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World 2 — Sherbet Desert

Mario + Rabbids Kingdom Battle guide hub

Follow World 2 in order, then return for the secret chapter and the routes opened by Beep-0’s new exploration ability.

In this world

Sherbet Desert — preparation

Sherbet Desert adds Supporters, Bucklers, enemy techniques and more dangerous Super Effects. Equip current weapons before the escort sections and keep Luigi’s Itchy Feet available: it increases the movement of nearby allies, including the escorted character. Rabbid Peach supplies healing; her Shield protects herself, not the whole group.

Distinguish the statuses. Honey prevents movement; Ink prevents weapon use; Freeze prevents techniques for a turn. Freeze is not the same movement lock as Frostbite in Sparks of Hope. Use protective skills before an enemy can disable them, and use a teammate’s cleansing Team Jump when that upgrade or interaction is available.

Chapter 2-1: Cold Hands, Warm Heart

Take elevated firing positions with Team Jumps and pipes while checking the Sherbet Hoppers’ landing range. Finish one target with a Dash and shot, then use Hero Sight or Steely Stare for enemies moving between platforms. Keep Luigi behind full cover when possible.

Outside combat, the icy blocks slide until stopped by an obstacle or a non-icy edge. Position a stopping block first, then slide the target block or frozen Rabbid Mario toward the intended exit. A push is a whole slide; repeatedly nudging the same block does not stop it halfway.

Chapter 2-2: Undergarment Gulch

The goal is to reach the marked area through the narrow canyon. Activate Itchy Feet with the intended runners in range, then move Luigi forward with pipes and his available Team Jump upgrades. Mario and the Rabbid maintain useful jumping positions behind him.

Do not attack a Sherbet Smasher merely because it is nearby. Its chase can close a passage or bring a heavy hit into the group. Remove only targets blocking a necessary landing or exit, and leave newly spawned enemies behind you once a hero can finish the route.

Chapter 2-3: Guardians of the Oasis

Supporters throw explosives over cover and heal nearby allies. Defeat the Supporter in the first arena before distributing damage across several Hoppers. Use Luigi’s range, a Sentry or another safe angle, keeping the group separated against bombs.

In the escort battle, protect Toad’s walking and pipe route. He cannot perform Team Jumps. Use Itchy Feet while he is within its radius, clear the next exposed section with the heroes, then move Toad behind cover. Reinforcements behind the escort are secondary unless they can actually reach him.

Chapter 2-4: Square One

This longer escort follows a winding route with several levels. Bring healing and Itchy Feet, then deal with Supporters that can bomb Toad’s next position. Advance combat heroes far enough to remove the next threat without leaving the escort isolated behind them.

Toad uses his own movement and pipes; placing Mario beside him does not create a Team Jump shortcut. Plan the escort’s destination before spending the heroes’ actions. Keep a safe covered stop for each turn and activate Itchy Feet before moving Toad. Clear a newly spawned Ziggy when it threatens that stop, while leaving irrelevant enemies farther behind.

Chapter 2-5: The Gatecrashers

Blizzy attacks from long range and can punish movement with Villain Sight. Sandy uses explosive bombs and a damage-reducing shield. Sandy’s protection is not a Buckler’s directional front shield: moving behind it alone does not remove the technique.

Clear a helper that blocks your attack route and focus the boss you can remove safely. Blizzy has less HP and removing it eliminates the reaction-shot threat; Sandy is a sensible first target if its bombs are the immediate danger. Avoid splitting damage indefinitely between both. Space the team against explosions, use healing after a damaging enemy phase and wait out or overpower Sandy’s temporary protection with a planned damage turn.

Winning recruits Rabbid Mario. Equip him before relying on his close-range Boomshot, and invest in movement and useful Dash upgrades for the next battles.

Chapter 2-6: Shields of Sherbet Desert

Sherbet Bucklers block frontal shots. Use a Dash and finish movement behind one, take an outer pipe or create a second angle with another hero. A Sentry can draw its attention, while Rabbid Mario can disrupt clustered enemies with Magnet Dance and follow with a Boomshot or hammer.

Prioritize Supporters before attacking a protected group piecemeal. Keep Smashers far enough away that the first shot and any reaction shots cannot bring them into hammer range. Plan the whole combination before activating Hero Sight.

Chapter 2-7: Temple of Bwahmanweewee

Watch the tornado’s movement and the direction in which it carries targets. Keep your final positions out of its route unless you have deliberately checked the landing. Displacing an enemy into the wind can remove it from cover, but an uncontrolled hero landing can ruin the entire attack turn.

For the Reach Area encounter, send a runner along the pipes and elevated route. Defeat a Supporter or Buckler only when it controls the necessary passage. Use Itchy Feet before the runner moves, and avoid letting a hurricane carry the hero away from the finish.

Chapter 2-8: Call of Sherbet Mountain

The frozen mountain fights combine limited turn targets with reinforcements. In the defeat-count battle, focus Supporters and weakened enemies until the required count is reached. Freeze cover can disable techniques, so avoid detonating it beside the hero who must heal or activate a protective skill.

In the next fight, use both pipe routes to flank the Bucklers. Keep the Smasher controlled with Honey or a safe distance; do not assume Freeze stops its movement. Combine movement damage with a focused weapon attack so the short battle target remains achievable.

Chapter 2-BOSS: It Came From the Freezer

Peach joins and replaces the third party slot for this fight, leaving Mario, Peach and the Rabbid in the second slot. Set up the Rabbid you want before entering; Rabbid Peach is a useful recovery choice. The Icicle Golem has three 500-HP phases, followed by a finishing Dash on its head.

In the first phase, flank the refrigerator-door shield and attack from the side or rear. Use Peach’s Protection with the intended allies in range, and avoid standing so close that one explosive shot hits everyone. Her Healing Jump can restore nearby allies when upgraded.

After the first health bar, the boss loses its front shield and gains heavier close-range pressure and reaction fire. Remove or control the two Sherbet Smashers before they reach the group. In the third phase, eliminate the Supporters that can heal the boss, then finish the last bar. When only the harmless head remains, Dash through it to end the fight.

Winning grants Beep-0’s Lift ability. Return for statue and pedestal puzzles, the secret chapter and the regular Challenges.

Secret Chapter 2-S: The Hidden Gorge

Return to the Plateau Point side of Sherbet Desert with Move and Lift. Carry the Rabbid statues onto their matching pedestals, then move the exposed block onto the floor switch to open the pipe route into the secret chapter.

The first battle combines Bucklers with a Supporter. Remove the healer, approach from separate angles and attack the Bucklers’ unprotected sides. Rabbid Mario’s Magnet Dance can disrupt the formation, but keep allies out of the following area attack.

The second encounter adds Blizzy and Sandy to another protected group. Remove the Supporter and the helpers that block your firing positions, then focus one boss at a time. Respect Blizzy’s reaction line and Sandy’s explosive radius; a temporary shield is different from a permanent directional block. Collect the rewards and return through the opened route.

After World 2

Use Lift on Rabbid statues and carryable objects throughout the desert. Complete the secret chapter, collect accessible chests and challenge the ten Challenge Rabbids. Replays with improved weapons and skills are useful for Perfect ratings.

Buy and equip weapons for both Rabbid Mario and Peach before heading to Spooky Trails. Their new roles are useful only when their weapons and skills are actually selected in Battle HQ.

Collectibles and Challenges

All collectible and weapon chests · All ten world Challenges

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