__ __ _ __ / //_/ (_) ____ / / __ __ / ,< / / / __/ / _ \ / // / /_/|_| /_/ /_/ /_.__/ \_, / /___/ _____ _____ / ___/ ___ _ ___ _ __ ___ _ ___ / ___/ __ __ ____ ___ ___ / /__ / _ `/ / _ \| |/ // _ `/ (_-< / /__ / // / / __/ (_-</ -_) \___/ \_,_/ /_//_/|___/ \_,_/ /___/ \___/ \_,_/ /_/ /___/\__/ K i r b y - C a n v a s C u r s e ------------------------------------------------------------------------------- A walkthrough authored by snkupo Document Version 1.0 - August 08, 2006 [email protected] ------------------------------------------------------------------------------- =============================================================================== - Table of Contents - =============================================================================== If you're using a browser like Opera, Mozilla Firefox or Internet Explorer, press CTRL + F on your keyboard to bring up a search window. Type in the letters from the brackets below and press ENTER to search. Before you Start Introduction....................................................[KiIntr] About Kirby: Canvas Course......................................[KiAbou] The Menu........................................................[KiMode] Game Basics.....................................................[KiBasi] Common Questions................................................[KiQues] Controls and Overview...........................................[KiCtrl] Abilities.......................................................[KiAbil] Obstacles.......................................................[KiThin] Items...........................................................[KiItem] The Walkthrough Read This First.................................................[KiWsta] Reddy Land, Plant Plain 1-1.....................................[KiW001] Reddy Land, Tiny Town 1-2.......................................[KiW002] Reddy Land, Ravine Road 1-3.....................................[KiW003] Arange Gorge, Ghost Grounds 2-1.................................[KiW004] Arange Gorge, Growth Grasses 2-2................................[KiW005] Arange Gorge, Mag Mount 2-3.....................................[KiW006] Iello Adventure, Rift Ruin 3-1..................................[KiW007] Iello Adventure, Contrast Cave 3-2..............................[KiW008] Iello Adventure, Silver Submarine 3-3...........................[KiW009] Neo Greo, Machine Mansion 4-1...................................[KiW010] Neo Greo, Dreamy Darkness 4-2...................................[KiW011] Neo Greo, Paletto Polis 4-3.....................................[KiW012] Bloo Hills, Cold Course 5-1.....................................[KiW013] Bloo Hills, Dungeon Dome 5-2....................................[KiW014] Bloo Hills, Canvas Canyon 5-3...................................[KiW015] Omarine Zone, Collapse Castle 6-1...............................[KiW016] Omarine Zone, Volatile Volcano 6-2..............................[KiW017] Omarine Zone, Silent Seabed 6-3.................................[KiW018] Wonder Lilane, Frozen Fantasy 7-1...............................[KiW019] Wonder Lilane, Mad Mechanism 7-2................................[KiW020] Wonder Lilane, Spectacle Space 7-3..............................[KiW021] The World of Drawcia 8-1........................................[KiW022] Boss Battles and Mini Games.....................................[KiWbos] Additional Information Character Profiles..............................................[KiChar] Medal Swap......................................................[KiMesw] Main Game Medal Locations.......................................[KiMeda] Rainbow Run Medals..............................................[KiReda] Other Medals....................................................[KiRest] Switch Locations................................................[KiSwit] The End of Document Version History.................................................[KiVers] Legal Stuff.....................................................[KiLega] Contact Me......................................................[KiCont] Credits and Thanks..............................................[KiThan] +----------------------------------------------------------------+ + Introduction [KiIntr] + +----------------------------------------------------------------+ Hello, and welcome to the Kirby: Canvas Curse Walkthrough written by me, snkupo. This guide will ultimately be your complete guide, and will tell you how to do, and where to find everything that's in this game. This document was started just after I had finished my Metal Slug 3D walkthrough, and I hope this one will receive just as good feedback as the Metal Slug one did, and still does. It is the European version of the game that I am playing. The only real difference between the US and the EU versions, is that the EU one is named Kirby: Power Paintbrush. The Australian version is also named Kirby: Canvas Curse. Feel free to contact me on mail if you would like to comment my work. Both positive and negative feedback will be appreciated, as long as you're constructive. +----------------------------------------------------------------+ + About Kirby: Canvas Curse [KiAbou] + +----------------------------------------------------------------+ Canvas Curse is the first Kirby game for the Nintendo DS, and was developed by HAL, the company behind the series as a whole. When the game was released, the Nintendo DS had suffered from very few top games, and in my eyes, this was the start of a huge wave of quality titles for Nintendo's handheld. Now, we have titles like Viewtiful Joe, Phoenix Wright, Partners in Time, Resident Evil and so on, but at the time Kirby was released, we didn't. Thanks HAL! In Canvas Curse, a witch has turned Dream Land into a painting. She turns Kirby into a ball when he gives chase. However, Kirby meets the Power Paintbrush, and together, the two of them sets out on adventure! This game is a singleplayer only game. You will be using the stylus that came with your Nintendo DS all the time - you wont even have to think about the buttons on your system. Your adventure will be a sidescrolling one, where you use the stylus to command Kirby around, and make paths for him by stopping enemies, creating Rainbow Lines in the air and so on. There are quite a few collectibles, but the funniest thing might be the different abilities that Kirby can steal from his enemies. Read more about this in the Game Basics section. I hope you enjoy the game, as well as this document, the ultimate walkthrough for Kirby: Canvas Curse! +----------------------------------------------------------------+ + The Menu [KiMode] + +----------------------------------------------------------------+ Main Game --------- This is the main game. Travel through all the Stages and collect as many medals as you can. Rainbow Run ----------- Play different parts of the stages, and earn more medals. There are two modes for each stage - Line Trial and Time Trial. Line Trial means that you have to use as little ink as possible, while Time Trial will require that you complete Stages as fast as possible. Sub Games --------- In here, your unlocked Mini Games/Boss Battles can be played. There are 3 difficulty settings for each of them. Beat Level 3 and get the A Rank, and you will be rewarded with a medal. Check the Mini Game and Other Medals sections of this FAQ for more information. Medal Swap ---------- Exchange your medals for unlockables like new characters, music, new Line colors and so on. Options ------- Set sound mode, Line color, erase data, use the sound test, or visit the training. There is also a Pictochat section in options. If you turn it on, your system will search for other systems that have Pictochat activated. If a Pictochat session is found, you will get the option to join the conversation. If you choose YES, the Nintendo DS will turn off, and you will lose any unsaved progress. Choose NO, and you can return to the game. +----------------------------------------------------------------+ + Game Basics [KiBasi] + +----------------------------------------------------------------+ The game basics of Kirby: Canvas Curse will be teached to you in the training mode in-game, but if you ever want to read about it, or show them to your friends, check the paragraphs below. Not that you absolutely should read this before you start playing Canvas Curse. ~Enemies can be stunned by touching them with your stylus. ~You defeat enemies by running into them after having stunned them. ~You can also defeat enemies that are not stunned by Dashing into them. ~Star Blocks can be removed by touching them. ~You can interact with several objects, just try touching them! ~You can draw Rainbow Lines to either stop, or make mid-air paths for Kirby. ~Drawing Rainbow Lines will draw ink from the Ink Gauge. ~The Ink Gauge can be found on the upper screen. It refills automatically. ~When Kirby rolls on a rainbow Line, he goes in the direction you drew. ~Rainbow Lines disappear quickly. Be fast! ~To steal abilities from enemies, stun them and roll into them. ~Touch Kirby to use an ability. ~To remove an ability, touch the bar in the left corner of the lower screen. ~Rainbow Lines can also be used to protect Kirby from bullets and enemies. ~Rainbow Lines can even stop laserbeams and the like! ~You can float mid-air by touching and holding you character if you need Ink. ~You can push Kirby under water by drawing Rainbow Lines above him. ~Collecting 100 starts means 1UP. ~There are medals hidden in the game, they can be used to unlock stuff. ~You will keep your Medal even if you quit a stage. ~There are several unlockable characters in addition to Kirby. ~At the end of each Stage in Main Game there is a Mini Game named Dash! Jump! ~Game Over means that you have to start the Stage all over again. +----------------------------------------------------------------+ + Common Questions [KiQues] + +----------------------------------------------------------------+ Q: How do I reset everything? Delete all saves, unlocked things etc? A: At the startup screen saying "Nintendo", press A + B + X + Y + L + R. Q: How many save files are there? I need several and my friend want one too! A: There's three save files in the game. Q: How do I get the game 100% completed? A: Finish all Stages with all characters, get all medals and unlockables. Q: Does anything special happen when I gain 100%? A: The "Touch to Start" screen's background goes blue. Q: Does this game have a motion sensor built in like Yoshi Topsy-Turvy had? A: No, it does not. The Touch Screen is what you'll use. Q: Is this game just a bad spin-off like Yoshi's Touch 'n Go? A: No, this is one of the best games in the Kirby series. Fullworthy game. Q: Is this game long? A: Doing everything in the game without an FAQ like this takes 10-20 Hours. Q: Is Kirby to only playable character? A: No, there are four others, check out the Character Profiles section. Q: How can I unlock [insert medal, character, subgame etc.] A: It's all in the FAQ. Check the Table of Contents at the top. Q: I've heard about the game connecting with the GBA Kirby games! A: Check the Character Profile of Waddle Doo to find out about this. Q: Something is wrong in this FAQ! A: Mail me about it. You can also provide alternate strategies and so on. Q: Who is Drawcia? A: The witch herself. Q: How many medals are there in this game? A: 250 Medals. +----------------------------------------------------------------+ + Controls and Overview [KiCtrl] + +----------------------------------------------------------------+ Since the developers focused only on the touch-screen, which is the lower screen on your Nintendo DS, you will be using the stylus to do all commands in this game. Below is an overview that shows you where to press to do what. It will also show you what the different places on the screens display. +-------------------------------------------------------------+ + +----------------------------------+ + | | +-------------+ | | | | | | | | | | | MAP | | | | | 1UPS | | | | | | STARS +-------------+ | | | | HEALTH | | | |+-----------+ | | | ||INK GAUGE | /Stage Name | | |-. |+-----------+ / | _.-' `-.__ +-------------------+--------------+ _.=_ +```` +----------------------------------+ ````+ | | | | | _ | ,-----. ,-----. | SELECT START | | _| |_ | ( KIRBY ) ( ENEMY ) | | | |_ _| | `-----' `-----' | X | | |_| |''''''''''''''''''''''''''''''''''| | | | | Y A | | |+----------------+ | | | || ABILITY | | B | | |+----------------+ | | | +----------------------------------+ | +---------------------------------------------------------------+ Press "ABILITY" to discard of your current ability. Touch Enemy - Stun enemy Touch Ability - Get rid of current ability Touch Kirby - Dash, use ability Touch open Area - Draw Rainbow Lines START - Pause, read about ability +----------------------------------------------------------------+ + Abilities [KiAbil] + +----------------------------------------------------------------+ Abilities play a big role in Kirby: Canvas Curse. I will tell you about all of them, what they are named and what they do. Just read below. Remember that you steal abilities by running into stunned enemies. If you want information on abilities in-game, press start to read about your current ability. There are 11 Abilities in all. Balloon - this one makes Kirby able to float in the air. If you touch Kirby, he will get bigger. Touching Kirby three times will make him pop, and stun nearby enemies. Kirby won't loose the ability even if he looses a Health Point. Beam - Shoots several beams in a circle around Kirby. Good against enemies, and useful to remove Beam Blocks. Burning - Boost forward while burning. Useful for removing Flame Blocks. Crash - Touch Kirby to make him generate a huge blast. Useful for taking out all nearby enemies, and activating buttons that are found behind walls or other obstacles. Freeze - This one makes Kirby turn into ice, and then makes him glide along the ground for a little while Useful for crunching enemies and destroying Freeze Blocks. Missile - Kirby flies through the air like a Missile. Can break Missile Blocks. Use Rainbow Lines to control him. Needle - Clings you to walls, useful for rolling into enemies and destroying Needle Blocks. Spark - Kirby can shoot sparks upwards. Useful for removing Spark Blocks. Tornado - Kirby can now fly upwards when you tap him, even while being inside No-Paint zones. You will get dizzy after a while, and have to stop. Stone - Makes it possible to fall fast downwards. Great for sinking while being underwater. You won't take damage while being a stone. Not even spikes hurt you. Wheel - Similar to Sonic the Hedgehog, Kirby rolls at first and then goes very fast forward, destroying and taking down anything in his way. Great for progressing fast. +----------------------------------------------------------------+ + Obstacles [KiThin] + +----------------------------------------------------------------+ Wonder about what a thing you've seen actually is? Here's the answers! Note that the Obstacle names have been made out of my mind, and are not official. Black Blocks - Blocks that can be broken by for example Kirby shot out of a cannon. Bomb Blocks - A block with a bomb on. Touch it for a explosion. Bubbles - Run into them to fly upwards. Touch the bubble to get out of it. Bumper - A small thing that will shoot you a little bit upwards. Useful to start a good Rainbow Line path with. Buttons - Small buttons that can be activated by running into them, Or using a Crash Ability blast. There are also touchable buttons. Cannon - Not dangerous. Run into it to be blasted forward. Checkpoint - Sticks with a star on. When you get to a Checkpoint, you will return to the location of it when you die on a stage. Clouds - Not dangerous. Touch them to remove them. Evil Block - Remember the blocks with faces from Super Mario 3? These ones are the same kind. Exit Door - A door at the end of an area. Flame Blocks - Blocks that can be removed with Burning Ability. Flame Winder - The same as a winder, but running into it hurts you. Glass Blocks - Blocks made of glass. Touch them to get the star that is inside of them. Hidden Door - Black Doors that can be entered, but are hard to spot. They often contain Medals. Missile Block. - Blocks that can be broken by the Missile Ability. Needle Blocks - Blocks that can be broken by the Needle Ability. No Paint Zone - A blurry zone where you won't be able to draw Rainbow Lines. Paint Zone - A area where you can draw Rainbow Lines. Word is seldom used. Port - A small gate. Spark Blocks - Blocks that can be removed with Spark Ability. Spiked Winder - A winder with spikes. Can be stopped by touching them. Speedpad - A pad that makes Kirby go fast forward. Stage Exit - A door at the end of a stage. Star Blocks - Small blocks with a star on them. Can be removed by touching them. There are big and small ones. Sticky Pad - A green sticky pad that makes Kirby unable to move left or right. Stone Blocks - Stone. Can be destroyed by the Stone Ability. Switches - Used to remove walls with the same color as the switch. Winder - A object that goes around when you run into it. Similar to a windmill. Wooden Piece - A piece of wood that can be pressed down by using the Stone Ability. +----------------------------------------------------------------+ + Items [KiItem] + +----------------------------------------------------------------+ There are several items that you can pick up. Here is a list of what the items do: 1UP - Gives you an extra life. Energy Drink - Refills 2 Health Points. Maximum Tomato - Refills all Health Points. Medal - Used to unlock stuff Stars - 100 Stars means 1UP ------------------------------------------------------- + + + Kirby Walkthrough + + + ------------------------------------------------------- +----------------------------------------------------------------+ + Read This First [KiWsta] + +----------------------------------------------------------------+ This walkthrough will show you how to get Kirby through the different Stages. If you are looking for how to find all the Medals, you will have to first check the Medal Locations section of this document. I recommend activating all the Switches as fast as you can, in order to get access to all areas in the game. Check the Switch locations part of this document. It is also important to understand that I split the different Stages up in Areas. When Kirby exits one place, and enters another, while still being in the same Stage, he switches Area. Remember that this section is for the Main Game while playing as Kirby. Also, the enemies, are simply referred to as "enemies", and not with their official names. If you need help with something else, go to the top of this document and check out where to find what you are looking for. -------------------------------------------------- Reddy Land, Plant Plain 1-1 [KiW001] -------------------------------------------------- Area 1 ------ Start by stunning and running into the two first enemies you meet. Now, start drawing a nice Rainbow Line upwards and to the left. When