Egg Engines

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Kirby's RtDL Level InfoBox
Egg Engines.png
Screenshot from Kirby's Return to Dream Land.
Details
Level Nr. 6
World Halcandra
Stages 6
Energy Spheres 21
Lor Starcutter Part None
Mid-Bosses Sphere Doomer (6-1 , 6-3), Dubior (6-2), King Doo (6-3), Moundo (6-3), Kibble Blade (6-4)
Boss Metal General, HR-D3 (Extra Mode only)
Super Abilities Monster Flame (6-1), Flare Beam (6-3)
Level Progression
<-- Nutty Noon Dangerous Dinner -->
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Level 6: Egg Engines is the sixth level in Kirby's Return to Dream Land and the first level in Halcandra. Egg Engines is an industrial level with a lot of machinery. The boss of this level is Metal General. In Extra Mode, HR-D3 is fought after Metal General. There are twenty one Energy Spheres in this level, three in stage 1, four each in stage 2 and 3, and five each in stage 4 and 5.

Stages

Stage 1

Kirby navigates a spike pit in the industrial wastes of Stage 1.

Section 1: The stage begins with a metal walkway, segmented by a few raised platforms. A large moon looms in the background over a dim wasteland, backed by looming metallic structures. To the right, Kirby catches his first look at Halcandra's variants of Waddle Dees which boast a gray color scheme and look just a little like Magolor. Further to the right is a Bomb Block wall, which opens up a path past a large teetering hammer with an X painted on the head. It will attempt to fall over and smash anyone who gets too close. Past another Bomb Block formation, some Volttzos are firing from the background. The path continues with more hammers and Volttzos in the way until Kirby reaches a spike pit with some platforms holding a Flamer and an Elec, two similar enemies that roll along the walls and can provide the Fire and Spark abilities, respectively. Past more Hammers, a fuse can be found which can be lit with Fire. From there, Kirby will need to rush past more Volttzos and Hammers to get to the Cannon before it fires. The cannon will shoot Kirby to an optional area where a 1Up and the Mike ability can be picked up. From there, past a number of Bowby, the door to the next section can be reached.

Section 2: The door leads to another walkway. To the right, a long bridge made of X Blocks must be crossed. Sheld as well as Volttzos must be avoided along the way. Further in, active waves of Gordos move in from the right, forcing Kirby to jump to avoid them. There are also numerous Sleep Copy Pedestals that should be avoided, lest Kirby fall asleep on an X Block and fall through to his doom. Later in, a Pluid can be swallowed to get the Water ability, which can aid Kirby's passage through this area past even more Sleep Pedestals and enemies to reach the door to the next section.

Section 3: The door leads to the walkway's edge, and a Cannon is hovering in the air just off the edge. In this section, Kirby will need to shoot from cannon to cannon, and avoid getting crushed by obstacles in the process. At one particular cannon, an optional doorway sits below. Kirby will actually need to hit the trap once it closes to access that door and get an Energy Sphere. Otherwise, he will get shot forward, past more traps, and eventually hit a closed metal gate area to reach the door to the next section. Guarding the door is a Sparky.

Section 4: The door leads to a high walkway leading to a bridge, under which a bunch of Volttzos shoot up. If Kirby got Spark from the Sparky in the previous section, he can access a hidden compartment with some stars. Further in, some Ticks spike upward, and the bridge ends, leading to a labyrinthine hall with more firing Volttzos. At the end is the door to the next section.

Section 5: The door leads to a new walkway, and a switch on the ground will release some Invincibility Candy from a ceiling compartment. Kirby can use this to charge unhindered through the next series of obstacles. Further ahead, in the path of a Volttzo is an optional door that leads to an Energy Sphere. Kirby will need to swallow a local Blade Knight to access it though. The door to the next section lies between two Hammers, and a Maxim Tomato can be found just beyond the platform's edge.

Section 6: The door leads to the interior of a factory, where a large bomb on a roller (known as a Bomb Machine) patrols and occasionally fires missiles, which can be swallowed for the Bomb ability. These cannot be destroyed with normal abilities, but up ahead is a Super Hot Head which provides the Monster Flame Super Ability. Kirby can use this ability to light the Bomb Machines' fuses to destroy them. Ahead are some boxes that shoot out rotary spikes, but these can also be destroyed with Monster Flame. Up a ladder lies a spike pit room that extends to the left with more Bomb Machines to be lit. Another ladder takes Kirby up to a hallway leading to the right, with even more Bomb Machines and rotary blocks. At the top, a giant Bomb Machine remains. Destroying it reveals the rift to the alternate dimension.

