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Cloudy Park

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Cloudy Park is a level in Kirby's Dream Land 2 and Kirby's Dream Land 3. Both levels are reminiscent of cloudscapes and have lofty towers. Coo excels in this area.

Kirby's Dream Land 2

Cloudy Park
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Details
Level Nr. 6
Stages 6
Rainbow Drop Location Stage 2
Boss Kracko
Level progression
Red Canyon Dark Castle
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This level has 6 stages (not counting the boss room), and is based around a large volcano. The boss in this level is Kracko.

Cut-scene

The cut-scene depicts Kirby bouncing around in the cloud-tops, eventually getting himself stuck. Luckily, Coo flies by. Kirby shouts to Coo to get him out of the clouds. Coo succeeds in doing so, but in the process, finds out that Kirby was stuck because he'd landed in Kine's mouth.

Synopsis

The following is a full synopsis of the stages in Cloudy Park.

Stage 1

Room 1 - The stage begins in a flat cloudscape. To the right, the clouds begin to break up amidst Star Blocks and enemies. Near the end of the path, Kirby will have to contend with Gordos among wind currents.

Room 2 - The door leads to a series of rocky outcroppings, patrolled by many baddies. Along the way, a side-passage can be accessed to save Rick from Jumpershoot. The path continues past perilous platforms that break away when stepped on.

Room 3 - The door leads to a series of cloud platforms that lead upward past currents and Gordos. At the top, a Maxim Tomato and the stage exit can be found under Star Blocks.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

Abilities

Stage 2

Room 1 - The stage begins in a flat cloudy plain studded by the occasional platform. Along the way, a 1-Up can be collected by breaking away blocks using an Ice power. At the end of the path, the door to the next area can only be accessed with the Ice ability.

Room 2 - The door leads to an open area with wind pipes guarded by Bronto Burts. In the lower-middle, a side chamber can be found which leads to a wide flowing water tube. At the downstream end leads to a fight with Blocky and will allow Kirby to free Rick from the bag. If Kirby has Kine, they can swim upstream to find another room where Master Green can be fought for the Spark ability and Gooey can be freed from the bag for some extra points.

Room 3 - The door leads to a chamber with another animal bag and two Shotzos. To free Coo from the bag, the Shotzos need to be dumped by breaking the spark-weak blocks under them. From there, the door leads to a wind-swept plain that only Coo can resist. A door can be found against the current which leads to a fight with Waiu to obtain the Cutter ability. Downwind, another room can be found where that ability can be used to obtain the sixth Rainbow Drop. The stage exit can be found further downwind.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

Abilities

Stage 3

Room 1 - The stage begins in the cloud canopies, as enemies try to ambush Kirby from behind. This eventually leads to some underwater sections.

Room 2 - This room is a circuitous one in three layers, with several enemies patrolling them. A door to the next area can be found in the middle.

Room 3 - The room leads to a tower leading downward. Here, Kirby will have to contend with lots of Blocks, and then some Mumbies at the bottom. After a long grueling trail, the stage exit can be found at the bottom.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 4

Room 1 - The stage begins atop a platform in a sea of clouds. This leads to a series of hallways where Kirby can use Star Blocks to attack Mumbies that appear. Then the path leads back out to the clouds, past more enemies, to reach the door to the the next area.

Room 2 - The door leads to a room where Kirby must contend with Captain Stitch. From there, Kirby can free Coo and move on to a tunnel of clouds in an auto-scrolling section. This tunnel is filled with Gordos, and has a Rocky guarding the door to the next area.

Room 3 - This area is another cloudy tunnel, this time filled with water. Like before, this is full of Gordos, but this time has a Sir Slippy guarding the door.

Room 4 - The door leads to an open area with wind sweeping upward, past star blocks and Gordos. Along the way, a large number of 1-Ups can be collected along the blocks, especially if Coo is still with Kirby. The stage exit can be found at the top to the right.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

Abilities

Stage 5

Room 1 - The stage begins in a tunnel made of breakaway blocks. To successfully navigate this area, especially with an animal friend, Kirby will need to deliberately break some blocks away, and wait on the few solid platforms for Gordos to pass by. From there, the tunnel continues to zig and zag with various enemies nested inside. The door to the next area can eventually be found at the top right corner.

Room 2 - The door leads to an open cloudy area with raging wind currents. Without Coo, Kirby will have a very hard time traversing this area, and will have to keep low to the ground, where many hazards await him.

Room 3 - The door leads to a small room, where 5 distinct doorways appear.

The leftmost door leads to a small chamber filled with 5 Propellers. Kirby will not be getting out of here with his animal friend intact.

The second-leftmost door leads to a small room with 5 Energy Drinks. The stage exit can be reached from here.

The center door has 5 Scarfies inside.

The second-rightmost door leads to a room with 5 small stars inside.

The rightmost door has 5 Mumbies inside.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 6

Room 1 - The stage begins on a rocky cliff, where Kirby must battle with Master Green. In the next room, Kirby can free Rick from the bag.

