Iceberg

From WiKirby
Jump to: navigation, search
KirbyPainting.png It has been requested that image(s) be uploaded and added to this page or section. Remember to remove this once the image(s) have been uploaded and applied.

Iceberg is a level in Kirby's Dream Land 2 and Kirby's Dream Land 3. It is, hence the title, an Iceberg. Kine and Rick are recommended.

Kirby's Dream Land 2

Kirby's DL2 Level InfoBox
Needed.png

Have an image of this Kirby's DL2 Level? Why not upload it?
Details
Level Nr. 4
Stages 4
Rainbow Drop Location Stage 4
Boss Ice Dragon
Level Progression
<-- Ripple Field Red Canyon -->
 This box: view  talk  edit 

Iceberg is the fourth level in Kirby's Dream Land 2 and, true to its name, is largely a snow and ice level, where Kirby is introduced to the Ice ability. It is also the first level to have more than 3 stages, having 4 (not counting the boss). The Boss of Iceberg is Ice Dragon.

Cut-scene

Kine and Rick are positioned opposite Kirby, who is standing between them as they each call for him to join them. Kirby then begins to shiver, and decides to join the decidedly warmer Rick, leaving Kine heartbroken as Kirby waves him goodbye.

Stage Synopsis

Stage 1

Room 1 - The stage begins on a flat snowy field. To the right, enemies patrol various elevated platforms. A side-passage can be found on the way, but the floor crumbles around it, revealing a Void, so care should be taken when crossing. Inside the room, past some ice blocks is a bag holding an Animal Friend (default to Rick). The door to the next area can be found past some perilously skinny platforms, and a Propeller who wants to take Kirby's friend away from him.

Room 2 - The next room begins on the ice, with a Pengy available for swallowing to get the first taste of the Ice ability. The path continues past perilous platforms and more Pengys. A Load Kibble guards the door to the next area.

Room 3 - The door leads to a chamber where Kirby must fight the Mid-Boss Blocky. Defeating him yields the Stone Ability and the way forward. The area after that is a long descent down sloped cliffs, easy to traverse with the stone form. At the bottom, Kirby will need to mind the Gordo before changing back to his default pudginess in order to enter the stage exit door.

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

Abilities

Stage 2

Room 1 - The stage begins on a wind-swept plain, as Kirby is pushed strongly to the right. Along the way, Kirby can use the Star Blocks to break against the wind as necessary. Past some tricky terrain, two doors can be found at the end of the path. The left one is quite tricky to enter without the aid of Coo, but thankfully, he can be recovered in the door to the right, after Jumpershoot is taken care of.

Room 2 - This room consists of a long path upward, past falling Icicles that will do Kirby harm if they collide with him. The door to the next room lies at the top, along with a graciously-placed Maxim Tomato.

Room 3 - This room is a long winding tunnel, with several Star Block barricades blocking the tunnel forward. Along the way, a side-chamber can be accessed which contains enemies representing six different copy abilities in the walls. To move forward, Kirby will need to choose Burning to break through the ice blocks in the main tunnel. A side-hall can also be accessed, which splits off to a 1-Up on the left side and a Propeller on the right side. The stage exit can be found past the ice blocks.

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

Abilities

Stage 3

Room 1 - The stage begins in a cold tunnel, with enemies waiting on soft platforms. The door the next area can be found to the right.

Room 2 - The door leads to an encounter with Mr. Frosty. Beating him yields the Ice ability and frees Kine from the bag. From there, the path continues into a water-filled tunnel. Using the Ice ability with Kine here will make short work of all the enemies on this path, but will also freeze Kine if held for too long at a time.

Room 3 - The door leads to an external area, where a Propeller is waiting to kidnap Kirby's friend if they are not careful. This area itself is rather hazardous, with plenty of enemies and tricky jumps, especially for Kine. The stage exit can be found among cloudy platforms that break apart if stood on for too long.

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

Abilities

Stage 4

Room 1 - This stage begins with an icy arena and a fight with Efreeti. Defeating him yields the Burning ability and frees the Animal Friend from the bag. From there, the path continues through the door to the next area, which is an auto-scrolling area filled with all kinds of enemies that want nothing more than to rid Kirby of his newly acquired ability. This path is rather perilous, with many opportunities to get crushed. A Scarfy guards the door to the next area.

Room 2 - The next area is an icy tunnel. Kirby will have to be quick when he arrives, as he enters on break-away platforms with a Spike pit beneath. The path leads upward and around, past more swarthy enemies. In the middle of the room, a pool of water can be found blocked off with ice blocks. These can be broken with a burning attack, but care must be taken to not strand the animal friend in the process.

