Sand Canyon

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This article or section is about the level in Kirby's Dream Land 3. For information about the similarly named level in Kirby Mass Attack, see Sandy Canyon.

Kirby's DL3 Level InfoBox
Sand Canyon DL3.jpg
The intro cut-scene for Sand Canyon.
Level Nr. 3
Mini-Game How many of the same face are there?
Boss Pon Con
Level Progression
Ripple Field Cloudy Park
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The Stage Select screen for Sand Canyon.

Sand Canyon is the third level in Kirby's Dream Land 3. It is primarily based on a North American desert, containing vast, rocky wastelands, various stone formations and cacti. The boss fought at the end of it is Pon Con.


Kirby, Rick and Coo are playing a ball game using Gooey as the ball, while ChuChu is admiring a flower. Coo overshoots, causing Gooey to collide with the wall, then fall and squish the flower. ChuChu gets angry at the others, who are watching in dismay as Gooey licks ChuChu, which then results in her punching Gooey very hard into the wall. After this, ChuChu blushes as the others stare at her in fear.

Stage Synopsis

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

Stage 1

Kirby races after the one Polof in Stage 1.

Room 1 - The stage begins on a series of rocky outcroppings. Kirby will encounter flowers and mushrooms along the way, which he may want to be selective in interacting with. The path continues past cliffs and through tight spaces, until reaching a door on the other side.

Room 2 - In this small area, Kirby will meet Polof. This creature appears nowhere else in the game, and may actually come in handy for something. Kirby could attack it if he wants to, though. In the room after that, Kirby can choose between Rick and Pitch before moving on.

Room 3 - This next room is a winding tunnel with many enemies inset.

Room 4 - Another winding tunnel - this one zig-zagging downward. Its slopes are good for rolling stones.

Room 5 - This path leads out of the tunnels, into some decidedly prehistoric-looking enemies. After a very long trek past hordes of these foes, the stage exit can be reached.

The last room contains a mushroom like the ones in the first room. If it is pleased, it will give Kirby a Heart Star.

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

  • None.

Copy Abilities Animal Friends

Stage 2

Kirby makes his way through the sandtraps in Stage 2.

Room 1 - The stage begins out in the open desert, with a path leading to the right past nasty foes. Keke flies through the air, providing the Clean ability. Some of the sand is sliding, making traversal even trickier. Along the way, Coo and ChuChu can be met in a side-chamber. The path then leads through a tunnel before reaching the door.

Room 2 - Back out in the open, more tricky terrain awaits. Along the path, a side-chamber can be accessed which holds a 1-Up and some Energy Drinks, but some insight is needed to actually reach those items.

Room 3 - This area is another open field. A few Bukisets guard a sandstone structure further right. Inside the building, a janitor can be seen sweeping up the floor. Further chambers contain rather dusty floors, along with some shady creatures making things more complicated. Back outside, more Bukisets guard the door to the next area.

Room 4 - This room is a long winding tunnel, with Propellers inside.

Room 5 - The last area is a stroll through an oasis, though even here, Kirby is not safe from attack. It's a long trek past pools and dunes until the stage exit is reached on the other side.

In the last room, the janitor from earlier will reward Kirby with a Heart Star if he helped out.

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

  • None.

Copy Abilities Animal Friends

Stage 3

Kirby and Coo navigate the volcanic route in Stage 3.

Room 1 - This stage begins at the head of a rocky cliff, with the path continuing downward. Along the way, three doorways can be found in a small room - each one holding a different Animal Friend.

Room 2 - The door leads to a deeper section of cave, where spiked blocks move in and out of the tunnel from holes in the walls. Further in, more blocks will be pounding the floor.

Room 3 - The door leads to a deeper-still tunnel, filled with magma. A bunch of Galbo live here, which will make traversing this tunnel tricky.

Room 4 - This door leads to a Sub-Game with a local egg creature. Kirby has to guess how many Gordos had a certain face out of a bunch in the air. This goes on for up to three rounds, though Kirby does not need to guess correctly in order to move forward.

Room 5 - This tunnel is also full of magma, and fire-based creatures. Strangely though, the Bobos don't seem to be able to take the heat.

Room 6 - This area is a suspended sandy tunnel. Here, Kirby can spot Batamon walking around on the outside. The stage exit can be found past a number of enemies and sandfalls.

Kirby can pick up a Heart Star from the egg creature from earlier if he got all his guesses right.

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

  • None.

Copy Abilities Animal Friends

Stage 4

Kirby prepares to fire at a Bronto Burt in Stage 4.

Room 1 - The stage begins on a dune, where Chilly makes its first appearance in the game. The path continues down shifting sand slopes. Along the way, Rick, Pitch or Nago can be collected to accompany Kirby.

Room 2 - This area is a sandy cave with lots of spike pits and Ticks. A Pacto trap awaits Kirby near the end of this path.

