Prima Games eGuides
primagames.com Browse Redeem a code Help
Nintendo Playing with Power eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Playing with Power
    • Foreword
    • Introduction
    • The Inside Story of the NES
    • The Launch of the Nintendo Entertainment System
    • First-Party NES Titles: Launch Day
    • The Early Period (1986)
    • An Inside Look at Game Paks
    • The Middle Period (1987-1989)
    • Classified Information
    • Behind the Scenes with Shigeru Miyamoto
    • The Late Period (1990-1994)
    • Counselors’ Corner
    • NES Peripherals
  • Excitebike
    • Summary
    • How To
    • Tracks
  • Ice Climber
    • Summary
    • How to Play
    • Characters and Objects
    • Terrain
    • Scoring
    • Tips and Tricks
  • Super Mario Bros.
    • Summary
    • Levels
      • World 7
      • World 3
      • World 5
      • World 4
      • World 6
      • World 8
      • World 1
      • World 2
  • Balloon Fight
    • Summary
    • How-To
  • Donkey Kong
    • Summary
    • Playing Donkey Kong
    • Characters and Collectibles
  • Donkey Kong Jr.
    • Summary
    • How to Play
    • Cast & Items
    • Scoring
    • Recommended Tactics
  • Mario Bros.
    • Summary
    • How to Play
    • Characters and Items
    • Tips and Tricks
  • Kid Icarus
    • The Tale of Kid Icarus
    • Getting Started
    • How to Play
    • Exploring Angel Land
    • Powering Up
    • Items
    • Enemies
    • Completing Kid Icarus
    • Stages
      • Underworld
      • Overworld
      • Skyworld
      • Palace in the Sky
  • Metroid
    • The Metroid Story
    • Summary
    • Getting Started
    • How to Play
    • Power Items
    • Enemies
    • Completing Metroid
  • The Legend of Zelda
    • Summary
    • The Legend of Hyrule
    • Hero Training
    • Items
    • Characters
    • The Overworld
    • The Underworld
      • Labyrinth 1: Eagle
      • Labyrinth 2: Moon
      • Labyrinth 3: Manji
      • Labyrinth 4: Snake
      • Labyrinth 5: Lizard
      • Labyrinth 6: Dragon
      • Labyrinth 7: Demon
      • Labyrinth 8: Lion
      • Labyrinth 9: Death Mountain
    • The Second Quest
      • The Second Quest
      • Story
      • Conquering the Underworld
  • Punch-Out!!
    • Summary
    • Story
    • Roadwork
    • Minor Circuit
    • Major Circuit
    • World Circuit
    • The Dream Fight
  • Super Mario Bros. 2
    • Story
    • Characters
    • Welcome to Subcon
    • Know Your Enemies
    • Worlds
      • World 1
      • World 2
      • World 3
      • World 4
      • World 5
      • World 6
      • World 7
  • Zelda II: The Adventure of Link
    • Summary
    • The Story of the Adventure of Link
    • Hyrule
  • Super Mario Bros. 3
    • A Message From Mario
    • Story
    • Being Mario
    • Worlds
      • World 1: Grass Land
      • World 2: Desert Land
      • World 3: Water Land
      • World 4: Giant Land
      • World 5: Sky Land
      • World 6: Ice Land
      • World 7: Pipe Land
      • World 8: Castle of Koopa
  • StarTropics
    • Summary
    • A Letter From Uncle Steve
    • Chapters
      • Chapter 1: Prelude
      • Chapter 2: Dolphins
      • Chapter 3: Storm and Calm
      • Chapter 4: Confession
      • Chapter 5: Captain Bell
      • Chapter 6: Reunion
  • Dr. Mario
    • Summary
    • Dr. Mario’s Diagnosis
    • Dr. Mario’s Med School
  • Kirby’s Adventure
    • Summary
    • A Crisis in Dream Land!
    • Copy Abilities
    • Levels
      • Level 1: Vegetable Valley
      • Level 2: Ice Cream Island
      • Level 3: Butter Building
      • Level 4: Grape Garden
      • Level 5: Yogurt Yard
      • Level 6: Orange Ocean
      • Level 7: Rainbow Resort
      • Level 8: Fountain of Dreams

Nintendo Playing with Power Guide › Kirby’s Adventure › Levels

Level 1: Vegetable Valley

Level 1-1

Copy Abilities

This first stage is perfect for getting the hang of Kirby. It’s a straightforward level without any tricks or real challenges to give you a hard time. Try out each of the Copy Abilities you find to get a feel for them, and you’ll have a strong start for the rest of the game.

Crane Fever

Use the buttons to move the crane and get a Kirby. A big one’s hard to get, but worth it!

Use the A Button to move the crane claw. Position the claw directly over one of the stuffed Kirbys, then release the A Button. A small plush is worth one 1-Up, while the big one is worth two.

We suggest you chase after the big ones at all times. If you get directly over one of them, you pick it up almost every single time. Grabbing one big Kirby is worth as many 1-Ups as two small ones, so there’s really nothing to lose.

Beam

Waddle Doo is your go-to for Beam.

Beam creates a slow-moving whip of energy balls that damage or defeat any foes it touches. This solid ability allows Kirby to maintain distance from enemies while also dealing a fair amount of damage.

Fire

Hot Head lives up to its namesake; suck it up for Fire!

Fire allows Kirby to breathe fire onto enemies. The range is pretty short, but this Copy Ability deals a lot of damage if used tactically.

Spark

Shock Sparky when you suck it up, and steal its thunder!

Known as a more defensive power, Spark allows Kirby to create electricity that appears around him and damages any enemy foolish enough to approach him.

Level 1-2

Copy Abilities

There are a lot of new abilities to get and try out here. We explain the new powers as you go along.