Alternate Dimension: The rift wall approaches from the right, and Kirby will need to immediately swallow some blocks and fire it at the rift wall to push it back in order to progress. To the left, some Wapod are wafting out of a pot and Mopoo from the ceiling past a conveyor belt. Kirby will need to swallow them to blast away Bomb Block walls and move forward. More conveyor belts must be passed further in, where Kirby will need to make good use of Super Inhale to proceed. In the next room, another conveyor belt carries Kirby past Ninja and Bomb Copy Pedestals. An Ice Sphere Doomer is fought in a room with a shifting conveyor belt in the middle. Defeating it yields the last two Energy Spheres of the stage. After returning from the rift, the stage exit is located just to the left.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Super Ability

Stage 2

Kirby moves past a hallway with a Degout in the factory interior in Stage 2.

Prelude: The stage begins in a small room inside the factory. The door to the next section is immediately to the right.

Section 1: The door leads to a hallway interspersed with chambers patrolled by Waddle Dees inside large spiked boxes. Swallowing the Waddle Dee does not stop the box from moving about the chamber. Past these is the door to the next section.

Section 2: The door leads to a curved hallway full of Elecs and Flamers blocked off by Star Block walls. The door to the next section is to the top-left.

Section 3: The door leads to a very narrow hallway that angles down into a larger one to the left. Here Kirby gets his first look at the durable Degout guarding the room. It can't be inhaled, but a few good hits from Spark or Fire can take it out. Some spike bars rotate further to the left, and more Degouts attempt to get in Kirby's way. The door to the next section is located past a hallway going right with more spiked bars in it.

Section 4: The door leads to a hall with falling drill bits and spiked platforms going to and fro. The drill bits cannot be inhaled either, so they should be avoided. A Chilly guards the next hall, which can grant the Ice ability. Past another drill bit room is a Parasol Waddle Dee, the Parasol of which can be used to block the drill bits. Pluids will also fall from the ceiling in some rooms, including the one with the door to the next section.

Section 5: The door leads to a room with pistons pounding into the floor and ceiling. If Kirby still has Ice, Water or Parasol, he can use it to break away some Fire Blocks in the floor to make safe passageways and uncover some items. One particular Fire Blockade is in the ceiling, which guards an Energy Sphere. Past that is the door to the next section.

Section 6: The door leads to a vertical shaft with Gigatzos firing up it. A Rocky can be found in the next room, which can provide the Stone ability. In an upper chamber, Gigatzos and Volttzos can be seen firing in tandem. Stone can be used to protect Kirby from their shots. The door to the next section is located at the top of this room.

Section 7: The door leads to a small room with a pool of water extending to a passageway beneath. Patrolling the waterway are large rolling spike wheels, as well as some Gordos and Blippers. In one particular room, an Energy Sphere can be accessed if Kirby still has the Stone ability from the previous section. Otherwise, he will need to enlist the help of King Dedede's hammer. The door to the next section is located at the end of the waterway in an air pocket.

Section 8: The door leads to a series of small connected chambers extending to the left. A Search is guarding the room ahead, and can be inhaled for the Crash ability. Up ahead are a few more rooms, then a ladder to the left going up. At the top is a long hallway full of Searches, as well as a Walky. Getting the Mike ability may be a better use of Kirby's talent as he goes through the door to the next section than Crash would be.

Section 9: The door leads to another series of chambers to the right, with Degouts hovering over a spiked pit. Kirby can use Mike if he has it to easily clear them out. Additionally, Gordos and Scarfies can be seen in subsequent chambers. A ladder leads down to a long hallway with no floor extending to the left. Kirby will need to be careful not to get hit while hovering, as it may end up causing him to fall to his doom. The door to the next section is located at the end of this hall.

Section 10: The door leads to a room that holds a Whippy and a Leafan. Just to the right, Kirby will encounter Dubior, and must defeat it, gaining access to Spark in the process. The door to the next section is just beyond.

