Nutty Noon

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Kirby's RtDL Level InfoBox
Nutty Noon.png
Screenshot from Kirby's Return to Dream Land.
Details
Level Nr. 5
World Pop Star
Stages 6
Energy Spheres 20
Lor Starcutter Part Mast
Mid-Bosses Moundo (5-2 , 5-5), Sphere Doomer (5-2 , 5-4), Super Bonkers (5-4), All Other Mid-Bosses (5-5)
Boss Grand Doomer
Super Abilities Flare Beam (5-2), Grand Hammer (5-4), Ultra Sword (5-6)
Level Progression
<-- White Wafers Egg Engines -->
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Level 5: Nutty Noon is the fifth level in Kirby's Return to Dream Land and the last level in Pop Star. It features a general sky theme, with lots of cloud stages as well as castles situated in the air. Completion of the boss battle against the Grand Doomer yields the mast to the Lor Starcutter. There are twenty Energy Spheres in this level, four in all stages, excluding the boss level.

Stages

Stage 1

Kirby traverses the cloud tops in Stage 1.

Section 1: The stage begins on a steep grassy hill, with a bottomless pit to the left. At the top of the hill is a Warp Star and at the right edge is a Parasol Copy Pedestal. Riding the Warp Star takes Kirby and his friends up through a great many layers of clouds into the sky.

Section 2: The Warp Star lands on a floating grassy platform situated high above the ground. The curvature of the world below can be seen which includes many of the landscapes that were traversed through prior to this level. To the right are a series of plant-based platforms and clouds that can be walked on. A school of Cerulean swims from the right to impede Kirby's progress, but they can be dispatched easily with the Parasol. Further right, a Blade Knight and a Waddle Doo wait on different platforms, as well as a couple Waddle Dees walking across a bridge made of Star Blocks. A couple of Juckles can also be found throwing cutter blades. After a few more bridges and platforms are crossed, an optional door to a 1Up can be found on a low platform. Kirby will need to acquire the Whip ability from a nearby Whippy to get it safely. Just beyond, flying over a series of Star Blocks is an Owgulf which can grant Kirby the Wing ability. From there, it's an easy flight to the door to the next section, housed under a canopy of clouds.

Section 3: The door leads to a vertical cloud shaft, with an upward wind current and Parasol Waddle Dees floating slowly down. Additionally, there is another Parasol Copy Pedestal in the area, whose ability is helpful in ascending the shaft. Along the way, Foleys and Gordos must be avoided, and an optional door to an Energy Sphere can be accessed behind a blockade of Star Blocks. The door to the next section is located at the end of the current, but if Kirby goes higher, he can find some Food surrounded by stars in a small cloud compartment.

Section 4: The door leads to a grassy platform with a cloud ceiling hovering overhead. To the left are the Spear and Cutter Copy Pedestals. To the right, some hanging platforms can be found. Kirby should be careful here when using any sharp attack, lest he cut a platform when he doesn't want to. Mopoo will erupt out of the cloud surface as Kirby progresses to the right, and many other enemies will attempt to get in the way as well. Far enough in, a path opens upward to an optional doorway guarded by another hanging platform. Kirby will need to use a sharp attack to cut the rope and access the door to get another Energy Sphere. Eventually, the main path progresses upward, past a PuppetDee to reveal the door to the next section on a thin leafy platform.

Section 5: The door leads to another green platform with a cloud ceiling above. Here, Kirby can get the Leaf ability from a local Bulby, or the Tornado ability from a Twister. The path continues up and to the left into the cloud canopy past a Tornado Copy Pedestal, passing a couple Shotzos along the way. A few secret cloud compartments can be accessed to get stars, food, and even a Maxim Tomato. Continuing upward, one such compartment holds an Energy Sphere. Past a number of thin leafy platforms is the door to the next section.

Section 6: The door leads to a high cloud canopy, as a sloped cloudy walkway emerges past a bottomless pit. If Kirby or his friends move too carelessly up this ramp, they will immediately find themselves being chased down by a giant spiky ball that resembles a Gordo rolling down the hill. They must let the ball pass by before they can progress. Further to the right, another spike ball is being held above by a wall with a switch. Activating this switch is necessary to move forward, but it also releases the ball, which Kirby must then run from down the slope to the right. As Kirby progresses to the right, he must continue to dodge these balls as they roll down any slope they can find. Eventually Kirby will have to maneuver in-between two such spike balls as they destroy everything in their path. If done successfully, Kirby can get to the last Energy Sphere of the stage tucked away in a separate chamber before the spike balls trigger the gates to close. Just above this chamber is a cloudy slope leading to the stage exit.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

  • N/A

Abilities Super Ability

  • N/A

Stage 2

Kirby runs up a castle ramp in the clouds in Stage 2.