you get all the way to the top, there is a Balloon at the far left. Don't mind stealing its ability. Drop down again. There is a medal in the middle of this area. Not hard to find. Go all the way right to exit the area. Area 2 ------ Remove the Balloon ability, and start rolling right, stunning and taking out all the enemies you meet. You will eventually get to a beam type enemy. Stun him and roll into him to gain the beam ability. You should soon see a Energy Drink, so drink it. Continue going right, draw a Rainbow Line to get over the small hill to your right. Here, touch the Bomb Block to get down to your first Medal. Go up from the hole, and continue right to the next area. Area 3 ------ Stun the Wheel type enemy and steal his ability. Go right quickly until you meet lots of big Star Blocks on top of each other. Draw a Rainbow Line in order to get to the top for an Energy Drink. Continue right until you see the end of the Stage. Don't enter here. Instead draw a Rainbow Line and get the Medal that is located a little to the left of the exit. Now you can exit the stage as well. -------------------------------------------------- Reddy Land, Tiny Town 1-2 [KiW002] -------------------------------------------------- Area 1 ------ Stun the enemy, and go down the pipe in front of you. In this room, there are some stars and two enemies on some platforms. Go all the way to the top right, and take out the three enemies here. Go down into the pipe to the far right. When you drop down, you will see a path of stars, draw a Rainbow Line along with the stars to collect them all, and get a Energy Drink. Drop down the pipe at the left side. Run into the checkpoint and take out the three enemies. Continue up the pipe. Here, draw a Rainbow Line and drop down into the second gap from the left for a medal. Go right, and use the bumpers to get up in the air. Exit the area using the door on the far right. Area 2 ------ Go right until you get to a room with lots of cannons. Shoot yourself to the far left and activate the Checkpoint. Ignore the black blocks in the ceiling. Drop down to continue. From here, enter the rightmost pipe for a 1UP and drop down to the pipe. Take the left pipe this time. You will get to a room with a few platforms and some red enemies walking on them. Stun the enemies and make your way to the top. In the next area, there's a enemy on the left side. Stun him and steal his Beam Ability. Grab the Energy Drink and take the stars from inside of the Glass Blocks. Go down and left, and exit through the pipe. In this area, there are four enemies. Stun then all, and run into them one after the another. Just make sure to draw steady Rainbow Lines. You can also use the Beam Ability to take out the enemies. When you have done this, a big cannon will appear. Enter it and get blown all the way to the top, through the black blocks from the start of Area 2. If you go to the right once you've gotten to the top, you will see a Medal. However, you can't get it yet, as it has been blocked behind a Orange Wall. Check out the Switch Location section of this FAQ. Now, exit the area by going to the left. Area 3 ------ Area 3 is pretty much straight forwards. Just continue to only way possible, while collecting stars and defeating enemies if you want to. When you get to the green room, there is a Checkpoint and some spikes. Close to the spikes, a medal has been placed. Get it. Continue until you can exit this stage. -------------------------------------------------- Reddy Land, Ravine Road 1-3 [KiW003] -------------------------------------------------- Area 1 ------ Go right past the waterfall. Stun and take down three enemies. You will get to see a Speedpad. Don't run into it yet. Instead steal the Beam Ability of the enemy on the platform above. Watch out for the spider, touch the Checkpoint and enter the Speedpad. Run down the five or so enemies, and then stun every enemy you can see in this room. Make your way to the top left by drawing Rainbow Lines, and collect the Medal in the small cave here. Make your way to the bottom right and exit the area. Area 2 ------ Draw Lines to get upwards. In the small cave to the left, there is a missile. Stun it quickly and steal its ability. Use the Missile Ability to fly to the top right and blast through the bars that are blocking a passage. In here, you can find a medal. Go further right, drop down and get to the next area. Area 3 ------ As you can see, there are several platforms below you, and some Bomb Blocks. Touch the Bomb Blocks and go as far down as you can. At the bottom there is a Wheel Type enemy. Steal his ability and go all the way right in the next room. There are two paths, one upper path with a Checkpoint and a lower one. Activate the checkpoint, and then go for the lower one. Use your stylus to draw Rainbow Lines until you see a medal above you. Get it. Then drop down again, and use the Wheel ability to get to the far right side. Now, exit stage at the top. -------------------------------------------------- Arange Gorge, Ghost Grounds 2-1 [KiW004] -------------------------------------------------- Area 1 ------ In this level, there are lots of bubbles. Touch them to get free. Make your way to the right until you see a Checkpoint at the entrance of a tree. Make your way up here, and let the cannons take you all the way down. There is a Energy Drink inside the tree. Let the rightmost cannon shoot you out. Continue to the right and be sure to steal a Burning Ability here. Go all the way to the right. When you see the exit door, start drawing a Rainbow Line and go high up. There is a Medal behind some Fire Blocks. Use your Burning Ability to get through. Now exit area. Area 2 ------ Go a little right and draw a Rainbow Line over the cannon. Make your way down and then go left. You will get to some platforms with a Spark Type enemy. Steal its ability and jump into the nearby cannon. Use the Spark Ability to clear out the Spark Blocks and draw a Rainbow Line to get up to the area the blocks where blocking. There's lots of stars here. Now use the bumper to get higher up, and then go right. There's another area with stars here. When you have taken the stars, go left, watch out for enemies and draw a Rainbow Line to the left so that you can get to the place where there are lots of spikes below some Glass Blocks. When you've passed the spikes, go upwards and then right through some Star Blocks. Take down the enemy here to earn his ability, the Beam Ability. Go further left and collect all the stars, now jump up, and then go left to return to where you took out the Star Block. Now go upwards using the cannon at the far left. There is an enemy close to the wall mounted cannon here, but don't steal his ability. You won't want to have any ability right now. Go right and you will meet a Spark Type enemy. Steal his ability, and don't lose it. Take the Energy Drink that's nearby. Now go a little back, and jump upwards where the red enemy is patrolling. Then go right and up. Don't enter the cannon. Instead, draw a Rainbow Line to get up to the far upper right side of the screen. There is a medal here, behind some Spark Blocks. Move to the far left, and exit the area. There are two doors, one below and one at your floor, but they take you to the same place. Area 3 ------- Go as far right as you can, don't drop down any place, and enter the Huge Cannon at the far right. Shoot yourself out and collect the stars in the room you arrive at. Drop down through the winders. Go right and activate the Checkpoint. Unfortunately there is a Orange Floor here, so you will need to have pressed the Orange Switch to enter here. Above you there are two small Star Blocks touch them and go up to the room they were blocking and collect all the stars. The rest of the Stage is pretty straightforward, just watch out for the spiked ceiling close to the exit. -------------------------------------------------- Arange Gorge, Growth Grasses 2-2 [KiW005] -------------------------------------------------- Area 1 ------ Make your way to the right, use the Sticky Pads to help you out so that you don't fall down and die. You will get to a place where you can barely see a black Hidden Door. Use Rainbow Lines to go inside and collect a Medal. Go out again and continue going right. You will get to the exit once you've passed a enemy cannon. Area 2 ------ Drop down through all the winders. When you see lots of Stone Blocks, touch the Bomb Block at the foot of them all. There is a medal between all the enemies that were trapped inside. Go further down, and keep to the far left. Steal the Spark Ability of the enemy here, and get the nearby Energy Drink. Drop down into the building below. Three enemies will appear, they look like bombs. Tap each of them twice, and then tap each of them once more to blow them up. Repeat this two times and exit the area. Area 3 ------- The area is very straightforward. There are some No-Paint zones, here you will not be able to draw Rainbow Lines. When you get to the place where there is a pole stopping you, touch the Star Blocks that are located to your right, and then continue forward. At the end of the Area, there is a enemy. Steal its Tornado Ability, and fly inside the No-Paint zone. At a platform there is a Medal. There is also a 1UP below a Bomb Block. Now, exit level. -------------------------------------------------- Arange Gorge, Mag Mount 2-3 [KiW006] -------------------------------------------------- Area 1 ------ Allright. Start going right, and draw Rainbow Lines to get over the lava. The cannons you meet are your friends, so use them. You will eventually get to a Checkpoint and a Energy Drink. Continue right, and you will see a medal under a platform. Touch the Bomb Block the medal lies on to make it blow up to you. Just don't stand at the middle of the platform. Now touch the Bomb Block to your right, and continue. You will get to the next area after you've passed a lava passage. Area 2 ------ This looks tricky with all the lava around, but just get into the cannon to your right and you'll be ok. Just touch Kirby when he gets stuck on a Sticky Pad, and let the cannons to the rest. You will get to a spiked enemy. But you should be able to avoid him by either having luck while being transported by the Sticky Pad, or by touching Kirby and doing a jump. You will get to a new Checkpoint. Collect the stars nearby and continue right. There is a Flame Winder and some enemies ahead, so be careful. You might want to steal a Burning Ability from one of the enemies. Continue right, and the the cannon shoot you to the top right part of the room. You will see a medal, but continue left. You will also see a Maximum Tomato. Go left still. After a while you will get to see a small Bomb Block. Touch it, and draw Rainbow Lines so that you can go back to the right and get the Maximum Tomato and the Medal. Now Draw Lines and go all the way left again and exit the area. Area 3 ------ Ok, the lava will rise higher, so be fast. get into the cannon and start dashing through the cave. You will be able to activate two Checkpoints and get the Flaming ability. Use this ability to move faster. When you get to the big room with platforms, draw Rainbow Lines and get yourself to the upper right edge of the screen for a Medal. Get to the upper middle of the screen and exit the stage. -------------------------------------------------- Iello Adventure, Rift Ruin 3-1 [KiW007] -------------------------------------------------- Area 1 ------ Start going into the ruins. Watch out for two big balls or bullets, and roll over them using your Rainbow Lines. You will get to a door that is shutting itself up and down. Don't get squeezed here, but dash through, and draw a Rainbow Line to avoid falling to certain death. Get into the cannon at the far right side and travel upwards. Be quick, and get under the platform to your left, as a new ball will roll towards you. Repeat this, and activate the Checkpoint. Ok, the water here is not dangerous, but the spear throwing enemy is. Continue left until you get to a cannon. Shoot yourself upwards using this cannon, and draw Lines to get yourself to the upper left corner of the room you just entered for a Medal. Now touch the Star Blocks to your right and continue rolling this way. Watch out for the creatures that try to eat you. Now, you will get to some red boxes. Enter the second-from bottom one, and you will get to a dark place. Go right to the nearby bumper and touch the light. Be fast and head to the door you see to your left once the room has been lightened. Area 2 ------- Enter the cannon on the left side of the room and go all the way to the top. Touch the small Bomb Blocks while you are falling down again - all of them. If you miss a few, go up again and try once more. There is a medal on one of the Bomb Blocks, so make sure to pick it up once you get down again. Well, a new cannon also fell down along with the Medal, so get in it. Once you've arrived at the top, you will see some Spiked Winders. Touch the purple spot on it to make it stop and start as you wish. Place the spikes so that you won't run into them when you draw your Rainbow Lines. Proceed upwards until you get to a Checkpoint. Well, you will get to a Wind Cannon. Above it, there is a flame that appears now and then. Launch yourself upwards once the flame has gone away. Continue doing this with all the Wind Cannons until you meet an enemy with the Rock Ability. Steal it, and enter a Hidden Door that is just to the right of this enemy. In here, use the Rock Ability to destroy some Stone Blocks, and activate the Orange Switch! Now, use the door to your left to exit the door, and then go to the upper left to exit the area. Area 3 ------ One of the enemies here has the Beam Ability. Steal it, and get the Medal found behind the stones in the middle of the room. Now, exit the stage through the door in the lower right corner. -------------------------------------------------- Iello Adventure, Contrast Cave 3-2 [KiW008] -------------------------------------------------- Area 1 ------- Go left and touch the Star Block. At the bottom there is a Medal all the way to the right. Watch out for cannons and continue left. Take the upper fork and steal the Flaming Ability from the enemy. Proceed past the Evil Blocks that try to drop on you and then drop down at the end of the path. You will get to a checkpoint. Go right until the end of this path again, and then go left. use the Flaming Ability to get past the Evil Blocks easily. After a zone with lots of Evil Blocks, use Rainbow Lines to get safely over the huge gap, and exit area at the far left. Area 2 ------ Get under water and go right. At the platform you meet, there is an enemy with the Stone Ability, so steal it. Drop down the pipe at the far right, and activate the Checkpoint. Watch out for enemies and continue to the left edge of the room. Here, drop down, to a wooden piece that has been carved down close to some stones. Use the Stone Ability to drop down on the wooden piece. Do not enter the pipe below you. Now, when the stones to your left are gone, enter the left room, and go upwards. Get rid of the Stone Ability, and steal the Crash Ability from the enemy walking on a platform above the water. Go all the way down to the bottom of the water, and use the Crash Ability to activate the button found below all the stones. Get the Medal, and exit though the bottom right. Touch the Maximum Tomato to trigger an event where lots of fishes and rocks will attack. Touch the rocks to break them, and take out all the fishes by stunning them, and then dashing into them. A new Maximum Tomato will appear, and you can exit the area by using the door that came with the Tomato! Area 3 ------- Lots of Blocks in this area. Well, make your way right and go downwards. When you're at the bottom floor, you can see the exit door, but don't use it. Instead go all right if you haven't already. A little above the ground floor, there is a hidden door with a medal inside. This requires that you have pressed the Green Switch. -------------------------------------------------- Iello Adventure, Silver Submarine 3-3 [KiW009] -------------------------------------------------- Area 1 ------ Press the buttons below you to make them all turn red. Now continue until you get to some water. Roll to the other side, but watch out for the fish enemies. When you're up again, go left, and you will get to a crane that will grab you. This is not dangerous. The crane will take you to the other side of some spikes. activate the Checkpoint, and steal the Stone Ability from an enemy that is patrolling on one of the above platforms. Use the Ability to crash into the Wooden Piece that is carved into the stone below. In the water here, there is a medal. There is an Energy Drink at the upper platform if you need one. Continue to the right, tap the Bomb Block to continue. Drop down and you will get to some more water, and a Checkpoint at the other side. Continue rolling the only way you can, and you'll get to a gap with a circle of stars above. Use Rainbow Lines to get over this gap, and do the same with the next gap. Move into the cannon, and have it shoot you so that you run into the stars while being mid air. Exit the area at the far right. Area 2 ------ Start rolling to the left. A stone will roll after you, so make sure you draw Rainbow Lines to transport Kirby to the top of the small rising in front of him. If you are too late, you will loose a Health Point when the stone hits you. There are two other stones further left. Just dash to outrun them, and touch the Bomb Block at the far left. There is a Checkpoint nearby, so activate it. Now you will see some water below you. Get into it and dash to the left. Inside the room you will get into, there is a Medal. Now go back, and dash to the right instead. Touch the Spiked Winders to stop them, so that Kirby can travel past them safely. Now, just head further ahead. You will get to a room with lots of buttons. It doesn't matter what buttons you press, as long as you get to the far left side of the room. In other words, it does not matter what doors you go through. Well, you will get to a new checkpoint after you've gone through some pipes. To the right, there are some stones above some gaps. Four in all. Dash Kirby as fast as you can, while drawing Rainbow Lines below him to make him safely get to the far right side. Here, there is an Evil Block, so avoid it. Well, at the far right, you can exit the area. Area 3 ------ This area is pretty straight forward. Travel through the water until you get to a room with three buttons on the floor. Touch them so that they all turn red, and then enter the small cave that opened on the bottom right. Run into the button here, and continue right through the wall. There's some arrows on the wall you can see. At the far right, there is a Medal. Well, go back, and make your way to the surface on the far left. Continue defeating enemies and rolling through the water until you can exit the stage through the spinning Exit Door. -------------------------------------------------- Neo Greo, Machine