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Kirby's Adventure FAQ/Walkthrough
Copyright Hal Laboratory 1993
Written By Brian P. Sulpher
E-mail:
[email protected]
Version 1.3
Dates Written: February 1st to February 19th, 2004
I dedicate this one to Trace Jackson for his love of Kirby. You are the
master blaster of disaster, and I look forward to future FAQ projects
together! You are a good author, so stop pretending the facts say
otherwise.
Also, for Cougar, Howler, Koonce, and Gracey. I miss you, and I hope you
are living it up in the afterlife as you did in this world. You will always
be in my memories, and you will never be forgotten.
-----------
Version 1.0
-----------
-Submitted FAQ on February 19th, 2004
-----------
Version 1.1
-----------
-Submitted FAQ on June 27th, 2004
-Altered format to make it more user friendly
-----------
Version 1.3
-----------
-Submitted guide on July 16th, 2005
-I added in Retronintendo and Honestgamers as sites allowed to use my FAQs
-Altered the format to make it easier on the eyes of the reader
----------------------------------------------------------------------------
-----------------------------Table Of Contents------------------------------
----------------------------------------------------------------------------
1) Introduction
2) Controls
3) World One
4) World Two
5) World Three
6) World Four
7) World Five
8) World Six
9) World Seven
10)World Eight
11)Powers
12)Items
13)Enemies
14)Bosses
15)Switch Locations
16)Bonus Games
17)Credits
18)Final Word
----------------------------------------------------------------------------
---------------------------------Introduction-------------------------------
----------------------------------------------------------------------------
1) The following stories are taken directly from the game and instruction
manual respectively, and are in no way the property of nor the work of
Brian P. Sulpher.
o------------o
| Game Story |
o------------o
One day, the peaceful life of Dream Land was shattered by a mysterious
crisis! The inhabitants didn't dream!
On the edge of Dream Land, dreams and hopes once gushed forth from the Dream
Spring, fueled by the Star Rod.
Investigating the Dream Spring, Kirby found naughty King Dedede swimming in
it's magical waters!
Dedede has broken the Star Rod and given the pieces to his friends, who are
now hiding in Dream Land!
To bring back the lost dreams, Kirby sought the Star Rod!
o--------------------------o
| Instruction Manual Story |
o--------------------------o
A crisis in Dream Land!
Light years away, .......
.. on a tiny star not visible from Earth, is the magical, peaceful place
known as Dream Land. The beings that inhabit this wondrous world live in a
blissful existence that centers on eating, sleeping and playing. An example
of their care-free customs include the traditional after-lunch feast nap.
After they awaken from their nap, the Dream Landers discuss their dreams and
fervently hope that each other's fondest wishes come true.
One day, a young Dream Lander named Kirby awoke from his after-lunch nap
feeling terrible. "What happened?" he wondered to himself. "I didn't have
any dreams during my lunch nap!" This lack of dreams left Kirby feeling
very uneasy. After talking to some of his friends, he found that the
problem was much more serious than he had thought, for they had not
experienced any dreams either! "Something must have happened to the Dream
Spring!" they exclaimed in unison.
The Dream Spring is a magical well that is a reservoir for all the dreams of
the inhabitants of Dream Land. Dreams also flow out of the Dream Spring and
envelop Dream Land, granting all sleeping beings enjoyable dreams.
Legends told that the Dream Spring was created by a magical artifact known as
the Star Rod. The sparkling star on the tip of this scepter was an actual
fragment of a star that had landed in Dream Land in the distant past. The
Star Rod now provided energy to the Dream Spring and served as the very
symbol of Dream Land.
The lack of dreams made everyone in Dream Land feel restless and irritable.
The joyful laughter that had once resounded throughout Dream Land could no
longer be heard at all. Things were bleak. Kirby, the roly-poly hero of
Dream Land, boldly announced his intention to investigate the Dream Spring
and find the cause of all the trouble.
Upon reaching the Dream Spring, who did he find but King Dedede, bathing in
its magical waters! In the past (see Kirby's Dream Land for Game Boy), King
Dedede had caused mischief in Dream Land by stealing all the Dream Landers'
food and Sparkling Stars. Now, in the middle of the Dream Spring, in place
of the Star Rod, sat Dedede, covered with bubble bath.
"So, you're up to your old tricks again, eh, Dedede?!", accused Kirby.
"What are you talking about, young pudge ball?", Dedede looked surprised. "I
thought I'd do everyone a favor by..."
"No, no no!" Kirby shook his head. "I won't listen to your tricks! What
have you done with the Star Rod?!"
"Oh, that old thing," Dedede said nonchalantly. "I broke it into seven
pieces and gave each piece to one of my friends..."
"What was Dedede thinking?!", Kirby wondered. Before hearing any more of
what Dedede had to say, Kirby set off on the long trek to gather the pieces
of the Star Rod and return them to the Dream Spring. Hopefully, he could
return the sparkly to the Dream Spring so that the people of Dream Land
could again enjoy their happy midday naps.
With this opening, you enter into what is perhaps the most grandiose NES
game ever made! It is great fun, a wonderful game, and just one of the
best examples of NES programming at a time where the SNES was grabbing
all the accolades. So, get your favourite Power-up, re-assemble that
Star Rod, and go kick Dedede to the curb as Kirby, the protector of Dream
Land is on the job!
----------------------------------------------------------------------------
-----------------------------------Controls---------------------------------
----------------------------------------------------------------------------
2) This section will look at the basic controls as well as advanced
techniques.
o----------------o
| Basic Controls |
o----------------o
D-Pad : LEFT and RIGHT will move Kirby in the corresponding direction
pressed. DOWN will cause Kirby to duck. UP will cause Kirby to
take in air, allowing him to fly into the air.
SELECT : Drops the current Power that Kirby is in possession of.
START : Pauses/unpauses the game.
B Button: Kirby will inhale with his hoover like abilities. If Kirby has a
Power, then this will execute said Power.
A Button: Kirby will hop into the air.
o---------------------o
| Advanced Techniques |
o---------------------o
Dashing............: Press to the LEFT or RIGHT twice to send Kirby running
at double speed.
Diving Attack......: When Kirby enters into a free fall with nothing in his
mouth and he passes a distance that is higher than the
maximum his jump can reach, he will lower his face
downward. If he collides with an enemy, this will kill
the enemy instead of damaging him (provided touching
said enemy is not harmful to Kirby).
Flying Puff Attack.: After taking air by pressing UP, Kirby can spit out an
air puff to hurt enemies by pressing the B Button.
Slide Attack.......: Hold DOWN and then press either the A Button or the B
Button to send Kirby sliding along the ground in the
direction he is facing to kill most enemies in one hit.
Swallowing An Enemy: Once Kirby has an enemy in his mouth (from the B Button
suction maneuver), press DOWN to swallow the enemy.
If Kirby has an enemy who has an ability in his mouth
to swallow, he will steal their ability to use as his
own!
----------------------------------------------------------------------------
----------------------------------World One---------------------------------
----------------------------------------------------------------------------
3) Welcome to Vegetable Valley! This section will cover all of the levels,
including the Mini-Games and other locations.
o-----------o
| Level 1-1 |
o-----------o
Head right to find Waddle Doos (Beam Power), Bronto Burts, and Waddle Dees
all waiting to greet Kirby, followed by a hopping Sparky (Spark Power) to
test Kirby. Continue right past another Waddle Dee and a Bronto Burt to fly
over the high wall to face a Q-Burt (Fire Power) in battle to gain access to
a door to the next area.
Waddle Dees, Sparky, and Q-Burt stand between Kirby and a gap with stepping
stones leading across (just fly across to be safe, but watch out for the
Bronto Burt) to fight Sparky to find another door to pass through.
Poppy Bros. Jr., Q-Burt, Waddle Dee, and Waddle Doo block the path to a
shallow pond where a Maximum Tomato waits to refill Kirby completely. Now
continue to the right to face more of the usual suspects for this level to
pass through the star door to the Launcher Bonus for the level!
o------------------o
| Crane Bonus Game |
o------------------o
With two chances to grab some prizes, hold the A Button to move the crane
right till the claw is over the desired Kirby target, release the button,
and see if you successfully get your prize. Two chances are yours at a
small Kirby (1-Up) or a Large Kirby (2-Up). There seems to be no set
pattern to winning, other than luck.
o-----------o
| Level 1-2 |
o-----------o
Head right past the Gordo to take on a Cappy, followed by a Waddle Doo
located just short of a Shotzo. Go right underneath the Shotzo to find a
Sir Kibble (Cutter Power) guarding a Gordo and a Warp Star that takes Kirby
to the next area. Fight the three Bronto Burts as you move right to find
Poppy Bros. Sr.
~~~~~~~~~~~~~~~~~~~~~~~
~~~ Poppy Bros. Sr. ~~~
~~~~~~~~~~~~~~~~~~~~~~~
This baddie will bounce back and forth across the screen, throwing out
bombs like they are going out of style. use your ability if you wish, but
the quickest way to defeat him is to inhale the bombs he throws and throw
them back to hurt him. Three full star hits will knock him out, so inhale
him to get his Crash Power!
~~~~~~~~~~~~~~~~~~~~~~~
~~~ Poppy Bros. Sr. ~~~
~~~~~~~~~~~~~~~~~~~~~~~
Some more Bronto Burts await Kirby after the battle, leading into a new door
that leads to the next area. Q-Burt, Poppy Bros. Jr., Waddle Doo, and
Waddle Dees all await Kirby as he moves right to pass a Gordo. Now
choose the lower passage to fight a Sparky for a Maximum Tomato (squirreled
away in a hole above some Star Blocks), then head back left to take the
passage above past a Poppy Bros. Jr. (balancing on an Apple) to find a new
door.
A Broom Hatter and a couple Cappies as well as a Blade Knight all stand
between Kirby and the star door that leads to the Launcher Bonus!
o-----------o
| Level 1-3 |
o-----------o
A Cappy will greet you, followed by a barrage of Shotzos, so fly past them
to tangle with a Waddle Dee and a Waddle Doo on a down slope. Next up is
a Broom Hatter and a Kabu guarding a door leading to the next area. A
couple Blowfires (Fireball Power) greet Kirby, followed by a jaunt to the
right through Waddle Dees, Bronto Burts, and a Sparky to find a door to the
next area.
Take out the Q-Burt, Shelled Kany, and the Squishy to head into the water to
face another Squishy, a Sir Slippy, and a Blipper underwater (use your water
spewing attack to kill them off). Head through the door to the next area to
face a Q-Burt, followed by Poppy Bros. Jr.'s and Waddle Dees as Kirby moves
to the right. A Sparky and a Blowfire are next, followed by a couple Waddle
Dees, a Poppy Bros. Jr., and a Q-Burt guarding a Maximum Tomato on the lowest
level of the structure. Then Kirby just needs to fight one Bronto Burt and
he will reach the star door leading to the Launcher Bonus and the end of the
level!
o--------o
| Museum |
o--------o
A free Power for Kirby is here! Swallow the Blade Knight to gain the use of
the Sword Power!
o-----------o
| Level 1-4 |
o-----------o
A Poppy Bros. Jr. and a Sparky greet Kirby, so grab the Spark Power if you
wish before climbing the ladder and jumping into the room above to face Mr.
Frosty!
~~~~~~~~~~~~~~~~~~
~~~ Mr. Frosty ~~~
~~~~~~~~~~~~~~~~~~
Mr. Frosty is a large walrus that will shake his ass at Kirby (possibly in
an attempt to gross him out), followed by throwing an ice cube into the air
so he can knock it at Kirby using his same shaking ass. He will also charge
across the room, trying to ram into Kirby with his girth. To win, have
Kirby inhale the incoming ice cube and spit it back at him. If Kirby is
fast enough on returning the ice cube to Mr. Frosty in star form, Mr. Frosty
will not charge across the room like a fool. Two full star hits will take
this weird walrus down, making sure to swallow him for his Freeze ability.
~~~~~~~~~~~~~~~~~~
~~~ Mr. Frosty ~~~
~~~~~~~~~~~~~~~~~~
After passing through the door, head right, freezing all the Cappies, Bronto
Burts, Kabus, and a Broom Hatter to face a Waddle Doo before continuing to
the right to fight more of the same Powerless enemies to reach a door to
pass through. Here a Togezo (Needle Power) will be waiting, followed by a
bunch of Waddle Dees and a Waddle Doo as Kirby climbs the platforms to find
two Star Blocks blocking the door out of this tree.
Head right past a Togezo to see a Meta fellow throw Candy high into the air,
so grab it with Kirby to be rendered invincible (Hyper Power) temporarily.
Run to the right through all of the enemies, fly up to grab the 1-Up between
the two Shotzos, and then continue right while the getting is good with your
Hyper Power to pass through the star door to the Launcher Bonus!
o-------------------o
| Warp Star Station |
o-------------------o
When you find these, you will be able to travel to any other World that you
uncovered their Warp Star Station. This is a superb way to go to previous
areas to look for specific Powers, 1-Ups, or even hidden Switches!
o--------------------------o
| World Boss - Wispy Woods |
o--------------------------o
Upon entering, head down through the small openings in the branches to fall
into the battle area. Upon arriving, you can take on the Boss through one
of two main strategies:
a) The regular way to win is to duck/jump the air puffs from Wispy (go right
up to the side of the tree to remain completely safe), followed by
inhaling the Apples that fall from his branches. Then, spit them back at
Wispy to cause damage before repeating these steps to finish him off. He
requires six regular star hits, but if you can combine two Apples into
one star, it will take even less.
b) Before entering into battle, get a Power like Spark or Freeze for the
best effect, although Beam or Sword will work well too. Upon entering
battle, move right up beside Wispy, and proceed to lay into him with your
Power, remembering to dodge the Apples if you do not have a Power that
generates attacks all around Kirby. This method will take down Wispy in
a very fast manner, so it is the one I recommend. Remember that you must
switch to the method above if you do lose your Power.
You will have gained possession of 1/7th of the Star Rod, so head off to
the next area to start after the next portion!
----------------------------------------------------------------------------
----------------------------------World Two---------------------------------
----------------------------------------------------------------------------
4) Welcome to Ice Cream Island! This section will cover all of the levels,
including the Mini-Games and other locations.
o-----------o
| Level 2-1 |
o-----------o
Head to the right past the Coconuts to see a door that leads to a Pep Brew
that is guarded by a Waddle Dee (Parasol Power), followed by continuing over
the hill to pass some more Coconuts to reach a Q-Burt. Jump over the water
to reach an island with a Shelled Kany, followed by another body of water
between Kirby and a Scarfy (kill him from a distance). Follow that up by
passing through the door on the right to reach the next area.
Kill the Blade Knight, then head right, fighting the Cappy and the Waddle
Dees to encounter a Kaboomba (Crash Power) who should be killed quickly
before he can crash into the ground to use it's terrifying Crash abilities.
Now all that stands between Kirby and the next area are a Couple Waddle
Dees!
Head right to find a Whirlwind (Tornado Power) all ready to take on Kirby,
which is followed up by Waddle Dees, another Whirlwind, and a Waddle Doo.
After passing through all of that crap, Kirby will be at the star door that
leads to the end of level Launcher Bonus!
o------------------------o
| Egg Catcher Bonus Game |
o------------------------o
Eat the eggs and not the bombs that King Dedede throws out in play, with
the more eggs being grabbed the better your reward will be. Here are the
following reward values for the amount of eggs captured:
01-06: 500 Points
07-12: 1000 Points
13-18: 3000 Points
19-24: 5000 Points
25-29: 1-Up
30: 3-Up
o-----------o
| Level 2-2 |
o-----------o
Take out the Climber Guy and Waddle Dee to pass though the door to blow the
Bomb up to find a Togezo guarding the next door. Grab the Warp Star to be
taken to the next area where he can choose from the following enemies for
Powers: Sparky (Spark), Q-Burt (Fire), or Blade Knight (Sword). Following
that, head over the wall to face the Big Wheelie!
~~~~~~~~~~~~~~~~~~~
~~~ Big Wheelie ~~~
~~~~~~~~~~~~~~~~~~~
This massive rolling tire will move back and forth across the screen,
attempting to run Kirby down. After Kirby has dodged enough times, the Big
Wheelie will crash to the ground to release a Wheelie (smaller version) that
will roll at Kirby, so suck it in and then return fire at Big Wheelie after
he gets up and stops bouncing up and down like a maniac. Three star hits
will do him in, but if you enter with a good Power, wait for him to crash
and then lay into him with it while he is stunned and vulnerable. Inhale
him to grab yourself a cool Power in the Wheel!
~~~~~~~~~~~~~~~~~~~
~~~ Big Wheelie ~~~
~~~~~~~~~~~~~~~~~~~
Use your newfound Wheel Power to blaze a path to the right through the Poppy
Bros. Jr.'s, the Blade Knights, and the Sparkies as well as a refreshing Pep
Brew to reach the door to the next area. Kirby will find a small area where
a Pep Brew is guarded by a Waddle Dee, and the path below has a couple
Waddle Doos using their Beam attacks (these attacks can reach the ledge
above with the Pep Brew). Once you are done messing around, head through
the star door to get your end of level Launcher Bonus!
o------------------o
| Crane Bonus Game |
o------------------o
With two chances to grab some prizes, hold the A Button to move the crane
right till the claw is over the desired Kirby target, release the button,
and see if you successfully get your prize. Two chances are yours at a
small Kirby (1-Up) or a Large Kirby (2-Up). There seems to be no set
pattern to winning, other than luck.
o-----------o
| Level 2-3 |
o-----------o
A Parasol wielding Waddle Dee starts off the festivities, followed by a
large pit for Kirby to fly over to find a door to pass through. A Bronto
Burt greets Kirby, followed by a Bomb to be hit to open the passage ahead to
find a Blade Knight and a mini-puzzle. If you wish to reach the door on the
right behind the Bombable wall, read the next paragraph and diagram. If you
don't care, then move onto the paragraph after the next one. When you enter
the room, use air puffs on the top two Star Blocks of this formation:
| |
v v
__ __
|**|**|
__|__|__|
|**|**|**|
|__|__|__|
Now go inhale the Blade Knight and steal his Sword Power, then go down onto
the left-most Star Block, jump straight up, and swing the Sword to hit the
Bomb. Now drop the Sword Power, pass through the door, and inhale the Mr.
UFO (UFO Power) to get the neatest Power in the game! Now grab the Maximum
Tomato, then pass through the door to reach the previous area.
Now continue onwards by moving to the right to pass through a door to reach
a watery area where Blippers patrol so take them out carefully as you
progress past them and a Gordo to reach a door to a new area.
Upon entering, a Kabu and a Bronto Burt greet Kirby, followed by a Bomb in
the roof that can be destroyed by a Sword/UFO Power (leads to a 1-Up), but
to advance you need to head right to fight a Waddle Dee to gain access to a
Bomb. Continue along the newly opened path to fight a Cappy and a Bronto
Burt to get to blow up another Bomb that leads to a door to a new area where
the Meta Crew attacks!
~~~~~~~~~~~~~~~~~
~~~ Meta Crew ~~~
~~~~~~~~~~~~~~~~~
The Meta Knight will appear and swing his sword to lead his Meta Crew into
battle. He has the following troops at his command:
Meta Axe : He uses his throwing axes like Cutters as they fly out and
quickly return.
Meta Droid: This guy will use his Spears to attack Kirby unmercifully. He
also happens to be the most mobile of the four members.
