Super Mario Bros. 3 World 7: Pipe Land
Nine numbered stages, two fortresses and two special Piranha Plant courses connect islands through map pipes. The same idea repeats inside courses: progress can depend on understanding where a pipe leads rather than running toward the right edge of the screen.
- Levels
- 14 (9 courses, 2 Piranha Plant courses, 2 fortresses, 1 airship)
- Boss
- Ludwig von Koopa
- Theme
- Pipe networks, hidden routes and a fortress flight exit

Map at a glance
- Hammer Bro battles
- None: two Piranha Plant courses guard the map instead
- White Toad House
- Finish 7-2 with 46 coins: P-Wing. Every coin in the underwater area; bring a Frog Suit.
- Special Toad House
- The first fortress has a P-Switch bonus room with a Tanooki Suit.
- Princess’s letter
- None: Bowser sends a gloating letter instead
All 14 World 7 levels
7-1Vertical pipesA vertical climb through hanging pipes with wraparound screen edges, dodging Piranha Plants on the way up.Foes: Piranha Plant, Koopa Troopa, Koopa ParatroopaJump or fly around the ? Blocks after the second hanging pipe to find a Hidden Block with a 1-Up Mushroom.Power-up: Super Leaf
7-2Desert pipesDesert ground and an underwater layer linked by pipes, with Venus Fire Traps and Walking Piranhas up top.Foes: Venus Fire Trap, Walking Piranha, Piranha PlantCollect all 46 underwater coins, possible only with the Frog Suit, to unlock a White Mushroom House with a P-Wing.Power-up: Super Leaf
7-3PlainsRolling hills holding a chain of six Starmen, letting you stay invincible past Spinies and Lakitu.Foes: Lakitu, Spiny, Koopa Troopa, GoombaEach later Starman only appears if you are still invincible when you hit its block, so keep the chain going.Power-up: Starman
7-4UnderwaterAn autoscrolling underwater course where Spiny Cheep-Cheeps pass through walls amid Jelectro fields and Big Berthas.Foes: Spiny Cheep-Cheep, Jelectro, Big Bertha, Lava LotusBefore taking the pipes, fly behind the big blue wall to two ? Blocks holding 1-Up Mushrooms.Power-up: Fire Flower
7-5Pipe mazeAn underground labyrinth of pipes and Hidden Blocks where you must reveal block bridges to reach the exit.Foes: Bob-omb, Koopa Troopa, Koopa ParatroopaIn the final room, a hidden 1-Up Mushroom sits above the second-to-last pipe on the route.Power-up: Super Leaf
7-Piranha Plant 1Piranha PlantA short pipe gauntlet of rhythmic Munchers and Venus Fire Traps that ends in a room holding a P-Wing.Foes: Muncher, Venus Fire Trap, Piranha Plant—Power-up: P-Wing
7-Fortress 1Fortress · Boss: Boom BoomA brick-packed fortress whose real exit is a pipe high above an empty hall, reachable only by flying.A hidden P Switch turns the bricks to coins and opens a door to a Mega ? Block with a Tanooki Suit.Power-up: Tanooki Suit
7-6Vertical pipesA wraparound vertical climb steering Directional Lifts that change course each jump, past spikes and Piranha Plants.Foes: Piranha Plant, Koopa TroopaFlying over the stone barrier at the very start lets you skip straight to the end of the level.Power-up: Super Leaf
7-7Muncher fieldA long row of pipes carpeted with Munchers, crossed by chaining Starmen without breaking stride.Foes: Muncher, Piranha Plant—Power-up: Starman
7-8PlainsA course packed with the whole Piranha Plant family: Venus Fire Traps, Ptooies, Walking Piranhas and a fiery one.Foes: Walking Piranha, Ptooie, Venus Fire Trap, Fiery Walking PiranhaThe leftmost pipe in a later group leads to a Hammer Suit bonus room; a Magic Note Block reaches Coin Heaven.Power-up: Hammer Suit
7-9Pipe mazeA desert maze of tangled, cracked pipes where you jump through gaps and remove White Blocks to proceed.Foes: Goomba, Para-Goomba, Koopa Paratroopa—Power-up: Fire Flower
7-Fortress 2Fortress · Boss: Boom BoomPipe platforms over lava hide Piranha Plants and Venus Fire Traps, followed by a hall of Roto-Discs and Thwomps.Foes: Piranha Plant, Venus Fire Trap, Boo Diddly, Thwomp—Power-up: Super LeafRoute & preparation
- Route: Follow each map pipe to its destination before choosing the next course. The first fortress opens access toward 7-6, while the last Piranha Plant course precedes the airship.
- Bring: Keep a Leaf or Tanooki Suit for routes that require height. For pipe mazes, pause on solid ground and think about the last room instead of exhausting the timer with repeated loops.
- Don’t miss: An apparently empty first fortress is a flight puzzle. The unusual lack of ordinary enemies does not mean the visible doors are the exit.
Boss: Ludwig von Koopa


Ludwig combines frequent wand shots, stunning landings and a fast shell response. Stay airborne when he lands and leave space for his charge after a stomp. Three head stomps win.
7-Airship: Ludwig’s airship is crossed by riding Bolt Lifts, some running backward, past Rocket Engines and Rocky Wrenches.
FAQ
How many levels are in World 7 of Super Mario Bros. 3?
14 on the map: 9 numbered courses, 2 fortresses and two piranha plant courses and airship.
Who is the boss of World 7?
Ludwig von Koopa. Ludwig combines frequent wand shots, stunning landings and a fast shell response. Stay airborne when he lands and leave space for his charge after a stomp.
What is the main secret in Pipe Land?
An apparently empty first fortress is a flight puzzle. The unusual lack of ordinary enemies does not mean the visible doors are the exit.
Sources & picture credits
- Pipe Land (Super Mario Wiki)
- World 7-1
- World 7-2
- World 7-3
- World 7-4
- World 7-5
- World 7-Piranha Plant 1
- World 7-Fortress 1
- World 7-6
- World 7-7
- World 7-8
- World 7-9
- World 7-Fortress 2
- World 7-Piranha Plant 2
- World 7-Airship
Guide text is original retrogameindex writing. Maps, screenshots, sprites and artwork © Nintendo; local copies archived from Super Mario Wiki file pages (listed on the image gallery).

