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
Reach the goal card. First pipe maze numbered stage.
How to progress
- Pipes everywhere. Piranhas. Note which pipe you exit; the map is a maze between stages too.
- Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Piranha Plants
- pipes
World 7-2
Reach the goal card.
How to progress
- More pipes. 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 7-3
Reach the goal card.
How to progress
- Mixed pipe and water. 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
- Piranhas
- Cheep-Cheeps
World 7-4
Reach the goal card.
How to progress
- Pipe 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
- Piranha Plants
World 7-5
Reach the goal card.
How to progress
- Pipe 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
- Piranha Plants
World 7-Piranha Plant 1
Optional-looking plant course. Clear if it blocks your route.
How to progress
- Giant Piranha Plant stage on the NES map. Treat it as a playable action stage, not a Toad House.
- Exit returns you to the maze map.
- 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 7-Fortress 1
Boom Boom. First Pipe Land fortress.
How to progress
- Fortress in the pipes. Three stomps. May unlock a pipe lock on the map.
- 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
- pipes
World 7-6
Reach the goal card.
How to progress
- Later 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
- Piranha Plants
World 7-7
Reach the goal card.
How to progress
- Pipe 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
- Piranha Plants
World 7-8
Reach the goal card.
How to progress
- Pipe 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
- Piranha Plants
World 7-9
Reach the goal card.
How to progress
- Last numbered Pipe Land 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
- Piranha Plants
World 7-Fortress 2
Boom Boom. Second Pipe Land fortress.
How to progress
- Three stomps. Airship side of the maze.
- 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 7-Piranha Plant 2
Second plant course on the NES map.
How to progress
- Same idea as Plant 1. Play it if it sits on your path to the airship.
- Not e-Reader, not GBA World-e.
- 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 7-Airship
Stomp Ludwig three times.
How to progress
- Ludwig is the last Koopaling. Three stomps, wand, king.
- World 8 is Dark Land. No more kings — Bowser’s own map.
- 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
- Ludwig