Meta Lance: This rotund fellow throws arcing, electrified forks at Kirby.
Meta Mace : This is the most aggressive of the four, swinging his mace
around as he tears around his platform.
Every time that you kill a Meta Henchman, the life bar of the boss will
decrease. Once you have completely destroyed the Meta Crew, a door will
appear to allow Kirby through to the next area.
~~~~~~~~~~~~~~~~~
~~~ Meta Crew ~~~
~~~~~~~~~~~~~~~~~
If you want a pep Brew, enter the water to fight the two Blippers for it,
then continue to the right to find the star door, which leads to the end of
level Launcher Bonus!
o--------o
| Museum |
o--------o
Two free Powers for Kirby are here! Swallow the Q-Burt to gain the use of
the Fire Power, or swallow the Lazar Ball to get the Laser Power!
o-----------o
| Level 2-4 |
o-----------o
Fight your way right through Bronto Burts and a Waddle Dee to happen upon a
door that leads to a room with Climber Guys guarding a 1-Up! Now take out
the Bronto Burts and a Q-Burt guard the way to a set of Star Blocks holding
a Maximum Tomato, followed by heading right past more Bronto Burts, Waddle
Dees, and a Sparky to reach the door leading to the next area. Kirby will
appear in an area with caged enemies, which is where he can choose from the
following enemies for Powers: Waddle Dee (Parasol), Q-Burt (Fire), Rocky
(Stone). Following that, head over the wall to face the weird Clock Work!
~~~~~~~~~~~~~~~~~~
~~~ Clock Work ~~~
~~~~~~~~~~~~~~~~~~
This alarm clock reject will charge around the small area, coming to a halt
to ring his bells in a sonic boom like attack (it gives a small shield of
protection and attack), followed by walking around for a little bit more
before stopping to throw out four musical notes to alternating sides and at
increasingly larger ranges. To win, avoid his sonic attack and inhale his
notes to spit back at him, with three star hits taking him down. If you
have the Stone Power, it is possible to finish him off in two direct attacks
as attacking him from directly above will cause serious damage as Kirby
falls through him. Inhale this ugly mug to gain three charges of the Mike
Power!
~~~~~~~~~~~~~~~~~~
~~~ Clock Work ~~~
~~~~~~~~~~~~~~~~~~
Head through the door on the right, kill the Scarfies (do not inhale them!)
as Kirby moves downward to pass through another door, and then inhale the
Lazar Ball (Laser Power) to use off the ramped corner of the room to light
the Bomb and drop the 1-Up down to where Kirby can grab it!
Head through the next door to fight a Lazar Ball before jumping a Shotzo to
climb a slope to see a door in a pit, which leads to a Pep Brew guarded by
Waddle Doos, a Waddle Dee, and a Squishy (use Laser or Beam Power to get the
Squishy out of Kirby's path). Upon returning outside, head right again to
face a Lazar Ball, then pass a Shotzo to tangle with a couple Waddle Dees,
and then a Sparky. That leaves a sole Waddle Doo between Kirby and the star
door, which leads to the Launcher Bonus!
o-------o
| Arena |
o-------o
Kirby will enter into a one-on-one battle with Mr. Frosty, fighting to the
death! If Kirby loses, he loses a life. If Kirby wins, he will not only
win the Freeze Power, but he will also win a Maximum Tomato for his efforts!
See the Mini-Boss strategy listed in the Enemies section for specific
details on Mr. Frosty.
o-----------o
| Level 2-5 |
o-----------o
Head right to face a Waddle Dee (Parasol Power) as well as some Shotzos.
After dealing with the parachuting Shotzo (kill the Parasol as it will home
in on Kirby after releasing the Shotzo), continue right through the barrage
of Shotzo fire to fight another Waddle Dee. Continue right to fight yet
another Waddle Dee as well as passing one more Shotzo to see a door, but go
under the platform it rests of on to find a Pep Brew first, then go through
the door to the next area.
Head right to see some Wheelies in a hole, so grab them for a good Power (as
well as access to a hard to reach area ahead), followed by moving right (if
you have Wheelie, roll through the opponents). Continue along, dealing with
the Lazar Balls until you reach a gap in the ground. if you have Wheel
Power, head below to roll through the Sleepies and Gordo to bust a wall to
reach a door that leads to a Pep Brew guarded by Gordos (the door will put
Kirby by the door that the top path leads to). If you take the top path,
a couple Waddle Dees are all that you will face.
Head right to fight a Bronto Burt, two Kabus, a Waddle Dee (Parasol Power),
Jumping Dan (Hi-Jump), and a Cappy. After that barrage, continue moving
right to kill a Blade Knight, Sir Kibble, and then a Bronto Burt. Next up
is a Kabu and a Blade Knight, then two Gordos and a Waddle Dee (Parasol
Power), which are the last line of defense in front of the next door.
A couple Jumping Dans greet Kirby, so inhale one for his Hi-Jump Power, then
take to the skies with titanium like legs to bust the Star Blocks, If you
head up the right side, a Pep Brew awaits for Kirby, but be fast so the
Kaboombas will not have time to set Kirby ablaze with their explosive Power!
At the beginning of the next section is a Poppy Bros. Jr. rolling along on a
Maximum Tomato, so take him out (dump the Hi-Jump Power if needed) to refill
your life meter, then continue on to the right to fight more Poppy Bros.
Jr.'s as Bronto Burts attack from both the left and the right. Be sure to
get through that star door quickly, as the Launcher Bonus can be taken away
by the aggressive attacks (as well as you life!).
o-------------------o
| Warp Star Station |
o-------------------o
When you find these, you will be able to travel to any other World that you
uncovered their Warp Star Station. This is a superb way to go to previous
areas to look for specific Powers, 1-Ups, or even hidden Switches!
o---------------------------o
| World Boss - Paint Roller |
o---------------------------o
Paint Roller will skate and jump around the room, stopping at the art easels
to paint a picture. However, these pictures will quickly jump from the
canvas and attempt to ravage Kirby! However, some of these beings can be
swallowed to gain Powers, and this is a list:
Car (Wheel)
Bomb (Crash)
Baseball (Ball)
Parasol (Parasol)
Cloud (Spark)
Microphone(Mike)
As you can see, some very high quality Powers can be gained, so do not be
afraid to cycle through the great Powers as they appear. To win, let the
Paint Roller go to a canvas (follow her), inhale the drawing (taking the
Power if you wish to or use it to attack her), and then clear out of the way
by flying or jumping. Remember that the Crash attack will remove half of
the Paint Roller's life meter while three microphone blasts will do the
same. If you seek to do it the conventional way, smack her with six star
hits to be victorious.
You will have gained possession of 1/7th of the Star Rod, so head off to
the next area to start after the next portion!
----------------------------------------------------------------------------
---------------------------------World Three--------------------------------
----------------------------------------------------------------------------
5) Welcome to Butter Building! This section will cover all of the levels,
including the Mini-Games and other locations.
o-----------o
| Level 3-1 |
o-----------o
Head right to see a Blade Knight and a couple parasol wielding Waddle Dees,
followed by a door near the top of the screen. However, head right first to
find and swallow a Kaboomba for a crash ability, then pass through the door
to use an air puff on the Bomb. Avoid the falling Waddle Dees and Rockies
as you wing up to the door to face Clock Work!
~~~~~~~~~~~~~~~~~~
~~~ Clock Work ~~~
~~~~~~~~~~~~~~~~~~
This alarm clock reject will charge around the small area, coming to a halt
to ring his bells in a sonic boom like attack (it gives a small shield of
protection and attack), followed by walking around for a little bit more
before stopping to throw out four musical notes to alternating sides and at
increasingly larger ranges. To win, avoid his sonic attack and inhale his
notes to spit back at him, with three star hits taking him down. If you
have the Crash Power as I indicated, it is possible to finish him off in
one big attack! Inhale this ugly mug to gain three charges of the Mike
Power!
~~~~~~~~~~~~~~~~~~
~~~ Clock Work ~~~
~~~~~~~~~~~~~~~~~~
Head right through the small hallway, taking on the Lazar Ball, the
Blowfire, and the Bronto Burts to reach a door. When you reach the next
room, jump the first gap, grab the Pep Brew, and then fall down the second
gap to find two Star Blocks for Kirby to inhale, revealing a door! Pass
through it to inhale another Star Block, which Kirby should used on the now
revealed Bomb so it will open the passage up to the next door that will lead
to a switch that Kirby can hit to reveal an Arena in the main area of the
World!
Pass through the door the switch was blocking to end up on the upper hallway
(above the one you passed under earlier), so head left fighting off Bronto
Burts, a Lazar Ball, and the Blowfire (he can pass through the floor to
attack Kirby) to reach the star door that leads to the Launcher Bonus.
o-------o
| Arena |
o-------o
Kirby will enter into a one-on-one battle with Big Wheelie, fighting to the
death! If Kirby loses, he loses a life. If Kirby wins, he will not only
win the Wheel Power, but he will also win a Maximum Tomato for his efforts!
See the Mini-Boss strategy listed in the Enemies section for specific
details on Big Wheelie.
o-----------o
| Level 3-2 |
o-----------o
Take out the Q-Burt before moving to the next level to fight another Q-Burt
as well as a bunch of Climber Guys. The next level up has one more Climber
Guy and a Poppy Bros. Jr. rolling a Maximum Tomato along for Kirby, followed
by the door to the next section. This section is outside a tower, with
Kirby walking around it, so the scrolling will be a little strange at first.
Fight the Bronto Burts and Lazar Ball off as Kirby moves right, eventually
making a door appear for Kirby to pass through.
Next up is the tower interior, where Kirby will have to climb up the steps
while dodging the Rockies, a Sparky, a Togezo, and a Shiny Knight (Sword
Power) to reach a door. After passing through, you will see a Bomb that can
only be triggered by a Sword attack, so get the Shiny Knight from the right
to enter a room with a Big Wheelie. You would do this if you wished to use
the Wheel Power to pass through this large area without worry.
If you insist on doing it the conventional way, then head right past the
Shiny Knight to go up a level to fight another Shiny Knight and a Glunk
before hopping the spikes to take out a couple Star Blocks. Next up is a
Wheelie, then climb to a new level, followed by heading right past a couple
Gordos to reach a door to the next area. Here you will find a double
trouble attack in the form of Sir Pengies (Ice Power), and once they are
gone, bust the Bombs to try and fall down to hit the Maximum Tomato and 1-Up
before they fall down the hole (do not fall too far or you will lose a
life!). Once you are done here, pass through the door to face Bugzey!
~~~~~~~~~~~~~~
~~~ Bugzey ~~~
~~~~~~~~~~~~~~
Bugzey is a massive beetle with two pincers on his head. He also seems to
be a big pro wrestling fan as he makes use of some wrestling moves once he
grabs a hold of Kirby! Bugzey will jump through the air to try and grab
Kirby to perform a Suplex, He will perform a Piledriver if Kirby runs into
him while he is stationary, and he will also charge Kirby, performing a
multiple Powerbomb attack if he gets him. To beat this Hulk Hogan wannabe,
avoid his jumping and charging attacks, waiting for him to release two small
bugs, which should be inhaled and then spat back at the terror. If you can
inhale both bugs at one time, the resulting attack will really hurt Bugzey.
Three star hits will get rid of this annoyance, so swallow him to get his
Back Drop Power!
~~~~~~~~~~~~~~
~~~ Bugzey ~~~
~~~~~~~~~~~~~~
Head on through the star door to get your hard-earned Launcher Bonus!
o-----------o
| Level 3-3 |
o-----------o
Head up the ladder to fight a Blade Knight, head down the ladder at full
speed to escape the attacking Bronto Burts, take out the Bronto Burt, and
then avoid the Waddle Dees as you navigate Kirby up to the door above.
Outside a tower once more, rotate the tower as you head right, fighting
Bronto Burts and Jumping Dans to make a door appear, through which Kirby
must pass.
Next up for Kirby is a two-sided set of rooms, where multiple doors exist.
The following path will be the one that is most beneficial to Kirby, but
almost any route can be taken to reach the top. Head up the ladder to pass
through the door on the right, reaching the blue side. Climb past the Kabu
and Q-Burt to bust a Bomb to reach a door that leads to the red side where a
Maximum Tomato sits. Return to the red side, take out the Shiny Knight,
bust the Star Blocks, and pass through the door to gain access to the star
door to reach the end of level Launcher Bonus!
o--------o
| Museum |
o--------o
A free Power for Kirby is here! Swallow the Jumping Dan to gain the use of
the Hi-Jump Power!
o-----------o
| Level 3-4 |
o-----------o
Grab the Warp Star to take the easy route up this tower, arriving by a door
for Kirby to pass through to run into the Meta Crew once more!
~~~~~~~~~~~~~~~~~
~~~ Meta Crew ~~~
~~~~~~~~~~~~~~~~~
The Meta Knight will appear and swing his sword to lead his Meta Crew into
battle. He has the following troops at his command:
Meta Axe : He uses his throwing axes like Cutters as they fly out and
quickly return.
Meta Droid: This guy will use his Spears to attack Kirby unmercifully. He
also happens to be the most mobile of the four members.
Meta Lance: This rotund fellow throws arcing, electrified forks at Kirby.
Meta Mace : This is the most aggressive of the four, swinging his mace
around as he tears around his platform.
Every time that you kill a Meta Henchman, the life bar of the boss will
decrease. Once you have completely destroyed the Meta Crew, a door will
appear to allow Kirby through to the next area.
~~~~~~~~~~~~~~~~~
~~~ Meta Crew ~~~
~~~~~~~~~~~~~~~~~
This small but busy room has a Broom Hatter, a Kabu, a Blade Knight, and a
Parasol carrying Waddle Dee protecting the door to the next area. This area
has a strong wind current coming from below, so any jump that Kirby makes
will be exaggerated somewhat. You will see clouds on the side for Kirby to
jump his way upwards, but most will have Shotzos and Gordos patrolling the
area. However, you will also have a 1-Up, a Maximum Tomato, and a Pep Brew
to keep Kirby moving upwards to reach the star door Launcher Bonus!
o------------o
| Quick Draw |
o------------o
Once your opponent draws, draw your weapon and shoot them! Your rewards will
increase the more opponents you get rid of. Note that you will have to be
under 20 for the third opponent, under 15 for the fourth opponent, and under
10 for the fifth and final opponent.
1 Opponent : 1000 Points
2 Opponents: 3000 Points
3 Opponents: 5000 Points
4 Opponents: 1-Up
5 Opponents: 3-Up
o-----------o
| Level 3-5 |
o-----------o
Take on a Sparky and a Shiny Knight before grabbing the Candy and passing
through the door above. Dash to the right to rotate around the tower, using
your Hyper Power from the Candy to bash through the Scarfies and the Birdies
to make a door appear for Kirby to pass on through. Some Waddle Dees, a
Chilly (Freeze Power), a Shiny Knight, and a Gordo all block Kirby's
progress to the left to find another door to pass through to find Bonkers
waiting!
~~~~~~~~~~~~~~~
~~~ Bonkers ~~~
~~~~~~~~~~~~~~~
This massive wall of muscle will be wielding a vicious Hammer. He will
charge straight ahead or leap through the air, depending on where Kirby is
at the time of his attack's initiation (either way, clear out of the way),
When he swings his Hammer, inhale the resulting stars to spit back at
him to hurt him, or inhale the Coconuts he throws out and spit them back at
him to damage him. Land three hits to put him out of commission, so be sure
to swallow him for his Hammer ability.
~~~~~~~~~~~~~~~
~~~ Bonkers ~~~
~~~~~~~~~~~~~~~
Once you leave through the door, use your new Hammer Power (you did take it,
did you not?) to kill the Star Blocks to reach a stake that cries out for
Kirby to whack it. Your reward will be a Maximum Tomato and a 1-Up, so
collect them before leaving through the star door to get your hard-earned
Launcher Bonus!
o-----------o
| Level 3-6 |
o-----------o
Deal with the Poppy Bros. Jr. near the door as you head through to a narrow
hallway leading right where Kirby should take out the Kaboombas as he goes
along. If he still has the Hammer Power when he reaches the Bomb, bust it to
reach a Pep Brew, but once you reach the Star Blocks, bust them down to pass
through the door to face a Q-Burt. Next up is a Shotzo for Kirby to move by
to climb the ladders past a Shiny Knight to grab a Maximum Tomato. Continue
climbing to pass a Gordo, a Shotzo, and a Sir Slippy to reach the next area.
Take on a Blowfire, Bronto Burts, and a Lazar Ball to make a door appear on
the outside of the tower (same old rotation trick you know by now) to find
a wide open area. Instead of risking life and limb by using the cloud
platforms to climb up, fly up along the wall on the right, breaking the Star
Blocks to reveal a hidden door! Go through it to hit a Bomb, followed by
flying right as fast as possible to beat the newly forming wall to find a
Pep Brew, then enter the next door to find a switch to hit that reveals the
Egg Catch Bonus Game!
Now you are ready to continue onward in the level, so pass through the door
to get back outside, and resume your flight upwards along the building to
take on a Shiny Knight for the rights to enter the next door. Here you will
be located in a darkened area where a Waddle Dee and a Sir Kibble are
blocking the path to the Angel Boo, which will yield Light Power that Kirby
can use to light the room up once more! Now start off to the right to fight
a Sir Kibble, a Blade Knight, and an Angel Boo to reach yet another door.
Here you will find Kabus, Waddle Dees, and Jumping Dans all blocking the
path upwards to the star door and the end of level Bonus Launcher.
o------------------------o
| Egg Catcher Bonus Game |
o------------------------o
Eat the eggs and not the bombs that King Dedede throws out in play, with
the more eggs being grabbed the better your reward will be. Here are the
following reward values for the amount of eggs captured:
01-06: 500 Points
07-12: 1000 Points
13-18: 3000 Points
19-24: 5000 Points
25-29: 1-Up
30: 3-Up
o-------------------o
| Warp Star Station |
o-------------------o
When you find these, you will be able to travel to any other World that you
uncovered their Warp Star Station. This is a superb way to go to previous
areas to look for specific Powers, 1-Ups, or even hidden Switches!
o-------------------------------------o
| World Boss - Mr. Shine & Mr. Bright |
o-------------------------------------o
This fight will be with two separate entities, Mr. Shine & Mr. Bright, but
they will fight as a team against Kirby. While one is on the ground, trying
to attack Kirby head on, the other will be in the air, attacking
occasionally with Powers from above.
Mr. Shine is the moon, he will attack on the ground by throwing a slice of
himself at Kirby (jump it), he will jump into the air to try and hit Kirby,
and a charge attack across the screen (when he starts to flash, he is going
to charge). When he is in the air, he will start to flash briefly before
stars will start to streak down from the heavens.
Mr. Bright is the sun, he will attack on the ground by throwing a fireball
from himself at Kirby (jump it), he will jump into the air to try and hit
Kirby, and a charge attack across the screen (when he starts to flash, he is
going to charge). When he is in the air, he will move towards Kirby, stop,
and then send down concentrated sun beams that will cause stars to be
created (two sets of two).
Also note that the stars from Mr. Shine can be swallowed to give Kirby the
Cutter Power, and the stars Mr. Bright can be swallowed to give Kirby the
Fire Power. If Kirby swallows two stars at one time from Mr. Bright, he
will be able to get any random Power by pressing the B Button, but if he
lets it spin to a finish, he can get a 100% assured Wheel Power!