You see a lot of the spiky ball enemies called Gordos in the first area of this stage. Handle them in one of two ways: either destroy the Star Blocks above them and let them fly away, or fly over them; either method works. Just don’t touch them—Gordos really pack a punch!

Cannons, known as Shotzos in Dream Land, are devious. In addition to blasting out cannonballs, most Shotzos you encounter track Kirby. Never stay in a Shotzo’s sights for long, and always find a way to put either distance or an obstacle between the Kirby and the cannonballs the Shotzo fires.

Cutter

Sir Kibble is the wielder of the boomerang-like Cutter ability.

Cutter gives Kirby the ability to throw out blades that return to him if they don’t hit anything first. It’s not a particularly powerful Copy Ability, but its range allows you to keep your distance from enemies, which is never a bad thing in this game.

Miniboss: Poppy Bro Sr.

Eventually you run into this guy: Poppy Bro Sr., a bouncy, smiley pyrotechnician who specializes in throwing bombs at his enemies. His jumps seem unpredictable and hard to avoid, but if you race to the middle of the screen and duck while he’s not throwing bombs, he’s pretty easy to take down. Wait for him to throw a bomb your way, suck it up, and spit it back at him.

Crash

Poppy Bro Sr. and Bomber are the primary sources of Crash.

Crash doesn’t work like other Copy Abilities. Where Cutter, Fire, Beam, or Spark can be used until you give up or lose the ability, Crash is a one-time, single-use power, and for good reason! When used, Kirby explodes across the screen, either defeating or dealing massive damage to any enemies unlucky enough to be caught in the explosion.

Kirby is a food fanatic. He likes food so much that eating anything he loves refills his health a couple of bars. But there is no food that gives Kirby a bigger health boost than a Maxim Tomato. Eating one of these bulbous fruits refills all of Kirby’s health, which can really come in handy on tougher stages.

Single-Use Edibles

You may see a healing item and think, “Oh cool! I can use this over and over if I lose a life!” Unfortunately, that’s not the case in Kirby’s Adventure. There are several items and minigames that can only be used a single time during a sitting. Once you grab a healing item, it’s gone for good, or until you turn the game off or get a Game Over.

Sword

If you see a Sword Knight, suck it up to give Kirby a sword!

Sword is an ability that gives Kirby exactly what the power states: a sword. This is a close-range Copy Ability that does a solid amount of damage, but puts Kirby close to danger at all times. If you have this ability in hand, use it with care.

Level 1-3

Copy Abilities

This stage begins with a barrage of Shotzos. Thankfully someone was foolish enough to put most of them on Star Blocks. Destroy or suck up the Blocks under a Shotzo, and it plummets into the pit below. This keeps the first part of this level from becoming something of a war zone.

Fireball

The quick and aggressive Flamer is your source for Fireball.

Fireball is a pretty interesting ability that can really deal damage if used properly. When it’s used, Kirby turns into a fireball and rockets forward, damaging any enemy in his path. While in fireball form, Kirby doesn’t take damage from most enemies, so not only do you move fast, but you’re safe from harm as well. Not a bad deal if you ask us.

This stage features your first bout of swimming in the game. Swimming can be tricky, as it not only changes how Kirby moves, but it disables almost every available Copy Ability. Though there are a few exceptions (Sword being one of them), most of your underwater attacks involve spitting water at enemies. This requires you to be very close to an enemy to hit it, so be very careful when attempting to attack while underwater.

Find another Maxim Tomato in this stage once you reach its final area. Look for the small hill with the Hot Head at the bottom.

Level 1-4

Copy Abilities

Miniboss: Mr. Frosty

Mr. Frosty is one of the easier Minibosses in the game. He’s slow-moving and telegraphs his attacks thoroughly. His two main modes of attack are to throw ice blocks at you and to charge at you. Suck up the ice blocks and shoot them back, and simply jump over his running attacks.

Once he’s been defeated, suck him up to get the Freeze Copy Ability.

Freeze

Suck up Mr. Frosty after defeating him, and Freeze is yours!

Freeze is a handy ability that allows Kirby to freeze any enemies that step into his freezing aura. Some enemies take more time in the aura than others, but if it can be damaged, it almost certainly can be frozen. Kick a frozen enemy, and it rockets forward, damaging any enemy it hits.

Needle

Sharp and dangerous, Togezo is your go-to for Needle.

Needle is another defensive Copy Ability that Kirby can use to ward off attacking foes. When Kirby activates this ability, long, pointed spikes jet out of his back, damaging any enemies that haphazardly walk into them.

You have your first encounter with the Invincibility Candy in this stage. If Kirby eats this sweet treat, he becomes completely invulnerable to all enemy attacks temporarily. On top of that, just about anything he touches is defeated immediately. Don’t linger! This bonus only lasts a short amount of time.

Vegetable Valley Boss: Whispy Woods

Your first Boss fight of the game is one fans of Kirby’s Dream Land will recognize right away. Whispy Woods definitely isn’t a hard Boss, but if you let him, he can certainly dole out some damage.

Whispy Woods only has two attacks: dropping fruit from his branches and blowing out puffs of air. Getting hit by either of these damages Kirby, but you can easily reverse Whispy’s fruit attack. Simply suck up one of the pieces of fruit that fall from his branches and spit it back at him.

His other attack can’t be used against him, unfortunately. If you see Whispy purse his lips, fly into the air and wait for him to stop spitting. Just don’t stay in the air for too long, or you might get hit by a piece of his fruit, should he decide to attack with it.

It doesn’t take many attacks to defeat Whispy. Once he’s finished fighting, grab the piece of the Star Rod to be transported to Level 2: Ice Cream Island.

Keep reading with a free account

The first 3 sections of Nintendo Playing with Power are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousCopy Abilities NextLevel 2: Ice Cream Island