Grape Garden

From WiKirby
Jump to: navigation, search
Kirby's Adventure Level InfoBox
TGrapeGarden.png
Kirby loses his balloons while traipsing across a cloud top.
Details
Boss Kracko
Arena Bugzzy (Backdrop)
Museum Sleep & Ball
Minigame(s) Kirby's Adventure

Crane Game Lvl. 1
Quick Draw Lvl. 1
Kirby: Nightmare in Dream Land
Bomb Rally Lvl. 1
Bomb Rally Lvl. 3 (Extra Mode)

Quick Draw Lvl. 1
Quick Draw Lvl. 3 (Extra Mode)

Secret Switches Yes
World Order
<-- Butter Building Yogurt Yard -->
 This box: view  talk  edit 
The main theme of Grape Garden, which plays in most stages (Nightmare in Dream Land version).

Grape Garden is the fourth level of Kirby's Adventure and its remake, Nightmare in Dream Land. It features six stages, and the museum has the Sleep and Ball copy abilities. The mid-boss in the arena is Bugzzy, and the boss is Kracko, which can be seen as Kracko Jr. before the real fight begins.

Cut-Scene

Kirby is seen holding on to four balloons while floating around. Suddenly, one breaks from his grasp, and he foolishly jumped to it, letting go of the other three. Barely holding on on the last one, he finally lets go, but he faceplants onto the fluff below.

Full Synopsis

Stage 1

Kirby encounters a green Waddle Dee in the clouds in Stage 1 (Nightmare in Dream Land).

Section 1: The stage begins as Kirby lands atop a large cloud. The path continues to the right past a Hot Head and a Gordo. From there, the path breaks up into smaller clouds, opening up the option of falling to an untimely demise. A Laser Ball guards the door to the next section, atop a high cloud to the right.

Section 2: The door leads to a cloud formation consisting of soft platforms lain on top of each-other. Waddle Dees and Doos patrol the various layers as the path continues upward. The door to the next section lies on the penultimate layer to the right.

Section 3: The door leads to a cloud canopy with a starry background. The path leads right past a number of U.F.O.s that will zap in and try to harass our pink hero. Swallowing one is the preferred option, as it allows Kirby to hover effortlessly through the difficult terrain ahead. The door to the next section is not too far to the right.

Section 4: The door leads to another spacey section with Star Block platforms and a Bubbles bouncing around. Having U.F.O. makes this area significantly safer to traverse as, otherwise, Kirby will need to contend with platforms that break away. Near the end of the section, in a checkered Star Block wall, there exists an object behind one particular block that can be entered to find a room with a Big Switch in it. Pressing this switch unlocks a Sub-Game in the Grape Garden hub. The door to the next section is just beyond the checkered wall.

Section 5: The door leads back to more terrestrial (or Pop-Starrial) cloud tops, this time forming a tunnel with a Blade Knight and Twister inside. Many more enemies can be found as the tunnel continues. The stage exit lies at the other end of the tunnel.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 2

Kirby defends against Poppy Bros. Jr. using Spark in Stage 2 (Nightmare in Dream Land).

Section 1: The stage begins as Kirby falls a fair distance, landing on a walkway leading right. After a jump, Kirby encounters a floating castle with a number of enemies patrolling its various surfaces. The door to the next section lies on the front of the castle, though getting there requires traversing the rooftops first.

Section 2: The door leads to an interior room, where several Poppy Bros. Jr. ambush Kirby. The door to the next section lies up a ladder in the middle of the room.

Section 3: The door leads to a maze composed of many small hallways. More Poppy Bros. Jr. patrol the halls, as the path continues to the right. Pools of water also exist at the bottom of the maze, which need to be swum through to proceed. Two doors lie at the end of the maze, one blocked off by Star Blocks. The blocked-off door leads to a room with Squishies and a Maxim Tomato. The upper door leads to the next section.

Section 4: The door leads to an empty hallway leading off to the right. It branches off into two paths, with more Poppy Bros. Jr. riding apples. Further down, spikes cover various halls, obstructing safe access to an Energy Drink. More enemies appear down the halls as they switch up. The door to the next section lies at the end as the halls recombine.

Section 5: The door leads to a room where two Poppy Bros. Sr. are fought at the same time. Defeating one will allow Kirby to use the Crash ability against the other. Once both are down, the stage exit appears in the air.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 3

Kirby traverses the blimp flotilla in Stage 3 (Nightmare in Dream Land).

Section 1: The stage begins in a canyonland area, with staggered terrain toward the right. A Hot Head is trapped inside the floor, and can be swallowed for the Fire ability. Just ahead is a fuse, which, if lit with Fire, will start to burn. The fuse twists and turns through the floor, leading eventually to a Cannon. If Kirby jumps into the Cannon before the fuse reaches it, he will be fired up into the air and land in a separate chamber with a 1Up inside. From there, the door to the next section lies just to the right of the Cannon.

Section 2: The door leads to the top of a large blimp, holding up a platform. A mild wind blows toward the right, pushing Kirby slightly toward more hanging platforms. Soon, several more appear in a flotilla, with various enemies on each one. Many doors are present on various airships, guarded by Shotzos. The first one leads to a room containing a Kabu and a Maxim Tomato. Kirby will need to inhale to get the tomato. Further along the main path, another airship appears with two more doors. The rightmost door leads to a Big Switch that unlocks the Grape Garden Museum. The left door leads to the next section.

