Strategy Guide for Super Mario Bros. 3 (NES)
SUPER MARIO BROS. 3 (NES) — ULTRA-DETAILED ASCII FAQ/WALKTHROUGH Permission granted for publication on RobsGaming.com Version: 2025-08-31 =============================================================================== TABLE OF CONTENTS =============================================================================== 0. About This Guide 1. Game Data & Controls 2. Power-Ups, Suits & Inventory (Map Items) 3. Global Systems (Score cards, N-Spade, White Mushroom Houses, Coin Ship) 4. Warp Whistles (All Locations) & Warp Zone Use 5. World-by-World Walkthrough (EVERY STAGE) • World 1: Grass Land (1-1 … 1-6, Fortress, Airship, Bros., Houses) • World 2: Desert Land (2-1 … 2-5, Pyramid, Fortress, Airship, Bros., Houses) • World 3: Water Land (3-1 … 3-9, Fortresses x2, Airship, Bros., Houses) • World 4: Giant Land (4-1 … 4-6, Fortress, Airship, Bros., Houses) • World 5: Sky Land (5-1 … 5-9, Tower, Fortresses x2, Airship, Bros., Houses) • World 6: Ice Land (6-1 … 6-10, Fortresses x3, Airship, Bros., Houses) • World 7: Pipe Land (7-1 … 7-9, Fortresses x2, Piranha stages x2, Airship, Houses) • World 8: Dark Land (Tanks/Navy/Air Force/Hands/Fortress/Airship/Bowser) 6. Boss Compendium (Boom Boom variants, Koopalings, Bowser) 7. 100% Completion Roadmap 8. Quick Reference Cheat Sheet (at the end) =============================================================================== 0) ABOUT THIS GUIDE =============================================================================== • Platform: Nintendo Entertainment System (NES) • Regions/Dates: JP 1988-10-23 / NA 1990-02-12 / EU 1991-08-29 • Style: Classic ASCII FAQ with line-wrapped text (no sideways scrolling). • Goal: A practical, no-nonsense, complete play guide with precise secrets. =============================================================================== 1) GAME DATA & CONTROLS =============================================================================== D-Pad Move; press ↓ to crouch (drop through white blocks after 5s duck). A Jump; hold longer = higher; with P-meter full + Leaf = flight. B Hold to dash/run; as Fire Mario, shoots fireballs. START Pause. SELECT Choose 1P/2P on title screen. Score Cards (end of stage): • Touch the goal panel to earn a card (Mushroom / Flower / Star). • Three of a kind award extra lives: 3 Mushrooms = +2; 3 Flowers = +3; 3 Stars = +5. P-Meter & Flight (Leaf/Tanooki/P-Wing): • Build speed by running; with full P-meter, press A to take off (Leaf/Tanooki). • P-Wing grants full flight for one chosen stage from inventory. =============================================================================== 2) POWER-UPS, SUITS & INVENTORY =============================================================================== In-Level Power-Ups • Super Mushroom — become Super; break bricks. • Fire Flower — shoot fireballs; great vs. plants and some bosses. • Super Leaf — Raccoon tail attack, slow fall, flight (with full P-meter). • Tanooki Suit — Leaf abilities + statue transformation (brief invuln; crushes some foes). • Frog Suit — superb swimming control; on land, movement is hopping and awkward. • Hammer Suit — throws hammers; crouch blocks fireballs; rare but powerful. • Starman — temporary invincibility. • 1-Up — extra life. • Goomba’s/Kuribo’s Shoe — unique rideable shoe ONLY in World 5-3. Map/Inventory Items (use on overworld) • P-Wing — permanent flight for the next stage you enter. • Jugem’s Cloud — skip a single stage (marked as cleared; some locks remain). • Music Box — puts roaming map enemies (Hammer Bros., etc.) to sleep temporarily. • Hammer — breaks rock obstacles on the map to reveal shortcuts/houses. • Anchor — keeps the Airship from fleeing the map if you fail an airship battle. • Warp Whistle — warps you to the Warp Zone and then to later worlds. =============================================================================== 3) GLOBAL SYSTEMS (MINI-GAMES, WHITE HOUSES, COIN SHIP) =============================================================================== N-Spade Panel (Card Match mini-game) • Appears on the map periodically (often after crossing a score threshold). • Flip pairs to win items/lives; layout cycles over plays. White Mushroom Houses (special Toad Houses) • Spawn ONLY if you collect a specific coin quota in select stages: World 1-4: 44 coins → reward: P-Wing World 2-2: 30 coins → reward: Anchor World 3-8: 44 coins → reward: P-Wing World 4-2: 24 coins → reward: Anchor World 5-5: 28 coins → reward: P-Wing World 6-7: 78 coins → reward: Anchor World 7-2: 46 coins → reward: P-Wing Coin Ship (a.k.a. Treasure Ship; converts a wandering Hammer Bro into a coin-filled ship) • Works ONLY in Worlds 1, 3, 5, and 6 while at least one Hammer Bro is active. • Finish any stage with: – Your COIN total ending in a multiple of 11 (11, 22, 33, 44, 55, 66, 77, 88). – The TENS digit of your SCORE matches that multiple (e.g., 44 coins → score tens digit = 4). – End on an EVEN timer value so the score bonus keeps the tens digit aligned. • Spawns exactly once per world; reverts if you die inside the ship. • Contains a ton of coins and a hidden 1-Up near early portholes; ends with 2 Boomerang Bros. =============================================================================== 4) WARP WHISTLES (ALL LOCATIONS) & WARP USE =============================================================================== There are THREE Warp Whistles: 1) World 1-3 — Near the end: stand on the WHITE BLOCK, duck ~5 seconds to drop behind the scenery, run to the level exit behind objects; inside the hidden room, open the chest for Whistle #1. 2) World 1 Fortress — Enter as Raccoon Mario; before the first door, build P-meter and fly up through the ceiling to a hidden room; open chest for Whistle #2. 3) World 2 Overworld — Defeat the Hammer Bro that yields a HAMMER; break the top-right boulder on the world map to reveal a hidden Toad House; chest contains Whistle #3. Warp Zone Use: • Use one whistle to reach the Warp Zone; immediately blow a second whistle there to jump ahead to World 8. =============================================================================== 5) WORLD-BY-WORLD WALKTHROUGH (EVERY STAGE) =============================================================================== =================================== WORLD 1 — GRASS LAND (Boss: Larry) =================================== Map Notes: 6 stages, 1 Fortress, Airship, several Toad Houses, a Hammer Bro or two. 1-1 “First Steps” • Enemies: Goombas, Koopa Troopas, Piranha Plants. • Power-ups: Early ?-block gives Mushroom/Flower; Leaf when Super. • Secret 1-Up: Invisible block above the end stair stack (hit from below). • Tip: Practice tail swipes and short glides once you get a Leaf. 1-2 “Gentle Slopes” • Enemies: Koopa Troopas, Goombas, Piranha Plants. • Coin Room: Early pipe leads underground to coin stash; 1-Up in an invisible block there. • Slide Trick: Downhill slides can wipe out lined-up enemies. 1-3 “The White-Block Portal” • Enemies: Paratroopas, Koopas. • KEY SECRET — Warp Whistle #1: At the white block near the end, duck for ~5 seconds to fall behind the backdrop; sprint to the exit door behind scenery; chest holds the whistle. Fortress — “Dry Bones & Thwomps” • Enemies/Hazards: Dry Bones, Thwomps, lava pits, doors. • KEY SECRET — Warp Whistle #2: With a Leaf, build speed and fly ABOVE the first door into the ceiling to a hidden room; chest holds the whistle. • Boss: Boom Boom (walks/jumps; 3 stomps). 1-4 “Piranha Alley” • Enemies: Piranha Plants. • WHITE HOUSE TRIGGER: Collect 44 coins to spawn the WHITE MUSHROOM HOUSE (P-Wing). 1-5 “Moving Platforms” • Enemies: Red Paratroopas. • Tip: Leaf lets you reach upper coin strings and safe landings. 1-6 “Cheep-Cheep Bridge” • Enemies: Cheep-Cheeps leap from water; Piranha Plants. • Tip: Keep momentum; watch fish arcs. Hammer Bros (map battles) • Common drops: Music Box, Hammer. Airship — Larry Koopa • Hazards: Cannons, Bullet Bills, Rocky Wrenches. • Boss: Larry (short hops, magic shots; 3 stomps). ==================================== WORLD 2 — DESERT LAND (Boss: Morton) ==================================== Map Notes: Quicksand piles, pyramid interior, Angry Sun appears, 1 Fortress, Airship; hidden whistle access via rock. 2-1 “Dune Run” • Enemies: Fire Snakes, Koopas. • WHITE HOUSE TRIGGER: 30 coins → White Mushroom House (Anchor). • Tip: Stay high; Fire Flower is strong here. 2-2 “Pipe Pyramids” • Enemies: Piranha Plants, Goombas. • Bonus: Multiple pipes to coin rooms; grab as many as possible. 