Section 1: The stage begins on a cloud platform high in the sky. It is now evening, and what can be seen of the world below is largely ocean and lagoon. A stone ramp extends to the right, revealing a castle in the clouds. A gatehouse with a ceiling switch needs to be bypassed to access the main bridge, on which hops a Moonja. More gatehouses await to the right, while Scarfies and Mumbies hover in the air. One of the gatehouses in particular contains a Super Inhale block, which covers many stars and food items. Past two more gates, set up like an airlock, is the door to the next section.

Section 2: The door leads to an inlet on the side of the castle wall, beyond which are some shifting brickwork platforms. More Mumbies lie in wait, but if Kirby gets the Bomb ability from a local Poppy Bros. Jr., he can dispatch them easily. Further along, a Balloon Bomb lies on a thin platform. Kirby must carry this bomb carefully across the next series of shifting platforms, dodging more Mumbies in the process to toss it at a large formation of blocks with Waddle Dees on top of it to uncover an optional doorway leading to an Energy Sphere. Past the remaining moving platforms is another airlock style gate containing the door to the next section.

Section 3: The door leads to an inner castle chamber where a Blade Knight will immediately attempt to ambush Kirby and his friends. A ladder leads to another chamber, with two ceiling switches and two block walls, one of which blocks the next ladder up, and the other holding back some Scarfies. Kirby must guess which switch activates which wall, and will need to deal with the Scarfies if he chooses incorrectly the first time. The ladder leads to another room, with three switches and walls, with the same shtick as before. The next ladder leads to a room with four. The last room contains three buttons on the floor, one of which is under some Star Blocks. That button opens the ceiling above, which uncovers a ladder leading to the door to the next section.

Section 4: The door leads to a bridge area, much like the one seen in Section 1. More Poppy Bros. Jr. lie in ambush along the bridge, then the next gatehouse unlocks a room where Moundo is fought. Defeating him yields Kirby the Stone ability, which he can use in the area ahead on some pegs in the ground to uncover a way to an Energy Sphere. However, Kirby must be careful not to hit all the pegs, or he will block himself off from getting it. At the end of the path, a ceiling switch opens the floor up, leading to the door to the next section.

Section 5: The door leads to a narrow inner hallway, with a few drop-through platforms leading down. Some lamps with stars on them are visible in the next chamber to the right, and a Super Waddle Doo appears in the middle of the room. Inhaling him yields Kirby the Flare Beam Super Ability, which he can use to activate the lamps and open up a compartment full of stars. The path continues to the right, where more lamps await activation to yield more items. One room's lamps in particular will open up a secret passageway leading to one last series of lamps arranged around walls that look suspiciously like a human face. Lighting all these lamps causes the "nose" to rise up, and reveal a rift to the alternate dimension.

Alternate Dimension: The rift wall approaches from the left as Kirby must make his way through a monochrome version of the castle. The main challenges here consist of inhaling Star Blocks, then shooting them precisely to open up Bomb Block walls and proceed. This is made more difficult with the presence of moving walls that cover the blocks, as well as Gordos and spike pits. In the next room, the Stone and Parasol abilities are available from Pedestals, and a Spark Sphere Doomer is fought amidst a moving platform. Defeating it yields the last two Energy Spheres of the stage. After returning from the rift, Kirby can use a ladder to the right to access a cannon that blasts him and his friends through a series of halls and enemies, landing in a small room with the stage exit in the middle.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities Super Ability

Stage 3

Volttzos fire at Kirby as he climbs a ladder in Stage 3.

