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Old Odyssey

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Old Odyssey
File:Old Odyssey Entry.jpg
Screenshot from Kirby: Triple Deluxe.
Details
Level Nr. 3
Stages 6
EX Stages 1
Sun Stones 18
Mid-Bosses Gigant Chicks (3-1), Bonkers (3-2), Flame Galboros (3-5), Waddle Dee Steel Fortress (3-5), Mr. Frosty DX(3-EX)
Boss Kracko
Stages with Hypernova 3-1, 3-5
Level progression
Lollipop Land Wild World
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Old Odyssey is the third level of Kirby: Triple Deluxe and the third of the six lands in the kingdom of Floralia. It has five regular stages, a boss stage, and an EX stage. The level is full of all manner of various terrain, from canyon gulches both high and low, to dense forest caverns, to icy tundras. There are eighteen Sun Stones to collect in this level, with two in Stage EX, three each in Stages 1, 2, 3 and 4, and four in Stage 5. The boss is Kracko.

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

File:Old Odyssey 1.jpg
Kirby hides under the tracks of a Waddle Dee Train in Stage 1.

Section 1: The stage begins at the far end of a colTemplate:Ourful canyon landscape, interspersed with rising ground pillars above a large body of water. In the background, a Waddle Dee Train can be seen coming out of a tunnel, then moving along a track to the foreground. If Kirby is hit by the train, he will splat against the screen and lose his Copy Ability if he has one. The path continues to the right past the trains and over a number of small bottomless pits. Between the trains is a Leafan, which will grant the Leaf ability when swallowed. A Ringle and some Chips may also be found here. As Kirby comes onto a group of Soarars, he may find a Keychain if he breaks a step along the downward path. Past another train is a cannon that will shoot Kirby upward into the next section.

Section 2: Kirby lands in a ravine-like area, as a cannon just to the left is aimed into the background at another cannon. After being fired through a chain of cannons, Kirby lands in a room with two more cannons, each pointed toward a different element in the background. If Kirby chooses the right cannon, he can obtain a 1Up in the background before being fired upward again to the next section.

Section 3: Kirby lands on a steppe with a bottomless pit to the left. Soarars can be seen in the background, but will fly into the foreground to attack. As he presses up the cliffside, Kirby will need to avoid or deal with many enemies, including Shotzos and a Gigatzo. From there, a cannon will take Kirby to the next section.

However, if Kirby looked down the cliffside at the beginning of the stage, an alternate path opens up which will take him to the background. Following this path will allow him to obtain a Sun Stone if he finds the optional doorway hidden in a breakable wall. A 3-D Warp Star will then return Kirby to the main path.

Section 4: Kirby lands in an open walkway area, as a Rocky immediately slides down a slope toward his position. Using Stone, Kirby can more easily dispatch the line of Waddle Dees on the hill to the right, just before more trains are encountered. It should be noted that Kirby cannot avoid taking damage from the train by turning to stone. Past the last train, a Bomb Block can be found to open up a small chamber just to the left of the train to obtain a Golden Keychain and some food. From there, the door to the next section can be reached.

Section 5: The door leads to another open canyon area. Kirby lands right on the tracks, where a Waddle Dee Train immediately comes running in. Kirby must be quick to jump out of the way if he doesn't want to get hit. A Miracle Fruit vine sprouts just to the right, granting Kirby the Hypernova ability. Using this power, Kirby can inhale the trains as they pass by. From there, he will need to use the suction power to make giant turnips pop out of the ground and break obstacles in his path, their trajectory based on which side Kirby stands on. From there, more trains are encountered. A Keychain can be found under one of the tracks, and the second train is carrying a chest that holds a Sun Stone. An optional doorway can be found under a Stone Block further right which leads to the last Sun Stone of the stage, but it is locked, and a Key will need to be found under another Stone Block to access it. The door to the next section can be found inside a wall alcove blocked off by one more Stone Block.

Section 6: The door leads to another open canyon area. As Kirby steps out of the alcove and ventures right, he will see the Gigant Chicks perched in the background. Kirby has to battle them one at a time by making a turnip crash into them. Once all three are defeated, the stage exit will appear where the turnip was. After shaking it loose with one more hearty inhale, Kirby can complete the stage.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Special

Stage 2

File:Old Odyssey 2.jpg
Kirby dashes past a falling stone pillar in Stage 2.