Mansion 4-1 [KiW010] -------------------------------------------------- Area 1 ------ start going to the right. While bumping through all the yellow Mega Bumpers, make sure to press the small Bomb Blocks that are placed in the ceiling. This will make a Medal drop down once you arrive at the other side of the Mega Bumpers. Continue right, and watch out for laserbeams. Draw Rainbow Lines above Kirby in order to protect him from beams coming from above. At the end of the area, there are several laserbeams, so be very careful. There is also an Energy Drink here, just before you get to the exit. Area 2 ------ Start by rolling left. Watch out for the flying enemy that will attack from behind, and touch the Star Blocks the two cannons are standing on. Now, use the Rainbow Lines you draw to get to the other side of the gap. Continue travelling and get into the cannon. You will arrive pretty far right. Drop down and go right. Steal a Missile Ability from one of the enemies and drop down at the far left again. Now, the exit is close, but don't enter. Instead go right, and touch the Bomb Block that is holding up the rightmost cannon. Enter the cannon and shoot yourself forward. You will blast through some Black Blocks and then arrive in a room with lots of enemies. Here, use the Missile Ability to destroy the blocks below. In the room that is hidden below these blocks, there is a Medal. Now exit the Medal room, and get into the real exit door. Area 3 ------ The floor is rising. Well, go to the left to steal the Beam Ability from one of the enemies. use it to make your way through other enemies and Star Blocks. Now, keep going to the right at all the forks, as there is a Medal close to the top, on the right side. Draw Rainbow Lines to protect Kirby from enemies and explosions. At the top, there are some walls. The first one is red, and requires you to turn all the three nearby buttons to red, while the second one is blue, and requires you to turn the buttons blue. Now you can exit the stage. -------------------------------------------------- Neo Greo, Dreamy Darkness 4-2 [KiW011] -------------------------------------------------- Area 1 ------ A hint for this Stage, is to use the Map at your upper screen to always check where the spikes are placed. Well, start rolling and make your way to the first checkpoint. Nothing special until then, apart from standard enemies. Below this checkpoint, you can see a medal behind some blocks. However, to get through the blocks you will have to get the Needle Ability You will have to continue in the darkness until you meet an enemy with this ability, and then backtrack to get the medal. This enemy is quite far away, so travel to the right for some time. He's found inside a small cave after you've passed another two checkpoints. Well, when you've got the medal, go all the way to the right, past the cannons, and exit the area. Make sure you don't drop the Needle Ability Area 2 ------ With your Needle Ability, break through the Blocks to your right, and draw Rainbow Lines to get to the upper left corner of the room. "Rest" at platforms to regain Ink if you are about to run out. Once you've got the medal from the upper left, drop down, enter the room you started in when you got to Area 2, and make your way to the top. Collect the Energy Drink near the exit, and exit the area. Area 3 ------ Make your way downwards, between all the spikes. To avoid touching them, take "pit-stops" at the Wind Cannons, and calm down. Draw a Rainbow Line to continue further. Get to the bottom part of the room, and exit. Area 4 ------ Complete darkness. Scary? I think so. Well, go left, and draw a Rainbow Line in the middle of the room, so that Kirby can travel on it. Ignore the Medal on your map, and continue further left until you see a light. Touch it to light up the area. Go back and touch the Bomb Block that you can see here. Now, you can get the medal. Go all the way right and exit area. Area 5 ------- Just go right, and about thirty bombs will appear above you one after the another. Touch them all, and exit the Stage. -------------------------------------------------- Neo Greo, Paletto Polis 4-3 [KiW012] -------------------------------------------------- Area 1 ------- Start going to the left. There is a Sticky Pad here, and a Green wall below it. To get through the Green wall, you must have found the Green Switch. There is a Medal in here. Well, get onto the Sticky Pad and travel upwards. Travel right past the spikes, and into the cannon. Shoot upwards, and start going left Destroy the two first Star Blocks, so that one enemy falls down onto the electric floor. Use Rainbow Lines to get up to the Star Blocks, and collect 1UP. Use the cannons to the left to get upwards to the next floor, and draw Lines to make a safe roll through all the spikes found after the first Checkpoint. Get into the pipe on the far right, and watch out for enemies on your way. You will now see some dangerous cannons. Get onto the Sticky Pad and sit on it until you reach the top. Get past the upper cannon without being hit, and drop down so that you land on another Sticky Pad. Protect Kirby from the cannon to your left, and then jump over to yet another Pad. Continue protecting Kirby from cannons using Rainbow Lines until you reach the top of the room on the right side. This can be pretty tricky without being hit even once, but you can do it! When you're done with the Sticky Pads, roll left, stun the three enemies, and exit the area. Area 2 ------ This area is a little complex to write about, but bear with it. Allright, touch the Bomb Block below you to destroy the floor. Get down in the pipe to the right, and start moving left, rolling between the spiked floor and ceiling using Rainbow Lines. Use the pipe at the far left, and now get up to the room above the spikes on the left wall. You will see a medal above you, but continue into the pipe on the left. Here, go down, and carefully draw Rainbow Lines along the stars, to avoid running into the spikes. At the bottom, go to the right, and enter the Sticky Pad. Jump to the next Pad, and repeat this. You will eventually get into a No Paint zone, so jump off to the other side when your Pad stops. To deactivate the red port, touch the buttons below you until they all turn red. Not that the red port back at the start of the area will also disappear. Get to the top of the next room, but don't forget to activate the checkpoint. Touch the Bomb Block, and then go left. Close to the blue port here, there is a button. Roll onto it, drop down, and go left. Press another button, and go up where the spikes on the left wall can be found. You will now see the medal again, but this time, go into the left pipe as well. Head upwards now and touch the Bomb Block at the top. Enter the cannon, and shoot Kirby into the air, through some Black Blocks. well, go right into the No Paint zone, taking out enemies and dashing until you get to a blue port. Open it by touching the buttons below and making them all blue. The blue port back at the start of the area will also go away. Continue right, activate the Checkpoint, and drop down after having touched a Bomb Block. Now, in this room there are lots of Glass Blocks. Get downwards and touch the button in the middle of the room to blow up the floor. Drop down. Now you are back at the start again. Activate the button at the bottom o the room. The wall above will blow up. Get to where the wall was located, and turn all buttons Yellow to unlock the yellow port that blocked the entrance to the exit door. Well, go left now instead of exiting, and up the pipe at the far left. Go right between the spikes here, and run into the switch you will get to. Now the medal finally drops down. Go get it, and then return to exit area. Whew! Area 3 ------ There's lots of Star Blocks in this area. Destroy them to get going, and steal a Beam ability from one of the enemies. Continue going to the right, and touch Star Blocks to make them disappear. Try to not touch the lowest placed Blocks, as they are nice to roll on past the gaps. After going a little upwards you will get to a Checkpoint. Continue, taking out the Blocks that hold the cannons up. Continue right, and collect the Energy Drink and the 1UP that can be found on the Star Blocks. At the far right the stage exit is located. Roll OVER the exit for a medal. Now, you can exit stage. -------------------------------------------------- Bloo Hills, Cold Course 5-1 [KiW013] -------------------------------------------------- Area 1 ------ Dash right, and stun the enemies in front of you. Dash like crazy to avoid the snowballs that roll behind you. Draw a Line at the end of the path, to start going left after you've dropped down. You will get to a Checkpoint. Above, there is a door to the right. The wall covering it is fake, so just roll into the door and get the medal. Exit this room. Enter the cannon to the left, and get into the Huge Cannon you will run into after a while. Now go left, watch out for snowballs and continue rolling. The next thing that happens is that you will enter a cannon facing right. Blast forward and arrive at the Checkpoint. Roll down to the left, and dash to avoid the snowballs. Watch out for the gap at the end, where you should draw a Rainbow Line to get past. Exit area at the other side of the gap. Area 2 ------ Touch the wall in front of you twice to break it. Get up when you see a hole in the ceiling. Steal the Freeze Ability from the snowman, and use it to destroy the Freeze Blocks to the left. From here, roll all the way left, and start getting upwards. Now, touch the big Star Block that the cannon is sitting on to make it fall down. Now get the Medal found at the other side of the wall that the cannon was guarding. Now destroy the Freeze Blocks to the right, and then drop down and go to the right over the gap, and into the room at the other side. There's a path going down. If you go down there, there are some stars, anyways, continue right into the next room. It has a Checkpoint in the middle. Further right out of the room, there is a Wind Cannon. To the right of this cannon, and a little down, there is a wall. Break it and continue right by drawing rainbow Lines. After some falling ice and another wall, there is a room with the Green Switch hidden inside. This room is a No Paint Zone. Move both of the Ice Blocks with arrows on to the left using your stylus, and enter the cannon on the far right to be shot into the Green Switch. Now exit this room. Well, now you're back. Just go a little right, and exit the area. Area 3 ------- Press the button in front of you to make all the Ice Blocks fall down and form some stairs. Get up the stairs, and run into the button there. Start going left, and make your way up to the top. Press the button at the upper left part of the room to make more Ice Blocks fall down. Enter the small cave that got uncovered, press the button in here, and go back to the start of the area and press the button above you. Ok, get up to the upper left again, and go right to continue. Steal the Freeze Ability from the enemy, and drop down between all the spikes. There are some winders that will ease your fall. You will start rolling down to the left, and reach a Checkpoint. After a while, you will get to a place where there's free fall downwards. Watch out for spikes and touch the Bomb Block that is mounted in the wall close to the next Checkpoint. Run into the button to the left of the Bomb Block, and enter the cave that opened. A big ball will roll and break some Black Blocks below you to the left. First, enter the cave the ball came from for a 1UP and then go to where to ball broke the Black Blocks and enter the door there for a Medal. Now, get out again, drop as far down as possible, and draw Rainbow Lines to get to the far left, and exit stage. Rainbow Lines are more effective than the Sticky Pad here. Just watch out for ice spikes coming from above. -------------------------------------------------- Bloo Hills, Dungeon Dome 5-2 [KiW014] -------------------------------------------------- Area 1 ------ Steal the Stone Ability and drop down into the water. Make all the Bomb Blocks you meet explode, and continue right over the spikes. You can just roll over them if you want to. You will see on your map that there is a Medal behind some Blocks to your right. Ignore this, and continue upwards while destroying falling stones, until you can activate the Checkpoint at the surface. Roll right and dash when two stones fall down. Now you will meet an enemy with the Beam Ability Steal it, and then go back to the Blocks that were preventing you from getting to the Medal. Take the Medal, and go back up, all the way to the right. Drop down in the water, and stop the Spiked Winders in order to not touch them. Continue going right while being underwater, and then go up to the surface. What out for a falling stone just before you get up from the water. Steal the Stone Ability from one of the enemies up here, and get the Energy Drink as well. Go right, drop all the way down to the bottom of the water, but remember to press the buttons that open the ports, and exit area. Area 2 ----- Start going to the right and steal the Wheel Ability from the enemy you meet. Roll to the far right, and then drop down and destroy the Blocks that are placed around a button. Press this button to make a chain explosion start. Now, you need to draw Rainbow Lines below Kirby so that he can roll all the way to the far left, damn fast without crashing into one of the walls, the floor or the ceiling. This can be tricky, but just draw the Lines slightly below Kirby, and make sure they are flat. When you get to the far left, there is another button, but this time you will have to go to the right. Get to the far right, just as you went to the far left a moment ago. You can't afford to hit the spikes below you or crash. If you do, die, and restart the area. Well, now you are at the far right if you made it over the spikes fast enough. Another button is waiting for you here, and guess what, now you need to use the Wheel Ability to go left again, after having pressed the button. At the far left, you will get into a cannon. Shoot yourself to the right, and you will get to the second Medal of this stage. Now go left, and drop down into the gap close to the arrow-formed stars. You should also activate the checkpoint you run into, but avoiding this is rather hard. Down here, you should get onto one of the two Sticky Pads, and stun all the enemies, and then make Kirby run into them while going around on the Sticky Pad. Some bombs, and enemies on the floor will appear, but you can easily take them down. When you've done this, a Maximum Tomato will appear, and you will be able to exit the area. Area 3 ------ Steal the Spark Ability from one of the green enemies, and continue rolling through the path system until you get to the Checkpoint close to several Star Blocks. Make your way upwards and then right, until you see some spikes above you. Here, the floor can be destroyed by touching it. Drop down, then go left through the fake wall, and collect your Medal. Now get into the cannon on the right side of the room, and shoot yourself upwards until you reach a new Checkpoint. Go left, drop down at the far left side, and continue until you reach a new Checkpoint, and a arrow made out of stars that's pointing upwards. You can get an Energy Drink by going through a fake wall to the right. Now go to the top. On the way, there are enemies that will attack from the walls, but you can stun them by touching them. There's also a Checkpoint, but you won't need to touch it, as the Stage exit at the top is pretty close. -------------------------------------------------- Bloo Hills, Canvas Canyon 5-3 [KiW015] -------------------------------------------------- Area 1 ------ Go upwards, take down the two enemies, and steal the Beam Ability Now, at the top you need to go to the right through the air, but this requires a little more effort than it usually does, as there's a wind blowing against you. Just draw Rainbow Lines starting behind Kirby, and going to the right. You will soon get to a Checkpoint. Keep going right. The wind will blow even harder. Check your map, and you will see an opening at the top of the area. Go there, and pass the fake ceiling to enter a room and get a Medal. Exit this room. Now go to the far right. The cannons that you can drop into on your way might be of help. There is an Energy Drink close to the Exit Door. Area 2 ------ Steal the Tornado Ability from the nearby enemy and start flying upwards, touching the Bomb Blocks to clear your way. You will get to a Checkpoint at the top. There is also a laserbeam enemy here. Touch him several times to make him blow up. Continue flying slightly to the right past where the laserbeam enemy was, and then go upwards. When you get to the top here, start rolling left, and dash under the yellow jumping enemies to drop down through the floor and get to a Medal. Now head up again, and activate the Checkpoint above a small platform. Now head to the far top and exit the area. Area 3 ------ Head left, and continue following the only path you can go, until you get to several connected enemies that are going around and around in a circle. Draw Rainbow Lines at the outside, so that Kirby can travel safely past them. You will get to a Maximum Tomato and a Checkpoint. To the left and down, there is a cannon. If you have activated the Blue Switch, you can time the shootout so that you hit the first row of Black Blocks mid air. There is a Medal for you at the other side, but if you haven't got to the Blue Switch yet, just drop all the way down. Well, go right and continue upwards. Destroy the blocks that are in your way. The final room is a room with platforms and Spiked Winders. At the top, you can exit the Stage. -------------------------------------------------- Omarine Zone, Collapse Castle 6-1 [KiW016] -------------------------------------------------- Area 1 ------ Touch the light to get to see the area. Go right over the electric floor, and press the button. Now go back left, and downwards. There are some swinging enemies here, and some Wind Cannons. Use the Wind Cannons if you get too close to the enemies. At the bottom to the right, there is a Medal. Now go far left and activate a Checkpoint and light up the area again. Now drop down and stop the Spiked Winders to get to the far right. Drop down, and take the first fork the the left. Go between the laserbeams and run into a button. Head back again and go further down, then left. You will get to a Checkpoint, so activate it. Well, go further left over the electronic floor, and continue until you get to the exit. Area 2 ------- Press the Ice Block to move it, and enter the pipe to the right. Now move the Ice Blocks above you and go right again. One of the Ice Blocks you moved a moment ago, has to be moved back so that the new block here can be removed afterwards. Now, go down and activate a Checkpoint. Start rolling left, move all the Ice Blocks to neutralize the laserbeam, and continue. The next laser