Super Mario Bros. 3 Walkthrough
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                              Super Mario Bros. 3
                                  For the NES
                                FAQ/Walkthrough

                               By Ryan Harrison
                          rharrisonfaqs(at)gmail.com

                         Last Revised: 01 January 2006
                                  Version 1.1

             This document is Copyright (c)2003-2006 Ryan Harrison

===============================================================================

Table of Contents

     1. Guide Opening
          1.01  -  Version History
          1.02  -  Introduction

     2. Game Overview
          2.01  -  Story
          2.02  -  Controls
          2.03  -  Characters
          2.04  -  General Tips
          2.05  -  Basics
          2.06  -  Moves and Attacks
          2.07  -  FAQs

     3. Walkthrough
          3.01  -  World 1 - Grass Land
          3.02  -  World 2 - Desert Land
          3.03  -  World 3 - Water Land
          3.04  -  World 4 - Giant Land
          3.05  -  World 5 - Sky Land
          3.06  -  World 6 - Ice Land
          3.07  -  World 7 - Pipe Land
          3.08  -  World 8 - Dark Land

     4. Enemies
     5. Bosses
     6. Items

     7. Secret Areas
          7.01  -  Mario Bros. Mini Battle Game
          7.02  -  Warp Whistle Locations
          7.03  -  White Mushroom Houses
          7.04  -  Coin Ship
          7.05  -  Card Game Solution

     8. Secrets

     9. Guide Closing
          9.01  -  Credits
          9.02  -  Legal Disclaimer
          9.03  -  Contacting Us


===============================================================================
                               1. Guide Opening
===============================================================================

The opening notes to my Super Mario Bros. 3 FAQ.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           1.01  -  Version History
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Version 1.1  -  01 January 2006   -  The new look for this FAQ, and the Legal
                                     Disclaimer has been updated for the new
                                     year, and I cleaned it up a bit too.

Version 1.0   -  12 May 2004      -  The first fully finished version of this
                                     guide is now ready to post! After the many
                                     compliments and questions I got about the
                                     guide, thanks everyone for E-Mailing, and
                                     I hope you like this new version. Also,
                                     allowed Neoseeker to use this guide (I
                                     hope you guys are keeping a tab on my
                                     latest work, thanks for doing this for me
                                     BTW), and now the guide is entirely
                                     complete in its beauty. Enjoy this new
                                     version!

Version 0.99  -  05 August 2003   -  That's it! The entire FAQ is all finished!
                                     I have labelled this guide version as 0.99
                                     because I want to update the format later
                                     (currently just a draft format), and make
                                     a few more updates to some sections, but
                                     in its current state, this FAQ is just
                                     about complete, and my biggest FAQ ever,
                                     as of this date. Whew!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                             1.02  -  Introduction
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Super Mario Bros. 3 is probably the best side-scroller Mario has seen on the
NES. SMB3 has a lot of praise to its name and is the best-selling standalone
NES game ever, with a staggering 15 million copies. It has also been
re-released on the Game Boy Advance as the main game of Super Mario Advance 4,
proving that Mario's touch is still there after 15 years!


===============================================================================
                               2. Game Overview
===============================================================================

This section of the FAQ is going to mainly describe the basic aspects of Super
Mario Bros. 3: Controls, attacks, and using items to their fullest advantage.
First-time players or novices or anyone who is new to the game should check
this section out before playing.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                2.01  -  Story
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

(Story obtained from instruction manual)

A message from Mario
--------------------
"Hello! How have you been? It's been such a long time since we've seen each
other. Bowser is up to his old tricks again, so Luigi and I are going on
another adventure. You're welcome to come along."

"This time it's Super Mario Bros. 3, the latest in the Super Mario Brothers
series. You'll experience lots of excitememt as your journey unfolds. For
beginners and seasoned veterans of our previous games, this one is going to be
a lot of fun! Let's look at Super Mario Bros. 3 in a bit more detail."


Bowser is back!!!
-----------------
"Ha Ha Ha! These are my 7 children that are going to help me take over the
Mushroom World!"

These are Bowser's kids!!

"We just love being mean!!"

Larry Koopa
Morton Koopa Jr.
Wendy O. Koopa
Roy Koopa
Iggy Koopa
Lemmy Koopa
Ludwig Von Koopa


Story
-----
The Mushroom Kingdom has been a peaceful place thanks to the brave deeds of
Mario and Luigi. The Mushroom Kingdom forms an entrance to the Mushroom World
where all is not well. Bowser has sent his 7 children to make mischief as they
please in the normally peaceful Mushroom World. They stile the royal magic
wands from each country in the Mushroom World and used them to turn their kings
into animals. Mario and Luigi must recover the royal magic wands from Bowser's
7 kids and return the kings to their true forms. "Goodbye and good luck!," said
the Princess and Toad as Mario and Luigi set off on their journey deep into the
Mushroom World.

"We took 7 wands from the 7 kings. Each of us has one. Our father has
instructed us to protect the wands."


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               2.02  -  Controls
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

D-Pad          -  Move Mario around on map screen; swim in water with Frog
                  Suit; move about on level screen (Left/Right); climb vines;
                  enter doors; enter upside-down pipes (Up); descend vines;
                  enter pipes (Down)

Select Button  -  Highlight different game modes on the logo screen

Start Button   -  Confirm the type of game you wish to play from the logo
                  screen; pause/resume game

B              -  Pick up shells; open chests in Toad's House; run while
                  moving (filling up the P-Meter more as you run); swing the
                  raccoon tail (when you have the Super Leaf or Tanooki Suit);
                  throw hammers (when you have the Hammer Brother Suit); flick
                  fireballs when Fiery Mario; on map screen flip bottom bar to
                  view your inventory

A              -  Jump; bob up when swimming; pick cards in Toad's House;
                  choose items from your inventory; enter stages from the map
                  screen; stop sliding pictures in the Sliding Picture game


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                              2.03  -  Characters
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Mario
-----
He's the most popular video-game character of all time, and he's back, better
than ever, and ready to kick some Koopa Tail in another classic adventure! You
will control Mario in a 1-Player game, or Player 1 will control him in a
2-Player adventure. Mario wears a red shirt and blue overalls.


Luigi
-----
Mario's brother. Luigi possesses the exact same skills as Mario, it's only his
look that's different. Luigi is slightly younger than Mario, a tad taller and
slimmer. Luigi only appears in 2-Player games. He wears a green shirt and blue
overalls. Player 2 controls Luigi.


Princess Toadstool
------------------
Although she's only waving goodbye to you at the beginning of the adventure,
she gets more involved as the game progresses...


Toad
----
Toad makes several appearances throughout SMB3, and can be a great asset to you
throughout the game. You can visit him in his house where he can provide you an
extra item for your journey, or he will let you play a game-show like mini-game
where you must line up the pictures correctly. He also lets you play a card
game for rewards, too. He's the Mushroom Retainer of Princess Toadstool and is
loyal to the Mushroom Kingdom.


Mushroom Kings
--------------
There are 7 Kings throughout the Mushroom World, and each of them possesses a
magic wand. Unfortunately, the Koopalings steal their wands to turn them into
animals. Your job is to return them to their normal, old selves.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                             2.04  -  General Tips
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

- Try to use suits to their fullest advantage. Remember that the surroundings
  of Mario can determine which suit is best to carry around. In sky areas it is
  best to have a Super Leaf or Tanooki Suit to safely hover around in high
  areas. In watery levels it is best to wear a Frog Suit. If you are carrying
  anything helpful with you, check your inventory before entering a level.

- Know your enemies. Every different enemy is independent but there are several
  ways of killing them. Remember, not all enemies are destructible, but
  remember how best to kill each one.

- Carry around as many spare items as you can at once. Before entering an area
  make sure you are well equipped. Or if you die in a level see if you have any
  helpful items that could get you through the next time.

- Explore as much as possible, but remember that you have a time limit. It is
  always a good idea to check for hidden secret areas within a level, but try
  to be as quick as you can, or your timer will elapse wasted time.

- Don't take risks. If you are in a spot where you think taking a chance will
  pay off, don't be so hasty. Try to see if you can work your way around it.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                2.05  -  Basics
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The Map Screen
--------------
You start each world on a map screen to direct to each level, as well as other
features that can help, such as shortcut warp-pipes, Toad's House, bridges,
castles, etc. Each world in this FAQ has a map and key included.


Level Layout
------------
Super Mario Brothers 3 is a side-scrolling game. The general rule is to advance
to the right to get to the end of the level and get the card.


Cards
-----
In the bottom right-hand corner of the screen are three boxes. After finishing
each level you are given a card. The card's symbol appears in the box. Once you
have three cards you are given a prize. If you have three Mushrooms, you'll get
2-Up. If you have three Fire Flowers, it's 3-Up. Five Starmans will earn you a
5-Up. If you have a mixture, you'll get 1-Up.


Fortresses
----------
Each Fortress has different puzzles to solve, but you'll face Boom-Boom at the
end of each Fortress. Boom-Boom can sometimes have different attacks, though.


Suits
-----
Each suits have their own special use. Please refer to the 'Moves and Attacks'
section for more detail on how to execute them.


P-Meter
-------
When you run, this meter at the bottom of the screen will charge up until the
(P) starts flashing, at which you can reach maximum jump height, and you can
temporarily fly with a tail should you have one.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          2.06  -  Moves and Attacks
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Combining basic controls can build up to secondary, more complex moves, which
can come in very handy during your adventure. Here is a list of moves and how
to perform them. Also, this may depend on whether you are regular Mario or
Super Mario, and sometimes depends on the suit Mario is wearing. That will of
course be notified, though.


Flying
------
Note: You need to have the Super Leaf or Tanooki suit to perform this move.

Find a large gap of space and start running and keep running until the P-Meter
is full. Then start tapping the A Button to hover in the air temporarily.


Gliding
-------
Note: You need to have the Super Leaf or Tanooki suit to perform this move.

Jump into the air and keep tapping A. You will fall to the ground slower.


The Shell-Dozer
---------------
Kick a shell and follow it. The more enemies you knock down, the more points
you will accumulate until you start achieving 1-Ups. Be careful not to be hit
by the shell if it rebounds off something!


Bowling
-------
If you find a steep surface like a hill, press Down and Mario will
automatically slide down it. If there are any enemies in your path, they will
simply be ploughed out of the way!


Mario Statue
------------
Note: You need to have the Tanooki Suit to perform this move.

Press Down and B Button. Mario will temporarily become a stone statue and
enemies will simply walk past him. You can do this in mid-air, and he'll come
down to the ground with a lot of force!


Multiple Attack Points
----------------------
Jump on an enemy's head and bounce off. When you land on another enemy's head
you'll get more points. If you eventually bounce on enough enemies you can get
1-Ups.


Tail Attack
-----------
Note: You need to have the Super Leaf or Tanooki suit to perform this move.

Press B and Mario will swing his tail. Any enemies who get caught by the tail
will be wiped out.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                 2.07  -  FAQs
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Q: Is there any actual particular difference between Mario and Luigi in this
   game?

A: None at all. Luigi is exactly the same as Mario, only he's controlled by the
   second player if you're in a 2-Player game. Anything in this guide that
   refers to Mario can apply to Luigi as well.


Q: Do you have to play through every single level or are there shortcuts?

A: You can skip a few levels in some worlds, and you can also use Warp Whistles
   to warp to another world. You can get from World 1 to World 8 by using 2
   Warp Whistles, by the way. Check out the Secret Areas section for more
   information on this.


Q: Can you save your progress in this game?

A: Nope, sorry. You need Super Mario All-Stars or Super Mario Advance 4 to be
   able to do that.


Q: Hi, I'm from CheatCC...

A: Go away.


===============================================================================
                                3. Walkthrough
===============================================================================

OK. If, by any chance, this is your first time playing Super Mario Bros. 3, I
suggest reading the above information to get used to controls and to know the
basics of the world of SMB3.

Another note: There are several strategies to complete a world map, and to
finish levels. I'm going to provide all of my known routes to completing the
levels, and all levels on the map to get through. However, you can use several
different strategies to finish a world map without having to go through some
levels.

Another thing, when I am addressing the walkthrough for a level, I am
explaining as though you are not using any items to cheat, and if you are Super
Mario, what the power-ups in the blocks are. It may be slightly different if
you are not using this walkthrough in this kind of way.

Have fun! :)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                         3.01  -  World 1 - Grass Land
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Map
---
              +--+         +--+   +--+            Key
              | 1|-----O---| 2|---| 3|-----O      ---
              +--+         +--+   +--+     |      ST = Start
               |            |              |      TH = Toad's House
     +--+      |            |     +--+     |      PG = Picture Game
-----|ST|------O            O-----| 4|----TH      FT = Fortress
     +--+     PL            |     +--+            BG = Bridge
               |            |                     HB = Hammer Brother
               |   +--+   +--+                    PL = Padlock
               O---|FT|---|PG|                    CS = Castle
               |   +--+   +--+                    (Numbers represent levels)
               |                         +--+
               O    TH------O-BG-HB-O----|CS|
               |            |            +--+
              +--+         +--+
              | 5|---O-----| 6|
              +--+         +--+

NOTE: The padlock disappears once you complete the Fortress level.


World 1-1
---------
Let the adventure begin! Run right and stomp the Goomba. The first two '?'
Blocks you come to both contain coins. To the right, there are two more '?'
Blocks in the air above the pink platform. The one on the left contains a coin,
and the one on the right holds the first Super Mushroom of the game. Grab it.
Jump over the pipe with the Piranha Plant in. The next '?' Block contains a
coin. On the next green platform is a Red Koopa Troopa. Stomp it and kick the
shell to the right to hit the '?' Block on the ground, to reveal a Super Leaf.
The '?' Block to the right has a coin in it. Go right, and kill the two Goombas
and Para-Goomba to clear the runway. There are two optional routes to take to
complete the level here...

  Route 1
  -------
  Using your newfound Raccoon Tail, run right until the P-Meter fills. At the
  end, jump, and start flying up the trail of five coins. You'll come to a pink
  platform in the air. Land here, and get the three coins in the air. Jump onto
  the little cloud platform to the right, and hit the brick block for a hidden
  1-Up Mushroom. Now jump onto the next cloud platform to the right, and grab
  all the coins in the air above it. Now get a good run up and fill the
  P-Meter, and jump off the very right end of the platform (get the zigzag
  formation of five coins if you wish, but you may want to get another charge
  up after this) and keep flying to the right and stay near the top of the
  screen. You'll come to a tall green pipe hanging about in the air; enter it.

  You'll drop into a dark room with a cluster of coins shaped like a '3'. Get
  the coins, climb the staircase and exit via the pipe in the ceiling at the
  right end of the room.

  You'll emerge out of a green pipe to the right of a gap between two pipes
  with wooden blocks on the end. (Scroll down to end of Route 2 to carry on
  with walkthrough.)


  Route 2
  -------
  If you're not much of an airborne person and prefer to travel on ground, then
  start by jumping over the pit. To the right is a green platform, a pink
  platform and a blue platform stacked like a staircase. There are three Green
  Koopa Paratroopas here, but the best thing to do would be to avoid them. Kill
  or avoid the Green Koopa Troopa on the ground. The '?' Block to the left of
  the next pit contains a Super Leaf. Cross the pit and you'll come to two
  wooden-block staircases with a gap in between; cross it. After that, there
  are two pipes with Piranha Plants inside (the second one shoots fireballs).
  Get past them, and you come to a large cluster of 16 bricks, with three more
  bricks to the right. One of the bricks contains a P-Switch that you should
  use (see diagram).

           .--.--.--.--.
           |  |  |  |  |<---P-Switch     <---Red Koopa
        .--:--:--:--:--:     inside   .--.     Troopa
        |  |  |  |  |  |              |  |
     .--:--:--:--:--:--:--.           :--:--.
     |  |  |  |  |  |  |  |           |  |  |
  ---'--'--'--'--'--'--'--'-----------'--'--'---------

  You can either break the brick open with a Raccoon Tail swing, or kick the
  Red Koopa Troopa's shell at it. Once you get the P-Switch, jump on it to turn
  all the bricks into coins. Grab them all then run right, past the green and
  pink platforms then jump over the pit and in-between the pipes with wooden
  blocks attached on their ends. To the right is a green warp pipe where you
  end up if you found the hidden coin room.


Routes join up here
-------------------
Run right, into the dark area and grab the card in the box to finish the level.


World 1-2
---------
Run right up the hill and jump over the Goomba-generating pipe laying on the
summit. Go down the other side of the hill. Kill or avoid any Goombas that you
encounter. The '?' Block above the grass shrubs contains either a Super
Mushroom or Super Leaf. Jump on top of the block then jump over the 'T' shaped
set of pipes. Start running up the next hill and kill or avoid the Red
Para-Goomba. Head right and you will see some coins in the air. DO NOT GRAB
THEM YET. Instead, look to the right to see two brick blocks beneath the pipe
on the wooden blocks in the air. Break open the one on the left for a P-Switch,
use this to turn the coins into brick platforms. Quickly climb them to get
inside the pipe in the air (make sure the Piranha Plant isn't sticking out
first).

You will fall into a room with 20 coins in a 4x5 formation. Grab them, then
leave via the pipe to the left.

You arrive back at the pipe just to the left of the one you entered to get to
the secret coin room. Now head right and get the coins you used to make brick
platforms with. Continue right to the next grass hill, and kill the two
Goombas. In the pit is a Red Para-Goomba, and in the air are two music note
blocks. Kill the Para-Goomba, and hit the music note block on the right for a
Super Leaf. Head right, slide down the hill and kill the two Goombas. You will
come to a pipe with a Piranha Plant in it. Go past it and cross the pit, using
the music note blocks if you have to. The third music note block contains a
Starman, so I suggest hitting it from beneath so you can grab it as it emerges
to save it from falling down the pit if it jumps to the left. Kill the Goombas
trapped between the pipes. The '?' Block in the air above the hill past the
next pipe contains a coin. Head right, down the hill and avoid the
Micro-Goombas that the Para-Goomba drops down at you.

Head right into the dark area and grab the card to finish the level.


World 1-3
---------
Run right, stomp the Green Koopa Troopa and pick up its shell. Carry it to the
right and use it to take out the Boomerang Brother. Carry on right and you will
come to a cluster of brick blocks, music note blocks, '?' Blocks, and you
should see a Red Koopa Troopa on top of the highest row of bricks. Stomp it,
and kick the shell to the left so that it hits the higher music note block, and
it will take out some bricks and get the coins from the '?' Blocks, and creates
a gap. The arrangement of bricks you are on now should be shaped like a
backwards 'C'. The brick on the highest row, second from left, is a multi-coin
block. On the bottom row of the bricks, the brick on the very left is actually
a disguised block, which contains a Super Mushroom/Super Leaf.

There are two routes you can take here to complete the level...

  Route 1
  -------
  Stand one block space to the right of the 2x3 cluster of bricks to your left.
  Jump up and you should reveal a Red Music Note Block. Jump onto it and press
  A as you spring up (as you would a trampoline in SMB) and you should go
  rocketing into the sky.

  In this cloudy area you'll see some clusters of coins floating in the air in
  zigzag patterns. If you have a Raccoon Tail, take a long run to fill up the
  P-Meter then start flying when you come to about the third zigzag formation
  of coins. You should see a brick in the air surrounded by a circle of coins.
  Bump the brick from underneath and a hidden 1-Up Mushroom will emerge. Grab
  it, and fall back down to the cloud ledge. Finish grabbing the rest of the
  coins, and go down the green pipe at the end of this area. (Scroll down to
  end of Route 2 to carry on with walkthrough.)


  Route 2
  -------
  If you don't take the red music note, then just head right as usual. There is
  a wooden platform in the air, and a Green Koopa Troopa below it. It would be
  best to ignore the Koopa. To the right is a wooden pillar four blocks high.
  Jump over it and stomp the Goomba. To the right is another wooden pillar,
  three blocks high. If you touch the top block from the side, a Super Leaf
  will pop out. Now go past the pillar, and kill the Red Para-Goomba. Grab the
  three coins in the air, jump over the next pillar, and grab the next three
  coins. Jump over the final wooden pillar, and jump over the gap in the
  ground. Kill the Boomerang Brother. Go right, jump over the next gap, and two
  Goombas will approach you; kill them if you wish. Grab the coins on the pink
  and blue platforms.

  NOTE: There is a secret cheat here to get a Warp Whistle. See the Secret
        Areas section for more info!

  Head right and avoid the Para-Goomba.


Routes join up here
-------------------
Head right into the dark, get the card, and finish level 3.


World 1-4
---------
When the screen scrolls right, jump onto the first platform of bricks. From
here, jump onto the moving platform and grab the three coins if you can, and
quickly jump onto the next brick platform. Get the three coins in the air, and
use the moving platforms to reach the lower brick platform. There is a secret
1-Up Mushroom here.

             .--.--.--.--.
             |  |  |  |  |
             '--'--'--'--'
                     ^
                     |
                     |
                   Secret 1-Up
                           Mushroom here
                   .--.--.
                   |  |  |
                   '--'--'

From here, jump onto the moving platform, then over to the 'L'-Shaped formation
of bricks, and get the three coins in the air. Jump over to the next 'L'-Shaped
formation of bricks and get the 3 coins in the air above that too. There is a
hidden Super Leaf in the next 'L'-Shape. To the right of it is a brick platform
with a Red Koopa Troopa on it. You can kick its shell at the brick, or hit it
from underneath using the platform below.

                 .--.
                 |  |
                 :--:--.
                 |  |  |
                 '--'--'
                      ^
                      |
                      |
                    Hidden Power-up
                        here

From there, jump onto the moving platform halfway up the screen, and from
there, jump onto the brick platform near the top of the screen. If you have the
Raccoon Tail, whip the brick on the end that is sticking up, and grab the 1-Up
Mushroom that comes out. Now use the moving platforms to grab the coins in the
air and get onto the next brick platform. To the right is a vertical line of 8
coins, and a moving platform. When the platform is in the course of the coins,
jump onto it so you can swipe the coins as you fall. Remember to jump onto the
'L'-Shaped brick platform before its hits the bottom of the screen! Above, you
should see two stacked bricks in the air, the top one is a multi-coin block,
but you can only reach it if you are Super/Raccoon Tailed/Fiery Mario. From
there, use the moving platforms to reach the 1x3 vertical and horizontal brick
platforms. To the right is a Red Koopa Paratroopa with three coins above it.
Grab the coins if you're careful. If you're Raccoon-Tailed Mario, you should
safely bounce on the Koopa Paratroopa's head, but I'd strongly suggest not
bouncing it if you do not have the tail. To the right is a green pipe; go down
it.

You will arrive in the darkness area, go right and snag the card to finish the
level.


World 1 Fortress
----------------
Head right and ascend the stairs. Jump over the lava pit and watch out for the
Podoboo. Cross the next lava pit, and from the highest point of this platform,
jump over onto the steel platform with the '?' Block in the air above it. The
'?' Block holds a Super Mushroom/Fire Flower. Now jump over the other side of
the lava pit. Run through the tunnel and watch out for the Roto-Disc. Jump up
the stairs and watch out for a second Roto-Disc. The next lava pit has two
Podoboos in it, so jump across when you feel it is safe. Then jump onto the
next steel ledge (watch out for the Roto-Disc). From here, cross the final pit.
The '?' Block here contains a Super Leaf. A Dry Bones will approach from the
right, stomp it to prevent it from bothering you.

NOTE: Here there is another chance to find a second Warp Whistle. For more
      info, check out the Secret Areas section!

Go right and through the door.

This next room has a crushing spiked ceiling. From the start, find the gap in
the ceiling and stand directly below it so you are not harmed as it falls. When
the ceiling goes back up, jump over the pit and onto the little island, then
quickly jump over the second pit and run right to the other end of the room,
where there is a gap in the ceiling. As it comes down, duck, and you will not
get hurt. As the ceiling goes back up a door will emerge from the floor; enter
it.

Run to the end of this room where you'll find Boom-Boom. When you approach him,
he'll jump up and start running around. You can kill him with three stomps,
five fireballs, or a combination of stomps and fireballs. When he vanishes,
grab the crystal to open the padlock on the map.


World 1-5
---------
You start the level sliding down a tunnel and killing four Buzzy Beetles in the
process. You then fall into a shallow pool. Grab the five coins here. Go up the
hill and you'll come to a Piranha Plant popping in and out of a pipe in the
ceiling. Kick the Buzzy Beetle's shell at it, or just run past when it retreats
into the pipe.

Level divided into two routes here...

  Route 1
  -------
  You can jump onto the ledge and run along to an overworld area.

  NOTE: At the mouth of the cave that leads into the overworld, you can find a
        Red Music Note Block against the left wall.

           |         |
           |.--.     |
          / |  |    /
         /  '--'<--/-Hidden Red Music Note Block here
  ------'         /
                 /
  --------------'

  This block leads to a coin heaven identical to the one in World 1-3. Check
  the walkthrough for that level for a brief description of this coin heaven.

  Jump out of the underground area and head right. In the small pit are two
  Green Koopa Troopas, kill them or avoid them. Head right and cross the pit
  leading into the underground.

  (You arrive here if you went to the coin heaven)

  (Go to end of Route 2 walkthrough to continue with level walkthrough)


  Route 2
  -------
  If you go underneath the ledge, head right and you'll come to a pool with
  five coins. Get the coins, and continue progressing right. Go past the two
  little pools and you'll come to a slightly bigger pool with a '?' Block
  bobbing on the surface. It contains a Fire Flower (if you are Super Mario).
  Get it if you wish, and head up the slope and into the overworld.


Routes join up here
-------------------
Down the next slope is a Green Koopa Troopa. Kill it if you want. Go down the
pit, but watch out for the fireball-emitting Piranha Plant at the end of the
slope. Go past the two pipes and you'll see a pipe hanging from the ceiling
with a Piranha Plant poking its head out. Get past it and exit via the pipe in
the ceiling at the end.

