Kirby: Canvas Curse Level Medals Guide Version 2.02 by Yoshi282 (Jay Tomlinson) (Reach me at [email protected]) Screw the fancy title ASCII. I'll add one later should I feel like making one. =============================================================================== -----------------------------Section I: Legal Crap----------------------------- ====================================(XXLA)===================================== The following FAQ is Copyright 2005 Yoshi282 (Jay Tomlinson) The information contained within this FAQ belongs to me. Copying, selling, editing, reposting or whatever-the-hell-else-you-can-do-with-this-ing is strictly prohibited by international copyright law. As such, the only sites this guide may be posted on are the follwing: www.gamefaqs.com www.supercheats.com If I find out you posted it somewhere without my express permission, expect legal repercussions, cause under Title 17 Chapter 5 Section 506(d) of US International Copyright Law you can be fined for up to $2,500. And I could use some extra cash. With that said, onto the guide proper. =============================================================================== -------------------------- Section II: Version History------------------------- ====================================(XXVH)===================================== ------------------------------ Version 2.02: July 3, 2005 Yay. One more hundredth of a way to version 3.00. Go me. At any rate, I pretty much only fixed two or three of the rare typos that some people alerted me to. You know who you are, a gift basket with a bom...bunch of fruit is on its way. ------------------------------ Version 2.01: June 30, 2005 Pretty minor update, changed a few things, and found out and changed the prerequisite to unlock unlockable #20. I recieved a fair deal of emails on the subject, but I only credited the first person I recieved an email from. So if you were one of the ones that emailed me, thanks. But you were too late. You need to write emails quicker. Or look at my guide sooner. Or something. Either way, it's all your fault, and not me being too lazy to compile a list of the 30+ people I recieved the info from. >_> ------------------------------ Version 2.00: June 27, 2005 Huh. Got around to revamping this sooner than I thought. Basically rewrote or reworded almost everything, added a few sections, made it more pleasing to the eye, essentially a full FAQ makeover. My nonsensical rants remain intact however, and most have got even more incoherent. Also, GameFAQs has been pretty slow on the uptake recently. I actually finished this version before my original even got through the system. =/ And lastly, I call my readers stupid a total of 25+ times in this update. I realize that it gets old after so many times, but screw you, this is my guide. I can do what I want. Stupid. At any rate, let's see how much hate mail I get from the people that actually justify my claims that they are indeed, stupid, and can't realize it's a joke. And then I can send them cynical or sarcastic replies, boosting my ego, and serving to enrage them further. Yay. ------------------------------ Version 1.00: June 23, 2005 Typed this up in an afternoon. That's about it. May change the format to something less ugly later, but since I wrote this in just a few hours, it's alright taking that into account...nevertheless, I'll find time to revamp this sometime. ------------------------------ =============================================================================== -------------------------Section III: Table of Contents------------------------ ====================================(XXTC)===================================== This is the Table of Contents. Y'know, where you find out what goes where. Like an index, but at the start of something rather than the end. For conveniences sake, I've added in some keywords to make this FAQ easier to browse. In most standard windows browsers, just press Ctrl-F and enter the text in parentheses next to the section name in the table of contents below. I) Legal Crap (XXLA) II) Version History (XXVH) III) Table of Contents (XXTC) IV) Introduction/Foreword (XXIF) V) What Medals Do/Basics (XXBW) 5.1) What Medals Do (51BW) 5.2) Controls (52BW) 5.3) Characters (53BW) 5.4) Terminology (54BW) VI) Level Medals Guide (XXLG) 6.0.1) Switch Locations (60LG) 6.1) Level One: Reddy Land (61LG) 6.2) Level Two: Arange Gorge (62LG) 6.3) Level Three: Iello Adventure (63LG) 6.4) Level Four: Neo Greo (64LG) 6.5) Level Five: Bloo Hills (65LG) 6.6) Level Six: Omarine Zone (66LG) 6.7) Level Seven: Wonder Lilane (67LG) 6.8) Level Eight: The World of Drawcia (68LG) VII) Medal Unlockables (XXMU) VIII) Credits (XXCD) =============================================================================== -----------------------Section IV: Introduction/Foreword----------------------- ====================================(XXIF)===================================== Hello, I'm Yoshi282, if you somehow missed my name on the FAQ page and at the top of this guide, and welcome to my Level Medal Guide. This is the first of my little GameFAQs related projects that I've seen through to the end, so you're sorta reading a miracle here. Sorta. I'm a chronic procrastinator. Kirby: Canvas Curse is the first DS addition in a long line of Kirby games, as well as the first DS game that uses the touch screen to it's full potential, in my opinion. If you didn't know, Kirby is the round, pink, marshmallow thing that kicks surprising amounts of ass. Our little pink hero's main ability is to eat stuff, using his vacuumesque ability to suck things into his mouth, and put them in his apparently boundless stomach. Or spit them back out at a fairly high speed, destroying most things in the spat items path. However, none of that actually occurs in this instalment of the series, so my previous two sentences are pretty much pointless. The ability he does retain from the previous games is his trademark copy ability, which allows him to take on the attributes of some things he swallows. 'Cept in this game he just crashes into them, not swallow them. With the exception of Dream Course and Air Ride, and maybe something else I forgot, the Kirby franchise has always manifested itself in the form of a 2D platformer. If you don't know what that is, think Mario. Or think 3D platformers minus a dimension. You walk left and right, you jump from platform to platform, or occasionally inexplicably through the underside of a platform to land on it's top, and after so long of this you fight a boss, whom after kicking thine arse of using your ninja-esque jumping, dodging, and attacking skills, you go back to step 1 in a slightly more difficult, different environment. The change with this instalment in the series, is that you can only control Kirby to a certain extent. You can make him dash, and use any abilities he may have acquired, that's about it. The rest of the action is done by drawing "rainbow lines" with your stylus, which protect Kirby from attacks, serve as ramps for him to dash up and thusly jump in this manner, serve as platforms over your traditional bottomless pit, and make walls to make him turn around. And other stuff. The rainbow lines are hampered somewhat by your "ink meter", which basically lets you only draw a certain amount of line before you run out of ink. However, it recovers rather fast, and doesn't really hinder you at all once you get good enough; you can still ascend upwards or cross gaps pretty much endlessly, since it recovers so fast. You also use your stylus to stun enemies, activate switches, deactivate traps, hell, the stylus does everything. There is no usage of buttons in this game at all. The buttons have been MURDERED. They no longer function. The stylus has usurped their power, and has proven it can be used just as efficiently. Kirby games have never really had much in the storyline department, their mindlessly addictive gameplay has always held them together, but as far as the story for this game is concerned, it pretty much goes as such: One fine day, Kirby was relaxing somewhere in Dreamland, probably a flower bed or something, when OH NOES! A villain attacks Dreamland, as one does almost every weekend! Poor Kirby never gets any rest, he's at the office all week, and spends his weekends defending his homeland from one menace or another...At any rate, this time it's a witch named Drawcia, as apparently King DeDeDe and Meta-Knight have turned good, Dark Matter's been used too much, and Dynablade's on strike. So, Kirby, being the stupid-yet-courageous little puffball that he is, challenges the witch. Drawcia utterly smites Kirby using her magical paintbrush, and to add insult to injury, de-limbs Kirby, effectively turning him into a ball. Then Kirby apparently finds another magical paintbrush, and using it's power chases Drawcia into her world. And thus, another Kirby game is born... The basic premise behind me writing this guide is that one afternoon I was bored as hell, and apparently I felt like writing something, as that seems to be the way my eccentric...at best...imagination seems to like manifesting itself. And as I had been playing Kirby: Canvas Curse pretty much religiously for the previous few days, I decided I'd write a guide for the game. I knew that if I tried a full-blown FAQ/Walkthrough, I'd probably grow tired of writing it soon enough, so I decided I'd work on a subject people might need help on, but wouldn't be too large of a project. I chose medals. And then, I narrowed it down more specifically to the medals you can find in the levels, as the Rainbow Run Medals are easy enough to get, Time Trial's a breeze once you have Meta-Knight, Line Trial just takes practice working out where to use and not use lines, and as far as Subgames go, I've only managed to get the Cart Run medal, as I suck at the other two. >.