Section 3: The door leads to a long hallway filled with turbines that stretches to the right, filled with many enemies. Touching the turbines at the base will hurt Kirby, so it is best to avoid them. At the end of the hall, a Warp Star waits. Getting on, it will attempt to ride to the left, but the airship suddenly picks up speed and leaves Kirby behind, who then falls toward the right.

Section 4: The Warp Star lands in a cloud canopy, with cloud steps leading upward. Past a number of Laser Balls and other enemies, the stage exit is located at the top of the staircase.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 4

Kirby rides down a Blade Knight in Stage 4 (Nightmare in Dream Land).

Section 1: The stage begins in a deep forest area, with a path leading to the right past a multitude of enemies. The door to the next section lies at the end of the path.

Section 2: The door leads to a series of suspended platforms over a deep dark pit. The path continues to the right past more ambushing enemies. The door to the next section lies at the right end on a separate platform.

Section 3: The door leads to a grassy pit with ramps leading downward. A Wheelie can be found here to provide the Wheel ability. Along the path, a Bomb Block appears on the road which, if activated, will start to work its way down the path. Kirby will need to beat it down there using Wheel to get to a different door with a 1Up next to it before it is blocked off. Both doors lead to the next section.

Section 4: The door leads to a cave containing a few trapped enemies. To the right is a pit containing a Rolling Turtle (Phan Phan in Nightmare in Dream Land). Defeating and swallowing it yields the Throw ability. The door to the next section lies just to the right.

Section 5: The door leads to a small passage leading right. Here, Kirby can practice Throw by tossing Waddle Dees through Star Block barriers. The stage exit is located at the end of the tunnel, guarded by a Waddle Doo.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 5

Kirby considers his options in the cloud caves of Stage 5 (Nightmare in Dream Land).

Section 1: The stage begins in a cloud canopy, with the clouds forming pillars over a bottomless pit. An Invincibility Candy is available right at the start to pick up, and run through the enemies down the path to the right. While running, Kirby may notice a Bomb Block, which triggers a platform to disappear, yielding a Maxim Tomato. Further right, a Chilly and Sword Knight stand atop a platform. In the middle of this platform is a small thin green platform which, unlike the others, can be passed through. This leads down to an optional doorway leading to a cloud tunnel with a number of enemies inside. This eventually leads to a 1Up. The door to the next section can be found back on the main path, at the far right.

Section 2: The door leads to a cloud walkway leading right. Past a Broom Hatter is a rather large door to the next section.

Section 3: The door leads to a small clouded room where the Meta-Knights ambush Kirby. To open the door to the next section, Kirby must defeat all of them.

Section 4: The door leads to another cloud walkway. A Flamer patrols a cloud platform to the right. Further right, a large Bomb Block wall blocks the way forward. The door to the next section is guarded by a Sparky.

Section 5: The door leads to a narrow cloud tunnel leading right. The tunnel then branches off to several paths, full of Gordos and cloud spikes (which hurt much more than would be expected). Using the Burning ability may help Kirby pass the spikes safely (though it is not guaranteed). There are several collectibles to get, but the stage exit is found at the bottom-right section of the maze.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 6

Kirby climbs a ladder near the end of Stage 6 (Nightmare in Dream Land).

Section 1: The stage begins inside a castle chamber, consisting of a hall mostly blocked off by a Bomb Block barrier. The hall leads underwater for a moment, past a few aquatic creatures, then resurfaces. A Hot Head and Glunk guard the door to the next section.

Section 2: The door leads to an open room where Mr. Tick Tock is fought. Defeating and swallowing him yields the Mike ability and opend the door to the next section.

Section 3: The door leads to a dark hallway, where Bronto Burts immediately ambush Kirby. There are a number of pits in the hall, so careful traversal is important. A Cool Spook can be found here, granting the Light ability to brighten up the area. This reveals an optional doorway in an earlier part of the hall that leads to a Big Switch, which unlocks the Level Select door in the Grape Garden hub. The main door can be found at the end of the hall, past more obstacles, though it leads to a separate chamber back in Section 1. From here, the door to the next section can be found past a Kabu inside a Bomb Block barrier.

Section 4: The door leads to a room where a Rocky can be seen waddling past a trio of pegs. Using Stone, Kirby can pound the pegs in to get at the items in the floor below. To get at the 1Up, the pegs must be pounded in the right order. The door to the next section is just to the right.

Section 5: The door leads to a shaft leading upward through two chambers connected with a ladder. At the top, the stage exit can be found, along with an Energy Drink.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities

Boss: Kracko

Kirby fights Kracko (Nightmare in Dream Land).

The door leads to the base of a cloud canopy stratum. Kracko Jr. can be seen in the air, and a Starman to the right to provide the Hi-Jump ability. Kirby will need to make use of this ability as he ascends the layers of cloud. He will need to be quick, however, as Kracko Jr. will be destroying the cloud layers one-by-one, and Kirby will lose a stock if he falls back down. Once Kirby reaches the top, Kracko Jr. morphs into Kracko proper and the fight begins.

Kracko attacks by shooting beams from its body, spitting out Starmen and swooping about, often shooting lightning in the process. To hurt Kracko, Kirby can spit the Starmen back at it, or use Hi-Jump to tackle it.

Once Kracko is defeated, it explodes, leaving the Star Rod piece for Kirby to collect.