Desert Land



Desert Land or Desert Hill 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. This is the third and last location of a Warp Whistle. To get it, Mario must acquire a Hammer from a Hammer Bro. here, use it to smash a rock at the top-right side of the screen, and fight a Fire Bro.!

The two Fire Bros. at the end of the world are some of the rarest enemies in the game. Another rare enemy in this world is the Angry Sun, a creature who drops from the sky to hit Mario. The only occurrence of a Tweester in the game is the desert level.

The Koopaling in charge of the golden sands of Desert Land is Morton Koopa Jr.

Brief Level Info

 * 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.

2-1
The first level of Desert Land introduces Fire Snakes (they can be killed with a tail swipe from Raccoon Mario) and Piledriver Microgoombas. A secret pipe can be accessed by Raccoon Mario, too. On the first purple pipe building, he must race back and forth to build up speed, then take off to fly up to a pipe protected by blocks. If he smashes the blocks on either side by flying under them, the pipe will be accessible, which leads to a room with a P-Switch that triggers some Silver Coins!

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!

2-Fortress
At the beginning, Raccoon Mario can practice killing 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, kill 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!

2-Pyramid
This is a maze! The routes taken inside are as follows: First, middle tunnel, then hop on the pipe and take the top rout. 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
Straightforward! 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 the Sea Side!