<. So, Level Medals it was, and thus this gigantic brain fart was created. I may see my way to making it a complete medals guide, or possibly FAQ/Walkthrough in the future if I feel bored or motivated enough, but for now, it's good as is. Enough of my rambling. On with the FAQ! ...Ah...guide. Whatever. If I call this an FAQ, screw you. Despite the lack of an FAQ section, it's an FAQ. =============================================================================== ------------------------Section V: What Medals Do/Basics----------------------- ====================================(XXBW)===================================== This section tells you what the medals this guide was written about are for, and some basics of the game. But you probably already know all this stuff. So I probably wrote this section for nothing. ------------------------------ Section 5.1: What Medals Do: ------------(51BW)------------ So, ya wanna know what these medals you're labouring for do, do ya? Well...not much. They sorta cover the replayability half of the game. You need to have all 250 of them to get a 100% completion percentage, (This guide only covers the 65 you can find in the levels) and you can exchange them at the medal swap for neat unlockables. Some neater than others. And...that's about it. So, now you know. And knowing is half the battle. ------------------------------ Section 5.2: Controls: ------------(52BW)------------ This is where you can find what the various controls in the game do, if you're too lazy to go get your manual. Although since the stylus does everything, this section is pretty much null...Oh, and in the intro, I lied. The stylus couldn't kill the start button, so it merely took it on as it's underling. Stylus: - Drag to draw Rainbow Lines - Tap enemies to stun them - Tap your current character to dash, or use abilities. - Tap many other things to fire, destroy, activate or deactivate, or do nothing to. - Select things in the various menus. - Drag the rail generator in Cart Run - Draw lines in Paint Panic - Draw bumpers in Block Attack - Probably other stuff that matters less. Probably. Start Button: - Pause/Unpause the game There. Now you know how to play. Which you probably already knew before even looking at this guide. ------------------------------ Section 5.3: Characters: ------------(53BW)------------ Ah. Characters. The people/creatures you control. Cause, y'know, as you go on with the game you'll unlock people you can use other than Kirby. Which are different. And I might refer to them in the guide. So here are some brief summaries. Kirby: Available at start. The main character of the game. The 8-inch tall, pink marshmallowy thing. Kill certain enemies to get their abilities. Has a maximum of 7 vitality, 3 of which are bought from the medal swap. Waddle Dee: Beat the game once to unlock. The standard enemy of the Kirby universe. This is presumably the good one from Kirby 64. Plays the same as Kirby, without the copy ability. Has 4 vitality. King DeDeDe: Available for 20 medals at the medal swap, after beating the game once. The self-proclaimed "King of Dreamland". Was evil until Kirby 64, perhaps still is. Standard dash ability has been replaced with DeDeDe's trademark hammer, which when used speeds you up a little and hits in front and behind you. Cannot protect you from attacks from below or above. Hold the stylus on him to make him freeze in place, even in midair, and perpetually use his hammer until the stylus is removed. Has 7 vitality. Meta-Knight: Available for 25 medals at the medal swap, after unlocking DeDeDe. The "badass" of the kirby universe, although that's not saying much. He's roughly twice as fast as Kirby, and when he kills an enemy, you hear a sword noise, indicating his trademark sword. (You sword duel him in both Kirby 2, and Meta-Knight's Revenge in Kirby Superstar. Quite fun, actually.) Has a mere 3 vitality, which, when you take his speed into account, is not good if you're reckless. Waddle Doo: Unlocked in two ways; either load up a Kirby: Canvas Curse file with either Kirby: Nightmare in Dreamland or Kirby and the Amazing Mirror in your DS slot, or beat the game with the other four characters. Waddle Dee's "cousin", the standard beam ability enemy. Standard Dash ability is replaced with a perpetual beam ability; identical to Kirby's. Hold the stylus down on Waddle Doo to freeze him in place, even in midair, and continually use the beam ability until the stylus is released. Has 5 vitality. ------------------------------ Section 5.4: Terminology: ------------(54BW)------------ In this guide, I may use some terms you may not understand. (As opposed to my normal incoherent babble you may not understand.) This section is where you come to find out what I'm referring to, it's a glossary of sorts. So if you ever find yourself confused, come here. Most of these should be fairly self-explanatory, but here's a list of some terms I might use should you ever get confused: Area: I'm referring to the separate sections of the level. They're separated by the various doors that you have to pass through to continue. I'd go into more detail, but you can probably figure this one out. Breakable Wall: A wall you can break by tapping it with the stylus a few times. Usually indicated by having cracks running through it, or being a different color than all the other walls in the level. Cannon: The cannons that you can fire Kirby out of. Some you tap to fire, some fire automatically. Not to be confused with the Shotzos, which are the cannon enemies. Dash-jump: Creating a ramp with a Rainbow line, then having Kirby dash up it, gaining altitude. Dash panel: The sections of floor that glow, and have green arrows above them. When Kirby crosses over them, they cause him to dash a fair distance in the direction the arrows indicate. Fake Wall: A wall, that is quite simply, not a wall, and thus you can pass through it. They're all fairly obvious, indicated by holes or something that allow you to see the background through them, or not having an outline that all other platforms in the level do, or, failing that, is pointed out completely obviously on the map. Line: Fairly self-explanatory, Rainbow lines, minus the Rainbow part. Saves me the second or two to type an extra seven letters and a space. Room: Not to be confused with areas. Basically, wide open spaces that aren't corridors, pits, alcoves, nooks, crannies, niches, passageways, or any of the plethora of words I could put above if my train of thought hadn't just crashed, killing hundreds of innocent passengers. Static Field: How I refer to those areas that don't let you draw Rainbow lines, until you're out of them. They remind me of TV static, hence, Static Field. Switch: Basically anything that activates something to remove an obstacle in your path. Most commonly I'll be referring to the small, red switches with a star on them, but I may be referring to those panels you have to tap to open colored gates, buttons on blade traps, pretty much anything that does something to something. Switch Wall: A wall that blocks your passage to certain areas, until you remove it by activating the red, orange, or blue switch in later levels. "X" block: X being an ability, or occasionally something else. In the case that it's the name of an ability, I'm referring to the blocks you can break with said ability. In other cases, it should be fairly self-explanatory. If I say bubble block, I'm referring to those blocks that look like bubbles, that pop when you touch them. If I say star block, I'm referring to those blocks you break with the stylus that there's only about a billion of in the game. I say bomb block, it's those blocks you tap to trigger the destruction of some platforms. And so on. "X" trap: A trap. As in, something that hurts Kirby, but is not an enemy. Most common ones I'll mention are spike traps, which are the blocks that eject spikes at regular intervals, spikes, which are always there, lining a