Section 1: The stage begins in a much higher canyon landscape, located above the clouds in an evening atmosphere. To the right is a Knuckle Joe which will grant the Fighter ability when swallowed. A Keychain can be found if Kirby looks to the left in the air. The path proceeds to the right past some Kabu and a crumbling bridge over a bottomless pit. After another pit, the door to the next section can be found up a cliff wall.

Section 2: The door leads to another canyon walkway. To the right, teetering rock pillars will attempt to fall and crush Kirby, but upon breaking will shatter the Stone Block floors that span gaps. After beating up a Dekabu, a 3-D Warp Star can be accessed to take Kirby to the background. This time, teetering pillars in the foreground will fall into the background. Another 3-D Warp Star will return Kirby to the foreground, but will position him right in the middle of another teetering pillar's falling path, forcing him to act fast to get out of the way. From there, a Sparky guards the door to the next section.

Section 3: The door leads to an open pit spanned by a Tilt Gondola. A teetering pillar in the foreground will try to hit Kirby here as well, forcing him into a spiky pit if the hit is made. At the end of the first gondola, a Pierce guards a Key. Kirby needs to take this key on another Gondola ride, and try to avoid getting hit until he reaches the other side. A Keychain can be acquired during the ride if Kirby jumps for it. At the end of the ride, Kirby needs to be careful to land on the upper platform when disembarking, or else he will not be able to reach the door. If successful, a 3-D Warp Star will take him to the foreground, where he can pick up a Sun Stone. After returning to the main path, the door to the next section is located in a shallow cave past a Rocky.

Section 4: The door leads to a vertical shaft, and Kirby is positioned immediately on a crumbling bridge, below which are several enemies that provide Copy Abilities. The path continues downward past more crumbling blocks and many Kabu and Dekabu, one of which blocks an optional doorway that leads to a Sun Stone. In-between two Dekabu spanning a couple of spike pits at the bottom is the door to the next section.

Section 5: The door leads to an open area where Bandana Waddle Dee will give Kirby a food item to hold on to. The Archer and Bomb abilities are available on Copy Pedestals to the right, and from there a pit is found where Bonkers is fought. Defeating him yields Kirby the Hammer ability, which he will need to pound a stake in the background to get at a 1Up hidden behind some barrier blocks. The door to the next section can be found to the right, but above it is another stake which will reveal a unique Golden Keychain.

Section 6: The door leads to a canyon walkway with a few local ceilings here and there. Kirby will need to pound some teetering pillars to make them fall into the foreground to get them out of the way. One in particular, however, will smash a chest in the foreground if toppled, so Kirby should preferably find a way around it instead. Breaking a Bomb Block barrier ahead will yield a 3-D Warp Star to allow access to the foreground, where Kirby can open the chest to get the last Sun Stone of the stage if he didn't lose it earlier. Back on the main path, a Keychain can be found under the stage exit, guarded by a Dekabu that spits out smaller Kabu. Once both are dealt with, Kirby can complete the stage.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Special

  • N/A

Stage 3

File:Old Odyssey 3.jpg
Kirby navigates the sloped tunnels in Stage 3.

Section 1: The stage begins at the bottom of a vertical shaft in the same kind of canyon terrain as encountered in Stage 2. A Tilt Cannon is visible in the middle of the room, aimed upward past a wall with a shifting gap. Kirby has to aim precisely with the cannon to get past the wall and break through a Stone Block barrier, hopefully collecting the stars and other goodies hidden in the wall in the process. This will lead to two more cannon segments in a similar fashion, with a faster shifting wall each time. On the third cannon, two separate paths can be distinguished, one with a star, and the other with a Gordo. Ironically enough, firing through the Gordo hole will not hurt Kirby, but it does mean missing the path with more stars on it. One more cannon near the top will fire Kirby up to the door to the next section, but there is a hidden Keychain in a breakable wall segment in the shaft just below the door.

Section 2: The door leads to an interior forest cave, much like the one seen in Fine Fields. The cave continues to the right past a Como and a Whippy until reaching a section with a visible background. A 3-D Warp Star will then take Kirby back there where he can continue to the right past some Sir Kibbles and a Flamer. Past a few more platforms dispersed between bottomless pits, Kirby can return to the foreground, where venturing left will net him another Keychain. To the right, a Grizzo blocks a Bomb Block barrier, opening which reveals the door to the next section.