Room 2 - The door leads to a long windy cloud tunnel populated with enemies to contend with. At the bottom, a pool of water can be found, with the door at the bottom.

Room 3 - The door leads to a deep underwater tunnel maze. Only one end leads to the door to the next area, the others each have a small star in them.

Room 4 - The door leads to a long tunnel leading upward with a water current inside. This leads out into the open air, where a wind current picks up the slack to carry Kirby even higher up. At the top, a number of items can be picked up, and the stage exit can be reached to the right.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

Abilities

Boss: Kracko

The fight takes place on an open cloud arena. First the fight is against Kracko Jr., as it pokes in and out of the clouds. When it jumps in and out, it will create Co-Krackos which Kirby can swallow and spit back at it. When Kracko Jr. is out, he will eventually throw out his cloud pieces which will explode. These can also be inhaled and spat back.

Once Kracko Jr. is defeated, it transforms into Kracko itself. Here, Kracko stays out, still tossing Co-Krackos out and also throwing lightning bolts.

Once defeated, Kracko explodes, leaving Kirby to do his dance and move on to the last level, Dark Castle.

Kirby's Dream Land 3

Cloudy Park
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Details
Level Nr. 4
Boss Ado
Level Progression
Sand Canyon Iceberg
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Cloudy Park is the fourth level in Kirby's Dream Land 3. It is an area dominated by cloudscapes and tall mountains. The Boss of this level is Ado.

Cut-scene

Nago is tossing Kirby about like a ball, when Pitch flies in from behind. Seeing this, Nago runs over to Pitch, leaving Kirby in mid-air as Nago rolls Pitch away like a ball instead. After being left behind, Kirby looks around for Nago, spots him leaving, and runs after him, upset.

Stage Synopsis

The following is a brief rundown of the stages of Cloudy Park and their contents. For a full guide on how to get the Heart Stars in this region, visit the Heart Star page.

Stage 1

Room 1 - The stage begins on a gently sloping rocky plain. A number of Keke can be found patrolling the skies on this path, along with some other foes on the ground. The door can be found to the right, affixed to a cloud. In the next small room, Kirby can pick up Rick if he wants.

Room 2 - The door leads to another walkway, this time with more potent enemies guarding it. After fighting uphill, Kirby will find another room where Nago can be picked up.

Room 3 - The door leads to bumpier ground, where yet more difficult foes must be overcome. In the next small room, Pitch can be picked up.

Room 4 - The door leads to a cliffside path that goes into a cave. Once Kirby reaches the cave entrance, the screen stats to auto-scroll. Kirby will have to deal with rolling boulders and avoid pits to reach the next door, where Batamon can be seen trying to escape another boulder. ChuChu can be picked up in the next small room.

Room 5 - The door leads back out into the open terrain. From here, Kirby has to descend a cliff-side while dodging Shotzo blasts. Kirby will then have to ascend back up the other side, though there are a few items along the way which will help this endeavor. In the next small room, Kirby can choose between Kine and Coo to carry him further.

Room 6 - The door leads out to another cave entrance, where Kirby will have to duck into pits to avoid rolling stones. A bunch of enemies also patrol this path.

Room 7 - The door leads to a high plateau area with lots of pitfalls. Along this path are a bunch of black flowers which don't appear to move much. The stage exit can be found from here, after dealing with some Bronto Burts.

In the final room, a bright flower can be seen, similar in shape to the ones in the previous room. If it is satisfied with Kirby, it will give him a Heart Star.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

  • None.

Copy Abilities Animal Friends

Stage 2

Room 1 - The stage begins atop a huge cloud canopy that stretches for miles. Kirby will have to deal with enemies along the way as he traverses the cloud tops. In the next small area, Kirby can pick between ChuChu, Nago and Pitch to accompany him.

Room 2 - The path continues along the cloud tops. Along the way, Kirby will want to be careful not to fall into pits with currents coming up from them.

Room 3 - The path becomes more treacherous, with more pits and enemies to compound things.

Room 4 - The path continues, dipping behind foreground clouds in places. A Dogon guards the door to the next area.

Room 5 - Among more cloudtops, Kirby will have to contend with more foes and pits, including Togezos on Star Blocks. An Oro guards the door to the next area.

Room 6 - The path continues past Galbo and Pacto. A Kapar guards the door.

Room 7 - In this area, a small chick can be seen hanging from a large red balloon. Beyond this is the stage exit.

In the last room, a mother hen is waiting. If Kirby got the chick down, she will give him a Heart Star.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

  • None.

Copy Abilities Animal Friends

Stage 3

Room 1 - The stage begins up in the clouds, but during a rain storm. The path leads past several Bobos and other foes.

Room 2 - The door leads to another are of the cloud-top - this one with pools of water dispersed about. Inside one of the pools is a side-chamber where Kirby can choose between ChuChu, Kine and Rick.

Room 3 - The next area is a cloud chute lined with Zebon. Kirby can use these to quickly make his way up to the top.