To win, Kirby will have to avoid the thrown attacks by the two celestial
bodies, avoid their jumping attacks, and also jump their charging attacks
long enough to allow the guy in the sky to start reining down attacks to
create stars. Three hits apiece will kill off the two, but remember that
the Wheel Power is a superb Power for running through the enemies
constantly, not allowing them any time to recover and attack.
You will have gained possession of 1/7th of the Star Rod, so head off to
the next area to start after the next portion!
----------------------------------------------------------------------------
----------------------------------World Four--------------------------------
----------------------------------------------------------------------------
6) Welcome to Grape Garden! This section will cover all of the levels,
including the Mini-Games and other locations.
o-----------o
| Level 4-1 |
o-----------o
Head right to find a Q-Burt and a Gordo, followed by a Sparky, a Lazar Ball,
and some Waddle Dees all guarding the way to the door to the next area.
Take on the Waddle Dees, the Waddle Doo, the Togezo, and the Shiny Knight as
you jump upwards to reach the door above. Now you will be in an outside
area, so head right, fighting off Mr. UFO's, so you may wish to swallow one
to get their incredible Power as you move to the next area through the
nearby door.
Here you will find a bouncing Chicky, followed by a Glunk, two Gordos, and
then a Birdy. Continue heading right to fight a Chicky and a Sleepy,
followed by some Waddle Doos trapped in Star Blocks. Kill them as you move
right through the structure, cutting upwards to the one part of the diagonal
pattern that is filled in. Remove the Star Block, go into the area that it
was lying over, and press Up to pass through the invisible door there to
find a switch to trip to reveal the Egg Catching Game in the outer area!
Upon leaving the room, head down to the door below to move on to the next
portion of the level.
This part has a Whirlwind, a Shiny Knight, another Whirlwind, and then a
Sleepy. This will just leave the final stretch where a Waddle Doo and a Sir
Kibble lie in wait as the last defense of the star door and the Launcher
Bonus that lies through the door.
o------------------o
| Crane Bonus Game |
o------------------o
With two chances to grab some prizes, hold the A Button to move the crane
right till the claw is over the desired Kirby target, release the button,
and see if you successfully get your prize. Two chances are yours at a
small Kirby (1-Up) or a Large Kirby (2-Up). There seems to be no set
pattern to winning, other than luck.
o-----------o
| Level 4-2 |
o-----------o
As you all down, head right to start fighting a bunch of Poppy Bros. Jr.'s,
with your goal being to get to the right side of the screen to find a Bomb
to destroy the wall, allowing Kirby to pass through the door contained
within. Take out the three Poppy Bros. Jr.'s as Kirby moves to the door
above, where he will an area with Poppy Bros. Jr.'s guarding the passages
leading downward to water for Kirby to swim through to the right to
surface after busting the Star Blocks. Now climb the slope, bust the
stacked Star Blocks to find a hidden door leading to a room with a couple
Squishies guarding a Maximum Tomato.
Exit the room, continue climbing upwards, and pass through the door above to
find a room with choices. Both the top and lower path offer Poppy Bros.
Jr.'s, spikes, a Togezo, and a Spark, but the top offers a Pep Brew as well.
Head through the door at the end of this hellish hallway to find yourself a
double does of Poppy Bros. Sr.'s!
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~ Poppy Bros. Sr.'s ~~~
~~~~~~~~~~~~~~~~~~~~~~~~~
These baddies will bounce back and forth across the screen, throwing out
bombs like they are going out of style. use your ability if you wish, but
the quickest way to defeat them is to inhale the bombs both throw and throw
them back at a single Poppy Bros. Sr., eliminating one of them quickly.
Then swallow the downed Poppy Bros. Sr. to gain Crash ability, which should
be turned on the remaining Poppy Bros. Sr., reducing his life to almost
nothing. Three full star hits each will knock them out, so inhale the last
one to get his Crash Power!
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~ Poppy Bros. Sr.'s ~~~
~~~~~~~~~~~~~~~~~~~~~~~~~
Go through the star door that appears to get your Launcher Bonus!
o------------o
| Quick Draw |
o------------o
Once your opponent draws, draw your weapon and shoot them! Your rewards will
increase the more opponents you get rid of. Note that you will have to be
under 20 for the third opponent, under 15 for the fourth opponent, and under
10 for the fifth and final opponent.
1 Opponent : 1000 Points
2 Opponents: 3000 Points
3 Opponents: 5000 Points
4 Opponents: 1-Up
5 Opponents: 3-Up
o-----------o
| Level 4-3 |
o-----------o
If you need the Fire Power from the Q-Burt, get it and light the fuse,
followed by positioning Kirby in the cannon to the right. He will be
launched to the sky above where a cloud holds a 1-Up, so grab it, pass
through the door to end up in the area below again, and head through the
door on the right.
This area has a high wind velocity, pushing Kirby continually from the left
side towards the right side of the screen. Although many paths are possible
here, I will choose the one that is most beneficial to Kirby. Start off by
dropping down to the bottom of the area, then start flying right to see a
Bronto Burt, a Blade Knight, and then a Shotzo guarding a door that Kirby
will enter. Inside a Kabu will disappear, so take him out as he reappears,
then inhale the Maximum Tomato on the far side of the wall before heading
back outside. Continue moving right, fighting Blade Knights and Sir Kibbles
to find a second door, but you will fly past it, going to the far right
side of the large area, finding a door in the lower right corner. Enter
into it to trip a Switch that reveals the Museum in outer area!
Now fly left, returning to the door you skipped earlier, and pass through to
find the wind is still there. Head right, fighting a Sir Kibble, two Broom
Hatters, jump a Shotzo, and then get by a Jumping Dan to kill some Star
Blocks that are in your way. Kirby gets to take on a Blade Knight, a
Parasol wielding Waddle Dee, and then a Kaboomba before passing through a
narrow opening to take on a Sir Kibble, Bronto Burts, and another Broom
Hatter that are the last line of defense for the waiting Warp Star.
Once Kirby shows his usual flying prowess, you will see Kirby is in a small
area that scrolls upward towards the star door. All he has to do is get
past the following menagerie of troops to reach the star door and the
waiting Launcher Bonus: a Lazar Ball, a couple Waddle Dees, and a Climber
Guy. Not too tough, so just fly right for the star door.
o--------o
| Museum |
o--------o
Two free Powers for Kirby are here! Swallow the Sleepy to gain the use of
the Sleep Power, or swallow the Chicky to get the Ball Power! Not really
worth your visit...
o-------o
| Arena |
o-------o
Kirby will enter into a one-on-one battle with Bugzey, fighting to the
death! If Kirby loses, he loses a life. If Kirby wins, he will not only
win the Back Drop Power, but he will also win a Maximum Tomato for his
efforts! See the Mini-Boss strategy listed in the Enemies section for
specific details on Bugzey.
o-----------o
| Level 4-4 |
o-----------o
Head right to tangle with a Broom Hatter, a pair of Parasol Waddle Dees, a
Blade Knight, a flock of Bronto Burts, and then three disappearing Kabus
(stop and wait for them to reappear so Kirby can dodge them). Deal with the
Blade Knight so Kirby can use the door to reach the next area where Birdies,
a Scarfy, and a Shelled Kany attempt to knock Kirby into the pit below.
The next room has a Wheel contained above in a small compartment, so swallow
it and use it to burn down the slopes here, passing through a Bomb to start
a race against the clock to reach a small compartment where a 1-Up waits,
but only if Kirby beats the fuse leading to the same area to wall it off.
Otherwise, you will have to go the conventional path, but both doors lead to
the next area, where Kirby should drop his Wheel, and choose between the
Sparky (Spark Power) and Waddle Doo (Beam Power) before jumping over the
wall to find Shelatoss!
~~~~~~~~~~~~~~~~~
~~~ Shelatoss ~~~
~~~~~~~~~~~~~~~~~
This guy will attack Kirby by trying to spin into him, grabbing a hold of the
Pink Puffball, and then throwing him into a wall. To win, almost any Power
Kirby can attack with before the guy begins to move (avoid him), then wail
on him while he recovers. The other option is to dodge his attacks,
followed up by inhaling the small animal he throws, and then return fire.
It will take three of the stars hits to knock him dead, and don't forget to
swallow this roly poly fellow to gain his Throw ability before leaving.
~~~~~~~~~~~~~~~~~
~~~ Shelatoss ~~~
~~~~~~~~~~~~~~~~~
Pass through the door to the next room to move past Star Blocks, Waddle
Dees, and a Waddle Doo to reach the star door and the Launcher Bonus.
o-----------o
| Level 4-5 |
o-----------o
Head right to find a Candy thrown into the air for Kirby by the Meta Knight,
so grab it with pleasure and charge to the right to plow through all of the
enemies to get as far as you can. You will reach the Chilly (more or less)
by the time it runs out, so continue right to find a door that has Gordos
and Blade Knights in a narrow hall leading to a Pep Brew, and after that
door is a second door (watch our for the Rocky along the way) that takes
Kirby to a small area with a Broom Hatter and Blade Knight that guard a door
leading to a another go at the Meta Crew!
~~~~~~~~~~~~~~~~~
~~~ Meta Crew ~~~
~~~~~~~~~~~~~~~~~
The Meta Knight will appear and swing his sword to lead his Meta Crew into
battle. He has the following troops at his command:
Meta Axe : He uses his throwing axes like Cutters as they fly out and
quickly return.
Meta Droid: This guy will use his Spears to attack Kirby unmercifully. He
also happens to be the most mobile of the four members.
Meta Lance: This rotund fellow throws arcing, electrified forks at Kirby.
Meta Mace : This is the most aggressive of the four, swinging his mace
around as he tears around his platform.
Every time that you kill a Meta Henchman, the life bar of the boss will
decrease. Once you have completely destroyed the Meta Crew, a door will
appear to allow Kirby through to the next area.
~~~~~~~~~~~~~~~~~
~~~ Meta Crew ~~~
~~~~~~~~~~~~~~~~~
Bronto Burts, a Blowfire, and a Climber Guy are next, guarding a Bomb that
opens the path to more Bronto Burts and a Sparky guarding the path to the
next door. This room will lead right, each widening of the hall will see
spikes on the floor and Gordos floating through the air. Fly carefully
through these blockades, using your Fireball technique f you have it to
perform some superb flying attacks between the Gordos to reach the star door
that leads to your Launcher Bonus.
o-----------o
| Level 4-6 |
o-----------o
Bust the Bombs as you move past a Scarfy and a Sir Slippy to reach the
water, moving to the right past the Sir Slippies and a Blipper as you take
the higher passage to go right to break a Bomb to get at a Pep Brew. Now
take out the Bomb you passed just a few seconds ago, take on the Shiny
Knight, deal with the Glunk, and then the Q-Burt before exiting the area by
moving through the door to find Clock Work waiting for Kirby.
~~~~~~~~~~~~~~~~~~
~~~ Clock Work ~~~
~~~~~~~~~~~~~~~~~~
This alarm clock reject will charge around the small area, coming to a halt
to ring his bells in a sonic boom like attack (it gives a small shield of
protection and attack), followed by walking around for a little bit more
before stopping to throw out four musical notes to alternating sides and at
increasingly larger ranges. To win, avoid his sonic attack and inhale his
notes to spit back at him, with three star hits taking him down. If you
have the Crash Power as I indicated, it is possible to finish him off in
one big attack! Inhale this ugly mug to gain three charges of the Mike
Power!
~~~~~~~~~~~~~~~~~~
~~~ Clock Work ~~~
~~~~~~~~~~~~~~~~~~
Fly through the door above to find three Bronto Burts coming for Kirby!
After they are disposed of, jump to the ledge above, drop down to the next
level, and then stand right beside the wall to the left of Kirby and press
UP to pass through the door hidden in the dark to find a switch that reveals
the hidden Warp Star Location!
Upon exiting, the Bronto Burts attack again, then jump the gap on the right
to find a Blade Knight, a Bronto Burt, and a Waddle Doo waiting to greet
Kirby. After jumping over the staircase, swallow the Angel Boo so Kirby can
light the area, then continue right to fight a Waddle Doo. Jump the gap to
tackle a Blade Knight, followed up by two Sir Kibbles and an Angel Boo that
are all that stands between Kirby and the door.
Break the Bomb, break the Kabu, pass through the door, and inhale the Rocky
if you wish to go after the 1-Up. The following steps will get Kirby the
1-Up:
i) Pound the stake at the top of the structure to cause some ground to
give way.
ii) Pound the stake that is nearest to the bottom of the screen to move the
1-Up a space upwards.
iii) Pound the stake that remains to move the 1-Up upwards to the open area
where Kirby can grab it.
Kirby will pass through the door to find a Sir Kibble, a Jumping Dan, and a
Parasol carrying Waddle Dee guarding a pep Brew as well as the star door that
lead to the end of level Launcher Bonus!
o-------------------o
| Warp Star Station |
o-------------------o
When you find these, you will be able to travel to any other World that you
uncovered their Warp Star Station. This is a superb way to go to previous
areas to look for specific Powers, 1-Ups, or even hidden Switches!
o---------------------o
| World Boss - Kracko |
o---------------------o
This Boss Fight has two main portions to it, so it will be divided thusly.
Note that the strategies offered here are likely the best and easiest to use
but they are not the only ones.
a) You will need to work your way upwards along the cloud platforms, so
inhale and swallow the nearby Jumping Dan for his Hi-Jump Power.
Continually jump upwards, moving to land on the next set of platforms
before continuing the upwards climb. Remember to be careful of Kracko as
he anxiously dogs your steps, and if he does indeed catch Kirby, find the
nearest Jumping Dan to make your ascent much easier once again.
The following map is a representation of the platform locations as Kirby
climbs from bottom to top:
_________________
Key |
|
JD - Jumping Dan |
__ - ledges |
_________________|
BOSS FIGHT
_____________________
___ __
JD
___ _ ___
___ ___
JD
____
___ ___
___ ___
JD
__ ___ ____
___ ____
JD
____ ___
_______
___ ___ ___
JD
____ _____
_________ _______
JD
_______ _______
_____________________
_____________________
_____________________
b) Now that you have reached the top, Kracko will form into his usual cloud
self, he will return to tactics that early Kirby veterans may recognize.
He will use a sweeping lightning storm attack, so fly over him when he
does this. He will also sweep around the screen in a large arc to try
and hit Kirby, so dodge that, and he should follow that up by dropping a
Jumping Dan for Kirby to inhale so he can do one of two things with it:
i)Spit the Jumping Dan back at Kracko in star form, then repeat the dodging
procedures to get five more Jumping Dans to turn into stars to make six
total hits to send Kracko packing.
ii)Swallow the Jumping Dan for the Hi-Jump ability (or use it if you have it
from the ascent) to use on Kracko by jumping through his body. It will
take eight directs hits to take him down, more if some are just glancing
blows that barely pass through Kracko's body. This is the preferred
method for most people, but Hi-Jumping can leave Kirby vulnerable as he
falls back to the ground, so be aware.
You will have gained possession of 1/7th of the Star Rod, so head off to
the next area to start after the next portion!
----------------------------------------------------------------------------
----------------------------------World Five--------------------------------
----------------------------------------------------------------------------
7) Welcome to Yogurt Yard! This section will cover all of the levels,
including the Mini-Games and other locations.
o-----------o
| Level 5-1 |
o-----------o
Head right past two Waddle Dees (one with a Parasol), a Kabu (just move
right on by and he will never threaten), and then pass three indestructible
Shotzos to find a lower area where Kirby can fly carefully past one last
Shotzo to enter a door. Inside he will find a 1-Up and two Rockies, both of
which he should let wonder around till they near one another, allowing to
inhale both of them, causing a random roulette of Power (let it go to
receive the mighty UFO Power!). If you chose to remain in the original
area, continue right past a Blade Knight and another Shotzo to reach the next
area.
Both areas appear in a large area where Kirby can free fall, plowing through
enemies thanks to his momentum. If you are the UFO, just cautiously fly
downwards, using the myriad of attacks it supplies you to rid yourself of
the more persistent annoyances. When you reach the bottom, ignore the door
you see and instead make your way through the Star Block floor to reach
another set of Star Blocks, taking out the stack on the left side to find a
door that leads to the secret switch that unlocks the Crane Game! Grab the
Pep Brew and exit through the door to find a gap-filled area that leads to
the right to fight a Chilly. Following that is a Togezo, a multitude of
paths that all contain one Sir Pengy, and then one Bronto Burt that waits
by the star door that leads to the Launcher Bonus!
o------------------o
| Crane Bonus Game |
o------------------o
With two chances to grab some prizes, hold the A Button to move the crane
right till the claw is over the desired Kirby target, release the button,
and see if you successfully get your prize. Two chances are yours at a
small Kirby (1-Up) or a Large Kirby (2-Up). There seems to be no set
pattern to winning, other than luck.
o--------o
| Museum |
o--------o
Two free Powers for Kirby are here! Swallow the Rockyy to gain the use of
the Stone Power, or swallow the Whirlwind to get the Tornado Power! Two very
useful and Powerful techniques are here, so remember this Museum!
o-----------o
| Level 5-2 |
o-----------o
Head down the ladder to pass through the door, arriving in an area leading
right, bringing Kirby up against Shiny Knights and Blippers. He will then
happen across a Shelled Kany and a Kabu, followed by another dip with
another Blipper, all of which protect the path leading a Chicky and a door.
Kill the Scarfies (don't inhale them), run to the door (avoiding the falling
Coconuts), and pass through the door to find an area leading to the left.
Kirby will need to move past a Sparky and a Shiny Knight to reach a door,
which Kirby goes through to the next area to jump a Shotzo to pass through
the other door in the room.
Kirby will find a climb awaiting him, passing a Climber Guy and a Sparky,
followed by diving down a hole to pass a Blowfire to go through the door to
find a small room where another door beckons the Pink Power. Repeat the
process of going left and climbing a ladder to enter into a room where the
insane Hammer-wielding Bonkers awaits!
~~~~~~~~~~~~~~~
~~~ Bonkers ~~~
~~~~~~~~~~~~~~~
This massive wall of muscle will be wielding a vicious Hammer. He will
charge straight ahead or leap through the air, depending on where Kirby is
at the time of his attack's initiation (either way, clear out of the way),
When he swings his Hammer, inhale the resulting stars to spit back at
him to hurt him, or inhale the Coconuts he throws out and spit them back at
him to damage him. Land three hits to put him out of commission, so be sure
to swallow him for his Hammer ability.
~~~~~~~~~~~~~~~
~~~ Bonkers ~~~
~~~~~~~~~~~~~~~
Pass through the door to deal with a couple Climber Guys and a Shelled Kany
on the way to the next door, which leads outside to a greeting committee of
three Waddle Dees. Head to the left, fighting any more Waddle Dees you find
to see the star door, but head down the slope and carefully fly into the
cave near the bottom of the cliff for a 1-Up. Now fly through the star door
to get your Launcher Bonus.
o------------------------o
| Egg Catcher Bonus Game |
o------------------------o
Eat the eggs and not the bombs that King Dedede throws out in play, with
the more eggs being grabbed the better your reward will be. Here are the
following reward values for the amount of eggs captured:
01-06: 500 Points
07-12: 1000 Points
13-18: 3000 Points
19-24: 5000 Points
25-29: 1-Up
30: 3-Up
o-----------o
| Level 5-3 |
o-----------o
Jump up the ledges to find a Jumping Dan, followed up by some high ledges
that have Shotzos firing across them (Hi-Jump makes this area a cinch to
pass through). The door is at the very top, leading to a chute of air Kirby
should ride to the top to find another door to go through. This area starts
with multiple Wheelies, so swallow one for their Power, and then use it to
plow through the multitudes of Blade Knights, Poppy Bros. Jr.'s (stop your
rolling to hop across the platform leading past the spike bed), Q-Burts, and
the Sparky to reach the next area.
