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Iceberg (Kirby's Dream Land 3): Difference between revisions

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====Stage 2====
[[File:Iceberg DL3 Stage 2.jpg|thumb|right|250px|Kirby shows Gooey how to properly freeze a Magoo in 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 [[Metroid]]s. 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 Drink]]s. 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, [[metroidwiki:Samus|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=====
{| style="border: 3px solid #E47575; {{round}};background: #F69D99" cellspacing="2"
! width="267px" | '''Regular Enemies'''
! width="133px" | '''Mid-Bosses'''
|- bgcolor="E47575"
|
{{col-begin}}
{{col-break|width=50%}}
*[[Bronto Burt]]
*[[Chilly]]
*[[Gabon]]
*[[Glunk]]
*[[Galbo]]
*[[Klinko]]
*[[Magoo]]
*[[Metroid]]
{{col-break|width=50%}}
*[[Nidoo]]
*[[Nruff]]
*[[Oro]]
*[[Pacto]]
*[[Propeller]]
*[[Pteran]]
*[[Scarfy]]
*[[Waddle Dee]]
{{col-end}}
|
{{col-begin}}
*None.
{{col-end}}
|-
! width="267px" | '''Copy Abilities'''
! width="133px" | '''Animal Friends'''
|- bgcolor="#E47575"
|
{{col-begin}}
{{col-break|width=50%}}
*[[Burning]]
*[[Ice]]
{{col-break|width=50%}}
*[[Parasol (ability)|Parasol]]
{{col-end}}
|
{{col-begin}}
*[[Nago]]
*[[Pitch]]
{{col-end}}
|}


====Stage 3====
====Stage 3====

Revision as of 00:34, 10 March 2019

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Iceberg (Kirby's Dream Land 3)
File:Iceberg DL3 Stage Select.jpg
The Stage Select screen for Iceberg.
Details
Level Nr. 5
Mini-Game What was that sound?
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. This level follows Cloudy Park and (granted all of the Heart Stars were collected) is followed by Hyper Zone.

Cut-scene

File:Iceberg DL3.jpg
The intro cut-scene for Iceberg.

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.

Stages

This article or section is under construction. Therefore, please excuse its informal appearance while it's being worked on. We hope to have it completed as soon as possible.
No reason has been specified.

Each stage is unlocked in succession after clearing the previous one. Defeating King Dedede and collecting every Heart Star is necessary to move on to Hyper Zone. For more information about a particular stage, click on the link to the stage's page in the table. For a full guide on how to get the Heart Stars in this region, visit the Heart Star page.

Stage Animal Friends Notes
Stage 1 Pitch & Rick
Stage 2 Nago & Pitch
Stage 3 All except for ChuChu This stage features the mini-game What was that sound?.
Stage 4 ChuChu, Coo, Pitch, & Rick This stage features the mid-boss Yuki.
Stage 5 All except for Nago
Stage 6 All six friends. This stage features every Mid-Boss in the game.
Boss Stage - King Dedede N/A Completing this stage will either initiate the False Ending or unlock Hyper Zone.


Stage 3

File:Iceberg DL3 Stage 3.jpg
Kirby eats a Kapar so he can eat the tomato it's guarding in 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

File:Iceberg DL3 Stage 4.jpg
Kirby and Coo break the ice in 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

File:Iceberg DL3 Stage 5.jpg
Kirby chooses from a number of Bukiset in 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

File:Iceberg DL3 Stage 6.jpg
Kirby and ChuChu fight against Yuki in 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

File:Dedede DL3.jpg
King Dedede needs an abdomen-optometrist.

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.

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