Wild World

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Kirby TD Level InfoBox
Wild World Entry.jpg
Screenshot from Kirby: Triple Deluxe.
Details
Level Nr. 4
Stages 6
EX Stages 1
Sun Stones 19
Mid-Bosses Hornhead (4-1), Grand Wheelie (4-2), Ace Fuwa Rover (4-3), Blocky (4-4), Flame Galboros (4-5), Bonkers DX (4-EX)
Boss Coily Rattler
Stages with Hypernova 4-3
Level Progression
<-- Old Odyssey Endless Explosions -->
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Wild World is the fourth level of Kirby: Triple Deluxe and the fourth of the six lands in the kingdom of Floralia. It has five regular stages, a boss stage, and an EX stage. The level is characterized by dense vivid jungles, a haunted mansion, and a sandy temple complex. There are nineteen Sun Stones to collect in this level, with two in Stage EX, three each in Stages 1, 2 and 4, and four each in Stages 3 and 5. The boss is Coily Rattler.

Stages

Note that the following synopsis focuses on Kirby's playthrough in the main Story Mode. In Dededetour!, some stages and sections are not played at all, the remaining stages are played in one long continuous run, and warps may allow Dedede to skip past large sections of it.

Stage 1

The Beetles do battle in Stage 1.

Section 1: The stage begins at the mouth of a wide jungle cavern, overgrown with curled vegetation and brimming with humidity. To the right, a Pierce van be found flying, which grants the Spear ability when swallowed. The cave then proceeds past a Leafan and some Waddle Dees and a new variety of Pacto known as a Paclower. Near the second Paclower, a hidden spot can be opened in the floor to get a unique Golden Keychain. From there, the door to the next section can be found behind a barricade of breakable blocks.

Section 2: The door leads to an open area where Kirby enters inside a bush. This and other bushes can be cut away with a suitable cutting or fire-based ability. Bandana Waddle Dee appears in the background to give Kirby a food item to hold on to as the path continues to the right. To the right, an open bushy area is found where Hornhead is fought. Defeating it yields Kirby the Beetle ability, which can also be used to cut bushes. Just before the Mid-Boss area, a Key can be found in the bushes, which Kirby needs to unlock a door hidden behind more bushes up ahead. Otherwise, Kirby will need to take the normal door which goes straight to Section 4.

Section 3: The door leads to a small cavern chamber, above which can be found an optional doorway that leads to a Sun Stone. Just above that is the door to the next section.

Section 4: The door leads to the outside of a large wall, where a Waddle Dee is pacing around a plant. Breaking the Bomb Block barrier will allow access to the interior past the wall, which leads to a series of additional walls with breakable sections. The second wall contains a Keychain in its upper portion. After the third wall, Kirby must progress past a rotating spiky totem and try to avoid getting hit in the process. After that, Kirby must catch a CarryDee to obtain its Key, made more difficult by the fact that it will try to hide behind a plant when Kirby approaches. Kirby must then carry the key past another spike totem, then descend past a fall-through platform to unlock an optional doorway that leads to another Sun Stone. The door to the next section can be found just beyond, with a couple Waddle Dees pacing around it.

Section 5: The door leads to a walkway with a Spynum just to the right which can grant the Archer ability. A 3-D Warp Star can then take Kirby to the background, where the path continues downward into the ruin depths. A couple Paclowers are encountered here, and a 1Up can be found past the second one, and a Keychain can be found above the third one. From there, the door to the next section can be reached down a hole to the right.

Section 6: The door leads to the bottom of a ruin pit, where a ladder leads up to a chamber with a Birdon in it. Another ladder leads up to a room with a pacing Waddle Doo and Waddle Dee. One more ladder leads to a 3-D Warp Star which will take Kirby to the foreground, to the base of an enormous spike totem. Kirby must ascend this totem, meanwhile avoiding getting hit. A Keychain can be found just before the first break in the totem, and a Sun Stone can be found during the second section of the totem. At the top of the third section is the stage exit.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Special

  • N/A

Stage 2

Kirby practices his thorn hoop swimming in Stage 2.

Section 1: The stage begins inside the jungle ruins, above a current of water flowing to the right under a wall. The current continues to the right, leading to an underwater channel containing some Glunks and Blippers. as well as large rotating spike rings. At the end of the channel, inside a Bomb Block barrier occupied with Glunks is the door to the next section.