can be stopped with Rainbow Lines. Drop down and get a Energy Drink. Move over the spikes. Move the Block, activate a Checkpoint and start going left, and pass the colored ports. In this room, press the button in the far left corner, but remember to protect Kirby from the laser. A new button will appear in the right of the room, and finally the last button will appear in the middle of the room. Now, continue left through the port. There's a new checkpoint, and a No Paint Zone at that. Now, just dash to the right like a mad cow. Run over all the buttons. At the end, behind the exit, there is a Blue Wall that hides a Medal. Remember that you can only get the medal if you have activated the Blue Switch. Area 3 ------ Get into the cannon to your right, make it blast you into the bigger cannon further right, and then blast right and slightly downwards, to bump into another big cannon. Now blast downwards, and you will end up in a big cannon higher up in the room. From here, blast to the right slightly upwards and you will get to a cannon standing on a Bomb Block. Touch this block, and time the shootout, so that you get the medal behind the Black Blocks below. The rest of the Stage is straight forward. When you get to the Sticky Pad, just defend Kirby from the flames using Rainbow Lines, and when you get to the stones, touch them a few times to take them out. Let the Sticky Pad take you all the way to the Stage Exit. -------------------------------------------------- Omarine Zone, Volatile Volcano 6-2 [KiW017] -------------------------------------------------- Area 1 ------- First, let me say that the music in this Stage is of the best in any game on the Nintendo DS. Go composer! Anyways, head right and let the crane pick you up. Drop down when the crane stops, go right, and get picked up by a second crane. Drop down then it stops. Draw a Rainbow Line in the correct height, to transport Kirby under the lava ceiling, but over the bottom. You will get to a Checkpoint with a cannon to the right. Ignore the cannon and go through the fake wall further right. Dash like crazy and run over a button. Continue dashing to avoid falling down, as this is a No Pain Zone, and the floor will blow up. You will get a Medal. Go into the cannon on the far right, and make it shoot you back left. Draw a Rainbow Line right outside of the No Paint Zone, as you will fall down if you don't do this. Now, you can enter the cannon to the right of the Checkpoint. Go up and right past four enemies until you meet a new crane. I usually ignore it, and keep drawing Lines to get Kirby past all the lava, but you might want to hang onto the crane. There are some enemies in the way, but you can easily stun them. There is a Wind Cannon some distance ahead - get there. Even further to the left there is a Checkpoint and a Energy Drink. Now, close to the Exit Door at the far left, there is a No Paint Zone divided with a Paint Zone in the middle. Draw a long Rainbow Line to take Kirby almost to the top, and then a small one for the final distance. Steal the Freeze Ability from the enemy here, and exit the area. Area 2 ------ It's important that you have the freeze ability and don't loose it! Go to the far right, use the Freeze Ability to destroy some blocks, press a button and make your way to the far left through all the lava. Drop down, and go to the far right again. Just watch out so that you don't die falling down a gap. Close to the end, the Medal is located in a small cave above you. Now get down, and go right out of the screen. Now go right over two small volcanoes and drop into the gap. Some Evil Blocks will appear. Touch the Bomb Blocks at the left and right side, and start moving Kirby to the sides in order to make the Evil Blocks fall down the gaps. Just be quick and return to the floor before the Evil Blocks hit you. When the two Evil Blocks are gone, another one will appear at the centre of the room. Blow up the floor here, and use Lines to avoid the block. Once is enough. A Maximum Tomato will appear, and so will the exit. Use the exit. Area 3 ------ The lava is rising and falling. Make your way right to the Checkpoint. Here, you will see a locked port on the lower fork. Take the upper one, press a button and go back left. Now you can enter the port, and grab a medal. Just watch out so that you do this when the lava has fallen, and not slow either. When you get to the medal, you can "rest" in a small hole where the lava can't reach. Continue right, and be careful so that the lava doesn't get you. If you get squeezed, you die. At the far right, the Stage Exit is waiting. -------------------------------------------------- Omarine Zone, Silent Seabed 6-3 [KiW018] -------------------------------------------------- Area 1 ------ Steal the Stone Ability from the enemy, and use it to drop ALL the way down. Move the Ice Blocks you have to move in order to get through, but ignore anything else. Go through the pipe at the bottom, then a little right. Move the Ice Block in the ceiling close to the second checkpoint, and get inside the door that was behind it for a Medal. Exit the room, and go right. Get up the pipe, and get to the absolute top of the room. Avoid enemies, of course. Exit the area at the top. Area 2 ------ Go left past two Speedpads. Go up when you see the Spiked Winder, and press the button to the left when you've gotten a little upwards. The ceiling will break, so draw a Line above Kirby to prevent him from hitting the electric ceiling. Go right past a Speedpad and more electric ceiling/floor, and you will get to a Checkpoint. Head upwards, press the button at the top and steal the Stone Ability Now press the Bomb Block on the left wall and go left through where the wall was. Drop down, get past a Spiked Winder and press a new button. Make your way upwards to a new checkpoint. Go right, then down. Go to the right of the Spiked Winder and break the wall with a '!' sign on it, Go right and then further down between all the stones. Press the button. Get back to the previous checkpoint, and then choose the upper path with the No Paint Zone. Draw Lines beneath the No Paint Zone to make Kirby reach the far right. Watch out for enemies. Now you can exit the area to the right of the button you pressed, as you recently got a medal! Area 3 ------ The Camera will be coming from behind, trying to crush you. Just make your way to the far right, ignoring abilities. Drop down, and start going left. At the end, close to the Stage Exit, there is a Medal above a current going downwards. Place yourself under the medal, draw a Line so that Kirby does not fall down in the gap below the current, and then press the nearby Bomb Block to make the Medal fall down to you. -------------------------------------------------- Wonder Lilane, Frozen Fantasy 7-1 [KiW019] -------------------------------------------------- Area 1 ------ Run into the button to make the Ice Blocks above of you fall down. Get up here, and steal the Freeze Ability from the enemy. There is a Medal to the right behind some Ice Blocks. There is a button nearby as well. Run into it and then go left, up between the spikes, to the right past the Electronic floor/ceiling but do not press the button at the other side. Head past it, drop down, and press the button you find here. Now you can go get the Medal you saw at the start. Head back up, press the button you ignored a few moments ago, and a wall will drop down. Press the button in here to break the ceiling, and continue further upwards. Take the left path past all the spikes, and press the button you get to, and activate the checkpoint. Head back, and take the upper path. Watch out for spiders and get the Energy Drink you will get to see. The rest of the area is pretty straightforward. Avoid spikes, touch snowballs to break them, and exit the area at the upper left after having pressed a button. Area 2 ------ To get the Blue Switch: Go the the right and drop onto a Sticky Platform. Touch it to start going to the right. Stun enemies. When the platforms goes upwards, touch it again right before it starts going to the right, and dash off it. Kirby will drop along a line of stars, and land on a Sticky Pad below the old one. This can be tricky, but by following what I said, you can do it. The new Pad will go to the right and stop close to a door. Enter this door. In here, first take out all the Bomb Blocks you can see, but be sure to take out the one closest to you last. Now, the ball above will start rolling. Get to the right quickly, and press the button you will meet. The ball will drop down and activate the Blue Switch if you were fast enough. If you fail, you can drop down and die at the far right, and then restart the room. After activating the Switch, head out of the room. The checkpoint is just above you now, so drop onto the Sticky Pad and get there. To Get Frozen Fantasy Medal 2: At the start of the area, draw a Rainbow Line and dash onto it to fly up to the Sticky Pad above the lower one. You will be taken to the medal. Now, head right all the way to the Checkpoint. Go to the right. You will get to some splitted No Paint Zones. There's some poles stopping you so that you don't fall down. When the enemy is at the right position, dash to make Kirby bump into the block in the air. Then, when Kirby gets close to the Paint Zone again, draw a line to "save" him. Repeat until you get to a new Sticky Pad. The last thing in the area, are some Sticky Pads in a No Paint Zone. Dash from one Pad to the another until you reach the exit. Falling down is not dangerous. Area 3 ------ Now, this area is quite a mess. The paragraphs below explain how to do this, but please excuse me if it's too much to read at once. Blame the developers. Drop down into the water, get up to the Green Button and then open the port to go further upwards. Roll between the laserbeams, and get the Energy Drink at the right side of the room. Drop down in the middle to activate a button, and then drop further down through where the purple port was blocking the way. Drop down into the water, and take the left fork. There is another button a little to the left. Head further left into a new room and activate the Checkpoint. At the top, you can get out of this room, and press a button inside a small cave to the left. Continue upwards, press the two buttons in the room where the Stage Exit is located, but don't exit the stage yet. Go further upwards, then go up again when you meet an Evil Block. Go right, press a button then drop down, and get into the room with the spiked Winders. Stop them to make the whole thing easier. To the right in this room, there is a new button. Press it and collect the Maximum Tomato to its left. Now head further upwards and break the ceiling by touching it. Go right through the fake wall and drop down to the medal. Go the the left, and make your way to the Stage Exit. -------------------------------------------------- Wonder Lilane, Mad Mechanism 7-2 [KiW020] -------------------------------------------------- Area 1 ------ Roll right, break the wall and get down into the Pipe. Here, the floor will be moving up and down. When you get to places where the ceiling suddenly gets higher than usual, wait here until the floor does a very huge move. Then, continue rolling. You will get to the first Checkpoint. There will be some spikes, and you will see a Medal above you behind some Blocks. Don't go too far right here, but wait until you can see a small Bomb Block at the lower part of the place. Press it, and make the Medal drop down to you. Be sure not to continue to the right before the floor has done its murderous move. Just continue to the right, watching out for the floor, and exit the area at the far right. Area 2 ------ Time for a No Paint Zone. Roll slowly to the right until you see the three enemies, time a dash move, and draw a Rainbow Line in the small place that is a Paint Zone to send Kirby flying up to the Medal in the upper right part of the room. Continue, and drop down in the second gap when the crane picks you up. Touch the enemies to blow them up, and you get to a new crane. Drop down into the third gap. You will get to a room with four buttons blocked by some blocks. Bombs will appear. Run into them to make them take out the blocks at all four edges of the room. A few times, another kind of bomb will appear. Touch these using your stylus to blow them up. When all buttons have been pressed, you can exit the room. Area 3 ------ Roll right, defend Kirby from laserbeams and make it onto a Sticky Pad. At the end of the run, dash off the pad, and land on a new Sticky Pad below that is standing still. Jump off to the right, and draw Lines to safely transport Kirby to the Checkpoint to the left. Draw Lines to go back up to the right, and touch the Bomb Block that is pretty high up on the wall to the left of the Sticky Pad that was not moving. Now, you can go get a Medal, as some Blocks have been blown up, and a path has been uncovered above the Checkpoint. The rest of he level is pretty much straightforward. Drop down, continue left, defend Kirby from laserbeams, go up between all the electric walls, and exit the Stage in the middle of the last room. -------------------------------------------------- Wonder Lilane, Spectacle Space 7-3 [KiW021] -------------------------------------------------- Area 1 ------ From the start, go right. Collect the Energy Drink at the far right, and then break the white wall up to the left by touching it. Go left through where the wall as placed, and drop down. Draw Lines to transport Kirby all the way to a Medal. Now go up past a thin platform. Go up and left and you will reach a Checkpoint after a while. From there, go further upwards. Continue rolling between spikes until you reach the Exit Door. Just don't use up all your Ink. Area 2 ------ Go to the upper left corner of the room for 1UP. Now head for the upper right corner and press the Green Button there. Now drop straight down to the lower right corner and pick up a Medal, but watch out for the ground, it's dangerous. Head for the lower left corner of the room and press the Purple Button. Now get back to the start of the area, and touch all the four corners of the red square, so that all corners turn to red. Now you can exit the area, Area 3 ------ The "wall" will chase you from behind. Make your way to the right, and you will reach a Checkpoint after a while. Now, you will have to transport Kirby through several gaps with spiked in the floor and the ceiling. After this, there is a fork. Go with any of them. You will see a small room with a Bomb Block on the upper/lower part. Blow it up and be QUICK to get in there an collect the Medal. Continue right until you have made your way to the end. -------------------------------------------------- The World of Drawcia 8-1 [KiW022] -------------------------------------------------- Area 1 ------ Make your way to the right. There are no enemies or anything. You can find a 1UP in the middle of the area, lying on a platform in the upper part of the room. when you get to the final "stairs" before the exit, go under them, and find a Medal at the far right. Now use the Area Exit. Area 2 ------ Drawcia is trying to freak you out with spooky music, you've realized that, right? Good. Go right, touch all the paintings you meet, and go upwards between all the spikes. In the final room, a Medal will pop out of nowhere once all the paintings have been defeated. Now, enter the Area Exit door. Drawcia Sorceress ----------------- Drawcia will first launch a magic beam towards you. Draw a Rainbow Line to reflect it. Now dash into her three times while she's stunned. If she tries to ground pound down on you, dash to avoid her, she will do one ground pound at each side of the screen. After a while, the background will change, and a painting will appear. If there's and enemy on the portrait, stun the enemies that appear, and dash into them to take them out. Several types of enemies might appear. If a Needle appears, draw a Rainbow Line and go to the top of the room to avoid taking damage. If a bomb appears, tap all the bombs that drop down from the air before they get close to you. If Drawcia suddenly flies fast upwards, roll to the edge of the screen that she was NOT placed in when the went off-screen. Drawcia might also suddenly shoot enemies towards you. If she does this, protect Kirby using Rainbow Lines, or touch the enemies. Drawcia will be destroyed when you've reflected enough magic beams, but the battle goes on! Now you have to fight Drawcia's Soul! Your Health Point will fill up before the next battle, so don't fear death. Yet. Drawcia Soul ------------ Stand in the left corner. Just watch Drawcia's Soul that's far away in the background. She will launch enemies at you. When their eyes are opened, tap them in the order they appeared in, to send them back at the Soul of Drawcia. If you miss, they will attack you. Dash to avoid the attacks of the flame and ice ones, and draw a Line to block the laserbeam ones. If the soul starts moving towards you, and away from the background, you will have to watch, and predict where the soul lands. Dash to avoid it. If the soul appears flying in the middle of the area, touch the yellow eye three times to make it go away. If the soul appears in the middle of the area, but doesn't move, it will launch some spinning circles. Touch the ones that are closes to Kirby so that they don't hit him. When the soul starts producing lots of colors, go to the middle of the area. Several beams will attack from above and the sides. Use Rainbow Lines to stop the beams. A good technique is to first draw a protective line around Kirby, and then draw another one at the outside. If the background changes, and you hear a Wheel sound, draw Rainbow Lines to transport Kirby to the upper part of the screen, as the soul will charge into the area where you are, and you will only be able to avoid it by sticking to the upper part of the area. As the battle continues, each part gets harder. More enemies appear, beams come faster at you and the soul will bounce towards you several times at once and so on. Drawcia will go down after a while, just don't die before her! +----------------------------------------------------------------+ + Boss Battles and Mini Games [KiWbos]+ +----------------------------------------------------------------+ Unlike most other platformers, Kirby: Canvas Curse gives you the choice of three bosses when you've done with a Level. You will have to play against each boss two times. Once you've done this, you will unlock the boss in the Subgames menu. There's three difficulty settings to choose from when you've unlocked the bosses. Depending on how well you do while battling, racing or drawing, you will get different ranks. The lowest one is 'J', and the highest one is 'AAA'. If you get ranked 'A' or higher in any of the games below, you will earn a Medal. In all, there are three medals to unlock - one for each game. Dash! Jump! can be unlocked by playing and getting a score in the Mini Game using all the characters. ---- DASH! JUMP! At the end of each stage, there