, just smack Boom - Boom
to defeat him! (You also get a COOL upside - down ? Crystal!) Otherwise,
Boom - Boom can fly this time around and there are two very small jumping
obstructors in the middle of this room. Three stomps or ten fireballs will
get you a ? Crystal, and another destroyed Koopa fortress!

----------


                            0---------0
                            |Level 6-4|
                            0---------0

With the padlocked door to the right now unlocked, proceed with caution
just past the now destroyed obstruction, then southeast (play the slots
if desired) to find the next level of Iced Land.

Jump over the rotating platform for starters, then jump to the right
again over a gap with a rotating platform inside to boot. While dodging
the Goombas approaching, (you can go down the ice stairs for a 1-UP
Mushroom, but it’s a little bit risky) proceed over yet another gap to
find a moving wooden ledge, but remember to jump over the ice wall
ahead. However, Coin Heaven is accessible from here! To the immediate
right of the upper right - hand corner of the highest ice block up is
the good ol’ pinkish - hued block waiting for Mario to hit, then leap
high from it into the clouds! Coin Heaven is same as the last time it
was possible to get to, but a pipe is in the end instead of a good item.
You’ll be deposited in an area with several endlessly rotating platforms
and a Fire Chomp. Stomp the punk and “carefully” dash through the many
rotating platforms until you find the dark area! Grab the card and
finish 6-4!


                            0---------0
                            |Level 6-5|
                            0---------0

An annoyingly unorthodox level and you’ll soon find out why! Proceed east,
then southeast to enter the unorthodox level.

Proceed over the ice blocks to the pipe, which leads to an infinite cycle
of an area underground. You’ll first find three charging Buster Beetles,
then a question mark block over some White Blocks with a Buzzy Beetle on
the other side. Counterattack him with his own white blocks, then proceed
to find two Buster Beetles - one with White Blocks and one without - and a
Green Koopa Troopa down a slope trapped by a few White Blocks. He’ll be
crucial to your success, as your only way to finish the level. Anyways,
proceed over a Venus Fire Trap then into the pipe beside it to find an space
enclosed by ice with a question mark block containing a powerup inside.
Enter the other pipe in this icy area to end up near the beginning of the
cave, with all enemies, blocks and such reset.

First off, you’ll need to kill all of the Buster Beetles in this cavern,
WITHOUT KILLING THE GREEN KOOPA TROOPA. Next, you’ll need to be Raccoon
(or Tanooki) Mario to find your goal card. If you messed up somewhere in
the above steps, you’ll need to enter the icy section (grab the powerup
if needed) and reset the cave. Do these steps with great precision. Finally,
get rid of all the White Blocks before the ones near the Green Koopa Troopa.
With the very small wall of blocks to the left of it, kick away the low and
the middle ones TO THE LEFT and then stomp the Koopa into his shell.
Remember you’ll somehow need to be able to fly to pull this off.

Grab the Green Koopa Troopa’s shell, rev up your P Meter, then fly up the
passage above where the Troopa originally was (annoyingly, you’ll need to fly
and keep the shell at the same time) and land on the ledge of breakable
blocks. (And a wooden block.) Kick the Green Koopa Troopa’s shell down to the
right, which will allow Mario to proceed through the exit pipe, and kill the
two Nippers guarding it. Burn up the pipe, and grab the random card to finish
this annoyingly unorthodox level!


                            0---------0
                            |Level 6-6|
                            0---------0

A watery, freezing cavern. Gain the item that the above Toad House has to
offer, then proceed east, directly north, then west to get to Level 6-6.

Enter the icy pipe and we’ll find Mario in yet another cave. However,
there are two pathways to take. The top one has a powerup in a small area,
guarded by a Spike, a Red Cheep - Cheep that hops in and out of all the
small pools of water, and yet another Spike underneath it. The lower
passage leads to the rest of the level, so take the steps down to find
two more Red Cheep - Cheeps, a Pirahna Plant over the Cheep - Cheep’s
pools, and a Spike.

Jump up the ledge next to the vanquished Spike to find a Venus Fire Trap
and a Hanging Pirahna Plant, guarding an underground lake. Swim past the
Green Cheep - Cheeps to find a small pocket of oxygen and a dead - end.
(Punch out of the water one space from the right for another free 1-UP
Mushroom.) Continue to the right to find a powerup, (it’s in the
question mark block on the right - hand side) followed by falling down
a ledge. Swim carefully past another school of Green Cheep - Cheeps and
you’ll soon find a lot of Pirahna Plants in various pipes, (they’ll pop
out no matter how close you are, so beware) and a lone Green Cheep -
Cheep before finally proceeding out of the cavern lake. All that stands
between you and the exit pipe is three Spikes, a Venus Fire Trap, a Red
Cheep - Cheep with pools of water for jumping, and yet another Spike.
Proceed through the exit pipe, and all that stands between you and the
goal card is a Spike!


                            0---------0
                            |Level 6-7|
                            0---------0

If you’re a good coin collector, you’ll get one of the rarest and most
loved items ever to grace Super Mario Bros. 3! Make your way northeast
twice, directly east, then north to find the next obstruction that Lemmy
Koopa has to offer. This level requires a minimum of 78 coins to make
your prize materialize.


One very challenging side - scroller, you need to have dead - set skill
and agility to collect all of the waiting coins. Leap onto the Donut
Lift ledges, and underneath the second one on the right - hand side
there’s three coins. Drop so you acquire them then jump to the next ledge.
Collect the powerup up from here (in the question mark block) then fall
down the Donut Lift at its level. Jump to the next Donut Lift ledge, slay
the Fire Chomp, and fall down with the two Donut Lifts on the right to
grab six coins before hopping to the right. From the Donut Lift here, fall
and collect three coins, then immediately jump to an icy platform with
three coins awaiting Mario above.

Leap to the Donut Lift platform over to the right - hand side, an make the
one at the right fall so you can grab three coins before jumping to the
Donut Lift ledge with a question mark block above it. Punch it to get a
coin, then jump to the next ledge and fall down the Donut Lift at the
right - hand side to get four coins. Jump right afterwards to get more coins
before hitting the block to get a coin. Jump above and get the coins, then
hop to the right and punch the question mark block for a powerup. By the way,
it must be a Fire Flower for your White Mushroom House chance to continue.

Use the Donut Lift above to fall down below and acquire both columns of coins
with the other Donut Lift around after climbing the two ledges. Next, quite a
few Donut Lift ledges with coins underneath beckon, so traverse them upwards
(while collecting the awaiting coins under the Donut Lifts, of course) then
collect the four coins above the highest platform (that’s NOT a Donut Lift
ledge) while watching out for the Fire Chomp.

Hop up the single Donut Lifts to find an icy ledge with another single Donut
Lift in it. Wait for the screen to scroll over as much as it can, and you’ll
see some music blocks (two, to be exact) leading to the exit pipe. Fall down
the Donut Lift in the ice ledge, then immediately jump to the music blocks
and bounce to the pipe. Remember, you needed to reserve the Fire Flower,
collected earlier, to be able to make the White Mushroom House appear. With
it, collect the icy golden goodness of 33 coins, but watch out for the Green
Koopa Para - Troopa. Also, punch once space to the left of the frozen
treasure to find an invisible coin. Afterwards dash to the right, and grab
the random goal card to finish Level 6-7! Now, if you were truly tenacious
in your coin colleting, a White Mushroom House will appear, with a shiny
Anchor as your prize!


                    0-------------------------0
                    |Iced Land Second Fortress|
                    0-------------------------0

Proceed west, then northwest to the beckoning fortress above. Please note
that this fortress is almost completely frozen, and it’s gonna be an icy
ride.

A Boo Diddly and a horizontally - moving Thwomp welcome you to this fortress.
Rush under the Boo Diddly and fall under the horizontal Thwomp as quick as
possible to avoid being crushed. Hit the question mark block ahead for a
powerup, and when the Thwomp above is horizontally resetting to the left,
take the opportunity and jump through the space to the right and then fall
down the two ice gaps ahead, but watch out for that next horizontal Thwomp.

Another horizontal Thwomp is on the way above, and while it’s resetting,
duck - slide under the small space. (If you’re Super Mario or higher.)
Proceed past the Dual RotoDiscs, and grab the powerup from the question
mark block above if possible. Afterwards there are quite a menagerie of
obstacles: a horizontal Thwomp, a Dual RotoDisc, and a Boo Diddly are on
the way. While the Thwomp is resetting, watch out for the Boo Diddly and stay
on the lone ice block that stops the Thwomp. (Be careful not to slip off.)
When it’s safe to move past the Dual RotoDisc, quickly do so and find another
horizontal Thwomp below. While it’s resetting jump into its line of fire, and
when it’s coming toward Mario, jump over it and into the gap below. Run to
the right at top - speed and the immediately jump when there’s an opening
in the ice so the final horizontal Thwomp here can’t pose as a hazard.
Enter the door to find Boom - Boom’s icy chamber!

----------

M I N I B O S S :  B O O M  -  B O O M

Boom - Boom starts this time on an elevated ledge at the right side of the
room. This and two other small ice blocks obscure your jumping ability,
and add in the icy floors: it all sums up to Boom - Boom having extreme
advantage. However, he won’t wing to the sky this time. Try to make this
as short and least slippery as possible (three head traumas or ten
fireballs to bring him down) and finally grab the ? Crystal afterwards!

----------


                            0---------0
                            |Level 6-8|
                            0---------0

North, directly east, then finally south are the directions to 6-8.

A grass level? I thought this was an icy country in The Mushroom World.
Anyways, use one of the White Blocks above to hit the question mark block,
(for a powerup) then jump over the Ptooie while its spiked ball isn’t high
to move on. Go past five Nippers, (some are stationary and some walking)
three Spikes, and a Buster Beetle to come across quite a few White Blocks.
Knock away the White Blocks surrounding the question mark block, duck -
slide underneath to get a powerup, but watch out for the Buster Beetle on
the other side of the screen, throwing White Blocks at Mario.

You’ll come to a group of White Blocks shaped like the letter H, and a
Buster Beetle will chuck one at Mario. Counterattack him with a White
Block at your side, then proceed through the summit ahead, past the three
Nippers and one Buster Beetle. Next, Mario will come across a wooden
platform with two more Buster Beetles and a White Block for each. Kill
them off, and if you’re Raccoon Mario, knock the White Block away below
the higher breakable block, and punch it to find a P–Switch. Press it,
then fly straight up to find a huge number of breakable blocks, turned
coins of course, for a limited time! Grab all of them, then head right
back down to find the awaiting goal card to finish Level 6-8!


                            0---------0
                            |Level 6-9|
                            0---------0

Go directly easy, then north to get to Level 6-9.

This level comprises of two different paths. So, this guide covers both.

                             ----------
                            |FIRST PATH|
                             ----------

If you have a P-Wing, or even have the flying capability at all, this is
so easy. Fly over the icy wall and beat the Red Koopa Troopa up, then hit
the breakable - looking block for a secret 1-UP Mushroom. Proceed forward,
fall down the ice wall ahead to the ground, and grab the random goal card
to finish Level 6-9!

                             -----------
                            |SECOND PATH|
                             -----------

Aquatic peril awaits down the pipe. Enter it to find a Green Cheep - Cheep
to swim past, and then the first Nanny Blooper that uses the kid scatter
attack. Dodge it and quickly jump to the wooden block above. Clear the
Muncher field, wait for the Hanging Pirahna Plant to retreat, and leap to
the next far ledge, next to another Muncher group.

Clear this second Muncher field, grab the powerup hidden in the music
block, and then dash over the Munchers below while the Pirahna Plant is
withdrawn to get back into the water. Swim past a Green Cheep - Cheep and
go onto the wooden block, (beware of the Nanny Blooper’s attack) then
jump over the few guarding Munchers to another ledge with a breakable -
looking block waiting above. Hit it to reveal a P-Switch, then go down to
the left of this ledge onto the wooden block column. Jump just to the
left off here to find a hidden block. Climb to the P-Switch, (accessible
via the newly - found block) trip it, and collect all the Munchers -
they’ve been turned coins! Afterwards, clear a Pirahna Plant, hop onto
the Venus Fire Trap’s pipe, (when it’s retreated, of course) and jump
into the pipe above it to come out at the dark area. Grab the goal card
and finish this level!


                            0----------0
                            |Level 6-10|
                            0----------0

Proceed a ways northeast to get to Level 6-10. Note that this level is
literally a "1-UP Factory." See Tips And Tricks for more details.

Beat up the two Red Koopa Troopas after jumping the ice blocks, then come
to two more Red Koopa Troopas to kill. Punch the question mark block to
gain a powerup, then counterattack the pitiful Buster Beetle ahead as he
gets through the wall of White Blocks. Afterwards, kick the White Block
away that’s blocking the right breakable - looking block at Mario’s left,
then duck - slide under and hit it to make a vine appear! Climb it high
to the sky, then hit the block at the left side for a P-Switch! Trip it,
and collect the huge wall of blocks turned coins ahead! Afterwards, kill
the lone Buster Beetle, then proceed to find four frozen Munchers guarding a
pipe. Unfreeze them (if you’re Fire Mario) and collect them as coins, then
proceed down the pipe to find an underground chamber with a Hammer Bros.
Suit hiding inside the giant question mark block!

Collect all the coins awaiting Mario in here, then exit to find a Red Para -
Goomba. Clear it, and jump the ahead gap to find an area populated by block -
wielding Buster Beetles. All that stands between Mario and the dark area
after that is a rotating platform and a Red Koopa Troopa. Jump off the
Troopa’s icy ledge, then run and grab the goal card to put a finish this
level at top speed!


                    0------------------------0
                    |Iced Land Third Fortress|
                    0------------------------0

Iced Land’s third and final fortress. How good is Boom - Boom’s security
system this time? Anyways, proceed northwest to it.

Head right (don’t hit the spikes above) and jump over a Dual RotoDisc. Go
onto the conveyor belt, then jump past another Dual RotoDisc, but watch
out for the two Boo Diddlies. Go onto the Stretch ahead, and gain the
powerup, if you’re daring, then go past another Stretch a few steps away.
Watch out for the awaiting Boo Diddly.

Proceed under the next Stretch ahead, then jump to the conveyor belt ahead.
Avoid a RotoDisc, a Thwomp (move against the conveyor belt) and another
RotoDisc before jumping off the conveyor belt. Now there is a set of two
Stretches and a Dual RotoDisc over a bed of spikes as your new blockade.
Use the Stretch to leap over everything, then enter the door. Mario will
fall into a deep room with three Boo Diddlies. Stay at the right side of
this room, and look right at the Boo Diddlies to keep them away until the
room rises to a doorway. Proceed through it to find Boom - Boom’s diabolical
chamber!

----------

M I N I B O S S :  B O O M  -  B O O M

Although Boom - Boom can’t fly this time, he has five blocks littered in the
air to limit Mario’s jumping ability. This fight might be a little more
difficult than the last one. A simple three stomp (or ten fireball)
maneuver should be easy, but just make sure that you don’t fall onto his
spikes - those things can really smart!

----------


                                 ~~~~~
                                /--|--\
                           _____|     |_____
                    |     |     |     |     |     |
                \ | | | | | | | | | | | | | | | | | | /
          /-----<(^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^)>-----\
         /      <(/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\)>      \
        /    ---<(\/********************************\/)>---    \
       /        <(\/!+----------------------------+!\/)>        \
      /      ---<(\/!|0--------------------------0|!\/)>---      \
     /          <(\/!||%#%#%#%#%#%#%#%#%#%#%#%#%#||!\/)>          \
    ~-----------<(66!|| Lemmy Koopa’s Battleship ||!66)>-----------~
     \          <(/\!||%#%#%#%#%#%#%#%#%#%#%#%#%#||!/\)>          /
      \      ---<(/\!|0--------------------------0|!/\)>---      /
       \        <(/\!+----------------------------+!/\)>        /
        \    ---<(/\********************************/\)>---    /
         \      <(\//\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\\/)>      /
          \-----<(UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU)>-----/
               /  | | | | | | | | | | | | | | | | | | \
                    |     |     |     |     |     |
                           _____|     |_____
                                \--|--/
                                 ~~~~~

Iced Land’s king is only a few bridges away! Proceed directly east,
enter the castle, and find that the king has become... a
seal / Monty Mole! “Oh, it’s terrible! The King has been transformed!
Please find the magic wand so we can change him back.” Yeah, whatever
Toad. Anyways, Mario will be shown climbing onto Lemmy Koopa’s
battleship...

Mario can do one of two things right now: he can either use the Bolt -
Lift to traverse the gap ahead, or take a running leap to the next ledge
when the screen scrolls far enough. Soon, you’ll need to traverse a
large chasm using two Bolt - Lifts, then proceed past a lot of Exhaust
Ports that litter this area. Above, claim a powerup from the question
mark block on the left - hand side.

All that stands between Mario and the unorthodox white pipe now is a
single Exhaust Port, so clear it and rush down the pipe to meet the
wannabe circus performer, and sixth Koopa Kid Kommanding Officer:
Lemmy Koopa!