Head right across the Star Blocks, killing the Lazar Balls as needed,
reaching the solid ledge on the right. Move the dual stacked Star Blocks to
find a room with a Rocky that allows Kirby to pound the stakes to get a
Maximum Tomato and a 1-Up, just remembering to be careful with the 1-Up as a
deadly pit opens up underneath it. Head right upon exiting to kill a
Q-Burt, use the door, and then swallow the Waddle Dee to get his Parasol
Power. Now Kirby can float down the chute, maneuvering past the spike beds
to reach a Pep Brew and the star door that leads to the Launcher Bonus.
o-----------o
| Level 5-4 |
o-----------o
Head right to pass through some Star Blocks and a Blowfire to find three
sets of spikes that have a Poppy Bros. Jr. each, followed by a split in the
path. The lower path leads to a 1-Up (use the Fireball Power to shoot
through the narrow openings in between the spikes), or take the higher route
to kill a Blowfire while getting past the Star Blocks. Next up is a Sparky
and a bed of spikes, followed by a door leading to yet another meeting with
the famed Meta Crew!
~~~~~~~~~~~~~~~~~
~~~ Meta Crew ~~~
~~~~~~~~~~~~~~~~~
The Meta Knight will appear and swing his sword to lead his Meta Crew into
battle. He has the following troops at his command:
Meta Axe : He uses his throwing axes like Cutters as they fly out and
quickly return.
Meta Droid: This guy will use his Spears to attack Kirby unmercifully. He
also happens to be the most mobile of the four members.
Meta Lance: This rotund fellow throws arcing, electrified forks at Kirby.
Meta Mace : This is the most aggressive of the four, swinging his mace
around as he tears around his platform.
Every time that you kill a Meta Henchman, the life bar of the boss will
decrease. Once you have completely destroyed the Meta Crew, a door will
appear to allow Kirby through to the next area.
~~~~~~~~~~~~~~~~~
~~~ Meta Crew ~~~
~~~~~~~~~~~~~~~~~
Climb the ladder to head right past a Chicky to find a set of small ledges
leading over a massive waterfall, all of which have some sort of guardian to
them in Glunks or Squishies. Next up is a Shiny Knight, then some Waddle
Dees and Waddle Doos, which are in the way of Kirby reaching a small
waterfall. If you look carefully, you will see that it is in fact a door,
so pass through it to find another door nearby for Kirby to go through to
find a secret switch that unlocks the path to the Arena in the outer area!
When you return to the previous room, climb up past the Sparks to inhale
the 1-Up through the wall, then pass through the door above to find an area
where Kirby will free fall past the Blippers and the Climber Guys to find a
star door leading to the Launcher Bonus.
o-------o
| Arena |
o-------o
Kirby will enter into a one-on-one battle with Bonkers, fighting to the
death! If Kirby loses, he loses a life. If Kirby wins, he will not only
win the Hammer Power, but he will also win a Maximum Tomato for his efforts!
See the Mini-Boss strategy listed in the Enemies section for specific
details on Bonkers.
o-----------o
| Level 5-5 |
o-----------o
Head right past the Shotzo, let the Waddle Dee fly past overhead, and then
drop through the hole to the left of the Shiny Knight to fly right to pass
through a door. Here Kirby will need to swallow the Jumping Dan, destroy
the Star Blocks, drop the Power, and then swallow the Q-Burt. Use his Fire
Power to light the fuse, fly up over the wall, jump down into the cannon,
and get launched into the sky to hit the secret switch that reveals the
Quick Draw bonus game in the outer area!
Upon returning to the original area, fly right to pass through the small
opening you find, take on the Sir Kibbles, deal with the Parasol carrying
Waddle Dee, and then slide tackle through the spikes to find a ladder.
However, ignore this ladder, go right past a Sir Kibble to find a door, but
first Kirby needs to pass it and grab the Maximum Tomato from underneath the
platform. Ride the Warp Star to the next area to pass through a door to find
a Q-Burt and a Shiny Knight, followed by flying over the pillars to find Flame
Mane waiting to play!
~~~~~~~~~~~~~~~~~~
~~~ Flame Mane ~~~
~~~~~~~~~~~~~~~~~~
This pussy cat plays very aggressively, but his attacks are easy enough to
deal with. He will charge across the screen at Kirby (jump or fly), jump into
the air to dive at Kirby (slide underneath him), and he will occasionally
(very rarely) turn into a Fireball, throwing himself across the screen in a
fiery rage (jump/fly over him). To win against him, avoid his attacks until
he performs the aerial dive, which will produce a star for Kirby to inhale and
then spit back at Flame Mane. Three star hits will do him in, so be sure to
inhale him for his Fireball Ability!
~~~~~~~~~~~~~~~~~~
~~~ Flame Mane ~~~
~~~~~~~~~~~~~~~~~~
Head right to pass through a door to return to the outside of the building,
moving right to find another door to go through. Head right past the Climber
Guys, Lazar Balls, Poppy Bros. Jr., and the Blowfire to find the star door and
the end of level Launcher Bonus.
o------------o
| Quick Draw |
o------------o
Once your opponent draws, draw your weapon and shoot them! Your rewards will
increase the more opponents you get rid of. Note that you will have to be
under 20 for the third opponent, under 15 for the fourth opponent, and under
10 for the fifth and final opponent.
1 Opponent : 1000 Points
2 Opponents: 3000 Points
3 Opponents: 5000 Points
4 Opponents: 1-Up
5 Opponents: 3-Up
o-----------o
| Level 5-6 |
o-----------o
To get the secret switch in this level, you will need to have the Hammer
Power upon entering. So, seek out bonkers in Level 5-2 or battle him in the
Arena to gain possession of the needed Power for the secret switch.
Head right through this area, dealing with all the Wheelies, making sure to
seek out the Maximum Tomato at the top of the screen along the way. Once
you go through the door, Kirby will find a Bomb to destroy, leading to a set
of small platforms. Kirby should then get a hold of a Rocky for his Stone
Power, and then move past a Shiny Knight to fly a gap to the next door.
Kirby will face Waddle Dees as he heads right, so tread carefully as you
keep your Stone Power handy. You will fly across some water and a Blipper,
entering the first door you encounter to find Star Blocks. If you took care
of entering the level with the Hammer Power-Up (available from the nearby
Arena) and managed to retain it to this point, use it on the green blocks to
shatter them, followed up by destroying the Star Blocks to reveal a hidden
door that leads to the secret switch that reveals the Warp Star Location in
the outer area!
Grab the 1-Up, get the Maximum Tomato, and then exit the areas you passed
through to get back into the more open area. Head right by flying over a
Blipper to find the star door and the end of level Launcher Bonus!
o-------------------o
| Warp Star Station |
o-------------------o
When you find these, you will be able to travel to any other World that you
uncovered their Warp Star Station. This is a superb way to go to previous
areas to look for specific Powers, 1-Ups, or even hidden Switches!
o-------------------------o
| World Boss - Heavy Mole |
o-------------------------o
This beast will continually be moving, plowing his way through the dirt. He
will move along, cutting the path with his swinging cutters, keeping a
fairly straight path. However, once he starts to spit out his projectiles
(called Dyglops), he will start to swerve his path in all directions, so
Kirby will be forced to keep up by flying/jumping/etc. as getting scrolled
off the screen equals death for Kirby.
Kirby has the job of inhaling the Dyglops and spitting them back at the
beast to damage it, landing 6 direct hits to finish him off. Also note that
their are two types of Dyglops, both of which can be swallowed to give Kirby
a Power. The Orange Dyglops will surrender a Hammer Power to Kirby, which
will take eight smashes to kill off Heavy Mole (this can also break the dirt
around Kirby so be wary of accidentally digging a hole to your own demise).
The Red Dyglops will surrender the Sleep Power when swallowed, and it is a
VERY BAD IDEA to try and do this because the Power serves no purpose as well
as making Kirby rather vulnerable to being scrolled off the screen.
You will have gained possession of 1/7th of the Star Rod, so head off to
the next area to start after the next portion!
----------------------------------------------------------------------------
----------------------------------World Six---------------------------------
----------------------------------------------------------------------------
8) Welcome to Orange Ocean! This section will cover all of the levels,
including the Mini-Games and other locations.
o-----------o
| Level 6-1 |
o-----------o
Swim past the Blippers, Gordos, and Glunks to find a door with a Shelatoss
inside, but only fight him if you wish a chance at getting the 1-Up located
a bit later in the level. Head downwards, killing the Sir Slippies, then a
Blipper, and then a Shelled Kany as Kirby swims upward past a fast moving
Gordo to reach dry land. A couple Glunks wait for Kirby (use your Throw
Power from Shelatoss to break the cracked bricks), so pass through the door
after they are deceased to find dual sets of enemies that can be used to mix
up specific Powers.
Your duty here is to find a combo of a Blowfire (Fireball Power) and a
Sparky (Spark Power), setting off a mixing of Power. This has a 50/50
chance of coming up Hammer Power (the desired Power) or Needle Power (not
useful). Continue right once you have managed to gain your Hammer Power to
find a door to enter, leading to an area with a 1-Up and a Maximum Tomato
waiting to be grabbed. More importantly however, is that the brick below
the door can be crushed by the Hammer, allowing Kirby to reach the door
below, where he can go through to find a secret switch to hit to reveal
the Museum in the outer area!
Go through the door above to appear, heading right past the Blowfires,
Q-Burts, and Sparks to pass through the door at the end of the area to find
the new challenge. This area has lots of Blippers, Sir Slippies, and
Chickies set up along multiple islands, requiring Kirby to work hard to jump
and fly past these annoyances to find a Shiny Knight in front of the star
door that leads to the Launcher Bonus.
o--------o
| Museum |
o--------o
A free Power for Kirby is here! Swallow the Wheelie to gain the use of the
Wheel Power!
o-----------o
| Level 6-2 |
o-----------o
Work your way to the right past the Glunk, Sir Slippies, and the Shiny
Knight to find a Bomb waiting to be destroyed (step forward and inhale to
catch the falling Pep Brew upon doing so). Next up is a Kabu, then two
Scarfies that come down from above near the door that leads to the next
challenge.
Climb the clouds past a Parasol Waddle Dee to find a Kaboomba, then jump
the Shotzo to head down to the bottom area again, this time fighting a Kabu
and a Cappy. Climb up the clouds to the right to take out a Parasol Waddle
Dee, then enter the nearby door to bait the two Sparkies together to form a
mix Power that will come out as a Hammer when you do not interfere. Use
this Hammer on the stake to access the door below the ice, going through it
to find a secret switch that will reveal the Arena in the outer area!
Take either door to exit, immediately moving upon your appearance as a
Sparky will fall from above to try and hurt Kirby, and then exit through the
remaining door to return to the level. Drop through the floor on the right
to start moving down to fight a Broom hatter, then a Jumping Dan, and then
tangle with a trio of Kabus as Kirby moves up the clouds on the right to
find the door to the next area.
Here you will find Scarfies, Blowfires, Whirlwinds, Togezos, and Gordos all
going after Kirby in a very aggressive manner as he attempts to descend
downwards along the path. Kirby will find a Mr. UFO waiting for him at the
bottom (always a good Power to have), followed by a Poppy Bros. Jr. rolling
a Maximum Tomato along (kill the Poppy Bros. Jr. with a direct hit to make
the Maximum Tomato accessible).After passing through the door, Kirby will
find a plethora of attackers in the next area, but just use his newly gained
UFO Powers to slaughter them as he moves to the right to destroy the Bomb so
he can get at the star door and the end of level Launcher Bonus.
o-------o
| Arena |
o-------o
Kirby will enter into a one-on-one battle with Flame Mane, fighting to the
death! If Kirby loses, he loses a life. If Kirby wins, he will not only
win the Fireball Power, but he will also win a Maximum Tomato for his
efforts! See the Mini-Boss strategy listed in the Enemies section for
specific details on Flame Mane.
o-----------o
| Level 6-3 |
o-----------o
Move to the right, dealing with a Shotzo and a couple Waddle Dees, grabbing
the Pep Brew from the bottom of the ladder, and then cranking the Sparky
and two Fireballs to find a door to the next area. Here you will find
Bonkers!
~~~~~~~~~~~~~~~
~~~ Bonkers ~~~
~~~~~~~~~~~~~~~
This massive wall of muscle will be wielding a vicious Hammer. He will
charge straight ahead or leap through the air, depending on where Kirby is
at the time of his attack's initiation (either way, clear out of the way),
When he swings his Hammer, inhale the resulting stars to spit back at
him to hurt him, or inhale the Coconuts he throws out and spit them back at
him to damage him. Land three hits to put him out of commission, so be sure
to swallow him for his Hammer ability.
~~~~~~~~~~~~~~~
~~~ Bonkers ~~~
~~~~~~~~~~~~~~~
With your newfound Hammer Ability in hand, climb the ladder, break the crate
to the right, and head down and left to destroy a Bomb (flooding the lower
decks of the ship) as well as a Sir Kibble guarding a Pep Brew. Now stand
where the Bomb was, press UP to pass through the invisible door, holding
DOWN to get a 1-Up before it falls off the screen, and then kill the Blade
Knight. Now shed Kirby of any Power he may have, press UP where the Blade
Knight was located, and swallow the Lazar Ball for his Laser Power (also
grab the Maximum Tomato). Go through the small opening below in the water
to return to the previous room, and then pass through the door on the left
to kill a Q-Burt. You are in the Cannon room, but you still have to do
one more thing properly, so use the following diagram to position Kirby
properly:
___________
KEY |
|
~ - Water |
C - Cannon |
D - Door |
F - Fuse |
K - Kirby |
___________|
___________
| |
|__D________|
|/ __ \|
| _D_ K_ |
|~~~~~C~~~~F|
|_____FFFFFF|
Have Kirby stand where illustrated, have him jump and fire at the angled
wall piece on the right, and then hustle into the cannon before the lit fuse
fires the cannon, thus shooting Kirby high off into the sky to find the
secret switch that unlocks the Crane Bonus Game in the outer area!
Now move Kirby through the door to the right to find yourself back out on
the ship masts, so move left to pass through the door on the ladder. Now
Kirby must climb upwards while dodging the Bronto Burts, Waddle Dees, and
a Broom Hatter to reach the Warp Star to get to the next section of the
level. Head right across the ledges, killing the Glunks, Scarfies, Shelled
Kanies, and Coconuts to finally reach the star door after all of your
adventuring, gaining a well deserved Launcher Bonus.
o------------------o
| Crane Bonus Game |
o------------------o
With two chances to grab some prizes, hold the A Button to move the crane
right till the claw is over the desired Kirby target, release the button,
and see if you successfully get your prize. Two chances are yours at a
small Kirby (1-Up) or a Large Kirby (2-Up). There seems to be no set
pattern to winning, other than luck.
o-----------o
| Level 6-4 |
o-----------o
Head right past the Coconuts, past a couple Shelled Kanies, a Chicky, and
then two Kabus to find and inhale a Shiny Knight for his Sword Power. Bust
the Star Block to hit a Bomb so Kirby can access the door, which leads to an
area where Bombs await your slice as well as Broom Hatters. A Pep Brew is
guarded in a small alcove to the right by a Shotzo, but head down the
corridor below to break a Bomb to continue the movement through the corridor
to fight a Sir Kibble and then a Blade Knight. Continue by breaking the
Bomb, enter the water, swim left and climb the platforms if you wish to grab
a 1-Up, and then continue through the water to the right past a couple
Gordos to find a Broom Hatter waiting on dry land. Go into the water on the
right, swim into the cubby hole below the ladders, and press UP while as far
left into the crevasse as possible to find a secret switch that uncovers the
Egg Catcher Bonus Game in the outer area.
Exit the room, climb the ladders, take on the Blade Knight for a Pep Brew,
and then continue climbing to find a Cappy. Note that a Kaboomba will
likely nail you with a Crash attack here, so deal with it. Go left, wait
for the Gordo to bounce off of the wall, and then bust the Bomb to fly up
the passage to kill a Cappy and a Waddle Doo so Kirby can pass through the
door.
Either kill the Waddle Dees with the Parasols before exiting, or just head
straight for the door immediately, but Kirby will end up in a space where
multiple Coconuts grow on trees in the exact area Kirby must fly through.
Slowly and carefully move upwards, changing location to avoid the Coconuts,
reaching a door that goes to an area where Coconuts and Birdies are all that
stands between Kirby and the star door that goes to the Launcher Bonus.
o------------------------o
| Egg Catcher Bonus Game |
o------------------------o
Eat the eggs and not the bombs that King Dedede throws out in play, with
the more eggs being grabbed the better your reward will be. Here are the
following reward values for the amount of eggs captured:
01-06: 500 Points
07-12: 1000 Points
13-18: 3000 Points
19-24: 5000 Points
25-29: 1-Up
30: 3-Up
o-----------o
| Level 6-5 |
o-----------o
Chillies and Sir Pengys greet Kirby in this icy area, leading to a door
that has a formidable climb for Kirby, facing Poppy Bros. Jr.'s, a Togezo, a
Sparky, and a Lazar Ball as he ascends to the plateau above. He will find a
Kaboomba past the door as well as a Maximum Tomato, so take care of these
two before going through the door to find a Scarfy guarding the entrance to
some water. Go down past the Blipper to bust a Bomb, killing the three Shiny
Knights, and then swim upwards to kill one more Shiny Knight (do this the
old fashioned way) before passing through the door.
Waddle Dees, a Waddle Doo, a Q-Burt, and a Bronto Burt all guard the passage
to a Bomb, which will open a path leading down into the ground. Go down to
find a 1-Up, then light the fuse you find (swallow a Q-Burt to get the
necessary "fire" Power... HAHA!), and then fly upwards again and turn right
to find a second Bomb to destroy, followed by quickly diving down the hole
to land in the cannon to be shot off the screen! Here Kirby will find a
secret switch that will reveal the Quick Draw Bonus Game in the outer area!
Now use the door to exit this area, re-appearing in the previous area. Head
right past a Waddle Dee to enter the star door to receive the Launcher
Bonus.
o------------o
| Quick Draw |
o------------o
Once your opponent draws, draw your weapon and shoot them! Your rewards will
increase the more opponents you get rid of. Note that you will have to be
under 20 for the third opponent, under 15 for the fourth opponent, and under
10 for the fifth and final opponent.
1 Opponent : 1000 Points
2 Opponents: 3000 Points
3 Opponents: 5000 Points
4 Opponents: 1-Up
5 Opponents: 3-Up
o-----------o
| Level 6-6 |
o-----------o
Kill all the Waddle Dees, Waddle Doo, Sparkies, Sir Pengy, and a Shiny
Knight to reach a door. Upon passing through, swallow a Mr. UFO, backtrack
through the door, and then fly down and to the left to find a secret cave
below the area you traversed. Charge up your UFO Power attack to the
highest Power (the multiple star projectile) to break the ice blocks that
guard the door, and then pass through to bust the secret switch that
releases the warp star location in the outer area!