pit, ceiling, wall, whatever, in wait to skewer you, electric blocks (Not to be confused with spark blocks), which electrocute Kirby if he touches them, and blade traps, which are the spinning blades that can normally be deactivated by tapping the blue button in their center. =============================================================================== -------------------------Section VI: Level Medals Guide------------------------ ====================================(XXLG)===================================== This is the guide itself. In other words, what you most likely came here for, rendering the other sections useless. But I'm sure you knew that. So instead of reading this, why don't you scroll down and find the information you were looking for, stupid? -------------------------------- Section 6.0.1: Switch Locations: -------------(60LG)------------- During your quest to get Kirby's limbs back, you may or may not have noticed several colored walls/floors, with an image of a switch engraved on them. Search the level you find them in all you want; you're not going to find a way to get rid of them. Rather, to get rid of these barriers, you're going to have to find a giant switch of the corresponding color. And hit it. These switches are scattered throughout the various worlds, and naturally, if you want to get the medals behind the switch walls, you'll have to find them. That's what this section is for. --- Orange Switch Location: Level Located: 3-1: Rift Ruin How to find: In the fourth area (Just after you destroy a bunch of bomb blocks to get a cannon to fall down, there'll be a bunch of blade traps in this area.), once you reach the third fan after the checkpoint, you should come across a rocky (Stone enemy), and above you, a flame shotzo. Get the stone ability from the rocky, and look to your right. You should see a door-shaped grate. Look at your map, and surprise surprise, it's actually a hidden door with a fake wall to its left. Go in, and once inside you should immediately see the orange switch to your left. Go up a couple platforms, head left, and pound the wooden stake with your stone ability, and voila. Orange switch activated. Now all the orange switch walls are gone! ^_^ --- Green Switch Location: Level Located: 5-1: Cold Course How to find: In the second area, after the checkpoint and a couple of breakable walls, you should come out to a fan over a pit, with a bronto burt overhead. Instead of activating the fan and continuing forward, as most would, go down, and you'll see a breakable ice wall on the right. Break it (Being careful, there's no platforms), go through where it was, cross the chasm, avoiding the falling icicles, and break another ice wall and go into the following door. You should see the green switch on a platform in front of you now. As well as a large static field. The puzzle to activate it is fairly simple, but here's a needlessly complicated description anyway: Tap the blue moving block above you to get it to move left, then roll into the cannon just in front of you. It will cause you to end up in an endless, somewhat painful looking cycle, involving Kirby repeatedly getting fired at another blue moving block. Move the block when you feel Kirby's taken enough punishment, and once again you'll find yourself in an endless cycle of puffball abuse. Move the block causing it, and after a quick volley of cannons, you'll find yourself in one where you can choose your direction. Fire to your bottom left to hit the switch, then after a few more cannons you'll find yourself back in the one where you can pick which direction to be fired. To leave the room, fire to your upper left. Yay. Now all the green switch walls are gone! ^_^ --- Blue Switch Location: Level Located: 7-1: Frozen Fantasy (See a pattern yet? =P) How to find: Once you reach the second area, you'll find yourself having to ride some platforms through a massive static field. When you're on the first one, just before you begin to turn right after ascending the first time, stop. You should see a line of stars heading right, next to a vertically-moving gordo. When you feel you're lined up right, take a leap of faith, or rather dash-jump of faith. If you did it right, you'll land on a large moving platform. This might take a few tries, as if you don't do it just right, you'll find yourself hit by an annoying bronto burt, or bouncing off a small block, both of which usually send you careening off into the abyss. When you do it right, ride the platform all the way to the right, avoiding the spears thrown by the pair of waddle dees, and it will stop in front of a door, which you should jump to and enter. In this room, you'll need to be ready to act fast. See the huge black ball above you? In a nutshell, you have to break all the bomb-block platforms blocking your path by destroying their corresponding bomb blocks, and then hit a switch to cause some blocks in the ceiling to explode. If you can do it fast enough, the giant ball will fall through the hole, break a few blocks, and activate the blue switch for you. If not, you suck and I hate you. >=( Hooray. Blue Switch activated. Now all the bl...Screw it, I've said it twice already. ----------------------------------- Section 6.1: Level One: Reddy Land: ---------------(61LG)-------------- Ah, level one. Your classic tutorial-esque level to ease you into the game. The stages are easy, and the medals are by no means difficult to find. If you're referring to this section, you're probably overlooking something completely obvious, or are just plain stupid. And now that I've insulted the readers once again, it's time to move on with the guide. --- Stage 1-1: Plant Plain: Medal One: Honestly, if you miss this one, someone must have beaten you upside the face with a stupid stick. Or a regular stick. Both sticks are equally efficient at beating people to the point of stupidity...Oh, right, I've gotta tell you where the medal is. Just roll straight forward from the start, and it'll be lying right in front of you after a few enemies. Medal Two: Also pretty easy. In the second area, near the end, you'll either pass over or under it. It's surrounded by a pair of bomb-block walls, just break the one below or above you, depending on which path you too. Medal Three: Once you reach the end of the level, rather than completing the level, head up to the top of the screen, then left. There should be a little alcove, go in, roll left, break a few blocks, and grab the medal. Too easy. --- Stage 1-2: Tiny Town: Medal One: Soon after you pass the first checkpoint, you'll exit into a large room. The medal is lying next to a pair of springs in the middle pit. Medal Two: Can't get this one until you've hit the orange switch. Once you've done that, in the second area, after you have to take out 6 spear waddle dees to move on, rather than going left to the area's exit, head right, and the medal will be at the end of a corridor, behind where the orange switch wall used to be. Medal Three: In the third area, you'll most likely see it in the room with the checkpoint, with some spikes on each end. Grab it, being careful to avoid the spikes. Or get impaled. Doesn't affect me either way. --- Stage 1-3: Ravine Road: Medal One: Shortly after you pass the dash panel after the start, you'll come out to a fairly big room, with some star blocks, waddle dees, and bronto burts. Head to the upper left of the room, and you'll see it in an alcove. Medal Two: Once you reach the second area, work your way up to the top-left corner of the screen. There will be a bang-bang (Missile enemy) in an alcove to your left, since I led you to it, you can guess what that means...Use its ability and head directly right from your position, and you'll see a path blocked by missile blocks. Use the ability to break through them, and the medal will be on the opposite side. Medal Get! Medal Three: When you're about halfway through the third area, you should come to a fork in the road. An upper pathway, with a checkpoint, or a lower, with nothing. Take the lower. Be careful of the hazards along the way, and soon enough you'll come to the medal, above you, guarded by a bomb-block wall. Break it free, and it will join you on your quest to retrieve your limbs, only to find that you will later betray it and force it into one of the slots at the medal swap. ------------------------------------- Section 6.2: Level Two: Arange Gorge: ----------------(62LG)--------------- Ah. Level Two. Not quite level one, but the difficulty is basically the same as the first. Plus one. In any case, the medals here are easy enough to get, although if the map didn't point out medals, fake walls, and hidden doors so obviously, some of your medal hunting might be slightly challenging... --- Stage 2-1: Ghost Grounds: Medal One: From where you start, grab one of the various bobos (Flame enemies) lying around for the picking, and get to the end of the