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
Clear the night course, optionally take the waterfall warp, then beat Birdo.
How to progress
- Night layout. Trouters and logs return. Do not treat darkness as a new mechanic — visibility is the change.
- 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.
- If you skip the warp, continue the main path to Birdo.
- Birdo, crystal, Mask Gate.
Hazards that matter
- Waterfall drop
- Trouters
- Birdo
Notes
- Falling off-center of that waterfall can miss the door. Stay near the middle of the screen as you drop.
World 3-1 waterfall jar warp (Sub-space) — World 5.
World 3-2
Ride clouds and water platforms to Birdo without falling in.
How to progress
- 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.
- Water sections still kill on a full fall. Princess hover is useful on the long gaps.
- Jars may hide keys. Same Phanto rule as World 1-2.
- Birdo, crystal, Mask Gate.
Hazards that matter
- Albatoss Bob-Ombs
- long water gaps
- Birdo
World 3-3
Climb the tower, then bomb the second Mouser fight.
How to progress
- Vertical rooms with Sparks on the walls. Time the gaps; do not jump into a Spark’s loop.
- Key-and-lock pattern can repeat. Carry the key down, watch Phanto.
- Mouser again: catch bombs, put them on his shelf. He throws faster than World 1. Three explosions.
- Clearing Mouser opens World 4.
Hazards that matter
- Sparks
- Phanto
- Mouser bombs
Notes
- This is a second Mouser, not a new boss type.