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Ripple Field

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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 - The stage begins on a coral walkway. From there, it dives into a rather large pool with Floatie Waddle Dees about. Back on land, Kirby will need to sneak past a Pacto to reach the door to the next area.

Room 2 - Kirby can choose between Rick and Kine before moving on. From there, the path gets decidedly steeper as it leads across walkways and suspended platforms, then back into the water. Just before the door, a 1-Up can be recovered in the middle of a raging rotary current if the Cutter or Spark ability is used to get it.

Room 3 - The next area is a segmented cave area. In the middle is an open place where a Sub-Game can be played with a local Elieel. Kirby has to guess which pot the eel is in after it and the Gordos stop shuffling. Three correct guesses in a row are needed to win the game, but Kirby can progress regardless of his result.

Room 4 - The path continues through a submerged cave, then returns to dry land. Once this happens, the area starts to auto-scroll to the right. From there, it leads back into the water, through some forked paths, then stops at the end, where the stage exit can be reached back out of the water.

In the last room, if Kirby won the minigame earlier, he will get a Heart Star from the Elieel.

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

  • None.

Copy Abilities Animal Friends

Stage 4

Room 1 - The stage begins in a temple-like ruin, with waterfalls all about. Here, Kirby can gain a number of different abilities from Bukiset guards. Down below in the water, the door to the next area can be found to the left.

Room 2 - The door leads to an underwater hallway in the temple. Here, a room can be found with three doorways. Each of these leads to a small side-chamber where Kirby can find one of his Animal Friends. The door to the next room can be found to the right from there, guarded by a Bobin.

Room 3 - The door leads to a dark hallway. Along the way, Kirby will have to contend with falling boulders and false doorways. The real doorway can be found at the right end, but it seems to be misplaced. What about the far right area?

Room 4 - The door leads to another dark hallway, lined with Star Blocks and Comos. The soft platform stairway to the right transitions into an auto-scrolling area once Kirby begins climbing it. The Star Blocks in the first part of this area may be hiding something, however. At the top of the scrolling tower, the door to the next area can be found, but again, something seems off.

Room 5 - The door leads to an exterior stairway that leads upward. An identical hall to the left can be seen full of Gordos, which Kirby may have ended up in.

Room 6 - In the next room, Captain Stitch can be found in an isolated chamber. Depending on where Kirby ended up, he may have to square off with the captain. After defeating him, Kirby can progress with the Needle ability to reach another hall, where he can find and recover a small frog. If Kirby came from the right-side door, he will be placed in a lower hallway, and deal with a fire-wielding Bukiset.

Room 7 - The door leads to a hall that leads down into a lower chamber. Past a garrison of Kapar, Kirby will jump into the water to keep moving. Along the way, some goodies can be found behind the columns. The stage exit can be found back out of the water, further right.

In the last room, a large frog can be found. If Kirby recovered the smaller frog on the way, he will get a Heart Star for his efforts.

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

Copy Abilities Animal Friends

Stage 5

Room 1 - The stage begins at the edge of a whirlpool. The door to the next area can be found at its bottom.

Room 2 - The door leads to a long winding underwater channel with constant current. Kirby will have to dodge the sharks while collecting stars along the way.

Room 3 - Kirby can make a brief stop in this room and pick up Kine to help him brave the currents. In the next room, a choice of two doors will need to be made - one against the current, and the other down it. The left door leads back into the room where Kine was found.

Room 4 - The right door leads to a dry chamber with a number of enemies in wait. The path branches out in several directions, with some side-chambers accessible. Along the way, a barrier can be seen made of both fire and stone-weak blocks. Kirby will have to press on without Kine for a little bit in order to break this barrier and allow them both to continue.

Room 5 - This area is another strong underwater current tunnel. If Kine is with Kirby, they can fight this current to reach a side-chamber holding Pitch. The main path continues past many current loops until the door can be reached.

Room 6 - This room is an ascent past currents leading into Gordos. The door is just above.

Room 7 - This area leads back outside, past a litany of foes on the shoreline. The stage exit lies just beyond.

In the final room, a pink bird named Hīru is waiting. If Kirby brought Pitch with him, she will give the team a Heart Star.

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

  • None.

Copy Abilities Animal Friends

Stage 6

Room 1 - The stage begins on a sandy beach. Kirby's pace is significantly slower on the sand, but he should be able to reach the door with little issue. In the next room, Kirby can choose between Nago, Pitch or Rick to accompany him further.

Room 2 - The path continues onto solid ground, but Rockies are falling from the trees! Further down, more enemies wait along the bridges to ambush Kirby. The door can be found in a small grotto at the right end of the path.

Room 3 - In the grotto, Kirby will make use of Zebon to move forward. There are several to choose from, but only one in each line is the correct one to move forward. Should Kirby make a wrong choice, he will be sent back through a back-route that gives a hint to the proper route to take.

Room 4 - In a watery tunnel, Kirby will have to deal with rotating bars attached to star blocks. Breaking the block detaches the bar, rendering it inert. In the middle of the hall are a couple of side-chambers, one of which has a creature with a very particular shape. In the other one, a 5x5 arrangement of Star Blocks can be found. Perhaps something can be done with this.

Room 5 - The door leads back out onto the cliffs, with lots of enemies patrolling it. A side-chamber can be accessed at the bottom which holds Coo. At the top, past lots of Coconuts, a Propeller guards the stage exit.

In the final room, Kirby will get a Heart Star from the diamond-shaped creature if he pleased it.

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

  • None.

Copy Abilities Animal Friends

Boss: Acro

Kirby faces off against Acro in a cave with a lake beneath. The first part of the fight involves the killer whale charging at Kirby. When it hits the wall, a rock will fall down, which Kirby can use to hit back.

Once Acro is down to half health, the bridge they are fighting on breaks, sending them both to the water. Here, Acro swims around, and attacks by spitting Co-Acros, skulls and anchors at Kirby. Kirby can deflect these using his Water Gun. Acro may also again hit the wall, causing a rain of boulders which can also be deflected.

Once Acro is beaten, it explodes, leaving Kirby to do his dance. If all the Heart Stars in the level were collected, they will emerge and purge the Dark Matter from the area. From there, Kirby hops on his Warp Star and heads to the third level, Sand Canyon.


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