Please remember that WiKirby contains spoilers, which you read at your own risk! See our general disclaimer for details.

Dark Castle

From WiKirby, your independent source of Kirby knowledge.
Revision as of 14:22, 16 September 2017 by Samwell (talk | contribs) (→‎Stage 2)
Jump to navigationJump to search
This article or section is under construction. Therefore, please excuse its informal appearance while it's being worked on. We hope to have it completed as soon as possible.
No reason has been specified.
Dark Castle
Needed.png

Have an image of Dark Castle? Why not upload it?
Details
Level Nr. 7
Stages 7
Rainbow Drop Location Stage 7
Boss King Dedede, Dark Matter (if Rainbow Sword is attained)
Level progression
Cloudy Park Last level
 This box: view  talk  edit 

Dark Castle is the seventh and final level in Kirby's Dream Land 2 and belongs to the Rainbow Islands. As the name implies, the level is set primarily in the interior regions of a castle swarming with enemies. The boss of this level is King Dedede. If Kirby managed to collect all the Rainbow Drops up to this point, he will also battle Dark Matter after defeating Dedede.

Cut-scene

Kirby and all three of his friends overlook the castle in the distance. From there, after some 'discussion', Kirby mounts Rick and nudges Kine, then they all move off, with Kine lagging behind.

Stage 1

Room 1 - The stage begins in an exterior zone across many crumbling bridges.

Room 2 - The door leads to an auto-scrolling area in tight hallways. The first ascent through a spiky chute is rather tricky, and Kirby is prone to get pricked, then crushed if he is not quick. From there, the hall continues past many Waddle Dees and Bouncy Tys until the door is reached.

Room 3 - Kirby must contend with Efreeti. Defeating it opens the stage exit.

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 2

Room 1 - The stage begins with a drop down a hallway to a pool, along with some other enemies. The pool continues to the right with a very large menagerie of Glunks and Blippers. From there, out of the water, a line of Icicles guard the door to the next room.

Room 2 - The next room is a chamber with pockets containing every ability-providing enemy except for Load Kibble, who is replaced by a Gordo. From there, another door leads to a hallway filled with spike pits and Spikeys. There are two doors at the other end, one above the other. Two more doors can be found on the other side of the wall.

The upper door leads to a room with a Blade guarding Kine in a bag. Once Kine is free, two doors appear, one on each side, the left door leads back into the previous area, while the right door leads to the other side.

The lower door leads to a split chamber with three 1-Ups on one side. Kirby will have to do some maneuvering to get on the side with the 1-Ups.

Back on the main path, it continues to the right past falling Icicles, crumbling platforms, and a Load Kibble guarding the door to the next area.

Room 3 - Kirby must battle with Master Green to gain access to the stage exit.

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 3

Room 1 -

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 4

Room 1 -

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 5

Room 1 -

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 6

Room 1 -

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 7

Room 1 -

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

King Dedede

Dark Matter


Template:KDL2navmap Template:Kirby'sDL2