Now exit this room to appear back outside, so backtrack to the door once
more, pass through, and then work to the right past the Scarfies, Mr. UFOs,
and Cappies to reach a maximum Tomato in a lower area of the screen.
Following that, head through the door to a small area where a Bomb beckons,
opening up the path to two different doors. You must now choose from the
two paths ahead, as they take Kirby through different areas!
===============
Higher Door
===============
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~ Poppy Bros. Sr.'s ~~~
~~~~~~~~~~~~~~~~~~~~~~~~~
These baddies will bounce back and forth across the screen, throwing out
bombs like they are going out of style. use your ability if you wish, but
the quickest way to defeat them is to inhale the bombs both throw and throw
them back at a single Poppy Bros. Sr., eliminating one of them quickly.
Then swallow the downed Poppy Bros. Sr. to gain Crash ability, which should
be turned on the remaining Poppy Bros. Sr., reducing his life to almost
nothing. Three full star hits each will knock them out, so inhale the last
one to get his Crash Power!
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~ Poppy Bros. Sr.'s ~~~
~~~~~~~~~~~~~~~~~~~~~~~~~
Go through the door, grab the Candy thrown out by the Meta Knight, and then
pass through the door to sprint right while hopping the gaps. If you do
this properly, Kirby will arrive at a battle with the Meta Crew without
having to do any fighting since the Poppy Bros. Sr.'s!
~~~~~~~~~~~~~~~~~
~~~ Meta Crew ~~~
~~~~~~~~~~~~~~~~~
The Meta Knight will appear and swing his sword to lead his Meta Crew into
battle. He has the following troops at his command:
Meta Axe : He uses his throwing axes like Cutters as they fly out and
quickly return.
Meta Droid: This guy will use his Spears to attack Kirby unmercifully. He
also happens to be the most mobile of the four members.
Meta Lance: This rotund fellow throws arcing, electrified forks at Kirby.
Meta Mace : This is the most aggressive of the four, swinging his mace
around as he tears around his platform.
Every time that you kill a Meta Henchman, the life bar of the boss will
decrease. Once you have completely destroyed the Meta Crew, a door will
appear to allow Kirby through to the next area.
~~~~~~~~~~~~~~~~~
~~~ Meta Crew ~~~
~~~~~~~~~~~~~~~~~
Upon winning the battle, pass through the star door to reach the end of
level Launcher Bonus!
===============
Lower Door
===============
~~~~~~~~~~~~~~~~~~~~
~~~ Mr. Frosties ~~~
~~~~~~~~~~~~~~~~~~~~
Mr. Frosty is a large walrus that will shake his ass at Kirby (possibly in
an attempt to gross him out), followed by throwing an ice cube into the air
so he can knock it at Kirby using his same shaking ass. He will also charge
across the room, trying to ram into Kirby with his girth. To win, have
Kirby inhale the incoming ice cubes from the duo and spit them back at one
of them to remove one of the threats as quickly as possible. If Kirby is
fast enough on returning the ice cube to a Mr. Frosty in star form, Mr.
Frosty will not charge across the room like a fool (difficult to keep both
from charging however). Two full star hits will take these weird walruses
down, making sure to swallow the second for his Freeze ability.
~~~~~~~~~~~~~~~~~~~~
~~~ Mr. Frosties ~~~
~~~~~~~~~~~~~~~~~~~~
Now fly across this watery room, ignoring the Blippers, Glunks, and Sir
Slippies that accost Kirby, taking out the Shiny Knight guarding the passage
through a door to find another door leading to a fight with the Meta Crew!
~~~~~~~~~~~~~~~~~
~~~ Meta Crew ~~~
~~~~~~~~~~~~~~~~~
The Meta Knight will appear and swing his sword to lead his Meta Crew into
battle. He has the following troops at his command:
Meta Axe : He uses his throwing axes like Cutters as they fly out and
quickly return.
Meta Droid: This guy will use his Spears to attack Kirby unmercifully. He
also happens to be the most mobile of the four members.
Meta Lance: This rotund fellow throws arcing, electrified forks at Kirby.
Meta Mace : This is the most aggressive of the four, swinging his mace
around as he tears around his platform.
Every time that you kill a Meta Henchman, the life bar of the boss will
decrease. Once you have completely destroyed the Meta Crew, a door will
appear to allow Kirby through to the next area.
~~~~~~~~~~~~~~~~~
~~~ Meta Crew ~~~
~~~~~~~~~~~~~~~~~
Upon winning the battle, pass through the star door to reach the end of
level Launcher Bonus!
o-------------------o
| Warp Star Station |
o-------------------o
When you find these, you will be able to travel to any other World that you
uncovered their Warp Star Station. This is a superb way to go to previous
areas to look for specific Powers, 1-Ups, or even hidden Switches!
o--------------------------o
| World Boss - Meta Knight |
o--------------------------o
You will enter the room to see a Sword fall to the ground, so grab a hold of
it and then the Meta Knight will FINALLY battle Kirby one on one. He has
prepared Kirby for this battle by constantly helping him as well as pitting
the Meta Crew against Kirby to sharpen his battle skills. So, get ready to
have a wicked sword duel!
The Meta Knight will run towards Kirby frequently, jumping into the air. If
he jumped into the air and then points his sword downwards, use a slide
tackle to move out of the way of the ensuing attack. Your job is to hit the
Meta Knight with your sword, followed by moving away from him while he is
still invulnerable (no sense in staying in his range of attack when he can
not be hurt). Try to go after Meta Knight after he performs a jump as he is
at his most vulnerable at this point in the fight. land twelve hits to cut
the mask away and prove to the Meta Knight that you are strong enough to
achieve your goal of getting King Dedede!
You will have gained possession of 1/7th of the Star Rod, so head off to
the next area to start after the next portion!
----------------------------------------------------------------------------
---------------------------------World Seven--------------------------------
----------------------------------------------------------------------------
9) Welcome to Rainbow Resort! This section will cover all of the levels,
including the Mini-Games and other locations.
o-----------o
| Level 7-1 |
o-----------o
Swallow the Lazar Ball, using his Laser Power to bounce attacks off the
slanted ground to kill off enemies. Continue right till you see a Gordo,
move underneath it carefully, and then shoot a Laser to the left, bouncing
it up into a Bomb that will drop a 1-Up down for Kirby to grab. Now go
through the door ahead to the next area to see a massive pile of Star Blocks
clogging the path ahead. Drop your Laser Power, take out the Star Blocks
with your slide tackle ability, and then swallow the Sparky when you reach
him for his Spark Power.
Now use Spark Power to carve away all of the Star Blocks while dealing with
the enemies, stopping when you reach the Blowfire. Use your ability to
tunnel down to the Waddle Doo, drop the Spark Power, swallow the Waddle Doo
for his Beam Power, and then continue moving to the right. When you see the
area with the three Waddle Dees, slowly remove the Star Blocks so you open a
single space where Kirby can get on top of the Star Blocks, and then jump
and beam the bricks in the roof to plow a path that will get Kirby within
two small blocks of the door. These two blocks are made of tougher stuff,
so drop the Beam Power, run to the left, and inhale through the wall to get
the Blowfire so you can swallow him for his Fireball ability. Now return to
the tough wall, Fireball through it, and Kirby will smash the secret switch
to make the Crane Bonus Game accessible in the outer area!
Head through the door, use a slide tackle to break the floor, and pass
through the regular door below to find a Rocky falling to your left. Head
right past the Sir Pengies, Chillies, Sparkies, Waddle Doos, Togezos, and
Shotzos to find a Shiny Knight standing guard over the star door that leads
to the Launcher Bonus.
o------------------o
| Crane Bonus Game |
o------------------o
With two chances to grab some prizes, hold the A Button to move the crane
right till the claw is over the desired Kirby target, release the button,
and see if you successfully get your prize. Two chances are yours at a
small Kirby (1-Up) or a Large Kirby (2-Up). There seems to be no set
pattern to winning, other than luck.
o-----------o
| Level 7-2 |
o-----------o
Enter the first door you see to find yourself in battle with Poppy Bros. Sr.
~~~~~~~~~~~~~~~~~~~~~~~
~~~ Poppy Bros. Sr. ~~~
~~~~~~~~~~~~~~~~~~~~~~~
This baddie will bounce back and forth across the screen, throwing out
bombs like they are going out of style. use your ability if you wish, but
the quickest way to defeat him is to inhale the bombs he throws and throw
them back to hurt him. Three full star hits will knock him out, so inhale
him to get his Crash Power!
~~~~~~~~~~~~~~~~~~~~~~~
~~~ Poppy Bros. Sr. ~~~
~~~~~~~~~~~~~~~~~~~~~~~
Now head up the stairs to find a door, which leads to a battle with Clock
Work!
~~~~~~~~~~~~~~~~~~
~~~ Clock Work ~~~
~~~~~~~~~~~~~~~~~~
This alarm clock reject will charge around the small area, coming to a halt
to ring his bells in a sonic boom like attack (it gives a small shield of
protection and attack), followed by walking around for a little bit more
before stopping to throw out four musical notes to alternating sides and at
increasingly larger ranges. To win, avoid his sonic attack and inhale his
notes to spit back at him, with three star hits taking him down. Use your
Crash Power to wipe him out, so be sure to inhale this ugly mug to gain
three charges of the Mike Power!
~~~~~~~~~~~~~~~~~~
~~~ Clock Work ~~~
~~~~~~~~~~~~~~~~~~
Now head up the stairs to find a door, which leads to a battle with Mr.
Frosty!
~~~~~~~~~~~~~~~~~~
~~~ Mr. Frosty ~~~
~~~~~~~~~~~~~~~~~~
Mr. Frosty is a large walrus that will shake his ass at Kirby (possibly in
an attempt to gross him out), followed by throwing an ice cube into the air
so he can knock it at Kirby using his same shaking ass. He will also charge
across the room, trying to ram into Kirby with his girth. To win, have
Kirby inhale the incoming ice cube and spit it back at him. If Kirby is
fast enough on returning the ice cube to Mr. Frosty in star form, Mr. Frosty
will not charge across the room like a fool. Two full star hits will take
this weird walrus down, but you can just use two charges of your Mike Power
on him to defeat him. Ignore his Freeze ability as the remaining Mike Blast
will be useful for the next room.
~~~~~~~~~~~~~~~~~~
~~~ Mr. Frosty ~~~
~~~~~~~~~~~~~~~~~~
Now head up the stairs to find a door, which leads to a battle with Bonkers!
~~~~~~~~~~~~~~~
~~~ Bonkers ~~~
~~~~~~~~~~~~~~~
This massive wall of muscle will be wielding a vicious Hammer. He will
charge straight ahead or leap through the air, depending on where Kirby is
at the time of his attack's initiation (either way, clear out of the way).
Start out with a Mike Blast to weaken this beast, then inhale the resulting
stars when he swings his Hammer at Kirby to spit back at him to hurt him, or
inhale the Coconuts he throws out and spit them back at him to damage him.
Land three hits to put him out of commission, so be sure to swallow him for
his Hammer ability if you want to use it for the next Mini-Boss.
~~~~~~~~~~~~~~~
~~~ Bonkers ~~~
~~~~~~~~~~~~~~~
Now head up the stairs to find a door, which leads to a battle with
Shelatoss!
~~~~~~~~~~~~~~~~~
~~~ Shelatoss ~~~
~~~~~~~~~~~~~~~~~
This guy will attack Kirby by trying to spin into him, grabbing a hold of the
Pink Puffball, and then throwing him into a wall. To win, almost any Power
Kirby can attack with before the guy begins to move (avoid him), then wail
on him while he recovers. The other option is to dodge his attacks,
followed up by inhaling the small animal he throws, and then return fire.
It will take three of the stars hits to knock him dead, and don't forget to
swallow this roly poly fellow to gain his Throw ability before leaving.
~~~~~~~~~~~~~~~~~
~~~ Shelatoss ~~~
~~~~~~~~~~~~~~~~~
Now with the Throw ability in hand, ANY object thrown at an enemy will a
high-Powered star! This means the remaining Mini-Bosses will fall quicker
than normal. Now head up the stairs to find a door, which leads to a battle
with Bugzey!
~~~~~~~~~~~~~~
~~~ Bugzey ~~~
~~~~~~~~~~~~~~
Bugzey is a massive beetle with two pincers on his head. He also seems to
be a big pro wrestling fan as he makes use of some wrestling moves once he
grabs a hold of Kirby! Bugzey will jump through the air to try and grab
Kirby to perform a Suplex, He will perform a Piledriver if Kirby runs into
him while he is stationary, and he will also charge Kirby, performing a
multiple Powerbomb attack if he gets him. To beat this Hulk Hogan wannabe,
avoid his jumping and charging attacks, waiting for him to release two small
bugs, which should be inhaled and then spat back at the terror. If you have
the Throw ability still, the resulting attack will really hurt Bugzey. Three
star hits (two with Throw ability) will get rid of this annoyance, so
swallow him to get his Back Drop Power (only if you do not have Throw Power
anymore)!
~~~~~~~~~~~~~~
~~~ Bugzey ~~~
~~~~~~~~~~~~~~
Now head up the stairs to find a door, which leads to a battle with Flame
Mane!
~~~~~~~~~~~~~~~~~~
~~~ Flame Mane ~~~
~~~~~~~~~~~~~~~~~~
This pussy cat plays very aggressively, but his attacks are easy enough to
deal with. He will charge across the screen at Kirby (jump or fly), jump
into the air to dive at Kirby (slide underneath him), and he will
occasionally (very rarely) turn into a Fireball, throwing himself across the
screen in a fiery rage (jump/fly over him). To win against him, avoid his
attacks until he performs the aerial dive, which will produce a star for
Kirby to inhale and then spit back at Flame Mane. Three star hits (two with
Throw Power) will do him in, so be sure to inhale him for his Fireball
Ability (again, only if you have no other Powers)!
~~~~~~~~~~~~~~~~~~
~~~ Flame Mane ~~~
~~~~~~~~~~~~~~~~~~
Now fly directly upwards to find a Warp Star, which moves Kirby to the next
area to face a Shiny Knight for the rights to a Maximum Tomato as well as
access to the star door to reach the end of level Launcher Bonus!
o-----------o
| Level 7-3 |
o-----------o
Work to the right, taking out all the Sleepies, finding a Shiny Knight
guarding passage to the next area. here you will have to carefully climb up
the angled platforms, fighting off Sir Kibbles and Bronto Burts to find a
Broom Hatter and a Maximum Tomato waiting on the same level as the door to
the next section. The Meta Knight will appear to throw some Candy in the
air for Kirby, so grab it and charge through the Bronto Burts, Waddle Doos,
and the other enemies to reach the door to head for the next area. A Kabu,
a Cappy, and a Broom Hatter greet Kirby when he starts right, but they are
not the only ones as Waddle Dees with parasols, Shotzos, and a Blade Knight
all guard the path to the star door to reach the Launcher Bonus.
o-----------o
| Level 7-4 |
o-----------o
Chickies, Birdies, and Lazar Balls start out the donnybrook here, which are
then closely followed by Sleepies and a Whirlwind. Then a Sir Kibble, a
Chicky, a Birdie, and a Shiny Knight are next up, blocking the path to the
door. Kirby will enter a room with four Chickies, so wreck them, pass
through the door, and then knock off the four Climber guys to reach the next
door. Four Bronto Burts inhabit this area, so get by them and through the
door to the next room to see four fast moving Blowfires to tangle with as
Kirby moves through the door to the next area. This area has Gordos
patrolling the leaping area between the platforms, so jump past them
carefully, destroy the Bombs on each platform, and pass underneath the
falling enemies to continue right, eventually reaching the star door to
partake in the Launcher Bonus.
o-----------o
| Level 7-5 |
o-----------o
The first portion of this level has a ton of Kaboombas, so work to the right
slowly, taking them out one at a time. Be sure to save the last one to
appear for it's Crash Power, then pass through the door to face Big Wheelie!
~~~~~~~~~~~~~~~~~~~
~~~ Big Wheelie ~~~
~~~~~~~~~~~~~~~~~~~
This massive rolling tire will move back and forth across the screen,
attempting to run Kirby down. After Kirby has dodged enough times, the Big
Wheelie will crash to the ground to release a Wheelie (smaller version) that
will roll at Kirby, so suck it in and then return fire at Big Wheelie after
he gets up and stops bouncing up and down like a maniac. Three star hits
will do him in, but if you enter with a Crash Power, use it immediately to
cause Big Wheelie to crash prematurely! Inhale him to grab yourself a cool
Power in the Wheel!
~~~~~~~~~~~~~~~~~~~
~~~ Big Wheelie ~~~
~~~~~~~~~~~~~~~~~~~
This area has gaps that will either push Kirby downwards or upwards, but it
is easy to pick which effect it will have as the star decoration on the wall
points out the direction for Kirby (star near bottom means it pushes
downward, star near top means it pushes upwards). Start off to the right,
waiting for a Climber guy to jump down a hole, then take on a Sparky and a
Blowfire before tangling with another Climber Guy. Now Kirby will face more
Blowfires, Sparkies, and one last Climber guy as Kirby reaches the door so
he can head to the next area.
Here you will find a Q-Burt and a Lazar Ball, so inhale and swallow the
Q-Burt for his Fire Power, collect the Pep Brew, and then light the fuse by
standing Kirby on the very edge of the following ledge:
___________
KEY |
|
C - Cannon |
F - Fuse |
K - Kirby |
___________|
| ____
___ | |
| |_____| _|
|___| __ |__|
K__| |__
___F___| |____C__
FFFFFFFFFFFFFFFFFFF
Sprint to the right (use a slide tackle after jumping up the first two
ledges and then dropping down one) upon the lighting of the fuse to get into
the cannon ahead of the lit fuse to be launched up to an area with FIVE
1-Ups waiting to be grabbed! After glutting yourself, head through the door
to appear near the star door, so pass through it to get your Launcher Bonus
for finishing the level!
o-----------o
| Level 7-6 |
o-----------o
Veterans of Kirby's original Gameboy adventure will be taking a stroll down
memory lane here as these worlds are reminiscent of the first adventure,
right down to the colour palette!
Head right, taking out the Waddle Dees and Birdies until Kirby reaches a
wall, which he should fly over to take on even more Waddle Dees and Birdies.
Head across the gap, get the Birdies and the Waddle Dees, and pass through
the door to the next area. Poppy Bros. Jr.'s and Cappies patrol here, so
take them out as Kirby heads right to find a door, which leads to the next
area.
Here Kirby will head into a castle to find a Waddle Dee, Broom Hatters,
Bronto Burts, and a Shotzo all greet Kirby, leading to a door. Here Kirby
will head right to find a Waddle Dee and a Shotzo (one set on both levels of
the area) guarding the way to a Maximum Tomato and a 1-Up as well as a door
to the next area.
Kirby will be in a tropical area, heading right past a couple Star Blocks to
take on Coconuts, Squishies, and Blippers while Kirby island hops to reach a
door that leads into a cavern. Here Kirby will find some Kabus guarding a
Pep Brew, then move right to bait the Coconut above into falling before
flying up the narrow shaft, and then head right to fight a couple Kabus as
Kirby takes the hole leading down. Kirby will then fly right past a Gordo,
breaking the Star Block wall in his way to pass through, and then Kirby
should grab the Maximum Tomato (after demolishing the Shelled Kany) from the
ledge above before moving through the door below.