There is a door to the Rainbow Drop room in the water, but it's a bit of a tricky situation to get in there with the Burning ability intact, which is needed to get the drop in question. A number of Star Blocks block the way in, along with a current of water beneath them. First, Kirby and Kine will need to get in there past the Sir Slippys with the Burning ability still on hand. From there, Kirby will actually need to discard the ability and have Kine swallow the blocks and spit them back out, then get the ability star back before it breaks. Done correctly, they will be able to enter the room with the ability, and use it to get the drop.

From there, the stage exit can be found back on the main path, continuing to the right, then back down.

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

Abilities

Boss: Ice Dragon

The battle with Ice Dragon takes place in a big open area with an icy floor. Ice Dragon attacks by charging at Kirby and causing icicles to fall from the ceiling. Kirby can use these icicles to attack Ice Dragon with by swallowing them and spitting them back. Ice Dragon will also attack with its frost breath, which cannot be countered.

Defeating Ice Dragon will allow Kirby to move on to the next level, Red Canyon.

Kirby's Dream Land 3

Kirby's DL3 Level InfoBox
Needed.png

Have an image of this Kirby's DL3 Level? Why not upload it?
Details
Level Nr. 5
Boss King Dedede
Level Progression
<-- Cloudy Park Hyper Zone -->
 This box: view  talk  edit 

Iceberg is the fifth level in Kirby's Dream Land 3. It is an area dominated by ice and water, with King Dedede's castle at the far end of it. The Boss of this level is King Dedede.

Cut-scene

Kirby is building a snowman with ChuChu, Nago and Pitch. Gooey accidentally knocks it over and gets covered in snow, but the others put him back on the snowman thinking it just rolled off. Once they put the hat on, Gooey makes a face similar to a Peloo that pops out of the snowman, which surprises the group.

Stage Synopsis

The following is a brief rundown of the stages of Iceberg and their contents. For a full guide on how to get the Heart Stars in this region, visit the Heart Star page.

Stage 1

Room 1 - The stage begins out on a hillside in a light snowstorm. Kirby has to ascend the hill past Keke and Klinkos patrolling the area. The door to the next area is inside a grotto at the top of the hill.

Room 2 - The door leads to an icy cave. Kirby will have to ascend it, past several falling Rockies and sitting Galbos. The door to the next area can be found out the top and to the right.

Room 3 - The door leads to an open snowy hillside. Here, some daisies can be found frozen solid. Along the way, a side-chamber can be accessed which holds Rick and Pitch. The door to the next area can be found on the other end of the hill.

Room 4 - The door leads to a heavy snowfield. Chillys can be seen dancing on the tree tops. After a fairly long walk, the door to the next area can be found at the end of the path.

Room 5 - The door leads to a blizzard-stricken hillside. Kirby will have to fight the wind as he moves forward in this area. At the top, some Mopoo guard the stage exit.

In the last room, another daisy appears. If Kirby helped its friends, it will give him a Heart Star.

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

  • None.

Copy Abilities Animal Friends

Stage 2

Room 1 - The stage begins on a snowy slope, with the snow rolling downhill. Nruff will charge Kirby here, but some suction should take care of it. The door to the next area is just beyond a pit, with a Gabon guarding it.

Room 2 - The door leads to an auto-scrolling area consisting of hanging platforms over a large Void. The screen is shaking, as an avalanche falls in from the left. This wall of snow gets closer and closer ad the stage progresses. By the time Kirby reaches the door to the next area, it has almost overtaken the whole screen.

Room 3 - The door leads to a cave filled with magma. Down at the bottom, some fiery enemies await Kirby. Here are also some side-chambers filled with Metroids. They don't actually hurt Kirby, but something should be done about them nonetheless. In another side-chamber, Nago and Pitch are waiting. The door to the next area can be found past several magma floors and enemies.

Room 4 - The door leads to another section of burning cave. A horde of Pacto lie in wait here, guarding Energy Drinks. A Nidoo in turn guards the door to the next area.

Room 5 - The door leads to an exterior area, with another avalanche chasing Kirby down. Kirby will have to run past several hills that could trap him to reach the stage exit at the other end.

In the final area, Samus is waiting. If Kirby dealt with the Metroids, she will have her helmet off, and will give Kirby a Heart Star as thanks.

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

  • None.

Copy Abilities Animal Friends

Stage 3

Room 1 - The stage begins out on a glacial slope. Along this slippery path, a side-chamber can be accessed where Coo, Nago and Pitch are waiting. The path continues past perilous pillars of ice to reach the door on the other side.