You emerge next to the dark area, so head right and grab the card to finish off
this ridiculously easy level.


World 1-6
---------
Jump across the 'T'-Shaped platforms. On the third one is a Red Koopa Troopa
and three coins. Kill the Koopa, get the coins and jump down to the platform
with the '?' Block above it, which holds a Super Leaf. Then jump on top of the
block and onto the next high 'T'-Shaped platform. To the right is a platform
moving up and down a 'Z'-Shaped wire. Carefully jump onto it, and use the music
note blocks to the right to reach the next platform. Jump over the Red Koopa
Paratroopa and onto the ledge with the cluster of bricks. Stomp the Koopa and
kick the shell so it breaks the bricks on each side (be sure to keep out of its
way!). Look at the diagram for locations of the 1-Up Mushroom and hidden
blocks.

                        .--.--.--.--.
                        |  |  |  |  |
                        '--'--'--'--'
                                ^
                                |
                              1-Up Mushroom here
                           Koopa
                     .--.  Troopa   .--.
             Coin--->|  |    |      |  |<---Multi-coin
                     :--:    |      :--:        block
                     |  |    V      |  |
                 .---'--'-----------'--'---.
                 |                         |
                 |                         |

Leap onto the next platform and use the grass hill on it to reach the wooden
ledge being held up by ropes at the top of the screen. Jump onto the 'T'-Shaped
platform and drop down onto the wooden block. Jump onto the platform on the
wire. You are carried right but when you come to the point with two coins above
you, be aware of the Red Koopa Paratroopa. At the end of the line, the platform
will drop off, so jump onto the 3-block-long wooden platform. When the
horizontally moving platform approaches, jump onto it. It'll carry you right,
to a wire with a platform on it. When you jump onto the platform, it will begin
moving up and down the wire. Jump over the Red Koopa Paratroopa, onto the
ledge, and run right into the dark area and snag the card to finish the level.


World 1 Castle
--------------
The king's been transformed into a dog! Toad is upset, and it's up to you to
get back the stolen magic wand! You'll see Mario/Luigi approaching the airship
and climbing the anchor.

Head right, jump over the two cannons and the Bullet Bill cannon (keep an eye
out for cannonballs and Bullet Bills). Go past the Bullet Bill cannon but watch
out for the two cannons on the ceiling. To the right is a '?' Block near a
rotating cannon. It contains either a Super Mushroom or Fire Flower. Jump over
the pillar and continue right, over the two cannons and the Bullet Bill cannon,
climb the staircase, and enter the silver pipe. In here, you face the first
boss of the game - Larry Koopa. For help on winning this battle, please take a
look at the Bosses section of this FAQ.

Once you get back, the King is returned to his old self again, and gives you a
letter from the Princess.

                           +----------------------+
                           | 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.    |
                           +----------------------+

And today's mystery prize jewel is...a P-Wing!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                        3.02  -  World 2 - Desert Land
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Map - Part 1/3
--------------
      +--+       +--+                             Key
      |PG|---O---| 2|   O---O     TH              ---
      +--+   |   +--+   |   |                     ST = Start
             |     |    | +--+                    TH = Toad's House
        O----O     O    O | 3|----BB              PG = Picture Game
        |          |    | +--+                    FT = Fortress
      +--+       +--+   |   |    +--+             BB = Boomerang Brother
      | 1|       |FT|---O---O----|WP|             WP = Warp Pipe
      +--+       +--+       |    +--+             PL = Padlock
        |                   |                     RK = Rock
        |        +--+       |                     (Numbers represent levels)
        O   TH---|WP|       O-RK---O
        |        +--+              |
        |         PL               |
+--+    |          |             +--+
|ST|----O----O-----O             |PG|
+--+                             +--+

NOTE: The Rock can be taken out using a Hammer.
NOTE: The Padlock disappears once you complete the Fortress level on map screen
      Part 2.


Map - Part 2/3
--------------
                          +--+                 Key
   O-----O   TH-----O-----| 4|----O-RK         ---
   |     |          |     +--+    |            TH = Toad's House
   |   +--+       +--+            |            PG = Picture Game
   O   | 3|---O---|AS|            O            HB = Hammer Brother
   |   +--+       +--+            |            AS = Angry Sun Level
   |     |  +--+    |     +--+    |            RK = Rock
---O-----O--|WP|    O     |CS|    O            PY = Pyramid Level
         |  +--+    |     +--+    |            WP = Warp Pipe
         |        +--+      |   +--+           CS = Castle
         O-RK-O   | 5|      O---|PY|           (Numbers represent levels)
              |   +--+          +--+
              |     |             |
            +--+    |             |
            |PG|----O----HB-O-----O
            +--+


Map - Part 3/3
--------------
   +--+                                        Key
---| 4|---O---Y----TH                          ---
   +--+   |         |                          TH = Toad's House
          |        FB                          FB = Fire Brother
          O         O                          PY = Pyramid Level
          |         |                          CS = Castle
   +--+   |         |                          (Numbers represent levels)
   |CS|   O         O-----O
   +--+   |               |
     |  +--+              |
     O--|PY|              O
        +--+
          |
          |
-----O----O

NOTE: You get a Warp Whistle for defeating the Fire Brothers.


World 2-1
---------
Start off by heading right, and you'll come to a cluster of bricks. Be aware
that some are Pile-Driver Micro-Goombas. The '?' Block between the two clusters
of bricks holds a Super Leaf. After here, you've got to go past three brick
pillars, and watch out for the Pile-Driver Micro-Goombas that are lurking atop
each pillar. There are two '?' Blocks next to the third brick pillar. The first
one holds a coin, the other a Starman, so grab it! Kill or avoid the Red Koopa
Troopa walking about on the ground. Jump over the brick and head right. Use
your invincibility to kill the Pile-Drive Micro-Goomba and Firesnake. Past the
next brick on the ground are two Music Note Blocks in the air. Use them to get
atop the metal structure and kill the Goombas if you want.

Two optional things to do here. If you have a Raccoon Tail, get a run-up and
fill the P-Meter then fly into the air about the left-hand side of the metal
structure, and you should see a red pipe atop some wooden blocks in the air,
surrounded by bricks. Fly into the bricks from underneath to smash them and get
into the pipe.

In this dark room is a P-Switch on the floor. Step on it. Sixteen white coins
appear in the air; quickly grab them. Then exit via the pipe and you'll arrive
at a second metal structure (scroll to the *** to carry on with the
walkthrough).

If you don't want to take the pipe or are not able to, then drop off the pipe
at the right-hand side. To the right are two wooden blocks in the air that
separate the first metal structure from the second. Jump straight up in between
them to reveal a hidden music note block. Jump on the block and bounce over
towards the wooden block to the left and hit it on the side. A Super Mushroom
or Super Leaf will pop out. Now that you are in Super Mario state, go back to
the left metal structure and hit the lower brick to create an entrance inside
the structure. Go inside to get four coins and hit the centre brick to get a
hidden 1-Up Mushroom, but watch out for the Firesnake! If you are
Raccoon-Tailed Mario, whip it with the tail attack to take it out. Now get out
of the structure and go over to the next metal structure to the right, the same
way as you did the first one.

*** Get inside the structure either by breaking the brick to make an entrance
    on the bottom right-hand side of the structure, or if you hit the P-Switch
    in the secret room and it is still in effect, the bricks in the top should
    be turned into coins and you can simply drop in. There are 23 coins inside
    the structure. Once you've got them all, get back out and go right. You'll
    come to two pipes with Piranha Plants and lots of bricks between them. One
    of the bricks is a Pile-Driver Micro-Goomba, so be on your toes. Go past
    the pipe-and-brick set and into the dark area to get the coin and finish
    off the level.


World 2-2
---------
Start the level by going up the hill and stomping the Goomba. Go right and
cross the quicksand pit with Piranha Plant in it. Up at the top of the next
slope is a wooden block. Touch it from the side for a Super Leaf. Now cross the
pit and get the 3 coins if you're careful, and land on the green pipe. Cross
the next quicksand pit, but watch out for the Piranha Plant inside the pit; it
shoots fireballs. Now jump over the small wooden block stump and onto the
platform. It'll carry you to the right, over the big river. Past the Green
Koopa Paratroopa are three coins in the air. Then two brick blocks; the second
one holds a P-Switch. After that are four more coins and six brick pillars you
have to jump over. Then jump over the Green Koopa Paratroopa then a large brick
pillar four bricks high. You can then safely drop to the ground and enter the
pipe.

You'll emerge next to the dark screen. Head right and grab the card to finish
this really short level.


World 2 Fortress
----------------
Go down the flight of stone stairs. Stomp the Dry Bones and head right. There
are two more Dry Bones ahead. Either stomp them or avoid them as you go right.
There is a little ledge here and a Thwomp in the ceiling. Stand near to the
area where the Thwomp will directly drop. As it flies back up, quickly run
right and get through. There are another two Dry Bones ahead, stomp or avoid
them and climb the next flight of stairs. Go down the stairs, head right, and
you come to another ledge with a Thwomp waiting above. Just to the right of the
Thwomp is a Boo Buddy, make sure you keep an eye on it at all times and don't
turn your back to it too often. Get up the next flight of stairs and watch out
for the Dry Bones descending them. Go up the pipe in the ceiling.

You are now taken to a higher floor of the Fortress. From here, go right and up
the next flight of stairs. Stand on the top step and jump over the pit of
spikes and onto the stone ledge (watch out for the Thwomp!). Jump over the
second half of the pit to the platform made from a stone block and silver brick
(which contains a Super Leaf). There is a Boo Buddy here, be aware and keep it
away at all times. Now head right, get past the next four Thwomps and enter the
door at the end of the tunnel.

This next room has ledges with spikes on the top and bottom that go up and
down, and has a few Boo Buddies in the room. When the first set of spikes, two
blocks long, raises, quickly run underneath and stop at the gap between this
one and the second platform with spikes. Wait for that to fall and rise, then
quickly run underneath again. The next spiky platform has some blocks on top.
You can use these to cross as it is a bit risky to run underneath because it is
a fairly large platform. Do the same for the next spiky platform. After this,
you'll see a door emerging from the floor. Enter it.

Run to the end of the room to meet up with Boom-Boom a second time. Just use
the same strategy to beat him as you used before: three stomps, five fireballs,
or a combination. Once you've got him beat, grab the crystal he drops to open
up the padlock on the map.


World 2-3
---------
To your very right from the start is a pyramid of platforms with a hollow gap
in the middle. A Red Koopa Troopa and Firesnake roam around this pyramid, it's
just the Firesnake you have to watch out for. On the top of the pyramid are two
'?' Blocks on top of bricks. You can get rid of the bricks by hitting them from
beneath if you are Super Mario, or use the Red Koopa Troopa shell to smash them
so you can reach the Blocks. The '?' Block on the left holds a single coin, and
the one on the right has a Super Leaf in it. When you've got everything, jump
over the pit to the right, with three wooden blocks in the air above it. The
next pyramid you come to has two hollow areas and two Firesnakes jumping around
it. There are two '?' Blocks on top of the pyramid, on top of bricks like the
first. The one on the left has a coin in it, and the one on the right holds a
Starman. This is useful for killing off Firesnakes, but use it wisely and
quickly, the effect doesn't last long! After the next gap is a third pyramid,
this time with no hollow gaps. There is a Firesnake and two Green Koopa Troopas
here, so kill them with your Starman invincibility if you still have it. At the
top of the pyramid is another two '?' Blocks on top of bricks. The one on the
left has a Super Leaf; the one on the right has a coin. Go past the next pit
and you'll come to a fourth pyramid, but this one is made entirely out of brick
blocks. You'll see a Green Koopa Troopa descending the pyramid on the left hand
side towards you. Stomp it and kick the shell away. Head to the top of the
pyramid, and beware of the Pile-Driver Micro-Goomba that rests atop the
pyramid. Okay, there's a hidden 1-Up Mushroom here. You see the wooden block
touching the pyramid? Stand beneath that, on the third row of bricks from the
bottom. If you have a Raccoon Tail, start swinging. You'll find a hidden block
with a 1-Up Mushroom in it, in the middle of the fourth row of bricks. To the
right is a second brick pyramid. Go past it, and you'll see a few bricks in the
air, watch out for some Pile-Driver Micro-Goombas hiding around. If you have a
Raccoon Tail, get a run-up in this area and fly up to find a platform with some
coins. Then go back down and head right to a final brick pyramid. Go to the top
and drop through the gap at the right-hand wall. Stomp one of the Green Koopa
Troopas and kick the shell then get out. The shell will take out the majority
of the bricks, and reveals the pipe, which you can now go down.

You emerge at the dark screen area, so proceed to the right, snag the card and
finish the level!


World 2 Angry Sun Level
-----------------------
It would be a good idea to use the P-Wing you received at the end of World 1
for this level to fly by easily.

If you want to save it for later/you already used it/you warped here, here's a
normal walkthrough.

Jump over the first sand pit. Jump over the next one and watch out for the Red
Koopa Paratroopa hovering about at the other side and the Piranha Plant in the
sand that spurts fireballs. Now if you go right, you have to cross a HUGE sand
pit with two fireball-spitting Piranha Plants in it, so get a good run-up
first. Then kill or avoid the Green Koopa Troopa at the other side of the pit.
Then run right at full speed and jump straight into the tornado, and you should
be spat out the top and you can head on right. Then there's a row of 8 bricks
on the ground. Go past them. You'll come to a row of another 8 bricks on the
ground. At this point, the Angry Sun will start swooping down at you. You
should jump over him when he gets to the lowest point. There is a Green Koopa
Paratroopa bouncing around on the third row of 8 bricks. Past the next row of
bricks, and a fifth one with another Green Koopa Paratroopa. Then cross the
sand pit, go up the high slope, cross the big sand pit, down the other side,
into the dark area, and grab the card.


World 2-4
---------
From the very start of this level, there are two routes you can take to
complete it.

  Route 1
  -------
  If you have a Raccoon Tail, get a run up at the start area and fill the
  P-Meter. If you look at the left hand side of the ceiling you'll see some
  bricks. Fly up and smash the bricks to come to a new area. There is a pool
  with a couple of brick platforms bobbing on the top with 9 coins above. Drop
  into the pool using the gap between the platforms, and hit the third brick
  from the left for a P-Switch. Hit it to turn all the bricks into coins, and
  quickly get as many as you can. Watch out for the Green Cheep-Cheep in the
  water as well. Then climb out of the pool and get moving right again. Ahead
  are several pairs of coins, get them all. Then there's a brick platform with
  more pairs of coins in the air above it. Get them, then go past the two Red
  Koopa Paratroopas. You then come to some scattered bricks and coins. Hit the
  brick on the end of the third level of coins for a P-Switch, and use it to
  quickly get the coins that are made from the bricks. When they change back,
  get the rest of the coins, you can jump off the edge down to the ground, and
  even use the music note blocks for a shorter drop (the last music note
  contains a Super Mushroom/Super Leaf power-up). Go to the end of the Route 2
  walkthrough to carry on from here.


  Route 2
  -------
  Head right and kill the Red Para-Goomba. The first '?' Block you come to has
  a coin in it. Stomp the Red Koopa Troopa on the first wood stump and kick the
  shell away. Cross the pit carefully, and stomp the Red Koopa Troopa on the
  right-hand stump and kick the shell to the left so that it rebounds off the
  other wooden stump and hits the '?' Block in the pit for a Super Mushroom or
  Super Leaf, which is helpful if you don't have one or the other. Then get
  moving to the right. You can kill or ignore the Red Koopa Troopa on the stone
  block. It is best you kick the shell, pick it up, and cross the pit to kick
  at the '?' Block on the ground for a power-up. Watch out for the Boomerang
  Brother. There are five coins in the air in an arc to get as well. Now go
  right, kill or avoid the Green Koopa Paratroopa, and go past the stone block
  with the Red Koopa Troopa on it. To the right is a pit with two wooden blocks
  hovering in it. Above it are four coins, but if you're going to get them,
  beware of the boomerangs that the Boomerang Brother throws. After this, cross
  the giant pit, and hit the '?' Block for a Super Leaf power-up. On the stone
  block is a pipe with a Piranha Plant in it that shoots fireballs but that
  shouldn't pose a serious threat. Go past the rest of the stone blocks. Watch
  out for the Boomerang Brother on the third one. Grab the four vertically
  laying coins on the side of the first set of stone blocks. Now cross the
  stone blocks and get the eight coins in between the first couple of gaps.


Routes join up here
-------------------
Go right into the dark area. When grabbing the card, watch out for the nearby
Boomerang Brother.


World 2-5
---------
At the very starting area of this level there's a Chain Chomp. So you gotta
make a great jump to get over him! If you're brave enough to go for the '?'
Blocks, I'll tell you that the one on the left has a coin in it, and the one on
the right has either a Super Mushroom or Super Leaf in it. Go right, and use
the cluster of platforms to get over the next Chain Chomp. To the right of the
Chain Chomp are four wooden blocks in a vertical formation with a few gaps.
Touch the bottom wooden block to reveal a Super Leaf. Go through the blocks and
ignore the Koopa Troopa and the bricks, and just go right and cross the pit. A
Goomba descends the platforms, so stomp it if you must. Remember to stay well
above the Chain Chomp. Just remain on the top of the platforms, and kill any
Goombas you come to. Then you'll drop onto some wooden blocks. Cross the tiny
water-filled gap into the next section of platforms. There are two Red Koopa
Troopas here; stomp one and kick the shell to the right so that it hits the
brick for a coin. Up next you'll see a couple of formations of wooden blocks
with some bricks on the ground. To the right is a nearby Red Koopa Troopa whose
shell you can kick into this area to reveal a vine that leads to some secret
platforms. Check the diagram to see exactly where it is.

(Bricks on the ground in this area)

                   .--.--.
                   |  |  |
                .--:--:--:
Secret Vine --->|  |  |  |
                '--'--'--'

Ok, so climb the vine and at the top, drop left onto the cloud platform. Get
the four coins here, jump onto the next platform to the left and get the coins.
Carry on jumping across the cloud platforms to the left until you come to a
warp pipe, which you can enter.

Stand the bottom brick and jump straight up to reveal a hidden P-Switch. You
then just have to find some way to get it; it isn't possible with Regular
Mario. Also, the bottom right-hand corner brick contains a Super Leaf. Be sure
to get it before you leave (the pipe at the right end of the room).

You'll then emerge out of an upside-down pipe onto a cluster of platforms in
the sky. On the top of these platforms are four '?' Blocks. The first three
have coins in them; the fourth holds a Super Mushroom/Super Leaf. Then drop off
the platform to the ground. Now just move right into the dark area screen and
get the card (beware of the Chain Chomp!).


World 2 Pyramid Level
---------------------
This entire pyramid is made of stone when you start from the outside, but there
is a platform you can run through to enter the door. So go inside.

Go up the staircase and jump over the Buzzy Beetle that comes down it. At the
top of the stairs is a Buzzy Beetle trapped between two stacks of bricks, and a
'?' Block that contains a Super Mushroom or Super Leaf. Now go down the slope
and enter the middle tunnel. If you have a Raccoon Tail, you can smash the
bricks to advance, or you can kick a Buzzy Beetle's shell at them to smash them
and move on. You should come to a pipe. There is a crossroads here. Jump onto
the ledge above you to your left. Go to the next opening above you, and you'll
see a Buzzy Beetle walking along the right platform, which is the one you need
to take. There's another brick wall you need to smash; do the same as last
time. You'll see an upside-down pipe in the ceiling surrounded by wooden
blocks. Stand three block spaces to the right of the vertical row of wooden
blocks, jump up, and you should reveal a hidden block with a coin. Use this to
get inside the alcove and access the pipe.

Outside, there are two rows of bricks with coins on them. Hit the lone brick
beneath the lower platform for a hidden P-Switch. Hit it so you can access some
coins. When they change back, you can get more coins, then exit via the pipe
against the right-hand wall.

You'll re-emerge in a different pipe. Head up the slope to your right. In the
tunnel you'll see a Buzzy Beetle on the ceiling, which drops and rushes toward
you with a spin attack when you come close, and a regular walking Buzzy Beetle.
Go past them and you'll see another ceiling walker. You've got to advance past
the next brick wall, so use your Raccoon Tail or a Buzzy Beetle shell if you
don't have a tail. Then go past the pipe, run along to the end and exit via the
pipe in the ceiling.

A Boomerang Brother awaits you here. Kill or avoid it then run right and grab
the card for access to the castle!


World 2 Castle
--------------
The king has now been transformed into a spider, and you've got to morph him
back using the magic wand. You'll view a small cut scene of Mario or Luigi
boarding the airship, and then the level begins.

Start by jumping onto the second Bullet Bill cannon, and jumping onto the high
platform. A cannon is attached on the side here, watch out for the cannonballs
it shoots. Drop down onto the next part of the ship. Leap over the first Bullet
Bill cannon, and go under the one that's on a wooden pillar being upheld by a
screw, but make sure there's no Bullet Bills being fired from the cannon to the
right. Then jump onto the next part of the ship. The '?' Block holds a Fire
Flower (if you are Super Mario). Get it if you want, then jump over onto the
wooden boxes and drop down and through them, under the wooden pillar and climb
the next load of boxes to reach the next part of the airship. Look out for
three Rocky Wrenches that appear here. Now go past the next two cannons and
enter the silver pipe. For help on beating the boss here (Morton Koopa), please
look at the Bosses section of this FAQ.

So you're returned to the castle, the king is himself again, and you receive
another letter...

                            +--------------------+
                            | Greetings,         |
                            |                    |
                            | You can stomp on   |
                            | your enemies using |
                            | Goomba's shoe.     |
                            | I have enclosed a  |
                            | jewel that helps   |
                            |     protect you.   |
                            |                    |
                            |                    |
                            |      Princess      |
                            |        Toadstool.  |
                            +--------------------+

Today's letter gift brings our heroes...a Jugem's Cloud!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                         3.03  -  World 3 - Water Land
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

MAP - Part 1/5
--------------
                      +--+                       Key
   TH-----O-----O-----| 3|  TH-DB--O-DB--O       ---
          |           +--+         |     |       ST = Start
        +--+            |        +--+    |       TH = Toad's House
        | 2|            O        | 4|-HB-O       PG = Picture Game
        +--+            |        +--+    |       FT = Fortress
          |   +--+    +--+         |     |       HB = Hammer Brother
          O   |PG|----|FT|---O-----O     O       WP = Warp Pipe
          |   +--+    +--+         |     |       PL = Padlock
        +--+            |   +--+ +--+    |       RK = Rock
        | 1|            O-PL|WP| | 5|----O       DB = Drawbridge
        +--+            |   +--+ +--+            (Numbers represent levels)
          |             |
 +--+   +--+  +--+     HB   +--+
-|ST|---|WP|RK|PG|RK----O---|WP|
 +--+   +--+  +--+          +--+

NOTE: Rocks can be taken out using a Hammer.
NOTE: The padlock disappears when you beat the Fortress level.
NOTE: Drawbridges open when you beat a level. They connect when you beat
      another level.


Map - Part 2/5
--------------
                  +--+         +--+              Key
 TH-DB--O-DB--O---| 6|BG---O---| 7|-----O        ---
        |     |   +--+         +--+     |        TH = Toad's House
        |     |    DB                   |        PG = Picture Game
      +--+    |   +--+         +--+   +--+       FT = Fortress
      | 4|-HB-O   | 8|BG---O---|PG|---|FT|       HB = Hammer Brother
      +--+    |   +--+         +--+   +--+       WP = Warp Pipe
        |     |     |                  PL        PL = Padlock
        |     |    HB    +--+  +--+   +--+       RK = Rock
--O-----O     O     O-BG-| 9|--|WP|   |WP|       BG = Bridge
        |     |          +--+  +--+   +--+       DB = Drawbridge
 +--+ +--+    |                                  DK = Dock
 |WP| | 5|----O-RK--O------O----DK-BT            BT = Boat
 +--+ +--+                                       (Numbers represent levels)

 +--+
 |WP|
 +--+

NOTE: You can only board and leave the boat at a dock.
NOTE: Rocks can be taken out using a Hammer.
NOTE: The padlock disappears when you beat the Fortress level.
NOTE: Drawbridges open when you beat a level. They connect when you beat
      another level.


Map - Part 3/5
--------------
         +--+                             Key
BG---O---| 7|-----O                       ---
         +--+     |                       TH = Toad's House
                  |                       PG = Picture Game
         +--+   +--+                      FT = Fortress
BG---O---|PG|---|FT|                      WP = Warp Pipe
         +--+   +--+        +--+          PL = Padlock
                 PL         |PG|---TH     DK = Dock
   +--+  +--+   +--+        +--+          BT = Boat
BG-| 9|--|WP|   |WP|          |
   +--+  +--+   +--+          |   +--+
                        DK---TH---|PG|
-----O----DK-BT                   +--+

NOTE: You can only board and leave the boat at a dock.
NOTE: The padlock disappears when you beat the Fortress level.


Map - Part 4/5
--------------
                  DK---TH                 Key
                                          ---
                                          TH = Toad's House
  +--+                                    PG = Picture Game
  |PG|---TH                               DK = Dock
  +--+
    |
    |   +--+
---TH---|PG|
        +--+

NOTE: You can only board and leave the boat at a dock.


Map - Part 5/5
--------------
---TH                                     Key
                                          ---
                                          TH = Toad's House
                                          WP = Warp Pipe
                                          DB = Drawbridge
                                          CS = Castle


                     +--+          +--+
              DB     |CS|------O---|WP|
                     +--+          +--+

NOTE: Drawbridges open when you beat a level. They connect when you beat
      another level.


