Butter Building

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Kirby's Adventure Level InfoBox
TButterBuilding.png
Poppy Bros. Sr. bombing Kirby on the Tower
Details
Boss Mr. Shine and Mr. Bright
Arena Grand Wheelie (Wheel)
Museum Hi-Jump
Minigame(s) Kirby's Adventure

Quick Draw Lvl. 1
Egg Catcher Lvl. 1
Kirby: Nightmare in Dream Land
Quick Draw Lvl. 1
Quick Draw Lvl. 3 (Extra Game)

Kirby's Air Grind Lvl. 1
Kirby's Air Grind Lvl. 3 (Extra Game)

Secret Switches Yes
World Order
<-- Ice Cream Island Grape Garden -->
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The main theme of Butter Building, which plays in most stages (Nightmare in Dream Land version).

Butter Building is the third level of Kirby's Adventure and its remake, Nightmare in Dream Land. It is a tower that extends up into the sky. It has six stages and dual boss, Mr. Shine & Mr. Bright. This is the first level with a secret switch.

In the opening cutscene, Kirby is being assaulted by a Poppy Bros. Sr., who knocks the hero off the ledge he is on. Although he barely manages to hold onto it and climb back on top, the Mid-Boss then proceeds puts a bomb on the top of his head, which Kirby does not notice until it explodes.

Full Synopsis

Stage 1

Kirby stands outside the entrance to the tower in Stage 1 (Nightmare in Dream Land).

Section 1: The stage begins with a flat walkway extending toward the right. This leads to the base of a large tower, where several enemies patrol its entrance. The door leading into the tower lies a fair distance off the ground.

Section 2: The door leads to a small chamber mostly filled with blocks, with Waddle Dees and Rockies hanging above it. The door to the next section is accessible immediately after breaking the Bomb Block barrier and dispatching these foes.

Section 3: The door leads to an empty chamber where Mr. Tick Tock is fought. Defeating him yields the Mike ability, and opens the door to the next section.

Section 4: The door leads to a suspended walkway set. There are two walkways visible, with the stage exit lying on the upper walkway. Kirby starts out on the lower walkway, and must venture right past a swarm of Bronto Burts and other enemies. A separate door awaits at the end of the lower walkway path.

Section 5: The door leads to a room with two holes leading downward and a ladder leading upward. A Big Switch is visible above, but is not accessible from this room. Up the ladder and to the left is a door that will take Kirby to the upper walkway of the previous section, where he can then reach the stage exit visible from the beginning of that area. If, however, Kirby goes downward in this room, he will find a couple of Star Blocks. Breaking them yields a separate doorway that leads to a chamber filled with a Bomb Block barrier. Breaking this yields access to the Big Switch, which opens the way to an Arena sub-game in the Butter Building Hub.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 2

Kirby ascends the tower in Stage 2 (Nightmare in Dream Land).

Section 1: The stage begins in an interior area, with a ramp and a ladder leading upward, and a couple enemies on patrol. Past a number of platforms, a Poppy Bros. Jr. can be seen riding a Maxim Tomato. Care should be taken with this enemy if Kirby wants the tomato he is riding on. The door to the next section can be found just up a flight of steps.

Section 2: The door leads to the interior base of a tower, with platforms leading upward, and Twizzies on watch. Outside the tower base, an Energy Drink can be seen. To get it, Kirby will need to sneak past a Scarfy. Further up the tower, Kirby will need to contend with a Waddle Doo and Sir Kibble. The door to the next section lies at the top of the tower.

Section 3: The door leads to a dark interior shaft leading upward. Rockies will attempt to fall down at Kirby from above, which can take him by surprise, and hurt quite a lot. After climbing out of the initial pit, Kirby will then need to contend with a Sparky and a Needlous as the path continues up another shaft to the left of the original one. More Rockies plummet through this shaft, and a Blade Knight awaits at the top, guarding the door to the next section.

Section 4: The door leads to a hall, with separate paths leading left and right. Another Blade Knight appears to give Kirby the usual warm welcome. To the left, Kirby can access a doorway if he has an ability that can break a Bomb Block above his head. Otherwise, the path to the right leads up past more guards and a couple of spike pits. In the door to the left, Kirby can fight a Grand Wheelie to get the Wheel ability, making traversing the path easier. The door to the next section can be reached past a number of pits with Gordos in them.

Section 5: The door leads to a small chamber, containing two Pengi and pits on the sides plugged with Bomb Block barriers. In each barrier is a restorative item, which Kirby will need to be quick to grab before it falls into the pit, upon breaking the respective Bomb Block. The door to the next section is located in the upper middle portion of the room.

Section 6: The door leads to a room where Bugzzy is fought. Defeating and swallowing it yields the Backdrop ability. The door to the next section appears up a ladder after Bugzzy is defeated.

Section 7: The door leads to a hallway leading to the right past a multitude of enemies. The stage exit can be found at the end of this hall.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 3

Kirby inhales a Flamer high up the tower in Stage 3 (Nightmare in Dream Land).

Section 1: The stage begins inside a yellow structure, with a ladder leading upward. This leads to a room with a Sword Knight, and a ladder on the other side leading back down, past several perched Bronto Burts. At the bottom, a Starman appears to harass Kirby (and possibly call him names, too). From there, the path continues right, then up a shaft, where the door to the next section awaits at the top.