Kirby should fly through this cloudy area, moving to the right slowly, using
air puffs to remove the Scarfies from his path (no inhaling them as they get
mad if you try). Also watch out for the Shotzo and Birdies, but you should
reach the door with little difficulty. Now you are outside in a vertical
area, so head down past the Waddle Dees, fly up into the windy path above,
and then slide tackle through the Star Blocks to reach the more open area.
Now fly upwards carefully, moving past the Sir Kibble and the parachuting,
Parasol wielding Waddle Dees to see the star door. HOWEVER, go above the
star door to the crescent moon and press UP to enter into a secret area
where a Maximum Tomato, a 1-Up, and a secret switch that unlocks the Warp
Star Station in the outer area await Kirby! Head through the door, followed
by getting your Launcher Bonus from inside the star door!
o-------------------o
| Warp Star Station |
o-------------------o
When you find these, you will be able to travel to any other World that you
uncovered their Warp Star Station. This is a superb way to go to previous
areas to look for specific Powers, 1-Ups, or even hidden Switches!
o--------------------------o
| World Boss - King Dedede |
o--------------------------o
here he is, the big trouble maker! He has a myriad of attacks (as you would
expect from such a sinister enemy), including: the run and trip (run away
from or jump over him), the Hammer Smash (run from him, turning to inhale
the star his Hammer produces), the Jumping Hammer Smash (avoid him in
mid-air as he swings his Hammer), the Flying attack (slide tackle/move
underneath him when he is high enough off the ground), the Jumping Attack
(avoid him as he lands, sucking up the stars that are produced), and the
Inhale (if he sucks Kirby in, he will spit him across the screen).
Other than when he jumps into the air to splat down or he chases Kirby with
his hammer, your goal is to avoid him (the aforementioned attacks will
produce stars for Kirby to use on the King). Land yourself 10 successful
hits to send the King down for the count, but remember that on his Jumping
attack, you can suck in two stars at once, creating a more Powerful star
attack to do extra damage to the King!
You will have gained possession of the final 1/7th of the Star Rod, so
head off to the Fountain Of Dreams with the Star Rod in hand to re-start
everyone's ability to dream!
----------------------------------------------------------------------------
----------------------------------World Eight-------------------------------
----------------------------------------------------------------------------
10)Welcome to the Fountain Of Dreams! Here you will face the true evil that
Dedede was attempting to contain!
o---------------o
| Nightmare Orb |
o---------------o
Kirby will be spit up high into the sky by King Dedede along with the Star
Rod, and he will be flying in the air on the left side of the screen to
start. The nightmare Orb will be on the right side of the screen, flying up
and down while performing attacks. The following are the attacks that the
Nightmare Orb utilizes:
i) Three quick star shots in a row.
ii) A quadruple spread shot of stars (these can move in a myriad of ways).
iii) A triple spread shot of stars.
iv) A double spread shot of stars.
v) Multiple Sonic Booms from varying altitudes.
vi) Charging across the screen to ram Kirby.
Kirby will need to be alert and ready to dodge these attacks as they will
not relent in their intensity through out the battle. Meanwhile, Kirby will
have to keep firing off his Star Rod to hit the behemoth and wear him down,
and you should know that it requires 60 connecting shots to finish off this
terror! To top it all off, you will need to defeat the Nightmare Orb in a
set amount of time, as Kirby will crash to the ground and die if he takes
too long! An exceptional challenge, but you have been training the whole
game for this fight, so lay out this Nightmare Orb with extreme prejudice to
get the Warp Star to appear!
o-------------------o
| Nightmare Vampire |
o-------------------o
Now his true form is revealed as the Nightmare Vampire makes itself known!
Kirby will need to dodge all of the attacks the Vampire uses, including:
The swoop (duck underneath him), the Star attacks (just dodge them as best
you can, remembering the slide tackle is faster in a pinch than walking),
and his slow descent attack (best time to attack him). Whenever he has his
cape open and you can see his energy core, hitting him with an attack will
damage him. The following is a lit of the attacks that he can be hurt on,
and the method that allows Kirby to do so (remember throwing a star does
more damage than touching him with the rod if you have a choice):
i) Slow Descent (throw a star OR touch the rod to him).
ii) Star Attacks (touch the rod to him).
Note that he has three or so different Star Attacks, but Kirby can easily
get in close enough to damage the beast if he aggressively seeks out the
Nightmare Vampire. Also remember that jumping into the air will cause the
Star Rod to spin along with Kirby, making him a much more difficult to
damage target.
Well, you did it! You two against the evil Nightmare, so now Dreams have
returned to the people of Dreamland. Now you should enjoy the ending,
and be sure to check out any other Kirby games as they cover a wide array
of game genres and Nintendo systems! You can even replay this game on
EXTRA MODE, which has your life bar halved!
----------------------------------------------------------------------------
------------------------------------Powers----------------------------------
----------------------------------------------------------------------------
11)This section will look at all of the Powers that Kirby can borrow from
enemies. It will also include a complete chart of what the "random"
Power you receive for eating two Power Possessing enemies at the same
time.
o--------o
| Powers |
o--------o
Back Drop: Kirby will gain the abilities of a professional wrestler when he
has this Power! After using his inhale attack to grab an enemy,
he can press a direction on the D-Pad to make Kirby perform an
attack on the enemy that he holds as well as any enemies who
happen to get in the way of the performing of this attack!
Ball.....: A rather sedate Power, Kirby will become a Ball. He can jump
around in this form, knocking out most enemies who he makes
contact with.
Beam.....: Among the most basic of Powers, this Power will send a wave of
destructive energy out in front of Kirby in a fan. It is a
fairly quick attack that destroys most enemies in one hit.
Crash....: The single most Powerful Power in the game, Kirby will destroy
all the enemies on screen, and he will even remove half or more
of a Mini-Bosses life meter. The only downside to this great
Power is that Kirby only gets one charge of it before it is
completely used up.
Cutter...: A thrown sword, this Power allows Kirby to chuck three of these
razor sharp blades at a time. The blades will go out from Kirby,
quickly boomeranging back to the thrower.
Fire.....: When Kirby gets this Power, he will breathe multiple fireballs
from his mouth in continual fashion till he forces himself to
stop.
Fireball.: When Kirby has this energetic Power, he will be able to turn
himself into a charging puff of flaming pain that will shoot
along for a short distance in a straight line. If he runs into a
solid wall, he will be stunned for half a second.
Freeze...: A fun little Power, Kirby will be tinted blue as he radiates
arctic temperatures all around his body, freezing any enemies
that come into contact with the colder air. Kirby can then butt
the formed ice blocks into other enemies to kill them!
Hammer...: This is a seriously Powerful mallet! Kirby can use this
underwater as well as in regular situations, and it can be used
on breakable walls as well as on stakes that appear along Kirby's
adventures.
Hi-Jump..: When Kirby has this fun Power, he will be able to leap HIGH into
the air while being rendered invulnerable as he heads up into the
sky. This is useful for covering large vertical distances in a
single leap as well as a superb way to attack airbourne enemies
from below.
Ice......: Another fun little Power, Kirby will be tinted blue as he lets out
a continual stream of arctic temperatures in front of himself,
freezing any enemies that come into contact with the colder air.
Kirby can then butt the formed ice blocks into other enemies to
kill them!
Laser....: Kirby will have the ability to throw narrow, concentrated beams of
energy from his hands with this Power, which can be used to light
fuses as well as bounce off of diagonal surfaces to continue
moving to attack non-direct targets.
Light....: Found in two areas of the game, Kirby can use his sole charge of
this Power to light up a darkened area.
Mike.....: A Powerful, hit-all attack, this Power will destroy all the
enemies on screen as well as damaging big enemies a little bit.
Not as strong of an attack as the Crash Power, it make up for
this with three blasts of Mike Power. Kirby would not do well on
American Idol, but those judges would not be around to critique
him anyway!
Needle...: Kirby will really prove his "point" with this Power, as he will
become a spiky, pink killer. He will stay spiky till you choose
to retract his spikes too, so you can sue this Power as a safety
device in addition to being a good attack.
Parasol..: Kirby will be able to wield a mean umbrella when he this Power,
using it as a striking weapon. He can also use it to float
slowly and surely from any height as well, using the Parasol on
any enemy foolish enough to make contact with it to kill them.
Sleep....: By far the most useless Power in the game, it offers NO benefits
to Kirby while leaving him completely vulnerable to damage or even
death. Do not seek this Power in any situation.
Spark....: This Power will electrify the air around Kirby, damaging any being
who comes into contact with it. This is also a defensive Power as
enemies will have a tough time penetrating the attack radius to
land a blow on Kirby.
Stone....: This hard hitting but limited range attack must be used on an
enemy when they are below Kirby. This Power can also be used to
drive stakes into the ground, as these pop up along the adventure
for Kirby to encounter.
Sword....: Perhaps the best known Power for Kirby, he can find this Power in
most of the Levels that he will visit. Kirby will swing the
sword in a wide arc on the ground, and he will spin in the air
when he jumps and attacks (making him a tough target to hurt).
Throw....: This Powerful technique allows Kirby to perform an inhale to grab
an enemy, followed by throwing them left, right, or on a diagonal
(hold UP to do this in the direction Kirby is facing). Kirby will
throw an enemy as a Powered-up star, which will pass through
enemies, possibly wiping out multiple targets. The only drawback
is Kirby's inability to jump when holding an enemy.
Tornado..: This whirling dervish of a Power will turn Kirby into a
destructive, twisting force that can destroy most enemies with
ease. Kirby can also take to the air by holding down the B
Button to gain altitude. Just remember that after the spin dies
out, Kirby will be vulnerable for a second or so afterwards.
UFO......: Perhaps the most sought after Power, this rarity is found in just
a few levels. When Kirby has this, he will be able to fly,
hover, and maneuver himself with perfect precision. This Power
also boasts 4 different levels of attack power: 1) Tap the B
Button to perform a Beam attack, 2) Hold the B Button for a
second or two to fire a Laser, 3) Hold the B Button for about
three or four seconds to shoot a star, and 4) Hold the B Button
for five or more seconds to fire off a multiple star attack that
is equal to the most powerful star attack in the game. Just note
that this power is NOT transferrable out of the level it is found
in.
Wheel....: This Power will make Kirby into a rolling, destructive force that
has two drawbacks: 1) he can not turn and stop quickly or easily,
and 2) he will be vulnerable for a second or so if he crashes
into a wall. This Power is a fast way to move, so just be
careful to not move too far, too fast.
o-----------------------o
| Combined Powers Chart |
o-----------------------o
Normally when you swallow two Power possessing enemies, you will press the
B Button to stop the roulette of randomly appearing Powers in the small
Power screen to get a Power-Up. However, if you decide to let the roulette
wind to a stop, the Power gained is pre-determined!
The following list has a set of these, most of them coming from Cyhwux's FAQ
on the very subject. Check out his FAQ for a more in-depth look into this
phenomena and remember I accept contributions on this subject matter
(especially if you can add a new combo to the list)!
_________ _________ _________________
| Power 1 | Power 2 | Results |
|_________|_________|_________________|
|Ball |Ball |Fire |
|_________|_________|_________________|
|Ball |Beam |Throw |
|_________|_________|_________________|
|Ball |Cutter |Parasol |
|_________|_________|_________________|
|Ball |Sleep |Fire |
|_________|_________|_________________|
|Ball |Tornado |Fire |
|_________|_________|_________________|
|Beam |Beam |Throw |
|_________|_________|_________________|
|Beam |Cutter |Parasol |
|_________|_________|_________________|
|Beam |Light |Throw |
|_________|_________|_________________|
|Beam |Needle |Tornado |
|_________|_________|_________________|
|Beam |Parasol |Throw |
|_________|_________|_________________|
|Beam |Sleep |Throw |
|_________|_________|_________________|
|Beam |Spark |Hammer |
|_________|_________|_________________|
|Beam |Sword |Sleep/Throw |
|_________|_________|_________________|
|Beam |Tornado |Throw |
|_________|_________|_________________|
|Crash |Crash |Cutter |
|_________|_________|_________________|
|Crash |Hi-Jump |Cutter |
|_________|_________|_________________|
|Crash |Parasol |Cutter/Stone |
|_________|_________|_________________|
|Cutter |Hi-Jump |Back Drop/Parasol|
|_________|_________|_________________|
|Cutter |Light |Sword |
|_________|_________|_________________|
|Cutter |Parasol |Stone |
|_________|_________|_________________|
|Cutter |Tornado |Parasol |
|_________|_________|_________________|
|Fire |Fire |Wheel |
|_________|_________|_________________|
|Fire |Fireball |Wheel |
|_________|_________|_________________|
|Fire |Hi-Jump |Wheel |
|_________|_________|_________________|
|Fire |Laser |Wheel |
|_________|_________|_________________|
|Fire |Spark |Wheel |
|_________|_________|_________________|
|Fire |Sword |Wheel |
|_________|_________|_________________|
|Fireball |Fireball |Needle |
|_________|_________|_________________|
|Fireball |Laser |Ice |
|_________|_________|_________________|
|Fireball |Spark |Hammer/Needle |
|_________|_________|_________________|
|Freeze |Needle |Light |
|_________|_________|_________________|
|Freeze |Spark |Hammer |
|_________|_________|_________________|
|Freeze |Stone |UFO |
|_________|_________|_________________|
|Hi-Jump |Hi-Jump |Back Drop |
|_________|_________|_________________|
|Hi-Jump |Light |Sword |
|_________|_________|_________________|
|Hi-Jump |Parasol |Stone |
|_________|_________|_________________|
|Ice |Ice |Crash |
|_________|_________|_________________|
|Ice |Needle |Crash |
|_________|_________|_________________|
|Ice |Spark |Hammer |
|_________|_________|_________________|
|Ice |Stone |Ball |
|_________|_________|_________________|
|Laser |Laser |Ice |
|_________|_________|_________________|
|Laser |Sleep |Ice |
|_________|_________|_________________|
|Laser |Spark |Ice |
|_________|_________|_________________|
|Laser |Wheel |Ice |
|_________|_________|_________________|
|Light |Sword |Sleep/Sword |
|_________|_________|_________________|
|Needle |Spark |Tornado |
|_________|_________|_________________|
|Needle |Stone |UFO |
|_________|_________|_________________|
|Parasol |Parasol |Stone |
|_________|_________|_________________|
|Parasol |Sword |Sleep/Stone |
|_________|_________|_________________|
|Parasol |Tornado |Spark |
|_________|_________|_________________|
|Sleep |Sleep |Ball |
|_________|_________|_________________|
|Sleep |Tornado |Spark |
|_________|_________|_________________|
|Sleep |Sword |Sleep |
|_________|_________|_________________|
|Spark |Spark |Hammer |
|_________|_________|_________________|
|Spark |Stone |Hammer/UFO |
|_________|_________|_________________|
|Spark |Sword |Hammer |
|_________|_________|_________________|
|Star |Star |Wheel |
|_________|_________|_________________|
|Stone |Stone |UFO |
|_________|_________|_________________|
|Sword |Sword |Sleep |
|_________|_________|_________________|
|Sword |Tornado |Spark |
|_________|_________|_________________|
|Sword |Wheel |Hi-Jump |
|_________|_________|_________________|
|Tornado |Tornado |Spark |
|_________|_________|_________________|
|U.F.O |U.F.O |Mike |
|_________|_________|_________________|
|Wheel |Wheel |Hi-Jump |
|_________|_________|_________________|
Note that not all possibilities are listed as not all have been performed.
However, some may prove impossible to do as some enemies never mingle with
others in the game.
----------------------------------------------------------------------------
-------------------------------------Items----------------------------------
----------------------------------------------------------------------------
12)This section will look at all of the great Items that Kirby can use to
his advantage against King Dedede's troops.
Bomb..........: Usually located near a stack of bricks, it will explode upon
being attacked and it will remove all of the nearby bricks
so Kirby can pass through.
Candy.........: A rare find, this Lollipop will give Kirby invulnerability
for about thirty seconds. He will be able to kill every
enemy in one hit except for unkillable enemies like Gordo
or Shotzo.
Maximum Tomato: This lovely Item will resort all of your Life Meter,
regardless of the status of your Life Meter.
Pep Brew......: This small bottle of soda will restore two bars of Kirby's
Life Meter, unless he is missing just one (then it just
replaces one bar of the Life Meter as one is all that he
needs!).
Star Blocks...: These objects lie around Dreamland, offering a handy
projectile to spit at enemies. They also create structures,
allowing Kirby to pick his path past his enemies in some
areas. They can also be used to hide doorways and other
secrets!
----------------------------------------------------------------------------
------------------------------------Enemies---------------------------------
----------------------------------------------------------------------------
13)This section will list all of the enemies, their behaviour, and their
abilities (Powers that Kirby can use) if they have any. Mini-Bosses will
be in their own sub-section, involving their names, behaviours, and
abilities if they have any.
o----------o
| Regulars |
o----------o
Name.....: Angel Boo.
Behaviour: Floating through the air, this enemy is easy pickings for Kirby
to inhale or hit with a Power.
Ability..: Light.
Name.....: Birdy.
Behaviour: Swooping around in the air, they will usually loop around for a
few seconds before making a beeline in Kirby's direction. Either
avoid them or take them out with an attack.
Ability..: None.
Name.....: Blade Knight.
Behaviour: He will generally patrol a small area, waiting for Kirby to draw
near so he can make use of his sword. Attack from a distance to
keep Kirby safe from damage.
Ability..: Sword.
Name.....: Blipper.
Behaviour: A fish that jumps out of it's watery home to try and smash into
Kirby. For the most part they are just easier to ignore and
avoid, but they can be taken care of with a little effort.
Ability..: None.
Name.....: Blowfire.
Behaviour: He will move around the area normally until he gets into his
attack mode, which is to speed to the side as a mighty Fireball.
Take him out from a distance, but he starts to attack, avoid
until he stops, allowing Kirby to take him out without any
further trouble.
Ability..: Fireball.
Name.....: Bronto Burt.
Behaviour: These weirdos fly around the screen, sometimes almost ignoring
Kirby to a fault, sometimes they will loop around to fly at Kirby
in the most aggressive patterns. Unless they are right in your
path, you can generally ignore these guys.
Ability..: None.
Name.....: Broom Hatter.
Behaviour: She will sweep along the floor, back and forth, waiting for Kirby
to come into range. Inhale her quickly to get rid of this minor
annoyance.
Ability..: None.
Name.....: Cappy.
Behaviour: This small fungi will let his mushroom cap go if you try to
inhale him, so just throw his cap back into him to destroy him.
Ability..: None.
Name.....: Chicky.
Behaviour: Bouncing all over the screen, he does not aggressively seek Kirby
out. Suck him in to remove the random moving baddie as he can
attack at the worst of times.
Ability..: Ball.
Name.....: Chilly.
Behaviour: He can be stationary or on the move, but he will attempt to hit
Kirby with his freezing snowflakes. Take him out from a distance
for the safety of Kirby's life meter.
Ability..: Freeze.
Name.....: Climber Guy.
Behaviour: This acrobatic fellow clings to walls while throwing projectiles,
followed by jumping around to new walls to start their attacks
anew. They are best dealt with quickly, or just move past their
areas quickly to get through with minimal fuss.
Ability..: None.
Name.....: Coconut.