Section 2: The door leads to an open pit area backed by walls and with a waterfall in the middle. Kirby starts out inside this waterfall at the top. The bottom of the fall contains a 3-D Warp Star to take Kirby to the foreground, where a Glunk and a Ringle await him. Another 3-D Warp Star will take Kirby to another waterfall area in the background, which contains stars and a Blipper. From there, another waterfall is accessed in the foreground with Gordos in it, which also guard a Keychain. From there, yet another waterfall is accessed with Glunks in it. This leads to another waterfall with a Mamanti in it, to another with an optional doorway below its 3-D Warp Star that contains a Sun Stone. From there , an underwater chamber is reached that contains a Barbar and the door to the next section.

Section 3: The door leads to an open area with water beneath that contains a current going right. Bandana Waddle Dee appears in the background to give Kirby a food item, and the current continues to the right past the Ninja and Spear Copy Pedestals. From there, a platform is reached where a Grand Wheelie is fought, and a Glunk is firing onto the platform from below. The Glunk can be dispatched during the fight to make things less hazardous. Defeating the Grand Wheelie nets Kirby the Wheel ability, which can be used to ride across the surface of the water. From there, Kirby must ride across the water hazards to the right, past a few Gordos to reach the door to the next section.

Section 4: The door leads to a sloped area with a Wheelie on patrol. Using Wheel, Kirby can race quickly down the slope, then across another surface of water past many enemies, then into a thin breakable wall passage. If Kirby maneuvers correctly, he can get a Keychain on the way, and make it to the location of a Sun Stone in a small chamber below the door to the next section.

Section 5: The door leads to a large underwater chamber, where the stage exit is visible in the background. The chamber is round, with a large block in the middle, and the water current circles around it in a clockwise manner. Past a Barbar, a 3-D Warp Star can be accessed to reach the background loop, this time with the current going counterclockwise. There, a Bomb Block barrier in the bottom of the center block can be broken to open a path to the last Sun Stone of the stage. A Keychain can also be obtained along the right side, then the stage exit can be reached. However, just bast the exit there is a hole in the wall. Entering it will lead to a chamber where a Golden Keychain can be obtained.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Special

  • N/A

Stage 3

Kirby Ninjas his way through the haunted house in Stage 3.

Prelude: The stage begins in a jungle clearing, with a big ominous haunted house in the background, possessing what looks like a face with a single eye and sharp teeth. As Kirby moves around, the eye actually follows his movements. A 3-D Warp Star takes Kirby to the background, where he can find a Key to the house in a barrel to proceed to the next section.

Section 1: The door leads to a dull grey brick hallway, with a layout similar to the big top tent from Lollipop Land. Ahead is an archway with an energy field inside. Passing the field confiscates any Copy Ability that Kirby may have, forcing him to proceed through the next area without one. From there, a large mirror appears in the background, which reflects the stage and reveals things that are otherwise invisible, like the ghostly Fuwa Rovers and Ghost Gordos. Additionally, platforms on the walkway that are visible on the main path are invisible in the mirror, which reveals that those platforms are not solid, and vice-versa. Lastly, a Keychain can be obtained when it is revealed that some soft platforms in the main path are revealed to be fall-through platforms in the mirror. Once the mirror is crossed, Kirby will have his ability returned to him on a Copy Pedestal when he passes through the confiscation field again. From there, a room with three barrels and a locked door can be found. One of the barrels contains a Gordo, one contains a Key, and one contains a Search.

Section 2: The door leads to a chamber where a bunch of Fuwa Rovers attempt to ambush Kirby. Walking to the left reveals one of the floors to be a ghost in disguise, which promptly disappears, leading down into a lower chamber. From here, a Moonja can be found to the left, and to the right, the floor disappears again, before a barrel with a green star in it. The floor directly beneath will also disappear, revealing a spike pit. To the left, Foleys can be seen flying past a Bomb Block barrier. From there, the path continues downward past two more disappearing floors. To the left, a floor disappears to reveal a partial spike pit, with an optional doorway leading to a Sun Stone in the area with missing spikes. To the right, past another spike pit and a swinging Waddle Doo, the path opens up downward again to reveal the door to the next section over yet another spike pit. A Keychain can be found here inside a breakable wall section.

Section 3: The door leads to a hall, with a ladder leading up past another confiscation arch. The ladder leads to a wide room with a staircase going up to the right. The mirror in the background reveals that the staircase soon becomes covered in spikes, and some invisible fall-through platforms can be boarded to avoid the spikes. One of the stairs amidst the spiked ones is not spiked, and holds an invisible door which takes Kirby to the location of a unique Golden Keychain. A Key can be found high up near the top of the room on an invisible platform, which can be used to unlock a door beyond the mirror room to get another Sun Stone. A ladder at the top of the staircase leads up to a hall where Kirby's ability is returned, leading to a room with 4 barrels in it. The door to the next section can be seen poking out of one of the barrels, and the others contain a Key, a locked door, and three Mumbies. As it turns out, the door that was poking out was actually a Nidoo in disguise, and the locked door is the real door to the next section.

