Ice Cream Island

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Kirby's Adventure Level InfoBox
TIceCreamIsland.png
Kirby relaxing at Ice Cream Island.
Details
Boss Paint Roller
Arena Mr. Frosty (Freeze)
Museum Laser & Fire
Minigame(s) Kirby's Adventure

Egg Hatcher Lvl. 1
Crane Fever Lvl. 1

Kirby: Nightmare in Dream Land
Kirby's Air Grind Lvl. 1
Kirby's Air Grind Lvl. 3 (Extra Game)
Bomb Rally Lvl. 1
Bomb Rally Lvl. 3 (Extra Game)

Secret Switches None
World Order
<-- Vegetable Valley Butter Building -->
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The main theme of Ice Cream Island, which plays in most stages (Nightmare in Dream Land version).

Ice Cream Island is the second level in Kirby's Adventure, and subsequently, its remake, Nightmare in Dream Land. This level has 5 stages, with its boss being Paint Roller. The museum Copy Abilities of this level are Laser and Fire, and the Arena mid-boss of this level is Mr. Frosty. In Kirby's Adventure, Kirby can play the sub-games Egg Catcher and Crane Fever in this level; in Nightmare in Dream Land, they have been replaced by Kirby's Air Grind and Bomb Rally.

Cut-Scene

Kirby is seen relaxing on a lounger imagining all the sweets he could possibly think of. However one of those dreams include a Waddle Doo hitting him on the head with the hammer. Kirby actually felt it himself! He drops his sunglasses and looks around but no one is there!

Full Synopsis

Stage 1

Kirby protects himself from a Coconut with the Parasol in Stage 1 (Nightmare in Dream Land).

Section 1: The stage begins on a flat coastal area with a few platforms above and water below. The path continues to the right past a number of palm trees bearing Coconuts. Kirby should be careful not to linger under these trees, as the coconuts will fall when he draws near, and explode upon impact. To avoid them, Kirby can either run past, hover above, or inhale the coconuts. Past this first coconut-laden area is a small hill containing an optional doorway leading to a small cave with an Energy Drink and Parasol Waddle Doo inside. If Kirby acquires the Parasol ability from in this area, he can continue along the main path, protected from the remaining Coconuts by his Parasol. The path then continues across some gaps of water, past a Coner and a Scarfy, which guard the door to the next section.

Section 2: The door leads to a beach area, where Sword Knight appears to greet Kirby with the edge of his utensil. The path continues to the right, past several enemies, including the dreaded Bomber. From there, the door to the next section lies just at the end of the path.

Section 3: The door leads to a canopy area, where Kirby will walk to the right along a bridge of logs. A Twister can be found here, which grants the Tornado ability when swallowed. From there, it's a hop and several spins past more enemies to reach the stage exit on the other side.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 2

Kirby uses the Wheel ability to run down a troop of Parasol Waddle Dees in Stage 2 (Nightmare in Dream Land).

Section 1: The stage begins inside of a wide tree trunk, with a Waddle Dee and Bounder (or Gip) inside. The door to the next section is just above Kirby's head here, so getting there is a simple matter of dispatching the two dastardly villainous creatures in his way.

Section 2: The door leads to the outside of a large open cave, blocked off by a Bomb Block barrier. Behind this barrier is a Needlous, who can grant the Needle ability when swallowed. Behind that is the door to the next section.

Section 3: The door leads to an open area where a Warp Star lies directly ahead. Nothing else exists in the area, so Kirby ought to hop on, lest he be stuck in that space forever. The Warp Star takes Kirby far off into the distance before dropping him off in the next section.

Section 4: The Warp Star lands in a dry region, where many enemies can be seen trapped inside a staircase directly to the right. Each one provides a different ability if swallowed. Despite being trapped, these enemies could still potentially smart Kirby if he lingers too close. The stairway then drops off into an arena where a Grand Wheelie is fought. Defeating and swallowing it yields Kirby the Wheel ability. From there, the door to the next section lies up a ramp past another Bomb Block wall.

Section 5: The door leads to a dune area where Kirby can ride forward with Wheel more or less undisturbed. Many enemies will try to get in the way, but none can harm Kirby while he is rolling. Kirby can also easily snatch an Energy Drink between two small gaps without fear of falling through as long as he is moving. Further down the road, the path leads up a zig-zag between two walls, which Kirby can bound off of with Wheel. Past that, a pit blocked off with a Bomb Block barrier can be opened to reveal the stage exit on a pillar in the void. In actuality, however, falling down the left side will reveal a platform with a 1Up on it.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 3

Kirby swipes at a Bronto Burt in the caves of Stage 3 (Nightmare in Dream Land).

Section 1: The stage begins with Kirby falling a short distance into a small pit with a bridge across the middle and a Parasol Waddle Dee floating down just to the right. From there, Kirby will need to jump past a bottomless pit to get to an outcropping with the door to the next section atop it.

Section 2: The door leads to a cave where Kirby drops into a small pool. Spikes adorn the ceiling, and Bomb Block barriers block the path downward. The area then becomes a bit of a maze, with several doors and paths to take. The door to the left, blocked off by a Bomb Block formation, leads to a small side-chamber containing a Maxim Tomato and a U.F.O.. Going through the door to the right takes Kirby to a new area, with a water-filled tunnel full of Blippers and a Gordo. This then leads back into the previous section, now in a different area of the cave. One of the branching paths from here will lead to a 1Up. The other will lead through to the door to the next section, past a number of enemies and a Bomb Block barrier.

Section 3: The door leads directly into a battlefield where Meta Knight orders his Meta Knights to attack Kirby. Kirby must defeat all of them before he can proceed. After doing so, the door to the next section opens.

