Dark Castle: Difference between revisions
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Dark Castle is the seventh and final level in Kirby's Dream Land 2 and belongs to the Rainbow Islands. As the name implies, the level is set primarily in the interior regions of a castle swarming with enemies. The boss of this level is King Dedede. If Kirby managed to collect all the Rainbow Drops up to this point, he will also battle Dark Matter after defeating Dedede.
Cut-scene
Kirby and all three of his friends overlook the castle in the distance. From there, after some 'discussion', Kirby mounts Rick and nudges Kine, then they all move off, with Kine lagging behind.
Stages
Each stage is unlocked in succession after clearing the previous one. Defeating King Dedede and collecting every Rainbow Drop is necessary to move on to the final battle with Dark Matter. For more information about a particular stage, click on the link to the stage's page in the table.
Stage | Mid-Bosses | Notes |
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Stage 1 | Efreeti | |
Stage 2 | Master Green | |
Stage 3 | Mr. Frosty | |
Stage 4 | Waiu | |
Stage 5 | Blocky | |
Stage 6 | Captain Stitch | |
Stage 7 | Jumpershoot | The Rainbow Drop is located in this stage. |
Boss Stage - King Dedede | N/A | Defeating King Dedede either initiates the False Ending or leads into the fight with Dark Matter. |
Stage 3
Room 1 - The stage begins in an exterior area. The path is infested with Kabu, Rockies, and Gordos. A horde of Bouncy Tys guard the door to the next area.
Room 2 - The door leads to an auto-scrolling hallway guarded by Load Kibbles. then followed up by other beasts. Some items can be grabbed along the way if Kirby is quick.
Room 3 - Kirby must contend with Mr. Frosty before he can exit the stage.
Enemies, Mid-Bosses and Abilities
Regular Enemies | Mid-Bosses | |||
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Abilities | ||||
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Stage 4
Room 1 - The stage begins above a large Void, as Kirby must cross breakaway bridges to the left, guarded by many armed soldiers.
Room 2 - This room is an auto-scroller with a very similar layout to the one in Stage 1, but reversed. It has a number of tough enemies that make a blockade in the hall.
Room 3 - Kirby must contend with Waiu to open the stage exit.
Enemies, Mid-Bosses and Abilities
Regular Enemies | Mid-Bosses | |||
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Abilities | ||||
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Stage 5
Room 1 - The stage begins with Kirby being dumped into a pool filled with enemies. A door can be found in the water to the left.
Room 2 - This chamber has pockets containing every ability-providing enemy except for Load Kibble. The door on the left leads to a hall filled with Gordos that has a break in the middle, with doors leading to a 1-Up room and a room with an Animal Friend tucked inside, just like in Stage 2. This time around, the 1-Ups will always appear in the opposite room to Kirby. To get them, some demolition is necessary. To the left, more enemies and spikes need to be contended with.
Room 3 - Kirby must fight Blocky to gain access to the stage exit.
Enemies, Mid-Bosses and Abilities
Regular Enemies | Mid-Bosses | |||
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Abilities | ||||
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Stage 6
Room 1 - The stage begins in a wind-swept open area identical in layout to the area in Stage 3, except flipped. Many items can be collected along the way, but Gordos must also be dodged.
Room 2 - This area is an auto-scrolling hallway filled with baddies. Its layout is similar to the one in Stage 3 and as such, Kirby would be wise to follow that same path, or he will in all likelihood be crushed.
Room 3 - Kirby must contend with Captain Stitch before proceeding to the exit.
Enemies, Mid-Bosses and Abilities
Regular Enemies | Mid-Bosses | |||
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Abilities | ||||
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Stage 7
Room 1 - The stage begins at the bottom of a tall tower. Kirby will have to be quick to jump if he has Kine or Rick in tow, or else he will have to abandon them at the bottom. From there, the path continues upward past many spikes and hazards, in a rather tight squeeze.
Room 2 - The door leads to a dark room filled with Glunks and Star Blocks. An important hint to acquiring the last Rainbow Drop can be gleaned here.
Room 3 - The next section of chambers is a hodgepodge of ability-providing enemies and doorways behind blocks that can only be broken with certain powers. To reach the Rainbow Drop at the end, Kirby will have to follow a specific sequence of doors. All other blocked routes will lead to the Rainbow Drop room, but will place Kirby in an area where he cannot get it.
Room 4 - The next few rooms are vertical rises past several different enemies. Kirby will have to contend with more of these rooms if he goes through the unblocked doors in the previous rooms earlier.
Room 5 - Kirby must contend with Jumpershoot to access the stage exit. Jumpershoot will start the fight by quite rudely trying to land on Kirby's head.
Enemies, Mid-Bosses and Abilities
Regular Enemies | Mid-Bosses | |||
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Abilities | ||||
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Boss: King Dedede
The stage begins with a climb up a silent tower. At the bottom, an Energy Drink can be found in a pool of water. The door to the boss's chamber can be found above.
At the top, Kirby must contend with King Dedede, who appears to be sleepwalking (and sleep-fighting). His attacks are mild when he's asleep, but he may occasionally wake and go berserk.
When Dedede is defeated, he staggers to the middle of the arena and falls over. At that point, if Kirby collected all of the Rainbow Drops, Dark Matter will emerge from Dedede's body, and Kirby will form the drops into the Rainbow Sword. Once the sword is formed, Kirby will grab onto it, and be whisked into the sky after the true foe.
Final Boss: Dark Matter
Once in the air, Kirby and Dark Matter begin their fight. Dark Matter fights in two phases - one as his swordsman form, and the second in his true eyeball form. Each form has a separate life-bar, and if Kirby fails at any point, both will have to be fought again.
Dark Matter attacks by charging, tossing orbs, and shooting lasers and bolts of lightning. Kirby can swipe at him directly using the sword, or can knock the orbs back at him to deal more damage. However, in Dark Matter's second phase, both combatants are falling from the sky, so the unknown reader doesn't have much time to react as Kirby fights Dark Matter. Should Kirby take too long to defeat Dark Matter, he will burn up in Popstar's atmosphere.
Once both forms are defeated, the level, and subsequently the game, is complete.
Trivia
- The stage music for Dark Castle would later be covered in Kirby: Planet Robobot.