Rainbow Resort

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Kirby's Adventure Level InfoBox
TRainbowResort.png
Kirby looks at the rainbow above his head, thinking it to be a music note staff.
Details
Boss King Dedede
Minigame(s) Kirby's Adventure

Crane Game Lvl. 2
Kirby: Nightmare in Dream Land
Bomb Rally Lvl. 2
Bomb Rally Lvl. 3 (Extra Game)

Secret Switches Yes
World Order
<-- Orange Ocean The Fountain of Dreams -->
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The main theme of Rainbow Resort, which plays in some stages (Nightmare in Dream Land version).

Rainbow Resort is the final level in Kirby's Adventure, and subsequently, its remake, Nightmare in Dream Land where there are doors. The boss of this level is King Dedede. The mini-game Bomb Rally can be played here in Nightmare in Dream Land once unlocked in the first door of the level.

Cut-Scene

Kirby finds himself under a rainbow bar. Thinking it to be a musical note staff, Kirby gets out a stand mike and attempts to sing. The notes fly up to and occupy the rainbow bar, but after Kirby lets out one last shrill note, the rainbow bar breaks, prompting Kirby to immediately get out a Parasol to shield himself from the falling notes. This alludes to the well-known fact that Kirby is a terrible singer and he knows it.

Full Synopsis

Stage 1

Kirby works his way through the Star Block barricade in Stage 1 (Nightmare in Dream Land).

Section 1: The stage begins as Kirby lands on a frozen hillside. Straight ahead is a wall of ice, with a crevice at the base leading into a narrow tunnel complex. A Laser Ball is lodged inside the wall, which can grant the Laser ability if swallowed. Inside the tunnel, Kirby can use the Laser ability to clear his path of baddies, which otherwise would have gotten in the way. At one point in the tunnel, a 1Up can be found in the ceiling above a Bomb Block. Freeing the 1Up is a cinch if Kirby still has Laser. The door to the next section can be found to the right from there.

Section 2: The door leads to a winding passage, absolutely filled with Star Blocks. Various enemies occupy side-chambers in sealed-off pockets, and can be inhaled for their abilities if Kirby wishes. An Energy Drink can be obtained in one of the side-passages here. Up ahead, a Flamer patrols a small pocket between the Star Blocks, whose Burning ability can be used to more effectively bust through the barricades. At the end of the winding hall, two doors can be seen, but one is blocked off. As it turns out, some of the wall segments back down the path can be broken as well, and Kirby will need to make skillful use of the abilities available here to clear a path to the upper door. Otherwise, the regular door will take him to the next section.

(Entering the upper door leads to a room with a Big Switch. Pressing the switch opens up a Sub-Game in the Rainbow Resort hub.)

Section 3: The door leads to an open plain with many different ability-yielding creatures strolling about. Ahead are Shotzos suspended over thin pits, propped up by Star Blocks. It is only a matter of removing the blocks to deal with the Shotzos. The stage exit can then be found at the end of the path, further right.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 2

The ominous Tower of Mid-Bosses in Stage 2 (Nightmare in Dream Land).

Outside the Tower: The stage begins at the base of a lone tower. There is no music, only the sound of wind can be heard. The door to the next section leads into the tower.

Room 1: The door leads to the first chamber, where Poppy Bros. Sr. is fought. Defeating him opens the door to the next section.

Interlude 1: The door leads to a sloped hallway inside the tower. Other hallways can be seen above and below, but are inaccessible. The door to the next room is up and to the right.

Room 2: The door leads to a room where Mr. Tick Tock is fought. He ought not be a big deal if Kirby kept the Crash ability from the previous fight. Defeating him opens the door to the next section.

Interlude 2: Much like the first. The door to the next room is at the top-right.

Room 3: Mr. Frosty is fought here. He stands no chance against the Mike ability.

Interlude 3: Rinse and repeat.

Room 4: Bonkers is fought here.

Interlude 4: Repeat after me.

Room 5: Rolling Turtle/Phan Phan is fought here. Kirby! Don't let it grab you!

Interlude 5: When does it end!?

Room 6: Bugzzy is fought here. It's a tough customer.

Interlude 6: Up and up and up and up...

Room 7: Fire Lion is fought here. Dance with the flames!