2-3 “Quicksand & Angry Sun” • Enemies: Angry Sun swoops mid-stage. • Tip: Fireballs can destroy the Angry Sun. Tap jump to escape quicksand. Fortress • Hazards: Spiked pillars, Thwomps, Dry Bones. • Boss: Boom Boom (may move faster; 3 stomps). 2-4 “Sand Steps” • Enemies: Piranha Plants; precise jumps over pits and sand. 2-5 “Underground Corridor” • Enemies: Fire Snakes, Koopas. • Coin Clumps: Bonus blocks mid-level. Pyramid (stand-alone stage) • Maze-like interior with pipe connectors; keep right to progress. • Cleanout for coins if you want a buffer before ship. Overworld Secret — Hidden Whistle Access • Defeat the Hammer Bro that drops a HAMMER; on the map, break the NE rock to reveal a hidden Toad House; chest grants Warp Whistle #3. Airship — Morton • Hazards: Cannons, Wrenches. • Boss: Morton slams the ground to stun; jump as he lands and stomp 3 times. ==================================== WORLD 3 — WATER LAND (Boss: Wendy) ==================================== Map Notes: Many water/bridge stages, 2 Fortresses, Airship; Boss Bass appears; White House at 3-8. 3-1 “Full Swim” • Enemies: Cheep-Cheeps; Big Boss Bass in variants. • Tip: Frog Suit turns this into a cakewalk; otherwise hug ceilings and move decisively. 3-2 “Bridge Spray” • Enemies: Cheep-Cheeps. • WHITE HOUSE TRIGGER: 44 coins → White Mushroom House (P-Wing). 3-3 “Autos-Platforms” • Slow auto-scroll above water; Leaf gives hover insurance. Fortress 1 • Mix of underwater halls and floor traps; Boos/Thwomps. • Boss: Boom Boom (may sprout wings briefly). 3-4 “Bridges & Pipes” • Piranha timing plus Koopas on narrow decks. 3-5 “Boss Bass Gauntlet” • Stay elevated; sprint and keep to safer upper paths; Fire Flower helps. 3-6 “Underwater Pipes” • Frog Suit = top control; otherwise plan your current routes. 3-7 “Lakitu Bridge” • Knock Lakitu early to simplify. 3-8 “Coin-Rich Cruise” • WHITE HOUSE TRIGGER: 44 coins → White Mushroom (P-Wing reward). 3-9 “Late Bridges” • More fish pressure; keep pace to reduce spawns. Fortress 2 • Multi-door maze; watch for door loops; Boom Boom as usual. Airship — Wendy O. Koopa • Hazards: Cannons/Bills/Wrenches. • Boss: Fires ring projectiles that bounce; avoid rings and stomp 3 times. ==================================== WORLD 4 — GIANT LAND (Boss: Iggy) ==================================== Map Notes: Everything scaled up; 1 Fortress; Airship; White House at 4-2 (24 coins). 4-1 “Supersize” • Enemies: Giant Goombas/Koopas/Plants; behave like normal but larger hitboxes. • Tip: Tail swipe is strong. 4-2 “Giant Cavern” • WHITE HOUSE TRIGGER: 24 coins → White Mushroom House (Anchor). • Time your P-switch/coin grabs if present to reach total. Fortress • Big Thwomps, Dry Bones; watch ceiling drops. • Boss: Boom Boom (standard). 4-3 “Big Fish Bridge” • Cheep-Cheeps vs. wide steps; keep moving. 4-4 “Vertical Giants” • Climb with care; tail hover helps on long gaps. 4-5 “Underground Giants” • Extra coin rooms tucked in side pipes. 4-6 “High Platforms” • Red Paratroopa drift; plan long leaps. Airship — Iggy • Hazards: Heavy cannon spam. • Boss: Iggy jumps erratically; 3 stomps. ==================================== WORLD 5 — SKY LAND (Boss: Ludwig) ==================================== Map Notes: Two parts — ground and sky — connected by the Tower (mini-fort). 9 numbered stages, 2 Fortresses, Airship; Kuribo’s Shoe in 5-3; Para-Beetles in 5-6; White House at 5-5 (28 coins). 5-1 “Uphills & Koopas” • Warm-up; collect items before the big climb. 5-2 “Lift Lines” • Cloud lifts; collect coins off the beaten path. Tower (Fortress-like) — Connects ground to sky map • Pure vertical ascent with moving platforms; Boom Boom at top. 5-3 “Kuribo’s Shoe Showcase” (UNIQUE ITEM) • Goombas ride green shoes. Knock a shoe Goomba from below when it stands on bricks; hop in the shoe. • Shoe lets you stomp Munchers/Piranha Plants safely and ignore spikes for short spans. • Keep it as long as you avoid taking damage; it disappears after finishing the stage. 