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Super Mario Bros. 2 · walkthrough

World 3

Night water, whales later in the set, and a second Mouser. A waterfall drop hides a warp jar. Previous and next stage links sit under each area.

World 3-1

Night overworldBirdo

Clear the night course, optionally take the waterfall warp, then beat Birdo.

How to progress

  1. Night layout. Trouters and logs return. Do not treat darkness as a new mechanic — visibility is the change.
  2. Optional warp: at the waterfall, drop down the center. Enter the door at the bottom, pull a Potion from the vegetable floor, drop it next to the jar on the right, enter Sub-space, go in the jar. Destination: World 5.
  3. If you skip the warp, continue the main path to Birdo.
  4. Birdo, crystal, Mask Gate.

Hazards that matter

Notes

World 3-1 waterfall jar warp (Sub-space) — World 5.

World 3-2

Water / skyBirdo

Ride clouds and water platforms to Birdo without falling in.

How to progress

  1. Albatosses carry Bob-Ombs. Let a bomb drop, pick it up, and use it on walls if you need a hole. Do not hold a flashing bomb.
  2. Water sections still kill on a full fall. Princess hover is useful on the long gaps.
  3. Jars may hide keys. Same Phanto rule as World 1-2.
  4. Birdo, crystal, Mask Gate.

Hazards that matter

World 3-3

TowerMouser

Climb the tower, then bomb the second Mouser fight.

How to progress

  1. Vertical rooms with Sparks on the walls. Time the gaps; do not jump into a Spark’s loop.
  2. Key-and-lock pattern can repeat. Carry the key down, watch Phanto.
  3. Mouser again: catch bombs, put them on his shelf. He throws faster than World 1. Three explosions.
  4. Clearing Mouser opens World 4.

Hazards that matter

Notes

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