Section 3: The door leads to another section of the caves, where Kirby can obtain a 3-D Laser Bar and run to the right while taking out enemies in the background, opening up barriers in the foreground in the process. After clearing away numerous foes, Kirby has to make one last big jump to hit a switch in the background to unlock the first Sun Stone of the stage. Missing the jump causes Kirby to miss the Sun Stone. From there, the door to the next section can be reached, though it is too high to reach while still holding the 3-D Laser Bar.

Section 4: The door leads to a sloped section of the cave. Here, Kirby can acquire the Stone ability from a nearby Rocky. There is also a Chilly here which can grant the Ice ability. The path continues to the right and slopes downward, making passing through with Stone very easy. The path then slopes down to the left, where it then proceeds to the background. Part-way down the next slope, there is a hidden path in the wall which leads to a Sun Stone guarded by a Pacto. The path returns to the foreground after the slop ends, leading to yet another slope going gently down to the right. Another Keychain can be obtained at the top of the chamber this slope begins in. At the end of the slope, above a bottomless pit lies the door to the next section.

Section 5: The door leads back into the outer canyon area, as some Foleys can be seen orbiting a cluster of Star Blocks. The path continues to the right past the fire of many Gigatzos and other enemies. An optional doorway to the last Sun Stone of the stage can be accessed if Kirby breaks a breakable wall section just to the right of the door. Past a couple more enemies an obstacles, the path continues to the right in the foreground. Just under the platform Kirby lands on is a unique Golden Keychain, and just above is the stage exit.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

  • N/A

Abilities Special

  • N/A

Stage 4

File:Old Odyssey 4.jpg
Kirby walks along the interspersed platforms in Stage 4.

Section 1: The stage begins at the base of a canyon wall, with a current of air blowing in from below. Riding the current will Allow Kirby to make faster vertical ascent. At the top of the first wall is a Birdon, which will grant the Wing ability when swallowed. Another wind current is visible just to the right, with a Scarfy inside it. At the top of the next two walls, a Pierce will fly into the foreground to attack Kirby. At the bottom of the next wind tunnel is a platform which contains a switch to unlock a Keychain. A Waddle Doo guards a cannon at the top of the cliff that will take Kirby to the next section.

Section 2: Kirby lands in a walkway with a cave section to the right blocked off by Bomb Block barriers. Here, Kirby can utilize Invincibility Candy to plow through the numerous enemies ahead, first flying up a shaft and taking out several Waddle Dees in the process. From here, Kirby can take advantage of his invulnerability and pass through a spike barrier to get at a chest with the first Sun Stone in it. A cannon at the top will take Kirby to the next section.

Section 3: Kirby lands in another section of the canyon, with more gusts of wind pushing upward to the right. The door to the next section is apparent just past the pit, but if Kirby flies under the platform, he can access a hidden door in the background.

Section 4: The door leads to an open path consisting of many platforms suspended over a bottomless pit. If Kirby took the first door, he will walk along the foreground, but if he found the other door, will walk along the background. In the background, an optional doorway can be found that leads to a Sun Stone. Also in the background are barrels, one of which contains a Keychain and the other a 3-D Warp Star that will take Kirby back to the foreground. From there, past a few more wind tunnels (and a well-hidden Golden Keychain), a Warp Star can be accessed to take Kirby to the next section.

The Warp Star glides up a ramp, defeating many enemies along the way, then Kirby waves to the unknown reader and bounces off some background elements to the mountains beyond.

Section 5: The Warp Star lands in a cold snowy tundra area, inside a cave section where the wind blows to the right. At the far right is a 3-D Warp Star which will take Kirby to the background, where the wind blows to the left. Kirby has to catch a cannon in the air to progress forward, else he will have to go back to the foreground and try the loop again. The cannon fires him up to another wind loop area, this time going clockwise. A Keychain can be collected if Kirby jumps over a Gordo in time. Once again, a cannon has to be caught to progress forward. Up at the last loop, going counterclockwise again, the stage exit can be reached past a number of Gordos, but if Kirby goes the full loop, he can get the last Sun Stone of the stage first.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

  • N/A

Abilities Special

  • N/A

Stage 5

File:Old Odyssey 5.jpg
Kirby rushes down an icy hillside with a snowball in the background in Stage 5.