Section 4: The door leads to a long hallway with big suits of armor with various medieval weapons in the background. After unlocking a door to the next room, a Miracle Fruit vine grows there, granting Kirby the Hypernova ability. In the next hall, one of the armor suits attacks, but can be inhaled to reveal an Ace Fuwa Rover inside, which then promptly gets sucked into Kirby's black hole stomach. After uncovering a locked door, one of the Rovers drops a Key after being inhaled, allowing Kirby to use it to enter the next section.

Section 5: The door leads to another hallway, with a door visible in the background. To the left, floating possessed books and china plates attempt to get in the way, but are quickly inhaled. From there, a 3-D Warp Star will take Kirby to the background, where he must deal with another Rover in an armor suit, which drops a Sun Stone upon defeat. The door to the next section can be found just beyond.

Section 6: The door leads to a hallway, where a possessed plate pretends to hold up a sandwich slice, then tries to ambush Kirby as he gets close. Inhaling it also reveals two more sandwich slices inside Star Blocks. From there, a room can be reached which contains four paintings that look like doors. Attempting to enter any of them will cause them to fall on Kirby, then rearrange themselves. Kirby has to enter the background and pull away a curtain to burn the paintings and reveal the real door to the next section. If Kirby then inhales again to tear off the window, he will get the last Sun Stone of the stage.

Section 7: The door drops Kirby in a room with many antique bits of furniture in the background. The stage exit is located just to the right, but attempting to enter it causes the Ace Fuwa Rover to appear and make it vanish with a cloak. He then flies into the background and possesses a vase to attack Kirby with. The vase can be inhaled at the right time, forcing the Ace to find another object to possess. It enters a clock on the wall and uses that to attack. Inhaling the clock when the Ace pops out like a cuckoo forces it out and it must find another object. It chooses a painting in the background, which portrays the background from Cookie Country and in fact moves along with the painting frame itself. After inhaling that, the Ace tries one more time with the grand piano. Once that is inhaled, the Ace Fuwa Rover is inhaled along with it, revealing the stage exit once again and allowing Kirby to complete the stage.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Special

Stage 4

A large snake statue prepares to unleash fire at Kirby in Stage 4.

Prelude: The stage begins in the jungle, at the base of a large golden structure, with a guarding Grizzo at the foot. A series of steps lead up to a doorway which can be opened with a switch on the ceiling, leading into the structure itself.

Section 1: The door leads into the temple interior, which is characterized by lavish golden walls and flowing sand. Kirby immediately starts out on one of these sand conveyors moving to the right in a narrow hallway as Comos drop down to get in the way. This leads to a room with a separate conveyor where a Sir Kibble and Knuckle Joe wait on soft platforms. To the right, a large serpentine statue fires shots at Kirby, in much the same way a Gigatzo would. After passing two of these statues, Kirby can find the door to the next section to the right, though beyond it is a small alcove with a couple Noddys and a Keychain. Additionally, the background can be accessed here to get a 1Up.

Section 2: The door leads to another conveyor room, this time with another conveyor in the background carrying Shotzos and other enemies. After a pit, Kirby must then contend with a conveyor moving against him, and from there, can find a switch to open up a compartment in the background with some minor items which will get swept away if not collected fast enough. A 3-D Warp Star will lead to the background from here, allowing travel back to the left side of the screen to reach the door to the next section. There is, however, a Keychain hidden in a Star Block on the ceiling on this path.

Section 3: The door leads to an open temple chamber with staggered ground where a 3-D Laser Bar can be found. Running to the right with it will allow Kirby to attack enemies in the background and trigger switches to aid his progress in the foreground, meanwhile jumping over Gordos in the process. This leads to a sand conveyor section where Kirby needs to free some items from Star Blocks, then chase them to the right and catch them before they fall irretrievably into a pit. One of these items is a chest containing a Sun Stone. From there, the door to the next section lies just to the right.