Behaviour: Sitting in tree branches, waiting for Kirby to draw near so they
can try to drop down and explode upon his pinkness. Hit them or
inhale them before passing underneath them to keep Kirby safe.
Ability..: None.
Name.....: Glunk.
Behaviour: Located in water, they will fire off projectiles at Kirby as he
nears. Hit them with a water spout to rid yourself of these
annoyances.
Ability..: None.
Name.....: Gordo.
Behaviour: A spiked ball, he will usually move back and forth over a
pre-determined area, waiting for Kirby to try and pass. They can
not be hurt, so just avoid them as best you can while moving
through the levels.
Ability..: None.
Name.....: Jumping Dan.
Behaviour: He will almost ignore Kirby as he jumps around the area, flying
really high into the sky. They can be avoided for the most part,
but inhale them if they draw too near to Kirby.
Ability..: Hi-Jump.
Name.....: Kaboomba.
Behaviour: A massive bomb that will drop itself to the ground to explode
when it reaches the ledge of it's current ledge. Either inhale
it quickly or attack it to avoid the damage it deals.
Ability..: Crash.
Name.....: Kabu.
Behaviour: This Easter Island wannabe will appear and disappear continually,
so wait for him to appear so Kirby can dust him to remove his
wicked little grinless self from the area.
Ability..: None.
Name.....: Lazar Ball.
Behaviour: A tenacious foe, these will float through the air, line up a shot,
and let a Laser fly before repeating the process ad nauseum. Get
them quickly as they do tend to appear in big groups, making them
even more dangerous.
Ability..: Laser.
Name.....: Mr. UFO.
Behaviour: Flying all around the screen, this highly dangerous enemies will
fire one of their three beams at Kirby at any time (Beam, Star,
and/or Laser). A very Powerful foe, but it also surrenders the
coolest Power in the game (so of course it is incredibly rare)!
Ability..: UFO.
Name.....: Nimbus.
Behaviour: A small cloud, he will shoot out lightning bolts to hit Kirby.
They can be ignored for the most part, so only attack them if they
are blocking the path forward.
Ability..: None.
Name.....: Poppy Bros. Jr.
Behaviour: A cute enemy who walks around in small hops, it will also roll
along on an Apple of Maximum Tomato. Not a dangerous foe, just attack
and remove this simpleton from your path with great ease.
Ability..: None
Name.....: Q-Burt.
Behaviour: This foe will patrol an area, stopping to fire off a long
reaching fireball at Kirby if he has enough time to line up a
shot. Either charge in fast and kill him, or hold back and wait
till he fires off a shot before attacking.
Ability..: Fire.
Name.....: Rocky.
Behaviour: This heavy-footed (and heavy everything else!) will slowly move
around a ledge, looking for the edge to drop off of to try and
attack Kirby. Not really dangerous unless Kirby is attempting to
get up to a higher ledge one pf these fellows inhabits.
Ability..: Stone.
Name.....: Scarfy.
Behaviour: A rather tame fellow, he will explode into a rage if Kirby tries
to inhale him (chasing Kirby for a few seconds before exploding).
He will explode upon dying, so keep your distance when you take
one out.
Ability..: None.
Name.....: Shelled Kany.
Behaviour: This small guy will just move around the screen slowly. You can
skip this baddie or just use a Power to rid yourself of this
annoyance.
Ability..: None.
Name.....: Shiny Knight.
Behaviour: e will generally patrol a small area, waiting for Kirby to draw
near so he can make use of his sword. Attack from a distance to
keep Kirby safe from damage.
Ability..: Sword.
Name.....: Shotzo.
Behaviour: A small cannon that can have stationary aim or it can adjust it's
aim, it will fire off cannonballs in an attempt to peg Kirby.
These incredibly evil beings will usually appear in large group
settings, requiring Kirby to navigate mazes of flying
cannonballs, and they are invulnerable to all attacks so you have
to avoid them at all costs.
Ability..: None.
Name.....: Sir Kibble.
Behaviour: A clumsy looking fellow, he will throw out his Cutter blade a
short distance to try and peg Kirby. Attack him between his
Cutter throws, or just fly past him to totally avoid this
nuisance.
Ability..: Cutter.
Name.....: Sir Pengy.
Behaviour: This enemy will actively hunt for Kirby, firing off freeze breath
to get him. Take this nemesis out quickly, as they can drain
your life meter in short order.
Ability..: Ice.
Name.....: Sir Slippy.
Behaviour: A small frog usually found in areas around water, he will
actively seek out Kirby when the pink puff goes swimming. Rather
easy to kill, so just be sure to take care of it or you will feel
silly if it gets Kirby.
Ability..: None.
Name.....: Sleepy.
Behaviour: Not an active enemy at all, it will wait for Kirby to come along
and attack. If Kirby swallows this enemy, he will be rendered
defenseless temporarily as he sleeps for a few seconds.
Ability..: Sleep.
Name.....: Sparky.
Behaviour: A bouncing blob that comes in a variety of colours, it will let a
pile of electrical charges off as it bounces along. Wait for the
sparks to subside before going after this baddie.
Ability..: Spark.
Name.....: Squishy.
Behaviour: Small, octopus-like creatures who swim towards Kirby and try to
touch him. Very easy to beat enemies, so they are not a big
bother at all to the Pink Eating Machine.
Ability..: None.
Name.....: Togezo.
Behaviour: these small porcupines will attempt to roll into Kirby, so use
your inhaling abilities to rid yourself of these small
annoyances.
Ability..: Needle.
Name.....: Waddle Dee.
Behaviour: A very basic enemy, he will walk back and forth between walls
taller then him, also walking off of ledges without walls.
Simple enough to kill, they will soon become nearly invisible to
your eye as you get used to the game. He can jump occasionally,
but it is a rarity.
Ability..: Parasol (only if it is visibly in his hand when swallowed).
Name.....: Waddle Doo.
Behaviour: A close relative to Waddle Dee, he too walks along, jumping
barriers, but he has a beam attack he can use as he goes along.
Attack him quickly or attack from a distance if he starts his
Beam attack, but this enemy is not a big threat.
Ability..: Beam.
Name.....: Wheelie.
Behaviour: This round enemy will roll directly at Kirby in an attempt to run
the Pink Power down. Jump the charging foe or stand your ground
to hit this rolling baddie.
Ability..: Wheel.
Name.....: Whirlwind.
Behaviour: This enemy seems rather easy as it just stands there, but it will
soon spin rapidly to take flight as whirling dervish of pain.
Suck him down before he attacks, but he if he gets that attack off
then avoid his movements until he stops (taking him out then).
Ability..: Tornado.
o-------------o
| Mini-Bosses |
o-------------o
~~~~~~~~~~~~~~~~~~~
~~~ Big Wheelie ~~~
~~~~~~~~~~~~~~~~~~~
This massive rolling tire will move back and forth across the screen,
attempting to run Kirby down. After Kirby has dodged enough times, the Big
Wheelie will crash to the ground to release a Wheelie (smaller version) that
will roll at Kirby, so suck it in and then return fire at Big Wheelie after
he gets up and stops bouncing up and down like a maniac. Three star hits
will do him in, but if you enter with a good Power, wait for him to crash
and then lay into him with it while he is stunned and vulnerable. Inhale
him to grab yourself a cool Power in the Wheel!
~~~~~~~~~~~~~~~
~~~ Bonkers ~~~
~~~~~~~~~~~~~~~
This massive wall of muscle will be wielding a vicious Hammer. He will
charge straight ahead or leap through the air, depending on where Kirby is
at the time of his attack's initiation (either way, clear out of the way),
When he swings his Hammer, inhale the resulting stars to spit back at
him to hurt him, or inhale the Coconuts he throws out and spit them back at
him to damage him. Land three hits to put him out of commission, so be sure
to swallow him for his Hammer ability.
~~~~~~~~~~~~~~
~~~ Bugzey ~~~
~~~~~~~~~~~~~~
Bugzey is a massive beetle with two pincers on his head. He also seems to
be a big pro wrestling fan as he makes use of some wrestling moves once he
grabs a hold of Kirby! Bugzey will jump through the air to try and grab
Kirby to perform a Suplex, He will perform a Piledriver if Kirby runs into
him while he is stationary, and he will also charge Kirby, performing a
multiple Powerbomb attack if he gets him. To beat this Hulk Hogan wannabe,
avoid his jumping and charging attacks, waiting for him to release two small
bugs, which should be inhaled and then spat back at the terror. If you can
inhale both bugs at one time, the resulting attack will really hurt Bugzey.
Three star hits will get rid of this annoyance, so swallow him to get his
Back Drop Power!
~~~~~~~~~~~~~~~~~~
~~~ Clock Work ~~~
~~~~~~~~~~~~~~~~~~
This alarm clock reject will charge around the small area, coming to a halt
to ring his bells in a sonic boom like attack (it gives a small shield of
protection and attack), followed by walking around for a little bit more
before stopping to throw out four musical notes to alternating sides and at
increasingly larger ranges. To win, avoid his sonic attack and inhale his
notes to spit back at him, with three star hits taking him down. If you
have the Stone Power, it is possible to finish him off in two direct attacks
as attacking him from directly above will cause serious damage as Kirby
falls through him. Inhale this ugly mug to gain three charges of the Mike
Power!
~~~~~~~~~~~~~~~~~~
~~~ Flame Mane ~~~
~~~~~~~~~~~~~~~~~~
This pussy cat plays very aggressively, but his attacks are easy enough to
deal with. He will charge across the screen at Kirby (jump or fly), jump into
the air to dive at Kirby (slide underneath him), and he will occasionally
(very rarely) turn into a Fireball, throwing himself across the screen in a
fiery rage (jump/fly over him). To win against him, avoid his attacks until
he performs the aerial dive, which will produce a star for Kirby to inhale and
then spit back at Flame Mane. Three star hits will do him in, so be sure to
inhale him for his Fireball Ability!
~~~~~~~~~~~~~~~~~
~~~ Meta Crew ~~~
~~~~~~~~~~~~~~~~~
The Meta Knight will appear and swing his sword to lead his Meta Crew into
battle. He has the following troops at his command:
Meta Axe : He uses his throwing axes like Cutters as they fly out and
quickly return.
Meta Droid: This guy will use his Spears to attack Kirby unmercifully. He
also happens to be the most mobile of the four members.
Meta Lance: This rotund fellow throws arcing, electrified forks at Kirby.
Meta Mace : This is the most aggressive of the four, swinging his mace
around as he tears around his platform.
Every time that you kill a Meta Henchman, the life bar of the boss will
decrease. Once you have completely destroyed the Meta Crew, a door will
appear to allow Kirby through to the next area.
~~~~~~~~~~~~~~~~~~~~
~~~ Mr. Frosties ~~~
~~~~~~~~~~~~~~~~~~~~
Mr. Frosty is a large walrus that will shake his ass at Kirby (possibly in
an attempt to gross him out), followed by throwing an ice cube into the air
so he can knock it at Kirby using his same shaking ass. He will also charge
across the room, trying to ram into Kirby with his girth. To win, have
Kirby inhale the incoming ice cubes from the duo and spit them back at one
of them to remove one of the threats as quickly as possible. If Kirby is
fast enough on returning the ice cube to a Mr. Frosty in star form, Mr.
Frosty will not charge across the room like a fool (difficult to keep both
from charging however). Two full star hits will take these weird walruses
down, making sure to swallow the second for his Freeze ability.
~~~~~~~~~~~~~~~~~~
~~~ Mr. Frosty ~~~
~~~~~~~~~~~~~~~~~~
Mr. Frosty is a large walrus that will shake his ass at Kirby (possibly in
an attempt to gross him out), followed by throwing an ice cube into the air
so he can knock it at Kirby using his same shaking ass. He will also charge
across the room, trying to ram into Kirby with his girth. To win, have
Kirby inhale the incoming ice cube and spit it back at him. If Kirby is
fast enough on returning the ice cube to Mr. Frosty in star form, Mr. Frosty
will not charge across the room like a fool. Two full star hits will take
this weird walrus down, making sure to swallow him for his Freeze ability.
~~~~~~~~~~~~~~~~~~~~~~~
~~~ Poppy Bros. Sr. ~~~
~~~~~~~~~~~~~~~~~~~~~~~
This baddie will bounce back and forth across the screen, throwing out
bombs like they are going out of style. use your ability if you wish, but
the quickest way to defeat him is to inhale the bombs he throws and throw
them back to hurt him. Three full star hits will knock him out, so inhale
him to get his Crash Power!
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~ Poppy Bros. Sr.'s ~~~
~~~~~~~~~~~~~~~~~~~~~~~~~
These baddies will bounce back and forth across the screen, throwing out
bombs like they are going out of style. use your ability if you wish, but
the quickest way to defeat them is to inhale the bombs both throw and throw
them back at a single Poppy Bros. Sr., eliminating one of them quickly.
Then swallow the downed Poppy Bros. Sr. to gain Crash ability, which should
be turned on the remaining Poppy Bros. Sr., reducing his life to almost
nothing. Three full star hits each will knock them out, so inhale the last
one to get his Crash Power!
~~~~~~~~~~~~~~~~~
~~~ Shelatoss ~~~
~~~~~~~~~~~~~~~~~
This guy will attack Kirby by trying to spin into him, grabbing a hold of the
Pink Puffball, and then throwing him into a wall. To win, almost any Power
Kirby can attack with before the guy begins to move (avoid him), then wail
on him while he recovers. The other option is to dodge his attacks,
followed up by inhaling the small animal he throws, and then return fire.
It will take three of the stars hits to knock him dead, and don't forget to
swallow this roly poly fellow to gain his Throw ability before leaving.
----------------------------------------------------------------------------
-----------------------------------Bosses-----------------------------------
----------------------------------------------------------------------------
14)This section will look at the Bosses for the end of every World, covering
their movements, attacks, and how to beat them quickly and efficiently.
o-------------o
| Wispy Woods |
o-------------o
Upon entering, head down through the small openings in the branches to fall
into the battle area. Upon arriving, you can take on the Boss through one
of two main strategies:
a) The regular way to win is to duck/jump the air puffs from Wispy (go right
up to the side of the tree to remain completely safe), followed by
inhaling the Apples that fall from his branches. Then, spit them back at
Wispy to cause damage before repeating these steps to finish him off. He
requires six regular star hits, but if you can combine two Apples into
one star, it will take even less.
b) Before entering into battle, get a Power like Spark or Freeze for the
best effect, although Beam or Sword will work well too. Upon entering
battle, move right up beside Wispy, and proceed to lay into him with your
Power, remembering to dodge the Apples if you do not have a Power that
generates attacks all around Kirby. This method will take down Wispy in
a very fast manner, so it is the one I recommend. Remember that you must
switch to the method above if you do lose your Power.
o--------------o
| Paint Roller |
o--------------o
Paint Roller will skate and jump around the room, stopping at the art easels
to paint a picture. However, these pictures will quickly jump from the
canvas and attempt to ravage Kirby! However, some of these beings can be
swallowed to gain Powers, and this is a list:
Car (Wheel)
Bomb (Crash)
Baseball (Ball)
Parasol (Parasol)
Cloud (Spark)
Microphone(Mike)
As you can see, some very high quality Powers can be gained, so do not be
afraid to cycle through the great Powers as they appear. To win, let the
Paint Roller go to a canvas (follow her), inhale the drawing (taking the
Power if you wish to or use it to attack her), and then clear out of the way
by flying or jumping. Remember that the Crash attack will remove half of
the Paint Roller's life meter while three microphone blasts will do the
same. If you seek to do it the conventional way, smack her with six star
hits to be victorious.
o------------------------o
| Mr. Shine & Mr. Bright |
o------------------------o
This fight will be with two separate entities, Mr. Shine & Mr. Bright, but
they will fight as a team against Kirby. While one is on the ground, trying
to attack Kirby head on, the other will be in the air, attacking
occasionally with Powers from above.
Mr. Shine is the moon, he will attack on the ground by throwing a slice of
himself at Kirby (jump it), he will jump into the air to try and hit Kirby,
and a charge attack across the screen (when he starts to flash, he is going
to charge). When he is in the air, he will start to flash briefly before
stars will start to streak down from the heavens.
Mr. Bright is the sun, he will attack on the ground by throwing a fireball
from himself at Kirby (jump it), he will jump into the air to try and hit
Kirby, and a charge attack across the screen (when he starts to flash, he is
going to charge). When he is in the air, he will move towards Kirby, stop,
and then send down concentrated sun beams that will cause stars to be
created (two sets of two).
Also note that the stars from Mr. Shine can be swallowed to give Kirby the
Cutter Power, and the stars Mr. Bright can be swallowed to give Kirby the
Fire Power. If Kirby swallows two stars at one time from Mr. Bright, he
will be able to get any random Power by pressing the B Button, but if he
lets it spin to a finish, he can get a 100% assured Wheel Power!
To win, Kirby will have to avoid the thrown attacks by the two celestial
bodies, avoid their jumping attacks, and also jump their charging attacks
long enough to allow the guy in the sky to start reining down attacks to
create stars. Three hits apiece will kill off the two, but remember that
the Wheel Power is a superb Power for running through the enemies
constantly, not allowing them any time to recover and attack.
o--------o
| Kracko |
o--------o
This Boss Fight has two main portions to it, so it will be divided thusly.
Note that the strategies offered here are likely the best and easiest to use
but they are not the only ones.
a) You will need to work your way upwards along the cloud platforms, so
inhale and swallow the nearby Jumping Dan for his Hi-Jump Power.
Continually jump upwards, moving to land on the next set of platforms
before continuing the upwards climb. Remember to be careful of Kracko as
he anxiously dogs your steps, and if he does indeed catch Kirby, find the
nearest Jumping Dan to make your ascent much easier once again.
The following map is a representation of the platform locations as Kirby
climbs from bottom to top:
_________________
Key |
|
JD - Jumping Dan |
__ - ledges |
_________________|
BOSS FIGHT
_____________________
___ __
JD
___ _ ___
___ ___
JD
____
___ ___
___ ___
JD
__ ___ ____
___ ____
JD
____ ___
_______
___ ___ ___
JD
____ _____
_________ _______
JD
_______ _______
_____________________
_____________________
_____________________
b) Now that you have reached the top, Kracko will form into his usual cloud
self, he will return to tactics that early Kirby veterans may recognize.
He will use a sweeping lightning storm attack, so fly over him when he
does this. He will also sweep around the screen in a large arc to try
and hit Kirby, so dodge that, and he should follow that up by dropping a
Jumping Dan for Kirby to inhale so he can do one of two things with it:
i)Spit the Jumping Dan back at Kracko in star form, then repeat the dodging
procedures to get five more Jumping Dans to turn into stars to make six
total hits to send Kracko packing.
ii)Swallow the Jumping Dan for the Hi-Jump ability (or use it if you have it
from the ascent) to use on Kracko by jumping through his body. It will
take eight directs hits to take him down, more if some are just glancing
blows that barely pass through Kracko's body. This is the preferred
method for most people, but Hi-Jumping can leave Kirby vulnerable as he
falls back to the ground, so be aware.
o------------o
| Heavy Mole |
o------------o
This beast will continually be moving, plowing his way through the dirt. He
will move along, cutting the path with his swinging cutters, keeping a
fairly straight path. However, once he starts to spit out his projectiles
(called Dyglops), he will start to swerve his path in all directions, so
Kirby will be forced to keep up by flying/jumping/etc. as getting scrolled
off the screen equals death for Kirby.
