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Contents

  • Playing with Power
    • Foreword
    • Introduction
    • The Inside Story of the NES
    • The Launch of the Nintendo Entertainment System
    • First-Party NES Titles: Launch Day
    • The Early Period (1986)
    • An Inside Look at Game Paks
    • The Middle Period (1987-1989)
    • Classified Information
    • Behind the Scenes with Shigeru Miyamoto
    • The Late Period (1990-1994)
    • Counselors’ Corner
    • NES Peripherals
  • Excitebike
    • Summary
    • How To
    • Tracks
  • Ice Climber
    • Summary
    • How to Play
    • Characters and Objects
    • Terrain
    • Scoring
    • Tips and Tricks
  • Super Mario Bros.
    • Summary
    • Levels
      • World 7
      • World 3
      • World 5
      • World 4
      • World 6
      • World 8
      • World 1
      • World 2
  • Balloon Fight
    • Summary
    • How-To
  • Donkey Kong
    • Summary
    • Playing Donkey Kong
    • Characters and Collectibles
  • Donkey Kong Jr.
    • Summary
    • How to Play
    • Cast & Items
    • Scoring
    • Recommended Tactics
  • Mario Bros.
    • Summary
    • How to Play
    • Characters and Items
    • Tips and Tricks
  • Kid Icarus
    • The Tale of Kid Icarus
    • Getting Started
    • How to Play
    • Exploring Angel Land
    • Powering Up
    • Items
    • Enemies
    • Completing Kid Icarus
    • Stages
      • Underworld
      • Overworld
      • Skyworld
      • Palace in the Sky
  • Metroid
    • The Metroid Story
    • Summary
    • Getting Started
    • How to Play
    • Power Items
    • Enemies
    • Completing Metroid
  • The Legend of Zelda
    • Summary
    • The Legend of Hyrule
    • Hero Training
    • Items
    • Characters
    • The Overworld
    • The Underworld
      • Labyrinth 1: Eagle
      • Labyrinth 2: Moon
      • Labyrinth 3: Manji
      • Labyrinth 4: Snake
      • Labyrinth 5: Lizard
      • Labyrinth 6: Dragon
      • Labyrinth 7: Demon
      • Labyrinth 8: Lion
      • Labyrinth 9: Death Mountain
    • The Second Quest
      • The Second Quest
      • Story
      • Conquering the Underworld
  • Punch-Out!!
    • Summary
    • Story
    • Roadwork
    • Minor Circuit
    • Major Circuit
    • World Circuit
    • The Dream Fight
  • Super Mario Bros. 2
    • Story
    • Characters
    • Welcome to Subcon
    • Know Your Enemies
    • Worlds
      • World 1
      • World 2
      • World 3
      • World 4
      • World 5
      • World 6
      • World 7
  • Zelda II: The Adventure of Link
    • Summary
    • The Story of the Adventure of Link
    • Hyrule
  • Super Mario Bros. 3
    • A Message From Mario
    • Story
    • Being Mario
    • Worlds
      • World 1: Grass Land
      • World 2: Desert Land
      • World 3: Water Land
      • World 4: Giant Land
      • World 5: Sky Land
      • World 6: Ice Land
      • World 7: Pipe Land
      • World 8: Castle of Koopa
  • StarTropics
    • Summary
    • A Letter From Uncle Steve
    • Chapters
      • Chapter 1: Prelude
      • Chapter 2: Dolphins
      • Chapter 3: Storm and Calm
      • Chapter 4: Confession
      • Chapter 5: Captain Bell
      • Chapter 6: Reunion
  • Dr. Mario
    • Summary
    • Dr. Mario’s Diagnosis
    • Dr. Mario’s Med School
  • Kirby’s Adventure
    • Summary
    • A Crisis in Dream Land!
    • Copy Abilities
    • Levels
      • Level 1: Vegetable Valley
      • Level 2: Ice Cream Island
      • Level 3: Butter Building
      • Level 4: Grape Garden
      • Level 5: Yogurt Yard
      • Level 6: Orange Ocean
      • Level 7: Rainbow Resort
      • Level 8: Fountain of Dreams

Nintendo Playing with Power Guide › Super Mario Bros. 2 › Worlds

World 3

Welcome to the World in the Sky. Clouds replace the ground, and there’s not much below you except a long, hard drop to the earth. Time your jumps well, and be patient to avoid dropping to your doom.

World 3-1

To Climb or Not to Climb?

As soon as you pass through the door in the first area, you come to a massive waterfall. For a direct route through the level, immediately start climbing the cloud platforms.

If you’re feeling more adventurous, drop down the waterfall and aim for the center of the map to find a secret room with a Magic Potion and a potential warp to World 5.