Section 4: The door leads to a small shaft that Kirby falls down to reach another chamber where Bandana Waddle Dee grants him a food item. The path continues downward through a fall-through platform, but there is a hidden chamber above and to the right where Kirby can swallow a Search and get a Golden Keychain from a crate. In the room below, the Needle and Ice abilities are available on Copy Pedestals, and to the right is a large chamber where Blocky is fought. In the mean-time, a chest can be seen in the background sliding along an extended sand conveyor. Kirby must quickly defeat Blocky in order to catch the chest before it is too late. Using Crash will speed up this process significantly. Once this task is done and the Stone ability acquired, Kirby can move to the right and take a 3-D Warp Star to the background, where he can get the chest (containing another Sun Stone) if he was fast enough and then take the door to the next section.

Section 5: The door leads to a chamber with a sand conveyor to the left and another serpentine statue firing. Several other chambers are visible in the background and the stage exit is visible beyond the wall to the right. Kirby must venture left past a number of snake statues and enemies, then take the 3-D Warp Star to the background to pass its trials, as well as dodge the same statue fire again. If Kirby still has Stone. he can use it in the background to pound a peg and get another Keychain. Once Kirby has returned to the foreground, the last Sun Stone of the stage can be found under a series of crumbling blocks, all the while avoiding shots from three simultaneous serpents. From there, the stage exit can finally be reached under a staircase made of barrier blocks.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Special

  • N/A

Stage 5

Kirby plays with some scales in Stage 5.

Section 1: The stage begins in the golden temple interior as seen in the stage prior, this time starting out in a large chamber with a staircase leading down and to the right. Gigatzos can be seen embedded in the background and naturally, firing into the foreground. Meanwhile, the staircase zig-zags down a vertical shaft while chests containing minor collectibles can be accessed on the sides. Past a Lanzer, at the bottom of the shaft are three Gigatzos firing simultaneously between four chests. One of these chests contains a Keychain. From there, a small drop-through platform leads down to a room where the door to the next section is located.

Section 2: The door leads to an inner chamber with a balancing scale just to the right, suspended over a bottomless pit. Enemies standing on the scale will weigh it down on that side, but peculiarly enough, Kirby always seems to weigh slightly more than they do. As he progresses to the right, our pudgy hero will encounter more scales and enemies, as well as a few more chests with minor items in them. Some scales are also situated in both the foreground and background, adding an additional element to the puzzle. Making proper use of the 3-D Warp Star will allow Kirby to obtain the chest underneath a certain scale platform, which holds a Sun Stone. After progressing through the background segment, Kirby arrives in a room where a Lanzer guards three chests and the door to the next section.

Section 3: The door leads to a vertical shaft with a Tilt Cannon inside. Two paths are available above, one of which will lead to a chest with a red star in it, and the other leading to a cannon which will blast Kirby off to a new room with a duo of tilt cannons in it. Using the cannons, Kirby can break through a couple more stone blocks to get at another chest before moving to the next cannon. This leads to one more tilt cannon section, where Kirby can pick up a Keychain from one of the chests here before moving on to the room where the door to the next section lies.

Section 4: The door leads to a narrow hallway with a staircase leading downwards. Up ahead are Copy Pedestals containing the Beam and Spark abilities, and Bandana Waddle Dee waits in the next room to give Kirby a snack to hang on to. If he looks just below this area, Kirby can find a bundle of Timed Dynamite, which he can use to blast a hole in the floor where a Flame Galboros is fought. This done, the hapless Mid-Boss will inadvertently jump into the pit, defeating itself. From there, the door to the next section can be found just to the right up a ladder.

Section 5: The door leads into an exterior courtyard in the temple, where bushes can be cut or burned to yield chests and a Key, which can be used to unlock a door in the background which holds another Sun Stone. An optional doorway can be found in a bush beneath a Paclower that also contains a Sun Stone. Past a Mumbies, the door to the next section can be reached.

Section 6: The door leads back into the temple complex atop a sand conveyor leading to the right, where a 3-D Helmet Cannon can be found atop a soft platform. Using the cannon, Kirby can dispatch enemies in the background, as well as break metal blocks to free chests, which will then move along their own conveyor to the right. Much like before, Kirby must catch these chests before they drop into the abyss. This is done numerous times as Kirby jumps between the foreground and background. The last set of chests contains a Golden Keychain and the last Sun Stone of the stage. From there, the door to the next section can be found to the right.

Section 7: The door leads back out of the temple, in a manner much the same as the side entered back in Stage 4. A Keychain can be found if Kirby looks to the top-right, and a 3-D Warp Star will take him to the foreground afterward. After dispatching a Leafan and cutting the bush to reveal a Food item, Kirby can reach the stage exit just to the left.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Special

  • N/A

Stage 6 (Boss: Coily Rattler)

Taranza uses his magic to de-petrify Coily Rattler.