5-4 “Cloud Steps” • Red Paratroopas over gaps; Leaf = insurance. 5-5 “Coin Quota” • WHITE HOUSE TRIGGER: 28 coins → White Mushroom House (P-Wing). 5-6 “Para-Beetle Autoscroll” • Ride flying beetles; standing lowers them slightly; fast ones require quick hops. • Don’t over-weight one beetle; keep moving forward. Fortress 1 (Sky half) • Spikes/Thwomps/Boos; doors and lifts; Boom Boom. 5-7 “Sky Bridges” • Manage gusts and Koopa arcs. 5-8 “Pipe Maze” • Vertical pipe stacks; Venus Fire Traps; Fire Flower recommended. 5-9 “Bullet-Bill Field” (fast autos in some versions) • Momentum management; tail hover between tight gaps. Airship — Ludwig von Koopa • Hazards: Cannon arrays; occasional tight platforms. • Boss: Shoots beams; stomps may cause tremor; 3 stomps. ==================================== WORLD 6 — ICE LAND (Boss: Lemmy) — 10 Levels, 3 Fortresses ==================================== Map Notes: The biggest standard world in count; very slippery floors; WHITE HOUSE at 6-7 (78 coins); Coin Ship eligible here; Hammer Suit can appear in houses. 6-1 “Ice Hills” • Slide inertia is strong. Plan braking early. 6-2 “Icy Pipes & Piranhas” • Venus Fire Traps in cramped spots; Fire Flower helps thaw the path (figuratively). 6-3 “Slopes & Shells” • Control slides to chain hits safely. Fortress 1 • Candles/Hot Foot (walking flames), Thwomps; time doors carefully. • Boss: Boom Boom. 6-4 “Frozen Blocks & Beetles” • Use thrown ice blocks to clear a path; careful footing. 6-5 “Ptooie Parade” • Walking Piranhas (Ptooies) juggle spike balls in air; jump between arcs. 6-6 “Paratroopa Icescape” • Use shell launches to open tight corridors. 6-7 “Big Coin Haul” • WHITE HOUSE TRIGGER: 78 coins → White Mushroom House (Anchor). • Plan mid-stage P-switch routes to maximize coin conversion. Fortress 2 • Ice floors + Thwomps + Boos; cautious micro-jumps; Boom Boom. 6-8 “Spikes & Buster Beetles” • Tossed ice blocks and Spikes’ spiked balls; stay above the fray. 6-9 “Underwater Cavern” • Frog Suit shines; otherwise swim tight lines past Jelectros. 6-10 “Long Icy Climb” • White blocks and frozen coins; precise leaps. Fortress 3 (late) • Additional ice-block gauntlet; final Boom Boom before the ship. Airship — Lemmy Koopa • Hazards: Standard cannons/Bills; slippery footing inside. • Boss: Lemmy rides bouncing balls; space management is key; 3 stomps. ==================================== WORLD 7 — PIPE LAND (Boss: Roy) — Pipe Maze + 2 Fortresses + 2 Piranha Plant stages ==================================== Map Notes: Hammer Bros. replaced by stationary Piranha Plant encounters on nodes. WHITE HOUSE at 7-2 (46 coins). 7-1 “Vertical Pipe Tower” • Upward climb using pipes; enemies pop from side vents. • (Glitch trivia for runners: wall clips exist here; ignore for casual.) 7-2 “Split Land/Water” • WHITE HOUSE TRIGGER: 46 coins → White Mushroom House (P-Wing). • Manage land above and underwater below; grab coin clusters mid-stage. 7-3 “Lakitu’s Hills” • Eliminate Lakitu early to reduce Spinies; keep forward pressure. 7-4 “Autoscroll Underwater” • Scattering Bloobers and Big Berthas; Frog Suit helps. Fortress 1 • Brick room that can be turned to coins via switch block; door routing to Boom Boom. Piranha Plant #1 (map encounter) • Small pipe room with plants; defeat for item. 7-6 “Directional Lifts Vertical” • Stand on lifts to guide arrows; avoid plant shots while riding up. 7-7 “Note-Block Aerial” • Bouncy note blocks, pipe hazards, and tricky jumps. 7-8 “Dense Pipe Gauntlet” • Venus Fire Traps guarding narrow halls; Leaf/Fire both useful. 