Epilogue: The door leads to a long vertical shaft at the top of the tower. Floating upward, Kirby will exit the tower out the top, and find a Warp Star waiting for him just above. Riding it takes him to a starry pathway, where a Blade Knight and a Maxim Tomato are waiting for him. The stage exit is just beyond.


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 an alternate path through this stage. At the tower entrance, if, instead of going through the main door, Kirby manages to squeeze through the barred window above, he can access a somewhat shorter path. From the first room onward, this is how it plays out.

Room 1: The door leads to a room where Bonkers is fought. Defeating him opens the door to the next section.

Interlude 1: The door leads to a sloped hallway inside the tower. Other hallways can be seen above and below, but are inaccessible. The door to the next room is up and to the right.

Room 2: Rolling Turtle/Phan Phan is fought here. Kirby! Don't let it grab you!

Interlude 2: Second verse, same as the first.

Room 3: Bugzzy is fought here. It's a tough customer.

Interlude 3: Why is it always a tower?

Room 4: Fire Lion is fought here. Dance with the flames!

Room 5: Kirby finds himself in a room with 5 1Ups. Poyo Poyo!

Epilogue: The door leads to a long vertical shaft at the top of the tower. Floating upward, Kirby will exit the tower out the top, and find a Warp Star waiting for him just above. Riding it takes him to a starry pathway, where a Blade Knight and a Maxim Tomato are waiting for him. The stage exit is just beyond.

Enemies, Mid-Bosses, and Copy Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 3

Kirby follows the Path of Heavy Lids in Stage 3 (Nightmare in Dream Land).

Section 1: The stage begins along a starry walkway. To the right, a horde of Noddys can be seen prancing about. Perhaps now is a better time than any to take a nap, but that is up to Kirby, of course. At the end of this very tiring path, a Blade Knight guards the door to the next section.

Section 2: The door leads to an icy cavern complex where two Bronto Burts immediately ambush Kirby. The path leads upward (NOT downward) past more enemies that come in pairs. At the top, a lone Broom Hatter guards the door to the next section, along with a Maxim Tomato.

Section 3: The door leads to a series of floating ice platforms that leads to the right. An Invincibility Candy is found here, which will allow Kirby to plow through this region. A Chilly guards the door to the next section.

Section 4: The door leads to a rocky cavern filled with water. Gordos and Blippers vie to get in the way here. At the end of the pool, a Shotzo can be seen guarding a 1Up. From there, past a Coner and across a pit, several more Shotzos guard more items. If Kirby wants the items, he will need to free the Shotzos, then grab the items he wants before they fall into an abyss. The stage exit can be found to the right of this barricade.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 4

Kirby falls up a windward shaft in Stage 4 (Nightmare in Dream Land).

Section 1: The stage begins in a starry plain, as a Bubbles approaches from the right. From there, many more enemies can be found floating about in the air and on the ground as the path continues to the right. The door to the next section can be found at the right end of the path.

Section 2: The door leads to a hallway bent into a circular shape. Here, the door to the next section is on the other end of the hall, but several Bubbles are in the way.

Section 3: The door leads to a hall, looking much the same as before, but with Bounders/Gips inside instead.

Section 4: Much the same as before, but with more barricades and Bronto Burts.

Section 5: Much the same, but with Flamers inside.

Section 6: The door leads to a series of pillars, with a hall carved into them. Gordos patrol the gaps between the pillars as various enemies occupy the gaps within them, trapped initially by Bomb Block pillars. From there, another Bomb Block barrier leads to an open area with the door to the next section situated just above the floor on a separate platform.

Section 7: The door leads to a series of vertical shafts. Above Kirby's head is a Bomb Block barrier holding back a Waddle Dee and a Bomber. From there, a series of platforms lead upward, where a 1Up can be seen guarded by a couple Gordos. At the top of the shaft, another barrier can be broken, to hopefully make it easier to nab the 1Up. On the right side, down another shaft, Kirby will need to maneuver past a number more Gordos, then finish off by ascending a windward shaft to reach the stage exit at the top.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 5

Kirby stares down a Flamer between windy pits in Stage 5 (Nightmare in Dream Land).

Section 1: The stage begins along an astral walkway, as Bombers immediately fall to the right. If Kirby doesn't want a charred face, he will need to stop the first one before it hits the ground. The door to the next section can be reached to the right, past more Bombers.