area. Before going into the exit, head up to the upper right of the area, and grab the medal encased in some flame blocks. Easy. Medal Two: Once you reach the second area, roll straight forward, and go over the cannon. Below you and to the left, should be some platforms with a sparky on them. (This isn't actually necessary, you'll find another one before the medal, but it makes the area even easier, and gives you access to an extra room or two, so you may as well.) Get the ability, and proceed through the level however you please. Once you reach the top of the area, across from the area's exit on the right, there will be some spark blocks in the ceiling. Use your ability to break them, go overhead past where you were, and you'll find the medal almost immediately. Yet another medal in the bag... Medal Three: Don't bother with this one until you've activated the orange switch. Once you've got that done, about halfway through the third area, you'll come to a fork in the road, where you have a pit leading below, or you can continue straight. If you remember the first time you were in this level, it was covered by an orange switch wall, so now that it's gone, just go down into the hole, work your way down a few platforms, and you'll see the medal in no time. --- Stage 2-2: Growth Grasses: Medal One: Once you get to the first checkpoint, look below you. There should be a semi-hidden door on top of some bubble blocks, unless you somehow made your way to some alternate reality where the checkpoints are located elsewhere. In any case, go down and in to the door, and the medal will be conveniently located in front of you. Medal Two: While you're working your way down the second area, it'll be on the right, you can't miss it. Release it from it's bomb-block wall enforced prison, along with a small horde of bronto burts, and add it to your collection. Medal Three: Just before you get to the levels exit, you'll find a twister and a static field. Simply get the tornado ability from said twister, and use its ability to "jump" up to the medal. --- Stage 2-3: Mag Mount: Medal One: On your way through the first area, you'll see it on some lava, below you. Tap the bomb block under the medal to blow open a rite of passage to it, and go down and get it, avoiding the lava. Or don't, if you're a mean bastage and hate Kirby. Medal Two: When you're nearing the end of the second area, you'll see it below, trapped under a bomb-block wall lining the area. At the end of the area you'll find the corresponding bomb block, use it and go back and get the medal, avoiding becoming a roast marshmallow. I MAED A PUN LAWL...Wait, is that a pun? Kirby's a marshmallow...but...I don't know if that's a pun...in that case...I MAED A LAEM JOKE LAWL. ...Alright. At any rate you got another medal. >_> Medal Three: Found fairly easily, in an alcove a little below and to the right of the exit. Don't let the rising lava pressure you; if you stop for a couple seconds you'll notice it only rises as you do. ------------------------------------------ Section 6.3: Level Three: Iello Adventure: ------------------(63LG)------------------ Level three. It's one more than level two. It's Level Three-tastic! A slight increase in difficulty, and some slightly harder to find medals. Slightly. Oh, and you'll find the orange switch here, so you'll soon be able to go back and grab the pair of medals you had to pass up. Also, I don't think I've called my readers stupid in a while, but you, y'know, are. And I can call you stupid all I want, because as long as I have the info you need, there's nothing you can do. Except go to another FAQ. Please don't go to another FAQ...Oh God, I'm so lonely...T_T --- Stage 3-1: Rift Ruin: Medal One: Just after the first checkpoint, you'll come out to a fairly large room with some fluff waddle dees. The medal's in the upper-left corner, another easy one. Medal Two: In the third area, you'll find yourself in a minor puzzle of sorts where you have to detonate bomb-blocks to get a cannon to fall to the ground. The medal's on one of the platforms, bring it down using the same method. Whoo. Shiny. Medal Three: Just before you get to the exit, you'll see it encased in an overhead bomb-block platform. But there's no bomb block. DUN DUN DUNNNNNNNN!...You need to hit the switch next to the medal to destroy the barrier, which can be done in one of two ways: Use the crash ability if you got it in the previous room to annihilate everything in the room and hit the switch, or get the beam ability from the conveniently located waddle doo and use that. Yet another easy medal for the collection. --- Stage 3-2: Contrast Cave: Medal One: Soon as you drop down from your starting location, you'll see it. Break the block and grab it. This is another one of those medals where if you miss it, you're blind, dead, or stupid, so if you're reading this, yeah. You're stupid. Unless you're in the situation where you're blind or dead, in which case, why are you playing games? Don't you have some...blinding...or...deading...to do? Medal Two: This is probably the first medal in the game that can get a little frustrating. A little. In any case, in the second area, when you get to the second part where you have to "swim", underwater, on the left side, should be a wooden post and some blocks preventing access past there. Get the stone ability from the nearby rocky, and then use it on the post to open the passageway. Now it can get a little tricky. Put simply, you have to get the crash ability from the enemy at the top of this chamber, then swim down to the bottom and use it to activate the switch next to the medal, to destroy the wall preventing access to both. This would normally be simple, but since this is the first level where you have to swim and are probably still getting used to it, added to the fact there are blippers and squishies that try to make you lose the ability, this can be a little frustrating. In any case, once you've hit the switch, just go down and grab the medal. Alternatively, if you're lazy or a cheap-ass, you can simply use Waddle Doo's innate beam ability to hit the switch. If you have him yet. Which you probably don't. Medal Three: You'll have to have hit the green switch before you try this one. Once you've successfully kicked its ass, in the third area, in the last chamber with about a billion star blocks and a partially obstructed checkpoint, you should see a bobo (flame enemy), encased in some blocks somewhere nearby. Get it's ability, then proceed through the level into the static field. Head right, over the first block, and use the burning ability to cross the second pit. In the third pit, you'll find a 1-up, and shortly thereafter a door that was previously obstructed by a green switch wall. Head into the door, and the medal will be right in front of you in the short underwater segment. --- Stage 3-3: Silver Submarine: Medal One: Just after the first checkpoint, you'll find a wooden stake in the ground, resting on top of some blocks that you can obviously destroy. In the pool they cover is a medal. And there's a rocky to your right...the rest is obvious enough unless my accusations off you being stupid are justified. In which case, all you have to do is get the stone ability from the rocky, use it one the stake, and swim down and get the medal. Stupid. Medal Two: This is probably the most cleverly hidden one in the game...the map doesn't point it out, as there are no fake walls, hidden doors, or medals to be seen, so the map can't blatantly point it out for you as it has previously made a habit of... At any rate, in the second area, after the boulders that threaten to crush you, you'll find yourself on a thin platform over a stretch of water with a current. You wanna get into the source of the current. This can be a little tricky, essentially what you want to do is push Kirby in there using some backwards C-shaped lines, which prevent the current from pushing him further back, while pushing him towards the source. Once you get far enough in, you'll be taken to a hidden room, with the medal lying right in front of you. Get it. Alternately, if you're cheap or lazy, and have DeDeDe unlocked, since he sinks in water, with him it's a simple matter of facing the current and then simply hammer-dashing in there. Medal Three: In the third area, you'll have to tap some colored panels to make them red, thereby opening a red gate to get to a switch. The wall to the right of the switch is fake, simply go through this fake corridor to find the medal lying right in front of you. ---------------------------------- Section 6.4: Level Four: Neo Greo: --------------(64LG)-------------- Ah. Level four. It's not level five, but it's more badass than level three. So they had to come up with a number to go between the two. And thus, four was born. And later, four met the letter Z, and they lived happily ever after. And gave birth to the asterisk. At