Section 2: The door leads to an external area, consisting of singular platforms attached to a tower in the background. A Flamer patrols the platform directly above Kirby. By walking to the right, the tower appears to rotate (or fade in, in Nightmare in Dram Land), until the door to the next section appears on the wall.

Section 3: The door leads to a shaft containing several more doors, and a few enemies guarding them. Entering a door leads to a parallel chamber containing several more enemies. Some of these doors will lead to otherwise inaccessible areas in the other shaft, which contain helpful items. The stage exit can be found at the top of the shaft pair.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 4

Kirby floats up the air-filled shaft in Stage 4 (Nightmare in Dream Land).

Section 1: The stage begins high up the tower on the outer wall, as a Warp Star is available to ride immediately. The star takes Kirby spiraling up the tower for a good while before depositing him on an upper section, with the door to the next section available in much the same way as the Warp Star was before.

Section 2: The door leads to an inner chamber with a few platforms on each side, where Meta Knight orders his Meta-Knights to attacks Kirby. Kirby must fend them all off in order to unlock the door to the next section.

Section 3: The door leads to a room with several soft floors and a number of enemies on each one. The door to the next section is reachable on the top floor to the right.

Section 4: The door leads to a vertical shaft lined with Shotzos and Gordos. The shaft has a constant upward gale on it, slowing Kirby's falling speed and allowing him to float gently upward if he is puffed up or has the Parasol ability. The Shotzos guard various valuables that Kirby can snatch if he is careful enough. The stage exit lies at the top of the shaft.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 5

Kirby attacks Bonkers in Stage 5 (Nightmare in Dream Land).

Section 1: The stage begins in a room inside the tower, where a Sword Knight and a Sparky guard an Invincibility Candy. The door to the next section is just to the right suspended in the wall above the floor.

Section 2: The door leads to an interior tower shaft leading upward. Using the Invincibility Candy from earlier, Kirby can zoom past the enemies here, including Laser Balls, Sir Kibbles and Bombers. An Energy Drink can be found behind a wall, which Kirby can get if he inhales. The door to the next section can be found at the top of the shaft.

Section 3: The door leads to an interior hallway leading to the left, past several enemies. The door to the next section can be found past a Blade Knight, guarded by a Gordo.

Section 4: The door leads to a room where Kirby must battle with Bonkers. Defeating and inhaling him yields the Hammer ability, and opens the door to the next section.

Section 5: The door leads to a chamber containing a Star Block barricade and the stage exit up a ladder. If Kirby got the Hammer ability, he can use it to pound a stake and release some restorative items to collect before leaving the stage.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 6

Kirby attempts to maneuver past a Shotzo and Gordo in a room in Stage 6 (Nightmare in Dream Land).

Section 1: The stage begins inside a room with a Laser Ball trapped in a container and two Poppy Bros. Jr prancing outside of it. The door to the next section is just to the right.

Section 2: The door leads to a hallway which slopes downward to the right. A Gordo is immediately behind, chasing Kirby. Bombers will also try to get in the way as Kirby proceeds down the hall. Along the way, an Energy Drink can be found in the ground, which can be accessed if Kirby uses Laser. Past another Bomber, the door to the next section can be found behind some Star Blocks.

Section 3: The door leads to a vertical shaft with a number of enemies inside and several ladders lined side-to-side. At the top, Kirby must maneuver past more invulnerable enemies to reach the door to the next section.

Section 4: The door leads to an exterior section of the tower, where more enemies must be dealt with. The tower once again rotates (or fades in) to reveal the door to the next section.

Section 5: The door leads to the outside of the tower, where Kirby must progress up the side past a Blade Knight and other adversaries. Along the way, a Star Block barricade appears in the wall, which can be opened to access a side-chamber with an Energy Drink inside. If Kirby manages to get to the drink before it is re-sealed, he can also access a room with a Big Switch inside. Pressing the switch opens up a door to a Sub-Game in the Butter Building hub. Back on the main path, Rockies will fall from the sky at the top, while another Blade Knight guards the door to the next section.

Section 6: The door leads to a dark hallway that extends to the right. Here, Kirby encounters a rare enemy, the Cool Spook. Swallowing it yields the Light ability, which can be used to illuminate the room, making seeing the path to a 1Up a bit easier. The door to the next section is found past a handful more enemies.

Section 7: The door leads to a vertical shaft, where a Starman appears just to the right. Using Hi-Jump, Kirby can quickly ascend the shaft. As Kirby ascends the shaft, he will crash through several Scarfies, and be given the option of taking different paths, some more fruitful than others. The stage exit lies at the top of the shaft.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Boss: Mr. Shine & Mr. Bright

Kirby fights Mr. Shine while Mr. Bright sends out a beam (Nightmare in Dream Land).

Entering the door takes Kirby immediately to a field where Mr. Shine and Mr. Bright are waiting side-by-side. They use tag-team tactics against Kirby. One hangs in the air and offers various support attacks while the other one attacks on the ground, using tackles and other moves. Often, the attacks of the hanging partner can be inhaled and spat back at the one on the ground. The time of day shifts depending on which one is in the air.

Once defeated, both of them crash into each-other and explode, leaving a piece of the Star Rod behind and leaving an evening sky.