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Super Mario Bros. 3 · walkthrough

World 7 — Pipe Land

Pipe maze map. Two plant stages, two fortresses. Ludwig on the airship. P-Wing / tail helps the maze. Previous and next stage links sit under each area.

World 7-1

Pipes

Reach the goal card. First pipe maze numbered stage.

How to progress

  1. Pipes everywhere. Piranhas. Note which pipe you exit; the map is a maze between stages too.
  2. Goal card.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 7-2

Pipes

Reach the goal card.

How to progress

  1. More pipes. 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 7-3

Pipes / water

Reach the goal card.

How to progress

  1. Mixed pipe and water. 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 7-4

Pipes

Reach the goal card.

How to progress

  1. Pipe 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 7-5

Pipes

Reach the goal card.

How to progress

  1. Pipe 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 7-Piranha Plant 1

Plant fortressOptional map branchMap plant

Optional-looking plant course. Clear if it blocks your route.

How to progress

  1. Giant Piranha Plant stage on the NES map. Treat it as a playable action stage, not a Toad House.
  2. Exit returns you to the maze map.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 7-Fortress 1

FortressBoom Boom

Boom Boom. First Pipe Land fortress.

How to progress

  1. Fortress in the pipes. Three stomps. May unlock a pipe lock on the map.
  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 7-6

Pipes

Reach the goal card.

How to progress

  1. Later 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 7-7

Pipes

Reach the goal card.

How to progress

  1. Pipe 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 7-8

Pipes

Reach the goal card.

How to progress

  1. Pipe 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 7-9

Pipes

Reach the goal card.

How to progress

  1. Last numbered Pipe Land 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 7-Fortress 2

FortressBoom Boom

Boom Boom. Second Pipe Land fortress.

How to progress

  1. Three stomps. Airship side of the maze.
  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 7-Piranha Plant 2

Plant fortressOptional map branchMap plant

Second plant course on the NES map.

How to progress

  1. Same idea as Plant 1. Play it if it sits on your path to the airship.
  2. Not e-Reader, not GBA World-e.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 7-Airship

AirshipLudwig von Koopa

Stomp Ludwig three times.

How to progress

  1. Ludwig is the last Koopaling. Three stomps, wand, king.
  2. World 8 is Dark Land. No more kings — Bowser’s own map.
  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

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