Section 1: The stage begins at the foot of an icy hillside in a frigid tundra in the dead of night. Waddle Dees can be seen emerging from an igloo in the background with skis, who then proceed to ski down the hill to the left off the screen. Proceeding to the right, Kirby will encounter some of these ski-clad Waddle Dees, and will need to avoid or take them out. At the top of the hill is a Clown Acrobot, which will provide the Circus ability when swallowed. The terrain gets considerably icier down the hill, as a spring in the background brings Hairy Dees on skis into the foreground to act as a hazard. Further right, a Chilly sits atop a blockade of ice blocks guarding a Keychain. Kirby can use Circus's Fire-Hoop Jump to break these blocks. Further right, snowballs will emerge from yet another igloo, which grow rapidly in size as they roll down the slope in the background, only to be catapulted into Kirby's path by another spring. The door to the next section can be reached right after this point.

Section 2: The door leads to a steep icy slope, as Bandana Waddle Dee appears in the background to give Kirby a food item to hang on to. The Spear ability is available on a Copy Pedestal to the right, and the hill slopes up to a flat partially-icy plain where a Flame Galboros is fought. Defeating it yields Kirby the Fire ability, which he can use down the next slope to break through a long line of ice blocks and get some Food. The door to the next section lies just above.

Section 3: The door leads to a long vertical column with a fuse going up it. Kirby can use Fire to light it, then use the cannons to ascend to the top and enter the Fuse Cannon before it goes off. However, if Kirby first ignores the Fuse Cannon and jumps down the other side of the pillar, he will find a chest with a unique Golden Keychain in it. Using the Fuse Cannon will take him to an optional room where he can get a Sun Stone and a Keychain. This will automatically take him to the next section if he doesn't end up using the normal door.

Section 4: The door leads to another icy slope backed to the left by a bottomless pit. More skiing Waddle Dees must be avoided, along with snowballs and other foes as Kirby maneuvers past the difficult terrain. Once Kirby gets far enough, a CarryDee will emerge on skis from an igloo with a Key. Kirby will need to beat it to the spring and take its key before it slides away with it. If successful, Kirby can unlock a door with some food and a chest with a Sun Stone behind it. The door to the next section can be found just above this chamber.

Section 5: The door leads to a big open cave area, this time with less icy terrain. To the right, a Miracle Fruit vine can be found to grant Kirby the Hypernova ability. Using this ability, Kirby can inhale the pink frosty clouds up ahead to clear his path. From here, a snowman missing a head is encountered, and not too long after, its head can be seen perched on a soft platform. Kirby can move the head by using Hypernova, and reattaching it to the body will cause the snowman to come to life, and jump off stage, tossing Kirby some items before leaving. From there, some clouds obscure a cannon that will take Kirby upward to a higher section of the cave. Here, Kirby can find another disembodied snowman head, but this time, he must be careful not to let it melt on the heat of a firing brazier. After reviving another snowman, Kirby can proceed to the left, past some Gordos guarding a Keychain to take a cannon further up. The next snowman head can be found obscured by clouds. Successfully reviving this snowman will net Kirby a 1Up. From here, now outside of the cave, Kirby will find two large snow-persons, each with different dress. The heads are located atop different soft platforms. Kirby has to match the right head with the right body to revive both of them, husband and wife. Done successfully, they will be revived and will toss Kirby a Sun Stone, along with some other items, as well as opening the door to the next section.

Section 6: The door leads to an open plain. To the right, a Waddle Dee spots Kirby and hides in a straw hut. Kirby can then inhale it, forcing the Waddle Dee to run away. From there, Kirby encounters the Waddle Dee again, this time hiding with another one in a log cabin. After inhaling the cabin, both Waddle Dees run away again. The chest in the cabin contains the last Sun Stone of the stage. From there, Kirby finds the Waddle Dees, now with a third, huddled at the edge of a sheer cliff. All three of them jump off at the sight of Kirby approaching. As Kirby draws nearer, a giant fortress rises from the pit, holding all three Waddle Dees. Kirby must then do battle with this fortress by inhaling and spitting out the missiles it shoots. Defeating the fortress causes all three Waddle Dees to be launched back into the pit, as the stage exit appears on the base where the fortress used to be. Kirby can then complete the stage.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities Special

Stage 6 (Boss: Kracko)

File:Kracko Summon.jpg
Taranza is looking desperately for anything to distract Kirby, but can only find clouds.

The stage begins at the bottom of an icy vertical shaft. Bandana Waddle Dee appears to give Kirby a food item, as Taranza carries King Dedede up the shaft in the background. The Leaf, Parasol and Ninja abilities are available on Copy Pedestals as the shaft makes way to an indigo tower. A Cannon waits at the top, which will launch Kirby to the boss chamber.

