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Strategy Guide for Super Mario Bros. 3 (NES)

By rob
September 02, 2025
SUPER MARIO BROS. 3 (NES) — ULTRA-DETAILED ASCII FAQ/WALKTHROUGH
Permission granted for publication on RobsGaming.com
Version: 2025-08-31

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TABLE OF CONTENTS
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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)

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0) ABOUT THIS GUIDE
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• 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.

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1) GAME DATA & CONTROLS
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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.

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2) POWER-UPS, SUITS & INVENTORY
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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.

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3) GLOBAL SYSTEMS (MINI-GAMES, WHITE HOUSES, COIN SHIP)
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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.

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4) WARP WHISTLES (ALL LOCATIONS) & WARP USE
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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.

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5) WORLD-BY-WORLD WALKTHROUGH (EVERY STAGE)
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WORLD 1 — GRASS LAND (Boss: Larry)
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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).

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WORLD 2 — DESERT LAND (Boss: Morton)
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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.

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WORLD 3 — WATER LAND (Boss: Wendy)
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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.

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WORLD 4 — GIANT LAND (Boss: Iggy)
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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.

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WORLD 5 — SKY LAND (Boss: Ludwig)
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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.

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WORLD 6 — ICE LAND (Boss: Lemmy)  — 10 Levels, 3 Fortresses
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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.

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WORLD 7 — PIPE LAND (Boss: Roy) — Pipe Maze + 2 Fortresses + 2 Piranha Plant stages
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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.

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WORLD 8 — DARK LAND (Final) — Tanks • Navy • Hand Traps • Air Force • Fortress • Final
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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.

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6) BOSS COMPENDIUM
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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.

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7) 100% COMPLETION ROADMAP
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[ ] 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).

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8) QUICK REFERENCE CHEAT SHEET
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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
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