Ripple Field: Difference between revisions
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===Stage 2=== | ===Stage 2=== | ||
'''Room 1''' - | '''Room 1''' - The stage begins at the edge of a huge pit. Kirby will have to jump down, but care must be taken not to fall into the many enemies along the way. At the bottom, the door to the next area can be found in a shallow pool. | ||
'''Room 2''' - The next area is a labyrinthine underwater tunnel complex filled with pipes shooting currents into spike fields. Along the way, a side-door can be taken to do battle with the [[Mid-Boss]] [[Master Green]]. Defeating it will allow Kirby to free [[Kine]] from a bag, making swimming against the currents in the main passage much easier. | |||
'''Room 3''' - This next area is a dark hallway, which can be illuminated with a specific copy-animal combination hinted at in the previous area. Doing so will reveal a hidden doorway which can be entered to get five [[Point Star|small stars]]. The main path continues past a number of ability-providing enemies and back into a pool where another doorway can be found. | |||
'''Room 4''' - The door leads back outside, and out of a shallow pool. Past a good deal of enemies, the stage exit can be reached at the right end of the path. | |||
====Enemies, Mid-Bosses and Abilities==== | ====Enemies, Mid-Bosses and Abilities==== | ||
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{{col-begin}} | {{col-begin}} | ||
{{col-break|width=50%}} | {{col-break|width=50%}} | ||
* | *[[Blipper]] | ||
*[[Bouncy]] | |||
*[[Coconut]] | |||
*[[Flamer]] | |||
*[[Floaty the Drifter]] | |||
*[[Glunk]] | |||
*[[Gordo]] | |||
*[[Sir Kibble|Load Kibble]] | |||
{{col-break|width=50%}} | {{col-break|width=50%}} | ||
* | *[[Waddle Dee|Parasol Waddle Dee]] | ||
*[[Scarfy]] | |||
*[[Sir Slippy]] | |||
*[[Sparky]] | |||
*[[Spikey]] | |||
*[[Waddle Dee]] | |||
{{col-end}} | {{col-end}} | ||
| | | | ||
{{col-begin}} | {{col-begin}} | ||
* | *[[Master Green]] | ||
{{col-end}} | {{col-end}} | ||
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{{col-begin}} | {{col-begin}} | ||
{{col-break|width=50%}} | {{col-break|width=50%}} | ||
* | *[[Burning]] | ||
*[[Cutter]] | |||
*[[Needle]] | |||
{{col-break|width=50%}} | {{col-break|width=50%}} | ||
* | *[[Parasol (ability)|Parasol]] | ||
*[[Spark]] | |||
{{col-end}} | {{col-end}} | ||
|} | |} |
Revision as of 03:19, 9 September 2017
Ripple Field (Japanese: リップルフィールド) is a level in Kirby's Dream Land 2 as the third level and Kirby's Dream Land 3 as the second level. As the home to Kine, it is the water levels of the Dark Matter Trilogy. It is home to tropical islands, underwater ruins, and seemingly endless oceans and seas.
Kirby's Dream Land 2
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This version of the level has 3 rooms (not counting the boss room). Kine is introduced in this level. The boss of this level is Sweet Stuff.
Cut-scene
The intro has Kirby attempting to feed Kine a apple. Instead of eating the apple, Kine eats Kirby.
Stage Synopsis
Stage 1
Room 1 - The stage begins with Kirby atop a palm tree. The path proceeds to the right past some shallow pools of water, and trees with falling Coconuts in them. Along the way, Kirby can try out the Stone ability for the first time, and use it to roll down the hills. The door to the next area can be found in a deeper pool at the right end of the path.
Room 2 - The door leads to the bottom of a deep pool. The path continues to the right past aquatic creatures and underwater trenches. An Energy Drink can be snagged along the way, but it needs to be grabbed quickly, lest it fall into a Spike pit. The door to the next room can be found at the far end of the tunnel, with the goal door visible in a separate grotto on the other side of the wall, which Kirby will reach momentarily.
Room 3 - Along the way to the goal door back in Room 2, Kirby will have to swim through a deep trench full of Glunks, and loop back up again.
Enemies, Mid-Bosses and Abilities
Regular Enemies | Mid-Bosses | |||
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Abilities | ||||
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Stage 2
Room 1 - The stage begins at the edge of a huge pit. Kirby will have to jump down, but care must be taken not to fall into the many enemies along the way. At the bottom, the door to the next area can be found in a shallow pool.
Room 2 - The next area is a labyrinthine underwater tunnel complex filled with pipes shooting currents into spike fields. Along the way, a side-door can be taken to do battle with the Mid-Boss Master Green. Defeating it will allow Kirby to free Kine from a bag, making swimming against the currents in the main passage much easier.
Room 3 - This next area is a dark hallway, which can be illuminated with a specific copy-animal combination hinted at in the previous area. Doing so will reveal a hidden doorway which can be entered to get five small stars. The main path continues past a number of ability-providing enemies and back into a pool where another doorway can be found.
Room 4 - The door leads back outside, and out of a shallow pool. Past a good deal of enemies, the stage exit can be reached at the right end of the path.
Enemies, Mid-Bosses and Abilities
Regular Enemies | Mid-Bosses | |||
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Abilities | ||||
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Stage 3
Room 1 -
Enemies, Mid-Bosses and Abilities
Regular Enemies | Mid-Bosses | |||
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Abilities | ||||
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Enemies
- Waddle Dee
- Bouncy
- Glunk
- Explosive Coconut
- Rocky
- Squishy
- Blipper
- Sir Kibble
- Scarfy
- Drifters accompanied by Waddle Dees
- Gordo
- Sir Slippy
- Flamer
- Bronto Burt
- Elieel
Kirby's Dream Land 3
This level has 7 rooms (counting the boss room). This version's intro is the same situation, but Kine just eating Kirby while he's talking to Chuchu. The boss of this level is Acro.
Enemies
- Broom Hatter
- Waddle Dee
- Cappy
- Poppy Bros Jr.
- Rocky
- Bronto Burt
- Bobin
- Togezo
- Explosive Coconut
- Sasuke
- Blipper
- Glunk
- Bobo
- Gordo
- Kany
- Waddle Dees with rafts (see Waddle Dee)
- Kapar
- Pacto
- Sparky
- Joe
- Bukiset
- Mony
- Nidoo
- Como
- Captain Stitch (Mini-boss)
- Boten
- Sparky
- Babut
- Galbo
- Bouncy
- Yaban
- Poppy Bros Jr.
- Keke
- Zebon
- Hruff
- Propeller
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