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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 3: Butter Building

Level 3-1

Copy Abilities

In the second area in this stage, find a Bomb Block in the bottom-right corner of the room. Hit it to advance, but watch your head! There are two Rockys above that come crashing down as soon as you hit the Bomb Block.

Miniboss: Mr. Tick-Tock

Find Mr. Tick-Tock in the next room. Keep your distance to figure out whether he’s using a sound wave attack or shooting out musical notes. If the latter, get in there and attack! You can defeat him in no time!

Find your first Switch of the game in this stage. What are these mysterious giant Switches? Let’s focus on hitting it first, then all will be made clear.

Two narrow pits lie directly below the Switch—except they aren’t pits! Drop down the right hole to find a couple of Star Blocks. Suck up those Star Blocks to uncover a door. Enter that door and BOOM! The Switch is yours! Well…almost. You need to go through another door, but after that, it’s all yours!

So back to what a Switch actually does. There are Switches hidden all over the remaining levels of Dream Land. When you manage to hit a Switch in a stage, you unlock a minigame for that level. In the case of this Switch, you unlock the Arena back on the Level Screen.

How to Find Switches

Some Switches are a real challenge to track down. So how do you know if one is hidden in a stage? Simple! When you complete the stage, the door flashes as if it’s an unplayed level. If you see any doors flashing for stages you’ve already completed, that means there’s more to discover!

Arena

Two fighters go in, but only one leaves. Eat a Tomato and an ability for a win!

Hit the Switch in Level 3-1 in order to unlock this minigame.

As a refresher, Grand Wheelie only has two attacks: driving into Kirby and throwing out smaller Wheelies to attack. When it charges toward you, it does so at a pretty slow speed, so dodging shouldn’t be an issue. Keep your distance to avoid pretty much all of its attacks. When it falls over, it releases a Wheelie in your direction. Suck it up and spit it back at the Grand Wheelie to damage it. Repeat this process to defeat Grand Wheelie.

Level 3-2

Copy Abilities

At the top of the first area awaits a most curious sight: Poppy Bro Jr. riding atop a Maxim Tomato. If you were hurting for health, here’s your chance to undo that damage.

After leaving the first area, rotate a tower by running to the right. Easy enough, right? Well, it would be if it weren’t for all the enemies that appear as you spin the tower. To avoid taking a lot of damage, be patient and careful.

In the next area, fly up the left side of the shaft until you see a Rocky fall on the right, then switch sides and fly up the right to avoid a second Rocky on the left.

You find a Togezo near the top of this room, which you can suck up for Needle power. Use Needle in the next room to destroy a Bomb Block right above where you enter the area. The Bomb Block uncovers a path to another room, which leads to Grand Wheelie. Take this opportunity to fight and defeat Grand Wheelie for its Wheel Copy Ability, as it helps you in this area. Once you have Wheel, drive through the rest of the area.

Getting the Power-Ups in the next room is a real challenge. Drop Wheel—you won’t need it for the rest of the stage—and suck up one of the Pengis to gain Ice and shoot it at one of the Bomb Blocks while moving toward it. As soon as the Blocks disappear, fall toward the Power-Ups. Hold Down to gain a little more speed. If you’re lucky, you’ll get your hands on them. If not, they plummet into the pit below.

Ice

Though it shares an element with its cousin power Freeze, Ice has as much in common with Fire as it does Freeze. Instead of creating a freezing aura around Kirby, Ice allows Kirby to breathe freezing breath. Similar to Freeze, this freezing breath turns enemies into ice blocks for Kirby to kick, but that’s where the similarities end.

Miniboss: Bugzzy

All that stands between you and the end of the level is Bugzzy, a monster beetle that is one of the hardest Minibosses you face in the game. Bugzzy’s favorite method of attack is grabbing his enemies in his giant mandibles and slamming them to the ground. It’s because of those mandibles that we told you to drop the Wheel power before this point; Wheel isn’t invulnerable to Bugzzy’s grab attacks. Keep far away from Bugzzy at all times. Wait for him to unleash some small beetles to attack you. Suck those up and spit them out at Bugzzy to damage him.

Suck up Bugzzy after you defeat him for the Back Drop Copy Ability.

Back Drop

When Kirby sucks up enemies, instead of drawing them into his mouth, he pulls them into his hands to perform the devastating Back Drop attack on them. This only works on enemies Kirby can suck up, but once he’s got one in his clutches, it’s as good as done when the Back Drop hits.

Level 3-3

Copy Abilities

In the first area, while climbing down the ladder, take it slowly and stop just above each pair of empty squares. Bronto Burts flies up and hits you if you’re in between the ladders as you descend.

After the ladder, watch your head to avoid falling Waddle Dees. If you fall too far, the Waddle Dees reappear as you fly up, so make your ascent careful and calculated.

The final area of this stage is a bit tricky. It’s a tower with two sides: a red side and a blue side. Hop back and forth between sides to make it out of the level.