is a Mini Game where you must fly as far as you can through the air. You will be rewarded with stars. More stars if you fly longer. When playing as Kirby, tap him lots of times at the start, and then use about half of your ink to launch him into the air. When he starts loosing air, use the last half of your ink to send him flying again. Keep touching Kirby all the time while he is flying mid air as well! You can unlock a medal by gaining 1500 points while playing as Kirby. You will be able to unlock this Mini Game when you have played it with all the characters in the game. When you have done this, you can choose it from the Sub Game section. ---- BLOCK ATTACK In Block Attack, you start at a the lowest level, and will have to make your way upwards. You can use the stylus to draw a bumper-like bar that you can hit Kirby with to make him bounce off to the location of your choice. The bar will start where you start drawing with your stylus, and end where you end drawing. It is not dangerous to touch non-stunned enemies in this Mini Game. There are lots of blocks. Touch them to weaken them. When they have been weakened enough, you can bounce into them in order to take them out. Watch out for spikes, sparks and the like. Defeat all enemies in a room to continue. Remember that this game is timed, and that you can earn more time by entering the next room. You get points by destroying weakened blocks, defeating enemies, tapping blocks and collecting stars. You can also touch Blocks with icons on to make them go away. The bosses are Kracko and Kracko Junior. Defeat Kracko by bouncing off his cloud that is around him, and then bouncing into his eye. Defeat Kracko Junior by bouncing into him between his armour. A is not the highest ranking - AAA is. To get the A rank and a medal, score 43,000 points. --- CART RUN This is a race where you need to outrun King DeDeDe. To do this, place your stylus on the blue "pad" in front of your cart, and use it to control Kirby's cart. Try not running into enemies, as this will slow you down. If an enemy gets too close, touch him with your stylus to take him out. The most important thing in Cart Run is to run into food items, as this will speed you up. Run into two or more foods at once, and you will get a Max Speed boost. Try taking as much food as you can all the time. As you'll go faster, and get more points. There are also Star Blocks in Cart Run, but avoid them, as they slow you down. You can also pick up Energy Drinks too get more Health Points, as you will need this if you are hit by enemies. Getting Rank A on Level 3 is pretty hard, and requires you to pick up food all the time. Just keep on trying until you've done it - 46,000 points is what you will need for an A rank. Note that A is not the top rank, as it is also possible to be rated AAA. --- PAINT PANIC Just like the popular children's game in magazines, you will draw lines from point to point in Paint Panic. You start out with four Health Points. If you miss a point, the enemies will get closer to you, and if you're too slow, they will also get to you. At the end, you will reach a room where you have to touch some marked bocks as fast as possible, before they disappear. If you draw accurate paintings, and finish with a good time, you will get bonus points. Note that drawing accurate can be pretty hard on a touch-screen, so make sure your Nintendo DS is lying on a flat and hard table or floor. If you realize that you will miss a point horribly, move back to the previous one, and try again. You need 36,000 points for the Medal and rank A. This can be achieved by drawing lines at normal speed, not too fast, as you will miss your targets more easily. Just as in the other Subgames, it is possible to get an AAA rating. +----------------------------------------------------------------+ + Character Profiles [KiChar] + +----------------------------------------------------------------+ Kirby is not the only character in this game. There are several playable ones. Here's how to unlock them, and more information: Kirby ------- Kirby is the hero of the game. His normal form is a tiny pink Ghost, but in Canvas Curse, he has been cursed by a witch. Now, Kirby is looking like a ball. He rolls through the various stages with help from Rainbow Lines. Kirby is the only playable character that can steal abilities. He does this by running into stunned enemies. Kirby can also dash forward if you touch him when he hasn't got any other ability Kirby has 4 Health Points at the start of the game, but you can unlock more of them in the Medal Swap section. Waddle Dee ---------- Waddle Dee is also a ball like Kirby. He is unlocked by beating Drawcia Soul in the Main Game using Kirby. Waddle Dee is more bouncy and lighter than Kirby, and is able to dash. He is a slow one, so he doesn't compete with Kirby when it comes to fast movement. Waddle Dee has four Health Points. King DeDeDe ----------- Once you've beat Drawcia using Waddle Dee, you can unlock King DeDeDe in the Medal Swap section of the game. King DeDeDe was originally an evil creature, but this time around, he has teamed up with Kirby. Maybe he's planning something for the next game in the series? Who knows? Anyways, the King sinks when he gets into water. If you touch him, he will use his hammer, which is useful for breaking certain blocks, Wodden Pieces and taking down enemies. King DeDeDe has seven Health Points, and costs 20 Medals to unlock. You need to have unlocked Waddle Dee to unlock the King. Meta Knight ----------- This character is a little energy bomb. He is very bouncy, very fast, but has only three Health Points. Meta Knight uses an insisible sword to take down enemis. You can hear a sound of him using it when he rolls into an enemy. He can be unlocked in Medal Swap for 25 Medals, once you've unlocked King DeDeDe. Meta Knight floats in water, just like Kirby. You need to have King DeDeDe unlocked in order to unlock Meta Knight. Waddle Doo ---------- Waddle Doo is unlocked after you've beat Drawcia using all of the other playable characters. He has a Beam Ability by default, and has five Health Points. Floats in water, and is not very fast. An alternate way to unlock Waddle Doo, is to beat Drawcia while the GBA cartridges "Nightmare in Dreamland" or "Kirby and the Amazing Mirror" is inserted in your GBA slot. Next time you load a file, Waddle Doo will be unlocked. +----------------------------------------------------------------+ + Medal Swap [KiMesw] + +----------------------------------------------------------------+ In the Medal Swap Menu, you can swap in the Medals you have found and gain unlockables. Here is a list of what unlockables you can earn, and how many medals you need for each and one of them. In all, there are 250 Medals. SONG 1 - 3 Medals - Unlocks Songs 45-57 in Sound Test Mode SONG 2 - 3 Medals - Unlocks Songs 58-67 in Sound Test Mode SONG 3 - 3 Medals - Unlocks Songs 68-77 in Sound Test Mode ZEBRA LINE - 6 Medals - Unlocks the Zebra Rainbow Line in Settings. BEAD LINE - 6 Medals - Unlocks the Bead Rainbow Line in Settings. TROPIC LINE - 6 Medals - Unlocks the Tropic Rainbow Line in Settings. LIFE BOOST - 7 Medals - Unlocks one more Health Point for Kirby. STONE A - 9 Medals - Unlocks the Stone A Course in Rainbow Run. WHEEL A - 9 Medals - Unlocks the Wheel A Course in Rainbow Run. MISSILE A - 9 Medals - Unlocks the Missile A Course in Rainbow Run. BALLOON A - 9 Medals - Unlocks the Balloon A Course in Rainbow Run. STONE B - 10 Medals - Unlocks the Stone B Course in Rainbow Run. WHEEL B - 10 Medals - Unlocks the Wheel B Course in Rainbow Run. MISSILE B - 10 Medals - Unlocks the Missile B Course in Rainbow Run. BALLOON B - 10 Medals - Unlocks the Balloon B Course in Rainbow Run. LIFE BOOST - 12 Medals - Unlocks another Health Point for Kirby. LIFE BOOST - 14 Medals - Unlocks yet another Health Point for Kirby. DEDEDE BALL - 20 Medals - Unlocks King DeDeDe as a playable character. META KNIGHT BALL - 25 Medals - Unlocks Meta Knight as a playable character. -- When all of this has been unlocked, you will get to unlock a set of classic Kirby music by spending another 50 medals. +----------------------------------------------------------------+ + Main Game Medal Locations [KiMeda] + +----------------------------------------------------------------+ There are 65 Medals that you can find in the Main Game. They are scattered around in the different stages. Most stages have three medals, but there are exceptions. In all, there are 250 Medals in the game. The rest are covered in other sections of this document. Not that there's three medals in all Stages besides the final one, where only two can be found, as there's only two areas in the Stage. Medal 1 Plant Plain -------------------- Can be found in the middle of Reddy Land, Stage 1, Area 1. Medal 2 Plant Plain -------------------- In Reddy Land, Stage 1, Area 2, there is a medal located between two Bomb Blocks. You can find the location by going straight forward from the start, and then up on the first brown hill you see. Medal 3 Plant Plain -------------------- In Reddy Land, Stage 1, Area 3, there is a medal at the end of the area. It is located above, and to the left of the stage exit. Medal 1 Tiny Town ------------------ In Reddy Land, Stage 2, Area 1, there is a medal in the second-from-left gap in the last room of Area 1. Medal 2 Tiny Town ----------------- In Reddy Land, Stage 2, At the end of Area 2, a big cannon will appear after you have defeated the four enemies in the last room. Instead of going left when the cannon has shot you upwards, go right. There is a Medal behind a orange wall. You need to press the orange switch, so check Switch locations in this FAQ. Medal 3 Tiny Town ----------------- In Reddy Land, Stage 2, Area 3, there is a green room with a checkpoint and some spikes. Close to the spikes, this medal is located. Medal 1 Ravine Road ------------------- In Reddy Land, Stage 3, Area 1. When you get to the room after the first Speedpad, draw Rainbow Lines to get to the top left edge of the room. There is a small cave with a Medal here. Medal 2 Ravine Road ------------------- In Reddy Land, Stage 3, Area 2, you can gain the Missile Ability by going to the upper left side of the room and stunning a missile. Now use your ability to blast through the blocks in the upper right part of the room. Medal 3 Ravine Road ------------------- In Reddy Land, Stage 3, Area 3, there's several platforms with Bomb Blocks on at the start. At the bottom there is a Wheel Type enemy. Steal the Wheel Ability, go all the way right, and take the lower path. Draw Rainbow Lines and collect the Medal above you. Drop down and use the Wheel Ability to "escape" to the right. Medal 1 Ghost Grounds --------------------- In Arange Gorge, Stage 1, Area 1, you can get the medal by first stealing a Flame Ability, and then going all the way to the right until you see the exit door. Above, there is a medal behind some Flame Blocks. Medal 2 Ghost Grounds --------------------- In Arange Gorge, Stage 1, Area 2, you can find the medal at the end of the area. Just make sure you've got the Spark Ability. Use it to clear out some Blocks at the upper right edge of the screen. Not far from the exit door. Medal 3 Ghost Grounds ---------------------- Just after the Checkpoint in Area 3, there is a Orange Floor. You will have to press the Orange Switch to remove the floor. Below, there is a Medal. Medal 1 Growth Grasses ---------------------- In Arange Gorge, Stage 2, Area 1, there is a Hidden door. In area 1, it's located in the middle of the area, below the Checkpoint. A medal lurks inside. Medal 2 Growth Grasses ---------------------- In Arange Gorge, Stage 2, Area 2, drop down and keep to the right. There are some Stone Blocks with a Bomb Block at the bottom. Inside, there is a medal. Medal 3 Growth Grasses ---------------------- In Arange Gorge, Stage 2, Area 3, there is a Tornado ability that you can steal at the end. Use it to fly inside the No-Paint zone, and collect a Medal. Medal 1 Mag Mount ----------------- In Arange Gorge, Stage 3, Area 1, you will see a medal quite near the first Checkpoint. It is "sitting" on a Bomb Block, so touch this block to make the Medal fly up to you. Don't stand on the middle of the platform the Medal is lying below. Medal 2 Mag Mount ----------------- In Arange Gorge, Stage 3, Area 2, you will get to see a medal at the upper right part of the room. Continue left until you see a small Bomb Block. Touch it, and draw Rainbow Lines to go back right to get the Medal, as the floor isn't there anymore. Medal 3 Mag Mount ----------------- In Arange Gorge, Stage 3, Area 3, there is a medal in the final room, all the way to the upper right. Use Rainbow Lines to get there. Medal 1 Rift Ruin ----------------- In Iello adventure, Stage 1, Area 1, there is a Medal at the upper left part in the first real huge room. You get to this room after the section with water. Medal 2 Rift Ruin ----------------- In Iello Adventure, Stage 1, Area 2, there is a Medal at the top of the room. Use the cannon at the left side of the room to get high enough to blow up the Bomb Blocks here, and make the Medal fall down. Medal 3 Rift Ruin ----------------- In Iello Adventure, Stage 1, Area 3, there is a Medal behind some stones in the middle of the room. Steal the Beam Ability from one of the enemies to destroy the stones. Medal 1 Contrast Cave --------------------- In Iello Adventure, Stage 2, Area 1, the Medal is located at the start. Just go down and then right. Medal 2 Contrast Cave ---------------------- In Iello Adventure, Stage 2, Area 2, you will first have to go right, drop down, and then you will see a Checkpoint. Steal a Stone Ability from an enemy and then go to the far left of the room. Drop down on the wooden piece and remove the stones. Now go further left through the path you opened, and then make your way to the surface. Here, steal the Crash Ability from the patrolling enemy, and use is at the button on the bottom of the water you are in. There is a medal here that will be easy to get now. Medal 3 Contrast Cave --------------------- In Iello Adventure, Stage 2, Area 3, make your way to the bottom floor. Touch the Blocks to get them out of your way. Now, go all the way right, and then up. If you have activated the Green Switch, there will be a Hidden Door here. Medal 1 Silver Submarine ------------------------ In Iello Adventure, Stage 3, Area 1, you will get to an area with Stone Blocks and a Wooden Piece acting as the floor. Steal a Stone Ability from the nearby enemy on the platform, and use it on the Wooden Piece. You will get to collect the Medal here now, as it was below all the Stone Blocks. Medal 2 Silver Submarine ------------------------ In Iello Adventure, Stage 3, Area 2, there is a water with some current in after the first Checkpoint. Go left towards the current to find a Medal inside a room. Medal 3 Silver Submarine ------------------------ In Iello Adventure, Stage 3, Area 3, there is a room where you will have to touch three buttons to open a small cave to the right of the room you are in. Inside the room there is another button. If you continue rolling right from this room, you can get behind the wall, and collect a Medal. Medal 1 Machine Mansion ----------------------- In Neo Greo, Stage 1, Area 1, At the start, there are some Bomb Blocks above the yellow Mega Bumpers. Touch them all to make a Medal fall down at the other side. Medal 2 Machine Mansion ----------------------- In Neo Greo, Stage 1, Area 2, there is a cannon to the right of the exit door. Touch the Bomb Block that is keeping it up, and blast your way to the right. You will arrive in a room with lots of enemies. Just outside the room, you can steal a Missile Ability, and then use it to break the blocks on the floor in the room you arrived at. Here, there is a medal. Medal 3 Machine Mansion ----------------------- In Neo Greo, Stage 1, Area 3, keep to the right at all times, and you will eventually get to a Medal. Medal 1 Dreamy Darkness ----------------------- In Neo Greo, Stage 2, Area 1. Below and to the right of the first Checkpoint, there are some Blocks. Ignore them and continue past two other checkpoints. Steal the Needle Ability from an enemy, and head back to the blocks that were close to the first Checkpoint. Destroy the blocks and get a Medal. Medal 2 Dreamy Darkness ----------------------- In Neo Greo, Stage 2, Area 2. You will need the Needle Ability from Area 1. use it to get into the room on the right. Get to the upper left part of this room, and collect a Medal. Medal 3 Dreamy Darkness ------------------------ In Neo Greo, Stage 2, Area 4, go to the left, and light up the area. Go back, and touch the Bomb Block to make a Medal appear. Medal 1 Paletto Polis --------------------- In Neo Greo, Stage 3, Area 1. At the start, below the Sticky Pad, there is a medal behind a Green wall. To get it, you must have pressed the Green Switch. Medal 2 Paletto Polis --------------------- In Neo Greo, Stage 3, Area 2, when you have removed the yellow port, keep going left from where you did this, and up a pipe. Activate the button found between all the spikes to make a medal fall down. Now go and get it. Medal 3 Paletto Polis ----------------------- In Neo Greo, Stage 3, Area 3, there is a medal behind the stage exit at the end of area 3. Draw a Rainbow Line to get over the exit. Medal 1 Cold Course ----------------------- In Bloo Hills Stage 1, Area 1. At the start of the Stage, some snowballs will roll behind you. At the end of the path, you will drop down. To the right, there is a door, but the wall covering the door is fake, so just roll through it and enter the door. Medal 2 Cold Course ------------------- In Bloo Hills, Stage 1, Area 2. From the start, go right, then up and steal the Freeze ability from the enemy. Then go left and use the ability to take out some Blocks. Now go further left. At the top, behind some blocks and a cannon, there is a Medal. Medal 3 cold Course ------------------- In Bloo Hills, Stage 1, Area 3, you will get to a Checkpoint. When you go to the left from here, there's free fall downwards. Keep to the right, and touch the Bomb Block that is mounted in the wall. Now, go to the left, and press the button here. Go right again, towards the passage that opened, and watch a huge ball crunch some Black Blocks that were preventing you from entering the door with Medal 3 in. Medal 1 Dungeon Dome -------------------- In Bloo Hills, Stage 2, Area 1, you will see a medal after you've passed some spikes. Ignore it and continue to the surface until you meet an enemy with the Beam Ability Steal it, and go back to the Medal. You can now use the ability to break the Blocks here. Medal 2 Dungeon Dome --------------------- In Bloo Hills, Stage 2, Area 2, when playing as Kirby, steal the Wheel Ability from the first enemy you meet. Now, go to the far right, and use the ability to blast to the left, destroying some blocks and pressing a button. Now carefully draw flat Rainbow Lines to quickly transport Kirby to the far left. You don't have time to crash into the wall or the