Room 4 - In this room, Kirby will play a Sub-Game with a local tri-colTemplate:Oured creature. Here, a bunch of Gordos will appear from behind a screen for a moment, and Kirby then has to guess how many of a particular colTemplate:Our there were. The game has up to three rounds, but Kirby doesn't have to clear them to move forward.

Room 5 - The door leads to an auto-scrolling area. As the path progresses, clouds will often blow into the foreground, obscuring the view of the stage. The stage exit can be found at the end of this path, just before a cloud wall.

In the last room, Kirby can collect a Heart Star from the tri-colTemplate:Oured creature from earlier if he got all three guesses right in the sub-game.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

  • None.

Copy Abilities Animal Friends

Stage 4

Room 1 - The stage begins in a large cloud cavern, along a flat path. A bunch of Pasara are floating in the air, but they aren't actually in Kirby's way. In the next small room, Kirby can choose between Coo and ChuChu to press on.

Room 2 - The next room is a long wind-swept hallway with enemies forming a blockade.

Room 3 - This area also bears wind currents, and has more enemies lying in wait. Some goodies can be collected from underneath crumbling block bridges.

Room 4 - This path leads down in a winding manner past more foes.

Room 5 - This path leads to the left, past many flying enemies.

Room 6 - Kirby finds himself in a small room, where he must deal with the Mid-Boss Jumpershoot. Defeating it yields the Parasol ability and opens the door to the next area. The small room afterward contains a small orange-looking creature on a platform against a strong current. Kirby won't be able to face these currents on his own.

Room 7 - The next room looks much like Room 4, but this time Kirby has to climb up it. The stage exit can be found up at the top.

In the last room, a snowman can be found. If Kirby recovered the orange from earlier, he will get a Heart Star.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

Copy Abilities Animal Friends

Stage 5

Room 1 - The stage begins on a series of pillars over a pink cloud sea. The path continues to the right across bridges and foes.

Room 2 - The next area is a climb up several tall pillars dispersed with soft platforms. The door to the next area can be found at the very top-rightmost pillar. The next small room has Rick and Coo waiting to be picked up.

Room 3 - The next area has Kirby bounding across pillars over the Void. At the end, the door to the next area is perched higher than a normal jump can reach. If Rick is being used, he will need to make use of his wall-climbing ability here.

Room 4 - The next area is lined with Wapod. To get by with Rick, they will have to use the Wapod as footstools to hop over to the other side.

Room 5 - This area has lots of tall cliffs. Rick will have to climb them carefully, avoiding the Gordos in the process.

Room 6 - This area consists of several pillars, spaced fairly distant from each-other. Liberal use of Rick's climbing ability is needed to get him through this area. Some Apolo encircle some of the pillars, which adds to this particular challenge. The stage exit can be found on the rightmost pillar.

In the final room, Pick the hamster is waiting. If Kirby brought Rick with him, she will give them a Heart Star.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

  • None.

Copy Abilities Animal Friends

Stage 6

Room 1 - The stage begins inside a brighty-colTemplate:Oured cloud palace. On the walls are a bunch of drawings of various enemies. Apart from a few Star Blocks, there are no obstacles in this room.

Room 2 - In this small room, Kirby will need to rely on a Magoo to clear the way forward.

Room 3 - Down this winding hall, Kirby will have to deal with Shotzos and a thumping block.

Room 4 - Kirby finds himself in one of 5 separate chambers. The next three contain his friends - Nago, Coo and Rick. The last one has a doorway leading to the next area. To get to these other chambers, Kirby will need to access a larger room which contains a Magoo.

Room 5 - This hallway is barred by Star Blocks. Behind each barricade, one more Propeller can be found than the previous section of the hall.

Room 6 - This hallway is patrolled by Mopoo. Along the way, some side chambers can be found. One of them has a strange pink creature in the shape of a goblet, though this creature appears to be upside-down. The other room has a 5x5 array of Star Blocks.

Room 7 - This hallway is lined with Como.

Room 8 - This room consists of five separate chambers, like before, but most of them are filled with hostile things. Unlike the previous example, the doorways in the Magoo room do not align with where they lead. To reach the next area, Kirby will need to take the second door from the right.

Room 9 - This area is a tower ascending up past several different types of Bukiset. Behind each one is a barricade that Kirby can break using the ability he got from the Bukiset guarding it. This leads to several goodies.

Room 10 - The door leads to a room identical to Room 2. Magoo will help Kirby get to the door.

Room 11 - In this last hall, Kirby will see the same drawings he saw in the first one. This time, however, they will come to life and attack him. They can be defeated like normal enemies. The stage exit is at the end of the hall.

In the last room, the goblet-shaped creature can be found again. If Kirby satisfied it, it will give him a Heart Star.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

  • None.

Copy Abilities Animal Friends

Boss: Ado

Trivia

  • Cloudy Park in Kirby's Dream Land 2 is a notoriously good place to collect 1-Ups.


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