Super Mario Bros. 2 · walkthrough
World 5
Sky and night cliffs. Clawgrip throws rocks. A high jar at the start of 5-3 skips to World 7. Previous and next stage links sit under each area.
World 5-1
Cross cloud platforms to Birdo.
How to progress
- Clouds and long gaps. Princess hover or Luigi’s jump make the wide ones safer. Toad is weakest here.
- Albatosses again. Use them as moving platforms only if you can land cleanly; a Bob-Omb on the same bird is not a platform.
- Potion on a wide cloud if you want the mushroom. Do not drop it on a one-tile cloud.
- Birdo, crystal, Mask Gate.
Hazards that matter
- Long gaps
- Albatosses
- Birdo
World 5-2
Climb the night cliffside and beat Birdo.
How to progress
- Vertical night climb with ladders and falling enemies. Look up before you climb a ladder; Hoopsters and Shyguys come down.
- Bombs open walls to side rooms. Keys still wake Phanto.
- Birdo, crystal, Mask Gate.
Hazards that matter
- Night drops
- Hoopsters
- Phanto
- Birdo
World 5-3
Optionally warp from the opening jar, otherwise reach Clawgrip and throw his rocks back.
How to progress
- Optional warp at the start: climb the first ladder. A hard-to-reach jar sits up and left. Luigi’s jump is the clean way. Other characters can ride an Albatoss left while holding a Potion. Sub-space, enter the jar. Destination: World 7.
- If you play the stage: continue the sky route to Clawgrip.
- Clawgrip throws rocks. Pick a rock up and throw it back. Three hits.
- Do not stand in the throw arc. Rocks that fall in the water are gone.
Hazards that matter
- Albatosses
- Clawgrip rocks
- water
Notes
- Holding a Potion while chasing an Albatoss is easy to drop. If the warp attempt fails, play the stage; Clawgrip is the intended World 5 boss.
World 5-3 opening jar warp (Sub-space) — World 7.