Orange Ocean

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Kirby's Adventure Level InfoBox
TOrangeOcean.png
Kirby looks through his spyglass off the bow of a wooden ship.
Details
Boss Meta Knight
Arena Fire Lion (Burning)
Museum Wheel
Minigame(s) Kirby's Adventure

Crane Game Lvl. 1
Egg Catcher Lvl. 2
Quick Draw Lvl. 2
Kirby: Nightmare in Dream Land
Kirby's Rail Grind Lvl. 2
Kirby's Rail Grind Lvl. 3 (Extra Mode)
Bomb Rally Lvl. 1
Bomb Rally Lvl. 3 (Extra Mode)
Quick Draw Lvl. 2
Quick Draw Lvl. 3 (Extra Mode)

Secret Switches Yes
World Order
<-- Yogurt Yard Rainbow Resort -->
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Orange Ocean is a level found on various Kirby games. It is depicted as a vast ocean with many islands and ice glaciers. Most of the time, the boss of the Orange Ocean is Meta Knight. This is probably because Kirby had destroyed the Halberd, with it crashing into the Orange Ocean. After the Halberd crashed Meta Knight put a magic seal on that part of the ocean and it became known as the Secret Sea.

Appearances

Kirby's Adventure and Kirby: Nightmare in Dream Land

The main theme of Orange Ocean, which plays in most stages (Nightmare in Dream Land version).

In Kirby's Adventure, and subsequently, its remake, Nightmare in Dream Land, Orange Ocean is the sixth level in the game. In this level, Kirby faces off against Meta Knight for the first time, after having dealt with his troops throughout the entire game up to this point. As explained in the backstory, Meta Knight had been tasked by King Dedede to guard the sixth piece of the Star Rod. He only ended up yielding it to Kirby after having been bested by him, presuming to believe at that point that Kirby was strong enough to handle the Star Rod, and hopefully defeat the Nightmare it had been shattered to seal away.

Kirby Super Star and Kirby Super Star Ultra

Kirby: Squeak Squad

Kirby's Adventure/Nightmare in Dream Land: Level Synopsis

Orange Ocean has six stages. The boss of the level is Meta Knight, and the Mid-Boss fought in the Arena is Fire Lion. The Museum contains the Wheel Copy Ability.

Cut-Scene

Kirby, wearing a pirate captain's hat, is looking around using a spyglass on the edge of a wooden ship. He loses his balance and falls into the water, where a shark then appears and starts chasing him about. After Kirby swims off-screen, he can then be seen in the background, still trying to swim away from the shark.

Stage 1

Kirby prepares to toss a Flamer in Stage 1 (Nightmare in Dream Land).

Section 1: The stage begins underwater, in a large pool containing Gordos and various aquatic creatures. The path continues to the right past an optional doorway containing the Mid-Boss Rolling Turtle/Phan Phan. After passing through an underwater channel, the door to the next section appears out of the water and to the right. A 1Up can be seen under the door, blocked off by Metal Blocks, which Kirby can break if he tosses something at them hard enough.

Section 2: The door leads to a series of small platforms hanging over a bottomless pit. Various enemies can be seen on the platforms, including Flamers and Sparkies. An optional doorway leads to a room where a number of collectibles can be obtained, and a door to a Big Switch can be reached if Kirby still has a way to bust open the metal block guarding it. Pressing the switch unlocks the Museum in the Orange Ocean hub. From there, back on the main path, more platforms teeming with baddies must be passed to reach the door to the next section.

Section 3: The door leads to a series of pillars rising from a bottomless lake. Blippers and Twizzies will attempt to assault Kirby here as he makes his way to the right. After hopping several pillars, the stage exit can be found, guarded by a Blade Knight.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 2

Kirby examines the menagerie of baddies on the cloud walkway in Stage 2 (Nightmare in Dream Land).

Section 1: The stage begins in a plains area, as the path continues to the right past waterfalls, small ponds and aquatic creatures. Further right lies a wall, with an entrance blocked off by a Bomb Block barrier. Breaking this barrier releases an Energy Drink, which, if not grabbed, will fall into an abyss and be lost. On the other side, a Kabu dances around a new open plains area. The door to the next section can be found past one more pit, as some very rude Scarfies try to get in the way.

(A secret door can be found in Section 1, which leads to a cloud containing a Rocky and a 1Up.)