any rate, level difficulty is yet again raised slightly, and so medals are getting a little harder to find. But not much. Also, for no reason whatsoever, I'm going to type numbers in French in this section. With all that said, on with the guide. --- Stage 4-1: Machine Mansion: Medal Un: Go into the cannon right in front of you from where you start. Now, as Kirby's busy re-enacting the life of a pinball, you may notice some bomb blocks in the ceiling. Tap all trois of them, and it will fall right on top of you when you land on the sticky green platform. Medal Deux: In the second area, grab a missile ability from un of the numerous bang-bangs. Once you reach the area's checkpoint, continue left and down, and you'll see a cannon on your right. Get in, but don't fire it, or you'll have to start over. Rather, hit the bomb-block to your right so the cannon falls down, then fire. After a few more painful-looking ricochets, you'll end up on another bomb-block platform. Detonate the block, fall to the ground, fire, ricochet, and you'll find yourself in a room full of bronto burts. Use the missile ability you got back at the start of this medal's walkthrough, and use it to break through the missile blocks in the floor to the door below. Once you go in the door, you'll find the medal lying right in front of you for the picking. Medal Trois: Keep to your right in the third area, and it will be next to a couple of mine enemies that the credits forgot to mention, and therefore have no name. It's easy enough to find, but the floor seems to have a grudge against you, so don't get crushed. --- Stage 4-2: Dreamy Darkness: Medal Un: Shortly before you reach the exit, you should find an alcove with a tick. (Spike enemy). Get it's ability, then, being careful not to be too reckless, as it's dark and this is the first time the game gives you the spike ability, I believe, backtrack to the first checkpoint. Backtrack a little further, until you're on the opposite side of the "pillar" left of the checkpoint, go down. Near the bottom there's a barrier of spike blocks (You can't see them if it's dark), use your ability to break through them, and the medal will be at the end of this short corridor. Oh, and if you haven't got this area's second medal, keep the spike ability to save yourself a pain in the ass. Medal Deux: If you're not stupid, you kept your spike ability from the first medal as I just advised...At any rate, upon your entry to the second area, you'll notice some spike blocks to your right. If you didn't keep your spike ability from the first medal, you'll have to pull a somewhat tricky maneuver, by drawing a line that will get you the spike ability from the above tick, but push you back down before the game registers you as ascending to the above platform. A reverse-C shaped line seems to work best. Or a loop-de-loop if you're a fancy ass. In either case, break through the spike blocks, and work your way up to the upper left of this area, and the medal will be resting comfortably on your left. Medal Trois: It's encased within some bomb-block walls in the fourth area. You can't see the bomb-block itself unless the light is on, although you can see the medal shining, so head left, avoiding the electric traps, turn on the light, and double-back and get the medal. --- Stage 4-3: Paletto Polis: Medal Un: Once again, don't even bother with this un before you've hit the green switch. Once you deal with that nuisance, just after the start, below and a little to the right of the first green, moving platform is a door that used to be blocked by a green switch wall. Head on in, and an easy medal will be lying right in front of you. Medal Deux: In the second area, after you deactivate the yellow gate, go and fall down to your right. There should be a shiny new switch there, hit it, and a wall just left of the room where you deactivate the yellow gate will explode. Go past that walls remains, and into the tube on the ceiling. Work your way through this spike-trap lined corridor, and hit the switch along the way. Once again, head back to the room left of where you deactivated the yellow gate, and the medal will have fallen to the floor. Medal Trois: In the last area, where the screen auto-scrolls, when you reach the exit, don't complete the level just yet. Instead, go over it, and in a pit to the right of it you'll find the level lying on the ground. ------------------------------------ Section 6.5: Level Five: Bloo Hills: ---------------(65LG)--------------- Woohoo. Level Five. Over halfway through the game. Which is to say, less than two-thirds of the way through, but more than seventeen-eighty-ninths of the way through. The glass is now officially half full. Or half empty. I don't know the answer to that one, I always end up drinking the water, or putting someone's hand in it while they're asleep. It does work. Ah, as far as difficulty goes, as per usual, it gets slightly harder, but not much, and as such, the medals don't get particularly harder. Except that this level is home to the medal that will most likely be the hardest if you suck with Wheel ability. Which you probably do. Cause you're stupid. But that medal doesn't count, and the rest are pretty easy. So now, let's move on with the guide... --- Stage 5-1: Cold Course: Medal One: Just after the semi-chaotic first stretch, where you're rolling down a hill avoiding boulders and killing bouncies, you'll see a door under a platform you end up on. To the left of it is a fairly obvious fake wall, use it to get to the door, and find yourself below the green switch room with a medal waiting for you. Medal Two: As soon as you enter the second area, head right from your position, and up through two thin platforms. Grab the freeze ability from the snowy to your right, then break the freeze blocks on your left. Following that, break the block above your current position, and head up the shaft. Oh, and avoid the falling shotzo. Maybe you should have read the previous sentence before the prior to previous sentence. In any case, the medal will be behind a breakable ice wall to your right, at the top of the shaft. Medal Three: Once you reach the second checkpoint in the third area, head below it, and on your right there should be a bomb block embedded in the wall. Blow it up, and and back up, find the switch to the left of the checkpoint, and hit it. Return to the checkpoint, and slightly above it should be another bomb block in the wall. Detonate it, and then a large black ball will come from the alcove to the right shortly. If you did all this in the correct order, it will roll down a few platforms, and break a bunch of blocks preventing access to a door for you. Go in that door, and you'll find yourself under the green switch room again, with the medal lying right in front of you. --- Stage 5-2: Dungeon Dome: Medal One: Once you get to the first checkpoint, head a little further right to find a waddle doo. Get the beam ability from it, then backtrack into the water. Head down, avoiding the various hazards, and you'll notice some beam blocks to your right. Break them, and at the bottom of the short chamber you'll find the medal. Medal Two: This medal can be both easy or the hardest in the game, all depending on your skill with Wheel Kirby. Which doesn't really say much for you, or the game's difficulty... Anyway. When you reach the second area, continue to the right, grabbing a wheel ability from one of the wheelies along the way, until you get to a switch encased in some wheel blocks. This is where it gets tricky and/or frustrating, and be warned, if you screw up, you're gonna have to die or restart the level to reset the area. So don't screw up, stupid. In any case, get to the right of the trapped switch, face to your left, and activate the wheel ability. When you hit the switch, it will trigger a load of blocks to explode, but also some to form, right where you need to go. So you need to move faster than the exploding blocks. Which is where the wheel ability comes in. In any case, after you activate the switch, be prepared to work fast. The basic idea of what you're supposed to do here is draw lines, to prevent you falling into the holes, as you speed across the terrain. It's pretty fast-paced, so if you suck with wheel ability, it's gonna take a few tries. And I'm going to keep calling you stupid. =P If you succeeded in the first stretch, (Be careful of the ceiling, making your lines go too high will cause you to crash into it, deactivating the ability) you'll find yourself in another chamber with another switch. There may or may not be an annoying bronto burt here, don't let it hit you and make you lose your ability...In any case, the switch does essentially the same thing. Except in the other direction. So get to the left of the switch, face right, and activate your ability. This time, you'll be going over a spike pit, with a small wall that you might