Mt. Teapot

Mt. Teapot is a large teapot-shapped volcano on Kitchen Island. It's the second area in Wario Land: Super Mario Land 3 and has a secret exit to Sherbet Land.

Course No. 7
Course No. 7 is a water-filled area. Throughout the entire level, only two enemies appear: Birds and Pinwheels. Also, the level is the first that includes small mines that explode a couple seconds after Wario touches them. The first part of the level is a long stretch of water with Birds attacking from the air and Pinwheels from the water. Mines are scattered throughout the level. About one-third of the way through the level is a door in the water hidden by blocks. These blocks can only be destroyed when Wario has a Jet Pot. Inside the door is a large block with a huge Heart in it that gives Wario three extra lives. Later in the level is another door hidden by blocks, which holds a save point. Unlike the first door, which had no Jet Pot anywhere near it, the second door has a pot almost directly above it. At the end of the current area is a door to the final room. In this room there are many currents in the water that attempt to pull Wario to the depths and make him lose a life. Another Bird attacks from right above the water, as well. At the end, there is a door that requires a 10 gold coin to open.

Course No. 8
Course 8 starts out as a lengthy, horizontal cave that has water that flows against Wario's desired direction. In the water are some Hermit Crabs and mines that will attack Wario. Also in the water is some coins and blocks that hold items. The door to the next room is underneath a platform; Wario must ride the current backwards to get to it. The next area is a long, vertical room. that is split in half by a large, indestructible wall. Wario must avoid the handheld mines in the area to avoid being defeated. There is also a save point in this room. The next cave has multiple watery "rooms" that hold Pelicans, Helmuts, and many breakable and unbreakable blocks. Wario must avoid the enemies while getting the power-ups. The next room holds only water with many currents in it. Wario must avoid the Helmuts in the area and reach the next door. The final area is dry. Two Rats greet Wario as he enters the main room, and the level's exit is just beyond them. If Wario has the Jet Pot, however, he can reach the secret exit in this level (that leads to Sherbet Island) by using the more powerful body slams that the cap allows.

Course No. 9
Course No. 9 is full of waterfalls. The first cave is a horizontal, watery course where Wario must dodge the Helmuts and get any power-ups. In the second, vertical room, Wario must dodge many Hermit Crabs as he climbs upwards, towards the door. After the Hermit Crabs, Wario must face Pirate Gooms in the next waterfall-filled cave. This cave also has a door to a save point on one f its platforms. The fourth room is also vertical, but instead of Hermit Crabs, this area features Penkoons, which slow Wario's climb to the summit. The next waterfall-covered cave has a secret door hidden behind its one cracked block. If Wario goes through this well-hidden door, he can find a huge block that holds an equally huge coin worth 100 regular coins. Also in this hidden cave is a Skull Door that holds one of the Brown Sugar Pirates' treasures. When Wario returns to the main waterfall-ridden area, he must cross the rest of it to find a door to the last area. In the final area, there are two Flying Bombs and the course's exit.

Course No. 10
In the world map, this level appears on the summit of the Mount; likewise, the inside of the course is quite similarly based. Course 10 has one very long area that Wario must traverse. The area contains both water and land at first, where Wario can collect many power-ups, coins, and hearts while avoiding the Birds in the air and the Pinwheels in the water. A Jet Pot helps Wario tremendously in this area. About halfway through the level, a large mountain juts up out of the ground; Wario must climb ladders to scale it. Once at the peak, Wario must descend the other side of the mountain. At the peak, however, Wario may go down another ladder to collect coins and hearts. Also at the peak is a door to a very tall save room. On the other side of the mountain is another water and land area with many Birds. When Wario progresses through the door to the next room, he must navigate past a Pouncer and attach himself to a ladder. He must switch ladders multiple times before he reaches the level's exit, where he must put in a gold coin to open.

Course No. 11
Course 10 takes place in a cave. The first room curves downward; Wario must break multiple blocks in his travel down. In the next room is a small underground lake with a Bird and a Pinwheel. Wario must dodge them both and progress to the next area. Upon reaching the next door, Wario will find a long ladder. Wario must climb down this ladder while avoiding the Pirate Gooms that try to poke from the sides. At the bottom of the ladder is a tall cave that Wario must scale with a nearby Jet Pot; when Wario takes the key to the top, he can get one of the Brown Sugar Pirates' treasures. When he does get the treasure, he can proceed to the next room: a sandy, beach-like cave that has a save point and a bouncing, spiky fish. When Wario takes out the fish who blocks the way, he can move on to the next area. In it, there is a Floater and many coins that Wario can obtain. However, if Wario falls off the machine-like creature or jumps too high, he could fall into a bottomless pit or jump into spikes, respectively. Halfway through the area, Wario must switch to a different Floater. In the next room, Wario can obtain a Starman and plow through a cluster of Pirate Gooms. If Wario shoots past the door to the next room, however, he will fall into lava and lose a life, even if he is still under the effects of the Starman. In the seventh and final area, Wario must quickly run across collapsing bridges while avoiding Pirate Gooms that block the way.

Course No. 12
Course No. 12 includes only four somewhat short rooms. The first one features many Pirate Gooms and Flying Chickens, along with lava lining the entire bottom of the course. Wario must avoid the enemies and lava to complete the room. The second room highlights conveyor belts and has one Ghost Goom that floats around the area. If Wario comes in contact with the Ghost Goom, the antihero will be damaged. If Wario has the Bull Pot when he goes through this room, he can use his horns to attach to the bottom of some of the conveyor belts and collect the otherwise unreachable Coins underneath. In the third, vertical room, Wario must face multiple Dangerous Ducks to reach the top, where the door is located. In the third and final room, there is a large ! Block, which Wario must hit to make the lid of the teapot crash down and change Course 10 into Course 13.