Section 2: The door leads to a cloud canopy area studded with pillars. Waddle Doos and a wide variety of other baddies patrol the decks as Kirby must zig-zag across them. An optional doorway can be found along the path, which leads to a room containing Sparkies and a peg, which can be pounded with the appropriate ability. This opens up a door to a Big Switch, which will unlock the Orange Ocean Arena. Two doors are in this room, but they both lead to the same place. Back on the main path, at the end of the cloud passage is the door to the next section.

Section 3: The door leads to an interior shaft of dirt that leads downward past many enemies. A Twister can be found here, which may lend a useful ability for this area. At the bottom, a UFO can be found, along with a Poppy Bros. Jr. riding a Maxim Tomato, by the door to the next section.

Section 4: The door leads to a cliff, off which several soft platforms must be traversed. More enemies appear in droves to attack poor Kirby. The stage exit can be found at the far right, one the rightmost soft platform, guarded by a Bomb Block barrier.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 3

Kirby mans the deck of a wooden ship in Stage 3 (Nightmare in Dream Land).

Section 1: The stage begins on a low, flat walkway leading right. Along the path, Shotzos and Waddle Dees are placed around Star Block piles and other boxes. The path eventually makes way to a ship, tied to the dock by a rope. An Energy Drink can be found here, down a ladder, as Kirby makes his way across the ship's deck. The door to the next section can be found on the cabin to the right.

Section 2: The door leads to the ship interior, where Kirby must battle with Bonkers. Defeating and swallowing him yields the Hammer ability, and opens a hole up in the roof of the room, allowing access to other floors of the ship. The door to the next section can be found to the left from here, but a metal block marks another path leading down to a lower chamber. Down in the bottom part of the deck, a Sir Kibble guards an Energy Drink and a Bomb Block. Breaking the block fills the lower deck with water. Though it is hard to see, it also uncovers a hole in the deck that Kirby can fit through to reach a side-chamber. This room is almost completely full of water, and a 1Up appears immediately under Kirby and starts falling. If he is fast enough, Kirby can get the 1Up, but if not he may risk losing a life instead. On the water's surface, a Sword Knight guards two doorways. The left one leads to a room with a Hot Head and a Cannon with a fuse underwater. Obviously, Kirby will want to light the fuse, but can't use the Fire ability underwater. If Kirby can find a way to light the fuse, he will be able to reach a Big Switch in a cloud canopy, and unlock a Sub-Game in the Orange Ocean Hub, then take a door directly to Section 4. In the other door is a room with a Maxim Tomato and a Laser Ball.

Section 3: The door in the upper cabin of Section 2 leads outside the ship, onto a much larger deck than before. The deck is absolutely swarming with enemies, though Kirby can find an Energy Drink up one of the sails. Near the middle of the deck, two doorways can be seen. Entering one leads to an area consisting of two rooms. One of them has a 1Up, but it always seems to appear in the other room. Kirby may have to find another way into these rooms if he wants that 1Up. To the right is a door leading into the room with the cannon, though it is inaccessible from that location. The door to the next section can be found up, on one of the masts.

Section 4: The door leads to the upper portion of the ship, as Kirby runs across the masts and sails. At the top is a Warp Star which, once Kirby gets on, takes him farr off into the background, to an island.

Section 5: Kirby lands on a platform submerged in water. To the right, past some raised platforms and aquatic creatures, the stage exit can be found, past a pair of Coconuts.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 4

Kirby ascends the shaft of exploding Coconuts using his Parasol to shield himself in Stage 4 (Nightmare in Dream Land).

Section 1: The stage begins at the foot of a tropical hill, as Kirby must make his way past palm trees holding Coconuts, along with aquatic creatures. A shaft can be found in the hillside leading down into a tunnel. This tunnel leads to a pool, which lets off to the door to the next section, barricaded by a Bomb Block barrier. Alternatively, Kirby can reach this door from above by dealing with a Blade Knight.

Section 2: The door leads to a underground passage that splits off into several separate paths. An Energy Drink can be found in a pool directly to the right, guarded by spikes and a Sir Kibble. If Kirby uses his abilities effectively, he can unlock a cache of several 1Ups in this area. From there, the path winds about past several enemies, into the water, then out again up a shaft to reach the door to the next section.

(A secret door can be found in Section 2, which leads to a room with a Big Switch. The switch unlocks a Sub-Game in the Orange Ocean hub when pressed.)

Section 3: The door leads to an outside area where the door to the next section can be found immediately to the right past some Parasol-wielding enemies.

Section 4: The door leads to a vertical shaft, lined with Coconuts. Kirby must venture up this shaft, which can be made safer if he remembered to pack a Parasol, to reach the door to the next section.