Room 2 - The door leads to another icy precipice. This leads into a water channel, where the screen begins to auto-scroll. The path leads past numerous Kapar, and near the end, also involves boulders of ice that move back and forth. The door to the next area lies just above the water at the end of the path.

Room 3 - The door leads to another icy high-rise, which will take Kirby down a path of breakaway ice blocks, then back up and over. Along the way, Rick and Kine can be recovered from a side-chamber. A legion of Wapod and Gordos guard the door to the next area.

Room 4 - The door leads to a small area where Chef Kawasaki can be found. He offers the last Sub-Game by tossing Gordos out onto a cliff of ice. When they land, they make a particular sound, then Kawasaki hits another Gordo with his frying pan, making a similar sound to one of the prior Gordos. Kirby then has to guess which Gordo that was. This goes on for up to three rounds, but Kirby does not have to win the game to progress.

Room 5 - The door leads to a large body of water with icy platforms dispersed. Kirby will have to hop these platforms and/or swim to the end, dodging Glunks and Icicles along the way. The stage exit can then be reached on the other side.

In the last room, Kawasaki will give Kirby a Heart Star if he got all the guesses right.

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

  • None.

Copy Abilities Animal Friends

Stage 4

Room 1 - The stage begins out on an icy pathway near the sea level. It leads past a horde of foes up to a grotto, where a Galbo guards the entrance.

Room 2 - The door leads to a cave which leads downward past several Wappa who will attempt to fall on Kirby.

Room 3 - The door leads to an icy inner chamber where more Galbo lie in wait. At the bottom, Kirby can find one exposed door, and two columns of ice, which both conceal side-doors. These doors hold Coo and Rick, while the main door leads to the next area.

Room 4 - The door leads to a short passageway where Kirby will have to dodge falling ice blocks that pick themselves back up again.

Room 5 - In this area, Kirby will have to contend with Icicles as he makes his way downward.

Room 6 - Kirby will have to make his way up slopes in this cave, while Cororis push large snowballs down it to harass him.

Room 7 - This area is a long hallway lined with Pacto.

Room 8 - This area is a long winding tunnel full of ice blocks. A side-chamber can be accessed for the Burning ability if Kirby didn't have it by this point. Along the way, another side-door can be accessed if Kirby is able to break ice blocks in the floor. Otherwise, the path leads through a door to the left.

Room 9 - This area is a series of separated tunnels, with a number of small side-chambers. Here, ChuChu and Pitch can be found, but only in one of the tunnels. More ice barricades can also be found in that same tunnel. In one of the side-chambers, a room can be found blocked off by blocks that can only be broken with either the Parasol or Clean abilities. Doing so will net Kirby an Energy Drink, but will also force him onto the upper path.

Room 10 - This area is a series of separated tunnels. Kirby will appear in one of these depending on which route he took to get here. In the leftmost tunnel is a large snail shell.

Room 11 - The door leads to a small chamber where Kirby must fight the Mid-Boss Yuki. Defeating it yields the Ice ability and opens the door to the next area.

Room 12 - This area is a tunnel lined with Gabon.

Room 13 - This area is a longer tunnel full of Kabu and Dekabu.

Room 14 - The door leads to a long tunnel that leads upward, then back out of the cave. A flotilla of Sasuke and a ground force of Nruff await Kirby, to block his path to the stage exit just beyond.

In the final room, Kirby meets a shell-less snail. If the shell was recovered along the way, he will get a Heart Star as thanks.

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

Copy Abilities Animal Friends

Stage 5

Room 1 - The stage begins inside a well-kept castle. Ahead are some Bukiset who guard the halls. The door to the next area can be found at the other end, past the guards. In the next small room, Rick and Kine are waiting.

Room 2 - The door leads to a small room filled with patrolling Gordos. Kirby will have to take care stepping by these guys.

Room 3 - This area is a hallway full of Glunks.

Room 4 - This area is an ascending hallway lined with Sasuke.

Room 5 - This room is guarded by Wapod.

Room 6 - This hall is guarded by Ticks.

Room 7 - This room is guarded by a Madoo. Its attacks may inadvertently help Kirby.

Room 8 - Gansans wait in ambush for Kirby in this room. In the next room, Pitch or ChuChu can be picked up.

Room 9 - This hall is filled with falling stone blocks. One in the middle will have to be dropped by removing the Star Blocks underneath it.

Room 10 - This hall is patrolled by Poppy Bros. Jr.s.

Room 11 - This hall has Togezos in it.

Room 12 - This larger chamber is home to some Scarfies.

