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
Reach the goal card on the ground half of Sky Land.
How to progress
- Standard overworld at the foot of the world. Goal card.
- You cannot reach the sky numbered stages until the tower is cleared.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Goombas
- Troopas
World 5-2
Reach the goal card.
How to progress
- Ground Sky Land. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Piranha Plants
World 5-3
Reach the goal card before Fortress 1.
How to progress
- Ground. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Troopas
World 5-Fortress 1
Boom Boom on the ground half.
How to progress
- Fortress, three stomps. Continues the ground path toward the tower.
- After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
- 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
- Boom Boom
World 5-Tower
Climb the tower to the sky map.
How to progress
- This is the transition, not a numbered 5-x. Doors and platforms up. Exit puts you on the cloud map.
- Without this clear you cannot play 5-4 and up.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Falls
- Dry Bones
World 5-4
Reach the goal card in the clouds.
How to progress
- Clouds and pits. Para-Beetles can be ridden. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Pits
- Para-Beetles
World 5-5
Reach the goal card.
How to progress
- More sky athletic. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Pits
World 5-6
Reach the goal card.
How to progress
- Clouds. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Pits
- Paratroopas
World 5-7
Reach the goal card.
How to progress
- Later sky numbered. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Pits
World 5-Fortress 2
Boom Boom in the sky fortress.
How to progress
- Fortress in the clouds. Three stomps.
- After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
- 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
- Boom Boom
- falls
World 5-8
Reach the goal card.
How to progress
- Late sky. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Pits
World 5-9
Reach the goal card before the airship.
How to progress
- Last numbered sky stage. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Pits
World 5-Airship
Stomp Roy three times.
How to progress
- Roy is the larger Koopaling. Three stomps. He can shake the room — jump when the floor bumps if he does.
- Wand, king, World 6.
- 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
- Cannons
- Roy