---------------------------------
---------------------------------

B O S S :  L E M M Y  K O O P A

Lemmy really wants to join a circus, but with his IQ I doubt he’ll
ever get in. Anyways, here the layout of his room:


| |                    | |
| |                    | |
| |                    | |
| |                    | |
| |                    | |
| |                    | |
| |                    | |
| |--+--+--+--+--+--+--| |
| |  |  |  |  |  |  |  | |
+------------------------+

Lemmy is very similar in fighting style to his sister, Wendy. He’ll
release three star - adorned balls, while balancing on one of his own.
Similar to Wendy’s bracelets, they’ll ricochet at right angles off the
room’s sides. However, you can bounce on them without getting hit,
(they’re pretty slow, too) and Lemmy also can’t jump around the room.
It shouldn’t be too much of a chore to win over Lemmy, so use the bounce
from the balls to your advantage and simply stomp him three times
(or feed him 15 fireballs, which is pretty easy considering this room
is flat - floored) and seize the wand from the terrible circus Koopa Kid!

Mario will be seen as usual falling through the sky to the throne room,
and the king of Iced Land kind of looks like a mole himself with that
weird mustache. The purple - robed king will give Mario a letter
(and treasure) from the Princess:

 --------------------------------------- 
|Greetings.                             |
|                                       |
|I am well. Please retrieve the Magic   |
|Whistle hidden in the darkness at the  |
|end of the Third World.                |
|                                       |
|I have enclosed a jewel that helps     |
|protect you.                           |
|                                       |
|            - Princess Toadstool.      |
 ---------------------------------------

A P-Wing has been enclosed this time around, yahoo! Mario saves this item
as he heads off to a large group of islands populated by pipes and Pirahna
Plants - the final country of The Mushroom World!

---------------------------------
---------------------------------

                   C H A P T E R  7 :  P I P E  M A Z E

Story Notes: Mario is ever so close to saving the world - only the
mysterious Pipe Maze remains! Pirahna Plants seem to unfortunately love
this environment... thanks to Ludwig Von Koopa, the Koopa Komposer!

WELCOME TO PIPE MAZE, FOLKS! This chapter will provide a clear
explanation of how to proceed unimpededly through.

 ------------------------------
|                              |
|  -------                     |
|  MAP KEY                     |
|  -------                     |
|                              | 
|                              |
|S = Start Location            |
|L1 = Level 1 Location         |
|L2 = Level 2 Location         |
|L3 = Level 3 Location         |
|L4 = Level 4 Location         |
|L5 = Level 5 Location         |
|L6 = Level 6 Location         |
|L7 = Level 7 Location         |
|L8 = Level 8 Location         |
|L9 = Level 9 Location         |
|F1 = First Fortress Location  |
|F2 = Second Fortress Location |
|P = Pipe Location
|T = Toad House Location       |
|Z = Pirahna Plant Assault     |
|B = Bridge Location           |
|M = Slot Machine Location     |
|D = Padlocked Door Location   |
|C = Castle Location           |
|                              |
|                              |
 ------------------------------


S---0---0   P      P   F1--M--L6  L7--0--P
|       |   |      D   |      |   |      |     P
L1--P   P   T  P---Z---0---P  P   M---0--L8--T
                                      |
  P---P   0--L4--M---0--L5--P     PD--L9--0--F2
  |       |          |      |                |
  L2–-P   P          L3--P  T         C---0B-Z


Pipe Maze Stats
---------------

Number of Toad Houses: 3

House 1 Item Selection: Random
Items: Super Mushroom, Fire Flower, Raccoon Leaf

House 2 Item Selection: Random
Items: Frog Suit, Tanooki Suit, Hammer Bros. Suit

House 3 Item Selection: Random
Items: Frog Suit, Tanooki Suit, Hammer Bros. Suit

White Mushroom House: P-Wing



Number of Pirahna Plant Assaults: 2

Assault 1 Prize: P-Wing

Assault 2 Prize: Super Mushroom


                            0---------0
                            |Level 7-1|
                            0---------0

Directly south of Pipe Maze’s start point lies its first, annoying
level. Enter to see how good Ludwig Von Koopa has done with his
obstructions.

Proceed into the door to find a Red Koopa Troopa to deal with on a
tiny pipe. Take care of him and hit the three question mark blocks
above for coins. Afterwards, leap up the pipe to the left and then,
while timing correctly between the vicious Pirahna Plant attacks,
proceed left and get up the twisty pipe. Above here, if you jump up
around the three question mark blocks, (incredibly difficult, unless
you can fly) a 1-UP Mushroom will be yours! Whether you acquire it
or not, enter the pipe to the right, and use the Red Koopa Troopa
up here to hit the question mark block at ground level, for a powerup.

Bounce off the music block onto the pipe, then jump to the breakable -
looking blocks, and the tiny pipes where the Red Koopa Troopa is located.
Knock it out of commission and carefully time your jumps between the
three Pirahna Plants above. Use a dual set of music blocks to jump onto
the pipe on the right, and hop off the next one to a few wooden ledges.
However, if you’re Raccoon (or Tanooki) Mario, then rev up your P Meter
at the pipe runway that the Red Koopa Troopa was on and fly straight
up the left side of the runway and up the pipe at this height. Not
only will you skip the music block section, but Mario can also get a
fair amount of coins in this pipe chamber as well. Proceed into the
upper pipe when finished.

Directly above the wooden ledge here is a pipe, so enter it, then
walk toward the Green Koopa Troopas until you’re under an opening in
the wooden ceiling above, other than the one with the Red Koopa Para -
Troopa of course. While holding the jump button, bounce off one of the
Troopa’s shells to the top of the ceiling. Collect the six coins
floating at this point if desired, then proceed up the exit pipe at the
right. Leap over the pipes out here and grab the card at the dark area
to finish this first gauntlet of pipes!


                            0---------0
                            |Level 7-2|
                            0---------0

If you’re a good coin collector, you’ll get one of the rarest and most
loved items ever to grace Super Mario Bros. 3! Enter the transport
pipe just uncovered, then proceed south to 7-2. Wear a Frog Suit before
you enter the level if you want the White Mushroom House to appear.
Also, this level requires a minimum of 46 coins to make your prize
materialize.

Leap over the Nipper, then use the White Block on the left question mark
block to get a powerup. (Only if you don’t wish to find the White Mushroom
House though.) Jump over two Nippers and a Venus Fire Trap, then enter
the low pipe ahead. In this underground lake, head to the far left, collect
the coins, and trip the P-Switch. If you’re Frog Mario, with you’re amazing
swimming skills, swim as fast as you can (hold the jump button to go into
"turbo mode") to gain all of the coins possible. If you’re anything else,
just give up now. Anyways, head up the pipe next to the one you used to get
down here, go past a Venus Fire Trap, and fall into an area where Mario will
be trapped beneath (now invisible) music blocks with a Green Koopa Para -
Troopa. Punch up to find a music block at any space here. Make sure you
punch up ALL of the music blocks, then go down the pipe to the right to
find a powerup. Come back up, then go down the pipe at the left to return
to the underground lake.

Swim up the same pipe as before when you went back up to the topside, head
past the Venus Fire Trap, and traverse the music block bridge. Punch above
the music block seventh from the left to get another 1-UP Mushroom!
Afterwards, go down the pipe just to the right of the musical bridge, and
make your way past two Nippers and a Pirahna Plant for a powerup. Head
back up the pipe once finished, then plow a path through a mess of Venus
Fire Traps, Nippers, and Pirahna Plants until you get to the far right of
this level. Go into the fourth pipe from the right, then finally enter the
exit pipe in this petite chamber.

Once outside, head unimpeded into the dark area and grab the card to finish
Level 7-2! Now, if you were truly tenacious in your coin colleting, a White
Mushroom House will appear, with a shiny P-Wing as your prize!


                            0---------0
                            |Level 7-3|
                            0---------0

You may want to head into the northeast transport pipe to find a Toad House.
Afterwards, from Level 7-2 proceed through the eastern transport pipe, then
head west to get to the next level. A unique thing about this one level is
that you can be invincible all the way though it, provided you punch the
correct blocks.

Hit the very first visible block for a Starman. Collect it, beat up the four
Green Koopa Troopas as Mario heads down the slope, then punch the bottom -
left out of these four question mark blocks to acquire another Starman.
Slam the two Green Koopa Troopas as well as two of their winged
counterparts, then hit the bottom - left question mark block again to gain
yet another Starman. Jump up the next hill, then mow down the Spinys as you
descend.

Leap over the pipe housing a Venus Fire Trap, and punch the breakable -
looking block for your final Starman. Now, just go past everything, watch
out for the gaps, and DON’T HIT THE P-SWITCH. The coins it brings aren’t
worth it. Anyways, watch out for the two Green Koopa Para - Troopas near
the dark area, since if you’re rushing they may be an even bigger problem
than Lakitu. Once you’ve cleared them, run into the dark area and grab
the goal card as fast as you can to finish Level 7-3! However, if you let
him throw four Spinys onto the grass (the most Spinys that are allowed to
be on a screen is four) while you get the goal card, quite a few points
and a free 1-UP will be yours, just like in The Sky!


                            0---------0
                            |Level 7-4|
                            0---------0

Ah, the good ol’ Spiny Cheep - Cheep level. Head northwest, then west to
find this level.

Take either pipe (it doesn’t matter which, since they both lead to the same
place) and Mario will appear in a gigantic aquatic chamber. Collect the coins
if desired, and proceed further to find a Lava Lotus. Swim carefully over it
as Spiny Cheep - Cheeps swarm from both directions, and hit the question mark
block ahead for a powerup. Swim ahead carefully past Spiny Cheep - Cheeps,
Big Bertha, and a Nanny Blooper (who uses the “kid scatter” attack) before
entering the “Jelectro Minefield.”

The Jelectro Minefield hosts a mass of Jelectros blocking most of the ways
through, so timing and patient control are VERY CRUCIAL to your success! Big
Bertha will meet you awhile through, so avoid her as best as you can, and at
the end two Nanny Bloopers will ambush Mario. When the second one appears,
the screen will lower enough to make the ground reappear as well as the
Spiny Cheep - Cheeps. Punch the question mark block for a powerup, then
collect the few coins here if desired. Next, Mario will find a Lava Lotus
to swim over as well as Big Bertha again, this time guarding a small
opening. Wait for her to be far to the left, then proceed through as fast as
you can. All that stands between Mario and the goal card now is a Lava
Lotus, so swim above it and go into the exit pipe to find the dark area.
Dash forward and grab the random card to finish the one and only Spiny
Cheep - Cheep level!


                            0---------0
                            |Level 7-5|
                            0---------0

Proceed directly east to enter Pipe Maze’s fifth level. (Play the slots
if desired at the west.)

Enter any of the pipes (it doesn’t matter which, since they all lead to
the same place) and proceed past the two Green Koopa Para - Troopas before
heading into the next pipe. Head underneath the two Red Koopa Troopas and
go down the next pipe, then knock the Bomb-Ombs and Green Koopa Troopas
out of commission as you punch the openings in the ceiling above to find
blocks, except for the one on the right. Jump into that one opening, then
enter the pipe at the right and punch the opening to find a 1-UP Mushroom.
However, it can be collected through the strange glitch of going down the
pipe when it’s partway out of the block, then immediately proceeding back
up to gain it, without even grabbing it!

Go into the pipe on the far right (at the ground’s level) and take the
powerup from the question mark block, then hit the opening to find a block.
Afterwards, go back down and enter the pipe next to the one where you found
the 1-UP Mushroom (above the low ceiling) and proceed right into the far
right pipe, even if you’re Raccoon (or Tanooki) Mario. This is because the
three Green Koopa Para - Troopas in the lower section can be used for the
last “The Stomp Massacre” 1-UP chance in the game! See Tips And Tricks for
more information if this sounds intriguing! (Draw them to the left so you
have the most spacious area!)

Proceed to the far right, break the breakable block that’s not directly below
the pipe, and then jump up the pipe. Head right past the Red Koopa Troopa,
(if you take the lower route, the Bomb-Omb will hit you due to invisible
blocks blocking your escape) go into the pipe, (punch one space to the
right of the pipe to find another secret 1-UP Mushroom) and then fall down
the big hole when down here. Punch in each space of the hole to make
invisible blocks appear, head past the Spiny, and take the pipe on the
other side. Make a path through the White Blocks (be careful of the Green
Koopa Troopa inside the White Block wall) and then hit the opening above
in all the spaces to make a path. Head past the familiar Red Koopa Troopa,
go down the same pipe as before at the right, then go across the new
"block bridge" to the exit pipe at the end.

Once outside, grab the goal card from the dark area and finish this torturous
gauntlet of pipes!


               0-------------------------------------0
               |Pipe Maze First Pirahna Plant Assault|
               0-------------------------------------0

Voluntarily head northeast to the Toad House, and from 7-5, go east then
south into the transport pipe. Head unimpeded west to the Pirahna’s trap.

Leap over two Venus Fire Traps, (you’ll need running leaps to jump over
them) then jump across the gap to find a group of Munchers that will do
this pattern: one couple will retreat while the couple next to them comes
out of their pipes, and vice-versa. Your job is to make it across this
living minefield alive. Try to get farther each time until you arrive at a
gap. Make it past a Hanging Pirahna Plant, a normal one, and a Venus Fire
Trap. Past the Venus Fire Trap, enter the lowest pipe to discover a chest,
containing an extremely useful P-Wing for Mario!


                     0------------------------0
                     |Pipe Maze First Fortress|
                     0------------------------0

Yes, this is in fact the infamous “Coin Fortress!” Proceed northeast to enter
the awesome fortress!

This paragraph is for the player who is Regular Mario. Super Mario or better
can skip to the following paragraph. Anyways, proceed into the door at the
right side of this foyer to end up in an eerie hallway. (None of the
normally inhabiting enemies are present.) Head right, to the end of the
hall, and enter the door to end up in a chamber with some lava at the bottom.
Take a running leap to the right ledge with some question mark blocks
above it, (punch for coins) then take another running leap to the left,
this time to the ledge with a single question mark block above it. Punch
this one for the powerup you need. Now head back to the foyer.

Count over (from the left) to the fourth space of breakable blocks next to
the gray platform, then break the blocks there to find a P-Switch hiding
in the top one! Trip it, and now you’ll have the choice of collecting the
slew of coins that just appeared (enter the door to come back to the empty
hallway, then enter the door there to come back to the reset foyer) OR
proceed into the door - type opening of light that appeared on the gray
platform. Unless you have the flying ability already, you’ll need to go in
here to finish this fortress. Take the vertical pipe inside that door,
(the first one you come to) take the coins as you descend, and hit the
giant question mark block to transform into Tanooki Mario! Enter the pipe
to the right when finished in this room with a much sought - after suit
in hand!

You’ll be in a familiar room. (If you were Regular Mario.) Descend down to
the lower left - hand corner of this room, proceed through the door, and
go to the left side of the empty hallway. (You’re in the empty hallway
right now - just the right side.) Build up you flying meter over here, and
fly straight up to find the pipe that leads to Boom - Boom’s room! What’s
he gonna do now?

----------

M I N I B O S S :  B O O M  -  B O O M

A room clear of jumping obstructions, so the simple triple stomp technique
(or a few fireballs) should be simple to get the ? Crystal. Remember,
however, that Boom - Boom can fly after the first stomp, so ground him
right away!

----------


                            0---------0
                            |Level 7-6|
                            0---------0

While heading east, stop at Toad’s slot machine if desired, then proceed
farther east to 7-6.

Here there are two types of motioned yellow platforms: one with a specific
arrow direction, and one with an exclamation point. The one with the
specific arrow direction will ONLY move in that direction. The exclamation
point, however, allows you to change direction by jumping on it. (Starts
out traveling up, then left, then up, then right, then the cycle starts
over.) You may remember this from Big Island.

Enter the door, then remember the screen is wrap - around, meaning you can
go to the right side of the room by proceeding too far to the left and
vice-versa. Go left (since this is wrap - around) and proceed up the steps,
while watching out for the two Green Koopa Troopas descending down them.
Once at the top, proceed to the right side from the left, and then use the
music block to bounce to the exclamation platform. Pay attention to the
Donut Lifts next to the pipe above, and when you have to crouch under
them to get though, start going left. Now, the instant when you’ve gone
under them, jump on top of them, and (while watching out for the Pirahna
Plant) jump on the pipe next to them.

Hop up onto the question mark block above now, and if you want a Coin
Block, go to the Donut Lift ledge (you’ll need to jump off the arrow
platform) and punch away at the block second to the right. Afterwards,
stay on the arrow platform, and as you proceed upwards, go to the opposite
side of the platform whenever you’re under a question mark block. Once
you can jump to the arrow platform that points LEFT, jump onto it. Leap
over the pipe housing a Pirahna Plant, return to the platform afterwards,
and as it goes under the wooden "ceiling," duck. (If you’re Super Mario
or better.) Once you’re at the right side of the screen, go up the pipe
here.