Room 13 - This room has a star block barricade with a rolling boulder in a hall above. Kirby will have to be quick to bust through the barricade if he wants to get a 1-Up before the boulder eclipses it.

Room 14 - This room as three Chillies in it.

Room 15 - This hall is lined with Shotzos. Kirby will have to remove their support blocks to make them less of a threat. In the next room, Coo can be picked up, along with Kine again.

Room 16 - This room has a Yaban in it, firing an arrow at a block, under which another 1-Up can be seen. Kirby can break this block if he has an ability that will hit it.

Room 17 - This room has Propellers guarding a stash of Star Pieces.

Room 18 - This room has Mariels in it.

Room 19 - This room has Sparkies and Bobins in it.

Room 20 - This room has a Peloo in it. Kirby can get a 1-Up in here if he has the Ice ability.

Room 21 - This hall has Pteran in it.

Room 22 - This area has a Batamon in it, in a hall out of reach. Rick and ChuChu appear again in the room following.

Room 23 - This room has three Galbos in it.

Room 24 - This hall is lined with rotating bars.

Room 25 - This switchback hall has Nidoo in it.

Room 26 - This room is patrolled by a bunch of Keke.

Room 27 - This hall is lined with various drawings of enemies that come to life.

Room 28 - This room is a shark tank with Joes inside.

Room 29 - This hall is guarded by Kapar.

Room 30 - This chamber has some goodies in it, but are guarded by Peran.

Room 31 - Mumbies guard this chamber.

Room 32 - This area is an ascent using Zebon to blast through some Pasara. The stage exit lies at the top.

In the last room, Shiro the cat is waiting. She won't accept any of the Animal Friends that can be found in this stage.

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

  • None.

Copy Abilities Animal Friends

Stage 6

Room 1 - The stage begins in an auto-scrolling area leading upward, past decks full of Nruff. At the top of this section are three doors. The left one leads to Rick, the middle to Coo, and the right to Nago. Another series of three doors can be found after this. The left leads to a Maxim Tomato, the middle to a 1-Up and the right to a Star Piece. A third series of doors can be found after this, the left leading to Kine, the middle to ChuChu, and the right to Pitch. One more series of doors lay after this, but two of them are actually Nidoo.

Room 2 - The door leads to a chamber filled with Sparkies. The room after holds a feather behind a spark-weak barrier.

Room 3 - The door leads to a room where Kirby must fight the Mid-Boss Blocky. The room after holds a feather behind a stone-weak barrier.

Room 4 - The door leads to a room where Kirby must fight the Mid-Boss Jumpershoot. The room after holds a feather behind a parasol-weak barrier.

Room 5 - The door leads to a room where Kirby must fight the Mid-Boss Yuki. The room after holds a feather behind an ice-weak barrier.

Room 6 - The door leads to a chamber filled with Sir Kibbles. The room after holds a feather behind a cutter-weak barrier.

Room 7 - The door leads to a room where Kirby must fight the Mid-Boss Haboki. The room after holds a feather behind a clean-weak barrier.

Room 8 - The door leads to a room where Kirby must fight the Mid-Boss Boboo. The room after holds a feather behind a burning-weak barrier.

Room 9 - The door leads to a room where Kirby must fight the Mid-Boss Captain Stitch. The room after holds the last feather behind a needle-weak barrier. From there, the stage exit can be found.

In the last room waits an angel. If Kirby collected all the feathers, she will give him the last Heart Star.

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

Copy Abilities Animal Friends

Boss: King Dedede

At the top of his castle, Kirby faces off against King Dedede, who once again has been possessed by Dark Matter. He attacks in two phases.

In the first phase, King Dedede is on the ground, and attacks in his usual manner, by swinging his hammer, jumping about, and trying to inhale Kirby. All but the last of these moves leave Recoil Stars on impact.

In the second phase, King Dedede starts to float about in the air, as Dark Matter gains full control. He attacks in two ways, either by having his belly open up to try and munch Kirby, or by having his belly turn into an eye that shoots dark orbs. These orbs home in on Kirby, but they can be inhaled and spat back.

Once King Dedede is down, he will lay there, motionless. If Kirby did not collect all the Heart Stars prior to this encounter, this is where the game ends. Otherwise, he can progress to the last level in the game, Hyper Zone.

The Rainbow Islands
Grass LandBig ForestRipple FieldIcebergRed CanyonCloudy ParkDark CastleKDL2RainbowIslands.png
Click on any island
Pop Star in Kirby's Dream Land 3
Grass LandRipple FieldSand CanyonCloudy ParkIcebergHyper ZoneKDL3 M PopStar.png

Click on an area to proceed