Section 11: The door leads to an elevator with a switch that starts it up. Above Kirby's head are a series of switches just beyond reach. Spark can be used to easily hit them as the elevator moves, but care must still be taken to hit them all in time. If Kirby can hit the second one, an Energy Sphere will be uncovered at the end of the lift. (the other two revealing a 1Up and a Maxim Tomato) Just to the right is the door to the next section.

Section 12: The door leads to a hallway leading to the right. A Sodory guards the entrance, and a ceiling switch brings up a platform from the bottomless pit yielding a Key. Kirby must then take this Key past a series of pistons, avoiding getting squished in the process. A number of Hunter Degouts will notice Kirby's shiny key and begin chasing him in the next hallway segment, which Kirby must either avoid or appropriately deal with. At the end of the hallway is a door that can be unlocked to reveal the last Energy Sphere of the stage, with the stage exit just above that.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Super Ability

  • N/A

Stage 3

Kirby fights King Doo and Moundo in Stage 3.

Section 1: The stage begins in an elevator out in the wastes, which begins to move automatically upward. This leads to a gatehouse, opening which leads to a long conveyor belt that extends to the right. Once the conveyor belt reaches its peak, a wind kicks in that carries Kirby to the right, making it tough to avoid the enemies up ahead. Kirby must jump past a number of Degouts and Foleys along the belt, all the while avoiding spiked ceilings in various places. The belt eventually leads to a cannon, which fires Kirby and his friends upward, then to the right, leading directly to the next section.

Section 2: The conveyor belt continues to the right as a couple of Waddle Dees and a Waddle Doo can be seen running along below, inaccessible. The path continues to the right past a gnarly spiked ceiling and another rightward current. Searches occupy parts of the belt, and need to be dealt with, lest Kirby gets blown up. At one particular point, Kirby can Super Inhale a block to uncover some stars. Just beyond that, another section leads to a low roof with a ceiling switch that can be grabbed. Successfully grabbing it will open up a compartment with an Energy Sphere in it. Just beyond that is the door to the next section at the end of the belt.

Section 3: The door leads back to the factory interior, but with another conveyor belt leading past some teetering hammers. A Lanzer patrols up ahead, as well as a Parasol Waddle Doo and a Poppy Bros. Jr.. Past the conveyor belt is a chamber where King Doo and Moundo must be fought at the same time. Up ahead is a conveyor leading to a compartment that can be accessed with either Stone or Beam. Inside lies some food and some stars. Just to the right is the door to the next section.

Section 4: The door leads to a large hallway with no floor. A switch in the alcove Kirby starts in will cause a long floor to rise up from the abyss, containing many enemies and items. If Kirby is fast enough, he can grab an Energy Sphere off this floor before it sinks back down. Past this sinking floor chamber is the door to the next section.

Section 5: The door leads back out into the wastes, with a ladder going up a shaft. At the top is a room full of rotary blocks, which must be avoided as Kirby continues his ascent. At the top of the next ladder, a Super Waddle Doo appears, which grants Kirby the Flare Beam Super Ability. Above are lamps, as seen the last time Kirby got this ability, which must be activated to open up a force door with some items behind it. Up ahead are more rotary blocks, which can be destroyed with Flare Beam. As Kirby continues his ascent, more lamps must be dealt with, moving in patterns to make it more difficult to hit them all in one charge. Kirby will proceed with Flare Beam through the door at the top to the next section.

Section 6: The door leads to another vertical shaft, with more lamps. Lighting these causes the floor below to lower, revealing a new path which opens up to the rift to the alternate dimension.

Alternate Dimension: The rift wall pursues from the left as Kirby must make his way through more suspended bodies of water over a bottomless pit. Among the things that need to be maneuvered around include spikes surfaces and Shotzos, as well as Blippers and Gordos swimming in the currents. In the next room, the Spear and Hammer abilities are available on Copy Pedestals, and an Ice Sphere Doomer is fought in an arena with a pool of suspended water in the middle. Defeating it yields the last two Energy Spheres of the stage. Once Kirby leaves the rift, a cannon to the right will blast him up to the room where the stage exit is located.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities Super Ability

Stage 4

Kirby traverses a waterworks tunnel in Stage 4.