World 3-1
---------
Water level! Whee! First off all, if you look to the left of your starting
position, there's a little gap. Drop down here and you'll see a '?' Block. Swim
up to it and bash it for a Fire Flower; grab it. Now go back up to where you
started and swim to the right. Go past the coral and the pipe blowing bubbles
and watch out for the Blooper. Go past the next pipe and swim downwards when
you come to the blue pipe. There's another Blooper down here, kill it with
fireballs, or avoid it if you want to play safe. Go past the pipe, and to the
right you'll see a Lava Lotus. Grab the 8 coins above it if you're quick, and
watch out for the lava balls it releases. Now continue swimming right and go
past the blue pipe. You'll encounter another Lava Lotus with two '?' Blocks
above it and six coins surrounding it. The '?' Block on the left holds a Fire
Flower, and the one on the right holds a coin. However, I suggest not trying to
get them, as the rebound from hitting the blocks can make you fall down right
onto the Lava Lotus. Now swim up, and right past the blue pipe hanging upside
down from the wood. After the pink platform is a Blooper Nanny, avoid! Just
continually move right and enter the blue pipe in the ceiling at the end.

Back in the overworld, move right and get the card!


World 3-2
---------
NOTE: Cheep-Cheep in the water can jump up at you. Stay well above them, and
      don't fall in!

From the starting ledge, jump right onto the platform moving on a wire in a
vertical zigzag direction. Then onto the next one, then jump over to the next
platform suspended by ropes. There is a '?' Block in the air between some
falling blocks, which holds a Fire Flower. Now to your right you'll see a
wooden platform on the end of the wire. Jump onto it, and it will immediately
move you to the right. It'll go past an 'L'-Shaped array of wooden blocks. Then
there's three coins in the air, a '?' Block with a coin in it, six more coins,
and a Red Koopa Paratroopa. The Cheep-Cheep will start jumping around a lot
now, watch out! The next '?' Block has a coin in it. Now the wire goes in a
zigzag movement. Above the second zag are three coins; grab them if you want.
Then you'll come to the end of the line. Quickly jump onto the two falling
blocks and hit the '?' Block for a coin. There is an emergency wooden block
bobbing on the water in case you fall in. Now jump onto the next platform on
the wire. Get the three coins, and you'll begin moving right. Watch out for
more Cheep-Cheep and a Red Koopa Paratroopa on the way. Before the end, there
is a brick platform which you can jump on to get three more coins in the air.
Use it to safely cross to the warp pipe (watch out for the Piranha Plant).

You'll emerge in another area on a connection of wooden platforms suspended by
ropes. Watch out for the Cheep-Cheep lurking around here. Go right and end the
level by getting the card!


World 3-3
---------
Always, always, ALWAYS remember to stay away from Boss Bass! No matter which
state Mario is in, a simple swallow will kill him in one. Remember to stay away
from jumping Cheep-Cheeps as well! From the start, cross the first large gap,
then over the next three little gaps, before another big gap. There's a row of
bricks and a music note block, which releases a Fire Flower if you step on it.
Just move over to the end of the brick platform and jump onto the next little
platform. Jump over to the next, then stand on the stump. Wait for the rotating
platform to stop spinning, then jump onto it and cross the next gap onto a
platform with two bricks and two white bricks. You can pick up white bricks and
kick them at things as if it were a Koopa Shell, although it will break upon
contact. If you kick one at the brick on the platform you are on, you can get a
hidden P-Switch. See diagram for location.

                      .--.
            Hidden    |  |<---Fire Flower
            P-Block   '--'
                |
                V
               .--.      .--.--.     WB = White Brick
               |  |      |WB|WB|
               '--'------'--'--'
               |               |
               |               |

Use the P-Switch to turn some coins into bricks, and quickly cross the huge
gaps. Then, at the 'L'-Shaped platform, there should be two bricks in the air
to your upper-right hand side. Jump onto them. Wait for the rotating platform
to the right to stop spinning, then jump onto it, and from there, jump to the
right onto the next 'L'-Shaped platform and enter the pipe.

Jump over the watery gap to the right and head right to finish the level.


World 3 Fortress (1)
--------------------
Head right, past the Roto-disc and the Dry Bones. Jump over the column. Then go
past the next Roto-disc and up the staircase. Go past the silver pipe, and the
Thwomp waiting shortly after it. In this hallway, there is a huge row of doors,
and you have to pick the correct one to get to Boom-Boom. But first, pick the
fifth door from the left.

You'll be in a room with water at the bottom, and you're standing on a platform
above it. Hit the brick here to reveal a hidden 1-Up Mushroom. Now go back
through the door, which you used to enter this room.

Back in the hallway, head four doors to the right. You'll enter a dark room
with a 'U'-Shaped platform with coins in. If you try to jump up through the
gaps in the bottom of the platform, you just hit hidden blocks. So you'll need
a Raccoon Tail. Get a run up to fill the P-Meter, then fly in and get all the
coins. Or use the hidden block to the left of the platform. Your choice. :)
Then go back to the hallway.

Go three doors back to the left. Enter.

In the upper-left hand corner of where you are now, you should see a door.
Enter it to encounter Boom-Boom. Stomp him, and he'll grow wings. Stomp him
again, and he'll lose them. Stomp him again, and he'll release the crystal.
It's all too easy.


World 3-4
---------
Run right and slide down the slope to kill the Goombas. Go past the pipe when
the Piranha Plant isn't sticking out. Jump over the little pool. Past the next
pipe against the cliff is a '?' Block, which holds a Super Leaf, but getting it
would mean evasion of the Piranha Plant shooting fireballs. Now climb the cliff
and slide down the slope on the other side. It'll kill the three Goombas, but
stop at the bottom! Cheep-cheep in water. To get to the other side, you can
either do one of the two things:

1.) Go back to the top of the slope. Run straight back down at full speed and
    jump at the curl. You should make it to the top.

2.) Use hidden blocks to climb to the top. This diagram should help:

                                   -----------------------
                          .--.    /
          Hidden block--->|  |   |
                          '--'   |
                                 |
                                 |
                                 |
                                 |
                             .--.|
             Hidden block--->|  ||
                             '--'|
                                 |
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
         Water     Cheep-cheep   |

Now slide down the next slope and you'll knock out three Koopa Troopas. Then
you'll approach two '?' Blocks. They both hold coins. The '?' Block above the
wooden block holds a coin. Watch out for Para-Goombas, which appear here. They
drop Micro-Goombas. Up next are two bricks with an upside-down pipe above them.
If you can hit the one on the right, it reveals a P-Switch. Hit it to reveal
LOTS of white coins; grab them while you can! The block above the next wooden
block contains a Fire Flower, and the last two '?' Blocks contain coins. Now
proceed right, up the little slope. When you come to the row of six bricks.
Lakitu appears here! Also, what makes Lakitu more annoying than he was in the
original SMB is that he throws the green eggs at an angle, and several at a
time. These six lined up bricks are actually disguised blocks. The second one
from the left holds a 1-Up Mushroom, and the rest contain coins. Now start
crossing the gaps and the little islands. There are then two more '?' Blocks.
The one on the left has a coin in it. The one on the right: a Super Leaf. Now
run down the slope and get the card to finish the level.


World 3-5
---------
NOTE: This is a huge water-filled level. A Frog Suit can come in rather handy
      here, so you can fish one out of Toad's house if you haven't already got
      a Frog Suit.

Run off the end of the pipe and dive into the water. Swim directly down and you
can get three coins between the coral hoops. Go back up to the surface of the
water. Swim past Jelectro, and you'll see a gap of wooden blocks being guarded
by another Jelectro, and if you go down a bit, you'll encounter Big Bertha.
Stay above her. The three '?' Blocks contain (in order from left to right): a
Super Mushroom/Fire Flower, a coin and another coin. The three bricks also have
coins. When you swim above the pipe it will blow you up, but watch out for
another Jelectro. Go right and under the platform, and you can get six coins.
Swim right past the Jelectro, and the upside-down pipe will blow you down, so
you can get four coins, but watch out for the pit. Stay at the bottom and
continue moving right for some more coins. Then there's a pipe that blows you
up, but be careful as there is a Cheep-Cheep above! After it, there is a row of
three '?' Blocks, with a Jelectro above and below. The blocks contain a coin,
Super Mushroom/Fire Flower, and a coin. Now swim past the two pink pillars and
get past the Cheep-Cheep and go down. Swim past the pipe that blows you down,
and watch out for the Jelectros to your right. Get past them and you'll come to
three coins and a Blooper Nanny, so avoid that! Also keep an eye out for Big
Bertha who is floating about here. Swim up, and enter the pipe in the wall.

You're spat out of a pipe in another wall. Now hop onto the wooden platform.
Then jump across to the land, run right into the dark area, grab the card and
finish the level.


World 3-6
---------
NOTE: You have to be able to cross the bridge on the map to access this level,
      and to do so the bridge needs to be connected. The bridge opens every
      time you complete a level, and connects when you finish another, and
      repeats. So if the bridge is open, you need to go back and complete
      another level.

A scrolling-screen level. Having a Raccoon Tail would really help here. Start
by moving right and jumping onto the platform of falling rings. There is a
longer platform next to it with a '?' Block above it, which contains a Super
Mushroom or Fire Flower. Jump onto the wooden platform and wait for the red
platform to stop spinning, quickly jump onto it then jump onto the next
platform of falling rings and onto the higher wooden platform to the right to
stay safe. Beware of the Red Koopa Troopa. If you have a Raccoon Tail you can
drop down to the lower level and swing it against the brick and get the three
coins. Moving on right, there is a long wooden platform resting atop of three
wooden blocks. Jump onto it. There is a falling ring and white block somewhere
in the middle of the platform. You can use the white block to take out the Red
Koopa Troopa nearby. Get some coins in the air. At the end of the platform is
another wooden platform with a brick on the end, which you could bash if you
had a tail or with the white block mentioned earlier. Now jump over the big pit
with the Red Koopa Paratroopa hovering about in it, onto another wooden
platform with a brick on. Then prepare to make another long jump onto a wooden
platform with a Red Koopa Troopa and brick on it. To the right is another
wooden platform with some white blocks beneath it. Jump onto the white blocks.
In the block lodged in the platform is a 1-Up Mushroom, but it's a bit risky to
go for it. If you are Super Mario you can break some of the bricks in the
cluster of 4x2 and jump onto the higher platform, and from there, you can jump
onto the platform of falling rings. If you are Regular Mario, you'll have to
jump onto it from the bottom. The next part is rather tricky. You'll need to
hop around on the platform to stop the rings from falling. When the spinning
platform stops spinning, jump onto it (avoid the Koopa Paratroopa) and stay on
the right side, above the pipe. When it spins again, you'll drop through. Go
down the pipe.

You emerge on a wooden platform. Jump onto the next wooden platform and take
care of the Green Koopa Paratroopa if you have to. Then jump right once more to
get to safe ground, next to the dark area, where you can proceed to run right,
grab the card and finish the level.


World 3-7
---------
Right above you when you start is a '?' Block. Bash it to retrieve a coin. Go
right and you'll come to three grass platforms with two Spikes on them. Just
run past. Cross the pit and you'll come to some more grass platforms and
Spikes, go past these too. Then you'll come to a cluster 15 bricks above a
single wooden block. There is a hidden 1-Up Mushroom here, but you can only
achieve it if you are Super Mario. Here is a diagram (1U stands for 1-Up).

                        .--.--.--.--.--.
                        |  |1U|  |  |  |
                        :--:--:--:--:--:
                        |  |  |  |  |  |
                        :--:--:--:--:--:
                        |  |  |  |  |  |
                        '--'--'--'--'--'

Now carry on right and look out for more Spikes. Jump over the pit and you'll
come to a small island with two wooden blocks on each side and a Green Koopa
Troopa and Spike. Kill them or avoid them. Jump the next gap. Get over the pipe
and jump the next gap. There are a couple of grass platforms here, some brick
arrangements, three Spikes and a Green Koopa Troopa. Kill them if you want.
There is a vine inside the very left block in the higher row of bricks here.
Use the higher grass platform to the left to be able to reach it.

Climb to the top and go left across the cloud platforms, and get the coins. On
the longest cloud platform is a brick with a P-Switch inside it. Press the
switch and quickly go back down the vine and get some extra coins. Now jump the
next gap and get past the pipe with the Venus Fire Trap inside it. There are
two grass platforms and a Spike here, get past them and jump over the next
pipe, which contains a Venus Fire Trap. Then you come to a big stairway of blue
blocks with wooden blocks on the end and some Spikes.

You can touch the second wooden block up on the side for a Fire Flower, and
watch out for the Green Koopa Paratroopa descending here. Use your Fire powers
to take him out and any Spikes to avoid their spiked balls that they throw at
you. Drop down off the edge and run right into the dark area. Watch out for the
Spike, and collect the card to finish the level.


World 3 Fortress (2)
--------------------
Jump into the water and descend the pipe.

In this next area, swim through the narrow passageway and past the Roto-Disc
and the Cheep Cheep. You'll come to a '?' Block, which holds a Super
Mushroom/Fire Flower. Watch out for the Cheep Cheep here, and carry on swimming
to the right, past a second Roto-Disc and another Cheep Cheep, and go down the
pipe at the end of the room.

You will have to swim very precisely in this next room. Just to the right of
the pipe are two Stretches. It's okay to touch them, but not the Boo heads that
come out. Once you get past, swim across the gap and you come to another three
Stretches. Swim past them and go down yet another pipe.

Run to the end of this room to meet another Boom-Boom. There are two blocks in
this room to let you gain air, but also limit your jumping...barely. Stomp,
stomp, stomp, fireballs. It's all in the mind. Grab the crystal once you are
finished and unlock the padlock below the fortress on the map.


World 3-8
---------
Remember to stay away from Boss Bass at all times! If you have a Fire Flower,
take him out at any opportunity. Jump onto the high end of the platform you
start on, jump two gaps and you'll be on a platform with two bricks and a Green
Koopa Troopa. You can kick its shell against the bricks for a vine, and you can
climb up it and jump on top of the Music Note Block for a Power-up to fall onto
the land below. Drop down and grab it if you need it.

Now jump the gap onto a pillar, then again onto a higher pillar with two white
blocks and a brick all piled up. Kick the white blocks away and stand under the
brick and jump repeatedly - it is a multi-coin block. Now jump over across the
pillars until you approach a platform with three coins and a brick. Grab the
coins and jump onto the next platform. There are five coins in the air, which
you could grab if you bounce on the Green Koopa's head. Remember to be aware of
Boss Bass. Kick the Koopa's shell to get another vine. Climb it and wait for
the water to lower.

Drop to the right onto the next platform, quickly get the coins and jump onto
the next platform and bash the brick to make another vine appear, and quickly
climb it to safely stay away from Boss Bass. The quickly drop down and jump
across the gaps and over the pillars until you get to the highest one. Jump on
top of the steel formation and run right. Jump over the three bricks and keep
going right and enter the pipe.

You arrive on a bridge suspended above water. Run right and drop off at the end
to enter the dark area and get the card.


World 3-9
---------
Move right and drop off the platforms, and you'll come to three bricks and a
Green Koopa Troopa. Go past and you come a large upside-down pipe that has a
Piranha Plant occasionally popping out. When it goes inside, go past the pipe.
There is a Bullet Bill cannon here, and the Para-Goomba will drop
Micro-Goombas, so beware. Run right and you'll have your first encounter with
Bob-omb. Jump over him onto the green platform, jump onto the higher white
platform to the right and then onto the wooden blocks.

In the four '?' Blocks here are four coins. Now go right, past Bob-omb and drop
off the edge. Run right and you'll come to some white blocks and Music Note
Blocks. Jump onto the Music Note Block in the middle and kick away a white
block so you can achieve the Power-up. Move right and kick the Bob-omb away and
grab the three coins. There is a Green Koopa Troopa inside the alcove here.
Pick up one of the white blocks and kick it at it to kill it, and then hit the
brick above you to get a 1-Up Mushroom. Now quickly get right of some white
blocks so you can get out and grab the 1-Up Mushroom.

Get the three coins in the air, go past the Green Koopa Paratroopas and kick
away some of the white blocks so you can enter the warp pipe.

You now enter a huge area full of water. There is no use swimming left, so go
right and between the wooden blocks. Watch out for the two green Cheep Cheeps.
Enter the upside-down pipe to emerge at the dark area, run right and grab the
card.


World 3 Castle
--------------
I don't know what the king has been transformed into here, but it looks like a
cross between a monkey and a turtle. Anyway, you'll see a cut-scene of Mario or
Luigi approaching the airship and climbing up.

When you have control, jump over the pillar just to your right and look out for
Rocky Wrenches on the deck. Jump over the Bullet Bill cannon and climb onto the
high ledge. Drop down (watch out for cannons) and run through the little
passage and jump up onto the next ledge. The '?' Block above the third cannon
holds a Super Mushroom or Super Leaf.

Now carefully get through between the four cannons. Jump onto the pillar and do
one of two things: use the bolt to get across the long screw by jumping on it
repeatedly (if you have a Raccoon Tail you can glide across) or drop down,
avoid the flamethrowers and get to the end of the screw.

Now jump onto the pillar at the top of the screen and advance right; watch out
for Rocky Wrenches. Jump the next gap where there should be a screw top, climb
the steps and drop down through the silver pipe, where you will meet the boss
of this world, Wendy O. Koopa. As usual, please refer to the Bosses section of
this FAQ if you are in need of any help.

When you return and are greeted by the King, you get another letter from the
Princess...

                           +----------------------+
                           | 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.    |
                           +----------------------+

Let's see what our lucky contestants win today...a Music Box!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                         3.04  -  World 4 - Giant Land
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Map - Part 1/3
--------------
   +--+    +--+                        +--+         Key
---|ST|-BG-|WP|                  TH----| 6|-----O   ---
   +--+    +--+                        +--+         ST = Start
     |                                   |          TH = Toad's House
     |                  +--+             |    +--+  PG = Picture Game
     O                  |CS|------O   SB-O-BG-|FT|  FT = Fortress
     |                  +--+             |    +--+  SB = Sledge Brother
     |                                   |          WP = Warp Pipe
   +--+                         +--+   +--+         BG = Bridge
   |WP|                         |PG|---| 5|-----O   CS = Castle
   +--+                         +--+   +--+         (Numbers represent levels)

NOTE: A path to the castle appears when you beat the Fortress level.


Map - Part 2/3
--------------
          +--+               +--+    +--+           Key
    TH----| 6|-----O-----O   |WP|-PL-|FT|---HB-O    ---
          +--+           |   +--+    +--+           TH = Toad's House
            |    +--+    |             |     +--+   PG = Picture Game
-----O   HB-O-BG-|FT|   SB-----O       O-----|PG|   FT = Fortress
            |    +--+    |     |       |     +--+   SB = Sledge Brother
            |            |     |       |            WP = Warp Pipe
   +--+   +--+           |     |     +--+           BG = Bridge
   |PG|---| 5|-----O-----O     O-----| 4|           PL = Padlock
   +--+   +--+                       +--+           CS = Castle
                                       |            (Numbers represent levels)
                                       |
                                      TH

NOTE: The padlock disappears when you beat the first Fortress level.
NOTE: A path to the castle appears when you beat the second Fortress level.


Map - Part 3/3
--------------
   +--+    +--+          +--+         +--+          Key
   |WP|-PL-|FT|---SB-O---| 3|-----O---| 2|          ---
   +--+    +--+          +--+     |   +--+          TH = Toad's House
             |     +--+           |     |           PG = Picture Game
-----O       O-----|PG|          TH     O           FT = Fortress
     |       |     +--+                 |           SB = Sledge Brother
     |     +--+                 +--+  +--+          WP = Warp Pipe
     O-----| 4|           TH-RK-|WP|--| 1|          BG = Bridge
           +--+                 +--+  +--+          PL = Padlock
             |                                      RK = Rock
            TH                                      (Numbers represent levels)

NOTE: The padlock disappears when you beat the Fortress level.
NOTE: The Rock can be taken out using a Hammer.


World 4-1
---------
Start by advancing past the two giant pipes straight ahead of you at the start.
Watch out for the Piranhacus Giganticus in the second one. You then come to a
giant '?' Block, which holds a coin. Then you'll see a brick and wooden block
with a Red Giant Koopa Troopa patrolling it. Stomp it and kick it to the right
so it smashes the brick underneath the giant '?' Block, which you can now bash
to retrieve a Super Mushroom or Super Leaf.

Now cross the gap and onto the normal sized pipe, and get the three coins if
you're careful. Move right and you come to a green Colossal Koopa Paratroopa.
Avoid it and jump into the waterfall between the four pipes. Swim through it
and drop out the other end. You'll see a stack of three bricks. Go past them
and stomp the Grand Goomba. In the air you'll see a giant '?' Block above a
normal sized brick. Jump onto the brick to reach the block, which holds a Super
Leaf Power-up.

Now go through the gap between the four giant bricks and you come to a giant
pipe. Jump onto it and from there jump onto the cloud, then jump to the right
again onto a cloud platform with a Red Giant Koopa Troopa. Stomp it and kick
its shell to the right so it takes out another Red Giant Koopa Troopa on the
brick platform - jump onto this and collect the coins. Then jump over onto the
giant '?' Block, stomp a third Red Giant Koopa Troopa and kick the shell away.
Then jump onto the giant pipe to your right. If you budge the screen enough,
you can see a giant pipe with a Venus Fire Trap occasionally popping out. When
it's inside, jump over it. If you have a Raccoon Tail, you can glide down
safely. Watch out for the Green Gargantua Koopa Troopa on the ground, and enter
the pipe.

You emerge at the dark area, so run right and get the card to finish your first
giant level!


World 4-2
---------
Another flooding level...oh god. Beware of Cheep Cheeps trying to jump up at
you as well. Start by jumping onto the green giant pipe to your right, this
should keep you out of the water. When the water lowers, jump right onto a
second giant pipe and kick the Red Giant Koopa Troopa to the right so it KO's
the Red Giant Koopa Troopa on the third pipe. Jump onto there, and onto the
fourth pipe when the Piranhacus Giganticus isn't sticking its head out. On the
next pipe are some white blocks. Pick one up and kick it to the right and it
should bust open the nearby giant '?' Block, and you can get a Super Mushroom
or Super Leaf if you are quick enough.

Now you're on a bridged area. Cross the giant pipe that has a Venus Fire Trap
in it. At the end of the bridge, make a huge jump to the right to reach the
high giant pipe (beware of the Venus Fly Trap in this). Then jump right again
and you'll see a huge stack of bricks with a P-Switch next to it.  it the P-
Switch and start getting as many coins as possible, if you collect enough you
can visit the White Mushroom House.

To the right in the air above the next pipe is a row of bricks (coins if the P-
Switch is still in effect) and a '?' Block, which contains a Starman, so grab
it and start advancing right. Over the next pipe with a Piranhacus Giganticus
in it, to some more coins and bricks. Several Cheep Cheep will start flying up
now, so be on your toes. Run to the end of the bridge and make a long jump to
the right at the end of the row of wooden blocks so you can get on the end
platform and enter the pipe.

Run right and grab the card to finish the level.


World 4-3
---------
As you run right you will encounter a Sledge Brother. Now beware, as the rumble
jump can stun Mario and leave you open for a hammer attack. What I suggest you
do is that when he jumps, as he comes down, jump up and stomp him on the head.
So after you've taken care of him, go past the two giant bricks and you'll meet
another Sledge Brother. You can jump onto the smiling cloud above to perch on
him and stomp when he isn't throwing hammers. Enter the vertically standing
pipe after the Sledge Brother.

Move right and you'll encounter three Buzzy Beetles (one on the ceiling that
drops down and spins towards you), so either kill them or avoid them. Now take
a running jump onto the floating platform. Kick away the Buzzy Beetle. In the
four '?' Blocks are coins. Now make a running jump to the right (get the coins
above the gap if you have a Raccoon Tail) and onto the next high platform.
Above you are some wooden blocks with a Buzzy Beetle wandering around on them,
so when it drops down and spins towards you, jump over it. Now jump to the
right onto the little floating platform and bash the '?' Block above it to get
either a Super Mushroom or Super Leaf.

Jump to the right to safe ground. On the ceiling is an Upside-down Spiny, who
will drop down and spin towards you in similar fashion as an upside-down Buzzy
Beetle. Don't stomp him, though. Take out or avoid the Buzzy Beetle then jump
across the gap with the Red Koopa Paratroopa hovering around above it. You'll
come to a two-slope sided platform, and above is another upside-down Spiny.
When he comes at you, jump over him. Now you have to cross a vast gap to reach
safe ground again. It'll be a lot easier if you have a Super Leaf, but if not,
try bouncing on the Red Koopa Paratroopa's head to get some airtime so you can
get across.

Hop onto the two wooden blocks and above you are three bricks. Bash the very
left one for a 1-Up Mushroom and the other two for coins. Quickly follow the
Mushroom so you can grab it when it falls off the ledge. Avoid the Spinys and
Buzzy Beetles too. Stand on top of the row of five bricks and jump onto the
floating triangular platform, then make another jump onto a second triangular
platform with two wooden blocks on top of it. Careful when you touch the bottom
one, as it can bump you. Cross more gaps while collecting coins if you can. At
the very end, enter the upside-down pipe in the ceiling.

You emerge back in the overworld next to the dark area. Run right, collect the
card and finish the level.


World 4 Fortress (1)
--------------------
Go right and climb the stairs. Beware of the Hot Foots that jump out of the
candles. Drop down at the end and watch out for a horizontally moving Thwomp.
Carry right past another Hot Foot, and another Horizontally-moving Thwomp. Jump
through the gap it makes when it is against the left wall. There are now two
routes you can take here.

  Route 1
  -------
  Here is a set of five pipes. Go down the middle one. You'll emerge
  underground. Head to the bottom and stomp or avoid the Dry Bones. You come to
  six '?' Blocks with a nearby Boo Buddy, watch out for that. The fifth '?'
  Block on the right holds a Super Mushroom/Fire Flower. Grab it, and advance
  right to what looks like a dead end. You can get up if you bash the hidden
  blocks. Look at diagram for details.

                  |
                  |
                  |            __________
                  |           |
                  |    .--.   |
                  |    |  |<-----Hidden Block
                  |    '--'   |
  ________________|           |
                              |
                              |
                   .--.       |
   Hidden Block--->|  |       |
                   '--'       |
                              |

  Run to the end of the tunnel and enter the upside-down pipe to re-enter the
  Fortress. Scroll to the end of Route 2 to carry on with the walkthrough.