ceiling, so be careful. Once you've made it to the far left side, watch out for the enemy here, and press another button. Now blast to the far right using the Wheel Ability As before, you don't have time to crash into the spikes or the wall. well, repeat this when you get to the far right, and you will drop into a cannon. Wait a half second or so after getting into the cannon, and shoot Kirby to the far right for a Medal. If you use the cannon too fast, you will shoot into the ceiling. - To make this a lot easier, just use King DeDeDe and smash the wall close to the medal. You won't have to bother with all the lines and the cannon. Medal 3 Dungeon Dome -------------------- In Bloo Hills, Stage 2, Area 3, after the first Checkpoint, go upwards and then right. When you meet the spikes, touch the floor to break it. At the left, behind a fake wall, there is a Medal down here. Medal 1 Canvas Canyon --------------------- In Bloo Hills, Stage 3, Area 1, you will get to the Checkpoint. A little to the right, and then up, you will see a small room on your map. There is a medal inside, behind the fake ceiling. Medal 2 Canvas Canyon ---------------------- In Bloo Hills, Stage 3, Area 2, you can get to a medal by rolling under the yellow jumping enemies. They are located at the ground above the first laserbeam enemy in the area, and then slightly left. Medal 3 Canvas Canyon --------------------- In Bloo Hills, Stage 3, Area 3, there is a cannon after the Checkpoint that is located close to a Maximum Tomato. Drop down in the cannon, and time the shootout so that you hit the first Black Blocks while the canyon is mid air. You will need to have activated the Blue Switch to get through to where the medal is located. Medal 1 Collapse Castle ----------------------- In Omarine Zone, Stage 1, Area 1, there is a Medal a the bottom of the room to the right of the first Checkpoint. The Medal is located to the right in the room. Medal 2 Collapse Castle ----------------------- In Omarine Zone, Stage 1, Area 2, there is a Medal at the end, behind the area exit. There is a blue wall blocking the path, so you will have to activate the Blue Switch to get the Medal. Medal 3 Collapse Castle ----------------------- In Omarine Zone, Stage 1, Area 3, there is a cannon you will get to, that is placed on a Bomb Block. Touch the block, and time the shootout, so that you can get to the medal behind the Black Blocks while the cannon is mid air. Volatile Volcano Medal 1 ------------------------ In Omarine Zone, Stage 2, Area 1, there is a Medal to the right of the first Checkpoint. Dash over a button, and continue dashing until you get to the Medal. Go back using the cannon to the right. At the far left of the No Paint Zone, you will arrive, so draw a Line here to avoid dying. Volatile Volcano Medal 2 ------------------------ In Omarine Zone, Stage 2, Area 1 there is a divided No Paint Zone close to the exit. Get up there using Rainbow Lines and steal the Freeze Ability from the enemy. Exit the area, get to area 2, and go far right. Here, break the blocks using the Freeze Ability. Now, you can get the medal that is located at the bottom right part of this room. Volatile Volcano Medal 3 ------------------------ In Omarine Zone, Stage 2, Area 3, there is a port after the first Checkpoint. Ignore it and continue right using the upper path. Once you've hit the button you will meet, go back, and enter the port that has been opened. Watch out for rising lava, and rest in the small hole above the medal, as the lava can't reach there. Silent Seabed Medal 1 --------------------- In Omarine Zone, Stage 3, Area 1, you should drop all the way down from the start, and then go down a pipe. To the right, there is a Block in the ceiling that you can move by touching. Do that, and enter the door that appears. Silent Seabed Medal 2 --------------------- In Omarine Zone, Stage 3, Area 2, you will first go to the left. When you get to the far top left, you will get to two paths, one going up to a No Paint Zone, and one going down. Go down first, press the button here, and then take the upper path. Draw Lines below the No Paint Zone to safely take Kirby to the far right for a Medal. Watch out for enemies. Medal 1 Frozen Fantasy ---------------------- In Wonder Lilane, Stage 1, Area 1, you will get to lots of spikes in the ceiling and on the floor. A speedpad and a button are waiting at the other side. Skip the button, and instead press the one further right, down in a small gap. You will now be able to reach the Medal. Medal 2 Frozen Fantasy ---------------------- In Wonder Lilane, Stage 1, Area 2, there are two Sticky Pads at the start of the area. They are located inside a No Paint Zone. Outside of the Zone, draw a springboard using Rainbow Lines, so that Kirby can get onto the upper Pad. Dash onto the Line to get there. This can be hard, but you'll make it after some tried. Medal 3 Frozen Fantasy ---------------------- In Wonder Lilane, Stage 1, Area 3, you should get to the room where the Stage Exit is. Press both buttons, but instead of exiting, go further upwards. Continue right until you get to the room with the Spiked Winders. Here, press a button to the right in the room, and go upwards. Break the ceiling by touching it, and head right through the fake wall. Drop down at the far right to get to the Medal. Medal 1 Mad Mechanism --------------------- In wonder Lilane, Stage 2, Area 1. Get to the first Checkpoint. There will be some spikes to the right, and you will see a Medal above you above some Blocks. Don't go too far right here, but wait until you can see a small Bomb Block at the lower part of the place. Press it, and make the Medal drop down to you. Medal 2 Mad Mechanism --------------------- In Wonder Lilane, Stage 2, Area 2, there is a No Paint Zone close to the start of the area. Dash right, but don't hit the three enemies flying up and down. Dash at a good speed, and you will get to a tiny Paint Zone. Draw a Rainbow Line up and to the right to make Kirby fly into a Medal. Medal 3 Mad Mechanism -------------------- In Wonder Lilane, Stage 2, Area 3, you will get to a Sticky Platform that is not moving. To the left of it, there is a Bomb Block mounted into the wall. Touch it to open a path with a Medal inside. Medal 1 Spectacle Space ----------------------- In Wonder Lilane, Stage 3, Area 1, go right from the start. You will soon get to a Energy Drink. To the left and a little up, there is a white wall that you can break by touching it. Do so, and continue through the path that is opened. Drop down at the far left, and go all the way right for a Medal. Medal 2 Spectacle Space ----------------------- In wonder Lilane, Stage 3, Area 2, there is a Medal at the bottom right of the room. Watch out for the dangerous floor. Medal 3 Spectacle Space ----------------------- In Wonder Lilane, Stage 3, Area 3, the wall is chasing you from behind. You will get to a Checkpoint, and then you will need to go through several gaps with spikes in the ceiling and on the floor. After this, you will see a fork. Take either one, upper or lower, and be quick to touch the Bomb Block that will appear above/below you. There is a Medal above/below the Bomb Block. The World of Drawcia Medal 1 ---------------------------- In The World of Drawcia, Area 1, there is a Medal under the last stairs before the Exit Door. The World of Drawcia Medal 2 ----------------------------- In The World of Drawcia, Area 2, a Medal will appear when you've beat all the paintings close to the Final Door. +----------------------------------------------------------------+ + Rainbow Run Medals [KiReda] + +----------------------------------------------------------------+ Rainbow Run is a mode where you can play the stages that you have completed in the Main Game. You can choose to play each stage in either Time Trail mode, or Line Trial mode. The thing with these modes is that if you get a good enough high-score, you get a medal. In Time Trial, try completing the stages as fast as possible, and in Line Trial, try using as little Ink as possible. However, you do not play the whole stages, just one of the areas found in the Main Game stage. If you beat the highest score, you get three medals, if you beat the middle score you get two medals, and you get one medal for the lowest score that has been set by the game. Below, hints and tips for each and every stage is provided, both for Time Trial and Line Trial. If you follow the hints and tips, you should be able to get three medals in all of the stages. Good luck! --- Plant Plain Time Trial [Beat 15 Seconds] -------------------------------------------- Character of choice: Kirby Just dash forward until the exit, very easy. Plant Plain Line Trial [You need more than 350ml left] ------------------------------------------------------ Character of choice: Kirby Steal the first Wheel Ability you can. Then Use it. When you are mid air after having touched a Bumper, be sure to use the wheel ability again. Tiny Town Time Trial [Beat 35 Seconds] ------------------------------------------ Character of choice: Kirby In the first room, dash and then draw a Line up to the right pipe. In the second room, just dash. In the third room, drop straight down and enter the pipe. In the fourth room, dash Kirby to the lower left side of the room and directly into the Pipe. In the next one, dash forward to steal the Flaming Ability. Use it to get to the cannon on the left, and then the pipe on the top right. There are three enemies to the left, but don't use the ability at once, wait until you see them, then blast into them and draw a nice C-looking curve to exit in the next room. Tiny Town Line Trial [You need more than 150ml left] ----------------------------------------------------- Character of choice: Kirby This is very easy. Just dash all the way until you get to all the gaps with Bumpers in. You can afford to "turn" Kirby around once, so make sure you use this ability if you need it. Just be patient with the bumpers, and you will succeed. Ravine Road Time Trial [Beat 33 Seconds] ---------------------------------------- Character of Choice: Kirby Touch all the Bomb Blocks and drop down to the bottom. Steal the Wheel Ability and then use it to go right as fast as you can. Draw Lines to avoid hitting the walls. At the far right, there is an Exit Door. Ravine Road Line Trial [You need more than 250ml left] ------------------------------------------------------- Character of Choice: Kirby Just dash all the way right. The wind will prevent you from falling down. I was able to do this without using any Ink at all, but you might need some at the far right before the Exit Door. Ghost Grounds Time Trial [Beat 60 Seconds] ------------------------------------------ Character of Choice: Kirby Dash right, steal the Burning Ability and use it in order to dash with more power. Get to the far right, and then drop into the cannon to shoot yourself to the far left. Here, take the rightmost path. The rest is pretty much straight forward. use the small cannons to get to the top, and tap the Star Blocks to make your way down to the Exit. Ghost Grounds Line Trial [You need more than 1000ml left] --------------------------------------------------------- Character of Choice: Kirby Dash to the right into a cannon. You will get into the current of a Wind Cannon. Use some Ink to get out of it, and drop down to the right and steal the Burning Ability. Use it to dash over two gaps, and then use some more Ink to get upwards into the room with all the cannons. After this room, just dash using the Flaming Ability while being mid-air to get all the way to the Exit. Growth Grasses Time Trial [Beat 36 Seconds] ------------------------------------------- Character of Choice: Kirby Dash through the first No Paint Zone. Dash the three enemies to death, don't mind stunning them first. Just dash down into the gap, as a bubble will save you from falling down. Blow up the Star Blocks and Bomb Blocks above you while floating upwards, and then go right. Draw a Line to roll over, yes over, the No Paint Zone. Keep dashing mid air, and you will get to a gap. After this gap, roll into the Exit. Growth Grasses Line Trial [You need more than 290ml left] ---------------------------------------------------------- Character of Choice: Kirby Go right. Dash at all gaps, except the two first ones and the last one where a cannon is placed. At these gaps, use Ink to get to the other sides. Mag Mount Time Trial [Beat 24 Seconds] -------------------------------------- Character of Choice: Kirby Dash to the right, and draw Lines all the way. Roll on the floor only at the flat long area before the Bomb Block. You will make it to the Exit at about 23:50 if you don't crash at all. Also, the cannons should be ignored. Mag Mount Line Trial [You need more than 450ml left] ---------------------------------------------------- Use the cannon nearby, shoot upwards, dash left, get into a new cannon and shoot upwards. Use a Line to get to the top, and steal the Burning Ability. Use it to dash right past all the gaps, use the jumper to go further upwards, and then use the Ability again to dash left, through several enemies. Get into the cannon on the far left. Roll below the Flame Winders and use the Bumper at the far right. Roll all the way left. When you get to the end of the road, draw Lines pointing upwards to the left to get to the exit. Rift Ruin Time Trial [Beat 27 Seconds] -------------------------------------- Character of Choice: Kirby The most important thing here, is to don't waste time on stopping the Spiked Winders, and to draw sharp turning Lines at the start, as that you almost instantly get to the floor above, with just one Line. When you get to the Wind Cannons, blast upwards just before the flames above disappear. After the final Wind Cannon, there is a usual cannon to your left. Get into it, draw a Line that will take Kirby directly to the exit at the top left, so that you will blast into this line. Rift Ruin Line Trial [You need more than 550ml left] ------------------------------------------------------ Character of Choice: Kirby Dash to the right. Don't bother drawing Lines to get over the two fist balls you meet, and taking damage is ok. Get through the port, and draw a line to get into the cannon on the other side of the gap. Dash below the giant ball, and wait for it to roll past, and draw a line to get up, and continue left. Repeat this once, and draw small lines to roll over the pool. Get into the cannon, blast upwards and touch the lowest Star Block and draw a Line to get though. Use Lines to avoid the yellow jumping enemies. You will get to a green pole. Here, dash to the right, and draw a line into the box behind the second enemy from the bottom. Contrast Cave Time Trial [Beat 37 Seconds] ------------------------------------------- Character of Choice: Kirby This one is very easy. Touch the stream of big star Blocks that are gathered to the left. Once you've broken a few, tap Kirby once and make him fall into the hole. Continue tapping the blocks and dashing with Kirby. When you get the Beam Ability, discard of it, as dashing like usual is much more effective. At the far left, you will get the Stone Ability. Keep it and drop into the No Paint Zone. Roll into the first gap (remember to destroy the block here), and then use the Stone Ability to break all the blocks below you to get to the exit. Contrast Cave Line Trial [You need more than 300ml left] ------------------------------------------- Character of Choice: Kirby Take out the Star Blocks to the left and drop down. Dash into the air above the cannons, and draw a small line to make it to the other side. Just run into the spikes - loosing some Health isn't bad for you in Line Trial. When you get to a fork with an upper and a lower path, get into the cannon and choose the upper one. Here, steal the Burning Ability. One you've got it, you won't have to use more Ink at all. Just dash right with the Burning Ability after you've dropped down. Through the Winders, and wait for the Evil Blocks to drop down. Then Burn all the way left, over the gap, past a few enemies, and get to the exit at the far bottom left. Silver Submarine Time Trial [Beat 70 Seconds] --------------------------------------------- Character of Choice: Kirby Make all the buttons turn red, enter through the opened port, and press the button to your right. Don't go too fast here, as you might bump into the port. Drop down into the water, dash to the surface at the far right, and draw a Line to get up of the water. Press the button here to open the port. Continue left, go through two ports and let the crane take you over the electric floor. Drop down, dash right and press the Bomb Block that is mounted into some Blocks that are preventing some enemies to get down. Dash to the left, into some water, and dash to the surface on the far left. Touch the Bomb Block there, drop down, and draw Lines to get over the green poles at the start of each gap. Ignore the two small cannons, and draw a line into the bigger one at the top. Shoot yourself to the right, and exit. Silver Submarine Line Trial [You need more than 250ml left] ----------------------------------------------------------- Character of Choice: Kirby Start by dashing to the left. A stone will roll after you. Draw a Line to get up the small hill to the left, and dash left over a button, through a port and touch the Bomb Block at the far left to get further left. Drop down, dash right past three Spiked Winders underwater. Dash into a button and through a port at the far right, and drop down. Dash into buttons to open ports - if you are too high up to reach a button, just dash into a wall to bounce downwards. At the far left, drop down and continue dashing until you see a Stone in the ceiling above a gap. Draw extremely small lines to get over the gap - and several other ones right after it. You can't just dash, as there is a current here. At the end of the gaps, there is a green pole. Wait there until an Evil Block has dropped down. Now, you can exit the area to your right. Machine Mansion Time Trial [Beat 31 Seconds] -------------------------------------------- Character of Choice: Kirby Dash into the cannon. When you arrive at the other side of all the Mega Bumpers, dash further right, and pretect Kirby from all the laserbeams. When you get to the place you need to drop down, draw Lines so that Kirby fast and easily can get to the bottom without touching the laserbeams. The Exit is waiting for you. Machine Mansion Line Trial [You need more than 360ml left] ---------------------------------------------------------- Character of Choice: Kirby Dash left. Touch the Blocks that the cannons are standing on to make them fall down. Draw a Line to get you to the other side of the gap. Get into the cannon on the far left side, shoot into another cannon, and you will eventually end up in a third cannon after having bounced around a little. Shoot to the left. When you meet the wall, use some Ink to fall down, but avoid the yellow Mega Bumper on the wall. Now you can roll into the Exit Door. Dreamy Darkness Time Trial [Beat 50 Seconds] --------------------------------------------- Character of Choice: Kirby Dash right, touch the lights to get rid of the darkness. Watch out for the spikes, and draw nice Lines that give Kirby more speed. Remember to dash all the time, even while rolling on Lines. You will eventually get to a Green Pole. From there, go upwards, then drop down in the next room with the spikes on the wall. In the next room go up, and in the one after that down. After a while you will get to a room with some Cannons. At the top, you can exit the area. Dreamy Darkness Line Trial [You need more then 300ml left] ---------------------------------------------------------- Character of Choice: Kirby Draw a small line to get up to the Needle type enemy. Steal its ability. You see, when you are a Needle, Kirby will fly much higher after he has gotten onto a Line pointing upwards, or any other direction. Just draw short Lines and get onto them while being a Needle, until you reach the exit at the top. You absolutey need to be a Needle to make it with more than 300ml left. Paletto Polis Time Trial [Beat 45 Seconds] ------------------------------------------ Character of Choice: Kirby Dash left, and use Lines to get to the top. Ignore the Sticky Pad. Continue using lines to roll through the spiked areas, as well at the flat ones. When you reach the two cannons, draw a Line between the two of them and roll through.Again, ignore the Pad, and draw Lines between all the cannons. Try avoid being hit, even though it's hard. At the top, go far left to exit the area. Paletto Polis Line Trial [You need more than 1450ml left] --------------------------------------------------------- Character of Choice: Kirby Prepare for the most tricky Line Trial so far! Touch the Bomb Block, drop into the pipe at the bottom, and wait for the spikes to appear. Now, quickly dash all the way over the area with the spikes, and enter the pipe at the other side. Dash to the right, and draw a Line to take you upwards past the spiked wall. Enter the pipe on the left, and drop down while touching Bomb Blocks. Dash instead of using lines to avoid the spears. At the bottom there is a cannon. Enter it and get shot onto a Sticky Pad. Jump right until you get to the moving Sticky Pad. Once on it, wait until it reaches the far right, and jump off into a No Paint Zone. Make all the buttons turn red, and dash right, draw a Line, and get into the pipe in the ceiling above you. Now for a tricky part; draw short Lines upwards, as you will need to get to the top of this room with all the Glass Blocks in. Dash like crazy to gain air. You will need to draw quite a few, but short, Lines. At the top, touch the Bomb Block at the right wall, and roll left after the explotion. Dash left, and draw a small line to get over the gap and onto the other side. Press the button here, and drop down. Dash left, run over a button, and use a Line to get up again to the room you were in earlier. Get into the pipe again, but this time, draw Lines upwards, and touch the Bomb Block you get to in order to make a cannon fall down. Enter it and shoot upwards through some Black Blocks. Dash right through some No Paint Zones. At the far right, make all the buttons turn blue. Drop down and you will get to another room with Glass Blocks in. Make sure to watch closely, as there is a button in this room one some Glass Bocks. Dash to reach and press the button. Drop all the way down, and draw another small line to get over the gap, and onto the HIGHER ground on the other side. Here, be quick and turn all the buttons yellow. Drop down, draw a line that can take Kirby down and then left, and exit the area. Phew. Cold Course Time Trial [Beat 90 Seconds] ---------------------------------------- Character of Choice: Kirby Roll onto the button in front of you, draw a line and roll onto the second one above you and to the right behind an enemy, and draw another line left, and then draw lines to take you all the way to the upper left corner of the screen to press a new button. Now, you can drop a little down, go to the right, and press yet another button. The next step is to go ALL the way back to the start, up, and then press a new button. Get up to the upper left of the screen again, and use the path that has opened towards the right. Steal the Ability from the snow type enemy here, and drop a long, long way down, using narrow lines to avoid spikes. Keep to the right, drop down past the Star Blocks and onto a Sticky Pad. Get rid of the Freeze Ability, and use lines to quickly go left, avoiding spikes that are falling from above. At the far left, the exit is waiting for you. Cold Course Line Trial [You need more than 300ml left] ---------------------------------------- Character of Choice: Kirby Dash to the right and use the cannon to shoot you upwards after you've removed the Star Blocks above. Dash right off the Sticky Pad, touch the Blocks that the cannons stand on, and draw a small Line to get over the gap. Make sure you quickly touch the big Star Blocks at the other side, and continue rolling right until you meet a Wind Cannon. Get in its stream of wind, touch it to get upwards and draw a line so that you can enter the path to the right. If you get the Wheel Ability, get rid of it, and dash all the way down the platforms and exit the stage. Cold Course Line Trial [You need more than 350ml left] ---------------------------------------- Character of Choice: Kirby Dash down to the platform you can see and steal the Stone Ability. Use it to drop down until you see some Bomb Blocks. Break them all, get rid of the Stone Ability, and dash to the right past some spikes. If you run into the spikes, it's not a very big deal. Now just float upwards, and touch stones that might appear above you. At the surface use a small Line to get Kirby up on the ground. Dash quickly right, through all the enemies, and under the stones that will fall down from the ceiling, and drop into the water on the far right. IF you get an ability, get rid of it. Now, dash downwards, touch the Spikes Winders to stop them, and float up after you've gotten a little to the right. Stones will drop down from above, so be on your guard. Use a small Line to get to the ground after having reached the surface. Use Lines to get to the top here, and drop down in the water to your right. Dash into all the buttons to open the ports and exit the stage at the bottom. Dungeon Dome Time Trial [Beat 100 Seconds] ------------------------------------------ Character of Choice: Kirby Steal the Spark Ability from the enemy on your right, and draw a line up to the right into the fake white wall. Dash right, and use the Ability to take down enemies. Use lines to go higher and change direction when you need to. When you get to all the Star Blocks above you, use the Spark Ability to remove the ones placed closest to the right, and draw Lines to go upwards. You will meet more Star Blocks, so use the Spark Ability. Get up into a new fake wall, and head right. Get rid of your Spark Ability. At the end, you will have to get up to another floor. Keep as much to the left as you can when you roll up using the Line, as there is a green enemy that will come out of the right wall and try to eat you. If you run into any Abilities, get rid of them. Dash all the way left, and drop down through a pipe. While falling down, touch all the enemies that appear under Kirby. When you reach the bottom, do not dash, but touch the Bomb Block that is located above you, but below some enemies, now, nicely roll into the gap that opened on the floor. Drop all the way down, and use Rainbow Lines to get to the far right. Then use Lines to get upwards until you reach the exit. However, you should stay as far away from the walls as you can (stay in the middle), as there are monsters scattered around trying to eat you. Dungeon Dome Line Trial [You need more than 350ml left] -------------------------------------------------------- Character of Choice: Kirby Steal the Stone Ability that can be found on the platform belove, drop down into the water using it, and make your way past the spiked floor. Get rid of the Stony Ability and get to the surface. Use a Line to gt up on the ground, and then dash right and down into some water. Dash downwards, touch the Spiked Winders to stop them and float all the way to the top. Use a line to get onto the ground above you, and then two small ones to get up the big hill you'll meet. Now dash right, and get to the exit on the bottom of the water. Canvas Canyon Time Trial [Beat 34 Seconds] -------------------------------------------- Character of Choice: Kirby Start by drawing a line that can get you to the top of the platforms and dash all the way up. Touch the Bomb Block, and dash into the air. Note that you should go below the loose green ground that blocks the top of the screen. The rest is very easy. Just dash right all the time while drawing long and flat Lines under Kirby. With some luck, you will avoid all enemies and bombs falling down from above. I recommend drawing the lines pretty far up, and not at the bottom of the screen. Beating this stage using less than thirty seconds is fairly simple. Canvas Canyon Line Trial [You need more than 550ml left] --------------------------------------------------------- Character of Choice: Kirby Draw three small Lines; each to get to one platform higher up. At the top, touch the Bomb Block, and fall down to the right. When you see the lowest ground, dash once to reach it. Use a small line to get into the cannon on your right, shoot out, and use another line to enter another cannon. You will now shoot into yet another one. You will stop at a green pole. From here, dash left, and then draw a line to get onto the platform below you. Blow up the Bomb Block, get into the cannon, let it shoot you out, and then dash once to fall into another cannon. Shoot into the next cannon, dash when you're as far up as the blast can take you to fall into another one, and repeat this until you reach the last cannon. From here, draw small lines and dash to the exit. Collapse Castle Time Trial [Beat 75 Seconds] -------------------------------------------- Character of Choice: Kirby Activate the light, then dash right. Draw a Line to get over the electric floor, and then roll over a button at the far left. Do not hit the spikes on the wall, and dash back through a port. Drop down, activate another light, and dash right. You should drop down, and draw a line pointing down and to the right, in order to avoid being catch ed by the Wind Cannons. It doesn't matter if you hit an enemy, just get to the bottom and dash left to fall into another gap. Down here, activate another light, stop at the green pole and touch the Spiked Winder to stop it. Now roll over the gap using a Line. Repeat this one, and just ignore the cannons. When you've rolled over the gap with the second Spiked Winder, you will get to another one. Stop it so that it points upwards 90 degrees. Drop down, stop another Winder, and make a Line so that you can roll through the air and into the path on the left side. Here, there's a button at the far left, but you will need to draw a very flat line and roll on it to activate the button that's placed behind some laserbeams. Now roll back and drop down the gap you've opened up. Keep on drawing Lines and dashing over the electric floors you meet, and reach the exit at the bottom left. This level might take some tries, I know I used a few. Collapse Castle Line Trial [You need more than 650ml left] ----------------------------------------------------------- Character of Choice: Kirby Dash right, touch the Ice Block to make it float upwards, and go through the pipe. You will get to some Ice Blocks above you that are preventing you from getting through a pipe. First, touch the rightmost one, and then the third one from the left. Draw a very small line, and use it to dash through the opening that you've made. Now, some of the Blocks will have trapped an enemy between them. First touch the Ice Block that's closes to the ceiling, then the one closest to the bottom, so that it falls a little down. Now, touch the leftmost one to make it float towards you. Draw a small line to get over it, and touch the bottom block to make it float upwards when the enemy is not circling directly above it. It doesn't matter if the enemy damages you. Now, with all blocks out of the way, drop down through a pipe. Now, dash left, and smiley touch all the Ice Blocks to make them stop the laserbeams. Roll through the No Paint Zone, and through another pipe. You will get to another laserbeam, but this time there's no blocks to protect you. Don't waste Ink, just dash through it. You will loose a Health Point, but you're fine with that, right? Ignore the first Ice Block that's located to the left of some spikes. Draw small lines to get to the other side of the spikes, and touch the Ice Block at the right side, so that you can easily fall down the gap. Now, ignore the next Ice Block, and draw small Lines to go to the other side of the spikes. Roll over the green and purple buttons to open two ports. In the next room, draw a Line to get up to the leftmost laserbeam. There's a button in the middle of the beam, so draw a Line above Kirby to protect him from laser until he's rolled over the button. Repeat this step with the rightmost laserbeam. Now, drop down to the main floor, use a Line to block the laserbeam that has appeared in the middle of the room, and press the button. Roll through the pipe to the left. You will get to a No Paint Zone. Just dash to the right all the time, over buttons and gaps. At the end, there is a gap that you will have to draw a small Line to get over. Now, exit the Stage. Volatile Volcano Time Trial [Beat 32 Seconds] ----------------------------------------------- Character of Choice: Kirby Dash right to bounce over a lava pit. On the top of the hill after this pit, draw a line to stop Kirby for a second or two, and let the lava rise, and then fall. Continue Dashing right. You will get to a red pole. From this point of the Stage, the lava won't rise high enough to hurt you, so just dash to the right all the time. This is all you have to do until you get to the flames that are shooting upwards. Draw lines above the flames, and make Kirby roll on the Lines while dashing. You will reach a button, but you don't need to activate it. Just continue dashing and drawing lines until you are at the exit on the far right. A very easy trial, don't you think? Volatile Volcano Line Trial [You need more than 400ml left] ----------------------------------------------------------- Character of Choice: Kirby At the start, dash right past an enemy. Draw a small line to get over the gap. Dash while being mid air, as you can fly over two gaps using just one Line. Repeat this. It's important that you dash while being mid air, so that you won't get hurt by enemies. At the far right, drop down and dash left past the green pole. Dash left past three Flame Winders. Draw small lines to get over the lava. At the end of the lava, after you've passed a platform with a Green Pole, there's a port of lava rising up and falling down. If it hits you, just try once more. Drop down at the far left, avoid the Flame Winder, and use small Lines to get over the lava, and right. You will get to a place where you will need to use very small lines to bounce to the other side, as there's no ground there. A crane will pick you up. Let it take you right. The third flame that it shooting upwards might hit you, but this doesn't really matter. You can of course avoid it if you want to. Well, now you're at the exit. Silent Seabed Time Trial [Beat 77 Seconds] ------------------------------------------- Character of Choice: Kirby Touch the Bomb Block to your left, steal the Stone Ability, and drop down through the Star Blocks. Use Lines to keep Kirby to the right, and drop down to the Ice Blocks, Touch one to fall down, draw a Line to roll left, and touch one of the new Ice Blocks to fall further down. Fall downwards, and keep Kirby to either the left or the right side, but try not falling while being placed ALL the way into the wall, as there are blocks there, that might be stopped by enemies when you try to move them. And thus, it's best to stay away from the blocks. Well, you will get to lots of Star Blocks, but you can easily fall through them since you're stone. You will now get to a button. Use lines to roll into it, and some blocks will blow up. Fall down through a pipe at the bottom. Get rid of the Stone Ability, dash right and steal the Spark Ability. Get up the pipe at the far right, and use the Spark Ability to blow up the Star Blocks while floating upwards. It's important that you use narrow lines to lead Kirby upwards right after you've used sparks, as he'll also dash to one of the sides, but you want to go straight up. After a while you will meet some enemies. Just keep floating upwards. The exit is at the top, and you can make it there in time even if you're hit by enemies. Silent Seabed Line Trial [You need more than 500ml left] --------------------------------------------------------- Character of Choice: Kirby Dash left past two speedpads, and you will get to a Spiked Winder. Follow the stream down and left until you see the path at the top. Draw a small line to get up there, and dash left to activate a button. Dash right, under an electric ceiling, and onto a speedpad. At the far right, float upwards past some Stone Blocks, and use a Line to get up to where a button is. Activate it, and dash down and to the left. Touch the Bomb Block to get through. Dash downwards, pass the laserbeam without protecting Kirby, as damage is fine, and get to another Spiked Winder. Get to the path on the left, and activate a button to blow up the ceiling. Touch the enemies that fall down, and then float upwards. After passing some electric walls, use a line to get onto the ground above you and dash right. Choose the lower path, follow the stream of the Spiked Winder, and touch the wall with a '!' on to break it and get through. Dash all the way to the bottom, activate a button, float up again, and dash to the far right to exit the stage. Frozen Fantasy Time Trial [Beat 90 Seconds] -------------------------------------------- Character of Choice: Kirby This one is pretty hard. At all times, dash like crazy. Never rest! Touch the rightmost breakable wall below you. Use a line to get down there and roll over the button. Roll out on the other side after breaking the wall, and then draw a Line to get all the way to the top. Break a new wall, draw a Line, press the green button, and drop further down. Once in the water, dash down, and then left. Break a wall, break the ground, and press the button that's placed under the breakable ground. Break another wall to the left, and get into the next room. Follow the current a little, and draw a Line to get upwards. There's a button on the left, and a spiked enemy is guarding it. Roll over the button to activate it, and use Lines to get upwards again. You will see the Exit, but it has been blocked. Ignore the two nearby