As you jump onto the LEFT - pointing arrow platform here, remember that
the question mark block third to left has a powerup. When you’ve acquired
it, go onto the exclamation platform, navigate around the question mark
blocks, go though the hole in the spiked ceiling, then jump onto the LEFT -
pointing platform. Go to the UP one afterwards, then navigate the ledges
upwards until you find the exclamation platform. As you go up you’ll notice
a few Pirahna Plants in horizontal pipes, with only small spaces to escape
them! As you go up, hug the left wall where the Pirahnas won’t get Mario,
then enter the vertical exit pipe at the very top. While being careful of
the spikes below, proceed through. Outside, run across the pipes and grab
the goal card to finish Level 7-6!


                            0---------0
                            |Level 7-7|
                            0---------0

Proceed through the newly uncovered, southern transport pipe, the go
directly west to 7-7. It’s VERY unorthodox in that you’ll need nonstop
Starman energy to simply survive as you speed to the goal card.

Raccoon (or Tanooki) Mario can gain a 1-UP Mushroom if he flies over the
wall at the right and gains it from the hidden block up here. Afterwards,
enter the pipe at ground level. At the other side of this pipe, jump over
two pipes, each housing a Pirahna Plant. Afterwards, you’ll come across a
question mark block containing a Starman, as a gargantuan field of Munchers
is visible.

And now you’ll have to punch every question mark block on your journey
across this death - defying level, for each holds a Starman! They will
keep your very opportunity of survival intact! Please note that many
obstacles, such as low - hanging pipes and blocks that slightly barricade
the Starman, (or the exit pipe) will be littered across the Muncher’s
domain. But keep as CALM as you can... and run like a maniac to
collect all of the Starmen you can until Mario finally reaches the exit
pipe! At the other side of it, dash to the dark area and grab the goal
card to finish this death - defying level!


                            0---------0
                            |Level 7-8|
                            0---------0

Go directly east, then south to Level 7-8.

Jump over a pipe housing a Pirahna Plant, then bash the four question mark
blocks for coins that are under the floating pipes with Venus Fire Traps.
Go over the slightly tall pipe ahead, and afterwards, you’ll have to use
the pipes to cross the gaps. When you have to make your first jump, try
jumping to the EDGE of the pipe when the Pirahna Plant housed inside is
actually out, so you won’t get bitten by the one above. Next, simply take
a leap between the two Pirahna’s pipes ahead, preferably when they’re
both inside their pipes. Now that you’re on the blue platform, hit the
question mark block at the left (the other two each contain a coin) and
grab the Starman that was inside! Run or jump past (or mow down) a Venus
Fire Trap, two Pirahna Plants, another Venus Fire Trap, and a Nipper.

Wait on the white block until the Ptooie shoots its spiked ball high into
the air, (make sure the upside - down Pirahna Plant’s head isn’t sticking
out) then go over it and the pipe (housing a Pirahna Plant) to the right.
The breakable - looking block to the right ahead is a Coin Block, so
punch it numerous times for a multitude of coins, then you’ll come across
a bit of a tricky section. Mario will have to make his way past both a
Ptooie AND a Venus Fire Trap. Having a Fire Flower or Hammer Bros. Suit in
hand may help.

Leap over a Nipper, and go between the two pipes, one housing a Pirahna
Plant and one its hanging counterpart. Now head across the damaged bridge
ahead, but don’t fall below or you’ll have to suffer the terrible fate of
“The Nipping.” At the end of this bridge you’ll have to make a leap to the
pipe ahead, which would be simpler if you are Raccoon (or Tanooki) Mario
to cross. Afetrwards, jump across the gap between the pipes, then proceed
past two Ptooies, one stationary and the other walking around the lower
ground.

Jump over a Venus Fire Trap, then come across a few Nippers on ledges -
but BEWARE! One is the only Fire Nipper in the game, and it will shoot
fireballs at Mario with incredible accuracy! After getting past these
vicious little suckers, you can head unimpeded to the goal card to finish
off this dang annoying level!


                            0---------0
                            |Level 7-9|
                            0---------0

ANOTHER maze level? Dang. I hate maze levels. Anyways, stop at the Toad House
if desired and proceed southwest, into the desert maze.

Proceed forward to find three music blocks (the middle one contains a
powerup) and while dodging the Red Para - Goomba ambushing from above,
jump up three consecutive holes in the purple pipe. Now as you advance to
the left, knock the White Blocks out of the way so Mario can get through,
and then jump up the hole in the pipe after you’ve gone far enough to the
left to find it. Exterminate the Goombas as Mario proceeds to the right up
here.

First you’ll come across a gap in this purple structure, but some wooden
blocks will allow Mario to traverse it. Run forward a little bit more to
find some music blocks over a gap - but rather than traverse them, drop to
the left of the music blocks. Kick the White Blocks here away, jump up the
hole in the purple pipe, and kick the White Blocks here away as well and
fall down to an area patrolled by a Green Koopa Para - Troopa. Kill or ignore
it, then go on to find three question mark blocks, the middle one containing
a powerup. If you are Super Mario, it will be a Fire Flower, so duck while
jumping onto the question mark block ledge and once you’re on, stop ducking
to be forced through and get the Fire Flower. Afterwards, go to the right
and jump up the pipe’s hole, then kick away the White Blocks ahead. You’ll
come out to an open area with some wooden blocks littered around it.

Hop up to the right, using the wooden blocks. Kick away the White Blocks
up here, grab the few coins when accessible, then knock the White Blocks
away just below the ones you knocked away a few moments ago. Hit the
question mark block above for a powerup, fall through the hole in the
pipe, and collect the line of golden goodness (tons of coins) that leads
to the left until Mario has stored them all. Now proceed to the right,
knock away the White Blocks, then leap through the hole in the purple pipe,
and thank goodness, the destination pipe is just below! (Take the line of
coins to the right if desired!) Enter it, and Mario will appear at the dark
area. Catch the goal card to finish this stupid maze!


                    0-------------------------0
                    |Pipe Maze Second Fortress|
                    0-------------------------0

Proceed directly east to find one lethal fortress!

Already you’ll have to make a death - defying leap over some lava. Mario
will have to take a running jump to the pipe to the right, when the Pirahna
Plant isn’t biting. Once you’re there, you’ll need to make a jump to the
next pipe, but keep a close eye on the Boo Diddly. Jump onto the sphere
that the RotoDisc is rotating around, then go from that to the next pipe,
(a Pirahna Plant hides inside) then from there to a Venus Fire Trap’s pipe.
(Via breakable blocks over the lava.) Now jump to a higher pipe that has a
Pirahna Plant hiding inside, and then jump to a lower pipe housing yet
another Pirahna Plant. (Boom - Boom seemed to play around quite a bit with
the lava in this fortress, so jump with caution throughout.)

Up next is a Thwomp over the pipe you’ll need to jump to if you wish to
continue onward. Lure the Thwomp down by going close enough to trigger it
then go backwards immediately to the previous pipe. (Unless the Pirahna
Plant inside the previous pipe has been exterminated, it will come out, so
be wary.) When the Thwomp is rising, jump onto the pipe underneath it,
then immediately jump to the next, higher pipe. (Be careful of the Pirahna
inside.) Another Boo Diddly will come once you’ve cleared this pipe, so
beware. Make a bit of a long leap after meeting the persistent ghost to the
series of five evenly - leveled pipes, two of which have Pirahna Plants
living inside.

Jump onto the empty pipe, then go between the two vertical pipes, each one
housing a Pirahna Plant. Do it quickly, while they’re both inside their
pipes. (If you’re Super Mario or better, duck when the higher one pops out.)
While jumping across the next pipes, be wary of the Venus Fire Trap’s fire,
and hit the question mark block above the pipe with a normal Pirahna Plant
for a powerup. From the top of the powerup block, make a rather long jump
to the very low pipe ahead, and with the awaiting Thwomp, use the same
Thwomp - luring maneuver as the last time.

At the high pipe after the Thwomp, you’ll notice a Boo Diddly, so face left
for just a little while so it’s not as difficult to jump to the next pipe.
Then leap onto the steel platform, and then find an obstacle consisting of
Mario having to get to a pipe that he can’t fall to unless he swerves. So
guess what? You’ll have to do just that. Try to hug the actual side of
the steel while descending, then land on the EDGE, especially if the
Pirahna Plant is out. Proceed inside, and let me note that this may be a
tribute to Super Mario Bros.: The Lost Levels. Almost this exact obstacle
was found in King Bowser’s Castle!

Wait for the Dry Bones as they come your way, then stomp them, before duck -
sliding under the steel pillar hanging from the ceiling - but watch out for
the RotoDisc. Mario will have to do this again afterwards, this time while
avoiding a Thwomp. Afterwards, head unimpeded up the steps, and straight
to Boom - Boom’s chamber!

----------

M I N I B O S S :  B O O M  -  B O O M

Boom - Boom won’t wing to the sky this time, however, three small steel
blocks obscure your jumping ability, VERY close to the floor of the
fortress. Perhaps use these to your advantage by staying on top of them,
but get this battle over as fast as possible. Three stomps (or maybe fire)
will gain Mario the ? Crystal and victory!

----------


               0--------------------------------------0
               |Pipe Maze Second Pirahna Plant Assault|
               0--------------------------------------0

South is where Mario will find the second, and final, Pirahna Plant Assault
in this game.

Leap from the horizontal pipe to the pipe to the right housing a Pirahna
Plant - that is, when its not sticking out. Next the Munchers will be doing
their thing like the last Pirahna Plant Assault, only they’re not in pairs.
Pay attention to the Venus Fire Trap at the end. Run past the pipes above at
top speed, then bounce across the field of alternating Munchers with the
music blocks. (Watch out for the Red Koopa Para - Troopa.) Once at the end
with three pipes, enter the middle one, and seize the Super Mushroom from
the chest to finish this Pirahna Plant - themed level - and clear a path
to Pipe Maze’s castle!


               -----------         ~~~~~         -------------
              /\          \       /--|--\       /            /\
             /  \          \ _____|     |_____ /            /  \
            /    \|   |     |     |     |     |     |     |/    \
           /    \ | | | | | | | | | | | | | | | | | | | | | /    \
          /-----<(^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^)>-----\
         /$$$$$$<(/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\//\)>$$$$$$\
        /$$$$---<(\/*************************************\/)>---$$$$\
       /$$$$$$$$<(\/!+---------------------------------+!\/)>$$$$$$$$\
      /$$$$$$---<(\/!|0-------------------------------0|!\/)>---$$$$$$\
     /$$$$$$$$$$<(\/!||%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%||!\/)>$$$$$$$$$$\
    ~-----------<(77!|| Ludwig Von Koopa’s Battleship ||!77)>-----------~
     \$$$$$$$$$$<(/\!||%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%||!/\)>$$$$$$$$$$/
      \$$$$$$---<(/\!|0-------------------------------0|!/\)>---$$$$$$/
       \$$$$$$$$<(/\!+---------------------------------+!/\)>$$$$$$$$/
        \$$$$---<(/\*************************************/\)>---$$$$/
         \$$$$$$<(\//\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/)>$$$$$$/
          \-----<(UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU)>-----/
           \    / | | | | | | | | | | | | | | | | | | | | | \    /
            \    /@@|@@@|   |     |     |     |     |@|@@@|\    /
             \  /-------+    \____|     |____/      +-------\  /
              \/                  \--|--/                    \/
                                   ~~~~~

The final king of The Mushroom World is ready to be rescued! While only a
step away from saving the world AGAIN, proceed directly west to Pipe Maze’s
castle... and the king has become a Pirahna Plant / Yoshi! “Oh, it’s
terrible! The King has been transformed! Please find the magic wand so we
can change him back.” Yeah, like we’ve head that about six times already,
Toad. Anyways, Mario will be shown for the last time climbing onto a
battleship, this time being Ludwig Von Koopa’s...

A Bolt - Lift greets Mario onto the battleship, but do not take it as it goes
over TWO Exhaust Ports. Instead, just leap across the platforms that the
Exhaust Ports are located with so there’s less of a chance of Mario
getting singed. Once back onto the deck, go down low and hit the question
mark block for a powerup, followed by going back up and waiting for the
screen to scroll over far enough so the small section of the deck is
visible. Take a long, running jump over to it to once again avoid Exhaust
Port danger. Next you’ll find another Exhaust Port, so stay on the side
where Mario won’t be harmed, and when the screen once again scrolls over
to the deck, take a running leap like earlier onto it.

Rocky Wrenches will start assaulting Mario now, so kill the infinite little
suckers and duck - slide when required (if you’re Super Mario or better)
under the wall. Take a running jump to the ledge with the question mark block
if a powerup is desired, then find a useless Bolt - Lift since you can jump
this part rather simply. The next section of Ludwig’s ship consists of Mario
just jumping from platform to platform, some with Rocky Wrenches and Bolt -
Lifts, some without.

Once you find your way to a rather large piece of deck, don’t be fooled -
ahead, you’ll come across a section with THREE Bolt - Lifts over a pit. Use
each Bolt - Lift in any way you need to finally jump over the wooden barrier
and proceed, unimpeded, to the unorthodox white pipe! Proceed inward to meet
the final and most cunning Koopa Kid: Ludwig Von Koopa!

-----------------------------------
-----------------------------------

B O S S :  L U D W I G  V O N  K O O P A

Ludwig, the composer of Koopa symphonies, is the smartest and oldest of
Bowser’s kids. Here’s the layout of his annex:


| |                                 | |
| |                                 | |
| |                                 | |
| |                                 | |
| |                                 | |
| |      +-+-+-+       +-+-+-+      | |
| |      | | | |+-+-+-+| | | |+-+-+-| |
| |-+-+-+| | | || | | || | | || | | | |
| | | | || | | || | | || | | || | | | |
+-------------------------------------+


Ludwig is quite a tough dude. This intelligent Koopa Kid has mastered the
art of his magic wand, being able to shoot evil magic rings out like a
Gatling Gun, and also shakes the ground whenever he lands. Add uneven terrain
to make this one of the most challenging bosses yet. First of all,
fireballs ARE NOT recommended, because of the uneven terrain and Ludwig’s
tendency to punish Mario for stalling. He tends to make quick, low jumps,
an obvious threat. Try to bombard him, by first stomping on him
immediately after a ground shake, then (while watching out for the double
hop) stomp him immediately when he’s vulnerable afterwards. Do this a
third time, and the Koopa Komposer will be toast. Seize the magic wand
from Ludwig after the third stomp!

Mario will give the final wand back to the final king, who looks a bit
like an old, red - robed Viking. Thanks to the brave deeds of Mario, The
Mushroom World is once again a safe place... but as Mario receives the
letter from the king, he’ll realize it’s NOT FROM THE PRINCESS!

 --------------------------------------- 
|Yo!                                    |
|                                       |
|I kidnapped the Princess while you were|
|running around. She’s here in my       |
|castle, if you dare to try and rescue  |
|her.                                   |
|                                       |
|Ha ha ha...                            |
|                                       |
|            - King Of The Koopas.      |
 ---------------------------------------

BOWSER!!! That fiend! It looks like he’s attempting to kidnap Princess
Toadstool AGAIN! It’s off to the gloomiest, darkest land in the world to
rescue the Princess and restore peace to the Mushroom countries:
King Bowser’s Castle, and show Bowser that he’s messing with the wrong
plumber!

-----------------------------------
-----------------------------------

       F I N A L  C H A P T E R :  K I N G  B O W S E R ‘ S  C A S T L E

Story Notes: Well, it looks like Bowser is a little persistent in his efforts
to kidnap the Princess. But enter Mario, the great plumber to rescue her! But
Bowser has dispatched his most elite forces, and it’s gonna be a rough ride...

FINALLY... KING BOWSER’S CASTLE IS HERE, AND IT’S TIME TO SAVE THE PRINCESS!
This chapter will provide a clear explanation of how to proceed unimpededly
through.

0 ----------------------------------- 0
||-----------------------------------||
||                                   ||
||  -------                          ||
||  MAP KEY                          ||
||  -------                          ||
||                                   ||
||                                   ||
||S = Start Location                 ||
||M1 = Tank Level                    ||
||M2 = Fleet Level                   ||
||M3 = Airship Level                 ||
||L1 = Level 1 Location              ||
||L2 = Level 2 Location              ||
||F = Fortress Location              ||
||P = Pipe Location                  ||
||X = Hand Dungeon Location          ||
||D = Padlocked Door Location        ||
||KBC = KING BOWSER’S CASTLE LOCATION||
||                                   ||
||                                   ||
||-----------------------------------||
0 ----------------------------------- 0


King Bowser’s Castle: Part 1/4

          P
          D
S      P  0
|      |  |
0--M1--0--M2


Part 2/4

               P
               |
P--M3      PD--0
   |
   0---X---X---X---P
             

Part 3/4

P---0   P---0---0---0
    |           |   D
0--L1       F---0   P
|           |
L2--P---0---0---0---P


Part 4/4

+-------------------------------+
|                    O-------O  |
|                    | +---+ |  |
| P--M1D-0---0---0---| |KBC| |  |
|                    | +---+ |  |
|                    O-------O  |
+-------------------------------+

King Bowser’s Castle Stats And Notes
------------------------------------

Hand Dungeon 1 Prize: Raccoon Leaf

Hand Dungeon 2 Prize: Raccoon Leaf

Hand Dungeon 3 Prize: Raccoon Leaf


N-Spades WILL NOT appear in this evil land, even if you rack up 80,000
points. Also, there isn’t any White Mushroom House level. Basically, all the
skill and items you’ve saved up to this point will ultimately decide if you
can rescue Princess Toadstool from the clutches of King Bowser!