accidentally crash into at the end of the pit, followed by a short gap, some wheel blocks, and then where the green barrier wall will form if you're too slow. And then, you'll find another switch. Yay. You know the drill. Get on it's right, face left, and activate your ability. This time you'll find yourself going over another spike pit, then a hole or two, then you'll end up in a cannon. After a second or two, the explosion will catch up with you, causing the platform the cannon's on to explode. Fire the cannon RIGHT when it lands on the platform below you. If you stall for even half a second too long, the chain-reaction-explosion thing will get ahead of you, and you'll have to start over. If you did it right, you'll be fired into a sideways U-shaped chamber, with the medal at the bottom. If you managed to get this medal, pat yourself on the back. You just got the potentially hardest medal in the game. Which honestly isn't really saying much for the game, but hell, it's Kirby. It's supposed to be mindlessly addictive and fun, not challenging. If you didn't get the medal, you know the drill. You're stupid and I hate you, etcetera... Damn. That was a long description, no? Medal Three: In the third area, after the part where you head upwards through a few chambers almost completely full of star blocks, you'll find yourself in a long corridor. Partway through, you'll find yourself in a section with some spikes above some breakable ground. You can figure out what to do here. Once you destroy the third wall, and get dropped into the small chamber with a cannon below, head left, up and over the chunk of land in your way, through the fairly obvious fake walls, and you'll find it on the other end of the chunk of land. --- Stage 5-3: Canvas Canyon: Medal One: Sort of hard to place this one, since the entire first area is basically a huge, wide open area... In any case, after you pass the first checkpoint, head up to the ceiling. Keep progressing to your right, and keep an eye on your map. There should be a hidden door, protected by a fake wall/alcove, somewhere along the way, in the ceiling. The medal's right in front of you once you go through the door. Sorry I can't really give a more detailed description than that, but as long as you stick to the level's ceiling and keep an eye on your map, you should find it easily enough. Medal Two: Just before you reach the second checkpoint in the second area, you'll find a platform with two pactos under it. (Evil, annoying, jumping mouth things) See that little mound of grass between them with no outline? It's fake. Simply get between the pair of pactos, and under the mound is a short shaft which will bring you down to the medal. Medal Three: Have to have hit the blue switch, etcetera...Get that covered, then, just after you get to the checkpoint in the third area, you'll end up in a cannon held up by a bomb-block platform. Before you detonate the block, take advantage of your free pass at abusing Kirby by launching him into the wall as much as you like, then look below you. See those blocks on the right side of the screen? Essentially, what you have to do is set off the bomb block so you fall, then fire the cannon as you're lined up with them. If you did this right, you should fly through a bunch of various blocks, and wind up in a chamber with an upwards-leading shaft and a bloon. Or hit the blue switch wall preventing you from doing so if you weren't listening to me, stupid. At any rate, grab the balloon ability from the bloon, and use it to work your way up the long shaft. At the top, you'll find a medal, and a shortcut to the exit. ------------------------------------- Section 6.6: Level Six: Omarine Zone: ----------------(66LG)--------------- Ah. Level Six. Like level three with twice the levelly goodness, half the fat of level four, and only a tiny increment in difficulty from level five. As for medal difficulty, it's roughly the same, if not a decrease in difficulty from level five. So stop reading my pre-section minirant, and scroll down and get the info you need, stupid. --- Stage 6-1: Collapse Castle: Medal One: It's easily enough found at the bottom-right of the room with a bunch of fans and blados. The room's about a third of the way through the first area, and honestly, your only excuse for missing it is that the room's dark. And that's a lame excuse. Stupid. Medal Two: You should have killed the blue switch before you try this. Or you'll just spend a long time trying to do something you can't. 'Cause you're, you know, stupid. Like I've said so many times before in this guide. In any case, when you get to the last checkpoint of the second area, you'll find yourself in another annoying static field, and you have to dash to the area's exit, 'lest you fall in a pit. However, rather than going in as one usually would, go over it. Quickly tap the moving blue block to get it to move right, into the static field, then quickly draw a line so you land on it and move on to the platform to the right. You'll see another blue block here, move it right, into the static field, then draw a line to it, but make the line curve upward a little so kirby will bounce. Start dashing just before you land, and with any luck you'll bounce over the pit and land in front of the medal, and an alternate exit to the area. Medal Three: In the third area, you'll have to do some cannon blasting to get through yet another one of those accursed static fields. When you get near the end, and end up in a cannon held up by a bomb-block platform, stop for a second. Before you trigger the bomb block to make the cannon fall, look below and you should see some blocks sandwiched between a pair of platforms. Essentially, all you have to do is make the cannon fall, and when it's lined up with those blocks in midair, fire the cannon. If you do it right, you'll fly through the blocks, get the medal, break out the other end, and wind up in the last cannon in this segment. If you do it wrong, you'll most likely die. Plus, you suck and I hate you. Stupid. --- Stage 6-2: Volatile Volcano: Medal One: When you get to the checkpoint, look to your right. There should be a semi-obvious fake wall, made obvious my the numerous holes in it. Go through, and dash like hell, or else you'll most likely die. And if you let Kirby die, I'll never forgive you. And I'll eat your dog. And your cat. And your children. And I'll never stop calling you stupid, stupid. ...At any rate, if you dashed successfully, you'll find the medal, as well as a cannon to blast you across the now-exploded platform. Medal Two: This one can be a little tricky. Or rather, not so much tricky as annoying. Anyway, just after the second checkpoint in the first area, you'll come to a large static field with a pair of gordos in it, and it's divided in half by a narrow shaft of non-static field. Basically, you want to go up that shaft. The best way to do that is using very steep upward lines, that knock Kirby back a little bit once he reaches the top. Hard to describe, but you'll figure a way up there easily enough. At the top of the break in the static field is a snoppy on a platform, so get the freeze ability from it, then head to the next area. (Be careful not to hit the gordos as you go down.) Head straight right in this area, being very careful not to get hit and lose the ability, or else you'll have to restart the level. Once you get to the far right, you'll find a switch protected by some freeze blocks. Use your ability to break them, then hit the switch. It will cause some blocks to explode further into the level. Now, continue through the level as you normally would, and eventually you'll come to a crane that would usually take you across a stretch of lava, that annoys you by spitting fireballs at you. However, since you destroyed those blocks, the crane will be re-routed, and it will take you straight to the medal. Yay. Just be careful not to lose your ability during the part that you need it, or to die, because then you'll have to start the level over. In which case I'll call you stupid. Because you are. Stupid. Also, alternatively, if you're a cheapwad, then you can simply use Waddle Doo's innate beam ability to hit the trapped switch. But then you're actually justifying my accusations of you being stupid. Stupid. Medal Three: In the final/fourth area, with the rising and falling lava, you'll come to an area where you have to protect Kirby from various flame shotzos. After the third one, you'll come across a switch that cause the medal under you to fall, and open the gate that you passed just prior to finding the switch. Go back to the gate, and wait for the lava to have just fell, then go into the opening and dash like hell to the medal, 'lest you get burned and/or crushed. Once you get the medal, take shelter in the opening the medal was previously in, as the lava should rise momentarily. Then once it falls again, just dash to