Section 2: The door leads to a room where a Grand Wheelie is fought. Defeating and swallowing it grants the Wheel ability, and opens the door to the next section.

Section 3: The door leads to a walkway pocked with pits carrying wind currents in various directions. Unfortunately, Wheel will not help much here. Several enemies occupy floating platforms between the pits. After several pits, the door to the next section can be found to the right.

Section 4: The door leads to an open area containing a Hot Head and a Laser Ball. Up ahead, a Flamer guards an Energy Drink, as a Cannon fuse can be seen before a small tunnel. The Cannon itself is on the other side of the tunnel, but Kirby will need to be very quick to get to it after lighting the fuse. If Kirby is successful, he will be launched to a room with 5 1Ups in it (so Kirby need not worry about the Cannon if he is having trouble getting to it and has plenty of stocks already). The stage exit is just past the Cannon.

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities

Stage 6

Kirby stands before the last stage exit he must walk through in Stage 6 (Nightmare in Dream Land).

Section 1: The stage begins as Kirby falls into a very familiar-looking monochrome plain. The path continues to the right past many Waddle Dees and Twizzies. The door to the next section can be found at the right end of the path.

Section 2: The door leads to a monochrome forest, where Poppy Bros. Jr. can be seen riding an apple. From there, past some Cappies, the door to the next section can be found on a tree.

Section 3: The door leads to a monochrome castle, guarded by Broom Hatters and Bronto Burts. A Shotzo guards the castle gatehouse, in front of the door to the next section.

Section 4: The door leads to a hallway inside the castle. Past a couple more Shotzos, the door to the next section can be found, below a 1Up and a Maxim Tomato.

Section 5: The door leads to a monochrome island, where Kirby can inhale monochrome Star Blocks and fire them at Squishies. After hopping some pillars over pools with Blippers in them and dodging Coconuts, the door to the next section appears to the right.

Section 6: The door leads to a monochrome cave filled with spikes and Kabu. A Gordo and Coner block the path to the door to the next section.

Section 7: The door leads to a monochrome cloud canopy patrolled by Scarfies. A brickwork platform appears to the right containing the door to the next section.

Section 8: The door leads to another castle interior, consisting of many thin passageways. Past a long barricade of Star Blocks, the path continues upward across a starry night sky. Here, Kirby at last sees enemies that grant Copy Abilities as he must venture upward. The stage exit can be found at the top.

(A secret door can be found in Section 8. Once accessed, it takes Kirby to an ocean-side castle where the last Big Switch can be found, along with a Maxim Tomato and a 1Up. Pressing the switch opens up the Level Select door in the Rainbow Resort hub.)

Enemies, Mid-Bosses, and Abilities

Regular Enemies Mid-Bosses

  • None.

Abilities

Boss: King Dedede

Kirby faces King Dedede before the Fountain of Dreams (Nightmare in Dream Land).

Once Kirby enters the last boss door, he immediately finds himself at the base of the Fountain of Dreams, facing off against King Dedede at last.

The king attacks using various methods, most of which mimic how he fought in the original Kirby's Dream Land. He will attempt to bash Kirby with his hammer, slam into him, jump into him, and inhale him. Additionally, King Dedede is now able to puff up like Kirby, and chase him around in the air. This makes it safer for Kirby to keep his feet planted on the ground, and only float if he needs to.

King Dedede leaves behind stars when using many of his attacks, which can be used against him. He can take a great deal of punishment, but after enough hits, he will be brought down, leaving Kirby to finally restore the Star Rod to its full glory, and return it to its rightful place atop the Fountain. For some reason though, King Dedede seems very insistent that the Star Rod is not returned to the fountain, even after being bested. What is he hiding...

Trivia

  • Rainbow Resort is the only level in the game that does not have a Museum or an Arena (unless one counts the Tower of Mid-Bosses in Stage 2).
  • Stage 6 is a direct throwback to Kirby's debut game, Kirby's Dream Land. The background and stage graphics are taken directly from that game, along with the music.
  • The boss fight with King Dedede has a few differences between Adventure and Nightmare in Dream Land. In the latter, King Dedede is much larger, and the music that plays during the fight is changed to the Gourmet Race theme, based on the one used for the Super Smash Bros. Melee Fountain of Dreams stage.