                        0--------------------0
                        |Bowser Tank Squadron|
                        0--------------------0

Bowser ain’t taking kindly at Mario breaking into his world - he’s already
sending the big guns out to put him out of commission! Head southeast to enter
the first Military Level...

As the tanks creep toward Mario, Tank #1 has nothing of particular danger or
interest. On the other hand, Tank #2 starts out with both a horizontal
Cannon and a normal diagonal Cannon. When both aren’t firing, jump on top
of the diagonal Cannon and all of the cannonballs that come out will be
considered stomped. Wait for the screen to scroll over enough to see a
Bomb-Omb launcher afterwards. (Not the one below you - the one a little
bit off to the right.) When a Bomb-Omb isn’t shooting out, immediately
jump off the Cannon you’re on to the left side of the Bomb-Omb launcher,
then jump over it before the Bomb-Omb runs out. Following this, you’ll come
to a minuscule maze of a horizontal Cannon, a diagonal, another horizontal,
and finally another diagonal. Proceed with caution.

Tank #3 features an Exhaust Port, a Rocky Wrench, and a Bomb-Omb launcher
leading off to boot. Take a running leap and crush the Rocky Wrench for good
when the Exhaust Port isn’t flaming. Tank #4 has a Rocky Wrench guarding it
as well as a horizontal cannon, so take a running leap from Tank #3 (go OVER
the Bomb-Omb launcher to the next tank) and crush the Rocky Wrench as fast
as you can, but watch out for the spanner he throws. Perhaps you could bounce
off the Horizontal Cannon’s cannonball to the Rocky Wrench, but that’s just
me. Anyways, Tank #5 is nearly identical to Tank #4, but this time it’ll be a
bit easier to jump to without getting hit in the head with a cannonball or
spanner. Stomp the Rocky Wrench, and proceed with caution.

Tank #6 features two horizontal pipes: one at ground level, and one two spaces
above, so jump between them and duck. (If you’re Super Mario or better.) The
top has a Rocky Wrench, so stomp it out of commission as fast as possible,
then you’ll see a Bomb-Omb launcher leading off this tank, and a horizontal
Cannon greeting you to Tank #7. Surprisingly, it is ridiculously easy to jump
onto the next tank onto the horizontal Cannon, as long as you do it
immediately instead of waiting so long that the screen scrolls to the Rocky
Wrench on Tank #7. By the way, stomp him. The cool thing about Tank #7 is that
next to the Rocky Wrench, you can grab a powerup from the question mark block!
Tank #8 contains a horizontal Cannon, a Rocky Wrench, and two launchers at the
end: one fires cannonballs, and the other Bomb-Ombs. Tank #9 is nearly
identical to the last tank, except there’s only a Bomb-Omb launcher at the
end.

Tank #10 will greet you with yet another Bomb-Omb launcher, so immediately
jump on top of it when it’s not firing, and then jump higher on to stomp the
Rocky Wrench. Two cannons (one a cannonball launcher, the other a Bomb-Omb
launcher) finish Tank #10, and lead out to an open field. Proceed with
caution on it: Bomb-Ombs will be running at Mario from behind, and at the
end Tank #11 will greet Mario with a surprise horizontal Cannon. Once you
see the tiny pipe, immediately jump on top of it. Tank #12, just ahead,
contains a monumentally gigantic Cannon, so Super Mario or better will need
to duck as it shoots the cannonballs out at super high speed. Jump on top of
it when its not shooting, beat up the Rocky Wrench, and make your way past the
three diagonal Cannons (stand on top of them to stop them from firing) to
Tank #13: the general’s office, as signaled by the unorthodox white pipe!
Enter to meet the general: a Boomerang Bro.?

----------

M I N I B O S S :  B O O M E R A N G  B R O .

Normally I wouldn’t consider a Boomerang Bro. a miniboss, but I suppose I’ll
have to since he’s the war-chief of this tank squadron. Anyways, he’s
pathetically simple at this point, so while watching for the few boomerangs,
a single stomp (or fireball / hammer) will conquer this tank squadron and
gain Mario a Starman!

----------


                         0-----------------0
                         |Bowser Navy Fleet|
                         0-----------------0

Bowser has also sent out his minions to patrol this dark world’s seas! Go
directly east to enter the fleet over lava...

Fleet #1 begins with a small horizontal Cannon, followed by an infinite Rocky
Wrench spot. Next, you’ll see a question mark block below holding a powerup,
but it’s guarded by two diagonal Cannons. If you MUST grab it, do so. (It’s
rather risky.) Jump onto the horizontal Cannon, stomp the infinite Rocky
Wrenches out of commission if desired, and then leap over a Bomb-Omb launcher.
Stomp the infinite Rocky Wrenches ahead, then jump and avoid the giant Cannon
as Mario falls into the “harmless lava.” Swim over to Fleet #2, and leap on
when ready.

Fleet #2 will begin with two horizontal Cannons, and similarly to the Tank
Squadron before, one will be at ground level, with the other two spaces up.
So jump between, if you’re Super Mario or better duck, and when given the
chance, jump over the Cannons. Four consecutive sets of infinite Rocky
Wrenches wait ahead, so stomp them as best as you can, then another giant
Cannon (it faces right) concludes Fleet #2. Swim in the small gap of lava to
Fleet #3.

You may have to duck when the giant cannonball from Fleet #2 is shooting.
Anyways, Fleet #3 has another giant Cannon waiting for Mario, so immediately
jump over to avoid getting your teeth knocked out. A spot of infinite Rocky
Wrenches is next followed by a tricky spot of three horizontal Cannons and a
Bomb-Omb launcher below Mario. Surprisingly, a well - timed running leap can
clear this dangerous section of death. The final few obstacles before the
unorthodox white pipe are a giant Cannon and two far off Bomb-Oms. Wait for
the Bomb-Ombs to explode on their own, and wait at the edge of the giant
Cannon - when the screen scrolls to the pipe, it’ll stop shooting.
Afterwards, hop to the pipe and descend to meet the Fleet Admiral,
apparently Boom - Boom!

----------

M I N I B O S S :  B O O M  -  B O O M

Boom - Boom apparently knows how to build an annoying lava fleet AND drive it.
In any case, Boom - Boom is void of jumping obstructions this time around.
However, he will attempt to fly after the first stomp. Even so, this shouldn’t
pose as much of a challenge, so simply stomp him three times (or feed him a
few fireballs) to gain the ? Crystal and venture further into King Bowser’s 
Castle!

----------


                     0------------------------0
                     |Koopa Bros. Hand Dungeon|
                     0------------------------0

This is the hardest of the Hand Dungeons. Proceed north into the transport
pipe to venture further into King Bowser’s Castle, then proceed west to the
first space. Enter it manually or get the hand to pull Mario in.

A Fire Bro. greets Mario to the dungeon, so wait for him to finish a volley
of fireballs and take a running leap onto him and stomp him out of commission,
for best (and safest) results. A pair of Hammer Bros. comes to the party
afterwards, so hit them from below (or do a well - placed stomp) to finish
them off. The top right of these blocks holds a coin, as well as the two
rightmost ones, but the third to the right holds a powerup. Go onto the bridge
ahead after them, and take out the Boomerang Bro. the same as in the tank. All
that stands between Mario and the exit pipe now is a Sledge Bro., so stomp him
immediately after he lands and proceed up the pipe. Open the chest and grab
the Raccoon Leaf to finish the first of the Hand Dungeons!


                       0--------------------0
                       |Podoboo Hand Dungeon|
                       0--------------------0

This is undeniably the easiest of the Hand Dungeons. Go west one space to the
middle trap space. Enter it manually or get the hand to pull Mario in.

Simply leap over the broken segments of bridge while collecting coins and
avoiding the few Podoboos erupting from the lava below. Once at the exit pipe,
enter and get the Raccoon Leaf to finish this ridiculously easy Hand Dungeon!


                    0--------------------------0
                    |Cheep - Cheep Hand Dungeon|
                    0--------------------------0

This final Hand Dungeon is an obvious tribute to Super Mario Bros.. Head west
a single space yet again to find the last Hand Dungeon. Enter it manually or
get the hand to pull Mario in.

Cheep - Cheep’s will start ambushing Mario when he takes a few steps onto the
bridge, just like the first Super Mario Bros.. Hit the two question mark
blocks for coins, and proceed along while avoiding the Cheep - Cheep attacks.
Jump over the two floating wooden blocks a ways in, duck - slide under the
big wooden pillar (if you’re Super Mario or better), and jump over the last
one pillar afterwards. Continue this running and jumping spree over the
Cheep - Cheeps and lava, until Mario comes across some coins and the exit
pipe. Head upwards, and grab the final Raccoon Leaf to finish the final Hand
Dungeon of this game!


                       0--------------------0
                       |Bowser Air-Force Jet|
                       0--------------------0

Wow... now I understand why nobody likes Bowser - he just has to have the most
grueling and hard levels in his dang world. This is one of the most difficult,
since the Air-Force flies high in the sky, where a missed jump is death as the
jet moves at high speed. Head northwest to the Air-Force, and I’d STRONGLY
suggest using a P-Wing or Raccoon Leaf. It’ll make this level like, way
easier. Like ten times as easy. Even so you’ll need to keep your reflexes
intact.

Jet #1 has an Exhaust Port on it, while Jets #2 and #3 have both this and
Rocky Wrenches on them. Don’t worry about stomping the Rocky Wrenches, since
your goal is to win against the scrolling speed and make quick leaps from jet
to jet. Note that Jet #3 has a small pillar on it. Anyways, Jet #4 is nearly
identical to Jet #3 except the pillar is slightly larger, and Jet #5 has only
a Rocky Wrench and Exhaust Port. Jump to Jet #6 afterwards, to find a Rocky
Wrench, small pillar, and Exhaust Port.

Leap to Jet #7 to find a Rocky Wrench inside a pillar as well as an Exhaust
Port. Jet #8 has just an Exhaust Port, and Jet #9 is nearly identical to Jet
#7. Jet #10 is a bit longer than the others, consisting of a walkway leading
up to two Exhaust Ports that lead to the right. Jump off them to Jet #11,
which is nearly identical to Jet #7, (read for more details) then Jet #12
which has only a single Exhaust Port. Leap to Jets #13 and #14, which are
identical in that they both only have a Rocky Wrench (without pillars) and
an Exhaust Port. The spanners they throw can get seriously annoying, but stomp
them only ONCE and quickly hop onto the next Jet with caution.


Jets #15, #16, and #17 are identical to Jet #14 - you may want to stay flat
on the deck, due to Rocky Wrench spanner threat. Miraculously, Jet #18
contains the unorthodox white pipe! Wait for the spanners to go by,
(dodge if one’s coming at Mario) and proceed downward to meet the Commander:
Boom - Boom!

----------

M I N I B O S S :  B O O M  -  B O O M

Despite him being commander of Bowser’s Air-Force now, Boom - Boom is as
simple to kill as when he was Fleet Admiral of the lava ship. Three stomps
(or some flame) will knock him out of commission - but after the first stomp
he’ll attempt to wing to the skies again, so shoot him down right away!

----------


                            0---------0
                            |Level 8-1|
                            0---------0

Head east through the transport pipe to venture into the dark unknown
of King Bowser’s Castle. Now go southeast to enter a tough level
(8-1) constructed by the Koopa King himself!

This level comprises of two different paths. So, this guide covers both.

                             ----------
                            |FIRST PATH|
                             ----------

Tough as this route is, if you wish to take the normal way through the
level, read on. Jump the gap, hit the question mark block for a single
coin, and jump on top of the pipe above when the Venus Fire Trap isn’t
blowing fireballs at Mario. A powerup hides in the question mark block
to the right of this pipe, and although it’s a risk, (you need to
swerve to get down there) it will hold a Fire Flower, (if you’re Super
Mario or better) which will help get past the upcoming Pirahnas.
Speaking of Pirahnas, jump onto the next pipe housing a Pirahna Plant,
and try to avoid the Venus Fire Trap’s fire by jumping in the air when
it shoots them and throwing them off course. Jump on top of its pipe
afterwards when it’s not blowing flame, hop to the Pirahna Plant’s pipe
ahead when it’s not biting, then fall to the ground below - but
watch out for the bouncy blocks on the low - hanging pipe ahead.

Head to the right to find a Green Koopa Para - Troopa, some rows of
blocks, and some Bullet Bill Cannons. From the top of the first Bullet
Bill Cannon, quickly jump to the rows of blocks, (second to the left
on the top row is a Coin Block) and take a running leap over the Cannons
from the top of the blocks. The next part is a bit complicated: jump
on top of the new Bullet Bill Cannon at ground level very quickly to
avoid being hit, then notice the blocks above. The question mark blocks
hold coins, while the breakable - looking one hides a 1-UP Mushroom
that will be accessible by falling through a small hole at the end of
the blocks to Mario’s level. A Boo Diddly waits ahead, so be wary of
it as you duck - slide (Super Mario or better) or run (Regular Mario)
under the Bullet Bill Cannon ahead. The breakable - looking block above
this small area holds a powerup, so quickly grab it and leap to the
green platforms ahead.

Knock the Red Koopa Troopa on one of these platforms into
the depths below, and then hit the two question mark blocks
above for coins - just duck when a Bullet Bill comes your
way. Ahead there’s another Venus Fire Trap inside a pipe,
so hit the question mark beside it, hug the side of the
pipe while the plant is breathing fire, and get onto the pipe
when it retreats. Go past the Green Koopa Para - Troopa and you’ll
come across a big gap that can only be cleared by making it over the
high stack of Bullet Bill Cannons. So, while holding the jump button,
bounce off the Red Koopa Para - Troopa to the other side. Once at
the other side, duck since a Bullet Bill Cannon to the right can
blow Mario in the face. When it’s not firing, jump over the right
stack of Bullet Bill Cannons, pass the Green Koopa Troopa, and
find a pipe that’s only able to jump onto via provided music
block... so knock the Green Koopa Troopa into the depths below,
take a running leap onto the music block from the side of the
Bullet Bill Cannon, and bounce high to the pipe! Leap over the
upcoming pipe which houses a Pirahna Plant, right into the
dark area. Grab the goal card to finish this dang tough level!

                             -----------
                            |SECOND PATH|
                             -----------

A bit of an easy shortcut through most of 8-1, with quite a
few rewards! You’ll need tobe able to fly to complete this
path. Anyways, run back and forth in your platform until
the P Meter has been fully revved up, then fly straight up
to find a P-Switch... trip, and descend slowly with your
tail to collect the mass of bluish coins that just appeared!
When you’re finished, (or the P-Switch’s timer ran out) rev
up the P Meter again on this platform but this time, fly
steadily to the right. If you flew well, you’ll end up on a
rather high pipe. Enter it to find THREE 1-UP MUSHROOMS in the
giant question mark block! Descend down the pipe below when
finished, and then follow the directions for the first path,
starting with the third sentence of the third paragraph to finish
the rest of this level!


                            0---------0
                            |Level 8-2|
                            0---------0

Head southwest through the pure blackness to the desert of Bowser,
surprisingly being the easiest level in this world besides the
Hand Dungeons.

This level comprises of two different paths. So, this guide covers both.

                             ----------
                            |FIRST PATH|
                             ----------

Just like the last level, this level too has an easy way out of
some of the difficult parts. Sink - yes, actually sink - into the
quicksand vat ahead, and at the bottom, you’ll come across two
pipes: the left leads to powerup, while the right leads to 100
coins, but you’ll need to be able to fly to gain them all. Either
way, when you come out, stay still so the top Venus Fire Trap won’t
see Mario, and duck as the bottom one’s fireballs come your way.
Ascend up the hill, (once again: be wary of the Venus Fire Traps)
grab the three coins, then descend to find a big gap. Stomp the
Green Koopa Para - Troopa while holding the jump button to get
maximum distance, but get to the music blocks. Carefully bounce
to the ground on the other side. Amazingly, the dark area is
located right here, so grab the goal card to finish the rather
easy 8-2 and get the last goal card in the game!