  Route 2
  -------
  Go past the pipes and you'll see a horizontally moving Thwomp. When he
  retreats quickly get in the pathway, run right and duck so you slide through
  the tiny gap. Then go past some more Hot Foots and a Thwomp, and jump onto
  the high steel platform and bash the '?' Block for a Super Mushroom or Super
  Leaf. Then get past the next horizontally moving Thwomp and past the pipe.


Routes join up here
-------------------
Run to the end of the room to encounter yet another Boom-Boom. There is a steel
platform in the middle of the room, which limits your jumping. Stomp him once
quickly and stay on the platform and jump onto him from there three times.


World 4-4
---------
In this level you are swimming, and Lakitu throws Spiny Eggs, which hatch into
Spinys, into the water. Oh lordy. So start by moving right, and you can bash
the '?' Block for a Fire Flower. Now drop down the small gap to the right. At
the bottom, swim right through the tunnel. Lots of Spinys will start dropping
in here. It's all simple; just swim past the giant blocks and seaweed and avoid
the Spinys. At the top of the giant wooden staircase enter the pipe. You
re-emerge at the dark area, so just run right and get the card!


World 4-5
---------
Jump over the pit and climb the pyramid of giant blocks, but beware of the
Green Gargantua Koopa Troopa and the green Colossal Koopa Paratroopa. On the
right side of the pyramid is a '?' Block, which holds a Super Mushroom or Super
Leaf. Use the giant Koopa's shell to bash it. Then jump over the next pit and
go past the pipe. You come to two cannons, which fire Bullet Bills and Missile
Bills, so avoid them. There are three '?' Blocks between the cannons, which
contain coins and a Power-up, which you should get if you need it. Between the
second and third cannons are three more '?' Blocks that hold coins. After that,
jump the gap and onto the wooden block platform with the cannon on it. From
there, jump onto the giant pipe and onto the next wooden block platform.

Now jump across the last gap to a pipe with two cannons to its right. Stand on
top of the second cannon and make a long jump to the right onto a third cannon,
which is highest of the four cannons in this location. Jump over the pipe
(avoid the Piranhacus Giganticus inside it and progress past some more Missile
Bill cannons. Stand on the wooden platform three block spaces long, and from
there make a jump onto the giant pipe. Now jump over the last cannon and enter
the pipe on the ground.

Run right into the dark area, get the card, and finish this tedious level.


World 4-6
---------
Go past the green Colossal Koopa Paratroopas, and a brick formation with a
Green Gargantua Koopa Troopa inside it. Now cross the gap and get the four
coins if you can. Go past the pipe and you'll see a doorway in the platform.
Enter it and this will reverse the 'gigantism' effect - all giant enemies will
now become regular sized enemies!

Now that all enemies are normal again, continue progressing right. Jump over
the small gap and the pipe. Bash the '?' Block for a coin. Go past the Green
Koopa Paratroopa and eventually you'll come to a formation of wooden blocks and
bricks. Look at the two wooden blocks stacked on top of each other at the left
underneath the bricks. If you touch them from the side a Starman will appear,
so grab it!

Now progress right and stomp the Goomba and jump in between the two pipes.
Against the right-hand pipe are three invisible blocks in the air in a row.
Bash them all. The very left one holds a 1-Up Mushroom, so grab it quickly.
Cross the next gap to get to some platforms, Red Koopa Troopas, and another
giant-normal reverse effect door. Don't enter this one. Instead just carry on
heading right.

After the pipe you'll see some floating brick platforms with Red and Green
Koopa Troopas on them. Just kill or avoid them, then after that, you get to
safe ground next to the dark area, so proceed to run right and finish the level
by snagging the card!


World 4 Fortress (2)
--------------------
Start by climbing up the stairway and walking to the edge of the platform. Now
jump over onto the platform of falling rings, and now quickly keep jumping
across them. Remember, if you stay on too long, you'll plummet into the lava
and die, no matter what condition Mario is in. On one ring platform is a Dry
Bones, and above it is a '?' Block, which has either a Super Mushroom (which
you should get) or a Fire Flower (which you shouldn't bother for if you already
are Fiery Mario). Remember to jump around on the platforms to stop them from
falling. Then jump across three more falling ring platforms before you reach
the safe steel ground.

Go into the tunnel and stomp the Dry Bones. Go right, down the stairway and
stomp another Dry Bones. At the end, stomp a third. At the end of the hallway
you'll see a block (beware of Dry Bones that fall from the high ledge), which
holds a P-Switch. You can either push this P-Switch to get a secret door for
one route, or carry on. Anyway, when you hit the switch, seven white coins
appear to the left. They are surrounding an invisible doorway, like so:

OOO     O = Coin
O#O     # = Doorway
O#O

You've got two optional routes to complete the level from here on.

  Route 1
  -------
  Enter the hidden doorway that you've found. You'll now be standing on a
  large, green pipe, and to your left is a directional platform, which goes in
  the direction of the arrow printed on its surface. Stand on this one, and it
  will take you up. Once you are high up, jump onto the wooden block platform
  to your right. Now you'll come to a '!' Platform. This changes direction
  whenever you jump on it, as long as you stay on. It will start by moving
  upwards, then left, up, right, then up again. So jump on it so it takes you
  up, then jump on it to make it move to the left so you should just be able to
  stay above the Piranha Plant, and duck beneath the pipe on wooden blocks
  above.

  Now jump onto the next moving platform, which will take you upwards. When it
  takes you through the gap in the two horizontal pipes, drop off to the right.
  There are two pipes hanging from the top of the screen here; enter the one on
  the right. Hit the '?' Block here for a Fire Flower power-up, then return to
  the previous screen by going back down the pipe again.

  Now enter the other of the two pipes. It takes you to a secluded area of
  pipes. Enter the one to your right that is hanging vertically. Now you'll see
  another '!' platform to your right. Step on it then jump so it moves to the
  left. When it's below the gap in the pipes above you, jump on it and it'll
  move upwards. Beware of the Piranha Plant that sticks out of the pipe on the
  right. If you are Fiery Mario, pluck him with a fireball. When you're through
  the pipes, jump on the platform again so it moves to the right. When you're
  below the gap in the wooden blocks, jump on the platform yet again to make it
  go upwards, then jump to the left and enter the green warp pipe here.

  In this next room are nine coins. Grab them then jump onto the orange pipe.
  Stand on the left side and jump up to trigger an invisible coin block. Stand
  on this and jump one block space to the left to get another invisible block.
  You then have to stand on this, and jump one block space to the left. You
  won't be able to see Mario, but if you did it right, you should hit a block
  with a 1-Up Mushroom in it, which falls to the ground. Collect it then go
  down the orange pipe.

  An underground pipe area. Hit the giant '?' Block to cause a tremor and three
  1-Up Mushrooms will appear. At the very left end of the ceiling you'll see a
  brick. If you have a Raccoon Tail, fly up and bash them to enter another
  secret area and get a lot of coins. Now exit this area via the pipe at the
  right end side of the room.

  You arrive back at the fortress. Scroll down to the end of Route 2
  Walkthrough to carry on with walkthrough.


  Route 2
  -------
  Get on top of the brick with the P-Switch by either stomping on a Dry Bones
  and holding A so you can rise high enough to land on it, or get a good run-up
  and jump on. If you have the Raccoon Tail, then you can simply fly up to the
  high ledge. Move right and you'll encounter three more Dry Bones, a pipe, and
  a Roto-Disc.


Routes join up here
-------------------
Get past the Roto-Disc, run to the end of the tunnel and drop down into the
battle arena to encounter Boom-Boom. There are three steel platforms around the
room to limit your versatility, so stomp him with accuracy, in the usual three
stomps formula, or take him out with five fireballs. When you have the all
clear, get the crystal, and a bridge to the castle appears on the map!


World 4 Castle
--------------
Oh my. The king has been transformed into a dinosaur!

So anyways, on with the level. You see Mario or Luigi climbing the airship.
When you have control, get moving to the right to encounter a flamethrower.
Just above and to the right of it are three coins, which you can collect if you
want. Past the next flamethrower you can drop down and collect the eight coins
and head back up and travel across the long screw on the rolling nut, or you
can just cross the deck as long as you keep an eye out for the flamethrowers.

At the end, if you are on the higher deck, move right and get past Rocky
Wrench. You can bash the '?' Block for a Super Mushroom/Super Leaf. If you were
on the deck, just get past the flamethrowers carefully and then jump up onto
the platform with a flamethrower on it. From there, make a long jump onto the
platform with a flamethrower on the bottom firing flames downward.

Now either make a massive jump to the right to reach the high platform with a
flamethrower on the end, or just drop down, move right, and climb up through
the flamethrowers (just don't get roasted alive!). Then enter the silver pipe
for another Koopaling encounter, this time with Iggy Koopa. Read the Bosses
section of this FAQ for help with this boss.

So Mario returns and is given another letter from the King.

                            +---------------------+
                            | 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.   |
                            +---------------------+

The star prize of today is...(drum roll)...a P-Wing!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          3.05  -  World 5 - Sky Land
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Map - Part 1/2
--------------
         +--+         +--+                 Key
     O---| 2|---TH    | 3|-----O           ---
     |   +--+         +--+    HB           ST = Start
     |     |            |      |           TH = Toad's House
   +--+  +--+  +--+     |      |    +--+   PG = Picture Game
   | 1|  |WP|  |WP|-----O      O----|TW|   FT = Fortress
   +--+  +--+  +--+            |    +--+   TW = Tower
     |           |             |           HB = Hammer Brother
     |           |             |           WP = Warp Pipe
     |   +--+    |             |           (Numbers represent levels)
     O   |FT|----O      O---HB-O
     |   +--+           |
     |     |            |
   +--+    |   +--+     |
---|ST|    O---|PG|-----O
   +--+        +--+

NOTE: A bridge linking the two islands appears when you beat the Fortress
      level.


Map - Part 2/2
--------------
                                    TH     Key
                                     |     ---
                 +--+              +--+    TH = Toad's House
                 |WP|         O----| 5|    PG = Picture Game
                 +--+         |    +--+    FT = Fortress
                   |          |      |     PL = Padlock
                   |   +--+   |    +--+    HB = Hammer Brother
             O-PL--O---| 4|---O    |PG|    CS = Castle
             |         +--+        +--+    (Numbers represent levels)
             |                       |
      +--+   |   +--+       +--+     |
      |PG|---O---|FT|----O--| 7|-----O
      +--+       +--+    |  +--+     |
                   |     |           |
+--+       +--+  +--+   HB         +--+
|CS|----O--| 9|--| 8|    O---TH----| 6|
+--+       +--+  +--+              +--+

NOTE: The Padlock disappears once you beat the Fortress level.


World 5-1
---------
Jump over Buster Beetle as he charges towards you. Go onto the staircase of
bricks. If you touch the wooden block from the side, it will reveal a Super
Leaf power-up. Now to the right is a Chain Chomp, so carefully jump onto the
steel platform above him. To the right of where you are now is another Chain
Chomp. If you can get past him you can bash the '?' Block for a Power-up and
escape this area via the brick above it.

Now jump over the pit in the steel structure with the Chain Chomp in it. The
next '?' Block here holds a coin. Now jump on top of the block so you can jump
over the Nipper. Head up some more steps, avoid another Nipper, and watch out
for another Buster Beetle charging down the stairs. So after the last Nipper
you're at the top. Walk over the three bricks and jump over the Chain Chomp.
You'll arrive at a row of six '?' Blocks. They contain coins, and the fourth
holds a Starman, so as soon as you get it, run right at top speed!

After dropping off the structure, go right and jump over the first Nipper and
get the coins. Watch out for the Para-Goomba who makes a landing here. Jump
over two more Nippers and a stack of three bricks. Run right into the dark area
and get the card, and look out for the Nipper below the card box.


World 5-2
---------
Run up the slope and enter the pipe. From here on you have two immediate routes
to finish the level.

  Route 1
  -------
  This is a lot easier if you have a Raccoon Tail. As you enter this next area,
  start gliding as you fall. You can reach some brick platforms to start
  ascending. If you don't, just pray you hit one of the Music Note Blocks to
  get onto the bricks. At the top is a brick platform that has two Green Koopa
  Troopas that drop onto it. Dispose of them and enter the vertical pipe.

  When you emerge out of the pipe, jump to the top of the slope and slide down
  it, killing all the Goombas on the way. Climb a second slope and slide down
  again, taking out more Goombas. Enter the first pipe that you come to.

  You enter a room with a giant '?' Block in the centre, encased by a square of
  bricks. If you are not Super Mario to be able to bash your way in, hit the
  brick that is sticking out of the left-hand side of the bricks for a Super
  Mushroom, or a Fire Flower if you are already Super-sized. Bash the giant
  block to cause a tremor and gain three 1-Up Mushrooms. Then exit by the
  silver pipe at the bottom-right area of the room.

  You re-emerge in the previous area. Head up the slope and you come to four
  '?' Blocks. Stomp the Koopa Paratroopa twice and pick up its shell and kick
  it at the block on the ground for a coin. The three blocks in the air contain
  coins as well. Now run to the end and enter the pipe. Scroll down to the end
  of Route 2 walkthrough to carry on with walkthrough.


  Route 2
  -------
  When you enter the pipe, fall to the bottom while collecting coins, and
  eventually you will plummet into water. At the bottom of the water are three
  green pipes. Go down the middle one.

  You then fall down a waterfall into another pool of water with a Cheep Cheep.
  Climb out, and move right. Watch out, as Buster Beetle will pick up the white
  block and hurl it at you, so jump or duck from the block.  When Buster Beetle
  charges at you, jump over him so he runs into the water. Now go right, pick
  up the white block, and kick it away. Go past the two upside-down pipes and
  watch out for Piranha Plants sticking their heads out. Go down the slope and
  watch out for Buster Beetle, who'll hurl a white block at you, so stomp him.
  Go past a third upside-down pipe (look out for the Venus Fire Trap inside)
  and kick away the white block. After the third pipe are three '?' Blocks,
  which all contain coins. At the top of the slope are two white blocks and
  Buster Beetle, so avoid!

  Go down the other end of the slope and you'll encounter some more white
  blocks and Buster Beetles, which you must stay away from. Kill them and move
  on. Go past two more upside-down pipes and a Buster Beetle in between them,
  avoid or kill another Buster beetle and enter the pipe at the end of the
  cave.


Routes join up here
-------------------
You'll emerge out of a pipe at the dark area, so you can immediately run right
and get the card to finish the level!


World 5-3
---------
NOTE: This is the only level in which you get to use the Kuribo's Shoe. Enjoy
      it while you can!

When you start, go down the pipe to the right. Head left, go past the pipe, and
you'll see a row of four bricks in the air with a '?' Block in the middle, and
a Spiny on the ground. Bash the '?' Block for either a Super Mushroom or a
Super Leaf. Now continue moving to the left, jumping over the pipe with a Venus
Fire Trap in it. You'll see four bricks between the next two pipes. Wait for
the Goomba in the Kuribo Shoe to stand on a brick, then bump it from below so
you can get the shoe for yourself!

Head left and DON'T TOUCH ANY of the Spinys. Go left and you'll see some rows
of bricks and another Goomba in a Kuribo's Shoe. Some of the bricks hold coins.
Proceed to the left, over the next pipe, and you'll encounter Bob-omb. Go past
him, jump over the wooden block and go past the Spinys.

The next area has some Munchers on the ground. If you have the Kuribo's shoe
on, though, you can safely stand on the Munchers and get the coins, and a 1-Up
Mushroom from inside the second brick from the left in the row of five. Jump
over three more pipes and go down the pipe at the end.

In the next area you'll see a Goomba in Kuribo's shoe encased in some bricks
with white blocks on the side. Just grab the coins above it and move on. Now go
over the gaps with the Munchers between, and jump over the Spinys after that.
Then jump over another pipe (watch out for the Piranha Plant inside), cross
some more gaps with Munchers, another pipe, and you'll see a Bob-omb and three
'?' Blocks. Inside they hold (from left to right): a coin, a Super
Mushroom/Fire Flower, and a coin.

Stand on the row of bricks and jump onto the pipe when the Piranha Plant isn't
sticking out. Start crossing more gaps with Munchers in, jump over another
pipe, get the coins, jump over the last pipe and you're on safe ground. Avoid
the Spiny and stand on the pipe to jump over so you can reach the three coins
in the air. Now enter the pipe.

You arrive at the dark area, so you can run right and get the card to finish
off the possibly most fun level of the game.


World 5 Fortress (1)
--------------------
Start by crossing the pit. You'll have to simultaneously avoid the Roto-Disc
and the Podoboo, it can be annoying at times. Next, get past the Thwomp (let
him drop down first then run past as he moves back up), then you come to four
bricks against the ceiling. Break either the second or third brick along if you
are Super Mario, you need the other brick to stand on. Jump up and you'll see
two bricks and a '?' Block. The block, which is just possible to reach, holds a
Super Leaf. Now head back down to the ground.

Now, go past the Roto-Disc, climb the stairs and get past another Roto-Disc.
You come to another Thwomp. On either side of him are bricks. Hit the one on
the left for a Super Mushroom or Super Leaf. Hit the other for a coin. Now go
past the Thwomp and two Roto-Discs above and below you.

Go down the stairs and you'll see a Boo Buddy, and a Roto-Disc to the right.
Get past the Roto-Disc, but keep an eye out for the Boo Buddy. Then get past
the Thwomp and past another Roto-Disc/Thwomp combination. Then jump the lava
pit, and you'll see a small island with a Thwomp above it, surrounded by lava.
If you have a Tanooki Suit or Raccoon Tail, this is going to be a lot easier.
You need to jump just close enough to Thwomp so he drops down, but you can
safely stay on the island to the left. As the Thwomp goes back up, jump onto
the little island then quickly make another jump to the right. Climb the
staircase and enter the door.

In this next room, run to the end of the hallway and you'll have yet another
encounter with yet another Boom-Boom yet once again. For some strange reason
they made it simple here. He does not grow wings, run fast, there are no
platforms to limit your jumping, and it still takes three stomps or five
fireballs to beat him. Oh so simple...


World 5 Tower
-------------
Head right, past the platform, and past the Roto-Disc. Then jump over the
pillar with the Roto-Disc circling it. You'll come to a '?' Block with a Roto-
Disc circling it. You can bash this block for a Super Mushroom or Super Leaf.
Go past one more Roto-Disc and enter the pipe in the ceiling.

In the next area, go left and past the Thwomp. Keep heading left, jump over
another stump in the ground, and get past another Thwomp. Head up the staircase
and enter another pipe in the ceiling.

You'll now on the top of the tower. From this battlement, jump over to the
right onto the next battlement, and get the coins if you want. Be careful as
there is a Pile Driver Micro-Goomba on the edge of this battlement. If you have
the Raccoon Tail, swing against the middle brick to reveal a hidden 1-Up
Mushroom. Jump onto the next battlement and watch out for the Pile Driver
Micro-Goomba. Enter the upside-down pipe hanging from the bricks above.

You arrive back inside the tower. Now move right, and go past the Thwomp and
the spike pit (avoid the Roto-Disc, too). Jump over another spike pit and enter
the pipe at the end in the ceiling. Head left, up the staircase and enter the
next pipe in the ceiling.

You arrive back on the top of the tower. Jump to the right onto the cloud
platform and kick away the Koopa. Grab the coins above the bricks and blocks,
bash the '?' Blocks for some coins, then bash the brick to reveal a vine. Climb
it to the top, drop onto the little cloud platform, jump up onto the next cloud
platform and enter the blue pipe. You arrive at a new area in the sky...


World 5-4
---------
Immediately from the very start of the game there are two ways to complete the
level. If you have a P-Wing, Tanooki Suit or Raccoon Tail, it is best to take
Route 1, although both Routes are optional. If you do not have flying ability,
then take Route 2.

  Route 1
  -------
  On the cloud runway on which you start, get a good run-up and start flying up
  and right and you'll come to another cloud platform with four pairs of coins
  on it. Then jump over to the next platform to the right, which has another
  four pairs of coins. Then from here, take a running jump and fly right and
  don't stop. You'll eventually reach the very end of the screen and you can
  fall down to land on the pipe and enter it to emerge next to the dark area.
  Scroll down to end of Route 2 to carry on with walkthrough.


  Route 2
  -------
  Go right to the end of the platform and jump over the spinning platform in
  the gap to reach a cloud platform. Then make another running jump over the
  next spinning platform to get to another cloud platform. In the air to the
  right of you is a platform, which will rotate slowly while you are standing
  on it. Jump onto this then making a jump onto the platform to your right when
  it isn't spinning, then jump right once more to a platform that rotates while
  you're on it, then jump right onto a cloud platform. Now jump over the
  spinning platform on some wooden blocks. You can swim through the waterfall
  to reach the other side of it, or jump across. Then jump up onto a second
  waterfall, which is shorter and a bit easier to get through. Now jump onto
  another platform, then jump over the Red Koopa Paratroopa and onto the
  platform. Jump onto the next platform when it isn't spinning, and repeat once
  more, then jump onto the cloud platform with a pipe at the end, and kill or
  avoid the Green Koopa Paratroopa. Enter the pipe.


Routes join up here
-------------------
You're at the dark area. Be aware of Lakitu, who'll throw Red Spinys down at
you. Go right and get the card to abolish him and finish this cheesy level.


World 5-5
---------
The ground here is all made of the falling rings, so you must be active at all
times, and try to find any platforms or blocks to keep still if you are getting
tired of all the jumping around you may have to do within this level.

You start on a wooden block. Jump right and onto another wooden block and carry
on advancing right. Watch out for the Green Koopa Paratroopa at the next wooden
block, and whatever you do, DON'T LET THE PARA-GOOMBA DROP MICRO-GOOMBAS ON
YOU. If he does, you have to stay in one place as you shake them off and
plummet to your death, and you cannot jump well. So avoid at all costs. After
the next wooden block and a Green Koopa Paratroopa, you'll see three wooden
blocks stacked up together and the falling ring bridge is raised a bit. To the
right is a pipe with two bricks on it that you can smash if you have the
Raccoon Tail, although you can't enter this pipe. However, you can get into the
next one.

You fall down while grabbing coins into an area with a giant '?' Block, which
you can bash for a Tanooki Suit! Once you have it, exit by the pipe at the
right end of the ceiling. Scroll down to the *** if you took this.

Carry on and you'll see four '?' Blocks below a pipe with a Venus Fire Trap in
it. The first one holds a Super Leaf, while the others have coins. Moving on,
jump over another pipe (watch out for the Venus Fire Trap inside it) and you'll
come to another raised part of the falling rings. Underneath are coins, which
you can grab if you fall on a ring and jump up in time, but it's risky and I
wouldn't recommend it. Just head right and look out for a Para-Goomba dropping
Micro-Goombas and a Fire Chomp. Then, jump over onto the pipe when the Venus
Fire Trap isn't sticking its head out and jump to the other side.

*** To the right you should see a formation of wooden blocks with three bricks
    in the middle. Quickly bash out the bricks from below if you are Super
    Mario. The brick on the left has a coin in it, and the brick on the right
    has a Super Leaf Power-up. After that, kill or avoid another Green Koopa
    Paratroopa and run to the end of the falling ring bridge to safe ground.
    Proceed to run right and grab the card!


World 5-6
---------
A side-scroller level. We haven't seen one of those in a while. So...uh,
anyway, hop onto the stack of four wooden blocks at the start. You'll see some
flying Beetles coming towards you. Use these to stay airborne, but jump
carefully. When you land on one, it will drop down for a second, then begin to
fly back up again. It's easier if you have a Raccoon Tail.

From the start you should get some coins and keep jumping on the beetles and go
in according heights you'd like. Soon you'll see a low '?' Block above a cloud,
but don't bother going for it, it's too much bother. Avoid the Koopa Paratroopa
and use the Music Note Block to bounce up to the wooden blocks. You can get
some coins here that are arranged in zigzags. You'll then have to cross a gap
and use a Music Note block to keep up, so be very careful.

After that is a brick platform and you'll have to start moving across on the
brick platforms while avoiding a Fire Chomp. Very difficult. After that you'll
arrive at a pipe below some bricks, so quickly enter it before the Fire Chomp
explodes.

Quickly run right and grab the card before Lakitu takes you out. Oh, and by the
way, I VERY strongly suggest you skip this level. It'll make your life a lot
easier.


World 5-7
---------
Head right and jump over the pillars of bricks and you'll see some bricks in
the clouds with some '?' Blocks above them. Bash these for coins, and a Fire
Flower in the wooden block on the top of the brick stack that you can touch
from the side. There are three more '?' Blocks with coins. Now climb the brick
wall and watch out for Pile Driver Micro-Goombas on top. Now drop down the gap
between the wooden blocks after this, onto the pipe (but watch out for the
Venus Fire Trap inside it). You can bash the '?' Blocks on each side for coins.
Now climb out again and continue heading right, but watch out for more Pile
Drive Micro-Goombas in the bricks. When you drop down, you can bash the brick
sticking out of the side for a coin and proceed to head right. Lakitu will
appear here, so it's time to kick the gears up.

After the gap and above the pipe is a brick. Stand on this and stomp Lakitu so
he won't be of bother. Continue moving right and jump over the cannons and
watch out for the Pile Driver Micro-Goombas. Drop off the edge and run right
across the cloud and into the pipe at the end. Lakitu will be waiting for you
on the other side, so quickly run right and snatch the card to finish the level
off.


World 5 Fortress (2)
--------------------
From the steel platform you are on, make a careful jump onto the steel block to
the right (look out for lava and Podoboos). Then jump onto the pipe and enter
it.

