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Cloudy Park

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Revision as of 23:26, 15 September 2017 by Samwell (talk | contribs) (→‎Stage 6)
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Cloudy Park is a level in Kirby's Dream Land 2 and Kirby's Dream Land 3. Both levels are reminiscent of cloudscapes and have lofty towers. Coo excels in this area.

Kirby's Dream Land 2

Cloudy Park
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Details
Level Nr. 6
Stages 6
Rainbow Drop Location Stage 2
Boss Kracko
Level progression
Red Canyon Dark Castle
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This level has 6 stages (not counting the boss room), and is based around a large volcano. The boss in this level is Kracko.

Cut-scene

The cut-scene depicts Kirby bouncing around in the cloud-tops, eventually getting himself stuck. Luckily, Coo flies by. Kirby shouts to Coo to get him out of the clouds. Coo succeeds in doing so, but in the process, finds out that Kirby was stuck because he'd landed in Kine's mouth.

Synopsis

The following is a full synopsis of the stages in Cloudy Park.

Stage 1

Room 1 - The stage begins in a flat cloudscape. To the right, the clouds begin to break up amidst Star Blocks and enemies. Near the end of the path, Kirby will have to contend with Gordos among wind currents.

Room 2 - The door leads to a series of rocky outcroppings, patrolled by many baddies. Along the way, a side-passage can be accessed to save Rick from Jumpershoot. The path continues past perilous platforms that break away when stepped on.

Room 3 - The door leads to a series of cloud platforms that lead upward past currents and Gordos. At the top, a Maxim Tomato and the stage exit can be found under Star Blocks.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

Abilities

Stage 2

Room 1 - The stage begins in a flat cloudy plain studded by the occasional platform. Along the way, a 1-Up can be collected by breaking away blocks using an Ice power. At the end of the path, the door to the next area can only be accessed with the Ice ability.

Room 2 - The door leads to an open area with wind pipes guarded by Bronto Burts. In the lower-middle, a side chamber can be found which leads to a wide flowing water tube. At the downstream end leads to a fight with Blocky and will allow Kirby to free Rick from the bag. If Kirby has Kine, they can swim upstream to find another room where Master Green can be fought for the Spark ability and Gooey can be freed from the bag for some extra points.

Room 3 - The door leads to a chamber with another animal bag and two Shotzos. To free Coo from the bag, the Shotzos need to be dumped by breaking the spark-weak blocks under them. From there, the door leads to a wind-swept plain that only Coo can resist. A door can be found against the current which leads to a fight with Waiu to obtain the Cutter ability. Downwind, another room can be found where that ability can be used to obtain the sixth Rainbow Drop. The stage exit can be found further downwind.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

Abilities

Stage 3

Room 1 - The stage begins in the cloud canopies, as enemies try to ambush Kirby from behind. This eventually leads to some underwater sections.

Room 2 - This room is a circuitous one in three layers, with several enemies patrolling them. A door to the next area can be found in the middle.

Room 3 - The room leads to a tower leading downward. Here, Kirby will have to contend with lots of Blocks, and then some Mumbies at the bottom. After a long grueling trail, the stage exit can be found at the bottom.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 4

Room 1 - The stage begins atop a platform in a sea of clouds. This leads to a series of hallways where Kirby can use Star Blocks to attack Mumbies that appear. Then the path leads back out to the clouds, past more enemies, to reach the door to the the next area.

Room 2 - The door leads to a room where Kirby must contend with Captain Stitch. From there, Kirby can free Coo and move on to a tunnel of clouds in an auto-scrolling section. This tunnel is filled with Gordos, and has a Rocky guarding the door to the next area.

Room 3 - This area is another cloudy tunnel, this time filled with water. Like before, this is full of Gordos, but this time has a Sir Slippy guarding the door.

Room 4 - The door leads to an open area with wind sweeping upward, past star blocks and Gordos. Along the way, a large number of 1-Ups can be collected along the blocks, especially if Coo is still with Kirby. The stage exit can be found at the top to the right.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

Abilities

Stage 5

Room 1 - The stage begins in a tunnel made of breakaway blocks. To successfully navigate this area, especially with an animal friend, Kirby will need to deliberately break some blocks away, and wait on the few solid platforms for Gordos to pass by. From there, the tunnel continues to zig and zag with various enemies nested inside. The door to the next area can eventually be found at the top right corner.

Room 2 - The door leads to an open cloudy area with raging wind currents. Without Coo, Kirby will have a very hard time traversing this area, and will have to keep low to the ground, where many hazards await him.

Room 3 - The door leads to a small room, where 5 distinct doorways appear.

The leftmost door leads to a small chamber filled with 5 Propellers. Kirby will not be getting out of here with his animal friend intact.

The second-leftmost door leads to a small room with 5 Energy Drinks. The stage exit can be reached from here.

The center door has 5 Scarfies inside.

The second-rightmost door leads to a room with 5 small stars inside.

The rightmost door has 5 Mumbies inside.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

  • None.

Abilities

Stage 6

Room 1 - The stage begins on a rocky cliff, where Kirby must battle with Master Green. In the next room, Kirby can free Rick from the bag.

Room 2 - The door leads to a long windy cloud tunnel populated with enemies to contend with. At the bottom, a pool of water can be found, with the door at the bottom.

Room 3 - The door leads to a deep underwater tunnel maze. Only one end leads to the door to the next area, the others each have a small star in them.

Room 4 - The door leads to a long tunnel leading upward with a water current inside. This leads out into the open air, where a wind current picks up the slack to carry Kirby even higher up. At the top, a number of items can be picked up, and the stage exit can be reached to the right.

Enemies, Mid-Bosses and Abilities
Regular Enemies Mid-Bosses

Abilities

Boss: Kracko

Kirby's Dream Land 3

This version has 7 rooms (counting the boss room). In this intro, Nago is rolling Kirby as a ball. Pitch appears, then Nago moves Pitch out of the way. Kirby is still a ball until he runs towards Nago and Pitch. It suceeds Sand Canyon and is suceeded by Iceberg. The boss of this level is Ado.

Enemies

Trivia

  • Cloudy Park in Kirby's Dream Land 2 is a notoriously good place to collect 1-Ups.


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