                             -----------
                            |SECOND PATH|
                             -----------

Not as easy as the shortcut, but a simple path nonetheless. Jump
over the vat of quicksand ahead, beat the Brown Para - Goomba up,
and jump over three quicksand sections, each housing their own
Venus Fire Trap. Down the hill, a breakable - looking block appears,
but a few Venus Fire Traps guard it. So jump on top of it, and time
jumps up and down to throw their fireballs off course. When they go
back in for a short time, punch the block to find a P-Switch, so
immediately trip it, and go down the hill, while avoiding the
three Venus Fire Traps that may have come out.

And then the Angry Sun appears! Keep an eye on this burning obstacle, as
you cross the music blocks. You probably will have a bit of aid at the
beginning from the P-Switch, but when it wears off, cross the music blocks
as you would normally: with caution. (And possibly collect the coins that
were once breakable blocks.) Once you’ve reached the other side, follow
the directions for the first path, starting with the fourth sentence,
to finish the rest of this level - just watch out for the despicable
Angry Sun!


                         0---------------0
                         |Bowser Fortress|
                         0---------------0

By far the most difficult and annoyingly mazy fortress in the game.
Oh, well. Head directly east until you come to the intersection,
then proceed north to the grueling fortress. Please note that it can
be won in a variety of ways, but I’m only outlining the method that
will pose the least threat to Mario and get him through the quickest.

Move onto the high ledge, drop down while hugging the wall, and
go past the RotoDisc. Next up is a Dual RotoDisc whose spheres move
exactly the same on opposite sides, so crouch (or just stand if you're
Regular Mario) just against the small ledge ahead where the spheres
can’t hit you, and when they’re out of the way, jump onto it. Hit the
block above for a much needed powerup, and then proceed to the right
past another Dual RotoDisc set. Stomp the Dry Bones below, and now that
you’re Super Mario, (or better) break the blocks that are around the
door on top of the RotoDisc’s orb. Enter once they’ve been broken
enough to gain access.

Think fast - you’re on a small conveyor belt that will immediately dump
Mario into the lava if you take no action! Immediately jump to the
right, onto the islet of steel to the right over the lava, then jump
to the next one over. (But don’t enter the door.) Jump across all of
the conveyor belts to the right (don’t enter the door on the first
conveyor belt either) until you see a Thwomp guarding the steel platform
ahead. Don’t take the door below it, and go to the other side while it’s
going up after a crush, hitting the question mark block for a powerup.
Keep jumping across the conveyor belts, and leap to the steel floor
(the floating one above the lava) next to the conveyor belts, (jump
from the BOTTOM conveyor belt to it) and enter the doorway on this
steel platform.

In this hallway you’ll see a P-Switch. Stomp it, jump the Dry Bones, and
make a power run (keep your P Meter fully revved up) as you zoom through
a few obstacles to a white doorway. Enter this as quick as possible before
the thing vanishes! Now, head right past a Boo Diddly and a Dual RotoDisc
as you go to the end of this conveyor belt. Bait the horizontal Thwomp
below into moving to the left, then when it’s resetting, go to the left
past it and jump over the small stack of steel blocks. See the two blocks
that appear breakable above, next to the conveyor belt? Punch the one on
the right to reveal a P-Switch, make your way back up there, and trip it.
Immediately run to the right now, to the VERY END of the conveyor belt,
and enter the white doorway that just appeared on top of the steel block
sticking out of the wall! When the P-Switch wears off in this conveyor belt
hallway, crouch as Mario is moved under the spikes, right to Boom - Boom’s
conveyor belt room!

----------

M I N I B O S S :  B O O M  -  B O O M

Not this loser again! This time, the conveyor belt is the only real thing to
worry about, but other than that, this is ridiculously simple. Feed him 10
fireballs, or stomp him three times to finish the final real fortress and get
the ? Crystal before this level is cleared - allowing you to venture to the
centre of King Bowser’s Castle, inside the real castle walls! Just remember
he may try to leap a lot after the second stomp, so bring him down
immediately!

----------


                    0--------------------------0
                    |Bowser Elite Tank Squadron|
                    0--------------------------0

Mario’s finally in Bowser’s deranged front yard! But seriously folks,
this ain’t gonna be any cakewalk... just look at those tanks! Go
northeast in the darkness, then directly west into the transport pipe.
Now proceed east to the elite of the elite of Bowser’s militia...

Tank #1 immediately rolls toward Mario immediately, equipped with
a single horizontal Cannon. Tank #2 has a unique roof, as well as
a floor. From that roof a cannon will attack Mario on the spot,
so avoid it while proceeding. Interpret and leap over the three cannons
ahead, then find one ceiling Cannon, a Bomb-Omb launcher, and two
horizontal Cannons obscuring your way to Tank #3. Wait for the screen to
scroll over quite a bit before making a few well - timed leaps off Tank #2
and to the next one.

Tank #3 features the return of the annoying roof, as Rocky Wrenches
litter the deck. Avoid the Cannon firing at the beginning, and stomp
the simple Rocky Wrenches that won’t be too difficult under this
circumstance. (Flat floors and NOT infinite.) Afterwards, a short
roof section (with no deck below) consisting of three cannons to avoid
will lead onto Tank #5. You’ll find three Cannons in a row to start
with, so take one leap over this obstacle, then find one Cannon, then
two, pointing in different directions so stand between them. Next up
is a pair of Bomb-Omb launchers, so just stand on top of it to stop
it from firing and the Bomb-Ombs to be thrown away from Mario.
Following this, there are two horizontal Cannons to leap over, and
one last Rocky Wrench - it all leads to Tank #6, where the unorthodox
white pipe is! Take it down to fight Boom - Boom for the
last time!

----------

M I N I B O S S :  B O O M  -  B O O M

This is Boom - Boom’s last ditch effort to obscure Mario’s way to Bowser,
and Shigeru Miyamoto made this fight easy for you - yahoo! Although he will
wing to the sky, Boom - Boom is as simple as ever, so pelt him three times,
or feed him some fireballs to conquer Bowser’s military and carve a path to
him...

----------


K  K  IIIII  NN    N   GGGG     BBBBB   OOOO    W   W   W  SSSS EEE RRRR ’SSSS
K K     I    N N   N  G         B  BB  O    O   W   W   W  S    E   R  R’ S
KK      I    N  N  N  G GGGG    BBBB  O      O  W   W   W  SSS  EEE RRRR  SSS
K K     I    N   N N  G    G    B  BB  O    O   W   W   W     S E   R  R     S
K  K  IIIII  N    NN   GGGG     BBBBB   OOOO    WWWWWWWWW  SSSS EEE R   R SSSS


CCCCCCCCC              A         SSSSSSSSSS  TTTTTTTTTTT  L          EEEEEEEEE
C                     A A        S                T       L          E
C                    A   A       S                T       L          E
C                   A     A      S                T       L          E 
C                  AAAAAAAAA     SSSSSSSSSS       T       L          EEEEEEEEE
C                 A         A             S       T       L          E
C                A           A            S       T       L          E
CCCCCCCCC       A             A  SSSSSSSSSS       T       LLLLLLLLL  EEEEEEEEE

Finally, King Bowser and Princess Toadstool are only a few booby traps away!
Walk east to the great beyond, and go straight into the foreboding fortress...

Start off by running at full speed under three laser - firing King Bowser
Statues, or even better, if you’re Raccoon (or Tanooki) Mario simply fly over
them so there is no way they can fire a beam at Mario. Zoom up the stairs, and
stand directly under the middle of the large gap in the bricks up here to
suddenly be taken upwards by an elevator. Now, proceed west to the Donut Lift,
and fall down it while holding RIGHT on the D-Pad the whole way down. You’ll
end up in an alcove, leading to the rest of the castle.

Head under a Hotfoot, and avoid three RotoDiscs as you climb up the steep
staircase. Once at the top, hug the right wall and jump straight up to find
a useful 1-UP Mushroom) climb down the gap to the right while avoiding the
three RotoDiscs again. Once at the bottom, head through the tunnel to find a
huge room, filled with lava and erupting Podoboos, being passable via Donut
Lifts. However, the right side of this room has four alcoves, three leading
to the rest of King Bowser’s Castle and one leading to the dang entrance.
Here’s the map for them:

                +========================================+  0+-------------+0
                    THIS ALCOVE LEADS TO PATH ONE.       |---|   BOWSER’S  |
                +========================================+   |    LAIR.    |
                |                                           0+-------------+0  
                |                                               |
                +========================================+    ---
                 THIS ALCOVE LEADS TO A POWERUP/PATH TWO.|    |
                +========================================+    |
                |                                           ---
                |                                           |
                +========================================+  |
                    THIS ALCOVE LEADS TO PATH TWO.       |---
                +========================================+
                |
                |
                +========================================+
                  THIS ALCOVE LEADS TO THE ENTRANCE.     |
                +========================================+

Move with stealth and caution across the Donut Lifts, and remember: DON’T
FALL DOWN TO THE FOURTH ALCOVE. Anyways, if you enter the first alcove, follow
the directions for PATH ONE. If you enter the second (it leads to the third
via Donut Lifts) or third alcoves, follow the directions for PATH TWO.

                             ----------
                            |FIRST PATH|
                             ----------

Four King Bowser’s Statues await Mario ahead, but fortunately, only the first
one fires laser beams. So jump on top of it, then leap over all of the others
to find a pool of lava - however, fire missiles will start to fly across the
screen, and if you remember which certain game this was from you know that
Bowser can’t be too far away! While watching out for these, hop across the
pool of lava using the Donut Lifts as stepping stones - but be quick or you’ll
be burned to a crisp! When Mario reaches the end of the pool of lava, Bowser
strangely isn’t here, and instead there’s a rather mysterious door. Enter the
door.

                             -----------
                            |SECOND PATH|
                             -----------

Five King Bowser’s Statues greet you to this path, but luckily only the first
one will shoot lasers. So immediately jump on top of it, then head forward
over the second King Bowser’s Statue and hit the question mark block for a
powerup. Jump over the remainder of the King Bowser’s statues until you come
to a river of lava - however, fire missiles will start to fly across the
screen, and if you remember which certain game this was from you know that
Bowser can’t be too far away! Take care to avoid these, and get to the right
side of this hallway with caution over the floating blocks. But a door exists
at the end of this room instead of the Koopa King, so enter it.

                           ---------------
                          |PATHS JOIN HERE|
                           ---------------

Mario will be in an ominous, dark lair... but all of the sudden, Bowser will
appear out of nowhere at the right side of this lair, and now it’s time to
beat this brute!

-------------------------------------
-------------------------------------

F I N A L  B O S S :  K I N G  B O W S E R  K O O P A

Bowser, the Koopa King, the epitome of evil, the baddest brute around,
whatever... is finally out to destroy Mario, as it’s now Mario 1-on-1
with the Koopa King! Here’s the layout of his wicked lair:

 ==================
| ---              |
| KEY              |
| ---              |
|                  |
|B = Bricks        |
|D = Door          |
 ==================

                                                    =====
                                                    | | |
                                                    =====
                                                    |   |
                                                    | D |  
                     =======                      =======
                     | | | |BBBBBBBBBBBBBBBBBBBBBB| | | |
                     =======                      =======
                     | | | |BBBBBBBBBBBBBBBBBBBBBB| | | |
                     ===========              ===========
                     | | | | | |BBBBBBBBBBBBBB| | | | | |
                     ===========              ===========
                     | | | | | |              | | | | | |
                     ===========              ===========

Bowser is, undoubtably, the toughest boss that this game has to offer.
First of all, notice the bricks in the centre of this lair. Mario’s job
is to bait Bowser into breaking enough to fall into the deep pit below.
From the beginning of this battle, head onto a cluster of bricks, as
Bowser breathes fire missiles at Mario, coming anywhere between one and
three per volley. Jump over, or duck as the flames rush toward Mario,
and Bowser will then attempt to “Bowser-Bomb” him. When he does this,
signaled by him leaping up into the air, immediately jump to another
cluster of bricks and Bowser will smash the ones below him. Again,
he’ll shoot a volley of fire missiles afterwards, and again, avoid them.
When he attempts to Bowser-Bomb Mario again, move to another cluster of
bricks again as Bowser smashes the ones below him. Repeat this process,
but don’t hurry to beat the final boss. Gradually allow him to break
lots of brick clusters, and not just a few holes, but the whole area.
Eventually, when the time is right, stand on top of a just a single
cluster of bricks that fills the gap below up, dodge the fire missiles,
and dramatically leap off the bricks as Bowser smashes the bricks and
falls into a gap. Man, that’s a nasty - looking fall... and listen to
that thud! (THAT’S gonna leave a mark!) Afterwards, the door to the
right will open, apparently with Princess Toadstool inside...

Congratulations on beating Super Mario Bros. 3, the best dang NES
game (and possibly THE best game) ever to grace the earth! I
won’t spoil the ending (if you’re one of those people who just
likes to look at endings as soon as you start the game, TOO BAD
and go back to 1-1, punk) but enjoy it nevertheless! You really
deserve it, hero!

-------------------------------------
-------------------------------------


*************************************************************************
***********************************World 6: Enemies**********************
*************************************************************************

Mario can’t just run to the Koopa Kid’s battleships and take the king’s
wands... (boy, I wish he could) quite a few nasty enemies stand in his
way! Here’s a comprehensive list of them and some strategies. By the way,
each group of enemies (Koopa Troopas, Pirahna Plants, Goombas, Fortress,
Military, Aquatic, Other) will be divided into their own “family,” to
make it easier to find a specific enemy’s information. Thanks to The
Mushroom Kingdom on the Internet, for all of the enemy names I didn’t
know.


                           -------------------
                           KOOPA TROOPA FAMILY
                           -------------------

GREEN KOOPA TROOPA.
Appearance: A green turtle that stands upright.
Attacks: Tries to walk into Mario, but clumsily falls off ledges.
How To Defeat: Starmen, hammers, and fireballs will knock it right out
of commission. Stomp on it to make it retreat into it’s shell.

RED KOOPA TROOPA.
Appearance: A red turtle that stands upright.
Attacks: Tries to walk into Mario, but stays on ledges.
How To Defeat: Starmen, hammers, and fireballs will knock it right out of
commission. Stomp on it to make it retreat into it’s shell.

GREEN KOOPA PARA - TROOPA.
Appearance: A winged-green turtle that can’t seem to get off the ground.
Attacks: Attempts to hop into Mario.
How To Defeat: Starmen, hammers, and fireballs will knock it right out of
commission. Stomp on it to make it revert to a normal Green Koopa Troopa.

RED KOOPA PARA - TROOPA.
Appearance: A winged-red turtle that flies in a vertical fashion.
Attacks: None really, but guards areas that Mario might need to go to.
How To Defeat: Starmen, hammers, and fireballs will knock it right out of
commission. Stomp on it to make it revert to a normal Red Koopa Troopa.

GARGANTUAN GREEN KOOPA TROOPA.
Appearance: A giant green turtle that stands upright.
Attacks: Tries to walk into Mario, but clumsily falls off ledges.
How To Defeat: Although he looks intimidating, this guy is no tougher than
his smaller counterpart. Starmen, hammers, and fireballs will knock it
right out of commission. Stomp on it to make it retreat into it’s shell.

RED GIANT KOOPA TROOPA.
Appearance: A giant red turtle that stands upright.
Attacks: Tries to walk into Mario, but stays on ledges.
How To Defeat: Although he looks intimidating, this guy is no tougher
than his smaller counterpart. Starmen, hammers, and fireballs will
knock it right out of commission. Stomp on it to make it retreat into
it’s shell.

COLOSSAL GREEN KOOPA PARA - TROOPA.
Appearance: A giant winged-green turtle that can’t seem to get off the ground.
Attacks: Attempts to hop into Mario.
How To Defeat: Although he looks intimidating, this guy is no tougher than
his smaller counterpart. Starmen, hammers, and fireballs will knock it right
out of commission. Stomp on it to make it revert to a normal Green Koopa
Troopa.


                           --------------------
                           PIRAHNA PLANT FAMILY
                           --------------------

PIRAHNA PLANT.
Appearance: A carnivorous plant that randomly pops in and out pipes.
Attacks: None really, but randomly pops in and out of pipes to bite intruders.
How To Defeat: Fireballs, tail whips, and statue hits will exterminate them,
but you are more likely to jump over their pipes usually.

VENUS FIRE TRAP.
Appearance: An evolved version of the Pirahna Plant that blows fireballs.
Attacks: Blows fireballs to burn Mario to a crisp, with slight accuracy.
How To Defeat: Fireballs, tail whips, and statue hits will exterminate them,
but you are more likely to jump over their pipes usually.

PIRAHNICUS GIGANTICUS.
Appearance: A giant carnivorous plant that randomly pops in and out pipes.
Attacks: None really, but randomly pops in and out of pipes to bite intruders.
How To Defeat: Although he looks intimidating, this guy is no tougher than
his smaller counterpart. Fireballs, tail whips, and statue hits will
exterminate them, but you are more likely to jump over their pipes usually.