You land on a secluded area of a bridge. Cross the gap (avoid the Podoboo) onto
the next part of the bridge, then cross another, wider gap, onto a smaller part
of the bridge. Two Podoboos jump out of the lava here, and one goes higher than
the other, so jump with caution. At this next part you'll see Podoboos jumping
out of the ceiling, so you have to be even more careful now. On the next part
of the bridge are '?' Blocks. Watch out for the Dry Bones, though. One of the
blocks has a Starman, so be quick and grab it! There is a Boo Buddy next, so
avoid this, and cross the gaps on the tiny parts of the bridge.

Then, above the long stretch of bridge are two '?' Blocks, which hold a Super
Mushroom/Super Leaf and a coin. Then jump onto the next bridge and make your
way across it but look out for Podoboos that jump out and a Boo Buddy. After
the Dry Bones, enter the pipe in the ceiling.

Jump over the gap and run to the end of the hallway. Simple again, like the
last Boom-Boom. But this time he grows wings after a stomp and loses them. It's
still simple, though, just three simple stomps to take him out and finish the
level when you grab the crystal that he drops to open the padlock on the map.


World 5-8
---------
No, what, Lakitu again?! Best to keep on your toes for this level. Start by
making a running jump onto the higher cloud platform to your right. The four
'?' Blocks contain coins and a Super Leaf Power-up. After that, start crossing
platforms. There some Koopas on some of them, and you must be quick. Start
climbing the clouds upwards and watch your footing. Enter the pipe at the end
of the high cloud platform to emerge at the dark area. Lakitu is waiting at
this end, so quickly run right and get the card to finish the level.


World 5-9
---------
Oh no, a scrolling screen level. Start by jumping over the Red Koopa Paratroopa
onto the higher cloud platform then onto the wooden platform. Carry on jumping
across the wooden platforms as they arrive to your right. On the eighth
platform a Fire Chomp will arrive to attack you, so it is best to take him out
with a stomp to prevent him exploding and knocking you out. Another will
appear, so you have to kill him as well. When the last platform takes you to
the cloud platform, enter the upside-down pipe. You emerge at the dark area
with Lakitu waiting yet again, so run right and snag the card.


World 5 Castle
--------------
This time the King has been transformed into a bird, so press A and view the
cut-scene of Mario or Luigi climbing the airship's anchor. When you have
control over Mario/Luigi again, start moving right, and avoid the cannon and
flamethrower and jump over them. The '?' Block next to the crate holds a Super
Mushroom or Fire Flower. Look out for the cannons below. After the next crate,
jump over the pillar with the cannon on it. You then come to a big board with
cannons on. You can stand on top of the cannons to get by them easier. After
that is another rotating cannon above a pit you can take cover in.

Then quickly climb out and head right across the deck. Jump over the cannon
bolted to the floor and watch out for four cannons above you and four below
you. Jump over the last cannon and enter the silver pipe, to encounter Roy
Koopa, the boss of World 5. For help winning this boss fight, please refer to
the Bosses section of this FAQ.

                           +----------------------+
                           | 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.    |
                           +----------------------+

Da da dada! A Jugem's Cloud, courtesy of Princess Toadstool.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          3.06  -  World 6 - Ice Land
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Map - Part 1/5
--------------
                                     TH           Key
                                      |           ---
                           +--+       |    +--+   ST = Start
                       O---| 2|-------O-RK-|WP|   TH = Toad's House
                       |   +--+       |    +--+   PG = Picture Game
                       |              |           WP = Warp Pipe
   +--+       +--+   +--+  +--+       |           HB = Hammer Brother
---|ST|---O---| 1|---|PG|  |FT|-BG-HB-O-PL---O    FT = Fortress
   +--+   |   +--+   +--+  +--+       |      |    BG = Bridge
          |            |              |      |    PL = Padlock
        +--+           |            +--+   +--+   RK = Rock
        |WP|           O-BG--O------| 3|   |PG|   (Numbers represent levels)
        +--+                        +--+   +--+

NOTE: The Padlock disappears once you beat the Fortress level.
NOTE: The Rock can be taken out using a Hammer.


Map - Part 2/5
--------------
                                             +--+  Key
             TH                              |WP|  ---
              |                              +--+  TH = Toad's House
   +--+       |    +--+                            PG = Picture Game
---| 2|-------O-RK-|WP|                            WP = Warp Pipe
   +--+       |    +--+                            HB = Hammer Brother
              |                                    FT = Fortress
   +--+       |           +--+         +--+        BG = Bridge
   |FT|-BG-HB-O-PL---O----|WP|     O---| 6|----O   PL = Padlock
   +--+       |      |    +--+     |   +--+    |   RK = Rock
              |      |             |           |   (Numbers represent levels)
            +--+   +--+   +--+     |           |
-BG--O------| 3|   |PG|---| 4|-----O    TH     O
            +--+   +--+   +--+     |     |    HB
                                   |     |     |
                                   |   +--+    |
                                   O---| 5|----O
                                       +--+

NOTE: The Padlock disappears once you beat the Fortress level.
NOTE: The Rock can be taken out using a Hammer.


Map - Part 3/5
--------------
              +--+                           Key
              |WP|-----O  --O                ---
              +--+          |                TH = Toad's House
                            |                PG = Picture Game
                      O-----O-----O          WP = Warp Pipe
                      |           |          HB = Hammer Brother
         +--+       +--+        +--+         FT = Fortress
     O---| 6|----O  |FT|-BG-O   | 8|----O    BG = Bridge
     |   +--+    |  +--+    |   +--+         RK = Rock
     |           |          |                (Numbers represent levels)
     |           |          |   +--+
-----O    TH     O----O-RK--O---| 7|
    HB     |     |    |         +--+
     |     |     |    |           |
    HB   +--+    |    |   +--+    |
     O---| 5|----O----O---|PG|----O
         +--+             +--+

NOTE: A path to the Warp Pipe appears after you beat the Fortress level.


Map - Part 4/5
--------------
BG--O                                      Key
    |                                      ---
    |              +--+                    PG = Picture Game
----O-----O        | 9|---O-----O          FT = Fortress
          |        +--+         |          BG = Bridge
        +--+         |  +--+    |          PL = Padlock
BG--O   | 8|----O----O  |FT|-BG-O-PL--O    RK = Rock
    |   +--+         |  +--+    |          (Numbers represent levels)
    |                |          |
    |   +--+         |        +--+
RK--O---| 7|         O----O---|10|
        +--+                  +--+
          |
  +--+    |
--|PG|----O
  +--+


Map - Part 5/5
--------------
---O-----O                                 Key
         |                                 ---
 +--+    |                     +--+        FT = Fortress
 |FT|-BG-O-PL--O-BG--O-BG--O---|CS|        BG = Bridge
 +--+    |                     +--+        PL = Padlock
         |                                 CS = Castle
       +--+                                (Numbers represent levels)
---O---|10|
       +--+


World 6-1
---------
Jump onto the ice platform and jump onto the one onto the right. There are two
bricks and a '?' Block above you, which contains a Fire Flower. This can be
helpful, but remember, if you use it against enemies trapped in ice, they come
to life. Anyway, there's a Ptooie in the pipe to your right. Take him out with
the Fire Flower if you got it or jump through the gap between him and the
spiked ball when he blows it high up. Then after are three coins and a walking
Ptooie, who you should take out with fire or avoiding by jumping through him
and the spiked ball when he blows it really high. Jump over the next pipe which
has a Piranha Plant in, and the '?' Block you come to has a coin in it. Jump
over the small pit and get the three coins. Jump over the next small pit and go
over the pipe when the Venus Fire Trap isn't sticking out.

Go past the two Ptooies after this, and bash the '?' Block for a coin. Jump
over the pipe and bash the '?' Block for a Super Leaf. Jump onto the next ice
platform for three coins and watch out for the spiked ball being blown up by
the Ptooie, it is possible to hit you. Keep jumping platforms and you'll go
past a Red Goomba and another walking Ptooie on the ground. In the pipe at the
end of the platform is a Ptooie. If you've got Fire Power fry him or jump
through when the spiked ball is high. After one last gap to jump you can run
right into the dark area and get the card.


World 6-2
---------
Another scrolling-screen level. You start on a platform of wooden blocks. Jump
right onto the next wooden block platform, and make a jump over onto the higher
of the two cloud platforms moving to the left, then onto the ice platform and
get the coins. Jump onto the cloud platform approaching then down onto the ice
platform down near the bottom with the white block and '?' Block on it. Kick
the white block against the '?' Block for a Super Mushroom or Super Leaf.

To the right is a wooden platform with a pile of bricks on it. Climb over them
using the clouds that float through it or bash them with a Raccoon Tail if you
have one. Then jump onto the ice platform (best to leave alone the Red Koopa
Troopa), get the three coins in the air, onto the next ice platform with some
bricks on it, get some more coins in the air, then onto the wooden platform,
jump over the pile of bricks, jump onto the next wooden platform and get the
coins if you're careful enough.

Now you'll see some more clouds approaching before a huge wooden block pillar.
The screen starts to move upwards so you have to stay on the clouds and if you
fall through the bottom of the screen...you guessed it...you die! At the top of
the wooden pillar, make a jump onto the ice platform then the wooden platform
to the right of it two white blocks and a brick on it. If you kick away the
white blocks quickly enough you can start hitting the brick, which is actually
a multi-coin block. Jump onto the next wooden platform after this and kick away
or avoid the Red Koopa Troopa.

Jump onto one of the cloud platforms and the screen will start moving back down
again. There's an ice platform to jump onto, then a wooden block platform with
three coins above it. Use the cloud platform to reach the next wooden platform
and carry on jumping across until you reach a green pipe. Enter it.

You arrive next to some water at some white hills (must be the snow). Run right
and get the card in the dark area to finish off this annoying level.


World 6-3
---------
Run right and jump onto the Music Note Blocks and bounce high. Hug the ice wall
to your right and you should land on a moving wooden platform. It's easier if
you've got a Super Leaf. When it takes you under the ice wall, if you are Super
Mario, duck so you can squeeze under. Now jump up onto the ice platform with
the Red Koopa Troopa on it, stomp and kick the shell to the right and see if it
can hit the '?' Block to the right for a Power-up. Run or jump across the
little ice pillars and then watch out for the Red Koopa Troopa on the huge ice
blocks, you may collide if you do not stop quickly.

Jump onto the 'L' shaped row of ice and kick away a second Red Koopa Troopa.
Then, to your right, you should see some bricks. Cross them and you'll arrive
on a platform of ice. Then, make a running jump onto the next little ice
platform, then again onto another one with a brick above it; this is a multi-
coin block.

Then, carefully drop down onto the ice block, jump over onto the next small
platform of ice, then over to the right you should see a stack of ice with a
wooden platform moving to and fro underneath it. Jump onto this wooden platform
and carefully jump over the stack of ice and then onto the top of the 'J'
shaped ice platform. Using the brick as a stepping-stone, jump onto the next
stack of ice and get the coins if you want. Then drop down onto the moving
wooden platform. You then have to jump over the two Red Koopa Paratroopas or
bounce on them to get a lot of air, cross the large gap and run right into the
dark area to get another card.


World 6 Fortress (1)
--------------------
When you start, drop down through the steel and jump onto the blue blocks on
the wire and it'll start carrying you across. Podoboos will jump up from the
lava to attack, so beware. If you can, bash the '?' Block on the way up for a
Power-up. It'll then take you through a narrow tunnel with spikes on the
bottom, so stay still. It'll then take you down through an area full of Roto-
Discs that come into contact with you if you stay on the platform, so jump when
it's about to touch you. After the third Roto-Disc, go into the alcove on the
right and enter the doorway.

In the next room, to the right is a steel pillar with two Roto-Discs
simultaneously going around it. Carefully get past it and bash the '?' Block
just to the right of it for a Power-up. The you come to another two Roto-Discs.
Between them are five '?' Blocks. In the very left one is a Starman, and in the
other four are coins. It'll bounce around a lot though, so when you try to
catch it, stay away from the Roto-Discs!

Climb the little staircase and jump over the spikes onto a steel platform with
a '?' Block above it with a Roto-Disc going around it. Bash the block for a
Power-up, then jump over the other side of the Spike pit and enter the doorway.
In this next hallway, run into the open to have yet another encounter with
Boom-Boom. There's two steel blocks in the room but they'll hardly be of
bother. When you stomp Boom-Boom, he'll grow wings but he's still easy to
topple with another couple of stomps or with 5 fireballs so he vanishes and
leaves the crystal behind for you to get, unlock the padlock on the map and
carry on with this world.


World 6-4
---------
Above you when you start are three coins resting on falling rings, which you
can reach if you have a P-Wing equipped, or if you make jump from the iced
platform to the right and glide over with a Raccoon Tail. Anyway, get the coins
or not, cross the first gap onto the platform with a small icy hill on it, then
to the right is a spinning platform. When it has stopped spinning, jump onto it
then onto the giant ice block after it. Then jump onto the small pair of ice
blocks with a wooden block on top of it. To the right are some icy stairs with
Goombas going down them; once all the Goombas have gone down, jump over. At the
bottom of the stairs you can see a brick, which holds a 1-Up Mushroom but it's
a bit risky to go for as you may slide off the ice block beneath it.

Anyway, get the Mushroom or not, climb onto the ice platform above the stairs
and jump onto the top of the large ice block wall. Afterwards you'll see a
wooden platform on a wire. Step on it and it will start moving. Quickly jump
onto the top of the two giant ice blocks and wait for the wooden platform to
come out from under the ice. When it goes, jump back onto it and it will take
you to a spiral in the wire. To the right of the top of the spiral is a '?'
Block, which contains a Super Leaf Power-up. You can get some coins along the
spiral.

After that, you'll see a horizontally moving platform at the bottom of the
screen. Jump onto this, then onto the two wooden blocks to the right of it. To
the right of these is a platform moving along a slanted rectangle wire. Jump
onto it, then another one to the right and when this one is at the top of the
wire, jump onto the top of the giant ice blocks, then hit the P-Switch on top
of the high stack of bricks to turn them all into coins. Quickly jump onto the
long platform of giant ice blocks and start running right, going past the
spinning platforms, collecting coins, jumping gaps and ducking under some ice
blocks. At the end you'll see a non-stop spinning platform on the edge of the
platform underneath a giant ice block. Jump through the gap and over the pit
and run right, into the dark area, and get the card to finish the level.


World 6-5
---------
NOTE: This is a very unorthodox level. You need to have a Raccoon Tail in order
      to be able to reach the exit, and at the 'end' of the cave is a pipe,
      which leads to a small area with a Super Mushroom/Super Leaf Power-up.
      You can use this as well as another block in the cave to get Raccoon
      status. This walkthrough will refer to what to do if you are Raccoon
      Mario. If not, go to the end of the cave to retrieve the power-ups so you
      can therefore complete the level.

Climb over the giant ice block staircase and enter the green horizontal pipe in
the ice wall. You arrive underground, and you should see some Buster Beetles
run off to the right. Follow them and run past a pipe hanging from the ceiling
and you'll some to some white blocks. Watch out for Buster Beetles throwing
these, stand near them and duck so they just fly over you and stomp the Buster
Beetles when they are out of ammunition. Above these white blocks is a '?'
Block that holds a Super Leaf Power-up, which helps you to get Raccoon status
if you need it.

So after this, run up the slope and watch out for two Buster Beetles near some
white blocks; take them out if you find it necessary. Now you come to a stack
of white bricks and a Green Koopa Troopa to the right. Whatever you do, don't
touch the Koopa...yet. Go past him and look out for the white block that the
Buster Beetle throws. Dodge it and stomp the Buster Beetle.

Now here's where being Raccoon-Tailed Mario comes in. Stomp the Green Koopa
Troopa in this area and make a run to fill up the P-Meter and pick up the shell
while doing so, then fly up through the gap in the ceiling that is _between_
the stack of three white blocks to your left, and the four bricks on your
right. Once you're up at the top of this area, kick the shell to the right into
the gap between the bricks with the Nippers in. It'll kill the Nippers and the
bricks, giving you room to enter the pipe to your right.

Remember, if you aren't Raccoon Mario, you can always go back and get another
leaf. Anyway, once you're out of the pipe, run right into the dark and get the
card to finish this level off!


World 6-6
---------
Another level in which we start by entering a pipe. So, do that now.

When you emerge in the cave, head right and climb onto the platform by using
the wooden blocks. Jump over the Spike, and watch out for the spiked ball that
he'll throw. Head up the slop and get the coins. In this next part, you'll have
to watch out, as a Cheep-Cheep will repeatedly jump from one pool to another,
and you don't want to be involved in that equation. At the end, stomp the Spike
in the pit and bash the '?' Block for a Super Mushroom or Fire Flower if you
need it.

Now, go back down to where you started, and now take the bottom route. After
going down the stairs you'll see another of those series of pools with a Cheep-
Cheep jumping around in each pool. As you cross the pools, you'll see an
upside-down pipe that has a Piranha Plant popping out of it every so often.
You'll have to be careful to get by here; use your Fire Power if you still have
it to take out the Cheep-Cheep for less annoyance.

After getting past that, kill or avoid another Spike and jump onto the top of
the slope to the right. Go down the slope and jump over the pipe at the bottom
(watch out for the Venus Fire Trap inside it). Go back up the other side of the
slope and past another pipe in the ceiling, which also has a Venus Fire Trap in
it, then enter the water after it.

Swim through the tunnel and watch out for the Cheep Cheep in it. Wait until it
swims off to the right before you can go into the open. There are several more
Cheep Cheep here, so do your best to avoid them. Swim right and past a
rectangular platform then head to the surface of the water. Here you'll see
some wooden blocks and two '?' Blocks crammed between them, which contain a
coin, and a Super Mushroom or Fire Flower, which is good for fending off the
Cheep Cheeps.

Swim to the bottom of this block structure to see another structure of wooden
blocks shaped like a 'L'. Swim right past this and keep going right, past some
more wooden blocks and Cheep Cheeps, and four pipes with Piranha Plants
sticking their heads out of them. Also watch out for another Cheep Cheep while
swimming through the pipes. If you have fire power it'll be a lot easier. After
that, climb out the water.

Drop down into the narrow tunnel. When you head right, you'll have to deal with
three Spikes, and with no room to jump, it's going to be a toughie. However, if
you still have the Fire Flower, it'll be easy. After that there's a pipe in the
ground with a Venus Fire Trap. Get past that and you come to some more little
pools with a Cheep Cheep jumping around them. When you get past those there's a
Spike to take care of before entering the pipe at the end of the cave.

Once you emerge, jump over or kill the Spike and continue to run right to get
the card and finish the level.


World 6-7
---------
Oh god...another screen scroller. Start by jumping off your starting platform
onto the platform of falling rings. Jump right, over onto a next one, then onto
the ground. Bash the '?' Block for a Super Leaf, which can prove very
essential. To the right of the platform holding this block is a falling ring.
Stand on this so you can access the next area of the stage. Watch out for the
Fire Chomp in this area.

Jump onto the platform of four falling rings and try to kill the Fire Chomp if
you can, then jump right and down onto the ice platform. Jump onto the next ice
platform to your right and get some of the coins in the air. Then make a jump
to the right onto another platform of falling rings, then another platform,
which has a '?' Block above it, containing a coin. Carry on moving to the right
and jumping across the falling ring platforms. Remember, it's essential to get
as many coins as possible to access the White Mushroom House.

Anyway, after a big set of those falling ring platforms is an ice platform near
the bottom of the screen, and above it are two bricks and a '?' Block. This
holds a Fire Flower, but I for one, don't recommend it. The Super Leaf is far
better for completing this level with. After that, climb on top of the 'J'-
shaped array of ice then hop onto one of the two falling rings. When it falls
jump right onto the platform of three falling rings against the two ice blocks.

As you move along the falling ring platforms, the screen will start to go up.
Climb up with the screen and at the top is a green mushroom platform, and a
nearby Fire Chomp, who you should stomp straight away. After two sole falling
rings in the air, jump onto the high ice platform and step on the falling ring.
When it falls jump right onto the Music Note Blocks so you can safely enter the
pipe.

You fall down onto a cage of iced coins with a Koopa Paratroopa hopping around
inside it. You can melt the ice if you have a Fire Flower equipped. If not then
just proceed to run right into the dark area and get the card to finish off the
level.


World 6 Fortress (2)
--------------------
NOTE: This entire fortress is made of ice. Be careful on the slippery floors,
      especially when you are facing Boom-Boom at the end. It is recommended
      you use a Super Leaf during this level.

Head right and climb onto the ice platform. Above you is a Boo Buddy, so keep
an eye on him. Move right as quickly as you can and drop down the gap before
the frozen horizontally moving Thwomp gets a chance to hit you. Go right and at
the end of the ledge above you is a '?' Block that holds a Super Mushroom if
you are Regular Mario, or a Super Leaf if you are in any other state of Mario.
This leaf will come in handy, so try your best not to lose it.

When you stand on the ice platform to the right of the block, the Thwomp above
you will be triggered. When he just goes past you on his way back to the left,
_immediately_ jump up through the gap, run right and jump over the ice stump so
you are safe. Run right through the tunnel and you'll come to some more drops.
When you stand above the Thwomp he'll also be triggered, so as he moves back
across, when he goes past you, drop down to the floor to carry on.

Run right, and then you'll see a pile of six giant ice blocks, and a Thwomp at
the top of the room. Get near enough to make him move and as he retreats back
to his original resting position, quickly jump on top of the giant blocks, run
right and duck so you slide under the two ice blocks sticking under the
ceiling, drop off the edge of the giant blocks and jump over the gap.

This next platform has two Roto-Discs, so be careful to avoid them. Bash the
'?' Block above to get a Super Leaf if you didn't already have one, and
continue moving on right. The Thwomp will be triggered, so you can quickly get
through the gap and jump over the stump, but watch out for the two Roto-Discs,
and the Boo Buddy below. Carry on right, and at the end of the platform, below
is another Thwomp. Trigger it off, and before it starts moving back, quickly
drop through the narrow gap and onto the ground. Run right and look out for a
horizontally moving Thwomp at the end of the tunnel. Jump onto the ledge of
giant ice blocks and enter the doorway. Now run to the end of this next room
for another encounter with Boom-Boom.

There are a few obstacles to overcome here. First of all, there are a couple of
ice blocks in the room and a platform against the right wall to limit your
jumping. Boom-Boom starts on this platform. He doesn't fly here, but after one
stomp he makes some very high and quick jumps, and after a second stomp he'll
start moving from side to side very quickly, so it is best to perch on him from
the platform. The usual three stomps or five fireballs will do the trick, and
you can get the crystal to create a bridge across the lake on the map screen
and finish the level off.


World 6-8
---------
For some strange reason or another, it's become grass land in this level. Oh
well, there must be at least ONE warm spot in the ice land. Anyway, when you
start, to your right you'll see a pile of five white blocks, and on top of the
hill is a '?' Block. Pick up a white block and kick it against the '?' Block to
retrieve a Super Leaf Power-up. Now just below and to the right is a pipe with
a Ptooie sticking out. When the spiked ball it is blowing is low, jump over and
onto the grass. Go past the Green Koopa Troopa in the small pit, and continue
advancing right.

In this next little pit are some Nippers, so jump over them and make sure they
don't bite you. Jump over a standstill Nipper, go right and jump over two
moving Nipper Plants. After them get past three Spikes and a Buster Beetle.
Slide down the slope and you'll come to a '?' Block encased in white blocks.
You can use the white blocks to take out any enemies if you approach you, and
to bust open the '?' Block for a Super Leaf Power-up.

Then, you come to four white blocks. Watch out for the Buster Beetle nearby
that'll throw them at you. Take him out and keep moving right to a stack of
white blocks shaped like an 'H'. A Buster Beetle will rush up and start to
throw the blocks. If you have any leftover white blocks from just before, you
can take him out when he opens up a little passage. Now, get through the blocks
by kicking some away and making space to run through.

Head onto the top of the hill and jump over the three Nippers, then slide down
the other end of the slope to take out Buster Beetle. Watch out at the bottom
though; make sure you don't fall down the pit! Jump over onto the wooden
blocks, and avoid the Buster Beetle who'll throw a white block at you. When he
has no ammunition, stomp him. Then continue to proceed right and get the card
to finish the level off!


World 6-9
---------
When you start there is a pile of giant ice blocks to your right with a pipe
between them. Enter this pipe.

You are spat out of the pipe into a big pool of water in an underground cave.
When you fall into the water, go down and swim right, past the Cheep Cheep, and
watch out for the Blooper Nanny here, who can disperse its babies, even onto
land. When you see it, swim up to the surface of the water and jump onto the
wooden block and then onto the ledge.

You'll see four Munchers between two wooden block stumps up here, so jump over
them. Now, you'll see a gap, and on the other side are some more Munchers
between wooden stumps and in the ceiling is an upside-down pipe with a Piranha
Plant sticking out. So, when it's not out, jump across and land on the wooden
stump. If you fall down the pit, you'll have to avoid Big Bertha and swim back
to the left and do it all again. Anyway, once you're across, jump over the
Munchers and you'll see a Music Note Block. Hit this from below to make a Super
Mushroom or Fire Flower appear, and then grab it.

To the right are some small gaps with Munchers in and an upside-down pipe with
a Piranha Plant occasionally peeking out. If you got the Fire Flower, use its
powers to kill the Piranha Plant, and then the tricky part. Get a good enough
speed and run over the gaps with the Munchers in and Mario should step over
them, then jump back into the water.

Swim past the Cheep Cheep and resurface (look out for a Blooper Nanny that
disperses its babies). Go onto land and you'll see four Munchers between the
wooden blocks. Jump over them and climb onto the next ledge. Up on the ceiling
you'll see an upside-down pipe with a brick next to it. When you hit this brick
a P-Switch emerges but you cannot reach it unless you use the invisible block
as a stand. See diagram for details.