Section 5: The door leads to a hillside, lined with even more Coconuts. Down the hill, to the right, the stage exit can be found on its own little island under one more Coconut.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 5

Kirby defends himself from enemies on an icy hillside in Stage 5 (Nightmare in Dream Land).

Section 1: The stage begins in a cold ocean area, with blocks of ice floating in the water. Chillies can be seen on the icebergs as the path continues to the right. To the right, a Pengi guards the door to the next section, on a particularly large iceberg.

Section 2: The door leads to a cold and steep hillside extending up and to the right. a Needlous can be seen rolling along the hill. As Kirby climbs the hill, several more baddies jump down to attack him. The door to the next section lies at the top of the hill, guarded by a Bomber, though a Maxim Tomato can be reached just a little higher.

Section 3: The door leads to an icy cave, where the path leads down past some enemies, into a pool, then back up again to reach the door to the next section. In the process of traversing this area, Kirby does manage to drown a trio of Blade Knights, who foolishly stood under a pool of water as it opened downward.

Section 4: The door leads to an open plain area, where a Hot Head and Waddle Dee attempt to ambush Kirby. This leads to a hill, and a berserk Waddle Doo. In fact, several enemies try to home in in Kirby as he makes his way up the hill. At the top, a Cannon waits inside a pit, but its fuse starts inside a different pit down the slope. Kirby will have to hope against hope that he can light the fuse and get back to the cannon in time without getting pummeled in the process. If he can pull it off, the cannon will fire Kirby to a cloud top with a Big Switch. Pressing the switch will unlock a Sub-Game in the Orange Ocean hub. From there, the stage exit can be found at the top of the hill.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 6

Kirby traverses a cloud field using U.F.O. in Stage 6 (Nightmare in Dream Land).

Section 1: The stage begins as Kirby falls onto an icy plain, laden with frozen bubbles. The path continues to the right, past various ability-giving enemies. The door to the next section can be found past the edge of a cliff, along floating ice platforms.

(An alternate door can be found in Section 1, under the cliff edge. Kirby needs to arrive in this section with the spoils of his Arena victory in order to access it. In this chamber is a Big Switch, which will unlock the Level Select door in the Orange Ocean hub.)

Section 2: The door leads to a series of clouds suspended over an abyss. A UFO appears here, which can be swallowed for the U.F.O. ability. Doing so will make travel through this area much safer. Caution should still be taken, however, as more UFOs will appear to attempt to get in the way. The door to the next section can be found to the right, nested between cloud layers. However, a Maxim Tomato can be found below, guarded by a Scarfy.

Section 3: The door leads to a small tunnel which splits into two paths, initially blocked off by a Bomb Block barrier. Both paths have a separate door. The upper door leads to a fight with two Poppy Bros. Sr.. After defeating them, the door to the next section appears. Alternatively, if Kirby takes the lower door, he ends up in a room where he must fight two Mr. Frostys to open the door to the next section.

Section 4 (upper): The door leads to an open area of water, with two floating platforms and a pillar of ice rising out of the water. On the right-hand floating platform is an Invincibility Candy, along with the door to the next section.

Section 4: (lower): The door leads to an icy cavern with pools of water. The path continues to the right past aquatic creatures. A Blade Knight guards the door, which takes Kirby straight to Section 6.

Section 5: The door leads to an icy pathway, which leads across many pits, slopes and enemies. Kirby is safe while he is still invincible, but should still mind sliding into the pits. At the far right, the door to the next section can be found, along with a 1Up encased by metal blocks.

Section 6: The door leads to an area with land above and a water passage below. The door to the next section can be found just to the right.

Section 7: The door leads to a room with alternating decks of ice. Here, Kirby must fight the Meta-Knights again. Defeating them yields the stage exit.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities

Boss: Meta Knight

Kirby duels with Meta Knight (Nightmare in Dream Land).

Immediately upon entering the boss door, Kirby finds himself in an open room, with pillars adorning the background. Meta Knight can be seen perched on a platform to the right, but remains motionless. A Sword is visible in the middle of the room, with the prompt "GET IT!" over the hilt. After getting the sword, Kirby immediately gains the Sword Ability (over whatever ability he had before), and Meta Knight throws his cloak aside, brandishing his sword. The fight begins proper as he jumps down from the platform.

In a classic duel, Kirby must outmaneuver Meta Knight and slash him enough times to defeat him. During the fight, Kirby cannot lose the Sword Ability, willingly or otherwise. Upon defeat, Meta Knight's mask breaks, revealing his face for a moment, before he vanishes, leaving behind his sword and a piece of the Star Rod for Kirby to collect.

Trivia