Section 1: The stage begins as Kirby and his friends fall down a brickwork chute into what appears to be the factory pipeline. At the bottom is a water current that carries Kirby to the right, then downward past some Glunks and Gordos. The current continues in a spiral pattern until the air pocket containing the door to the next sections is reached, guarded by a Clayn.

Section 2: The door leads to a dark area of the pipeline. After navigating a tricky hallway, Kirby happens upon a Hot Head, whose Fire ability can help light things up. A Candle can later be found which can help in the absence of Fire. With it, Kirby can see what he is dropping down into and avoid getting hit. To the right, a Sodory guards a Hammer Copy Pedestal. With Hammer, Kirby can drop below and uncover some Metal Block encased areas to access an Energy Sphere. To the left lies the door to the next section, guarded by another Clayn. However, should Kirby see it, there is another exit in the area.

Section 3: The door leads to a hallway that goes off to the right. Another path, full of water, can be seen below, accessible only if Kirby went through the other door. Each hallway is blocked off regularly by breakable blocks and various enemies, but only the bottom path contains an Energy Sphere. Also on the bottom path are a couple Pedestals containing the Parasol and Fighter abilities. Each path ends in a separate door that leads to the next section.

Section 4: Both doors lead to a narrow hallway mostly filled with water as a current continues to push toward the right. This leads to a hallway with both an upper and lower portion. Choosing either leads to different enemies to fight, but eventually, a chamber is reached where Kirby must battle Kibble Blade. Defeating him yields the Cutter ability, which is needed to access a switch past a current of water to unlock another Energy Sphere. Swimming in the water leads to the door to the next section.

Section 5: The door leads to an underwater maze. Kirby must navigate carefully through each room in order to find the next Energy Sphere before he goes too far. To the right is the door to the next section.

Section 6: The door leads to another underwater tunnel, whose current immediately takes Kirby into a room with a hungry Barbar in it. As Kirby progresses to the right, he must avoid more Barbar as he activates Bomb Blocks with his water gun. One Barbar in particular is guarding an optional doorway that leads to the stage's last Energy Sphere. The last current carries Kirby through a great deal of Barbar before finally ending up in a room with the stage exit.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Super Ability

  • N/A

Stage 5

Kirby jumps to avoid getting squished in one of the crushing chambers in Stage 5.

Section 1: The stage begins in the factory interior, where Waddle Dees can be seen running on some small conveyor belts. Further down the hall, a Waddle Doo can be swallowed for the Beam ability. Past that is a room where a large piston slowly presses the floor. More enemies and pistons are encountered as the hall continues to the right. At the end, a ceiling switch can be used to cause a piston to fall and crush a mass of Waddle Dees guarding the door to the next section.

Section 2: The door leads to a room with nothing in it at first. A ceiling then appears from above and starts sinking, with the intent of crushing whatever is below. There is a small inlet that Kirby and his friends can use to avoid getting crushed. Once it hits the ground, it flies back up. Another ceiling then comes down with an inlet in a different location. This is followed by more, with different shapes and speeds. The fifth ceiling contains an Energy Sphere to the left, which Kirby can grab is he is quick enough. After that ceiling recedes, a door appears leading to the next section.

Section 3: The door leads to another factory hallway leading to the right. A conveyor belt conveys several Waddle Dees to get in Kirby's way. Further to the right are individual conveyors suspended over a bottomless pit, and a Sir Kibble, a Leafan and a Rocky guarding the path. Past a few more standard enemies, an Owgulf can be seen fluttering about. The last conveyor belt moves exceptionally fast, carrying anything on it to the left edge. Along the way, an optional door can be found which leads to a room with an Energy Sphere. The door to the next section is located not far beyond.

Section 4: The door leads to a room that works much like the one in Section 2. This time, the Energy Sphere is found in the third ceiling, rather high up in the inlet. After five attempts to squish, the door to the next section appears.

Section 5: The door leads to a chamber with a Bomb Block plug at the right, concealing a ladder that leads down. Kirby will need to open walls that release Gordos, then hide from said Gordos as he progresses downward. A Whippy can be found along this path, providing the Whip ability. Along the way, Kirby will encounter an Invisibility Stone, to help avoid more Gordos and blasts from Gigatzos. Past an Invisibility Stone Gate, another Energy Sphere can be accessed, guarded by some Degouts. The door to the next section is located at the bottom of the chute.