Kirby has the job of inhaling the Dyglops and spitting them back at the
beast to damage it, landing 6 direct hits to finish him off. Also note that
their are two types of Dyglops, both of which can be swallowed to give Kirby
a Power. The Orange Dyglops will surrender a Hammer Power to Kirby, which
will take eight smashes to kill off Heavy Mole (this can also break the dirt
around Kirby so be wary of accidentally digging a hole to your own demise).
The Red Dyglops will surrender the Sleep Power when swallowed, and it is a
VERY BAD IDEA to try and do this because the Power serves no purpose as well
as making Kirby rather vulnerable to being scrolled off the screen.
o-------------o
| Meta Knight |
o-------------o
You will enter the room to see a Sword fall to the ground, so grab a hold of
it and then the Meta Knight will FINALLY battle Kirby one on one. He has
prepared Kirby for this battle by constantly helping him as well as pitting
the Meta Crew against Kirby to sharpen his battle skills. So, get ready to
have a wicked sword duel!
The Meta Knight will run towards Kirby frequently, jumping into the air. If
he jumped into the air and then points his sword downwards, use a slide
tackle to move out of the way of the ensuing attack. Your job is to hit the
Meta Knight with your sword, followed by moving away from him while he is
still invulnerable (no sense in staying in his range of attack when he can
not be hurt). Try to go after Meta Knight after he performs a jump as he is
at his most vulnerable at this point in the fight. land twelve hits to cut
the mask away and prove to the Meta Knight that you are strong enough to
achieve your goal of getting King Dedede!
o-------------o
| King Dedede |
o-------------o
here he is, the big trouble maker! He has a myriad of attacks (as you would
expect from such a sinister enemy), including: the run and trip (run away
from or jump over him), the Hammer Smash (run from him, turning to inhale
the star his Hammer produces), the Jumping Hammer Smash (avoid him in
mid-air as he swings his Hammer), the Flying attack (slide tackle/move
underneath him when he is high enough off the ground), the Jumping Attack
(avoid him as he lands, sucking up the stars that are produced), and the
Inhale (if he sucks Kirby in, he will spit him across the screen).
Other than when he jumps into the air to splat down or he chases Kirby with
his hammer, your goal is to avoid him (the aforementioned attacks will
produce stars for Kirby to use on the King). Land yourself 10 successful
hits to send the King down for the count, but remember that on his Jumping
attack, you can suck in two stars at once, creating a more Powerful star
attack to do extra damage to the King!
o---------------o
| Nightmare Orb |
o---------------o
Kirby will be spit up high into the sky by King Dedede along with the Star
Rod, and he will be flying in the air on the left side of the screen to
start. The nightmare Orb will be on the right side of the screen, flying up
and down while performing attacks. The following are the attacks that the
Nightmare Orb utilizes:
i) Three quick star shots in a row.
ii) A quadruple spread shot of stars (these can move in a myriad of ways).
iii) A triple spread shot of stars.
iv) A double spread shot of stars.
v) Multiple Sonic Booms from varying altitudes.
vi) Charging across the screen to ram Kirby.
Kirby will need to be alert and ready to dodge these attacks as they will
not relent in their intensity through out the battle. Meanwhile, Kirby will
have to keep firing off his Star Rod to hit the behemoth and wear him down,
and you should know that it requires 60 connecting shots to finish off this
terror! To top it all off, you will need to defeat the Nightmare Orb in a
set amount of time, as Kirby will crash to the ground and die if he takes
too long! An exceptional challenge, but you have been training the whole
game for this fight, so lay out this Nightmare Orb with extreme prejudice to
get the Warp Star to appear!
o-------------------o
| Nightmare Vampire |
o-------------------o
Now his true form is revealed as the Nightmare Vampire makes itself known!
Kirby will need to dodge all of the attacks the Vampire uses, including:
The swoop (duck underneath him), the Star attacks (just dodge them as best
you can, remembering the slide tackle is faster in a pinch than walking),
and his slow descent attack (best time to attack him). Whenever he has his
cape open and you can see his energy core, hitting him with an attack will
damage him. The following is a lit of the attacks that he can be hurt on,
and the method that allows Kirby to do so (remember throwing a star does
more damage than touching him with the rod if you have a choice):
i) Slow Descent (throw a star OR touch the rod to him).
ii) Star Attacks (touch the rod to him).
Note that he has three or so different Star Attacks, but Kirby can easily
get in close enough to damage the beast if he aggressively seeks out the
Nightmare Vampire. Also remember that jumping into the air will cause the
Star Rod to spin along with Kirby, making him a much more difficult to
damage target.
----------------------------------------------------------------------------
------------------------------Switch Locations------------------------------
----------------------------------------------------------------------------
15)This section will look at the Switch Locations that open up side areas in
worlds that they are located in.
o-----------o
| Level 3-1 |
o-----------o
After defeating Clock Work, head right through the small hallway, taking on
the Lazar Ball, the Blowfire, and the Bronto Burts to reach a door. When
you reach the next room, jump the first gap but fall down the second one to
find two Star Blocks for Kirby to inhale, revealing a door! Pass through it
to inhale another Star Block, which Kirby should used on the now revealed
Bomb so it will open the passage up to the next door that will lead to a
switch that Kirby can hit to reveal an Arena in the main area of the World!
o-----------o
| Level 3-6 |
o-----------o
When you reach the open vertical area of the level with cloud ledges, you
are in the right spot in the level. Instead of risking life and limb by
using the cloud platforms to climb up, fly up along the wall on the right,
breaking the Star Blocks to reveal a hidden door! Go through it to hit a
Bomb, followed by flying right as fast as possible to beat the newly forming
wall to find a Pep Brew, then enter the next door to find a switch to hit
that reveals the Egg Catch Bonus Game!
o-----------o
| Level 4-1 |
o-----------o
After passing the area with the Mr. UFO's, here you will find a bouncing
Chicky, followed by a Glunk, two Gordos, and then a Birdy. Continue heading
right to fight a Chicky and a Sleepy, followed by some Waddle Doos trapped
in Star Blocks. Kill them as you move right through the structure, cutting
upwards to the one part of the diagonal pattern that is filled in. Remove
the Star Block, go into the area that it was lying over, and press Up to
pass through the invisible door there to find a switch to trip to reveal the
Egg Catching Game in the outer area!
o-----------o
| Level 4-3 |
o-----------o
When you reach the area with the heavy left to right wind, fly all the way
to the right side of the area, followed by looking on the lower right corner
to find a door. Inside that door is the Switch to trip that reveals the
Museum in the outer area!
o-----------o
| Level 4-6 |
o-----------o
After cranking Clock Work, fly through the door above to find three Bronto
Burts coming for Kirby! After they are disposed of, jump to the ledge
above, drop down to the next level, and then stand right beside the wall to
the left of Kirby and press UP to pass through the door hidden in the dark
to find a switch that reveals the hidden Warp Star Location!
o-----------o
| Level 5-1 |
o-----------o
After passing through the initial area, Kirby will be in a large area where
he can free fall, plowing through enemies thanks to his momentum. If you
are the UFO, just cautiously fly downwards, using the myriad of attacks it
supplies you to rid yourself of the more persistent annoyances. When you
reach the bottom, ignore the door you see and instead make your way through
the Star Block floor to reach another set of Star Blocks, taking out the
stack on the left side to find a door that leads to the secret switch that
unlocks the Crane Game!
o-----------o
| Level 5-4 |
o-----------o
Climb the ladder to head right past a Chicky to find a set of small ledges
leading over a massive waterfall, all of which have some sort of guardian to
them in Glunks or Squishies. Next up is a Shiny Knight, then some Waddle
Dees and Waddle Doos, which are in the way of Kirby reaching a small
waterfall. If you look carefully, you will see that it is in fact a door,
so pass through it to find another door nearby for Kirby to go through to
find a secret switch that unlocks the path to the Arena in the outer area!
o-----------o
| Level 5-5 |
o-----------o
From the very start of the level, head right past the Shotzo, let the Waddle
Dee fly past overhead, and then drop through the hole to the left of the
Shiny Knight to fly right to pass through a door. Here Kirby will need to
swallow the Jumping Dan, destroy the Star Blocks, drop the Power, and then
swallow the Q-Burt. Use his Fire Power to light the fuse, fly up over the
wall, jump down into the cannon, and get launched into the sky to hit the
secret switch that reveals the Quick Draw bonus game in the outer area!
o-----------o
| Level 5-6 |
o-----------o
To get the secret switch in this level, you will need to have the Hammer
Power upon entering. So, seek out bonkers in Level 5-2 or battle him in the
Arena to gain possession of the needed Power for the secret switch.
After passing the area with the Rockies, Kirby will face Waddle Dees as he
heads right, so tread carefully as you keep your Hammer Power handy. You
will fly across some water and a Blipper, entering the first door you
encounter to find Star Blocks. If you took care of entering the level with
the Hammer Power-Up (available from the nearby Arena) and managed to retain
it to this point, use it on the green blocks to shatter them, followed up by
destroying the Star Blocks to reveal a hidden door that leads to the secret
switch that reveals the Warp Star Location in the outer area!
o-----------o
| Level 6-1 |
o-----------o
After passing through the first area of the level (the area with a lot of
water), your duty here is to find a combo of a Blowfire (Fireball Power) and
a Sparky (Spark Power), setting off a mixing of Power. This has a 50/50
chance of coming up Hammer Power (the desired Power) or Needle Power (not
useful). Continue right once you have managed to gain your Hammer Power to
find a door to enter, leading to an area with a 1-Up and a Maximum Tomato
waiting to be grabbed. More importantly however, is that the brick below
the door can be crushed by the Hammer, allowing Kirby to reach the door
below, where he can go through to find a secret switch to hit to reveal
the Museum in the outer area!
o-----------o
| Level 6-2 |
o-----------o
After passing through the initial area of the level, climb the clouds past a
Parasol Waddle Dee to find a Kaboomba, then jump the Shotzo to head down to
the bottom area again, this time fighting a Kabu and a Cappy. Climb up the
clouds to the right to take out a Parasol Waddle Dee, then enter the nearby
door to bait the two Sparkies together to form a mix Power that will come
out as a Hammer when you do not interfere. Use this Hammer on the stake to
access the door below the ice, going through it to find a secret switch that
will reveal the Arena in the outer area!
o-----------o
| Level 6-3 |
o-----------o
With your newfound Hammer Ability in hand after defeating Bonkers, climb the
ladder, break the crate to the right, and head down and left to destroy a
Bomb (flooding the lower decks of the ship) as well as a Sir Kibble guarding
a Pep Brew. Now stand where the Bomb was, press UP to pass through the
invisible door, holding DOWN to get a 1-Up before it falls off the screen,
and then kill the Blade Knight. Now shed Kirby of any Power he may have,
press UP where the Blade Knight was located, and swallow the Lazar Ball for
his Laser Power (also grab the Maximum Tomato). Go through the small
opening below in the water to return to the previous room, and then pass
through the door on the left to kill a Q-Burt. You are in the Cannon room,
but you still have to do one more thing properly, so use the following
diagram to position Kirby properly:
___________
KEY |
|
~ - Water |
C - Cannon |
D - Door |
F - Fuse |
K - Kirby |
___________|
___________
| |
|__D________|
|/ __ \|
| _D_ K_ |
|~~~~~C~~~~F|
|_____FFFFFF|
Have Kirby stand where illustrated, have him jump and fire at the angled
wall piece on the right, and then hustle into the cannon before the lit fuse
fires the cannon, thus shooting Kirby high off into the sky to find the
secret switch that unlocks the Crane Bonus Game in the outer area!
o-----------o
| Level 6-4 |
o-----------o
After passing through the first area of the level, Kirby enters an area where
Bombs await your slice as well as Broom Hatters. A Pep Brew is guarded in a
small alcove to the right by a Shotzo, but head down the corridor below to
break a Bomb to continue the movement through the corridor to fight a Sir
Kibble and then a Blade Knight. Continue by breaking the Bomb, enter the
water, swim left and climb the platforms if you wish to grab a 1-Up, and
then continue through the water to the right past a couple Gordos to find a
Broom Hatter waiting on dry land. Go into the water on the right, swim into
the cubby hole below the ladders, and press UP while as far left into the
crevasse as possible to find a secret switch that uncovers the Egg Catcher
Bonus Game in the outer area!
o-----------o
| Level 6-5 |
o-----------o
After passing through the water area with the Shiny Knights, Kirby will face
Waddle Dees, a Waddle Doo, a Q-Burt, and a Bronto Burt on the way to a Bomb,
which will open a path leading down into the ground. Go down to find a
1-Up, then light the fuse you find (swallow a Q-Burt to get the necessary
"fire" Power... HAHA!), and then fly upwards again and turn right to find a
second Bomb to destroy, followed by quickly diving down the hole to land in
the cannon to be shot off the screen! Here Kirby will find a secret switch
that will reveal the Quick Draw Bonus Game in the outer area!
o-----------o
| Level 6-6 |
o-----------o
From the start, Kill all the Waddle Dees, Waddle Doo, Sparkies, Sir Pengy,
and a Shiny Knight to reach a door. Upon passing through, swallow a Mr.
UFO, backtrack through the door, and then fly down and to the left to find a
secret cave below the area you traversed. Charge up your UFO Power attack
to the highest Power (the multiple star projectile) to break the ice blocks
that guard the door, and then pass through to bust the secret switch that
releases the warp star location in the outer area!
o-----------o
| Level 7-1 |
o-----------o
When you see a massive pile of Star Blocks clogging the path ahead, you are
in the proper area. Drop your Laser Power, take out the Star Blocks with
your slide tackle ability, and then swallow the Sparky when you reach him for
his Spark Power. Now use Spark Power to carve away all of the Star Blocks
while dealing with the enemies, stopping when you reach the Blowfire. Use
your ability to tunnel down to the Waddle Doo, drop the Spark Power, swallow
the Waddle Doo for his Beam Power, and then continue moving to the right.
When you see the area with the three Waddle Dees, slowly remove the Star
Blocks so you open a single space where Kirby can get on top of the Star
Blocks, and then jump and beam the bricks in the roof to plow a path that
will get Kirby within two small blocks of the door. These two blocks are
made of tougher stuff, so drop the Beam Power, run to the left, and inhale
through the wall to get the Blowfire so you can swallow him for his Fireball
ability. Now return to the tough wall, Fireball through it, and Kirby will
smash the secret switch to make the Crane Bonus Game accessible in the outer
area!
o-----------o
| Level 7-6 |
o-----------o
Now you are outside in a vertical area, so head down past the Waddle Dees,
fly up into the windy path above, and then slide tackle through the Star
Blocks to reach the more open area. Now fly upwards carefully, moving past
the Sir Kibble and the parachuting, Parasol wielding Waddle Dees to see the
star door. HOWEVER, go above the star door to the crescent moon and press
UP to enter into a secret area where a Maximum Tomato, a 1-Up, and a secret
switch that unlocks the Warp Star Station in the outer area await Kirby!
----------------------------------------------------------------------------
---------------------------------Bonus Games--------------------------------
----------------------------------------------------------------------------
16)This section will look at all of the Bonus Games that Kirby can play as
he advances through the game.
o-------o
| Arena |
o-------o
Kirby will enter into a one-on-one battle with a specific Mini-Boss,
fighting to the death! If Kirby loses, he loses a life. If Kirby wins, he
will not only win the Power of the defeated Mini-Boss, but he will also win
a Maximum Tomato for his efforts! The following is a list of the
Mini-Bosses Kirby will face in each World's Arena:
World One..: None
World Two..: Mr. Frosty (Freeze Power)
World Three: Big Wheelie (Wheel)
World Four.: Bugzey (Back Drop)
World Five.: Bonkers (Hammer)
World Six..: Flame Mane (Fireball)
World Seven: None
o------------------------o
| Crane Fever Bonus Game |
o------------------------o
With two chances to grab some prizes, hold the A Button to move the crane
right till the claw is over the desired Kirby target, release the button,
and see if you successfully get your prize. Two chances are yours at a
small Kirby (1-Up) or a Large Kirby (2-Up). There seems to be no set
pattern to winning, other than luck.
o------------------------o
| Egg Catcher Bonus Game |
o------------------------o
Eat the eggs and not the bombs that King Dedede throws out in play, with
the more eggs being grabbed the better your reward will be. Here are the
following reward values for the amount of eggs captured:
01-06: 500 Points
07-12: 1000 Points
13-18: 3000 Points
19-24: 5000 Points
25-29: 1-Up
30: 3-Up
o----------------o
| Launcher Bonus |
o----------------o
Every time that Kirby successfully reaches the star door at the end of a
level, he will be entered into the Launcher Bonus. The idea is to press the
A Button while Kirby is as low on the Launcher as possible, with the lower he
is on the launcher when pressed, the better the reward. The following are
the rewards that he can receive:
Tier 1: 1-Up
Tier 2: 5000 Points
Tier 3: 2000 Points
Tier 4: 800 Points
Tier 5: 300 Points
Tier 6: 100 Points
Tier 7: PUSH A (i.e. you suck)
o--------o
| Museum |
o--------o
Every World contains one of these structures, offering a free Power or two
for Kirby at any time. Be sure to check out each one to see if they have a
Power-Up that you want!
World One..: Sword
World Two..: Fire/Laser
World Three: Hi-Jump
World Four.: Sleep/Ball
World Five.: Stone/Tornado
World Six..: Wheel
World Seven: None
o------------o
| Quick Draw |
o------------o
Once your opponent draws, draw your weapon and shoot them! Your rewards will
increase the more opponents you get rid of. Note that you will have to be
under 20 for the third opponent, under 15 for the fourth opponent, and under
10 for the fifth and final opponent.
1 Opponent : 1000 Points
2 Opponents: 3000 Points
3 Opponents: 5000 Points
4 Opponents: 1-Up
5 Opponents: 3-Up
o-------------------o
| Warp Star Station |
o-------------------o
When you find these, you will be able to travel to any other World that you
uncovered their Warp Star Station. This is a superb way to go to previous
areas to look for specific Powers, 1-Ups, or even hidden Switches!
----------------------------------------------------------------------------
-----------------------------------Credits----------------------------------
----------------------------------------------------------------------------
17)This section salutes those who helped me write this FAQ.
Cyhwux - For letting me use his mix tables for the Powers section.
Thanks dude! Also people, check out his FAQ for some extra
in-depth discussion on that very subject if you wish to
learn a bit more.
Devin Morgan - For the enemy names and his thoughts on some parts of this
FAQ. Check out his FAQs as he writes a wide range of games
and systems!
Trace Jackson - For helping me out with some small critiques of my format
and the like, even if I used very few of them. You rule
dude, but when we gonna see SMB:DX FAQ!? :P
----------------------------------------------------------------------------
---------------------------------Final Word---------------------------------
----------------------------------------------------------------------------
18)As is the usual, this walkthrough is copyright property of Brian P.
Sulpher, 2004. The only website, group, person, etc. to have access to
post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and
www.honestgamers.com. You must ask for permission before posting this,
as doing so without consent is a violation of international copyright
law.
If you liked it, hated it, have anything to add, then please E-mail me at
[email protected]. You can also contact me through MSN messenger
through the same E-mail address.
A superb game that sadly came a little bit after the Super NES, so it got
lost in the shuffle of things. This is a must play for any fan of the
mighty Power that the NES possessed!