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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 4: Grape Garden

Level 4-1

Copy Abilities

Find the UFO Copy Ability in the third area of this stage. UFOs abound here!

Push up where Kirby is to find a secret room.
And you find a Switch inside!

At the end of the next room, find a secret room in the wall of Star Blocks blocking your passage to the door. Find a Switch inside that unlocks the Crane Fever Minigame on the Level Screen.

Unfortunately, the Star Blocks aren’t hiding any other secrets, so head through the door to the next area after you’re done here.

This next area is positively packed with Twisters, and the path is narrow, so take it nice and slow to get through unscathed. Twisters bounce quickly and randomly, so figuring out where they’ll go while on the warpath is tricky.

Crane Fever

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

To unlock this stage, hit the Switch in Level 4-1.

Level 4-2

Copy Abilities

On the right side of the third area of this stage, find a tower of Star Blocks. Clear them out to find a door leading to a Maxim Tomato.

Near the end of the stage, a soda sits between two sets of spikes. As tempting as it might be to grab it, especially if you’re low on health, ignore this one outright. It’s too difficult to reach that soda unscathed. You’re better off moving on.

Miniboss: Poppy Bros. Sr.

Our old friend Poppy Bro Sr. is back, but this time he’s brought another Bro. Two Poppy Bros may seem intimidating, but the same strategy from last time works just as well here. Stay put in the middle of the room and duck down when the Bros start jumping back and forth. When one throws a bomb, suck it up while avoiding the other bomb, then let one of the Bros have it! Take out one of them, and the fight becomes much easier.

Quick Draw

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

Level 4-3

Copy Abilities

Grab Fire.
Light the fuse.
Get in the cannon.

You encounter a trapped Hot Head right at the start of the stage. Suck it up for Fire power—you need it for this next part. Once you have Fire, head up the hill until you find a piece of rope sticking out of the ground. Except it’s not just any rope, it’s a fuse! Use Fire on that fuse, then run to the right. Find a cannon just below the fuse. Hop in the cannon and wait for the fuse to burn up. Once the spark reaches the cannon, Kirby shoots into the sky to snatch a 1-Up!

You hop from blimp to blimp in this next area. The strong winds up here constantly push you to the right, and flying to the left is much, much slower. If you’re not careful, the wind blows you into enemies and obstacles pretty easily.

If you drop to the bottom of the area and head right, you eventually run into a blimp with a door. If you have Hammer, bust open some boxes in there to gain access to a Maxim Tomato.

Keep heading to the right while flying on the bottom of the screen to encounter another door. A Switch inside uncovers the Museum in the Level Screen.

Museum

Here is a colorful display of enemies with special abilities. Eat the one you want! Sleep and Ball are your powers for this Museum—not a great spread, but at least you have access to other powers in other Museums.

Arena

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

Bugzzy’s your opponent for this Arena, which means you get Back Drop if you defeat him. As a reminder, keep your distance from him at all times and wait for him to send smaller beetles after you. Suck those up and shoot them back at him to deal him damage.

Level 4-4

Copy Abilities

In the third area of this stage, you arrive at a set of slopes and a Wheelie trapped in a small alcove. Grab the Wheelie and start racing down the slopes!

You encounter a Bomb Block on the second slope. Race through it, but don’t stop there! From here on out, it’s a race against a spark produced by the Bomb Block! Bring your Wheel A-game to stay ahead of the spark.

Ultimately your goal is to reach the bottom of the area and head to the door on the left side of the screen. A 1-Up waits for you as a prize for getting first place.

You come to another “Pick Your Power” section before the next Miniboss, but we suggest you forgo taking either of these powers. The next Miniboss is challenging, and being close to him is dangerous. You’re better off fighting him as normal Kirby than with any of the Copy Abilities you have access to right now.

Miniboss: Rolling Turtle

Rolling Turtle is quite similar to Bugzzy in the way he fights. If he gets close, he grabs you and throws you across the room. Stay as far away from him as possible. When he hops into the air while spinning, he throws a turtle in your direction. That’s your moment to strike! Suck up the turtle and shoot it back at Rolling Turtle to damage him. Repeat this process until Rolling Turtle has been defeated, then suck him up to gain the Throw Copy Ability.

Throw

Throw is similar to Back Drop in that Kirby sucks up enemies, but instead of slamming them backward, Kirby throws them forward. How is this different from Kirby sucking up and spitting out enemies? Well, for starters, Throw does more damage, but the real difference is that you can angle Kirby’s throws upward, instead of just throwing straight.

Level 4-5

Copy Abilities

At the start of the stage, Meta Knight throws an Invincibility Candy to Kirby, which you should accept graciously. Hyper Kirby lasts until just before the first door in this area, provided you race over there as quickly as you can.

The room behind the first door leads you to a 1-Up if you head all the way right. A wall seems to block you on the far right side, but that’s an illusion. Walk right through the wall and drop down to the lower part of the room. From here, head left until you find two Star Blocks stacked on top of each other. Destroy both blocks to uncover a door, then head through the door to find a 1-Up.

Miniboss: Meta Knight’s Knights

Face off against Meta Knight’s cadre of Knights once again! You know how to deal with these masked maniacs now. Go get ’em!

Before you finish the level, traverse the Deadly Gordo Gauntlet. Move carefully and watch the Gordos’ movement patterns to avoid taking damage here.

Level 4-6

Copy Abilities

Miniboss: Mr. Tick-Tock

Face off with Mr. Tick-Tock once again! A Hot Head lurks just before the door leading into Tick-Tock’s room. We highly suggest you absorb it for Fire power, which works really well against Tick-Tock.

The next room is pitch-black, and the only way to raise the brightness level is to swallow another Cool Spook and use the Light Copy Ability. Head left to encounter a previously unseen door. Inside the door is a Switch, which unlocks the Grape Garden Warp Station.

After leaving the dark room, you enter a room with three pegs and a single Rocky. Absorb the Rocky for Stone power, then hit the left peg, the right peg, then the middle peg to unlock the 1-Up.

Grape Garden Boss: Kracko

The fight with Kracko doesn’t begin as soon as you enter the door, at least not in the usual sense. Start by sucking up the Starman and swallowing it for Hi-Jump, then leap up the screen until you run out of real estate. Kracko eventually catches up and begins the fight in earnest.

Hi-Jump is effective against the cycloptic cloud. Leap through him while angling yourself diagonally, so that you can fall away from Kracko after completing your jump.

Kracko’s attacks are pretty easy to dodge. He charges at you, doubling back and basically circling the screen. If you’re in either corner when he does this, you can avoid damage with little issue.

Kracko also shoots a continuous stream of lightning at the ground while moving toward Kirby. Either fly over Kracko or jump through him with Hi-Jump.

His final attack simply involves Kracko conjuring a Starman that jumps in Kirby’s general direction. Suck up the Starman if you lose your Hi-Jump, or get out of the way.

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