Choices

Inside the secret room at the bottom of the waterfall, there’s a Potion hidden in the grass. Use it for warping or for taking Coins. The question is, can you find it?

Tip

Use your Potion right after picking it up to collect Coins.

If you want to warp to World 5, enter Sub-Space and go into the jar.

Tip

If you want to warp to World 5, enter Sub-Space and go into the jar.

Taking Flight Again

Defeat the rascally Pidgit near the top of the waterfall and fly up on its carpet. Fly straight up and grab the vine to reach the next area.

Shortcut for the Princess

If you’re playing the game with the Princess, you can take a shortcut to the end of World 3-1. Clear out the Shy Guy wandering near the top of the vine, then make a running leap from the left edge of the cloud and glide to find a secret door. It’s a long jump, even for the Princess. Remember to hold the B Button as you dash toward the gap—you’ll need the extra speed!

Sub-Space 1 and 2

Ready? This Potion is hard to get; so are the Mushrooms in this Sub-Space.

Descend the ladder near the end of this area. In the patch of grass on your right lies the Potion. Take special care, because the Mushroom is on the edge of the cliff.

Birdo Again!

Birdo has gotten really sneaky. She spits eggs in quick, tricky motions—and don’t be surprised by the occasional fireball! Mario moves fast and dodges with skillful squats and jumps to avoid disaster.

World 3-2

Welcome to World 3-2. Here, the only way to progress is by going up and down the ladders that bridge the individual areas. Watch out for sneak attacks, and make plenty of headway by blasting off your Bombs where necessary.

Don’t Take This POW

You run into many enemies in this first area, and you’re probably tempted to use the POW Blocks at the latter half of the level. Hold it! If you drop to the underground, you’ll never make it to Sub-Space on the right.

Look out for Snifit

Use Bombs to get to the underground, instead of picking up the POW Blocks. There are some cracked bricks you can blow up with Bombs, but take care of Snifit first. He shoots at you as you approach.

Sub-Space 1

Find a Magic Potion at the far-right end of the first area. Use it to locate a Mushroom. Take the two Coins too, but watch out for Snifit. He attacks you from below when you return from Sub-Space.

Make Headway with a Bomb

Once you reach the underground, climb down the first ladder to the second area of the level. Use the Bombs above you to destroy the first and second walls. Use the ones below to destroy the third and fourth walls. Watch out when the Bombs explode. After all, you don’t want your trick to backfire.

If you didn’t make it this time, go back to the first map and try again.

Don’t Get Hurt

This wall crumbles if you know how to use your Bombs. It isn’t easy, though, because this is one tough wall. Someone in the World of Dreams used a lot of cement to build it. Time your throw carefully.

Sub-Space 2

You’ve finally cleared the underground. Good! Before you enter Sub-Space, destroy the floor on the right with a Bomb—if you want the Mushroom, that is.

Defeat Birdo

It’s a cinch to defeat Birdo here. You already know how. Throw the eggs she spits back at her, or use the Mushroom Block on your left. Goodbye, Birdo!

World 3-3

Here you find a whole bunch of rectangular rooms. Go up and then travel down to get inside, but stay sharp. You meet up with a whole lot of Sparks. Watch your step at the very end, because Mouser is waiting for you.

Tip

Sub-Space 1 and Double

Here in World 3-3, you discover something really weird. If you have a POW inside Sub-Space, and Sub-Space disappears, you get two POWs.

Take the Mushroom, then lift the POW up high.

In World 3-3, you’re in for a double surprise: two POWs!

Sub-Space 2

There’s a Mushroom hidden above the locked door at the end of the area. To get it, use the Potion between the locked door and the one before it. But look out for Ninji and Spark. They do everything they can to give you a bad time.

Grab that Key!

Before you can start climbing the tower, you’ll need to unlock that door. Climb up the ladder and jump across the platforms to the right—when you reach the door, head inside.

Dodge the emerging Shy Guys as you make your way to the top of the room. The Key is waiting for you behind another door. The trip up is fairly easy, but the trip down can be very difficult. It’s much more challenging to dodge Shy Guys when an angry Phanto is on your trail.

A Challenging Climb

This is one tough tower! The jumps are tricky enough on their own, but enemies like Sparks and Pansers can make your climb much more challenging. Take your time! Observe troublesome enemies from a safe spot to determine when and how you can slip past them.

Defeat Mouser

Mouser’s back for a rematch. He’s a bit tougher this time—it takes five bomb-blasts to beat him—but the tactics you used last time around will work just as well here. Each time you manage to catch one of Mouser’s bombs, place it on the right half of his platform. So long, Mouser!

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