Water Land

Water Land, also known as the Sea Side is a mossy and watery kingdom in the Mushroom World. Its inhabited by many Cheep-Cheeps, Bloopers, and Gabons. In SMB3 Wendy O. Koopa attacks it and turns its king into a monster.

Brief Level Info

 * 3-1: Exploring the bottom of the sea can be dangerous – especially with Lakitu's barrage of Spiny Eggs raining down.
 * 3-2: Leap quickly from platform to platform. Grab three Stars along the way and the Cheep-Cheeps will be no problem!
 * 3-3: Boss Bass is hungry. Try not to become his next meal.
 * Fortress: Doors, Thwomps, Boos, and a flooded basement all stand between Mario and Boom Boom.
 * 3-4: Even the clouds conspire against Mario on a steeply sloped stage.
 * 3-5: It's not easy being green, but this stage goes swimmingly for Frog Mario.
 * 3-6: High-altitude leaps from flipping platforms to falling blocks demand precision.
 * 3-7: Spike throws spiked balls in this land of square mountains. Grab onto a Magic Vine for safety and a cache of Coins.
 * Fortress: Dive into a submerged, haunted Fortress with claustrophobic corridors.
 * 3-8: Raging floods and fearsome fish force Mario to search for higher ground.
 * 3-9: Bullet Bills and Bob-ombs crowd a secretive stage full of tricks, traps, and treats.
 * Canoe: If Mario has a hammer, he can break the rock to take a canoe ride and it will allow him to access a few Toad's Houses.
 * Airship: Wendy O. Koopa awaits in the fearsome Airship. Watch out for her bouncing candy rings!

3-4
The fourth level in the third world of Super Mario Bros. 3, Sea Side, has many opportunities for avid 1-Up hunters! Although the level is situated in a sea-themed world, only two small bodies of water can be seen. The level starts out with two Goombas walking up a small slope. They can be easily dispatched by pressing and holding Down on the D-Pad while walking down the slope. Immediatly afterward, a Piranha Plant inside a pipe needs to be dodged, and after a short jump over a tiny pool of water, a Venus Fire Trap must be dodged by ducking by his pipe home. A ? Block right by yields either a Super Mushroom or a Fire Flower, both very useful. A larger slope curves down right by, three Goombas waddling up it.

Repeat the sliding procedure done before, but with a Jump at the end, to KO the hapless creatures and scale the hill ahead. But for those who fell short or didn't make the jump at the end of the slope, an invisible ? Block can be exposed at the end of a body of water right after the slope, providing assistance in scaling the large hill ahead. Three Koopas are located on this slope, but they should be saved, as they are a key part in the special procedure ahead. The same is not true for the high-flyin' Paragoomba after, who drops Microgoombas. Stomp him, and the two ? Blocks after have only Coins inside. An upside-down pipe is home to an upside-down Venus Fire Trap, two ? Blocks underneath. First, stomp the hopping Paragoomba, and immediatly after the pipe hit the Block, which gives a Mushroom for the Standard Marios, but a much-needed Fire Flower for Super plumbers. Hit the Venus Fire Trap with a fireball if a Flower was granted, the run, duck and slide underneath the low-down ? Blocks under the pipes. The one on the right holds a P-Switch, and when stomped, will make quite a few Silver Coins appear! Grab 'em, then race to the right.

(NOTE: Only if there is still a Koopa on the slope before the pipe should the following procedure be tried.) When a platform of ordinary Blocks is seen, walk to the end, then RACE to the left as a Lakitu chases Mario! His green Spiny eggs will home in on Mario if dropped. Race to where the Silver Coins were, stomp and grab a Koopa, hop onto the blocks under the pipe, and let the Koopa Shell go. It will rebound off the wooden block on either side, trapping it. The Lakitu will hover above, still trying to chuck eggs at Mario. But any thrown will bounce off the pipe above Mario, sending them flying into the Koopa Shell below! Stand under the pipe as the shell racks up 1-Up after 1-Up! But if the operation failed, race back to the brick overhang, ducking under it. Each one contains a Coin, and one, a 1-Up! To make it to the exit, race across the myraid of dangerous gaps, avoiding the eggs thrown as well. Ahead are two ? Blocks, one has a Super Leaf inside, granting Raccoon Mario power! Straight ahead, after a couple more gaps, is the Goal Panel.