Section 1: The stage begins at the bottom of a vertical shaft in the castle. It is still evening, and the world below is seen even smaller in the background. Above are some ropes, which Kirby and his cohorts can hang onto. They will need to jump up from rope to rope, dodging the Gordo that patrols one particular area in the process. This leads to a room with a leftward wind current and a Waddle Dee walking on a platform above. Much of the floor is covered in spikes, and the wind is just strong enough to force Kirby into them if he is hovering. Above are more ropes which can be used to maneuver against the wind. Above are more spiky rooms with wind currents in differing directions, as Kirby must jump more and more carefully to avoid the spikes and the enemies looking to hurt him. If Kirby can obtain and keep the Beam ability from a local Waddle Doo, he can use it in a chamber above to access a 1Up buried in a Bomb Block formation. In a room above, past a patrolling ArmorDee, several Sir Kibbles wait and practice with their Cutters. A Blade Knight also patrols above them, just under the next wind current. Many more ability-providing baddies lie in wait even higher up, each taking their turn to try and hit the poor rope-hangers. At the top, one last rope can allow access to a couple of banana pairs which will restore any health that was most likely lost on the way up, with the door to the next section waiting to the right.

Section 2: The door leads to an inlet in the castle wall, with some orange cloud platforms to the right. Once again, Kirby will need to make his way upward, along the wall and past some Shotzos in alcoves. Meanwhile, another current going leftward needs to be fought as appropriate. Once Kirby reaches a certain height, a platform is reached with a Bomb Nozzle available for use. Kirby will need to be careful as he jumps up the remaining platforms with this cannon, firing at any and all opposition. If successful, he can break a blockade at the top to get more stars and food. The door to the next section is located just left of this blockade.

Section 3: The door leads to an interior room in the castle, with a CarryDee visible below the chamber Kirby is in, as well as a Rocky on some Star Blocks to the left. Kirby will need to move past the Rocky and down a zig-zagonal chute to catch the CarryDee before it falls down a pit with the Key. If Kirby uses Stone, he will have an easier time doing this. If successful, he can use the key to unlock a door to an Energy Sphere. The door to the next section is located under a fall-through platform to the left.

Section 4: The door leads to a place that looks much like Stage 2, but inverted, including rightward wind. This time, however, there are large lightning cannons known as Volttzos shooting from the wall alcoves. A long wooden ladder will allow Kirby to move upward, but he must be mindful of the Volttzos as he does so. A Gemra at the top of the first ladder can provide the Beam ability when swallowed, which can be used to open up an inlet containing some food. Up the next ladder, some Paclouds (cloudy version of the Pacto enemy) will attempt to swallow Kirby as he moves up, but they can be dispatched with Beam or another weapon. At the top of this ladder, an inlet can be seen in the wall, which Beam can be used to open up, revealing an optional doorway that leads to an Energy Sphere. Up the last two ladders, more Volttzos that are angled up must be dodged, with another Pacloud waiting at the top, guarding the door to the next section.

Section 5: The door leads to a vertical shaft within the castle. Some Starmen are available to provide the Hi-Jump ability, which will aid Kirby as he ascends. At certain points, Kirby can choose to attempt to quickly cross an alternate path by opening up a timed gate to get some stars and other items. One of these gate challenges, if passed successfully, will yield an Energy Sphere. At the top of the shaft is the door to the next section.

Section 6: The door leads to another vertical shaft, this time with a barrier ceiling that can be opened with a switch. Walking along the first ceiling are some Parasol Waddle Dees and a Parasol Waddle Doo. Once cleared, a ladder takes Kirby up to the next room, with more ceilings and switches. Parasol is helpful to repel the enemies that fall form above when the ceilings are broken. At the top, the shaft opens up to another cloudy area with alternating strong currents and more Paclouds. Once those are passed, a cannon awaits at the top, which will fire Kirby and his cohorts through a series of enemies and into the next section.

Section 7: Kirby lands in an orange cloud canopy, where he can swallow an Owgulf and get the Wing ability. The stage exit is located just to the right past a small dugout full of breakable blocks which hide some ice cream cones. Kirby may notice that he is missing an Energy Sphere, but if he looks around this area before leaving, he will find it.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

  • N/A

Abilities Super Ability

  • N/A

Stage 4

Kirby uses a Stomper Boot to access an Energy Sphere in Stage 4.

Section 1: The stage begins on some precariously high evening clouds. A Stomper Boot waits on a cloud to the right. Kirby will need to use this boot to traverse across the clouds up ahead, stomping on enemies and nailing pegs as he does so, all the while avoiding falling off. Kirby will also need to use Gordos as lifts while wearing the boot to access the first treasure, being a multitude of stars. From there, another boot can be found, and the next challenge begins. After hopping on multiple Paclouds, Kirby will cross a bridge and break through on the far side, hopping on a "bridge" of Gordos to get an Energy Sphere. Just to the right is a Gemra guarding the door to the next section.