   _________       _______
  |         |     |
  |         |_____|
  |         |_____|
  |      .--.
  |      |PS|   PS = P-Switch Block
  |      '--'   IB = Invisible Block
  |
  |.--.
__||IB|
   '--'

When you hit the P-Switch, all the Munchers will turn into coins, so be quick
and waste no time in grabbing them! After a pit full of Munchers now turned
into coins, there's a small gap with a Music Note Block above it. Jump over
that and over the wooden block platform. There is a pipe here with a Piranha
Plant that occasionally pops out, so go past it. Then, to the right of that is
a narrow gap and a pipe in the ceiling above another pipe that has a Venus Fire
Trap in it. Try to kill the Venus Fire Trap if you can. If not, wait until it
goes back into the pipe and jump on top, then enter the pipe in the ceiling.

Back in the overworld, run right and jump over the giant ice block and continue
running right into the dark area to get the card and finish off the level.


World 6-10
----------
Start by jumping the gap onto the next platform of big ice blocks. On the ice
platforms above you are Red Koopa Troopas; so deal with them or just ignore
them, then cross onto the next giant ice block platform then jump over another
gap so you arrive on a platform with pipes on each side. Ignore the pipes; to
the right you'll see a platform of six bricks and a '?' Block. Bash this block
for a Fire Flower Power-up. Kill or avoid the Red Koopa Troopas on here too.

On the next part of the ground you'll see a big wall of bricks being supported
at the bottom by six white blocks, and to the left are two white blocks and two
bricks. Buster Beetle will start picking up the white blocks in the wall and
making his way through. When he gets through, greet him with a fireball or
kicked white block and then slide-duck under the wall.

In the next part of the level you'll see some more white blocks on the ground
and three '?' Blocks. To the right are some extra white blocks and a Buster
Beetle that throws them around. Kill this Buster Beetle and start raking your
rewards out of the three '?' Blocks; two coins and a Super Mushroom/Fire
Flower. Now to the right you'll see some frozen coins and frozen Munchers. Use
fireballs on the frozen coins to thaw them and collect them, but not on the
Munchers or they'll come to life! Now, jump over the pipe and kill the red
Para-Goomba. Next are nine frozen coins arranged in a big squared formation.
Thaw them and collect the coins.

Now hop onto the platform with frozen Munchers (careful not to thaw them). To
the right is a big gap that you have to cross. If you've got the Super Leaf
it'll be a doddle; if not, stomp the Red Koopa Paratroopa's head and hold the
jump button to bounce high and get some airtime so you can finish the gap.

Next you'll be on a long platform of frozen coins and Munchers. You'll see some
white blocks and a nearby Buster Beetle, so when he throws them, take him out
and continue to advance right. As you move ahead you'll come to more white
blocks and Buster Beetles; but just repeat the process. Then, at the end of the
platform, you need to make a massive jump over onto a pillar of giant ice
cubes, then jump onto the rotating platform when it is stationary then jump
onto the next pillar of giant ice cubes (careful of the Red Koopa Troopa).

Carry on jumping over the giant ice cube pillars and when you get to safe
ground, advance to run right and into the dark area so you can collect the card
and finish off the level.


World 6 Fortress (3)
--------------------
The ceiling above you is spiked from the start. Run right, and jump onto the
pillar with the two Roto-Discs circling around it, then jump over the spikes
and onto the conveyor belt, before jumping over the rest of the pit and onto
another pillar with Roto-Discs going around. There is a Boo Buddy here also, so
keep an eye on it at all times.

Jump over the next pit of spikes onto yet another conveyor belt. There's
another Boo Buddy up above, so watch out for that also. At the end of the belt,
make a jump onto the steel pillar. There's a Stretch on the ground, so beware
of that. Above the end of the Stretch is a '?' Block. If you're daring, you can
step on the Stretch and bash this block for either a Super Mushroom or Super
Leaf. Then, cross another Stretch and jump over another steel pillar (watch out
for a Boo Buddy nearby). Then, after going past yet another Stretch there's
another pillar with a Roto-Disc circling it.

Jump onto this, and head right and get past the Thwomp. Then make a jump onto
another conveyor belt to your right, which has a Roto-Disc going around the
middle of it. Finish running across this conveyor belt and drop off onto the
ground. Now carry on going over two Stretches with two Roto-Discs circling
around in opposite directions in the gap in the middle of the Stretches. At the
end of the second Stretch, make a long jump over the rest of the spikes and
enter the doorway.

You fall into a room. Don't move while you fall. You'll land between a group of
three Boo Buddies. The floor will start to move upwards. When it finishes
moving, enter the doorway on the right hand side of the screen. Run right to
the end of this hallway for another encounter with Boom-Boom. This fight is a
rather tricky one. There are five steel blocks scattered around the room in
some sort of zigzag pattern, which can affect your jumping. Boom-Boom attacks
in the same method as he did in the second fortress, so be very careful with
your timing. Three stomps is the usual to take him out so you can get the
crystal and unlock the path to the castle on the map.


World 6 Castle
--------------
The king has now been transformed into a seal, and you've got to get the wand
back. Yeah, we've heard that one five times before now. Anyway, you see the
ship climbing scene, then you have control over the Mario Brother you are
playing as.

Go right, across the deck and you come to one of those long screws with bolts.
Carefully jump repeatedly on the bolt to move across and be careful not to
fall! When you're safely across jump onto the other side of the deck. Climb the
steps and below you'll see two screws and bolts. On the top one, keep moving
right until near the end, then jump onto the second screw and jump repeatedly
on that to move right, until you can reach safe ground.

Now start going down through the steps and watch out for the flamethrowers.
Cross a gap and go through three more flamethrowers. Then, climb up at the end
and the screen starts to move up. To the left you'll see two '?' Blocks, they
hold a Super Mushroom/Super Leaf in the left one, and a coin in the right one.
Then, the ship will start moving to the right. Take the lower route and climb
up and jump over the pillar and climb into the warp pipe. For help with the
boss here, Lemmy Koopa, please take a look at the Bosses section of this FAQ.

                            +---------------------+
                            | 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.   |
                            +---------------------+

Reward number 6 from the princess is...a P-Wing!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                         3.07  -  World 7 - Pipe Land
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Map - Part 1/3
--------------
+--+               +--+         +--+       Key
|ST|----O-----O    |WP|         |WP|       ---
+--+          |    +--+         +--+       ST = Start
  |           |      |           PL        TH = Toad's House
+--+  +--+  +--+     |    +--+    |        WP = Warp Pipe
| 1|--|WP|  |WP|    TH    |WP|---PP---     PG = Picture Game
+--+  +--+  +--+          +--+             PL = Padlock
                                           PP = Piranha Plant Level
   +--+  +--+         +--+   +--+          (Numbers represent levels)
   |WP|--|WP|     O---| 4|---|PG|----O
   +--+  +--+     |   +--+   +--+    |
     |            |                  |
   +--+  +--+   +--+               +--+
   | 2|--|WP|   |WP|               | 3|
   +--+  +--+   +--+               +--+

NOTE: The Padlock disappears when you beat the Fortress level on the second
      part of the map.


Map - Part 2/3
--------------
+--+         +--+  +--+  +--+  +--+    +--+   Key
|WP|         |WP|  |FT|--|PG|--| 6|    | 7|   ---
+--+         +--+  +--+  +--+  +--+    +--+   TH = Toad's House
  |           PL     |           |       |    WP = Warp Pipe
  |    +--+    |     |   +--+  +--+    +--+   PG = Picture Game
 TH    |WP|---PP-----O---|WP|  |WP|    |PG|   PL = Padlock
       +--+              +--+  +--+    +--+   PP = Piranha Plant Level
                                              FT = Fortress
   +--+   +--+        +--+  +--+       +--+   (Numbers represent levels)
---| 4|---|PG|----O---| 5|--|WP|       |WP|
   +--+   +--+    |   +--+  +--+       +--+
                  |           |
                +--+  +--+    |
                | 3|--|WP|   TH
                +--+  +--+

NOTE: The padlock disappears when you beat the Fortress level.


Map - Part 3/3
--------------
+--+  +--+    +--+         +--+              Key
|PG|--| 6|    | 7|-----O---|WP|              ---
+--+  +--+    +--+         +--+       +--+   TH = Toad's House
        |       |            |        |WP|   WP = Warp Pipe
+--+  +--+    +--+         +--+       +--+   PG = Picture Game
|WP|  |WP|    |PG|-----O---| 8|----TH        PL = Padlock
+--+  +--+    +--+     |   +--+              BG = Bridge
                       |                     FT = Fortress
   +--+       +--+   +--+         +--+       PP = Piranha Plant Level
---|WP|       |WP|PL-| 9|----O----|FT|       CS = Castle
   +--+       +--+   +--+         +--+       (Numbers represent levels)
     |                              |
     |               +--+           |
    TH               |CS|----O-BG--PP
                     +--+

NOTE: The Padlock disappears when you beat the Fortress level.


World 7-1
---------
Jump onto the set of three pipes, go right and enter the doorway. In this next
room you'll see a small pipe on the ground and to the left in the air is
another small pipe with three '?' Blocks above it and a Red Koopa Troopa. From
the first platform jump onto this and kick the Red Koopa Troopa away. Bash each
block for a coin. Then, to the right you'll see another small pipe with two
upside-down pipes above it. Jump onto this small pipe and enter either of the
upside-down pipes. Next, you'll be in a secluded area of pipes. To the left are
some horizontal pipes that have Piranha Plants peeping out of them. There's an
upside-down pipe touching the pipe on the left; enter this when the Piranha
Plant in the horizontal pipe is not looking out.

When you emerge at the other end of the pipe there are three '?' Blocks above
you. They all hold coins. Drop onto the lower end of the pipe to your left and
kick away the Red Koopa Troopa. Above you are two pipes side by side. Enter the
one on the left. Next, you'll emerge at the side of a bending pipe with a Red
Koopa Troopa and two '?' Blocks on it. If you have a Raccoon Tail I suggest
swinging it against the blocks. The one on the left holds a Super Leaf, the one
on the right a coin. Above this are some bricks and a '?' Block, which also has
a coin. Only kick the Koopa's shell against these blocks if you plan on not
getting the coin in the bricks, so you can safely get the shell.

Now, to the left you'll see a Music Note Block. If you bounce on this and hold
the jump button so you go high, move right while in the air so you land on a
floating horizontal pipe. Above you are two bricks, which are actually blocks
that hold coins. Jump on top of these bricks and jump left onto the small pipe
with the wooden block on it. Then jump through the gap in the pipes above you
to get to the next level. Kill or just ignore the Koopa here.

On the right hand side of the screen are some more pipes, start climbing these.
Watch out for Piranha Plants occasionally peeking out of them, though. Then
make a jump onto the pipes to the left in the centre of the screen (look out
for Piranha Plant in one of them). To the right in the air are two Music Note
Blocks. Bounce on these to land on top of the pipe to the right (make sure the
Piranha Plant isn't peeking out of it). There's another Music Note Block to the
left and just above it here, too. Bounce on this so you can reach the two
wooden blocks sticking out of the pipe arrangement.

Jump over onto the next couple of wooden blocks above and to your right and
enter the pipe above them. Now this next part is a little tricky. To the left
you'll see two Green Koopa Troopas approaching. Stand underneath the gap on the
very right and when one Koopa approaches, stomp it and hold down the jump
button so you actually fly up through the gap and onto the next part. Above
these pillars of wood are some coins arranged like this: ^^ . Collect them and
look out for the Red Koopa Paratroopa that hovers through one of the gaps. Once
that's all done and dusted, enter the upside-down pipe on the very right end of
the room.

When you emerge back into the overworld there are two pipes to your right. Jump
over them and run right into the dark area, so you can get the card and finish
off the level.


World 7-2
---------
Start by running right and jumping over the Nipper. Jump over the first pipe
you come to that has white coins in it. Next you'll come to two '?' Blocks on
top of two white blocks. You can kick away the blocks and do a running slide
under the blocks and bash them while you slide through, swing them with a
Raccoon Tail, or kick the blocks against them to be rewarded a Super
Mushroom/Fire Flower and a coin.

Enter the next pipe you come to and swim to the very left into a room of coins
and hit the P-Switch. You can them swim back out into the previous area and get
the coins, then continue to swim right. Keep swimming past the pipe that spits
the force bubbles out and enter the very next pipe you come to. To the right
are four pipes in ascending height, and one of them has a Venus Fire Trap in
it. Dodge its fireballs and kill it off if you have a Fire Flower, then climb
over the pipes. Enter the second pipe that you see that goes through the
ground, but before doing so, jump around in this pit to expose some invisible
Music Note Blocks.

Once you've entered the pipe you emerge next to a '?' Block that has a Super
Leaf Power-up in it. Grab this and go back to the previous area, go back to the
four pipes going in height order and enter the pipe that goes into the ground.
Swim left and enter the next pipe you come to so you re-emerge to the left of
the four pipes going in height order. You can now cross the gap using the Music
Note Blocks without worry of falling through and having to do it again.

Enter the next pipe after the row of Music Note Blocks. In this next area, go
right and jump over the Nippers, then onto the platform you'll see after. Run
right past the two pipes in the ceiling and bash the '?' Block for a Fire
Flower if you need it. Now go back through the pipe you used to enter this
area. Now start crossing the pipes and watching out for the occasional Piranha
Plant, Venus Fire Trap and a Nipper. Near the end of all these pipes is a pipe
that you should see going into the ground (fourth pipe from the end). Go down
this one. You'll be spat out next to another pipe, enter this and you emerge at
the dark area so you can proceed to run to the right and grab the card.


World 7-3
---------
NOTE: This is a really infuriating level in which you have to put up with
      Lakitu and the annoyance of his green eggs that follow you everywhere. I
      suggest skipping this level if you have a Jugem's Cloud, but if you have
      to, want to, or need to complete this level anyway, here's the
      walkthrough.

There is a '?' Block next to you when you start. Bash it to retrieve a Starman
and run as fast as you possibly can to the right down the slope and killing all
the Koopa Troopas and then you'll come to four '?' Blocks. Quickly bash the
lower left one and if you are still invincible, another Starman will appear.
Grab this, then use the top couple of blocks to jump over the gap and repeat
the running process as you plough down some more Green Koopa Troopas and
Paratroopas, then bash the same block as before for another Starman, and run
down the slope, kill the Spiny, jump over the narrow gap and when the slope
goes into a ramp at the end, jump onto the pipe to kill the Venus Fire Trap
then jump the next gap.

Lakitu will appear here. In the '?' Block above the brick is a Fire Flower. If
you get this you can take out Lakitu with a fireball or stomp him from the
block that holds the Fire Flower. Run right, jump across a pit and bash the
brick you come to for a P-Switch. Hit the P-Switch and some white coins will
appear, so grab them quickly and be sure to evade Lakitu and the green eggs. If
you have the Fire Flower, use fireballs to take out the green eggs.

Keep running to the right and you'll see a pipe lying on the ground with two
bricks on each side, but don't dawdle trying to bash them; they only have
coins. Keep moving right and now start to cross the ascending hill and be
careful not to fall down the gaps. After that, there are two Green Koopa
Paratroopas to get by and then the end of the level, where you can get the card
and safely away from Lakitu!


World 7-4
---------
Ah...the ol' Spiny Cheep-Cheep level. Start by entering one of the two crossed
pipes to your right (they both lead to the same place, so it doesn't matter
which one you enter).

Swim right and get the five coins, then under the formation of coral hoops on
the wooden blocks, but beware of Spiny Cheep-Cheeps and a Lava Lotus. If you
are Fiery Mario, you can toast the Spiny Cheep-Cheeps, although it bugs me on
however Mario manages to use fireballs in water. But anyway, the next '?' Block
you come to holds a Fire Flower Power-up if you did not have one already, and
you can use this to kill off the Spiny Cheep-Cheeps. As you go right you'll
encounter Big Bertha, so use Fire Powers against her if you can. And just be
sure to move along with the screen as it goes.

After Big Bertha the screen starts to move upwards, then eventually to the
right again. Now here's a tricky part; you have to swim through an immense
school of Jelectros, while dealing with Big Bertha, and a couple of Blooper
Nannies after that. The screen starts to move back down and when you see the
ground you can move safe now.

Deal with some more Spiny Cheep-Cheeps, and after a column of coral hoops is a
'?' Block that holds a Fire Flower. Now start swimming right again, under the
coral hoops but avoid the Lava Lotus. Then you'll encounter another Big Bertha,
so use fire or avoid her otherwise. Swim through the coral, collect the coins
above the Lava Lotus and enter the pipe. You can now run right and get the card
to end this level.


World 7-5
---------
Enter one of the pipes at the start, they all lead to the same place. In the
next room, kill or avoid the Green Koopa Paratroopa. Run right and deal with
another Green Koopa Paratroopa, and enter the pipe hanging from the ceiling.

In this next room are some brick platforms with Koopas on them. Just ignore
them, and enter the pipe on the right. Bomb-ombs will approach you in the next
area, so kick them away and stay free from the explosions that they create.
Doing a running slide under the bricks. Run right, kick away the white blocks,
and carry on advancing right. Deal with the Green Koopa Troopas. Above are five
'?' Blocks. Bash these for some coins and enter the pipe at the very end of
this room.

Next, hit the '?' Block to the left for a Super Mushroom or Super Leaf Power-
up. When you try to jump through the gap, you uncover an invisible coin block.
Guess you can't get out this way. Go back down the pipe. Now hop onto the steel
platform under the five blocks you bashed earlier, move left and enter the very
first pipe you come to. Try to jump through the gap to uncover another
invisible block with a 1-Up Mushroom inside it. When you see the mushroom
emerge, very quickly go back down the pipe and enter the next pipe to the left
and get the mushroom.

Now jump through the gap and move left until you get to the wall and go down
the pipe. You emerge at where you started, but next to a '?' Block that
contains a Fire Flower Power-up. Now jump back down to the area where you
started and start running to the right again. And remember to keep an eye out
for Bob-ombs! Now, go back up the pipe you used to grab the mushroom while it
was moving towards you. This time, start moving to the right. Drop down the gap
and enter the pipe at the end.

Grab the three coins and kill or avoid the Green Koopa Paratroopas here. There
is a pipe in the ceiling here, half-surrounded by a 'L'-shaped formation of
bricks and two '?' Blocks that both hold coins. Use these as stepping-stones to
get inside the pipe.

Next part. Drop off the right end of the pipe and jump up to reveal hidden
blocks, so you can't get back to the pipe from here. Run right and look out for
the Bob-omb. To the right of the pipe are some white blocks with a Koopa Troopa
trapped inside. Ignore this though, hop onto the platform and above are two
more platforms. Try to jump through the gaps to reveal hidden blocks. Move left
and use the next platform to climb up and run right across the higher platform.
Drop off at the end and before you enter the pipe, jump up against the right
wall to reveal a hidden 1-Up Mushroom! Get this, then go down the pipe.

You drop onto a formation of steel shaped like an 'L'. Drop off it and jump up
around the gap between here and the steel pillar to your right to reveal a row
of hidden blocks. Then go to the left and enter the pipe just left of the one
you used to enter this room. You re-emerge in the area you were in just before,
at the white blocks. Get through them and go around to the pipe you entered
before. You can now run over the uncovered blocks and enter the pipe at the end
of the room. Then it's all a matter of getting the card to finish the level
off.


World 7 Piranha Plant Level (1)
-------------------------------
Immediately when you start there is a pipe that you have to jump over, although
it can't be done with a standing jump. You have to make a running jump and time
it right so the Venus Fire Trap doesn't hit you. Then, do the same again for
the next pipe. Across the gap you'll see some small pipes with Munchers that
look out then go back in every alternating two seconds. So you need to make an
accurately timed jump across so they're not looking out the pipes when you
land. Now go across these sets of pipes and be careful when the Munchers
switch, and look out for Piranha Plants when they stick out.

After that, make a jump over the gap and keep an eye out for the Venus Fire
Trap above the gap in the pipe at the top of the screen. Jump over the next two
pipes and enter the third. In the next room, touch the treasure chest to reveal
a P-Wing, and automatically finish the level off.


World 7 Fortress (1)
--------------------
You need to be Super Mario or better to get to the end of this level. So if you
start this level as Regular Mario, go to the end of the room made of bricks
that you start in, and enter the doorway. Head to the right end of this next
room and enter the doorway and in the next room you'll see a platform sticking
out of the wall with a '?' Block above it. Reach it by jumping over the lava
pit and onto the steel platform to the right. The three '?' Blocks here hold
coins. After bashing them, stand on top of them and make a running jump over to
the left so you can bash the block for a Super Mushroom to get Super-sized or a
Fire Flower. Then go back to the room composed of bricks.

In the middle of this room is a brick formation hanging from the ceiling. There
is a hidden P-Switch in one of them that turns all the bricks into coins. See
diagram for details.

                              |  |  |
                              :--:--:
                     P-Switch |  |  |
                          |   :--:--:
   Hidden ##              V   |  |  |
 Doorway  ##   .--.--.--.--.--:--:--:--.
     ---> ##   |  |  |  |  |  |  |  |  |
         .--.--:--:--:--:--:--:--:--:--:
         |><|><|  |  |  |  |  |  |  |  |
         '--'--:--:--:--:--:--:--:--:--:
          ^  ^ |  |  |  |  |  |  |  |  |
          |  | '--'--'--'--'--'--'--'--'
      Steel Blocks

So, once you hit the P-Switch, fall to the bottom of the room and collect as
many of the coins as you can. When they return to bricks, enter the doorway. Go
back through the door you just came in. This time, hit the P-Switch again and
enter the hidden doorway that appears on the steel blocks (shown in diagram).

In this next room you appear in, run right and you come to two pipes. Enter the
vertically standing one and you fall into a room with a giant '?' Block in it.
Bash this block for a Tanooki Suit. Keep hold of this, you'll need it. Exit via
the pipe in the ceiling on the right-hand end of this room. You emerge just
where you were before. Now enter the pipe in the wall.

When you re-emerge out of the pipe, drop onto the three '?' Blocks, then glide
down to the left and enter the doorway at the bottom left end of the screen. In
this next room, start running around and filling your P-Meter and start flying
up. Look around for a silver pipe in the ceiling (its located just to the left
of the Stretch bar to the left of the entrance door). Then run right for a
Boom-Boom encounter.

Nothing to be of an obstacle in this room surprisingly, although Boom-Boom
grows wings after the first stomp, although he loses them again after a second
stomp. Just the usual three stomp routine to take him out and get the Crystal.


World 7-6
---------
Run right, jump over the pipe and enter the doorway. In this next room, move
left so you travel across to the other side of the screen. Start travelling up
the stairs and get coins while you're at it. Look out for Green Koopa Troopas
moving down the stairs, too. When you get to the top of the stairs, you'll see
a pipe resting on top of two '?' Blocks, that both hold coins. Travel through
the left side of the screen so you emerge on the right again.

To the left you will see a Music Note Block between two of the falling rings.
Use this as a platform so you can jump onto the '!' platform to your right. It
travels up, so jump on it to make it move to the left. When there is some open
space jump on it again to make it move up. Then jump on it once more so it
moves right, and you can jump onto the floating pipe. Above it is a '?' Block
that holds a coin. Step on this so you can reach the platform that moves
upwards. As it moves, stay on the left hand side so you go past the '?' Block
with spikes on top. Then move onto the right hand side of the platform to go
past another '?' Block with spikes on top.

Then you'll see a platform that moves left. Above it are two '?' Blocks that
hold coins. Jump onto this platform and when it moves, jump onto the pipe just
to its left, when the Piranha Plant isn't sticking out. Then, after the
platform goes through the pipe, drop back onto it. It'll carry you through the
screen, then enter the pipe on the right hand side when you come to it.

There is a platform moving to the left above you when you emerge in the next
area. Jump on this and as it carries you to the left, bash the '?' Blocks just
in the air above you. You get some coins and a Super Leaf as the reward. Then
jump onto the '!' platform just below, this is more significant for travel
through the level. Use it to get above the blocks you bashed and then through
the gap in the spiked ceiling, then jump onto the platform moving left. Bash
the two '?' Blocks underneath the right-moving platform for a couple of coins,
then jump onto the platform moving up before jumping onto this one. Duck and
bash the three blocks for coins if you want them.

When you are taken across to the other side of the screen, jump on top of the
blocks. Bash the two '?' Blocks above you for a couple of coins, then jump on
top of these blocks and make a jump onto the '!' platform to the right. Use it
to travel through the gaps, and enter the upside-down pipe above the pipe with
spikes on it. You can then run right in the next part, into the dark area, and
get the card to finish off the level!


World 7-7
---------
NOTE: This level is rather unorthodox. You must use continual Starman power to
      stay alive as you advance to the right.

Start the level off by entering the pipe to your right. Jump over the next two
pipes when the Piranha Plants aren't sticking out. In the '?' Block is a
Starman, grab this and run to the right as quickly as possible, over the
plants. In the next '?' Block is a Starman; if you are Super Mario grab it by
ducking while you are running to slide under and then jump to hit the block.
Keep running right before having to jump through two sets of pipes and then
bash a block next to a stack of wooden blocks for another Starman. Continue to
run right, duck-slide under a very low hanging pipe. After jumping over a large
pipe at the end, enter the pipe on the wooden blocks and run right into the
dark area so you can get the card.


World 7-8
---------
Run right and jump over the pipe (beware of the Piranha Plant inside it). In
the air are two pipes with Venus Fire Traps in them, on top of four '?' Blocks,
which you can bash for coins. Do a running jump to get over the next pipe, and
then make jumps over the gaps and use the pipes to cross. Be very careful not
to hit the Piranha Plants or get flamed by the Venus Fire Traps. Once you get
to safe ground again, you'll see three '?' Blocks above the blue and pink
platforms. The very left block has a Starman in it (get this!), and the other
two hold coins. Go right, up three ascending pipes in height, and get past the
Nipper on the brick platform.