The chamber itself resides at the top of the tower, above the cloud-tops. Taranza, desperate to find anything to distract Kirby with, casts a spell on the clouds, but it doesn't seem to do anything. He quickly makes a break for it. Kirby is about to make chase, but then Kracko emerges from the cloud canopy and fights Kirby, distracting him yet again. Kracko fights with a vengeance, showing itself to be more powerful than ever before.

In the second phase of the fight, Kracko turns red, reveals the background stage, and unleashes its true power, which includes a giant lightning storm that can cover the entire stage. The only way for Kirby to avoid getting hit by this attack is to flee to a different plane. Once defeated, Kracko loses its cloud covering, and then its eye pops out of existence, allowing Kirby to claim the Grand Sun Stone and grow the Dreamstalk to its next destination.

Stage EX

File:Old Odyssey EX.jpg
Kirby runs from a snowball as it is about to roll over a Moonja in Stage EX.

Section 1: The stage begins on a frozen tundra hillside, with the entire floor covered in ice as a wind current blows to the right. The current leads into an icy cave, then back out, as the only thing on the slope so far are collectible stars. A wall is then encountered with a 3-D Warp Star in an alcove which takes Kirby to the background. There, a Chilly can be found which will grant the Ice ability, making Kirby's traction on the slopes better. The path proceeds past the foreground wall, where Kirby can get a Keychain if he jumps at the right moment. The slope then leads into another shallow cave with a Gordo in it and another 3-D Warp Star leading back to the foreground. From there, Kirby must contend with Waddle Dee skiers, including a Hairy Dee one as the slope continues to the right. The door to the next section is located in yet another wall alcove.

Section 2: The door leads to another open tundra plain, this time with igloos and springs in the background to deliver more skiing Waddle Dees. A Moonja can be found just to the right which can grant the Ninja ability if swallowed. From there, many more igloos can be seen in the background, all of which deliver more Waddle Dees and giant rolling snowballs. The door to the next section is located just to the right of these.

Section 3: The door leads to another icy plain, with an igloo, this time in the foreground, releasing snowballs. Kirby can enter this igloo to obtain a Golden Keychain. Back on the main path, to the right are many enemies, which Kirby must deal with as he runs from the snowball. Ahead is a Metal Block, which the snowball can break. From there, the path continues in the background as Kirby must deal with another igloo pumping out many snowballs. This one can also be entered to get some more collectibles. The door to the next section is located under a fall-through platform along the snowballs' path, but if Kirby ventures all the way to the right, he can get another Keychain.

Section 4: The door leads to the canyon area as seen in Stage 1, as Waddle Dee Trains can be seen emerging from the background and doing their thing as usual. The path first proceeds above them past many enemies, then a 3-D Warp Star takes Kirby to the foreground where he then contends with the trains. Along with them is a bundle of Timed Dynamite, which Kirby must safely escort past the trains and use on a Stone Block wall. This will allow access to an optional room that contains a Sun Stone. From there, Kirby can proceed to the door to the next section.

Section 5: The door leads to a canyon like the ones seen in Section 2, as the path proceeds to the right past a Cappy and a Hot Head. From there, teetering pillars in the background must be avoided, then Kirby can proceed directly to the background and obtain a Keychain in the air where one of the pillars once was. From there, more pillars must be dodged. The path returns to the foreground past a multitude of enemies, and to the right, even more pillars must be dodged. After one more trip to the background, Kirby can find the door to the next section, but if he hovers above it, he can find some food and a Search with the Crash ability.

Section 6: The door leads to a narrow cave with a current blowing up just to the right. This leads to a 3-D Warp Star which takes Kirby to the background, where the Ninja and Hammer abilities are available on Copy Pedestals. From there, the path leads into another current leading into another 3-D Warp Star that takes Kirby to the foreground, where Bandana Waddle Dee grants him a food item. The path continues to the left up another current, which leads to an arena with a soft but consistent wind current to the right. Here, Mr. Frosty DX is fought. If Kirby still has Crash, he can use it here to remove a considerable chunk from Mr. Frosty's health. Defeating Frosty yields the Ice ability. From there, another current leads up to a room with many recoverables and a chest containing the last Sun Stone of the stage. A 3-D Warp Star will then Take Kirby into the background where the stage exit is.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Special

  • N/A

Trivia

File:Old Odyssey Stage Select.jpg
A portion of the Old Odyssey Stage Hub.


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