MUNCHER.
Appearance: Small, un-evolved, biting plants that are found in fields.
Attacks: None really, but will bite Mario if he foolishly falls onto them.
How To Defeat: These cannot be beat, so unless you have a P-Switch handy to
turn them into gold coins, proceed over their fields with the usual platforms
provided with caution. The exception of this is Level 7-7, where you must use
continual Starman power to head across their avid field.

LAVA LOTUS.
Appearance: A large, underwater plant that spits fireballs at intruders.
Attacks: Spits fireballs at Mario as he attempts to swim past it.
How To Defeat: Yes, this is in fact a cousin of the Pirahnas. Statue hits will
knock it out, but stealthily swim past otherwise.

NIPPER.
Appearance: A small white plant, stationary or walking.
Attacks: When Mario leaps over them, they attempt to “nip” him from below.
How To Defeat: Tail whips or fireballs can kill it, but you should probably
just avoid it. Don't let them "nip" Mario in his "sensitive" place!

PTOOIE.
Appearance: A Pirahna, stationary or walking, that balances a spiked ball.
Attacks: Shooting the spiked ball up and down with its breath.
How To Defeat: Fireballs, tail whips, and statue hits will exterminate them,
but you are more likely to jump over their pipes. If the spiked ball
is giving you trouble, wait for it to fly high into the air, then quickly
jump through it.

FIRE NIPPER.
Appearance: A stationary, small white plant that can blow fireballs.
Attacks: Blows fireballs at Mario with great accuracy.
How To Defeat: Only one in the whole game in encountered - at the end of
Level 7-8 on a high ledge. Don’t waste time killing it! Just go
under it before the jets of flame can hit Mario.


                               -------------
                               GOOMBA FAMILY
                               -------------

GOOMBA.
Appearance: A basic, brown, evil walking mushroom.
Attacks: Tries to walk into Mario, but clumsily falls off ledges.
How To Defeat: Any type of attack will put it out of commission.

RED PARA - GOOMBA.
Appearance: A winged-red Goomba that can’t seem to get off the ground.
Attacks: Randomly hops around, in an attempt to hit Mario.
How To Defeat: Any type of attack will put it out of commission, but
jumping on it will make it lose its wings and revert to a normal Goomba.

BROWN PARA - GOOMBA.
Appearance: A winged-brown Goomba that flies around with ease.
Attacks: Tries to drop Mugger Micro - Goombas onto Mario.
How To Defeat: Any type of attack will put it out of commission, but
jumping on it will make it lose its wings and revert to a normal Goomba.

GRAND GOOMBA.
Appearance: A giant brown evil walking mushroom.
Attacks: Tries to walk into Mario, but clumsily falls off ledges.
How To Defeat: Tail whips are the only thing that won’t kill it.

MUGGER MICRO - GOOMBA.
Appearance: The really tiny Goombas that are thrown from Brown Para - Goombas.
Attacks: None really, but slow down Mario a lot if they fall on him.
How To Defeat: Repeatedly tap LEFT and RIGHT on the D-Pad to knock it
off Mario and kill it.

PILEDRIVER MICRO - GOOMBA.
Appearance: A strong Micro - Goomba that lives inside breakable blocks.
Attacks: Launching the block into the air, and trying to come down on Mario.
How To Defeat: Fireballs are the only thing that won’t kill it. Also, note
that their blocks are less shiny than other ones.


                              ---------------
                              FORTRESS FAMILY
                              ---------------

BOOM - BOOM.
Appearance: A big, spiked Koopa Troopa, and the guardian of the fortresses.
Attacks: Tries to run or leap into Mario and defends himself using the spikes.
How To Defeat: Jump on Boom - Boom’s head just as he starts to move to
give him the least reaction time, but don’t go too fast or you’ll land on the
spikes. If he starts flying, wait for him to swoop, then stomp him.

PODOBOO.
Appearance: An evil fireball that jumps out of lava pools.
Attacks: None really, but randomly jumps in and out of the lava.
How To Defeat: The only things that can kill it are hammers, statue hits,
and Starmen. Carefully time your leaps over their lava pools.

DRY BONES.
Appearance: A skeletal version of a Koopa Troopa.
Attacks: Tries to walk into Mario and revives itself from Mario’s stomp.
How To Defeat: Stomps will NOT kill it, but just make it crumble. Starmen,
statue hits, and hammers will kill it however.

BOO DIDDLY.
Appearance: A small white ghost.
Attacks: When Mario isn’t facing them, these ghosts will tear at Mario.
How To Defeat: Unless you’re Invincible Mario, Hammer Bros. Mario, or
Tanooki Mario, Boo Diddlies are un-killable. This means that you’ll have
to avoid the ghosts as you go by. Face them to make them stop in their
tracks.

HOTFOOT.
Appearance: A small red flame.
Attacks: When Mario isn’t facing them, these flames will tear at Mario.
How To Defeat: Unless you’re Invincible Mario, Hammer Bros. Mario,
or Tanooki Mario, Hotfeet are un-killable. This means that you’ll have
to avoid the flames as you go by. Face them to make them stop in their
tracks.

ROTODISC.
Appearance: A glowing sphere that usually rotates around a black orb.
Attacks: The glowing sphere will rotate, and will bash Mario if he hits it.
How To Defeat: These cannot be beat, so try to avoid the glowing sphere as
best as you can.

DUAL ROTODISC.
Appearance: Two glowing spheres that simotaneously rotate around a black orb.
Attacks: The glowing spheres will rotate, and will hit Mario if he hits them.
How To Defeat: These cannot be beat, so try to avoid the glowing spheres
as best as you can.

THWOMP.
Appearance: A bluish, squarish stone creature.
Attacks: Tries to crush Mario as he rushes through their domain.
How To Defeat: Unless you’re Invincible Mario, Hammer Bros. Mario, or
Tanooki Mario, Thwomps are un-killable. This means you may have to lure them
down and dash under when they’re going back up. Horizontal and diagonal
Thwomps also exist, in some fortresses.

STRETCH.
Appearance: A white bar that houses one or two Boo Diddlies.
Attacks: Pops the Boo Diddlies out in an attempt to slam Mario.
How To Defeat: Unless you’re Invincible Mario, Hammer Bros. Mario, or
Tanooki Mario, Stretches are un-killable. Walk or swim past carefully
past otherwise.

KING BOWSER’S STATUE.
Appearance: A gray statue of Bowser, found only in his castle.
Attacks: Shoots laser beams at 45 degrees to the floor.
How To Defeat: These cannot be “killed,” but you can fly, jump, or
in most cases run under them as fast as you, so Mario will not get
hit.

FIRE MISSILE.
Appearance: A long fireball that’s fired at Mario in Bowser’s castle.
Attacks: Tries to hit Mario with the flame.
How To Defeat: These cannot be “killed,” so jump over them as they
are blown toward Mario in the rooms before you meet Bowser.


                              ---------------
                              MILITARY FAMILY
                              ---------------

CANNONBALL.
Appearance: A small black ammunition round, fired from Cannons.
Attacks: Shot from a Cannon in a variety of angles to hit Mario.
How To Defeat: Stomping or a Starman are the only things that can kill
it.

BULLET BILL.
Appearance: A black bullet with a face and arms, shot from a Cannon.
Attacks: Tries to fly into Mario and bash him.
How To Defeat: Tail whips and fireball are the only things that won’t
work on these bullets. Stand beside a Cannon to keep it from firing.

EXHAUST PORT.
Appearance: Small gray exhaust pipes and shoot flames.
Attacks: None really, but randomly shoots out flames.
How To Defeat: The exhaust pipe can’t be destroyed, but only a statue
hit from a Tanooki Suit will put out the flames.

BROWN ROCKY WRENCH.
Appearance: A brownish, mole - like enemy that often hides in the flooring.
Attacks: Hurls spanners at Mario in an attempt to hit him.
How To Defeat: Any type of attack will put it out of commission. However,
they’ll only be defeated for a moment before returning.

RED ROCKY WRENCH.
Appearance: A reddish, mole - like enemy that often hides in the flooring.
Attacks: Hurls spanners at Mario in an attempt to hit him.
How To Defeat: Any type of attack will put it out of commission. They are
not infinite, and only need to be killed once to really die.

BOMB-OMB.
Appearance: A small walking bomb.
Attacks: Once its timer has run out, shown by it flashing, it will explode.
How To Defeat: Fireballs won’t work, so essentially you need to stomp it then
kick it away as far as you can so it won’t blast Mario with the explosion.

MISSILE BILL.
Appearance: A flashing bullet with a face and arms, shot from a Cannon.
Attacks: Tries to fly into Mario and bash him, but homes in on Mario.
How To Defeat: Tail whips and fireballs are the only things that won’t work on
these bullets. Stand beside a Cannon to keep it from firing.

GIANT CANNONBALL.
Appearance: A giant black ammunition round, fired from Cannons.
Attacks: Shot from a horizontal Cannon at high speed to bash Mario.
How To Defeat: Tail whips and fireballs are the only things that won’t work on
these ammunition rounds.


                              --------------
                              AQUATIC FAMILY
                              --------------

RED CHEEP - CHEEP.
Appearance: A basic red fish.
Attacks: Hops out of the water in an attempt to bump into Mario.
How To Defeat: Fireballs are your best bet for killing them, but run away
and avoid otherwise.

GREEN CHEEP - CHEEP.
Appearance: A basic green fish.
Attacks: None really, but swims in a horizontal fashion.
How To Defeat: Fireballs are your best bet for killing them, but
stealthily swim past otherwise.

BLOOPER.
Appearance: A pinkish-white jellyfish.
Attacks: Stealthily swims over to Mario to hit him, like in Super Mario Bros..
How To Defeat: Fireballs are your best bet for killing them, but
stealthily swim past otherwise.

NANNY BLOOPER.
Appearance: A Blooper that leads four mini-Bloopers.
Attacks: Stealthily swims over to Mario to hit him and fires the kids out too.
How To Defeat: Fireballs are your best bet for killing them, but
stealthily swim past otherwise. Don’t hit the kids either.

BOSS BASS.
Appearance: The husband of the Giant Red Cheep - Cheep pair.
Attacks: Swims along the surface of the water, trying to swallow Mario whole.
How To Defeat: Boss Bass can eat Mario, no matter what powerup he
has - Raccoon Leaf, Frog Suit, P-Wing, whatever - so you’d best stay at high
ground so Boss Bass can’t reach you in his territory. Fireballs are your
best bet for killing him.

BIG BERTHA.
Appearance: The wife of the Giant Red Cheep - Cheep pair.
Attacks: Spits out her Baby Cheep so it can hunt Mario while she lurks around.
How To Defeat: Fireballs are your best bet for killing her, but
stealthily swim past otherwise.

BABY CHEEP.
Appearance: A small red Cheep - Cheep and the kid of Big Bertha and Boss Bass.
Attacks: Once spat from the mouth of Big Bertha it’ll swim toward Mario.
How To Defeat: Fireballs are your best bet for killing it, but
stealthily swim past otherwise.

JELECTRO.
Appearance: A stationary, black electrified jellyfish.
Attacks: It lives in a large group of Jelectros making them difficult to pass.
How To Defeat: These cannot be beat, so swim past them as
cautiously as you can.

SPINY CHEEP - CHEEP.
Appearance: Found only in Level 7-4, a spiny black Cheep - Cheep.
Attacks: Darts into Mario in the water, faster than its red and
green cousins.
How To Defeat: Fireballs are your best bet for killing them, but
stealthily swim past otherwise. Try to move quicker than usual.


                                   -----
                                   OTHER
                                   -----

LAKITU.
Appearance: A Koopa Troopa that flies in a cloud.
Attacks: He throws Red or Green Spiny Eggs out of the cloud to Mario.
How To Defeat: Any type of attack will put him out of commission, but he
will eventually return no matter what attack you use.

SPINY.
Appearance: A red turtle with spikes on its back.
Attacks: Tries to walk into Mario, but clumsily falls off ledges.
How To Defeat: Hence their name, Spinys have spikes on their back that are
plenty sharp, so DON’T stomp them - unless you use a statue hit. Any
other attack besides stomping without being a statue will do.

RED SPINY EGG.
Appearance: A red egg that becomes a Spiny on impact with the ground.
Attacks: Will hurt Mario if he hits them in the air.
How To Defeat: You cannot attack them when the air, so wait for them to
become a Spiny when they hit the ground. Hence their name, Spinys have
spikes on their back that are plenty sharp, so DON’T stomp them -
unless you use a statue hit. Any other attack besides stomping without
being a statue will do.

GREEN SPINY EGG.
Appearance: A green egg thrown by Lakitu, but it stays curled in it’s shell.
Attacks: Will hurt Mario if he hits them on the air or on the ground.
How To Defeat: Basically it’s the same as a normal Spiny, only quicker
and more out of control. Hence their name, Spinys have spikes on their back
that are plenty sharp, so DON’T stomp them - unless you use a statue hit.
Any other attack besides stomping without being a statue will do.

BUZZY BEETLE.
Appearance: A black turtle.
Attacks: Will walk into Mario unless it starts on the roof, to roll at him.
How To Defeat: These durable foes can only be knocked out of commission with
a Starman, and stomping on it will cause it to just retreat into its shell.

BUSTER BEETLE.
Appearance: A charging blue turtle that stands upright.
Attacks: Will run toward Mario unless they find a White Block to chuck at him.
How To Defeat: Any type of attack will put it out of commission, but try to
do so before it finds a White Block to chuck at Mario.

ANGRY SUN.
Appearance: A nasty - looking sun that needs to go to anger management class.
Attacks: Flies around a few times in the air, before swooping at Mario.
How To Defeat: Koopa shells, hammers, and statue hits will kill it, but
avoid it well otherwise.

FIRESNAKE.
Appearance: A serpent made up of segmented fireballs.
Attacks: Hops difficultly toward Mario, and can pass through walls and roofs.
How To Defeat: Tail whips and Starmen will knock it right off screen, but
it will have revived if you return to its original area.

CHAIN CHOMP.
Appearance: A rabid black head connected with a chain to a wooden block.
Attacks: Lunges at Mario in an attempt to bite him.
How To Defeat: Use a Koopa Troopa shell to bring it down. Also, if you wait
for 47 lunges, its chain will begin to flash. At the 50th lunge, it’ll
break free from the chain, attempting to bite Mario as it falls off screen.

FIRE CHOMP.
Appearance: A flying black head that has a fire tail.
Attacks: Blows its fireballs at Mario, and once it has run out it’ll explode.
How To Defeat: Any type of attack will put it out of commission, but do
it with caution.

SPIKE.
Appearance: A green, black-shelled turtle that stands upright.
Attacks: Produces spiked balls from its mouth and hurls them at Mario.
How To Defeat: Any type of attack will put it out of commission, but do be
careful while doing so.

PARA - BEETLE.
Appearance: Winged-red turtle found only in 5-6, that flies across the screen.
Attacks: None really, but if Mario hits them from below he’ll get wounded.
How To Defeat: Although tail whips will put it out of commission, you’d
best not kill these guys. They serve better as stepping-stones while
traversing the deep chasms below.


******************************************************************
***************************World 7: Items*************************
******************************************************************

As Mario attempts to return the king’s wands and save the Princess from the
claws of Bowser, many pickups and powers will help him on his way! Here’s
a list of each one and their effect, divided into two types: Overworld,
and Map-Only.

                                 ---------
                                 OVERWORLD
                                 ---------

COIN.
Power: Found scattered around The Mushroom World, sometimes in blocks, 100
of these golden wonders will earn Mario an extra life.

COIN BLOCK.
Power: Disguised as a breakable block, Mario can repeatedly hit these
blocks to receive lots of coins. The number of coins inside is dependent
on how fast Mario can punch the block.

SUPER MUSHROOM.
Power: When Regular Mario grabs it, he will become Super Mario.
Durability Increase: Simply grab the Super Mushroom, and Mario will
be allowed an extra hit without dying.

FIRE FLOWER.
Power: When Super Mario (or better) grabs this little flower,
he’ll become Fire Mario.
Fireball Toss: Press the Y (SNES) / B (NES) Button to unleash a
fireball. Up to two fireballs can be thrown at a time.

RACCOON LEAF.
Power: When Super Mario (or better) grabs this little leaf,
he’ll become Raccoon Mario.
Tail Whip: Press the Y (SNES) / B (NES) Button to unleash a Tail Whip, which
will damage many enemies.
Super Fly: Rev up your P Meter by running at full speed ahead,
(you may need to run back and forth) and when it starts to flash and beep,
repeatedly press B (SNES) / A (NES) and pick a direction you wish to go to
on the D-Pad to fly in that direction upwards for a few moments!

1-UP MUSHROOM.
Power: When found, it gives Mario a 1-UP!
Extra Life: Simply grab the 1-UP Mushroom, and Mario will gain this reward!

FROG SUIT.
Power: Grab this relatively rare powerup to become Frog Mario
and gain amazing swimming skills!
Superb Swim: While underwater, repeatedly tap the jump button to swim fast,
and use the D-Pad to pick the direction you wish to go in.