your right out of the corridor. Or die and go back to the checkpoint. It all depends on how abusive you are to Kirby and how many lives you have left. --- Stage 6-3: Silent Seabed: Medal One: Near the second checkpoint, you'll find a blue moving block, and a vertically moving gordo. Wait for the gordo to get far enough away from the block, then move it to reveal a hidden door where the block just was. Go inside, and you'll get yet another easy medal for the collection. Medal Two: Shortly after you pass the second checkpoint in the second area, you'll come to a fork, one path leading down into the water, the other leading right, where there's a static field leaving only a small gap between it and a ton of electric traps. All you have to do for this medal is cross the long set of electric traps, drawing lines in the limited area it gives you. By this point in the game, you're as stupid as I keep saying you are if you can't do this, but if you seriously can't, provided you have enough health, simply dash across, taking damage every few seconds. Medal Three: This one can be a little annoying, but by this point, it's nothing you can't handle. Basically, in the third area, where the screen auto-scrolls and threatens to crush you, you should notice it in the ceiling shortly before the exit, between a pair of pillars made of star blocks. It's held up by a bomb-block platform, and will fall into the abyss if you detonate it prematurely. Plus, it's hovering over a downward current, which will force you to fall into the abyss if you're not careful. All you have to do though, simply, is get under the medal, draw a line to prevent the current from pushing you down, then detonate the block and the medal will fall right on top of you. Then pay attention to your other surroundings, because you're about to get crushed. ------------------------------------------- Subsection 6.7: Level Seven: Wonder Lilane: -------------------(67LG)------------------ Level Seven, eh? Ah. Finally, the last level. The penultimate. The final level. The level that puts all your skills to the test, the test of which you fail, because you're horrible at history, or math, or whatever the hell it's testing you on, then I get to call you stupid again, Stupid. And Level Eight doesn't count as the last level. Because it's just a short little area before the final boss fight. Then the final boss fight. Then the credits, of which you probably won't read, but rather be too busy trying to get all the paintings of the enemies to fall by tapping them repeatedly. But in any case, Level Eight is just not badass enough to be called the final level, even if it does have the only traditional Kirby-style boss fight and some kickass boss music. Ah...I was rambling again. Anyway, you know what I'm gonna say by now, slight increase in difficulty, some medals might be slightly harder to get, but basically easy overall. So now I'll continue with the guide and spare you my babblings. For now. --- Stage 7-1: Frozen Fantasy: Medal One: Just after the beginning of the level, you'll come across a section where you have to go over some spike traps, then dodge a dash panel threatening to force you back, then there will be a switch. Go past the dash panel and switch, NOT hitting the switch, and into the pit in front of you. There will be a switch at the bottom that relocates some ice, giving you access to the medal below. Medal Two: Just to your right once you reach the second area is a massive static field. What you would normally do here is go on the moving platform, stopping when necessary to avoid hazards. However, there's a second moving platform above the one you would normally go on that takes you to the medal. To get onto the platform, create a ramp outside the static field, and dash-jump up it to land on the platform. Be careful; as if you miss, you'll end up flying off into the abyss... At any rate, once you land on the platform, ride it to it's end, jump off, and the medal will be right in front of you. Medal Three: In the third area, after you've hit the blue switch that removes the blue blocks in this area, letting you get to the exit, instead of backtracking to where you passed up the exit before, head up, above the spinning blade trap, and into the ceiling to find that it's fake. Go along the fake corridor to your right, down the fake shaft, left out of the fake wall, and grab the fake medal. ...Oh, wait, the medal's not fake. But the rest is. And don't try to turn this around on me, you're the stupid one, not me. Because you're the one who came crawling in here, grovelling for information. Or rather clicked a few links. But you're still stupid. Because...ah...Because SHUT UP! *runs off crying* --- Stage 7-2: Mad Mechanism: Medal One: Ah...kickass music in this level...Right after you pass the first checkpoint, you'll see it trapped in the ceiling above a bomb-block platform. The actual bomb block to destroy it will come up shortly, encased in the floor below and to the right of the medal. You need to be a little quick about this one, as the floor apparently has some kind of grudge against you (Maybe you inadvertedly killed someone close to it? That's normally what happens when you have people or things pissed at you for no apparent reason in anime or video games...), and apparently the medal ignores the floory properties of the floor that hates you, and passes through it. If it falls down, and the floor rises, you're gonna have to die or restart to be able to try again, so it would probably be best if you were underneath the medal when you set off the block, so it falls right on top of you. Medal Two: In the third area, after the floor whose father you killed or something, there will be a big static field in front of you. Somewhere along the way there will be a small hole in the field, use that gap to draw a ramp which you should dash-jump up, and hopefully end up getting the medal at the top-right corner of the room. This can be a little frustrating if you try to do it with normal Kirby, so if you need a little extra boost in your jump, get the spike ability from the last room, or even better, do it with Meta-Knight if you have him. Medal Three: In the fourth and final area, after riding some platforms while blocking some lasers, you'll go down a short shaft and land on a sticky, green platform. Or the game's standard variety of moving platform, except, you know, not moving. It'll also be in a square, donut shaped room, with spikes lining the outer walls, and electric traps lining the inner platform. At any rate, instead of jumping right like the platform wants you to, be a rebel, and pretend to jump that way, only to draw a line, doubling back over the platform, and into the pit on your left. Yeah. Stick it to the man. On your short drop, you may or may not notice a bomb block embedded in the left wall, detonate it to knock down a recovery-item-that's-not-a-maxim-tomato-and-I-have-currently-forgetten-the-name -of. A soda, tonic thingie that recovers two health. At any rate, go down and grab it if you feel like it, then head up to where it came from to find a short shaft. Go up a little further, and you'll see the medal behind a bomb-block wall on your left. Detonate the wall, grab the medal, how many times have you done this now?... Oh. And I haven't said it in a while, so I may as well remind you; you're still stupid. Stupid. --- Stage 7-3: Spectacle Space: Medal One: Just after you start the level, you'll come across a bloon, and the option to go right to what you'll find is a dead end, or up, to continue the level. If you're not that great at traversing upwards, you might want to grab the balloon ability, although it can prove to be more of a hindrance than a help with spikes lining almost the entire area... Anyway. From the intersection I just mentioned, head up, and look to your left. You should see a small platform NOT lined with spikes, and a discolored wall. The discolored wall is breakable. Tap it a few times to break it, then continue past where it was. When you find yourself at the left edge of the level, fall down the shaft, then head to your right, before you fall into the abyss. Once you get to the far right of the screen, head up, as if you haven't figured by now you're basically going around the outskirts of the level... Soon enough you'll see the medal on a small platform to your left, then, rather than returning the way you came, go up through the thin platforms above, and continue with the level. Medal Two: In the second area, it's at the far southeast corner of the area, right on top of the imitation sun. Medal Three: Just after the checkpoint in the third area, you'll have to pass through several spike-lined gaps. After that, you'll have a choice to take an upper or lower path, whichever path you take doesn't matter, as you're progressing through the area you'll see the medal encased in some bomb-block walls, you know