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Ripple Field

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Revision as of 03:54, 18 September 2017 by Samwell (talk | contribs) (→‎Stage 2)
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Ripple Field (Japanese: リップルフィールド) is a level in Kirby's Dream Land 2 as the third level and Kirby's Dream Land 3 as the second level. As the home to Kine, it is the water levels of the Dark Matter Trilogy. It is home to tropical islands, underwater ruins, and seemingly endless oceans and seas.

Kirby's Dream Land 2

Ripple Field
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Details
Level Nr. 3
Stages 3
Rainbow Drop Location Stage 3
Boss Sweet Stuff
Level progression
Big Forest Iceberg
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This version of the level has 3 rooms (not counting the boss room). Kine is introduced in this level. The boss of this level is Sweet Stuff.

Cut-scene

The intro has Kirby attempting to feed Kine a apple. Instead of eating the apple, Kine eats Kirby.

Stage Synopsis

Stage 1

Room 1 - The stage begins with Kirby atop a palm tree. The path proceeds to the right past some shallow pools of water, and trees with falling Coconuts in them. Along the way, Kirby can try out the Stone ability for the first time, and use it to roll down the hills. The door to the next area can be found in a deeper pool at the right end of the path.

Room 2 - The door leads to the bottom of a deep pool. The path continues to the right past aquatic creatures and underwater trenches. An Energy Drink can be snagged along the way, but it needs to be grabbed quickly, lest it fall into a Spike pit. The door to the next room can be found at the far end of the tunnel, with the goal door visible in a separate grotto on the other side of the wall, which Kirby will reach momentarily.

Room 3 - Along the way to the goal door back in Room 2, Kirby will have to swim through a deep trench full of Glunks, and loop back up again.

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

  • None.

Abilities

Stage 2

Room 1 - The stage begins at the edge of a huge pit. Kirby will have to jump down, but care must be taken not to fall into the many enemies along the way. At the bottom, the door to the next area can be found in a shallow pool.

Room 2 - The next area is a labyrinthine underwater tunnel complex filled with pipes shooting currents into spike fields. Along the way, a side-door can be taken to do battle with the Mid-Boss Master Green. Defeating it will allow Kirby to free Kine from a bag, making swimming against the currents in the main passage much easier.

Room 3 - This next area is a dark hallway, which can be illuminated with a specific copy-animal combination hinted at in the previous area. Doing so will reveal a hidden doorway which can be entered to get five small stars. The main path continues past a number of ability-providing enemies and back into a pool where another doorway can be found.

Room 4 - The door leads back outside, and out of a shallow pool. Past a good deal of enemies, the stage exit can be reached at the right end of the path.

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

Abilities

Stage 3

Room 1 - The stage begins in the water, with sparse numbers of islands in-between. The door to the next area can be found in the water at the far right end of the path.

Room 2 - From a shallow pool, the path continues to the right past a horde of Elieel. In the middle of this path, a large underwater chamber can be accessed with a looping current. In the middle, a side-passage can be used if Kine is with Kirby to reach a room with 5 small stars inside. The room is dark, implying something hidden here, but it might be wise to enter with the Stone ability instead. A Rocky can be found at the right end of the path, opposite to where Kirby entered, and above the door to the next area.

Room 3 - This room consists of a very long water current channel. Each significant bend in the tunnel is patrolled by a Sir Slippy. The stage exit can be found at the end.

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

  • None.

Abilities

Boss: Sweet Stuff

The fight with this angler fish-like boss takes place in an auto-scrolling underwater tunnel. Sweet Stuff attacks by shooting spikes at Kirby, charging at him, and calling upon sea creatures to go after him. If Kine is with Kirby, these sea creatures can be inhaled and spat back at Sweet Stuff to do it massive damage.

Once defeated, Sweet Stuff explodes, leaving Kirby to proceed to the next level, Iceberg.

Kirby's Dream Land 3

Ripple Field
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Details
Level Nr. 2
Boss Acro
Level Progression
Grass Land Sand Canyon
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Ripple Field is the second level in Kirby's Dream Land 3. It consists of six stages, and a boss fight with Acro.

Cut-scene

Kirby and ChuChu walk up to the beach. As they converse, Kine swims up from the water. He jumps onto shore and swallows Kirby up. ChuChu and Kine then take turns grabbing Kirby from each-other, until Kine has him fully enclosed in his mouth. ChuChu gets angry at this, trying to reach for Kirby again, but unable to.

Stage Synopsis

The following is a brief rundown on the layout and elements of each stage in Ripple Field.

Stage 1

Room 1 - The stage begins on the water's edge, as a Broom Hatter approaches Kirby. This hatter can be swallowed for the Clean ability. The path continues to the right past a number more enemies, with the door to the next area on the other side of a shallow pool.

Room 2 - The door leads to a room where Kirby can choose between Pitch and Nago to accompany him further. From there, the door leads to another wide open walkway patrolled by enemies. Along the way, a small side-chamber can be accessed from inside a pool to find a small stem. Kirby should take care not to step on it, but surely something else can be done here... Further down the path, two more such chambers can be found, with two and three stems respectively.

Room 3 - This path has bridges over larger bodies of water, out of which Bobin can jump. A pair of Zebon also break up the path. From there, an Invincibility Candy can be recovered to rush past the second bridge and up the steps to the stage exit.

In the last room, Kirby will meet up with a lavender tulip with eyes. If it is pleased with him, 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 on a tropical hillside in the evening. Kirby will have to contend with Coconuts, Sasukes and other hazards along the way. The door to the next area can be found at the end of the path in a water grotto.

Room 2 - The door leads to an underwater tunnel with an air pocket, where Kirby can pick between Kine and ChuChu to accompany him further. The door then leads to a long underwater channel with currents coming from pipes. Kine is excellent at swimming against these, and may be able to recover some items along the way.

Room 3 - The door leads back out onto shore. Suspended over a pool is a doorway which leads to a small side area with a strange parasol-topped creature inside. It seems to be waiting for Kirby to do something - perhaps it likes flattery? Back on the main path, some Gordos will need to be contended with. From there, a decidedly deeper pool can be found, and a doorway leading to another side area with Rick and Coo waiting in it. The stage exit can be found on an outcropping just beyond.

In the final room, the same parasol-topped creature will give Kirby a Heart Star if he had pleased it.

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

  • None.

Copy Abilities Animal Friends

Stage 3

Room 1 -

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

  • None.

Copy Abilities Animal Friends

Stage 4

Room 1 -

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

  • None.

Copy Abilities Animal Friends

Stage 5

Room 1 -

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

  • None.

Copy Abilities Animal Friends

Stage 6

Room 1 -

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

  • None.

Copy Abilities Animal Friends

Boss: Acro


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