TANOOKI SUIT.
Power: Grab this relatively rare powerup to become Tanooki Mario -
you can now fly AND turn into a stone statue!
Super Fly: Rev up your P Meter by running at full speed ahead,
(you may need to run back and forth) and when it starts to flash
and beep, repeatedly press B (SNES) / A (NES) and pick a direction
you wish to go to on the D-Pad to fly in that direction upwards for a
few moments!
Statue Stomp: Press DOWN on the D-Pad at the same time as the running
button to become a stone statue for a limited time. With this form,
Mario will be invincible to enemies as they walk past him for a few
moments! You can also do this in the air to come down to the ground with a
hard thud!

HAMMER BROS. SUIT.
Power: Grab this relatively rare powerup to become Hammer Bros. Mario,
and gain the ability to throw hammers!
Hammer Throw: Press the Y (SNES) / B (NES) Button to unleash a hammer,
which will put almost every enemy out of commission! Up to two hammers
can be thrown at a time.
Flame Shield: Duck (press and hold the DOWN button on the D-Pad) to
create a shield against most fire attacks! (Not Bowser’s fire missiles
though!)

P-SWITCH.
Power: When found and tripped, it turns all coins into breakable
blocks and all breakable blocks (and Munchers) into coins! Also,
they occasionally have the power to make extra coins and secret
doorways appear!

STARMAN.
Power: When grabbed, Mario will become invincible for a few moments!
Invincible Mario: Simply grab the Starman to become invincible for a
short time! You’ll know this by the rather-catchy theme song!

? CRYSTAL.
Power: Boom - Boom has this precious crystal, which keeps the
fortress’s structure intact. Hence, defeat Boom - Boom to gain this
crystal and destroy the fortress and head to later levels.

MAGIC WAND.
Power: The stolen wands that each Koopa Kid possesses. Hence, defeat
the Koopa Kid to return to the throne room, turn the king back to
normal, and gain access to the next world!

KURIBO’S SHOE.
Power: Once usurped from a Goomba, by punching the block it’s on
from below, Mario can stomp on ANYTHING without fear of getting
hurt! Only three of these are located in the game, each in 5-3!
Extreme Stomper: Simply grab this powerup to gain the ability
to stomp ANYTHING without fear of getting hurt! It’s also
convenient and cool-looking travel! If only this wonderful
powerup was permanent...


                                 --------
                                 MAP-ONLY
                                 --------

JUGEM’S CLOUD.
Power: When used, Mario can pass over a level completely!
However if he dies on the next local, he’ll return to the
last completed level BEFORE using the Jugem’s Cloud,
unless he finished a Koopa Bros. Battle or entered a
transport pipe. (He’ll return to that corresponding space.)

HAMMER.
Power: When used on a rock on the map of the land, the rock
will crumble away and show the path behind it, although the
Hammer will disappear too.

MUSIC BOX.
Power: When used on the map, all the Koopa Bros. will fall
asleep, allowing Mario to pass over them unharmed! This lasts
for two turns, and the lullaby tune is actually a short version
of the original Super Mario Bros. theme song!

ANCHOR.
Power: If a Koopa Kid’s ship is on the map when this Anchor
is used, the ship will become stationary, so it won’t fly to
some unexplored area!

WARP WHISTLE.
Power: Once played, this whistle will cause a tornado to come out
of nowhere and dump Mario into World 9: Warp Zone! It depends on
which world you’re in, however, that will determine where you can
warp to. Using it in World 1 will allow access to the top row of
worlds - 2 through 4. Using it in Worlds 2 through 6 will allow
access to the middle row of worlds - 5 through 7. And using it in
Worlds 7 through 9 will allow access to the very bottom world:
World 8. In an interesting note, the Warp Whistle tune is exactly
the same as the Recorder tune from the original Legend Of Zelda.


*****************************************************************************
**********************World 8: Koopa King And Kids***************************
*****************************************************************************

Bowser and his seven kids don’t want Mario sticking his mustache into their
business, so they’ll put up a good fight to knock Mario out of commission!
This section will deal with these world bosses. Some advice as well as their
difficulty level (on a scale of 1 to 10, with one being super-easy to ten
being super-hard) with be included with each respective boss. So let’s go.


F I R S T  B O S S :  L A R R Y  K O O P A

Larry is the first Koopa Kid Kommanding Officer, and boss, that you’ll
have to beat up. His room roughly looks like so:


| |                           | |
| |                           | |
| |                           | |
| |                           | |
| |                           | |
| |                           | |
| |      +--+-+               | |
| |-+-+-+|  | |-+-+-+-+-+-+-+-| |
| | | | ||  | | | | | | | | | | |
+-------------------------------+


Larry is easily the weakling of the Koopa Klan. His only real attack
is shooting evil magic rings at Mario, and these can be easily evaded.
Stomp on him three times, or feed him 15 fireballs if you’re Fire Mario,
to dispose of him and make him surrender the King’s wand! Just keep the
pressure on Larry, and watch out for when he hops (in the shell) after
you stomp him! This battle is mainly this easy just to warm you up for the
more difficult Koopa Kids!

- Once again, evasion is the key. If you’re just playing around, although
highly unlikely, Larry may still get you. Be wary when he’s hopping around
in those clunky, awkward jumps.

LARRY DIFFICULTY: 1/10



S E C O N D  B O S S :  M O R T O N  K O O P A  J R .

Morton Koopa Jr. is the one who stole the magic wand that the king of
Desert Hill possessed. Here’s what the Kommander’s watchtower looks like:


| |                         | |
| |                         | |
| |                         | |
| |                         | |
| |                         | |
| |                   +--+--| |
| |      +--+--+-+    |  |  | |
| |-+-+-+|  |  | |-+-+|  |  | |
| | | | ||  |  | | | ||  |  | |
+-----------------------------+


Morton is basically the same as Larry, since all he can do is fire rings
from his wand. His terrain is a bit more uneven though, so you may want
to be slightly more careful with this guy. Plus he has a slightly lower
but broader leap. But he’s pretty wimpy in just about every other way,
so either give him three concussions or 15 fireballs and the wand is
yours - it’s not much of a challenge!

- Okay, so this guy isn’t so tough. Like the main strategy says, he has
a more skilled jump posing him as slightly more of a threat. Don’t worry
too much about Morton, as there are still harder bosses coming up later
and this is mainly a normal warm-up.

MORTON DIFFICULTY: 2/10



T H I R D  B O S S :  W E N D Y  O .  K O O P A

Wendy O. Koopa, Bowser’s only daughter, is the one that transformed the
king into a turtle / Dino Rhino with his own wand. Here’s the layout of
her chamber:


| |                      | |
| |                      | |
| |                      | |
| |                      | |
| |                      | |
| |                      | |
| |                      | |
| |--+-+--+-+--+-+--+-+--| |
| |  | |  | |  | |  | |  | |
+--------------------------+


Wendy will start out the battle by firing an evil magic bracelet
that will ricochet at a 90 - degree angle whenever it hits a wall,
the roof, or the floor. She will also make little hops around the room.
With each consecutive stomp, her jumps become higher, and she’ll fire
another bracelet. By the third stomp, she’ll be able to leap extremely
high into the air, and three bracelets will be shooting around the room!
It will be tense, stomping her for the last time, so I’d definitely
recommend fighting fire with fire - be Fire Mario once you enter this
room! She won’t be able to fire any more bracelets than one or jump
high, since you didn’t stomp her. Plus, her room is flat - floored.
Anyways, no matter which way you used to make her surrender the wand,
three stomps or 15 fireballs will do her in. Dramatically grab the
wand after that difficult battle!

- Wendy may be the only girl of the Koopa Klan, but she is definitely
one of the toughest. Like the main strategy says, she will start jumping
extremely high by the third stomp, so try to bombard her as soon as she
comes out of her shell from the hop. Stay away from the bracelets as best
as you can.

WENDY DIFFICULTY: 7/10



F O U R T H  B O S S :  I G G Y  K O O P A

Iggy, who’s extremely geeky - looking, has the king of Big Island’s wand
in his possession. Here’s the layout of his room:


| |                            | |
| |                            | |
| |                            | |
| |                            | |
| |                            | |
| |-+-+     +-+--+             | |
| | | |--+-+| |  |+-+          | |
| | | |  | || |  || |+-+-+--+-+| |
| | | |  | || |  || || | |  | || |
+--------------------------------+


Iggy is very similar to his younger brothers, Larry and Morton, as
far as battling goes, but he has a few real advantages that they didn’t
have. In addition to uneven terrain in this chamber, Iggy fires his evil
magic rings off in machinegun fashion, and also jumps extremely high like
his sister Wendy. Fireballs aren’t recommended here, so your best bet of
putting him out of commission is to just stomping on him three times with
mad skill. Once he’s had enough, grab the king’s wand and fall back to the
throne room!

- Iggy tends to make quick, low jumps before the second stomp, so try not
to get in too close. When he starts jumping very high, you’ll want to keep
your distance, and eventually stomp him as soon as he lands. Watch out
for the evil magic rings that he usually fires out fast, too.

IGGY DIFFICULTY: 5/10



F I F T H  B O S S :  R O Y  K O O P A

Roy, the “cool” Koopa Kid of the Klan with his shades, is the fifth kid
that Bowser has sent out to annihilate Mario and also take over The Sky.
Here’s the layout of his hallway:


| |                            | |
| |                            | |
| |                            | |
| |                            | |
| |                            | |
| |                            | |
| |    +--+     +--+--+        | |
| |-+-+|  |+-+-+|  |  |+-+-+-+-| |
| | | ||  || | ||  |  || | | | | |
+--------------------------------+


Roy will greet you with three evil magic rings, and Mario will soon find
out he’s a crazy powerhouse beyond his wand. This because whenever Roy lands
from a fall, he’ll shake his chamber and immobilize Mario for a few seconds.
Even after he is stomped, he’ll give out a “double hop” which means Roy will
slam the ground twice and bounce between the hops. Fireballs may prove worthy
since the floor isn’t too uneven, but I wouldn’t risk it. Watch out for his
jumps, and whenever he lands, jump on him. Leap on him three times (while
watching for double hops) and seize the wand from the powerful Koopa Kid!

- Bombardment is the key to success, as the main strategy says. The less
reaction time you give to Roy, the less time he’ll have to stomp the ground.
You’ll need to watch out for his “double hops” however after each stomp, but
as soon as Roy is vulnerable again, stomp him.

ROY DIFFICULTY: 6/10



S I X T H  B O S S :  L E M M Y  K O O P A

Lemmy really wants to join a circus, but with his IQ I doubt he’ll ever get
in. Anyways, here the layout of his room:


| |                    | |
| |                    | |
| |                    | |
| |                    | |
| |                    | |
| |                    | |
| |                    | |
| |--+--+--+--+--+--+--| |
| |  |  |  |  |  |  |  | |
+------------------------+

Lemmy is very similar in fighting style to his sister, Wendy. He’ll release
three star - adorned balls, while balancing on one of his own. Similar to
Wendy’s bracelets, they’ll ricochet at right angles off the room’s sides.
However, you can bounce on them without getting hit, (they’re pretty slow,
too) and Lemmy also can’t jump around the room. It shouldn’t be too much of
a chore to win over Lemmy, so use the bounce from the balls to your advantage
and simply stomp him three times (or feed him 15 fireballs, which is pretty
easy considering this room is flat - floored) and seize the wand from the
terrible circus Koopa Kid!

- Surprisingly, Lemmy isn’t too difficult of a boss. The star - adorned balls
can only hurt Mario if he hits them from the side or underneath. He also can’t
jump since he must balance on his ball. This is quite an easy boss fight,
considering this is Bowser’s second - most elite kid.

LEMMY DIFFICULTY: 4/10



S E V E N T H  B O S S :  L U D W I G  V O N  K O O P A

Ludwig, the composer of Koopa symphonies, is the smartest and oldest of
Bowser’s kids. Here’s the layout of his annex:


| |                                 | |
| |                                 | |
| |                                 | |
| |                                 | |
| |                                 | |
| |      +-+-+-+       +-+-+-+      | |
| |      | | | |+-+-+-+| | | |+-+-+-| |
| |-+-+-+| | | || | | || | | || | | | |
| | | | || | | || | | || | | || | | | |
+-------------------------------------+


Ludwig is quite a tough dude. This intelligent Koopa Kid has mastered
the art of his magic wand, being able to shoot evil magic rings out like
a Gatling Gun, and also shakes the ground whenever he lands. Add uneven
terrain to make this one of the most challenging bosses yet. First of
all, fireballs ARE NOT recommended, because of the uneven terrain and
Ludwig’s tendency to punish Mario for stalling. He tends to make quick,
low jumps, an obvious threat. Try to bombard him, by first stomping
on him immediately after a ground shake, then (while watching out
for the double hop) stomp him immediately when he’s vulnerable afterwards.
Do this a third time, and the Koopa Komposer will be toast. Seize the
magic wand from Ludwig after the third stomp!

- Once again, similarly to Roy, bombardment is the key tactic to victory.
Other than that, try not to get trapped in the lower holes in this room,
or Ludwig will finish you off all too quickly. When he fires his magic
wand, try to be elsewhere. You’ll want to make this fight as short as
you possibly can.

LUDWIG DIFFICULTY: 9/10



F I N A L  B O S S :  K I N G  B O W S E R  K O O P A

Bowser, the Koopa King, the epitome of evil, the baddest brute around,
whatever... is finally out to destroy Mario, as it’s now Mario 1-on-1
with the Koopa King! Here’s the layout of his wicked lair:

 ==================
| ---              |
| KEY              |
| ---              |
|                  |
|B = Bricks        |
|D = Door          |
 ==================

                                                    =====
                                                    | | |
                                                    =====
                                                    |   |
                                                    | D |  
                     =======                      =======
                     | | | |BBBBBBBBBBBBBBBBBBBBBB| | | |
                     =======BBBBBBBBBBBBBBBBBBBBBB=======
                     | | | |BBBBBBBBBBBBBBBBBBBBBB| | | |
                     ===========BBBBBBBBBBBBBB===========
                     | | | | | |BBBBBBBBBBBBBB| | | | | |
                     ===========BBBBBBBBBBBBBB===========
                     | | | | | |              | | | | | |
                     ===========              ===========

Bowser is, undoubtably, the toughest boss that this game has to
offer. First of all, notice the bricks in the centre of this lair.
Mario’s job is to bait Bowser into breaking enough to fall into the
deep pit below. From the beginning of this battle, head onto a cluster
of bricks, as Bowser breathes fire missiles at Mario, coming anywhere
between one and three per volley. Jump over, or duck as the flames
rush toward Mario, and Bowser will then attempt to “Bowser-Bomb” him.
When he does this, signaled by him leaping up into the air, immediately
jump to another cluster of bricks and Bowser will smash the ones below
him. Again, he’ll shoot a volley of fire missiles afterwards,
and again, avoid them. When he attempts to Bowser-Bomb Mario again,
move to another cluster of bricks again as Bowser smashes the ones
below him. Repeat this process, but don’t hurry to beat the final boss.
Gradually allow him to break lots of brick clusters, and not just a few
holes, but the whole area. Eventually, when the time is right, stand on
top of a just a single cluster of bricks that fills the gap below up,
dodge the fire missiles, and dramatically leap off the bricks as Bowser
smashes the bricks and falls into a gap. Man, that’s a nasty -
looking fall... and listen to that thud! (THAT’S gonna leave a mark!)

- The reason for thinning out several rows of bricks instead of deep
holes is because, similar to Ludwig, Bowser will make short work of
Mario if he’s in them. Don’t hurry to beat the King Of The Koopas,
either. Keep under control while fighting this brute, but remember you
can use six hammers or 35 fireballs (if you can do that, consider yourself
a real pro) to defeat Bowser. Overall, your biggest danger should be the
fire missiles, so be elsewhere if they’re right by Mario.

BOWSER DIFFICULTY: 10/10

*****************************************************************************
*************************World 9: Koopa Bros. Battles************************
*****************************************************************************

Koopa Bros., who you probably know as “the annoying camel guys,” are somewhat
elite soldiers of Bowser that can be found patrolling somewhere in most of
the lands. This section deals with their strategies. Note that when I say
that they’ve appeared in levels, I’m not counting Bowser’s Koopa Bros. Hand
Dungeon.


                            H A M M E R  B R O S .

Hammer Bros. are the brown Koopa Bros., and are the most common of the four
types. They can be found in Worlds 1, 3, 5, and 6, and even in a few levels.
Their arena usually consists of two small ledges of breakable blocks, parallel
to each other and the ground. As their name suggests, Hammer Bros. throw
hammers at Mario for him to avoid.

HAMMER BROS. DOs AND DON’Ts
---------------------------

DOs: The tried and true method of defeating the Hammer Bros. is to break the
block they’re on from below. Of course, fireballs and Starmen are superb
weapons. Tail attacks are okay if they’re right in front of you, while hammers
work if they’re a level above you.