Section 6: The door leads to another squishing room. This time, however, the platforms come down in pieces and multiples, and Kirby is in just as much danger if he rides one back up as he is if under one. The fourth and final wave has several ceilings come down from the right to the left. The last Energy Sphere appears near the right, if Kirby can get it fast enough, and just before the last ceilings come down, the stage exit appears for Kirby to escape through.

Secret Section

Spoilers! Notice: The contents of this article or section may contain spoilers.
The following may reveal important information about the game's storyline. If you do not wish to read it, skip ahead to the next heading.

Much like in Cookie Country, there is a secret section in this stage. From Section 3, at the far end of the area, a conveyor brings down several Waddle Dees from a chamber in the ceiling above the normal door. If Kirby goes to this chamber, there is a hidden doorway to the far right. The door leads to an exterior part of the factory, though still walled in. The original Green Greens music will be playing and the path continues to the right. Kirby will need to make use of a few cannons and attempt to grab items that fall from barriers in the ceiling that break. At the far right, a Star Block formation in the shape of the word 'HAL' can be found, along with a Waddle Dee and Copy Pedestals for the Whip, Water, Leaf and Spear abilities. Breaking the star blocks yields several tasty collectibles. A door to the right of this formation will take Kirby to Section 4.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

  • N/A

Abilities Super Ability

  • N/A

Stage 6 (Boss: Metal General, HR-D3)

Metal General powers up.

The stage begins in an elevator in the factory. It automatically takes Kirby and his friends up to a room with a conveyor belt floor. In this room are Pedestals with the following abilities: Hi-Jump, Beam, Ninja and Sword. The conveyor then leads to another elevator that goes up to the door to the boss room.

The boss room itself is merely a platform located in the wasteland, with walls on both sides but no ceiling. The Metal General is already present in the room, though deactivated. Approaching causes a strange glow to emanate into the General's body, activating him and beginning the fight. The General has a variety of attacks, including various dive-bombs using his jets and a laser sword which he can wield with great finesse. He can also create energy shields and fire lasers and missiles at Kirby. The missiles can be inhaled to get the Bomb ability.

Once knocked down to half health, the General begins to spark and stutter. He summons a giant rocket and boards it, flying off into the distance. He will then attempt to ram Kirby with it from the background, and finish by crashing it into the ground, releasing a large field of lingering flames in the process. He will also release lightning mines, which can be swallowed for the Spark ability and summon UFOs to aid him. Once defeated, he explodes, and the level is complete.

EX Fight

Spoilers! Notice: The contents of this article or section may contain spoilers.
The following may reveal important information about the game's storyline. If you do not wish to read it, skip ahead to the next heading.

Metal General EX sports a red paint job, as opposed to the normal one's blue color. His attacks are generally faster and last longer, and he also has the ability to summon multiple rockets at a time. When defeated, however, he does not explode immediately. Instead, he flies off into the background, and the walls of the arena lower. He then returns with a new and much larger robot to fight Kirby, known as HR-D3, which the General pilots.

In the first phase, HR-D3 fights in the background, and can only be hit when it attempts to punch or drill Kirby with its arms. As it takes damage, it will lose pieces in various areas. From the background, it can also fire lasers from its eyes and the General will attempt to fire more missiles at Kirby. It can also do a spinning attack with its arms that is tough to counter. Once its health bar is depleted, HR-D3 loses its headpiece and falls away.

It then reappears with a new health bar on the stage itself and stomps about the stage, finishing with an attempt to body-slam Kirby and his friends. During this fight, HR-D3 will continue to lose pieces, and end up as a barely functioning skeleton near the end of the fight. It will continue to do many of its attacks from before, but this time, it is much harder to dodge, due to its massive size. Once defeated, it loses its arms and stabilizer and falls over, then explodes with the General inside it, thus finishing the level.

Names in Other Languages

A section of the Egg Engines Lobby.
Language Name Meaning
Japanese エッガーエンジンズ
Eggā Enjinzu
Egger Engines
Spanish Artefactos Almendra Almond Artifacts
French Imbroglio Industriel Industrial Entanglement