Find a Maxim Tomato in the middle of the blue side of the tower. To reach it, go through the fourth door on the red side of the tower. For a 1-Up, go through the third door on the blue side.

To reach the exit for this stage, climb to the top of the red side, then head through the door you find there. Hop through a couple more doors, and you’re on your way out.

Museum

Here is a colorful display of enemies with special abilities. Eat the one you want! You can find Hi-Jump this time.

Level 3-4

Copy Abilities

Miniboss: Meta Knight’s Knights

This is a fairly simple stage that mostly focuses on fighting Meta Knight’s crew. As we suggested before, use normal Kirby to suck up each Knight and spit it at the others. The fight is over before you know it.

At the end of this stage, you encounter a wind tunnel full of Shotzos, Gordos, and a handful of Power-Ups. Move slowly and carefully to avoid taking damage while also grabbing the goodies. It’s a pretty dangerous area, but nothing you can’t handle.

Quick Draw

When the enemy draws, press the A Button. If you press it too soon, you get a penalty!

Level 3-5

Copy Abilities

What luck! You find an Invincibility Candy in the bottom-right corner of the starting room in this stage. Grab it and start running! You need it for the next area, which is another spinning tower. This time there are even more enemies, which are no trouble for Hyper Kirby.

Miniboss: Bonkers

Bonkers looks intimidating, but once you learn his patterns, taking him out is effortless. Like Grand Wheelie, Bonkers loves to charge and throw things at Kirby. Unlike Grand Wheelie, Bonkers also loves to jump and slam his hammer down. When he slams his hammer, he often produces a star, which Kirby can suck up and spit at Bonkers. Also use the coconuts he throws as weapons against him.

Once you defeat Bonkers, suck him up for Hammer power.

Hammer

Hammer is one of the strongest and most useful powers in the game. It functions similarly to Sword in that Kirby simply swings a weapon around. The difference here is Hammer’s damage outmatches Sword’s, allowing Hammer to excel in close-range fights.

An interesting function of Hammer outside of combat is its ability to pound pegs into the ground. Test this ability in the next room. Fly up to the peg to the right of the stage exit door and pound it into the ground to free the Maxim Tomato and 1-Up.

Level 3-6

Copy Abilities

Be very careful in this tunnel. There are several Bombers here, and normally you just stay in the air when they explode to avoid damage, but you have a hard job pulling that off in these narrow spaces. You can use Laser at the start of the stage to fight them, but you should also have enough time to get in close and suck them up when you see them.

If that tunnel beat you up, take comfort in knowing the next area has a Maxim Tomato out in the open and ready for Kirby’s consumption.

As you scale the tower, keep an eye out for a set of Star Blocks built into the side. Destroying them reveals a door. Once you enter, spot the Bomb Block sitting above you. Hit it to reach the other side of the room, but be quick! Blocks form in the middle of the room, barricading the door. To get across before the blocks appear, hit the Bomb Block, then immediately fly across the top of the room to the door.

Find another Switch just past the door. This Switch opens the Egg Catcher Minigame for this world.

After you climb the tower, you enter a very dark area. Be careful here, because all sorts of enemies lurk in the darkness. The only way to lift the darkness is with a bright enemy called Cool Spook.

Find these luminescent spectres in this room—trust us, you can’t miss them. Once you see one, suck it up and swallow it to gain the Light Copy Ability. This single-use power lights up any darkened rooms like this one.

Egg Catcher

Press the buttons to make Kirby’s mouth open. Eat the eggs—but not the bombs!

To unlock this stage, hit the Switch found in Level 3-5.

Butter Building Boss: Mr. Shine and Mr. Bright

This is one of the tougher Bosses in the game, because you fight not one Boss, but two! Mr. Shine and Mr. Bright are a sun and moon that usually feud with each other, but when it comes to Kirby, they make amends and team up to give the creampuff what for.

Each enemy takes turns fighting with Kirby directly, while the other hovers in the sky. The hovering enemy shoots projectiles, which produce stars for Kirby to suck up. We suggest bringing a Copy Ability into this fight. We find Sword and Hammer are particularly useful against these two. Just don’t go in empty-handed, because it can be really hard to grab a star from an attack—and dangerous.

While Mr. Bright (the sun) is in the air, he shoots out a flurry of beam attacks directly at the ground while slowly moving toward Kirby. This attack produces stars, but watch out for Mr. Shine’s position, because he loves to roll at Kirby, which can block your ability to grab a star.

Mr. Shine attacks while in the air by calling down a storm of stars all around the map. Thankfully Kirby can suck up these stars, and they are generally easier to get ahold of than the ones from Mr. Bright’s attack. Don’t worry about Mr. Bright blocking your chance to get stars since he mostly likes to jump around. He charges at you from time to time, but this attack is pretty easy to spot.

We tell you all this in case you lose your Copy Ability during the fight. Really, if you bring in a power and go to town, you should be just fine.

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