DON’Ts: If a Hammer Brother is right in front of you, and you’re trying to
break the block that the second one is on above you, you’re making a big
mistake and will probably get hit with one of their hammers. The same goes if
you’re trying to hit one with a hammer on your level.


                        B O O M E R A N G  B R O S .

Boomerang Bros. are the green Koopa Bros., and are fairly common among their
different - coloured relatives. They can be found in World 2, and in many
levels in and out of this world. Their arena consists of a single large block
they stand on, which is on top of the ground. As their name suggests,
Boomerang Bros. throw boomerangs at Mario, two at a time, for him to avoid.

BOOMERANG BROS. DOs AND DON’Ts
------------------------------

DOs: Stomping on the Boomerang Bro., once both of his boomerangs have
returned to him, is probably your best choice of attack. Fireballs are also
good to chuck at him, as well as Starman power.

DON’Ts: The worst thing you can do is try to tail whip the Boomerang Bros.,
since you DON’T want to get into close encounters with them.


                         S L E D G E  B R O S .

Sledge Bros. are the giant green Koopa Bros., and are rather uncommon
upon other family members. They can be found in World 4, as well as a single
level there. There arena is only the ground, with no real special elements.
Hence their name, Sledge Bros. throw sledgehammers at Mario and have a
ground-shaking ability which will immobilize him for a little while.

SLEDGE BROS. DOs AND DON’Ts
---------------------------

DOs: Sledge Bros. can jump high into the air, then come down with a
massive thud that will immobilize Mario, so immediately try to stomp the
Sledge Bro. after he thumps the ground to give him the least reaction time.
Fireballs are great to use, and so is a Starman - however, make sure he
doesn’t immobilize you while you’re invincible and waste your Starman on you.

DON’Ts: Tail attacks will just make the battle harder, so avoid using it
as well as being Regular Mario when entering their territory.


                          F I R E  B R O S .

Fire Bros. are the red Koopa Bros., and are the rarest of the rare as far
as Koopa Bros. go. Only one pair can only be found in the hidden section
of World 2, and hence the names they spit fire at Mario. They’re environment
is exactly the same as the Boomerang Bros., but one is on the block while
the other is on the ground ahead of it.

FIRE BROS. DOs AND DON’Ts
-------------------------

DOs: Fight fire with fire - fireballs are great to use. Chuck one at the
one at ground level before moving ahead and jumping up quickly to throw one
at the second Bro.. Possibly, you could stomp the first one while holding
the jump button to fly high into the air and onto the second one. A
Starman is a good method as well.

DON’Ts: Anything close quarters, such as tail attacks, are sure to fail you.
And whatever you do... DON’T enter this battle as Regular Mario - you’ll
really regret it!


******************************************************************************
***********************World 10: White Mushroom House*************************
******************************************************************************

White Mushroom Houses are fabulous Toad Houses, earned by earning a set amount
of coins on a usually difficult level. The rewards they have to offer however
are a P-Wing or an Anchor! This section will show the stats for each prize
level.

                           0-------------------0
                           |World 1: Grass Land|
                           0-------------------0

                                 Level 1-4
                             Coins Required: 44
                               Prize: P-Wing

                           0--------------------0
                           |World 2: Desert Hill|
                           0--------------------0

                                 Level 2-2
                            Coins Required: 30
                               Prize: Anchor

                            0-----------------0
                            |World 3: Sea Side|
                            0-----------------0

                                 Level 3-8
                            Coins Required: 44
                               Prize: P-Wing

                           0-------------------0
                           |World 4: Big Island|
                           0-------------------0

                                 Level 4-2
                             Coins Required: 22
                               Prize: Anchor

                             0----------------0
                             |World 5: The Sky|
                             0----------------0

                                 Level 5-5
                             Coins Required: 28
                               Prize: P-Wing

                            0------------------0
                            |World 6: Iced Land|
                            0------------------0

                                 Level 6-7
                             Coins Required: 78
                                Prize: Anchor

                            0------------------0
                            |World 7: Pipe Maze|
                            0------------------0

                                 Level 7-2
                            Coins Required: 46
                               Prize: P-Wing


*****************************************************************************
************************World 11: N-Spade Solution***************************
*****************************************************************************

This section describes the various rewards you can achieve from Toad’s
N-Spade game.

                                  -----
                                  STATS
                                  -----

- For each 80,000 points you rack up, with the completion of a level,
an N-Spade card space will appear on the map.

- The pattern selected in randomly selected from eight pre-programmed
patterns, and that pattern will remain constant (even if you miss twice)
until each item has been won. At that point, a new pattern will be
selected.


                          ------------------
                          THE EIGHT PATTERNS
                          ------------------

 ==================
|---               |  PATTERN ONE   PATTERN TWO  PATTERN THREE  PATTERN FOUR
|KEY               |  ===========   ===========   ===========   ===========
|---               | |F|2|S|I|1|F| |S|F|2|F|0|I| |F|0|1|F|1|S| |F|I|1|F|2|S|
|1 = 1-UP Mushroom |  ===========   ===========   ===========   ===========
|S = Super Mushroom| |1|F|0|S|2|I| |2|1|S|0|1|F| |I|S|2|I|S|0| |0|S|2|1|S|0|
|I = Starman       |  ===========   ===========   ===========   ===========
|0 = Ten Coins     | |S|0|I|S|F|I| |I|S|I|S|F|I| |I|F|2|S|F|I| |2|S|0|S|F|I|
|2 = Twenty Coins  |  ===========   ===========   ===========   ===========
|F = Fire Flower   |
|                  |
|                  |
 ==================

 PATTERN FIVE  PATTERN SIX  PATTERN SEVEN PATTERN EIGHT
 ===========   ===========   ===========   ===========
|1|S|0|S|F|I| |S|F|2|S|0|I| |F|I|1|F|1|S| |S|F|1|F|I|I|
 ===========   ===========   ===========   ===========
|S|0|I|2|2|F| |F|1|S|0|1|2| |0|S|F|I|S|0| |2|I|S|0|1|F|
 ===========   ===========   ===========   ===========
|I|1|F|S|F|I| |I|F|I|S|F|I| |I|2|2|S|F|I| |2|S|0|S|F|I|
 ===========   ===========   ===========   ===========


                  ----------------------------------
                  HOW TO TELL WHICH PATTERN YOU HAVE
                  ----------------------------------

Okay, so here’s how you tell which of the eight patterns you have:

Flip over the second-to-the-left card in the bottom row.

You have pattern: One, if it’s ten coins.
                  Five, if it’s a 1-UP Mushroom / Treasure Chest.
                  Seven, if it’s twenty coins.

If you got either a Super Mushroom or a Fire Flower, flip over
the second-to-the-right card on the top row.

You have pattern: Three, if it’s a 1-UP Mushroom / Treasure Chest.
                  Four, if it’s twenty coins.
                  Eight, if it’s a Starman.

If you got ten coins, flip over the rightmost card in the middle
row.

You have pattern: Two, if it’s a Fire Flower.
                  Six, if it’s twenty coins.


******************************************************************************
******************************World 12: Warp Whistle**************************
******************************************************************************

Warp Whistles - these little guys are so rare, there are only three in
the game. They are very well hidden (but not so well hidden that yours
truly couldn’t sniff them out) and for good reason. When played they’ll whisk
Mario away to World 9: Warp Zone, allowing him to skip over many worlds!
This section will expose their three hidden locations.


First Warp Whistle: Level 1-3
-----------------------------

Warp Whistle #1 is located pretty early into the first world. Nearing
the end of Level 1-3, you’ll see a floating white platform with a Red
Koopa Troopa pacing on it. Knock off the Red Koopa Troopa and hold DOWN on
the D-Pad for a few seconds to make Mario fall BEHIND the scenery! Rush past
all the enemies to behind the dark area, take a running leap once back there,
and you’ll appear in a secret Toad House. Open the lone chest to find your
first Warp Whistle!


Second Warp Whistle: Grass Land Fortress
----------------------------------------

Warp Whistle #2 is located in this game’s first fortress. At the end of the
first hallway, you’ll see a Dry Bones and a question mark block. Since
you’ll need to be able fly to get this whistle, punch the question mark
block if you’re Super Mario (or better) for a Raccoon Leaf. Now, stomp the
Dry Bones, rev up your P Meter, and fly up the wall that is above the
question mark block. Hug the wall (hold RIGHT on the D-Pad) until you end
up in a small alcove, then run right until you can’t go any further. Press
UP on the D-Pad to enter a hidden door, and fall into a secret room that
holds a treasure chest - take the awaiting Warp Whistle inside!


Final Warp Whistle: Fire Bros. Battle
-------------------------------------

Warp Whistle #3 is found in a secret area of Desert Hill. When you’ve won
the Hammer from one of the Boomerang Bros. battles, proceed to the top right -
hand corner of the map to find a rock. Break it, and proceed through the
newfound path to find a pair of Fire Bros.! Defeat the Fire Bros. to gain the
third and final Warp Whistle!


***************************************************************************
***********************World 13: White Coin Ship***************************
***************************************************************************

Occasionally, when certain stats are fulfilled, you can morph a wandering
Hammer Bro. into a White Coin Ship! This is a rare secret that I’ve only
managed to get ten times (four times by coincidence) and despite the difficult
requirements, it’s certainly worth the effort! This section deals with the
White Coin Ship secret.


                                0------------0
                                |Requirements|
                                0------------0

1. You must be in World 1, 3, 5, or 6 to make a White Coin Ship
appear, and there must be at least one Hammer Bro. that’s alive on
the map.

2. You need to have a multiple of 11 as the number of your coins.
(11, 22, 33, 44, 55, 66, 77, 88, 99.) 00 doesn’t count.

3. You need to make the ten’s digit in your score total the same as
both digits in your coin total. (For example: if you have 77 coins,
0023570 could be your score.)

4. Once you reach the end of the level, you must stop the timer on an
even number.


                       0---------------------------0
                       |Description And Walkthrough|
                       0---------------------------0

A slew of coins can be found on the White Coin Ship, which makes it
easy to get lots of 1-UPs. Once you reach the end, you’ll find the
unorthodox white pipe, but nearby there is an invisible block containing a
1-UP Mushroom that is only a couple of spaces to the left of the pipe. Take
it, and then proceed down the pipe to face off against two Boomerang Bros. on
either side of the room! Defeat them, and you’ll gain the prize that the
Hammer Bro. originally had!

Before you ask, yes, it is possible to lose the White Coin Ship, and it can be
accomplished by two ways. The most common way is to die on the Ship - either
be squished by the scrolling screen, or killed by the Boomerang Bros. at the
end. The other way is to do all the steps in “Requirements” again, causing it
to revert to a Hammer Bro..


*******************************************************************************
***************************World 14: Tips And Tricks***************************
*******************************************************************************

Super Mario Bros. 3 has tons of tricks to help Mario through in his adventure
to save the world! This section will deal with them.


                                -----------
                                1-UP TRICKS
                                -----------

THE STOMP MASSACRE.
Requirements: A tail, and an endless supply of enemies / shells to stomp.

How And Where To Perform: This trick is most famous in Level 1-2, at the
“T-Pipe” where an endless supply of Goombas are coming out. When a few
Goombas are out on screen, while holding the jump button, stomp on one
and bounce high into the air. Now, slowly descend with your tail, and
while holding the jump button, stomp another Goomba as more come out of
the T-Pipe. Repeat this pattern, and watch the 1-UPs roll in! You can
also do this in the beginning of Desert Hill’s first fortress, with the
three Dry Bones. Stomp on them while holding the jump button like the
Goombas and slowly descend with the tail, and after th third one is
stomped, the first one will revive. Stay in the air the whole time,
and this trick will be a success! Watch out for three Green Koopa
Para - Troopas in Level 7-5 that you can also do this trick with.


THE KOOPA TROOPA FAKE STOMP.
Requirements: A vine / rotating platform, and a Koopa Troopa shell.

How And Where To Perform: This trick is easiest in Level 3-7. Halfway
through, you’ll see an elevated breakable block ledge with a Green Koopa
Troopa walking between it’s walls. Stomp the Troopa into it’s shell, and
kick it to make a vine appear out of one of the walls of the platform. Climb
onto the vine, jump off to stomp the Koopa Troopa shell from ricocheting,
and then immediately climb back on to the vine. (Without touching the
ledge / ground.) When the Koopa Troopa comes out again, stomp it back into
it’s shell, and immediately jump back onto the vine again. Keep doing the
directions in that last sentence, and points followed by 1-UPs will
slowly roll in! Nearing the end of Level 5-4, this trick can also be done
with the Green Koopa Para - Troopa by the destination pipe, while using the
rotating platform to replace the vine. Keep in mind that this is slightly
harder than Level 3-7's method, but it’s pretty easy if you’re an advanced
player.


END-OF-LEVEL LAKITU POINTS.
Requirements: Lakitu at the dark area.

How And Where To Perform: Whenever Lakitu is found at the dark area,
let him throw four Spinys, the maximum he can throw, on-screen. As soon
as he’s done doing this, grab the goal card, and quite few points as
well as a 1-UP will be yours!


1-UP FACTORY.

Basically, this type of trick involves the player going into a level
to find at least two hidden lives, followed by them purposely killing
themselves to reenter and collect the lives again. The most well - known
example of this is Pipe Maze’s first fortress, where the first room is
made entirely of breakable blocks - except for one block holding a
P-Switch, waiting to turn them all into coins! Collect as many as you
like and reenter again and again to gain lots of 1-UPs!



                            --------------
                            OTHER ODDITIES
                            --------------

1. At the end of the level, nearing the dark area, fully rev up your
P Meter, then grab the goal card while your Meter’s all the way up.
You’ll be guaranteed a Starman card this way.

2. If you win the game once, you’ll get 28 P-Wings to fill your
inventory! Beat the game again to get 28 Hammer Bros. Suits!

3. If you beat the king as Frog Mario, Tanooki Mario, or Hammer Bros.
Mario, you will get a different thank you from the land’s king.
Collect all three thank yous to see what they say!

4. Mario can only carry 28 items, and if he finds a 29th item, it
will replace the 28th one in his inventory. Use up unwanted and
unneeded items if this is going on.

5. In Level 3-9, follow the directions for the “main path” until
you reach the water. Backtrack to a White Block, duck on it for a
little while to make Mario fall behind the scenery. NOW, quickly take
that pipe into the water - however, Mario will be invisible! This only
lasts for a limited time and serves no helpful purpose, but it’s a
fun thing to do for kicks!

6. If Mario is hugging a wall as he throws a shell against it, the
shell will fly off screen instead of richocheting back.

7. Some levels (Level 1-2, for example) that are grassy have a dark
streak of grass near the bottom of the screen and if Mario has a P-Wing
equipped, he can fly through the dark streak.

8. Bowser’s TOP HALF is the only part of his body that can hurt Mario,
so Regular Mario can stay or run under him. Or Super Mario (or better)
can duck under the Koopa King’s top half.



******************************************************************************
***************************World 15: Credits And Thanks***********************
******************************************************************************

This section deals with dedications and thanks for this FAQ.
This FAQ is dedicated to:

- My mother, for letting me borrow her PC to write this walkthrough.
- Redemtion, for hosting this FAQ.
- Shigeru Miyamoto, for creating this great game.


*******************************************************************************
***************************World 16: Final Note********************************
*******************************************************************************

This section contains my legal disclaimer as well as my closing statements for
this guide.

Okay, so here’s the legal stuff: this is property of YeOldeBowser, Copyright
2007-2010. The following website is the only one with access to my FAQ:

www.neoseeker.com
__________________


If you have a question or anything to ask me about this FAQ, feel free
to Email me at YeOldeBowser@gmail.com. However, if you’re going to Email
me, make your subject “SMB3 FAQ Info.” Here are the Emails that I accept.


- Information, better strategies, 1-UPs I missed, whatever - I’ll give you
credit in the “Credits And Thanks” section.
- Grammar and spelling corrections.
- Positive comments.
- Criticism, but keep it clean.


On the other hand there are many Emails that I DON’T accept. If I receive
any of the Emails below you will be blocked.

- Threats or intimidation.
- Nasty, very negative comments.
- Advertisements for something.
- Random Emails that have nothing to do with Super Mario Bros. 3
or this guide.
- Spam.


If you’re a website / magazine / other type of publication who wishes to
use my guide, follow the simple steps below.

- Email me when you’re going to transfer the FAQ to your website / whatever.
- When transferring, make NO CHANGES WHATSOEVER to my guide.
- DON’T SELL IT FOR CASH OR ANYTHING ELSE. I wrote this guide
for it to be FREE, and you should treat it exactly the same way.
- Once you’ve finally posted it on your website / whatever, Email me
that you’re finished, your website’s URL / magazine’s name and
issue / whatever, and the link to / pages of the guide. That way
I’ll be able to see if you’ve kept everything in mind.

Have fun playing Super Mario Bros. 3, and have a great day!

- YeOldeBowser
(0.2935/d/web8)