7-9 “Broken Pipe Maze (Long)” • One of the longest normal courses; plan route memory and stay calm. Fortress 2 • Platforms over lava with pipe columns; precise hops to Boom Boom. Piranha Plant #2 (map encounter) • Second plant arena; another consumable item reward. Airship — Roy Koopa • Hazards: Pipes + cannons. • Boss: Roy jumps to stun you on landing; stay airborne when he slams; 3 stomps. ==================================== WORLD 8 — DARK LAND (Final) — Tanks • Navy • Hand Traps • Air Force • Fortress • Final ==================================== Map Notes: No White Houses/Coin Ship; linear gauntlet + branching river with hand traps. Tanks #1 (Armored Column) • Auto-scroll; cannons, Bob-ombs, Rocky Wrenches; stay central and patient. Navy (Battleship Fleet across the river) • Heavy cannon decks; watch for crush by scroll. Hand Traps x3 (random grab tiles) • Three short arenas (Fire/Boomerang/Sledge variants); each drops an item at clear. Air Force (Autoscroll Jet Fleet) • Conveyor bolts and tight jumps; treat like an airship with fewer walls. Fortress (Pre-Castle) • Lava rooms; Thwomps/Boos; Boom Boom final encounter. Tanks #2 (Final Column) — sometimes appears near castle approach • Another short auto-scroll with heavy fire. Bowser’s Castle (Final) • Maze rooms with statues and fire; choose doors carefully. • BOWSER: Breathe fire, then leap; bait him to smash the breakable floor blocks. Keep him pounding until he falls through to the pit. Princess rescued. =============================================================================== 6) BOSS COMPENDIUM =============================================================================== Boom Boom (Fortress Mini-Boss) • Patterns: Walk/jump; later variants fly for a moment or move faster. • Strategy: Jump-stomp 3 times quickly; don’t get clipped on wake-up. Koopalings (Airships) • Larry: Basic hop/shot. • Morton: Ground pounds to stun floor — jump as he lands. • Wendy: Fires bouncing rings — keep to safe lanes. • Iggy: Erratic jumper — anticipate carom; 3 hits. • Ludwig: Shoots beams + tremor stomp. • Lemmy: Bounces on balls — stay aligned to land stomps. • Roy: Heavy stomp stuns — jump as he lands, then counter. Bowser (Final) • Lure to smash floor until he falls; Fire Mario can add chip damage, but the fall is the finisher. =============================================================================== 7) 100% COMPLETION ROADMAP =============================================================================== [ ] Clear EVERY numbered stage in Worlds 1–8 (including optional detours). [ ] Clear EVERY fortress (all Boom Boom rooms). [ ] Defeat EVERY roaming map enemy (Hammer/Plant encounters as applicable). [ ] Collect ALL THREE Warp Whistles (1-3, 1-Fortress, W2 rock-house). [ ] Trigger EVERY White Mushroom House: 1-4 (44), 2-2 (30), 3-8 (44), 4-2 (24), 5-5 (28), 6-7 (78), 7-2 (46). [ ] Trigger at least one COIN SHIP (Worlds 1/3/5/6; multiple-of-11 coins + matching score tens + even timer). [ ] Use KURIBO’S SHOE (World 5-3). [ ] Obtain and use special SUITS (Frog, Tanooki, Hammer). [ ] Beat ALL Koopalings + Bowser (true ending). =============================================================================== 8) QUICK REFERENCE CHEAT SHEET =============================================================================== Warp Whistles: • 1-3: Duck on white block near end → behind stage → hidden house → chest. • 1-Fortress: Fly above first door into ceiling → hidden room → chest. • W2 Overworld: Use Hammer on NE rock after beating Bros to get Hammer → hidden Toad House → chest. White Mushroom Houses (coin quotas → rewards): • 1-4: 44 (P-Wing) • 2-2: 30 (Anchor) • 3-8: 44 (P-Wing) • 4-2: 24 (Anchor) • 5-5: 28 (P-Wing) • 6-7: 78 (Anchor) • 7-2: 46 (P-Wing) Coin Ship (Treasure Ship): • Worlds 1,3,5,6 only; have a Hammer Bro active; finish a stage with: – COINS = multiple of 11; SCORE’s tens digit matches that multiple; TIMER ends even. • Contains 100+ coins and a hidden 1-Up; ends with 2 Boomerang Bros. Unique Items: • Kuribo’s (Goomba’s) Shoe — ONLY in 5-3 (steal from shoe-Goomba). Inventory Tips: • Anchor stops Airship from fleeing if you lose the battle. • P-Wing trivializes tough autos (e.g., 8-Air Force, 8-Tanks). • Music Box to freeze Bros if they block an item house or fort. Boss Memory Aid: • Morton/Roy = stun stompers (jump when they land). • Wendy = ring projectiles; Iggy/Lemmy = erratic jumps/balls. • Bowser = make him smash the floor and fall. END OF GUIDE