Drop down and walk right. Get past the upside-down pipe when the Piranha Plant
isn't sticking its head out, and watch out for the Ptooie (get past it by going
through the gap made when it blows the spiked ball up high, or lure it out of
the way). After that you'll come to a set of three pipes with a Ptooie
patrolling them. Next to the set of pipes are two bricks; the one on the right
is a multi-coin block. The next part is a bit tricky; you have to get past the
Ptooie and Venus Fire Trap at once. Having Fire Flower power would help.

Now make a running jump to get onto the next pipe, but watch out for the
Piranha Plant and Venus Fire Trap. Try to make sure neither are sticking out of
their respective pipes. Cross the broken segments of bridge and don't fall or
you'll suffer a fate of teeth marks. On the last segment of bridge you need to
make a long jump onto the pipe to the right; it helps if you have a Raccoon
Tail. Then make another jump to the right over a gap onto another pipe.

Next you need to get past two Ptooies; one in a pipe, and one walking. And then
jump over the pipe (watch out for the Venus Fire Trap inside it). Then are some
rows of bricks and '?' Blocks and a couple of Nippers. Avoid! One shoots a
stream of fire! After getting past them you can run right and get the card to
finish off this really frickin' annoying level.


World 7-9
---------
Ah...another maze level. I love mazes. Start off by heading to the right and
you'll come to three Music Note Blocks. Bounce on these to get through the
crack in the pipe (hitting the middle Music Note Block reveals a Fire Flower).
Anyway, jump through another crack in a pipe and kill the Red Para-Goomba, and
jump through a third crack in a pipe. Then turn left and kick away the white
blocks so you can get through. Go left and kick some more white blocks away
again. Jump through the crack in the pipe and start moving right. Kill any
Goombas you encounter.

At the end once you drop off you'll see two wooden platforms and a wooden block
in the air. Use these to cross and stay on the top of the next part of the
steel structure. Next time you drop off you'll see some Music Note Blocks, but
this time, don't go to the top of the next part of the structure. Rather, kick
away some white blocks on the left of the Music Note Blocks. Jump through the
crack in the pipe, go left and kick away some more white blocks.

Drop down past the wooden blocks and move to the right. Kill or avoid the Green
Koopa Paratroopa and at the next part you'll see three '?' Blocks. The left and
right ones have coins in them, while if you are Regular Mario, you can bash the
middle one for a Super Mushroom that will slide off for you to collect. Go
right, jump up through the crack in the pipe and kick away some white blocks.
If you're Super Mario, you can bash some bricks to get money, then head right
and kick away more white blocks to get out into an open area of the structure,
where you'll see some wooden block platforms in the air.

Use these to climb up and onto the ledge to the right. Kick away the white
blocks and enter the next area. Get the coins and kick away the white blocks
below the ones you just kicked away. You can bash the '?' Block here for a Fire
Flower Power-up, then drop through the crack in the pipe. Collect the line of
coins then move right and kick away the white blocks. Jump up through the crack
in the pipe and drop down. Before you enter the pipe, go to the right to get
some coins. Now enter it.

You'll emerge out of another pipe next to the dark area, so just travel on to
the right and get the card to finish off the level!


World 7 Fortress (2)
--------------------
This level already starts off with a risk of losing a life. You need to make a
long jump onto the pipe when the Piranha Plant isn't sticking out. If you have
the Raccoon Tail it'll be a lot easier. You then have to make another jump onto
a lower pipe to your right while making sure the Piranha Plant in that pipe
isn't peeping out and keeping an eye on the nearby Boo Buddy. Then make a jump
onto the pillar with the Roto-Disc circling around it, but keep your eye on the
Boo Buddy. Then jump over onto the next pipe, and cross the lava pit using the
bricks and jumping onto the next pipe, and from there, making a jump onto a
taller pipe to the right when the Piranha Plant is inside.

From there, make another jump to your right onto a lower pipe and look out for
the Piranha Plant inside it. You then need to cross to the next pipe while
simultaneously avoiding the Thwomp above it. Do this by jumping as close to the
pipe as you can so you trigger the Thwomp off, then jump onto it as it slowly
moves back up, then make another jump onto the pipe to the right. Stand on top
of the next pipe after this and make a long jump over the lava pit and Boo
Buddy onto a set of pipes (look out for Piranha Plants in them).

Walk across them and them jump onto the next pipe and them get through the set
of two pipes opposite each other when the plants aren't sticking out. Continue
jumping across the pipes, and when you get to once with a '?' Block above it,
bash it for a Power-up. Jump across to the next pipe and repeat the pipe-
crossing/Thwomp avoiding routine like you did earlier. From the high pipe after
the Thwomp, face left just so the Boo Buddy comes a little closer so you can
safely make the next jump onto the next pipe. Then make another jump onto the
steel pillar coming out the lava, then jump down and swerve left so you land on
the pipe (easier if you have a tail), and then enter it.

Next, move to the right and you'll see a steel wall hanging from the ceiling
with a small gap in the bottom, and a Roto-Disc going around. Wait for the Dry
Bones to come through the gap, though. Make accurate timing, then run and slide
under the gap but be careful for the Roto-Disc. Do this again but avoiding a
Thwomp whilst doing so. Climb the staircase and drop off at the end. Move right
a little and you'll encounter Boom-Boom.

There are three steel blocks in the room but these aren't much to worry about.
Remember to be quick in your attacks on Boom-Boom. After one stomp he'll start
slowly moving about but then make insane jumps, so make your stomps quickly.
Three stomps as usual will destroy him so you can get the crystal.


World 7 Piranha Plant Level (2)
-------------------------------
Use the horizontally lying pipe to reach the next pipe when the Piranha Plant
isn't sticking out of it. You then need to cross the small pipes with Munchers
coming out every few seconds, with a Venus Fire Trap at the end. After that, go
past some pipes in the ceiling, then jump over the next pipe and you can use
the Music Note Blocks and Red Koopa Paratroopa to get over the pit of Munchers.
There is a set of three pipes at the end; go down the middle one. In this next
room, touch the chest for a Super Mushroom and finish the level off.


World 7 Castle
--------------
This time the king has been transformed into a Piranha Plant! So you start the
airship as usual by climbing it. After you cross the deck you see another bolt
on a long screw. Use this to progress across but watch out for the
flamethrowers, but I usually jump across the platforms with the flamethrowers
on, then you get to the next part of the ship. If you drop down and bash the
'?' Block you get a Fire Flower Power-up. Next, use the bolt to get across the
next part, avoiding the flamethrower. After the next part, jump onto the
platform with the flamethrower in the middle then make the long jump back onto
the ship.

Rocky Wrenches start attacking on the next part of the deck. If you hit the
bolt on the screw underneath the platform it'll move out to the left so you can
jump onto it and reach the '?' Block for a Fire Flower. Grab it if necessary,
and carry on moving right. There's another little screw with moving bolt but
really, you could just jump this part. Then make another long jump onto the
next part of the ship and stomp Rocky Wrench. Carry on jumping across the
various parts of the ship.

You'll then eventually come to a part with three screws. Use each different
screw to advance across them then jump over the wooden pillar. You can then
enter the pipe for your final Koopaling fight. For help with beating Ludwig Von
Koopa, please read the Bosses section of this FAQ.

You receive another letter...but 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...     |
                           |                      |
                           |        Koopa Troopa  |
                           +----------------------+

No prize jewel today, unfortunately.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                         3.08  -  World 8 - Dark Land
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Map - Part 1/4
--------------
                     +--+       Key
                     |WP|       ---
                     +--+       ST = Start
                      PL        WP = Warp Pipe
   +--+        +--+    |        TL = Tank Level
   |ST|        |WP|    O        LS = Lava Ship
   +--+        +--+    |        PL = Padlock
     |           |     |
     O----TL-----O----LS

NOTE: The padlock disappears when you beat the Lava Ship Level.


Map - Part 2/4
--------------
                          +--+           Key
                          |WP|           ---
                          +--+           WP = Warp Pipe
                            |            DG = Dungeon Level
   +--+             +--+    |            AL = Airship Level
   |WP|---AL        |WP|PL--O            PL = Padlock
   +--+    |        +--+
           |
           |  +--+--+--+--+--+  +--+
           O--|DG|  |DG|  |DG|--|WP|
              +--+--+--+--+--+  +--+

NOTE: While moving across the dungeon squares, a hand can grab you at random
      and pull you into a level. You can also enter these dungeons optionally,
      although it is not necessary.
NOTE: The padlock disappears when you beat the Airship Level.


Map - Part 3/4
--------------
 +--+          +--+                      Key
 |WP|-----O    |WP|-----O-----O-----O    ---
 +--+     |    +--+           |     |    WP = Warp Pipe
          |                   |    PL    FT = Fortress
        +--+          +--+    |   +--+   PL = Padlock
   O----| 1|          |FT|----O   |WP|   (Numbers represent levels)
   |    +--+          +--+        +--+
   |                    |
 +--+   +--+            |         +--+
 | 2|---|WP|-----O------O-----O---|WP|
 +--+   +--+                      +--+

NOTE: The padlock disappears when you beat the Fortress Level.


Map - Part 4/4
--------------
                                 +----+    Key
   +--+                          |+--+|    ---
   |WP|---TL-PL--O-----O-----O---||CS||    WP = Warp Pipe
   +--+                          |+--+|    TL = Tank Level
                                 +----+    PL = Padlock
                                           CS = Castle

NOTE: The padlock disappears when you beat the Tank Level.


World 8 Tank Level (1)
----------------------
Jump onto the first tank and jump over to the second, and look out for the two
cannons on it that fire horizontally and diagonally. The next cannon on this
tank fires Bob-ombs, so jump over them or kick them away with caution and be
careful not to get caught in their explosion blasts. Go past another cannon and
Bob-omb cannon and some more cannons that fire diagonally. There is a
flamethrower on the front of the third cannon as well as a Rocky Wrench inside,
with a cannon on the end that'll fire Bob-ombs to the right.

Jump onto the next tank and stomp or avoid Rocky Wrench, who is inside the top.
There is a short gap before the next tank, with a cannon firing horizontally on
the front and another Rocky Wrench on top. There are two cannons on the front
of the next tank, and one is on the ground, so time your jumping carefully. On
the rear end of the tank is a cannon that fire Bob-ombs onto the ground. Be
careful of these when you drop off the tank.

There is a Power-up available on the next cannon after Rocky Wrench; it's in
the '?' Block (a Super Mushroom or Super Leaf). Grab it or not, and make a jump
onto the next tank. There's a Rocky Wrench here and two cannons on the end that
shoot cannonballs diagonally and Bob-ombs. If you have a Raccoon Tail, it is
easy to get across to the next tank if you glide onto the top of the cannonball
and float over.

The end of this cannon and the front of the next cannon both shoot Bob-ombs to
the ground, beware of these, as well as a Rocky Wrench on the next cannon, and
two cannons on the end. The bottom cannon shoots Bob-ombs to the ground. You'll
have to go on the ground as it's a big gap to the next tank. Just stay away
from the Bob-ombs (kick them away if they get too close). There is a cannon on
the bottom of the next tank that fires in a trajectory on the ground, so be
sure to jump in time!

Be careful in this next part, there is a giant cannon on the next tank that
shoots giant cannonballs! So duck when you see it coming! On top of this tank
is another Rocky Wrench and cannons that fire in opposite directions. Go past
these and make a jump onto the final tank and enter the silver pipe on the top.
Then, the level finishes off easy. Just defeat the Boomerang Brother in this
room with one simple stomp or fireball, then pick up the chest it relinquishes
for a Starman and to complete the level.


World 8 Lava Ship
-----------------
You start the level jumping on top of a cannon. A few steps to your right
you'll see Rocky Wrench peeking, so stomp him to take him out. Jump on top of
the next part of the ship, and look below to see a '?' Block being guarded by
two cannons. This block contains a Super Leaf Power-up, so only get it if you
really need it (it's risky though). Next, jump onto the cannon and stomp Rocky
Wrench. Stand on top of the cannon here and make a jump to the next part of the
ship.

Take out Rocky Wrench, and to your right you'll see a giant cannon. To the
right is a big gap to cross to the next part of the ship. Make sure you are not
in the cannonball's path when you do that. You can actually leap into the lava
and jump back out again onto the ship.

Jump onto the cannon next to avoid being blasted, then jump onto the next
cannon. Stomp Rocky Wrench and jump onto the two wooden pillars to the right
then move across to the right, while avoiding wrenches being thrown by Rocky
Wrench. Then, is another giant cannon. Make sure it has fired before stepping
down and making the jump onto the next part of the ship, which also has another
giant cannon on it, so jump on top of it when you see it appear on the screen!

To the right you'll see a Bob-omb cannon, and to the right of that are three
cannons lined like steps. These fire cannonballs in order from lowest to
highest. Jump over when it's safe. Then, make a jump over the little gap and
after one last giant cannon, enter the silver pipe to meet Boom-Boom. You know
what to do. Three stomps to get the victory.


World 8 Dungeon (1)
-------------------
You start on one end of a bridge with a Fire Brother on the other end. Stomp
him or flame him or jump over him and drop down onto the next bridge. Go right
and you'll see the Hammer Brothers on two brick ledges. Take them out by
bopping them from below to avoid being hit by their annoying hammers. On the
bottom row of bricks, hit the third from the right to reveal a Power-up and hit
the two on its right for coins. Bash through the higher row or jump up onto it
to advance right onto the next bridge. Take out the Boomerang Brother if you
can, and go right to meet a Sledge Brother. Take him out if you can, then enter
the pipe to the right. Touch the chest to the right in this next room to get a
Super Leaf and automatically end the level.


World 8 Dungeon (2)
-------------------
Climb the steps, hop onto the broken bridge and start jumping across the big
lava pit, using the broken bridge segments as stepping-stones, and watch out
for the Podoboos jumping up from below. Grab coins in the air while you jump,
then finally jump onto the steel ground and enter the upside-down pipe. Touch
the chest for another Super Leaf and to end the level.


World 8 Dungeon (3)
-------------------
Head right and step onto the bridge. Cheep-Cheeps will start flying up at you,
just like in SMB1. In the two '?' Blocks on the first segment of bridge are
coins, before you have to start making more jumps across the lava using the
bridge segments as stepping-stones while avoiding the Cheep-Cheeps. After the
bridge with two wooden blocks floating just above it is a bridge segment with a
'?' Block above it. Bash this for either a Super Mushroom or a Super Leaf. Then
run right and go through the wooden obstacles. Jump across a few more bridge
segments then you'll see a row of coins shaped like '^^'. Get these then enter
the pipe at the end of the room to get the chest and a third Super Leaf.


World 8 Airship Level
---------------------
No wonder Bowser is hated so much...he has to have the toughest levels in his
land. This one is one of the toughest by far. The screen scrolls at a very fast
pace, so a Super Leaf, or even better, a P-Wing is very strongly recommended.
It'll make this level literally like, five times as easy.

The first segment of the ship you start on has a Rocky Wrench and flamethrower
on. You won't have time to make any stomps, so just make quick jumps over to
the second, then third part of the ship, which has a little stump on it. Make a
long jump onto the next part of the ship (look out for Rocky Wrench), jump onto
the wooden pillar and make another jump to the right onto the next part of the
ship.

From this next part, make a jump to the right to a higher area of ship and
carry on jumping to the right while looking out for Rocky Wrenches and
flamethrowers. After some more little segments of ship you come to one with a
big crate on it. Use this to jump onto the next part, which is rather high,
then jump to the next ship segment near the bottom of the screen and make a
long jump to your right onto the next ship segment. Make another high jump,
then down low again and keep jumping right and just avoid these wrenches being
thrown. Then on the last part of the ship, enter the silver pipe to meet
Boom-Boom.

Yet again, three stomps is all it takes to beat the guy. Just bear in mind that
he'll grow wings after one stomp, so be quick to stomp him again to make him
lose them, then when you have finished him off, grab the crystal to take the
padlock off the map.


World 8-1
---------
Go right and jump over the gap. The first '?' Block you come to has a coin in
it. Step on top of this to jump onto the pipe here when the Venus Fire Trap
isn't sticking out. Then make a jump to the right onto the next pipe when the
Piranha Plant isn't sticking out of it. Repeat again onto the next pipe (avoid
Venus Fire Trap in this), again to the right onto a pipe floating on top of
some wooden blocks, then jump down to the ground.

Head right and you'll see two rows of bricks, a Green Koopa Paratroopa, and
some Bullet Bill cannons. Use the brick rows to jump over onto the top of the
cannons. Then to the right is another stack of Bullet Bill cannons to jump onto
(I wouldn't go for the '?' Block, it's too risky), then jump onto the ground
underneath the steel.

Head right and jump onto the cannon. Above you are lots of '?' Blocks and a
brick. The brick actually holds a 1-Up Mushroom, and the '?' Blocks hold coins.
Keep an eye out for the nearby Boo Buddy. Go right and pass the cannon being
held up by the metal (run under if you are Regular Mario, run and slide under
it if you are Super Mario). Bash the brick you see here for a Super Leaf
Power-up, then jump over the pit and you'll come to a couple of green
platforms.

Kick away the Red Koopa Troopa on one of these platforms. Above the higher
platform are two '?' Blocks, these contain coins. Jump right, over the next gap
and bash the '?' Block next to the pipe for a coin. Then, jump over the pipe
here (avoid the Venus Fire Trap inside it). Now go right, past the Green Koopa
Troopa and you'll come to a Bullet Bill cannon. Stand on top of this. To your
right is a big gap that can only be completed if you get over the high stack of
Bullet Bill cannons. Bounce on the Red Koopa Paratroopa's head and hold the
jump button down so you bounce high and you should be able to make it.

When you land, drop down and collect the coins and jump over the next stack of
cannons to your right (be careful for the Bullet Bills that they fire). There's
an invisible block that should help make the jump. Next part is really tricky.
You'll see, on the end of the ledge, a Music Note Block, to the right: a large
gap and a giant pipe that can't be made by an ordinary jump. So, get a good run
up, make a jump onto the Music Note Block and bounce while holding right so you
can get onto the top of the pipe!

Now, make another jump over the pit onto another pipe whilst making sure the
Piranha Plant inside it is not sticking out, drop off and run right into the
dark area to collect the card and finish this god forsaken level!


World 8-2
---------
Run right, go up the slope and jump over the quicksand. Go right, down the sand
steps and look out for the Red Para-Goomba. Go right, up the next slope and
jump over the three quicksand pits with Venus Fire Traps in them. Go down the
slope but watch out for the Venus Fire Traps halfway down. In the brick next to
one of the Venus Fire Traps is a P-Switch. Quickly hit this and start running
right as quickly as possible.

The Angry Sun then appears! Cross the vast pit using the bricks that have
appeared from the coins when you hit the P-Switch. Remember that they'll soon
become coins again though! Use the Music Note Blocks if that happens. Once
you've cleared the gap, start going uphill and watch out for the Venus Fire
Traps.

At the top of the hill are three coins to grab, then go down the slope. Cross
the next pit by bouncing on the Koopa Paratroopa's head and the Music Note
Block. Then run right and while avoiding the Angry Sun, head into the dark area
and get the card.


World 8 Fortress
----------------
By far the most mazey and difficult of all fortresses. Ah well, here we go
anyways. Move to the right, jump onto the high ledge and drop down to the right
and go past a Roto-Disc. After the next pillar, you can bash the brick for a
coin and you'll come to two alternating Roto-Discs. Get past these and jump on
top of the steel enclosing the door in the ground. Bash the brick above you for
a Power-up. Go right, past two more Roto-Discs. Jump over the steel pillar and
stomp the Dry Bones located here. Now that you are Super Mario, bash the bricks
around the orb that the Roto-Disc is orbiting and enter the door encased in the
bricks.

Think fast! You appear on a conveyor belt touching a boiling pool of lava. Make
a jump to the right onto the steel in the lava. Jump onto the next steel island
(don't enter the door though). Jump across the conveyor belts to your right
until you get to the steel and see a Thwomp. To the right of him should be a
'?' Block. Bash this for a Super Mushroom/Super Leaf Power-up. Continue moving
right, jumping across the conveyor belts until you get to a steel platform
above the right end of the lava pit with a door; enter this.

In this next room, walk right and you'll spot a P-Switch. Hit this, and now
start running to the right as quickly as possible. After all the obstacles that
you should just get past at top speed while jumping the Dry Bones, you'll spot
a white doorway at the end of the room; quickly enter this.

Go right, past the Boo Buddy and go to the end of the conveyor belt. Below
you'll see a Thwomp moving horizontally. When he moves back into position, jump
down, head left and jump over the steel stump and run left. See the two bricks
holding the conveyor belt? Hit the one on the right, and a P-Switch will be
revealed. Get back up and hit this P-Switch and a white doorway will appear on
the conveyor belt. You can quickly go into the room it reveals to achieve a
Fire Flower Power-up, then head to the end of the conveyor belt and jump right
onto the steel block sticking out the wall and enter the doorway that appears
here.

In this next room you'll fall onto a conveyor belt. Duck and it'll carry you
right, under a set of spikes and then, another encounter with Boom-Boom! It's
just fighting on the conveyor belt that you've got to be really worried about,
although this guy ain't not so much of a tough cookie. Use the simple three
stomps/five fireballs routine to knock him out and get the crystal to finish
off the level.


World 8 Tank Level (2)
----------------------
You're now at the castle walls, so get yourself prepared. The first tank
immediately approaches you, with a cannon on front. Jump on top of it. Above
and to the right is another segment of tank with a cannon on its roof that
fires cannonballs down at you, so avoid them. On the tank you are standing on
are three cannons firing cannonballs upwards. Get past these, and then you'll
see another cannon in the ceiling above you, a Bob-omb launcher, and two
horizontally firing cannons to the right. Interpret and avoid the cannonballs
and Bob-ombs before moving onto the next tank.

There are Rocky Wrenches all over this next tank; they're all easy to get away
from as long as you keep an eye out for the nearby cannon up at the higher end
of this tank. Then, jump onto the ground and above you'll see three cannons.
Two of them shoot in your path, watch out for these. Onto the next tank - after
the first three cannons on it you'll come to a Bob-omb launcher, another cannon
and two cannons firing horizontally. Climb onto the end with the two
horizontally laid cannons and stomp the Rocky Wrench. Apres ca, make a jump
onto the next tank and go down the silver pipe.

Not him again! Don't worry, this'll be your last Boom-Boom fight and they made
it easy for you! Yay! Just use the simple three stomps to take him out, but
just remember that he'll grow wings after one stomp, so be sure to do this
quickly, and after you beat him and get the crystal, the path is laid out for
you to enter into Bowser's castle...


World 8 Castle
--------------
Start the level by making a big run to the right at full speed, filling up the
P-Meter and going past the Gray Bowser Statues that fire lasers directly down
at you. If you have a Raccoon Tail, it would be a better choice to fly over
them as you still may get caught if you run under them. Now, climb the
staircase and you'll see a gap in the ceiling. Stand directly under this and a
lift will out of nowhere appear and take you up. Once it's at the top, jump
into the tunnel to your right.

Move right and you'll see a falling ring blocking a drop down. Stand on it and
as it drops hold Right on the D-Pad so you go into an alcove. Move right and go
past the Hot Foot. Start climbing the steep staircase and avoid the Roto-Discs
on it. At the top of the staircase, drop down the gap to the right and go down
the staircase while avoiding the Roto-Discs from the other side.

Run right through the tunnel and you'll come to a big lava pit with some
falling rings above it. At the right end of this lava hallway are four alcoves.
Take either the top one or the third one down. The second one down has a
Power-up and a falling ring that'll take you down to the third alcove so you
can continue moving on. If you take the top alcove, follow the Route 1
walkthrough. If you take the third alcove, take Route 2.

  Route 1
  -------
  Run right and look out for the Gray Bowser Statue. Jump on top of it and jump
  across the Gray Bowser statue. Some won't fire lasers though, so that's not
  too bad. After advancing past the statues, you'll see fireballs moving from
  one side of the screen to the other, and if you remember which game this was
  from, you can tell that Bowser's not far away! Cross the lava pit using the
  falling rings as stepping-stones, but be quick while you do so! After the pit
  you'll see that Bowser's not there, but a doorway is...go through this
  doorway. Scroll down to the end of Route 2 to carry on with the walkthrough.


  Route 2
  -------
  Go right and avoid the laser that the Gray Bowser statue will fire at you.
  Hop on top of it, jump over the second Gray Bowser statue and bash the '?'
  Block for a Power-up. Advance past some more Gray Bowser statues before
  eventually arriving at a lava pool. Flames will come across the side of the
  screen towards you. Interpret these as you cross the lava pool using the
  floating bricks. After getting across the pool you'll come to a doorway;
  enter this.


Routes join up here
-------------------
Time for the final boss battle! Read the Bosses section of this FAQ for help on
winning. Once you beat Bowser, you've done it!

Congratulations on beating Super Mario Brothers 3! I'm not going to spoil this
ending for you, so sit back and enjoy! Well done on completing the game!


===============================================================================
                                  4. Enemies
===============================================================================

For easy navigation through this list, all enemies are arranged in alphabetical
order. Thanks to TMK for most enemy descriptions and names for most of those I
was unsure of.


Angry Sun
---------
The sun in the sky that swoops at you. He can only be taken out with a shell or
by grabbing the card at the end of the level.


Baby Cheep
----------
Small fish that are spat out and sucked in again by Big Bertha.


Big Bertha
----------
Similar to Boss Bass, but they can spit out Baby Cheeps, which can also harm
Mario.


Blooper
-------
From SMB1 with a totally new design. They're shorter and swim around faster,
but still as cheesily difficult to get by.


Blooper Nanny
-------------
Same as Blooper, but carries babies with it. Don't touch the babies either.


Bob-omb
-------
Back again from SMB2, these walking bombs will move around for a short while
before lighting their own fuses. They'll rapidly grow and shrink before
exploding. You can stomp them and kick them to take out other enemies in a
similar fashion to what you did in SMB2.


