Affiliate Disclosure: Some pages may contain affiliate links. If you buy through those links, we may earn a commission at no extra cost to you.
Super Mario Bros. 3 · walkthrough

World 5 — Sky Land

Ground then a tower into the sky. Two fortresses. Roy on the airship. Previous and next stage links sit under each area.

World 5-1

Ground

Reach the goal card on the ground half of Sky Land.

How to progress

  1. Standard overworld at the foot of the world. Goal card.
  2. You cannot reach the sky numbered stages until the tower is cleared.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 5-2

Ground

Reach the goal card.

How to progress

  1. Ground Sky Land. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 5-3

Ground

Reach the goal card before Fortress 1.

How to progress

  1. Ground. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 5-Fortress 1

FortressBoom Boom

Boom Boom on the ground half.

How to progress

  1. Fortress, three stomps. Continues the ground path toward the tower.
  2. After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
  3. After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.

Hazards that matter

World 5-Tower

Tower

Climb the tower to the sky map.

How to progress

  1. This is the transition, not a numbered 5-x. Doors and platforms up. Exit puts you on the cloud map.
  2. Without this clear you cannot play 5-4 and up.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 5-4

Sky

Reach the goal card in the clouds.

How to progress

  1. Clouds and pits. Para-Beetles can be ridden. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 5-5

Sky

Reach the goal card.

How to progress

  1. More sky athletic. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 5-6

Sky

Reach the goal card.

How to progress

  1. Clouds. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 5-7

Sky

Reach the goal card.

How to progress

  1. Later sky numbered. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 5-Fortress 2

Sky fortressBoom Boom

Boom Boom in the sky fortress.

How to progress

  1. Fortress in the clouds. Three stomps.
  2. After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
  3. After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.

Hazards that matter

World 5-8

Sky

Reach the goal card.

How to progress

  1. Late sky. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 5-9

Sky

Reach the goal card before the airship.

How to progress

  1. Last numbered sky stage. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 5-Airship

AirshipRoy Koopa

Stomp Roy three times.

How to progress

  1. Roy is the larger Koopaling. Three stomps. He can shake the room — jump when the floor bumps if he does.
  2. Wand, king, World 6.
  3. After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.

Hazards that matter

← All 90 stages · Hub