the drill by now. Unless you're stupid. Which I have called you so many times I've lost count. Because I haven't been counting. Just destroy the corresponding bomb-block, then go down and get it, or let it come down and get you. Yet another shiny thing for your collection of shiny things. Er, medals. Which are shiny. Oh, so shiny...GIVE ME ALL YOUR SHINIES! >=O ----------------------------------------------- Section 6.8: Level Eight: The World of Drawcia: ---------------------(68LG)-------------------- You finally made it to the final...place. Disregard the word level in the section title above, as I refuse to call this place a level. It's just too small. It cannot claim level status, even if it does have the only traditional Kirby style boss fight in it, and the usual awesome, ridiculously catchy Kirby boss music. In any case, you'll find two medals here, both extremely easy to get. I guess they felt like they should just cram a pair of medals here, to bring the total level medals to a nice, shiny 65, rather than 63. Because multiples of five can beat the crap out of multiples of three any day. --- Medal One: Once you go through the wide open, spike-lined passage, rather than continuing up the "steps" to go to the next area, go underneath where they begin, then head up and to the right a bit to find it resting comfortably on a platform, underneath the door. Medal Two: When you're in the second area, kill all the annoying, slightly creepy, laughing painting things, by tapping them once or twice. Once you clear out the last one, the medal will materialize on a small platform, a little below and to the left of the boss door. =============================================================================== -------------------------Section VII: Medal Unlockables------------------------ ====================================(XXMU)===================================== I suppose you want to know what you can get with these medals you've been wasting so much time on, no? Well, I considered not bothering to write this section, as you can easily find this information in one of the other FAQs, and I don't want to bring this one any further than the subject I set out to cover, which I already did adequately enough, but I was bored, I typed this up in ten minutes, and it's related enough to the subject to be relevant in this FAQ. Anyway, this section merely details the things you can unlock with your medals at the medal swap. So there. --- Unlockable #1: Song #1 Medals to Unlock: 3 Prerequisites: N/A Description: Unlocks songs #45-57 in Sound test. --- Unlockable #2: Song #2 Medals to Unlock: 3 Prerequisites: N/A Description: Unlocks song #58-67 in Sound test. --- Unlockable #3: Song #3 Medals to Unlock: 3 Prerequisites: N/A Description: Unlocks songs #68-77 in Sound test. --- Unlockable #4: Zebra Line Medals to Unlock: 6 Prerequisites: N/A Description: Lets you use the Zebra line, if you're tired of using the default Rainbow line. It contains moving bands of black and white, hence the name. --- Unlockable #5: Bead Line Medals to Unlock: 6 Prerequisites: N/A Description: Lets you use the Bead line, if you're tired of using the default Rainbow line. It consists of a string of moving red and yellow beads. Hence the name. --- Unlockable #6: Tropic Line Medals to Unlock: 6 Prerequisites: N/A Description: Lets you use the Tropic line, if you're tired of using the default Rainbow line. It's a yellow line, containing moving red and yellow dots. Nothing tropical about it at all. --- Unlockable #7: Life Boost Medals to Unlock: 7 Prerequisites: N/A Description: Gives Kirby an extra health point, except in subgames. The cheapest one. --- Unlockable #8: Course #1 Medals to Unlock: 9 Prerequisites: N/A Description: Unlocks the Stone A course in Rainbow Run. Same as any other course in Rainbow Run, with a Line Trial and a Time Trial, but does not appear in the main game, and you have the Stone ability indefinitely in the course. --- Unlockable #9: Course #2 Medals to Unlock: 9 Prerequisites: N/A Description: Unlocks the Wheel A course in Rainbow Run. Same as any other course in Rainbow Run, with a Line Trial and a Time Trial, but does not appear in the main game, and you have the Wheel ability indefinitely in the course. --- Unlockable #10: Course #3 Medals to Unlock: 9 Prerequisites: N/A Description: Unlocks the Missile A course in Rainbow Run. Same as any other course in Rainbow Run, with a Line Trial and a Time Trial, but does not appear in the main game, and you have the Missile ability indefinitely in the course. --- Unlockable #11: Course #4 Medals to Unlock: 9 Prerequisites: N/A Description: Unlocks the Balloon A course in Rainbow Run. Same as any other course in Rainbow Run, with a Line Trial and a Time Trial, but does not appear in the main game, and you have the Balloon ability indefinitely in the course. --- Unlockable #12: Course #5 Medals to Unlock: 10 Prerequisites: Unlock the Stone A course/Course #1 Description: Unlocks the Stone B course in Rainbow Run. Same as any other course in Rainbow Run, with a Line Trial and a Time Trial, but does not appear in the main game, and you have the Stone ability indefinitely in the course. It's also a fair bit more difficult than the Stone A course. --- Unlockable #13: Course #6 Medals to Unlock: 10 Prerequisites: Unlock the Wheel A course/Course #2 Description: Unlocks the Wheel A course in Rainbow Run. Same as any other course in Rainbow Run, with a Line Trial and a Time Trial, but does not appear in the main game, and you have the Wheel ability indefinitely in the course. It's also a fair bit more difficult than the Wheel A course. --- Unlockable #14: Course #7 Medals to Unlock: 10 Prerequisites: Unlock the Missile A course/Course #3 Description: Unlocks the Missile B course in Rainbow Run. Same as any other course in Rainbow Run, with a Line Trial and a Time Trial, but does not appear in the main game, and you have the Missile ability indefinitely in the course. It's also a fair bit more difficult than the Missile A course. --- Unlockable #15: Course #8 Medals to Unlock: 10 Prerequisites: Unlock the Balloon A course/Course #4 Description: Unlocks the Balloon A course in Rainbow Run. Same as any other course in Rainbow Run, with a Line Trial and a Time Trial, but does not appear in the main game, and you have the Balloon ability indefinitely in the course. It's also a fair bit more difficult than the Balloon A course. --- Unlockable #16: Life Boost Medals to Unlock: 12 Prerequisites: N/A Description: Gives Kirby an extra health point, except in subgames. More expensive than the first one. --- Unlockable #17: Life Boost Medals to Unlock: 14 Prerequisites: N/A Description: Gives Kirby an extra health point, except in subgames. The most expensive. --- Unlockable #18: DeDeDe Ball Medals to Unlock: 20 Prerequisites: Defeat Drawcia for the first time Description: Unlocks King DeDeDe as a playable character. See the characters section for more information. --- Unlockable #19: Meta-Knight Ball Medals to Unlock: 25 Prerequisites: Unlock the DeDeDe Ball Description: Unlocks Meta-Knight as a playable character. See the characters section for more information. --- Unlockable #: Hidden Song Medals to Unlock: 50 Prerequisites: Collect at least 200 medals Description: Unlocks the "Old School" music option in the sound options menu. It changes almost all the songs in the game to ones from older NES and GameBoy Kirby games. (Most games in the game are from Kirby 64, or are remixes of old songs.) It's a pretty fun, and nostalgic treat if you've played many older Kirby games, but I'm afraid it won't mean much if you've only played the more recent games. In which case you're depriving yourself of something very awesome. Go play Kirby Superstar, stupid. =============================================================================== -----------------------------Section VIII: Credits----------------------------- ====================================(XXCD)===================================== This is where I thank people, or give them credit for any contributions for stuff they contributed to this guide. Pretty self-explanatory, really...So, free cookies to the following people: Me, for writing this. (Gotta boost my ego, no? >_>) CJayC, for the usual ass-kissing reasons, and basically for making GameFAQs and hosting this. All that crap. Hal Laboratory and Nintendo for pumping out yet another kickass kirby game. Deborah Clifford, for telling me you needed 200 medals to unlock the classic song unlockable. I got a few other emails about this, but her email was the first I got. So she gets the cookie. >_> You, for reading this thing, and tolerating all the times I've called you stupid, despite the fact that it got stale and annoying fast. --- All copyrights of game, scenario, character, music, etcetera in Kirby: Canvas Curse are the property of either Nintendo of Hal Laboratory, Inc. </FAQ>