Section 2: The door leads to the base of another castle, with a ladder going up and Shotzos in the wall's alcoves. At the top, a rope can be accessed, which Kirby sidles along while dodging more Shotzo fire from below. After the rope comes another ladder going up, with Shotzos angled upward. Then another rope, going over a floor covered in spikes and some Bowbies shooting from above. Another ladder goes up at the end, this time guarded by the mighty Gigatzo, shooting large flaming rounds across the ladder. Along another rope, two Gigatzos aimed at each-other fire consecutively to guard an Energy Sphere, which Kirby will need to be quick to obtain. Up two parallel ladders, the door to the next section can be seen behind a barrier. Going further up past another Gigatzo will yield the switch to open the barrier and allow access.

Section 3: The door leads to the interior of a new castle tower. It is now night time, as can be seen outside the windows, and a ladder leads upward. Fire and Ice Copy Pedestals are available at the top of the ladder and above that is a room where Super Bonkers is fought. Defeating him yields Kirby the Grand Hammer Super Ability, which Kirby will take with him through the door to the next section.

Section 4: The door leads to a narrow hallway, that turns down into a room full of blocks and Sheld. Using the Grand Hammer to descend will clear away all of these obstacles in one fell swoop. Further to the right is a huge peg, which can be hammered to cause the floor and ceiling to drop and reveal a new passageway. Down this way is a room with some Strike Boxes that can be hammered to reveal some items and a 1Up. Further to the right is another peg which will yield another secret passage when struck. Some Shotzos guard the next Strike Boxes, which, when hammered, will reveal another peg that causes the chamber to rise when struck. As it rises, Kirby will need to dodge shots from a series of Volttzos along the walls. Once the top is reached, to the right is a massive spring which, when struck will bounce Kirby with such force that he will break through the ceiling into the next section.

Section 5: Kirby rises from below, breaking through more ceilings and plowing through enemies until he hits a large bell at the top, ringing it, then shattering it. The rift to the alternate dimension opens where the bell was.

Alternate Dimension: The rift wall approaches from the left as Kirby must make his way through a monochrome variant of the castle halls he was just in. This time, he must contend with rapidly moving platforms of various sizes that fit into each-other, crushing anything unfortunate enough to be in-between them. Along the way, various giant versions of common foes will need to be swallowed to clear away blockades. In the next room, the Whip and Spear abilities can be accessed from Copy Pedestals, and a Spark Sphere Doomer is fought amidst two shifting platforms and a small one in the middle. Defeating it yields the last two Energy Spheres. Once Kirby leaves the rift, he can climb a ladder to the right to access the door to the next section.

Section 6: The door leads to a small chamber with a ladder hanging above. At the top is a gatehouse which will let Kirby and his friends out of the castle and onto a high cloud canopy. Along this canopy are some Star Blocks and a Knuckle Joe which can provide the Fighter ability. Just to the right is the stage exit.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities Super Ability

Stage 5

Kirby begins climbing the Tower of Mid-Bosses in Stage 5.

Outside the Tower: The stage begins at the top of the high cloud canopy in the dead of night. Outer space is visible above, and an ominous wind can be heard in place of the usual music. To the right, a large tower looms in the background, with a ladder at its base. Climbing the ladder yields a door which leads into the tower.

Tower Lobby: Through the door is a hall with four Copy Ability Pedestals. They are Fire, Bomb, Beam and Stone. Also there is a Maxim Tomato Box which can be cracked open if needed. To the right is the door to the next section.

Mid-Boss 1: The door leads to a room where a Gigant Edge is fought. Defeating him opens the door to the next room.

Interlude 1: The door leads to a small hall with a hanging platform blocking an Energy Sphere. If Kirby inhaled the Gigant Edge from the last room, he can cut it with Sword to get the Sphere. To the right is a door leading to the next room.

Interlude 2: The door leads to a hallway that slants up to a Lanzer on patrol, who can provide the Spear ability if swallowed. Just above it is the door to the next room.

Mid-Boss 2: The door leads to a room where Moundo is fought. Defeating him opens the door to the next room.

Interlude 3: The door leads to a hall with a large chamber in the middle full of metal blocks. If Kirby has Stone, he can break through them to get an Energy Sphere encased within. To the right is the door to the next room.

Interlude 4: This room looks much like the one in Interlude 2, but with a Waddle Doo that can provide Beam.