Section 4: The door leads to an exterior area with a large pool of water to the right just up a hill. The pool contains a couple Blippers and an Energy Drink. The Stage exit is outside the pool, further right.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 4

Kirby uses Mike on a trio of Scarfies in Stage 4 (Nightmare in Dream Land).

Section 1: The stage begins on top of a flat cloud canopy. The path continues to the right past a few Bronto Burts and Waddle Dees as the canopy begins to split into separate clouds, creating pitfalls here and there. A doorway appears between two columns that leads to an optional room containing Bounders/Gips and a 1Up. From there, the path continues past more enemies over a wide pit, and a Maxim Tomato can be found encased in Star Blocks. The door to the next section can be found at the end of the path.

Section 2: The door leads back to the surface, where three enemies can be found encased in a stairway, including one who had not been seen up to this point, Rocky. Swallowing it yields the Stone ability. Climbing the stairs drops Kirby into a pit where he must fight Mr. Tick Tock. Defeating and swallowing him yields the Mike ability. The door to the next section can be found behind a pillar from there.

Section 3: The door leads back to the cloud canopy. The path continues downward on cloud steppes as many Scarfies vie to get in the way. Kirby might be able to convince them to leave if he shouts loud enough. The door to the next section lies at the bottom of the clouds.

Section 4: The door leads to the surface again, where a Laser Ball can be found trapped in a floating bit of ground, and several enemies and items are stuck in the ceiling. Swallowing the Laser Ball will grant Kirby a new technique, Laser, which will let him free the ceiling objects by bouncing his lasers up there using slopes. One such object along the path is a Shotzo, so it may not be the best idea to free it. Just above the door to the next section, a 1Up can be freed from the ceiling as well.

Section 5: The door leads to a sandy beach area, where Kirby is onset by another Laser Ball. To the right, another Shotzo must be dodged before coming across another optional doorway leading to a room with several enemies guarding an Energy Drink. If Kirby still has Laser, he can easily dispatch the Glunk guarding the ladder. The path then continues along the right past more Laser Balls, Shotzos and other ne'er-do-wells. The stage exit can be found past a series of stone steppes, guarded by a Waddle Doo.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 5

Kirby gets at a 1Up cache using Burning in Stage 5 (Nightmare in Dream Land).

Section 1: The stage begins in a forest setting, as the path leads to the right past some logs. From there, Parasol Waddle Dees and Shotzos harass the pink puffball as he continues along the path. A Parasol can even be seen carrying a Shotzo down into place. After dodging many more angry cannons, Kirby will find the door to the next section on a suspended branch, though an Energy Drink can also be found further right.

Section 2: The door leads to an open coastline area, as a series of platforms lead upward. This drops off into a sloped pit containing a few Wheelies. Further down the path, several Laser Balls will attempt to ambush Kirby, as the path splits into two, the upper one continuing along the hills, and the lower one through a thing tunnel containing a Noddy. The upper path leads to an open door to the next section. If Kirby has the Wheel ability, however, he can plow through this lower path, past a Gordo, and through a Bomb Block barrier to reach an alternate doorway, inaccessible from above. This lower doorway leads to a separate chamber, consisting of a pool with Gordos and an Energy Drink inside before returning to the main path.

Section 3: The door leads to a dry canyon area, with a few drop-through platforms leading to an open space where many Sword Knights will attempt to have at Kirby. To the left, a Bomb Block wall, when activated, reveals a doorway to a side chamber containing Flamers. The path continues along the right, past many open spaces and enemies. A 1Up can be accessed by using Burning to plow through the metal blocks encasing it. In fact, two more 1Ups can be collected in a similar manner, so long as Kirby remembers to avoid falling into the bottomless pit afterwards. The door to the next section can be found at the top-right edge of the path, guarded by a number of enemies.

Section 4: The door leads to a cloud-top area, where two Starmen can be found on both sides of Kirby, with a checkered pattern of Star Blocks hanging above. Swallowing a Starman will grant Kirby the Hi-Jump ability, which he can use to ascend through the Star Blocks with ease. Within the Star Block formation are several more objects, including more Starmen, an Energy Drink, and a couple Bombers. The door to the next section can be found above this formation.

Section 5: The door leads to another cloud canopy area, where two Poppy Bros. Jr. can be seen balancing on fruit. One of which is a Maxim Tomato. To get this treat before the Poppy Bro. rolls off-stage with it, Kirby will need to dispatch the rider without hitting the tomato. The stage exit can be found further right from there, past a flock of Bronto Burts.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Boss: Paint Roller

Paint Roller paints something to attack Kirby with (Nightmare in Dream Land).

Immediately upon entering the Boss Door, Kirby finds himself in a room with two elevated platforms on each side, and must fight the trickster foe known as Paint Roller. In each corner of the room is a blank painter's canvas, and Paint Roller rides toward one of them at random to paint something. This object then comes to life, jumps off the canvas and attacks Kirby in a manner depending on the object itself. Kirby can usually swallow this object and use it as a projectile against Paint Roller. Otherwise, he will need to engage Paint Roller directly with a Copy Ability.

Objects painted include a Waddle Dee, a cloud that drops lightning bolts, a small car, a baseball that homes in on Kirby, a microphone, and a copy of Kirby. Some of these items will yield Copy Abilities when swallowed. Paint Roller may also rarely paint a bomb, in which case, swallowing it gives Kirby the Crash ability, and license to end the fight right then and there.

Defeating Paint Roller causes it to explode, yielding the next Star Rod piece for Kirby to collect.