The stage begins in the temple interior, as a staircase goes up and to the right. Bandana Waddle Dee appears to give Kirby a food item. The staircase then leads downward past the Bell, Archer and Spear abilities, and Taranza is once again seen carrying King Dedede in the background toward a large structure in the distance. The door to the boss chamber is located at the bottom of the staircase.

The boss chamber itself consists of a flat surface with five pillars in the background, suspended over a wide pit. Taranza uses his magic on an inanimate snake statue in the background and rushes off, causing the statue to come to life and reveal itself as the boss of the level, Coily Rattler. Coily attacks with its serpentine body by slithering across the stage and using its rattle to swipe at Kirby. It can also fire burning rocks from its mouth and attempt flying slams. Most of its body is immune to damage, but its head can be struck with the projectiles it leaves behind.

In the second phase, Coily powers up and will attack by charging fire across its body to form a flaming hoop, as well as splitting into pieces and raining down on Kirby. It may also release many more burning rocks in barrage fashion and roll across the stage like a wheel. Its most devastating attack is carried out when it attempts to catch Kirby with its jaws, then drag him across the background. Defeating it causes it to revert to statue form, then crumble, revealing the fourth Grand Sun Stone and allowing Kirby to grow the Dreamstalk further to continue his pursuit of Taranza.

Stage EX

Kirby finds the Hammer in Stage EX.

Section 1: The stage begins in the jungle, as a spinning spiky totem appears just to the right. From there, the Circus ability can be acquired from a nearby Clown Acrobot. The path then moves into a narrow passage under a local ceiling. Using the Fire-Hoop Jump technique, Kirby can burn away the bushes in this passage to reveal various items. The path then moves down a ladder, and to the left, where Kirby can get the Stone ability from a Rocky. Using stone will allow Kirby to avoid taking damage from the spiked totem, whose spikes sweep the entire hall. Down another ladder, the spike totem opens up to many spike bars in a large hallway to the right. The bush further right contains a Food item, and the door to the next section is just beyond that, though if Kirby looks further right, he can find a Hammer Copy Pedestal.

Section 2: The door leads to a vertical shaft with water at the bottom. The underwater passage continues to the right, where a current picks up and carries Kirby through several hazards, including a Barbar that extends from the background and guards a Keychain. From there, Kirby must venture into the background and return to the left past many spiked hoops to reach the door the next section.

Section 3: The door leads to a room inside the haunted mansion area, with a ladder going down. This leads to a confiscation arch, where Kirby must proceed without his Copy Ability through another mirrored hallway, complete with invisible enemies, platforms and spikes. A hidden fall-through platform at the end of the second mirror leads to another Keychain, and a 1Up can be found in a chest from the third mirror. After a bout with some Ghost Gordos, the door to the next stage can be found up a ladder once Kirby gets his ability back.

Section 4: The door leads to a section of the temple interior with a sand conveyor on the floor and three Keys visible in the background. Pulling a switch on the ceiling opens the way forward, as well as dropping all the keys onto the conveyor in the background. Kirby must then proceed down several more conveyors in an attempt to catch the keys before they get away, passing an indecent number of Searches along the way. Grabbing all three keys will allow Kirby to obtain a Golden Keychain, then proceed through the door to the next section.

Section 5: The door leads to a chamber with four pillars rising above a bottomless pit. Two Clown Acrobots stand on both sides of Kirby while a large serpentine statue lies in the background and prepares to fire shots at him. The path continues to the right past a Star Block barricade into a new room where more statue fire must be dodged while traversing across crumbling bridges. The path continues into the background and further right, then back into the foreground in a new room. From there, an optional doorway can be found in a cluster of Star Blocks that leads to a Sun Stone, though Kirby will need an ability that can produce fire beforehand. The path then proceeds into the background again, past a spike pit and a Tick. The path then moves back into the foreground, where a Keychain can be collected amidst numerous snake statues. The door to the next section can be found to the right.

Section 6: The door leads back to the jungle complex, where Kirby is dropped in a moving underwater current that takes him quickly to a room where the Wing and Circus abilities are available on pedestals. From there, a 3-D Warp Star takes Kirby to the background inside a waterfall, then back to the foreground where Bandana Waddle Dee provides a food item. Then another current takes Kirby to a new room where Bonkers DX is fought. Defeating him yields Kirby the Hammer ability, if he didn't still have it already from earlier. From there, a room can be accessed with numerous items and a chest containing the last Sun Stone of the stage. A 3-D Warp Star will then take Kirby to a waterfall in the background, at the bottom of which is the stage exit.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Special

  • N/A

Trivia

A portion of the Wild World Stage Hub.