Boo Buddy
---------
These ghostly enemies that can't be harmed will freeze when your character is
facing them but chase you when your back is turned. Keep a close eye out at all
times...


Boomerang Bros.
---------------
A new enemy in the Mario games that made its debut here, this guy throws
boomerangs at you, but they are not difficult to avoid. Taken out usually by
the same method as taking out Hammer Bros.


Boss Bass
---------
Those really big fish that appear in water levels and stalk you about, they're
looking for a bite! No matter whether you are Regular, Super, Fiery, Raccoon,
or any other type of Mario, you will be killed instantly in one swallow from
this fish. So stay away! A fireball takes it out though.


Bullet Bill
-----------
They appear in SMB1, either as enemies flying from the side of the screen in a
particular level, or shot from cannons. Here, they are shot from cannons.


Buster Beetle
-------------
These blue beetles have the ability to pick up white blocks and throw them at
Mario.


Buzzy Beetle
------------
Another SMB enemy, who usually appear in dark or cave areas. They behave like
regular Red Koopa Troopas, but cannot be hurt by fireballs.


Chain Chomp
-----------
Those gnashy dudes that are held back by chains so they don't have a broad
reach. But don't get too close; these guys have a rather vicious tendency to
bite anything that comes in sight.


Cheep Cheep
-----------
An old enemy from SMB, who appears in water. They can be found in green and
red.


Colossal Koopa Paratroopa
-------------------------
These huge Koopa Paratroopas may look intimidating but really are just taken
out the same way as a normal Koopa Paratroopa would. They come in two colours:
Red and Green.


Dry Bones
---------
These are the skeleton form of a Koopa Troopa and are a new addition to the
Mario series. When you stomp them, they will collapse but soon be restored to
life.


Fire Bros.
----------
These guys shoot fire from their mouths, which is rather difficult to overcome,
but they can be easily taken out with a simple stomp.


Fire Chomp
----------
Black balls with mouths and a fire tail. You can stomp them but if you take too
long in doing so they explode.  Be somewhere else when they do so!


Fire Snake
----------
Snakes of fire that chase you around in the desert levels and can climb and go
through obstacles. They can be taken out with the power of invincibility, or
the swing of a Raccoon Tail.


Goomba
------
Remember this guy from SMB? Well, although he didn't make an appearance in
SMB2, he's back now, and has an ever-so-slightly new appearance. He's still
killed the same way as before: a simple stomp or fireball, but can also be
taken out with tail whips, shell kicks, and most other attacks.


Grand Goomba
------------
It's only being tall that's different about them. Despite the size, they're
just about the same as regular Goombas.


Gray Bowser Statue
------------------
These are the statues found in Bowser's castle. If they spot Mario in their
eyesight they'll fire lasers at him, so run past as quickly as you possibly
can.


Green Gargantua Koopa Troopa
----------------------------
These are the especially humongous Green Koopa Troopas you see in World 4.
However, they are exactly the same as a normal Green Koopa Troopa, only bigger.
They are killed in the same method as a normal Green Koopa Troopa, too.


Green Koopa Troopa
------------------
Like the Goomba, these guys appeared in Super Mario Brothers, and did not
appear in Super Mario Brothers 2. Here, they are taken out the same way as they
were in SMB, a simple stomp and a kick of the shell.


Green Koopa Paratroopa
----------------------
These ones aren't so good at flying, so they tend to bounce in arcs or
sometimes horizontally. Stomp them once to make them lose their wings, and they
become normal Green Koopa Paratroopas.


Hammer Bros.
------------
Often seen in pairs in SMB, these now usually appear alone in this game. You
can find them hanging around on the map screen or in levels. They throw hammers
at Mario, but are a little easier to evade than in Super Mario Brothers.


Hot Foot
--------
The candles in some fortresses release their flames, which come to life, these
are Hot Foots. You cannot kill them unless you have invincibility, a Hammer
Brother suit, or swinging them with a Raccoon Tail.


Jelectro
--------
An electric Blooper that doesn't move, but can be a pain to get by in some
areas. Learn how to swim around them.


Kuribo's Goomba
---------------
All in the name. A Goomba in a Kuribo Shoe. Take him out to get the shoe for
yourself.


Lakitu
------
From the original SMB he stays true to his attack methods. He'll drop red or
green Spiny eggs from above and try to hit Mario. You can stomp him or hit him
with fireballs to temporarily take him out, but he will return sooner or later
so progress as fast as you can while he is out of action.


Lava Lotus
----------
Plants that appear in water levels, and like to release little lava balls at
you, which are a must-avoid. However, they're rather easy to escape from.


Missile Bill
------------
Similar to Bullet Bills, these flash and home in on Mario. You can stomp them
to take them out like regular Bullet Bills, and stand next to their cannons to
prevent them from being fired, too.


Mugger Micro-Goomba
-------------------
These REALLY small Goombas aren't so strong enough to attack, but they will
attach themselves to Mario or Luigi's body, and reducing their running and
jumping. To shake them off, just repeatedly and quickly tap Left and Right on
the D-Pad.


Muncher
-------
These small black plants with jaws cannot be hurt, however you can turn them
into coins if you hit a nearby P-Switch.


Nipper Plant
------------
These white plants stay in one place at a time, and when you jump over them
they'll jump up and try to bite you. You can take them out with the use of a
Raccoon Tail, though. Don't try stomping!


Piranha Plant
-------------
They appear inside pipes and pop out to attack Mario. Some just flap their jaws
around, some spit fireballs, and some can attack from pipes hanging from the
ceiling.


Piranhacus Giganticus
---------------------
Giant Piranha plants that are specifically found in World 4. There is no
difference between them and normal Piranha Plants, just the size.


Podoboo
-------
Remember these from SMB1? They were the balls of fire that jumped out of lava
pits to try to scorch Mario. And here...they do the same. They cannot be
killed, like in SMB.


Ptooie
------
These plants, found in pipes or moving around, blow up a spiked ball and
balance it in the air. You should jump between them when it blows the ball up
really high to create a big enough gap.


Red Giant Koopa Troopa
----------------------
Giant Red Koopa Troopas. Only the size that's different. They are killed in the
exact same way as a regular Red Koopa Troopa.


Red Koopa Paratroopa
--------------------
These tend to fly vertically over pits. They are taken care of the same way as
Green Koopa Paratroopas.


Red Koopa Troopa
----------------
Another of SMB's antic foes who's back in SMB3. They are the same as their
Green counterparts, but they don't walk senselessly off ledges.


Rocky Wrench
------------
They appear on the airships, often hiding inside the flooring. They pop up and
hurl spanners at you, but aren't too difficult to dispose of.


Roto-Disc
---------
The energy balls that move in circles in Fort levels. They cannot be killed.


Sledge Bros.
------------
These extremely huge Hammer Brothers can toss hammers but also have a rumble
jump. So when they land on the ground, make sure you're not on it, as you'll be
temporarily stunned, leaving you wide open for attack.


Spiny
-----
Back again from SMB. These red hedgehogs hatch from red Spiny Eggs that are
dropped by Lakitu and move around in any direction like a Goomba. He cannot be
stomped, but you can use invincibility, fireballs, or a tail swing to knock him
out.


Spiny Egg
---------
These come in two colours: Red and Green, and are dropped by Lakitu. Red ones
drop straight down and hatch into Spinys when they hit the ground. Green eggs
fly in any direction and do not break when they hit the ground, but will roll
at Mario, so you had better be on your toes to get away from these. Fireballs
will do the trick, though.


Spiny Cheep-Cheep
-----------------
These spiny fish are quick and try to harm Mario in the water. Use fireballs to
safely take it out. They are only in World 7-4 though, so feel relieved once
you've finished this level!


Stretch
-------
This is a long white bar, which grows Boo Buddies out of it that move around on
the surface.


Thwomp
------
Another new addition to the Mario series that made their debut in this game.
Thwomps drop directly down at a fast speed, intending to crush Mario or Luigi.
However if you stand a little distance away from directly below the Thwomp's
dropping path, it should come down but you will not be hit. You cannot kill
these enemies.


Venus Fire Trap
---------------
A Piranha Plant-like creature that spits fireballs at Mario at a slow speed.
You can take them out with fireballs and tail attacks.


===============================================================================
                                   5. Bosses
===============================================================================

Larry Koopa
-----------
Your first Koopaling boss fight. And it's not a tough one either. Larry fires
circular waves from the wand, so these are the only major things to avoid. He
jumps around the room too, so evasion is the key. When you stomp him on the
head he'll retreat into his shell and jump around the room, so be sure to avoid
him. When you stomp him three times he'll spin away and drop the Magic Wand.
Fireballs are also a good method of beating him, but it takes a lot of
fireballs, so stomping is a better method. Grab the Magic Wand and you are
automatically returned to the castle.


Morton Koopa
------------
Ok, so this guy isn't that tough. He's almost identical to Larry, but has a
lower but broader jump. Just attack the same way as you did with Larry. A few
stomps and fireballs here and there, and you'll do fine. When he drops the
wand, grab it!


Wendy O. Koopa
--------------
At the start, Wendy will fire a ring that flies around the room. Avoid this at
all times. Stomp her and she'll fire another, so you'll have to be twice as
wary now. Stomp her a third and final time and the rings will disappear and you
can achieve the Magic Wand!


Iggy Koopa
----------
Iggy tends to make quick, low jumps, and fires rings at a high speed, but not
too often. When you stomp him twice, he'll start jumping very high so just
watch out here, although it won't be much of a problem. Just keep your distance
and stomp him good to get the wand back.


Roy Koopa
---------
Roy has a rumble jump attack similar to that of a Sledge Brother. So watch out
when he jumps. He hasn't got good jumping power, but when he lands on the
ground it'll shake and temporarily stun you, and you cannot afford for that to
happen. So jump when he lands on the ground, and avoid the rings he fires from
the wand. When he retreats into his shell and jumps around that'll cause a
quake too, so beware of that. When you stomp him three times, get the wand to
return to the castle and receive a letter from the Princess.


Lemmy Koopa
-----------
This guy is relatively easy, surprisingly. He'll roll around his flat room on a
ball and fire more balls at you. You can bounce on top of these balls and you
won't get hurt, but just don't let them hit you from above. When you stomp him
three times, he's history and you return to the castle and receive another
letter from the princess.


Ludwig Von Koopa
----------------
Ludwig Von Koopa is really just about identical to Roy. He has poor jumping and
can make rumble jumps when he hits the ground. He is bigger and easier to hit,
therefore. Just do the usual three stomp and look at Roy's strategy on how to
beat him, then you get the wand and return to the castle.


Bowser
------
It's time to give this brute the punishment he deserves. In the middle of the
room is a big cluster of bricks, and Bowser will appear on the right hand side
of the room, next to a locked door. Stand in the middle of the brick cluster,
and as he fires flames at you, jump, duck or avoid them, then he'll launch
himself into the air. Quickly jump out of the way and he'll come down with a
massive ground pound and sabotage some of the bricks. He'll fire some more
flames at you, so avoid them, and wait for him to go back to the platform above
the door. Repeat the process again. Once he's cleared a whole gap in the bricks
he'll fall through and make a rather nasty fall to only the Mushroom God knows
where he'll land! After the big thud that follows, the locked door will open.
Enter it.


===============================================================================
                                   6. Items
===============================================================================

Listed alphabetically for easy navigation like the enemy list.

1-Up Mushroom
-------------
Similar in looks to the Super Mushroom, only these have green dots on top,
rather than the Super Mushroom's red. Picking one of these up will give
Mario/Luigi an extra life.


'?' Crystal
-----------
Boom-Booms hold these. Hence you defeat Boom-Boom, he'll relinquish it. Pick it
up to finish the fortress level and unlock a padlock on the map.


Anchor
------
Use this to pin down the airships on the map. Quite handy, but rare.


Coin
----
These things are scattered about the entire Mushroom World, and can either be
found just lying about in the overworld or hidden in blocks. They were also
seen in SMB and SMB2. Like in SMB, collect 100 of these and you will gain an
extra life.


Fire Flower
-----------
Another of SMB's antics. Grabbing one of these will make Super Mario become
Fiery Mario, and gives you the ability to flick fireballs.


Frog Suit
---------
When Mario is wearing one of these, he will be able to swim much more smoothly
by using the D-pad directional buttons. Not much use on land, though.


Hammer
------
Another item used on the map screen, this allows Mario/Luigi to smash rocks to
visit extra, or hidden parts on the map screen.


Hammer Brother Suit
-------------------
With this on, Mario can throw powerful hammers. What more?


Jugem's Cloud
-------------
These items are used on the map screen. They allow you to bypass a level. They
are quite tough to find though, so saving them until a dire difficult level to
get by is probably the best idea.


Kuribo's Shoe
-------------
The rarest of all items, and only in World 5-3. Pity. Allow you to stomp tough
enemies, cross rough surfaces and looks pretty cool to travel in.


Magic Wand
----------
Each of the Koopalings has stolen a Kingdom's king's magic wand and used it to
transform the king into an animal. Your goal is to get these back. When you
defeat a Koopaling, it'll relinquish this item.


Music Box
---------
Used on the map screen only, this sends all Hammer Brothers, Boomerang
Brothers, Fire Brothers and Sledge Brothers to sleep so you can easily sneak
past without any difficulty.


Music Note Block
----------------
These bouncy blocks can give Mario a spring, and sometimes contain hidden
items.


P-Switch
--------
When you get one of these magical switches they'll turn all bricks into coins
and all coins into bricks. They can also make invisible white coins appear!


P-Wing
------
Activate it on a map screen, and Mario/Luigi start flashing. Pick a level, and
you'll see that Mario/Luigi have a Raccoon Tail on, and the P-Meter is full.
Get the idea? In other words, you can fly about for the whole level.


Red Music Note Block
--------------------
When Mario bounces on these, hit A and you'll go soaring into coin heaven!


Starman
-------
Also from SMB and SMB2, grabbing one of these will grant you the power of
invincibility for a short time. But what's new, if you jump while in the
possession of a Starman, Mario and Luigi do somersaults!


Super Leaf
----------
Snagging one of these will make Mario grow a raccoon tail. This thing has some
good powers, if you press the B button, Mario will swing around, and the tail
will knock out most enemies that come in contact with it. While falling,
repeatedly tapping the A button will make Mario glide with the tail to fall at
a slower rate. If you get a good run up and fill the P-Meter, you can fly with
it if you hit the A button quickly and repeatedly.


Super Mushroom
--------------
Also from SMB. Touching one while Regular Mario will turn him into Super Mario.
If hit while Super Mario, you will become Regular Mario again. They are white
mushrooms with red spots on top.


Tanooki Suit
------------
This is the same as a Super Leaf, only if you hold the Down button on the D-Pad
and the B button, Mario will temporarily become a statue and cannot be hurt.


Warp Whistle
------------
There are very few of these coveted items in the whole game, and they're
usually well hidden (but not hidden well enough so that this FAQ couldn't
expose them. Heh heh). These whistles allow you to warp to a screen that allows
to you to pick a world from 2 to 8. There are three rows. If you are warped to
the higher row, you can warp to World 2, 3, or 4. The middle row lets you
access World 5, 6, or 7. The bottom one lets you get to World 8.


===============================================================================
                                7. Secret Areas
===============================================================================

These are all the secret areas and fun things to discover in Super Mario Bros.
3.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                     7.01  -  Mario Bros. Mini Battle Game
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

In a 2-Player Game, when one person is playing, move to your partner's counter
and press the A Button to enter a Mario Bros. Battlefield. You attack your
opponent and take out 5 enemies. The first person to get most coins in their
counter wins. You can steal cards your partner is holding, and have them
transferred into items in your inventory.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                        7.02  -  Warp Whistle Locations
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Secret Warp Whistle in World 1-3
--------------------------------
Before the end of the level, you'll see a white platform in the air. Kick the
Koopa off and duck on top of the block. Keep crouched for a few seconds and
you'll fall through and land behind the scenery. Quickly run right and behind
the dark area. You'll enter Toad's house. Open the chest to get the Warp
Whistle.


Secret Warp Whistle in World 1 Fortress
---------------------------------------
At the end of the first room in the Fortress is a '?' Block just after a lava
pit, and before a Dry Bones. If you are Super Mario you can bash the block for
a Super Leaf. Fill up the P-Meter by running around and fly up the wall above
the block. Hold right until the screen moves, and run right until the screen
stops moving. Now press Up and you will enter a door that you can't see. You'll
automatically arrive in another room. Touch the chest to reveal a Warp Whistle.


Secret Warp Whistle in World 2 Hammer Brother Battle
----------------------------------------------------
On the World 2 Map Screen, there is a rock in the upper-right corner of the
area. Smashing it with a hammer grants you access to a small area with a Hammer
Brother wandering about. Enter battle, and when you win, a chest will appear.
Open it to get the third and final Warp Whistle of the game.


Quick Route to World 8
----------------------
Get two Warp Whistles (one in World 1-3 and the other in the World 1 Fortress).
Ok, when you are on the map screen, press B to view your inventory, and select
the Warp Whistle to visit Warp Zone. In Warp Zone, don't visit any Worlds.
Instead, press B to go to your inventory again. Choose the other Warp Whistle
and you will be brought to Warp Zone again but you are on the bottom row. You
can now enter World 8.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                        7.03  -  White Mushroom Houses
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

These very rare houses are found only once in a world (apart from World 8).  In
a certain level you must collect a certain amount of coins to get to a White
Mushroom house.  You'll be rewarded a P-Wing or Anchor here.  Here is a list of
levels and the amount of coins needed to get to each World's White Mushroom
House.

World 1
-------
Get 44 coins in World 1-4.


World 2
-------
Get 30 coins in World 2-2.


World 3
-------
Get 44 coins in World 3-8.


World 4
-------
Get 22 coins in World 4-2.


World 5
-------
Get 28 coins in World 5-5.


World 6
-------
Get 78 coins in World 6-7.


World 7
-------
Get 46 coins in World 7-2.

There is no White Mushroom House in World 8.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                              7.04  -  Coin Ship
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

A very rare secret, and I've only managed to get this three times. You need to
be in World 1, World 3, World 5 or World 6. There must be at least one Hammer
Brother on the map. You have to get your coin total in a certain level to a
multiple of 11 (11, 22, 33, 44, 55, 66, 77, 88 or 99). You need to 10's digit
in your score to be the same number as the 10's digit in your coin total (if
you have 33 coins, your score would need to be 0015630). Then you need to
finish the level with the timer on an even number. The Hammer Brother on the
map will then transform into the coin ship. The ship has coins everywhere for
1-Ups. Just before the pipe on the very right end, there is an invisible block
with a 1-Up Mushroom in the air a couple of steps to the left of the pipe.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          7.05  -  Card Game Solution
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

For every 80000 points you achieve an N-Spade card will appear on a map. When
you enter it you will play a game of 'pairs' in which you flip over two cards
to see if they match. They contain symbols from in-game items. So, for example,
if you get a pair of Starman cards, you are rewarded a Starman, and an extra
life if you get a 1-Up Chest, etc. If you miss twice, you're out and return to
the map. There are eight different layouts of the cards, like so:

Key
---
10 = 10 Coins
1U = 1-Up
20 = 20 Coins
FF = Fire Flower
SM = Super Mushroom
ST = Starman


Pattern One
-----------
+--+ +--+ +--+ +--+ +--+ +--+
|1U| |SM| |10| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|SM| |10| |ST| |20| |20| |FF|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|ST| |1U| |FF| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+


Pattern Two
-----------
+--+ +--+ +--+ +--+ +--+ +--+
|SM| |FF| |20| |SM| |10| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|FF| |1U| |SM| |10| |1U| |20|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|ST| |FF| |ST| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+


Pattern Three
-------------
+--+ +--+ +--+ +--+ +--+ +--+
|FF| |ST| |1U| |FF| |1U| |SM|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|10| |SM| |FF| |ST| |SM| |10|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|ST| |20| |20| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+


Pattern Four
------------
+--+ +--+ +--+ +--+ +--+ +--+
|SM| |FF| |1U| |FF| |ST| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|20| |ST| |SM| |10| |1U| |FF|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|20| |SM| |10| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+


Pattern Five
------------
+--+ +--+ +--+ +--+ +--+ +--+
|FF| |ST| |1U| |FF| |20| |SM|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|10| |SM| |20| |1U| |SM| |10|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|ST| |FF| |ST| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+


Pattern Six
-----------
+--+ +--+ +--+ +--+ +--+ +--+
|FF| |10| |1U| |FF| |1U| |SM|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|ST| |SM| |20| |ST| |SM| |10|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|ST| |FF| |20| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+


Pattern Seven
-------------
+--+ +--+ +--+ +--+ +--+ +--+
|SM| |FF| |20| |FF| |10| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|20| |1U| |SM| |10| |1U| |FF|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|ST| |SM| |ST| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+


Pattern Eight
-------------
+--+ +--+ +--+ +--+ +--+ +--+
|FF| |20| |SM| |ST| |1U| |FF|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|1U| |FF| |10| |SM| |20| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|SM| |10| |ST| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

Ok, to figure out which pattern you have, flip over the card fifth on the right
on the highest row.

You have Pattern: One, if it is a Fire Flower.
                  Four, if it is a Starman.
                  Five, if it is 20 coins.

If you got 10 coins, flip over the very left-end card on the middle row.

You have Pattern: Two, if it is a Fire Flower.
                  Seven: if it is 20 coins.

                                      OR

If you got a 1-Up, flip over the very left-end card on the middle row.

You have Pattern: Three, if it is 10 coins.
                  Six, if it is a Starman.
                  Eight, if it is a 1-Up.

Thanks to Brian Sulpher for letting me use this trick from his guide.


===============================================================================
                                  8. Secrets
===============================================================================

Different Thanks from the King
------------------------------
Complete an airship stage while wearing a Tanooki Suit, Frog Suit or Hammer
Brother suit. The King will give you a different thanking when you change him
back to his normal state.


Lots of P-Wings
---------------
Finish the game and restart again to play all over, but with a full inventory
of 28 P-Wings.


White Platform Trick
--------------------
On white platforms, stand on top and duck. Stay ducking for a few seconds and
Mario will fall through and land behind the scenery. You can use this trick to
get the Warp Whistle in World 1-3. It also works in a few other levels.


===============================================================================
                               9. Guide Closing
===============================================================================

The closing stuff to my Super Mario Bros. 3 FAQ.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               9.01  -  Credits
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

My dad
     For letting me come to his house and use his PC to update my FAQs ever
     since my own PC broke, and he's not bothered if I take lots of time or if
     I'm over constantly, so thanks very much, dad. (Thumbs up)

Steve "Psycho Penguin" McFadden
     For being such a great friend on GameFAQs, and for help and support, and
     he's been my role model for FAQ-writing since I began, which was a while
     ago, and we're still praising each other's work, so I thank you deeply
     from the bottom of my heart, Steve. SHABBA!

Brian Sulpher
     For encouragement during the making of this guide, and for letting me
     borrow the Card Game secret in the Secret Areas section.

Jeff "Atom Edge" Chan
     For the lovely ASCII title.

The Mushroom Kingdom
     For a whole load of info on enemies and items.
     - http://www.classicgaming.com/tmk/

Jeff "CJayC" Veasey, the IGN staff, and other sites whom have posted this FAQ
     For hosting all my work and allowing me to become a much more recognised
     author.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           9.02  -  Legal Disclaimer
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This FAQ is copyright (c)2003-2006 and exclusive property of Ryan Harrison.
Everything contained in this file is my own info, unless it has been notified 
and credited as info from another source. This FAQ may ONLY appear on the 
following sites:

1up.com (http://1up.com/)
GameFAQs (http://www.gamefaqs.com/)
GameNotOver (http://www.gamenotover.com/)
GamerHelp (http://www.gamerhelp.com/)
HonestGamers (http://www.honestgamers.com/)
IGN FAQs (http://faqs.ign.com/)
Neoseeker (http://www.neoseeker.com/)
Omega Gateway (http://omegagateway.com/)
SuperCheats (http://www.supercheats.com/)

If you would like to post this guide on your site, feel free to do so, but only
as long as you contact me first and I grant you permission. If any of my FAQs 
is marked as Version FINAL, I'm not going to let you post them up, as I don't 
have time to be registering with all the sites just to have my guides posted 
up. If you're going to be stupid and decide to post ANY of my FAQs, let alone 
this one, on your site without my permission, that is plagiarism, and it's 
illegal. So just don't do it. This FAQ may also NOT be sold for profit, 
published for profit or reproduced for profit. This document is protected by 
copyright law, and I will find out if you rip me off. However, if you would 
like to use some of my info for your own FAQ, then I have no problem with that,
JUST SO LONG AS YOU ASK ME AND CREDIT ME. That is all.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                            9.03  -  Contacting Me
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

If you wish to get in touch with me regarding my work, whether you have any 
questions, comments or suggestions for this or any other of my FAQs, my E-Mail 
address is rharrisonfaqs(at)gmail.com. Please make sure that your questions 
have been answered within the file before you send them, because I do not have 
time to look and reply to E-Mails that already have the solutions posted up, 
and you will likely not get a reply. If the file is complete and has a version 
number FINAL then you should definitely re-check before you send an E-Mail to 
me, otherwise then I'd be glad to help you out.

If you do send something helpful to me, then I will include in a future update 
of the file and I will give credit to you for whatever you have submitted. 
Please have a sensible E-Mail topic like "FAQ Question" so that I do not 
mistake it for something else and delete it. Thanks for reading and take care.

http://www.gamefaqs.com/features/recognition/22792.html

This file is dedicated to the memory of the late Chris MacDonald, who died on 
May 17, 2004. Rest in Peace.

http://www.gamefaqs.com/features/recognition/85.html

-END OF FILE-

Submitted by rharrison0987 - Created 8/5/03 (Last Modified 1/16/06)
See All Super Mario Bros. 3 Walkthroughs and FAQs