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Dark Castle

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Dark Castle
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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
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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 - The stage begins in an exterior area. The path is infested with Kabu, Rockies, and Gordos. A horde of Bouncy Tys guard the door to the next area.

Room 2 - The door leads to an auto-scrolling hallway guarded by Load Kibbles. then followed up by other beasts. Some items can be grabbed along the way if Kirby is quick.

Room 3 - Kirby must contend with Mr. Frosty before he can exit the stage.

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 4

Room 1 - The stage begins above a large Void, as Kirby must cross breakaway bridges to the left, guarded by many armed soldiers.

Room 2 - This room is an auto-scroller with a very similar layout to the one in Stage 1, but reversed. It has a number of tough enemies that make a blockade in the hall.

Room 3 - Kirby must contend with Waiu to open the stage exit.

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 5

Room 1 - The stage begins with Kirby being dumped into a pool filled with enemies. A door can be found in the water to the left.

Room 2 - This chamber has pockets containing every ability-providing enemy except for Load Kibble. The door on the left leads to a hall filled with Gordos that has a break in the middle, with doors leading to a 1-Up room and a room with an Animal Friend tucked inside, just like in Stage 2. This time around, the 1-Ups will always appear in the opposite room to Kirby. To get them, some demolition is necessary. To the left, more enemies and spikes need to be contended with.

Room 3 - Kirby must fight Blocky to gain access to the stage exit.

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 6

Room 1 - The stage begins in a wind-swept open area identical in layout to the area in Stage 3, except flipped. Many items can be collected along the way, but Gordos must also be dodged.

Room 2 - This area is an auto-scrolling hallway filled with baddies. Its layout is similar to the one in Stage 3 and as such, Kirby would be wise to follow that same path, or he will in all likelihood be crushed.

Room 3 - Kirby must contend with Captain Stitch before proceeding to the exit.

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 7

Room 1 - The stage begins at the bottom of a tall tower. Kirby will have to be quick to jump if he has Kine or Rick in tow, or else he will have to abandon them at the bottom. From there, the path continues upward past many spikes and hazards, in a rather tight squeeze.

Room 2 - The door leads to a dark room filled with Glunks and Star Blocks. An important hint to acquiring the last Rainbow Drop can be gleaned here.

Room 3 - The next section of chambers is a hodgepodge of ability-providing enemies and doorways behind blocks that can only be broken with certain powers. To reach the Rainbow Drop at the end, Kirby will have to follow a specific sequence of doors. All other blocked routes will lead to the Rainbow Drop room, but will place Kirby in an area where he cannot get it.

Room 4 - The next few rooms are vertical rises past several different enemies. Kirby will have to contend with more of these rooms if he goes through the unblocked doors in the previous rooms earlier.

Room 5 - Kirby must contend with Jumpershoot to access the stage exit. Jumpershoot will start the fight by quite rudely trying to land on Kirby's head.

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

Abilities

Boss: King Dedede

The stage begins with a climb up a silent tower. At the bottom, an Energy Drink can be found in a pool of water. The door to the boss's chamber can be found above.

At the top, Kirby must contend with King Dedede, who appears to be sleepwalking (and sleep-fighting). His attacks are mild when he's asleep, but he may occasionally wake and go berserk.

When Dedede is defeated, he staggers to the middle of the arena and falls over. At that point, if Kirby collected all of the Rainbow Drops, Dark Matter will emerge from Dedede's body, and Kirby will form the drops into the Rainbow Sword. Once the sword is formed, Kirby will grab onto it, and be whisked into the sky after the true foe.

Final Boss: Dark Matter

Once in the air, Kirby and Dark Matter begin their fight. Dark Matter fights in two phases - one as his swordsman form, and the second in his true eyeball form. Each form has a separate life-bar, and if Kirby fails at any point, both will have to be fought again.

Dark Matter attacks by charging, tossing orbs, and shooting lasers and bolts of lightning. Kirby can swipe at him directly using the sword, or can knock the orbs back at him to deal more damage.

Once both forms are defeated, the level, and subsequently the game, is complete.


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