Room 3 - The door leads to an underwater sand tunnel that auto-scrolls to the right. It forks off in several places, with most paths leading to early doorways. If Kirby takes the right route, he will reach the furthest door.

Room 4 If Kirby took the correct path, he will engage in a fight with Haboki. From there, all paths leads to a room consisting of three separate tunnels. The middle one (and the one Kirby will end up on if he fought Haboki) has a small child with blue hair in it. Kirby can pick up this child before moving on to the next area.

Room 5 - This room is a long haul through the dunes at night. Various goodies can be collected from caches if Kirby uses the right ability to open them up. The stage exit can be found at the end of this long path.

In the last room, Kirby meets up with Hikari. If he saved Dinbe, she will give him a Heart Star.

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

Copy Abilities Animal Friends

Stage 5

Kirby escapes a rolling boulder in Stage 5.

Room 1 - The stage begins on a high rocky walkway, as Kirby must contend with some Dogon. Rick can be found in a side-chamber under the main path. The road then leads to a tunnel full of spiked blocks that repeatedly fall.

Room 2 - The door leads to a long fall, where some caches can be accessed. One of them however, with loads of goodies in it, requires the Ice ability to open. There are some Chillies at the bottom, but Kirby alone still cannot reach the blocks without help.

Room 3 - The door leads to an auto-scrolling section in a tunnel. Kirby will have to contend with boulders and Galbos in here. Along the way, a side-chamber can be accessed which holds ChuChu. At the end, a number of Nidoo will make things rather annoying.

Room 4 - This area is a carved chamber leading upward. A side-door can be used to find a room full of ability-providing enemies. The Burning and Clean abilities in particular can be used to open up a cache of Star Blocks in the main chamber. Further up, some Sir Kibbles can be found, completing the set. The door to the next area is guarded at the top by [[Dekabu].

Room 5 - The door leads to another chamber set leading upward. If ChuChu is with Kirby, she'll be able to show off her ceiling-clinging skills here in order to move forward. The stage exit lies at the top, out in the open air.

In the final room, Nyupun the octopus is waiting. If Kirby brought ChuChu, he will give out a Heart Star.

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

  • None.

Copy Abilities Animal Friends

Stage 6

Kirby finds the Zebon at the heart of the pyramid in Stage 6.

Room 1 - The stage begins out in the desert, as Kirby must progress to the right past loads of enemies.

Room 2 - The door leads to an empty desert area. In front of Kirby is a massive black pyramid, which he will enter.

Room 3 - The door leads into the pyramid, to a strange-looking interior place. Kirby must dodge boulders here while avoiding falling into the Void below.

Room 4 - The door leads to a hub-like area filled with water. There are eight different directions to go, with a Zebon in the middle.

  • The bottom door leads to a room where a bunch of Bukisets can be found, wielding different abilities. All eight abilities can be obtained from these guys. Another door leads to a split chamber where two more doors await on the left and right, along with some Energy Drinks. Through these doors, all six of Kirby's Animal Friends are waiting.
  • The rightmost door leads to the next area.
  • All other doors lead to various rooms containing challenges that require specific animal friends and copy abilities to tackle. Each one leads to a collectable item.

Room 5 - This hall is a gauntlet of various hazards that Kirby has to contend with.

Room 6 - The door leads back out of the pyramid, and into the desert.

Room 7 - The door leads to an exterior desert area. From here, it's a long and grueling run past Shotzos to reach the stage exit.

In the final room, Professor Hector is waiting. If Kirby collected all the pieces of R.O.B., the professor will give him a Heart Star.

Enemies, Mid-Bosses and Abilities

Regular Enemies Mid-Bosses

  • None.

Copy Abilities Animal Friends

Boss: Pon Con

A portion of the battle with Pon and Con.

The battle takes place on a platform with three decks that Kirby can jump up to and down from. The two bosses in question a Racoon and a Fox, start running about the decks with their children in tow. Kirby can inhale then spit back the children at their parents, but will have to mind the movements of the other critters, as well as the occasional large Gordo that falls down to block a path.

When Pon and Con are defeated, the Heart Stars Kirby gathered, assuming he got all six, will purge the area of Dark Matter's influence. From there, he dances, and rides his Warp Star to the next level - Cloudy Park.


  • Sand Canyon is notable for being the only level in Kirby's Dream Land 3 (besides the Hyper Zone) that did not debut in its predecessor, Kirby's Dream Land 2; the latter does, however, contain a similar level known as Red Canyon, which may have served as the inspiration for this one.
  • Stage 2 features a remix of the famous Gourmet Race theme.
  • The music from Stage 6 would later feature in Kirby: Planet Robobot, as both a cover piece and as the original.

Pop Star in Kirby's Dream Land 3
Grass LandRipple FieldSand CanyonCloudy ParkIcebergHyper ZoneKDL3 M PopStar.png

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