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Course 2

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Course 2
KDC Course 2 select.png
Course 2 on the map screen.
Gold par 14 or lower
15 or lower (Extra)
Silver par 15-19
16-20 (Extra)
Bronze par 20-26
21-27 (Extra)
Course order
Course 1 Course 3
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Course 2 is the second course in the single-player mode of Kirby's Dream Course. This course introduces flying enemies, the Spark and Wheel Copy Abilities, turntables, Kracko, sand bunkers, lawns, and air curtains.


A still from the opening cutscene for Course 2.

In the intro cutscene, Kirby bounces in from the lower-right and tramples Sparky to gain the Spark ability. He then continues bouncing and activates the Spark power, passing underneath Kracko and then through Gordo unharmed, then defeating Whispy Woods. He then heads toward a second Whispy Woods, but his Spark power runs out just before hitting him, causing Kirby to bounce off Whispy. As Kirby lands, he shakes off his surprise as Whispy lets out his characteristic tear.


There are eight holes in Course 2, as follows:

Hole Description Notes
A long trench-like hole with a line of enemies at various heights off the ground. First appearance of flying enemies and sand bunkers.
A long chute-like hillside with Whispy Woods serving as obstacles. First appearance of the Spark ability in this game.
A small flat platform with lots of turntables. First appearance of turntables and the turntable off switch.
A long straight platform with intermittent steps. First appearance of the Wheel ability in this game.
A rectangular board featuring a large pond and sand bunker area.
A hole that involves maneuvering past a bunker in order to reach a lower area.
A small flat course that features an extensive lawn. First appearance of lawns.
A long chute-like hillside that must be traversed upward. First appearance of Air Curtains.


  • As demonstrated in this tool-assisted playthrough, it is possible to get a hole-in-one on every hole in this course in both the main game and Extra Game, thus achieving a perfect score of 8 on both course variants.