Super Mario Bros. 2 · walkthrough
World 1
Learn pulling grass, throwing, Potion doors, and Birdo. Mouser waits in 1-3. Previous and next stage links sit under each area.
World 1-1
Reach Birdo, take the crystal, and enter the Mask Gate. First lesson in pick-up-and-throw.
How to progress
- Pull grass. Throw vegetables at Shyguys. Toad pulls fastest if you want items quickly; anyone can clear this course.
- Climb the vine to the hill. One nearby tuft is a Magic Potion. Throw it to make a door. Sub-space is where that grass becomes coins and a mushroom can appear. See the Potion / Sub-space page.
- Logs drop in the waterfall. Wait for the first tip, then hop. A later bomb tuft can open a wall shortcut toward Birdo; if the timing is wrong, the wall stays up.
- Vertical vine climb: Hoopsters ride the vines. Climb when they are below you. Door into Birdo.
- Birdo: pick up the eggs, throw three times, grab the crystal, walk into the Mask Gate. Do not stand in the egg stream.
Hazards that matter
- Shyguys
- falling logs
- Hoopsters on vines
- Birdo eggs
Notes
- PixelQuest is not listing every Potion coordinate. If a mushroom comes from Sub-space, take it; do not treat Sub-space as a warp map.
World 1-2
Steal Pidgit’s magic carpet, open the locked path with a jar key if you take that route, then beat Birdo.
How to progress
- After the Mask Gate, wait for Pidgit. Stomp, throw Pidgit off, and steer the carpet. The ride is short. Do not walk off the cliff while you wait.
- Two jars: one holds a 1-Up, the other a key for the locked door. Enter a jar by standing on it and holding down. Taking the key is the normal cave route.
- Phanto wakes if you carry a key out of its room. Keep moving. Drop the key only if you must reset; you still need it for the lock.
- Luigi or the Princess can power-jump a Ninji to skip the locked cave. Mario and Toad can still do it from a long carpet ride. Optional, not required.
- Birdo again: three egg hits, or throw the key if you still have it. Crystal, then the Mask Gate.
Hazards that matter
- Pidgit
- cliff drop
- Phanto if you carry the key
- Ninji / Snifit
- Birdo
Notes
- Do not mix Super Mario Advance extra mushrooms into this NES route.
World 1-3
Cross the waterfalls, climb the tower for the key, then bomb Mouser.
How to progress
- Potion at the start of the bridge can make a Sub-space mushroom. Trouters jump the water. Keep health up before the logs.
- Three waterfall log rides in a row. Miss a log and you fall. Princess hover helps; it is not required.
- Optional warp: carry a Potion from under the later log bridge past the tower door to the lone jar. Drop it, enter Sub-space, go in the jar. Destination: World 4.
- Tower: climb to the top room, take the key, carry it down to the locked door at the bottom. Spikes sit on the left of the drop — stay right.
- Crystal sits in the open after Sparks and Ninjis. Mouser is behind a bombable wall. Catch the bombs he throws and put them back on his platform. Three blasts end World 1.
Hazards that matter
- Trouters
- waterfall pits
- Sparks
- spikes under the tower drop
- Mouser bombs
Notes
- Mouser is the World 1 boss. Hitting the crystal does not skip him.
World 1-3 jar warp (Sub-space) — World 4.