Mid-Boss 3: A Water Galboros is fought here.

Interlude 5: Much like Interlude 3, except the chamber with the Energy Sphere is blocked by Fire Blocks.

Interlude 6: Much like Interludes 2 and 4, but with a Blade Knight.

Mid-Boss 4: A new mini-boss, known as Dubior is fought here.

Interlude 7: Much like Interludes 3 and 5, but the chamber's Energy Sphere is blocked in such a way that only Spark can access it.

Tower Exit: The door leads to an inlet, which leads out of the tower at the top. A few Star Blocks and a Maxim Tomato can be found here, as well as the stage exit.

Stage 5-b

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.

There is a hidden path in this stage, much like there was in its older incarnation in Kirby's Adventure. From the opening area outside the tower, if, instead of going through the door, Kirby hovers above it and goes through the barred window, he can access the other, harder path. Excluding the first section, this is how it progresses.

Tower Lobby: Looks much like the regular lobby, but inverted.

Mid-Boss 1: A Water Galboros is fought in a much smaller room than before.

Interlude 1: In this room, Water is needed to cool off some Fire Blocks and access a switch which makes the Energy Sphere available.

Interlude 2: Much like the even-numbered Interludes in the normal path, but inverted. A Knuckle Joe stands guard here.

Mid-Boss 2: King Doo is fought in a small room with a spiked ceiling.

Mid-Boss 3: Dubior is fought in a small room with a staggered floor.

Interlude 3: Spark is needed to open up dual gates and obtain an Energy Sphere.

Interlude 4: Like Interlude 2, but with a Whippy.

Mid-Boss 4: Kibble Blade and Gigant Edge are fought at the same time.

Interlude 5: A sharp ability is needed to cut a hanging platform to get an Energy Sphere. Watch out for the spikes!

Interlude 6: Much like Interludes 2 and 4, but with a Moonja.

Mid-Boss 5: Bonkers and Moundo are fought at the same time.

Interlude 7: Using Hammer or Stone on the pegs lift the floors up to reveal a whopping four 1Ups and an Energy Sphere.

Tower Exit: Looks much like the one on the normal path, but inverted, and the Star Blocks are Metal Blocks.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities Super Ability

  • N/A

Stage 6 (Boss: Grand Doomer)

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.
It was a trap!

The stage begins in a chamber inside a tower. Climbing up a ladder, Kirby passes some Shotzos which are mounted outside and not actually able to reach him. At the top, the Whip, Cutter. Wing and Fighter abilities are available on Copy Pedestals. Just above, a Warp Star waits to take Kirby and his friends even higher up, circling around the tower before it does so.

The Warp Star lands in a section of the castle that looks like it is in the Alternate Dimension. The music that plays upon level completion is playing, and to the right, the chamber is empty, with just the Lor's Mast floating in the middle of the room. Grabbing it, Kirby is about to do his victory dance, when the music cuts out and the Mast Sphere flies back into the background. Shortly after, a fiery apparition gathers around the Sphere and reveals itself as the Grand Doomer, which must be fought. The Grand Doomer fights in much a way that the Sphere Doomers would, diving across the stage and shooting large orbs at Kirby. However, the Grand Doomer also has the ability to warp about and create dark rifts to confuse its enemies.

Unlike previous bosses, the Grand Doomer does not grow or otherwise change its appearance when it is knocked down to half health. Instead, it gets angry and intensifies its attacks, roaring as it does so.

Once it's health is almost depleted, the Grand Doomer forms a protective shield around itself and becomes a slate-colored ball to prevent further attacks. Various enemies start being summoned as the Grand Doomer bounces around, one of which is the Super Blade Knight. Only by using the Ultra Sword Super Ability can Kirby do any damage to the Grand Doomer in this state. Kirby has to hit it four times to break its shield and revert it to its normal form.

From there, the Grand Doomer will attempt to replenish its shield, but Kirby has ample time to target it and deliver his final blow, which is performed with a great deal of flourish. With this done, the Grand Doomer is finally vanquished and the Mast is left to collect, finishing the level and finally restoring the Lor Starcutter to working condition.

Trivia

A section of the lobby for Nutty Noon.

Names in Other Languages

Language Name Meaning
Japanese ナッツヌーン
Nattsu nūn
Nuts Noon
Spanish Nubes de Nata Cream of Clouds
French Ascension Azurée Azure Ascent