Desert Land

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Desert Hill redirects here. For the similarly-named racetrack in Mario Kart DS, see Desert Hills.

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Desert Land, Desert Hill or the Koopahari Desert is the second world of Super Mario Bros. 3. It contains five levels, two Boomerang Bros., a fortress, three Toad Houses, and special Desert and Pyramid stages. Most of the levels have quick sand or Fire Snakes. The last Warp Whistle can be acquired by defeating the hidden Fire Bros. level (to access the level, you must take a hammer and smash the rock in the far upper-right corner of the screen, which will give access to a hidden part of the map where the Fire Bros. are located).

The Desert Land is home to some of the rarest enemies in the game, including the Fire Bros., the Angry Sun, and Tweester (an obstacle that is exclusive to the desert level). Morton Koopa Jr. guards this area and is the boss of Desert Land.

Brief Level Info

File:Desert hill.PNG
The oasis is in the shape of the roman numeral "3", referring to Super Mario Bros. 3 (as seen in Super Mario All-Stars)
  • 2-1: Mario begins his desert adventure among the ruins of a long-lost Mushroom civilization.
  • 2-2: A lake of water is a welcome sight in the parched desert, but Mario should watch out for quicksand!
  • Fortress: Conquer a desert Fortress defended by Thwomps, ghosts, and big boss Boom Boom.
  • 2-3: Loyal Fire Snakes guard the gold pyramids of the harsh desert.
  • Desert: Sun-baked sand stretches as far as the eye can see. A Tweester roams about sucking up any and all in its path.
  • 2-4: Finally, a desert oasis! Unfortunately, Mario won't have time to relax in paradise.
  • 2-5: Danger: Do not feed the Chain Chomps. They can make a meal out of Mario!
  • Pyramid: The great Pyramid is a labyrinth of Buzzy Beetle infested tunnels.
  • Airship: In an Airship floating high above the desert dunes, Morton Koopa Jr. awaits.

In-Depth

It has been requested that this article be rewritten.


2-2

Watch out for quicksand and the Venus Fire Traps that live in it! Grab every coin (including the blocks turned to Coins by the P-Switch) to get a White Toad House with an Anchor!

Fortress

At the beginning, Raccoon Mario can practice defeating Dry Bones without touching the ground and can get 1-Ups.

2-3

From the third and last pyramid, Raccoon-powered Mario can take off to fly to five blocks, one containing a P-Switch that will turn the hundreds of blocks below into hundreds of Coins!

Desert

Mario must run as fast as he can and try to jump over the Tweester here. The Angry Sun is also here, when he starts diving, defeat him with a Koopa Shell. No secrets.

2-4

The only secret in this level, only Raccoon Mario can access! After grabbing a Super Leaf, Mario must go to the very beginning, race back and forth, then fly to the very left, smashing bricks as he goes to gain access to a secret coin bonanza!

2-5

Mario must be dodgy here to get away from the Chomps! When he's near the huge formation of wooden blocks, the first solitary Koopa he sees should be booted to the left, activating a Magic Vine leading up to the clouds. Hop along them to reach a pipe to a bonus room!

Pyramid

This is a maze. The routes taken inside are as follows: First, middle tunnel, then hop on the pipe and take the top route. Each tunnel is blocked, so Mario must use either a Super Leaf or a Buzzy Beetle to clear the way! Once out of the maze, a pipe guarded by wooden blocks is seen. By its side is an invisible ? Block that grants access to the exit pipe.

Airship

A fairly straightforward level. The airship features Bullet Bills and a new kind of enemy called Rocky Wrenches. At the end, fight Morton Koopa Jr. He's the same as Larry, but when defeated, he'll grant access to Water Land.


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