buttons and draw Lines to go upwards. Break the wall, and then go right past a green pole. Let the Evil Block drop down, and draw Rainbow Lines to roll over it, and to the right. Press the button placed on a platform, and drop down. Take the right fork, stop the Spiked Winders and activate the purple button at the far right. Now, dash ALL the way left until you reach the room with the Exit Door. Here, exit the stage. Frozen Fantasy Line Trial [You need more than 3000ml left] ------------------------------------------------------------ Character of Choice: Kirby Another hard one! Dash! Activate the button to your right, use small Lines to go higher up, and activate a new button further right. Now, use lines to go to the upper left part of the room. There's a spiked floor/ceiling here, so dash past when the spikes have just disappeared. At the other side, you will need to use some Ink to avoid the speedpad that's trying to send you back. Press the button near the speedpad to blow up the wall, and then use a small Line to press a new button further right. Use more Ink to go upwards, and take the right fork. Here, you need to use extremely small Lines to get past all the spikes, travel one floor up, and then press a button. Remember to dash while flying mid air. Go back to the fork, and head upwards. Use as little Ink as possible while passing all the spiders. At the top, pass two speedpads, and dash right when you get to all the falling stones. There's a button at the far right. Once activated, you can head left again, use some Ink to get up to the Exit Door, and leave. Mad Mechanism Time Trial [Beat 60 Seconds] ------------------------------------------- Character of Choice: Kirby Dash right into the No Paint Zone, avoid the spiked enemies by waiting a little, and fall down at the far right. Let the crane pick you up, fall down at the second gap. Dash further, but remember touching the enemies many times each in order to blow them up. At the next crane, drop down at the third gap. You will get to an area with four walls that need to be broken. Two bombs will spawn again and again. Draw Lines to roll Kirby towards one of the walls, and take a bomb with you on the way. This room is really what takes most skill in this level. Once all four walls are broken and all four buttons are pressed, drop down and exit the stage. Mad Mechanism Line Trial [You need more than 1300ml left] ---------------------------------------------------------- Character of Choice: Kirby Dash right, use a Line or two to get to the flat floor at the top, and then dash right. There's three laserbeams here. Roll through them, don't use any Ink at all. You will now drop down to a Sticky Pad. Ride it, defend Kirby from laserbeams using Ink and jump down in a gap at the end. Before you land at the Sticky Pad below, draw a small Line that will make Kirby bounce left. Get to the floor, and dash onto the Sticky Pad to your left. Protect Kirby from beams using Ink, and get to the far left. Use the bumper to gain a little air, and use small lines and some dashing to do the rest. Get onto the Sticky Pad, and jump between some electric blocks, and draw one last line to get to the exit. Spectacle Space Time Trial [Beat 85 Seconds] --------------------------------------------- Character of Choice: Kirby Steal the nearby Missile Ability, use it to fly to the upper right corner of the room/space and press the button there, Now, fly towards where you started, but pass the ground and go left, then down and press another button. Now, fly back again to the start using whichever way you want to use as long as you don't crash, and make all the buttons around the Exit Door turn red by touching them. Congratulations, you've cleared the final stage, if we look away from the special ones in the sections below. Spectacle Space Line Trial [You need more than 1600ml left] ------------------------------------------------------------ Character of Choice: Kirby Ok, here we go. Dash right, draw a small Line so that you can dash and fly into the spiked area. Use extremely small lines, and dash while rolling on them, to get to the second Balloon. Ignore the first one. The second Balloon is located right after you've gone right at the first fork. Steal the Balloon Ability, use it to get to the top right, and then get rid of it. Use small lines to go left past some spiked enemies, then up when you get to the Green Pole, and then left. Since the spikes go downwards after you've turned left, you can just dash while floating mid air here. Go up again when you need to, and draw lines, or drop down to the spikes and dash while loosing Health if you want to, to get to the far right, and the exit. Stone A Time Trial [Beat 55 Seconds] ------------------------------------- Character: Kirby Fall onto the Speedpad, take down an enemy, and then use the Stone Ability to roll down to some Bomb Blocks. Touch them all as you fall. Once you've taken out the last Bomb Block, draw a line to get to the upper path, deactivate the Stone Ability and roll onto another speedpad. When you reach the air, use the Stone Ability again to fall all the way down. Hurry up and get into the first cannon after you've deactivated the Stone Ability again. Shoot all the way right and use the bumper to gain air. Draw Lines to get to another bumper above you. Repeat this until you are at the top. Pass the Green Pole and then roll down the hill while being stone. Keep to the left, and you will fall onto some Stone Blocks. Touch the Bomb Block here, and fall down, still keeping to the left and being stone, to break lots of yellow Star Blocks. Deactivate the Stone Ability again, draw a Line to make Kirby quickly roll onto the path i the middle, as there's one without any ground to roll on, one with a Speedpad, and one with a crane. You will want to go with the Speedpad in the middle. Now, you are at the exit. Stone A Line Trial [You need more than 350ml left] --------------------------------------------------- Character: Kirby This one is so easy, your grandma's cow can do it. Well, use the Speedpad to roll right, and stun the enemies, then roll past them. Touch the Bomb Blocks, drop all the way down, touch the Star Blocks, and roll left down to the cannons. When rolling below the second cannons from the left, use the Stone Ability, to make Kirby jump into the cannon. Shoot all the way to the right, deactivate the ability, and use the bumper to gain air. Draw extremely small Lines to bounce Kirby up to the next bumper. Repeat until you are at the top near the Green Pole. Roll down the hill as a stone, and keep to the left once you've made it further down. Use the Stone Ability to break the Star Blocks, and use a very small Line to get Kirby up to the speedpad, and then dash left to exit the Stage. Wheel A Time Trial [Beat 36 Seconds] ------------------------------------ Character: Kirby Use the Wheel Ability to dash all the way to the far right, passing seven sets of Wheel Blocks. Once you see the end of the road, draw a nice backwards-C formed Line that will bounce Kirby to the left. Once Kirby faces left, activate the Wheel Ability again. Once you've rolled through five Star Blocks, you will get to a place where you'll crash if you don't draw a nice flat Line for Kirby to roll on, so do that. You will eventually get to a cannon. Just drop into it, activate the Wheel Ability once you're out again, and roll into a new cannon. Shoot upwards, draw a Line for Kirby to land on, and activate the Wheel Ability to roll left. Now, draw a Line to transport Kirby between the laserbeams. Once Kirby crashes into the left wall, use the Wheel Ability to roll right, draw a Line over the gap, and exit stage. Wheel A Line Trial [You need more than 400ml left] -------------------------------------------------- Character: Kirby Another very easy stage. Well, roll all the way right using your Wheel Ability. Then use it to roll left. Use a little Ink to get over the small hindrance, and roll into the first, then into the second cannon. Use some Ink again to make it to the ground to the left of the second cannon, and roll left. Don't mind the laserbeams, as some damage won't stop you. At the end of the stage, use a little Ink to get Kirby over the gap while he's rolling using the Wheel Ability. Missile A Time Trial [Beat 68 Seconds] -------------------------------------- Character: Kirby What can I say.. Just use the Missile Ability from start. Guide Kirby through the only path he can take using Lines, and don't crash. If you avoid crashing, which is very easy, you'll get three medals.. The easiest Time Trial in the game. Missile A Line Trial [You need more than 600ml left] ----------------------------------------------------- Character: Kirby This one is easy. Just keep doing the same as in Missile A Time Trial, but use very, very small lines to control the Missile Kirby is flying around as. If you crash, look around you; if there's any chance to roll instead of flying around, do that. You shouldn't need to if you use small enough lines however. The first time I got three medals, I had 988ml left if you want to know. Balloon A Time Trial [Beat 50 Seconds] --------------------------------------- Character: Kirby Touch Kirby to make him fly upwards. Do so until he blows. Now while being in the usual form, draw a line to go right or left. Touch Kirby to make him fly higher again, and repeat until you get to a room where you need to go through a passage at the top center of the room. Transport Kirby to the center, and use the Balloon Ability to go all the way up here, just like earlier. At the top, use lines to direct Kirby through a new passage to the right, and then in the next room, center. You will reach two cannons. Go back to normal form, draw a Line to get Kirby to the far left, and then go up, and exit. Balloon A Line Trial [You need more than 900ml left] ---------------------------------------------------- Character: Kirby Very easy one. Just use the Balloon Ability to bounce around until you are at the exit. Since you have unlimited with time, this shouldn't be hard. I've done the stage without even using Ink at all lots of times. If you get frustrated, a little Ink doesn't hurt though. Stone B Time Trial [Beat 87 Seconds] --------------------------------------- Character: Kirby Start by drawing a Line to the right, activate the Stone Ability and fall down past all the spiked enemies. Once landed, touch the Bomb Block below you to fall further down. Right before you land, draw a small Line to the left so that Kirby lands on a button. Now, draw a Line to take Kirby right. Deactivate the Stone Ability to float right past some spikes using a line as a protective ceiling, then float up, roll past more spikes, and activate the Stone Ability again to fall down past some spiked enemies. Repeat this until you reach a downhill with a Spiked Winder at the end. Activate the Stone Ability and roll down the hill. Stop the Winder, then deactivate Stone Ability to float up at the far right. Get to the surface, roll left, but avoid the Wind Cannons, and instead draw lines to take you upwards past the spikes. Repeat this until you find yourself at the top, having passed all the Wind Cannons. Enter the Huge Cannon up here and shoot all the way left. Activate the Stone Ability again to roll all the way downhill, and draw a line so that you can pass the Speedpad at the bottom. Theres a Wooden Piece that you need to roll onto while being stone. Drop down, roll left. You will see several flames. Once you're close to one, activate the Stone Ability to get past. At the far left, exit the stage. Stone B Line Trial [You need more than 2000ml left] --------------------------------------------------- Character: Kirby Drop down using the Stone Ability, touch the Bomb Block at the bottom and fall further down Touch Kirby to get yourself bouncing into the wall on the left, and bounce back over the button, and further right to fall down a gap. Now, touch Kirby to transform into normal shape, and float right. Touch him again to use the Stone Ability when you're at the top, with a ceiling of spikes above you. Repeat this until you get to a downhill. Roll down, and stop the Spiked Winder. Transform back to standard shape, and float up at the far right. Sine avoiding the Winder is pretty hard, it doesn't matter if you take a little damage. At the top, draw a line to get up to the ground and roll left past the bomb type enemy. Get into the Wind Cannon, and shoot upwards between the spikes. Use Lines to continue. Do this until you have passed all the Wind Cannons. If you get too close an exploding enemy, just turn to stone. Well, after all the Wind Cannons, use a small line and dash up to the bumper above you. Use a small line after having gained some air, and roll into the cannon you get to see. Shoot all the way left, roll down the hill as stone, roll over the Wooden Piece at the bottom and drop down. Now roll left through the No Paint Zone. When you meet a flame type enemy, turn to stone, and then turn back to roll further. At the far left, exit using a tiny line. Wheel B Time Trial [Beat 45 Seconds] ------------------------------------- Character: Kirby Use the Wheel Ability to roll right. You will get to two gaps with spikes below you. Use some lines to get over the lava. Afterwards, you will run into a place with lava both in the ceiling and the floor. Here, draw a single, long line that's pointing straight right, to make Kirby roll into a cannon. Shoot out, and use the Wheel Ability to speed left. After having passed ten or so Star Blocks, crash into the wall on the far left, and bounce to the right. Do not enter the pipe down at the floor, but draw a line to that you can use the Wheel Ability to roll onto the path above the pipe. Roll further right past some Wheel Blocks until you crash into the wall on the far right. Now, use the Ability again to roll left, and draw a couple of lines to get over the gap. Repeat this, and then draw a line to get upwards at the far left. Now, just draw a line to get further up at the right side again, but don't use the Wheel Ability before you're at the top. Now, roll to the far left and exit. Wheel B Line Trial [You need more than 800ml left] --------------------------------------------------- Character: Kirby This one is very easy. At first, get over the two gaps with spikes in by rolling over them using the Wheel Ability. Use Very small lines. The place at the far left with lava in the ceiling and on the floor doesn't have to be avoided; just roll through the lava using the Wheel Ability. When you get to the pipe, use it instead of going above it. When you get to the huge gaps at the bottom of the stage, do not use the Wheel Ability, but instead draw small lines to counce Kirby all the way to the other side. When you need to get to the top after these two huge gaps, use small lines, but do not use the Wheel Ability. When you're at the top, just roll all the way left, and exit the stage. Missile B Time Trial [Beat 53 Seconds] ----------------------------------------- Character: Kirby The important thing here is that you never stop or crash, or turn back to normal form when you don't absolutely need to. Well,Start flying using the Missle Ability, and guide Kirby using lines until you reach the room with the first button. Here, fly into the Star Block to make the button drop down. Roll over it as fast as you can. This is the only place that you need to crash. Well, continue flying upwards through some Star Blocks and Missile Blocks. Guide your Missle right to fly through some Bomb Blocks, then left, then right again. The falling stones are not dangerous while you're flying. The rest is your usual drill; protect Kirby for laserbeams, and then run into the button at the other side. Continue flying, and run into the buttons without stopping. At the top, exit the stage. Missile B Line Trial [You need more than 500ml left] ---------------------------------------------------- This stage might look so hard you'll cry, but the truth is that it's a very easy one. You can afford to use Ink every single time it is neccessary to turn the Missile. Just do just as you did in Missile B Time Trial, but use very small lines. It does not really make the course harder, you just need to concentrate on drawing exremely small lines that your Missile will fly into, and then turn. I've done this course with 684ml left without even trying to break a record or anything like that. Balloon B Time Trial [Beat 55 Seconds] ---------------------------------------- Character: Kirby At the start, draw a line to go left or right, and then activate the Balloon Ability to make kirby draw in air, and fly higher. Do this until you've reached the top of the room. Here, deactivate the Ability, and draw a Line to carefully make Kirby roll up the passage at the top of the room. Now, use the Balloon Ability again, and float upwards while touching the Star Blocks to remove them. Once you've passed all the Star Blocks, deactivate the Balloon Ability again, and touch the Bomb Block at either the left or the right side of the room. Draw a Line to travel upwards, while breaking Bomb Blocks. When you feel comfortable, use the Balloon Ability to float up to the next room. Here, repeat what you did in the previous room, and continue upwards. In the final room, use the Balloon Ability to float straight up to the exit. Balloon B Line Trial [You need more than 800ml left] ---------------------------------------------------- Character: Kirby A very easy stage, but hard to write a guide for. Basically, what you need to do is the same as in Balloon A Line Trial. Just Use the Balloon Ability to bounce into a wall. Keep on bouncing until you reach the place you want to go to. If you get too frustrated, use a little Ink, but not much. Bouncing alone can get you to the exit without using any Ink at all. +----------------------------------------------------------------+ + Other Medals [KiRest] + +----------------------------------------------------------------+ The other Medals, that are not hidden in Main Game or Rainbow Run, can be found in this section of the document. ~ You get a Medal by completing Block Attack with Rating A. ~ You get a Medal by completing Cart Run with Rating A. ~ You get a Medal by completing Paint Panic with Rating A. ~ You get one when you play as Kirby and gain 1500 points and Dash! Jump! ~ You get two medals when you beat the game as Meta Knight. ~ You get a medal when you beat the game as Waddle Dee. ~ You get a medal when you beat the game as Waddle Doo. ~ You get three medals when you beat the game as King DeDeDe. +----------------------------------------------------------------+ + Switch Locations [KiSwit] + +----------------------------------------------------------------+ When you are travelling in the different Stages, you will eventually meet colored floors and walls. There are Medals hidden on the other side of the walls and floors. To get to the other side, you will have to find a switch with the same color as the wall or floor that you want to get to the other side of. The switches are located at very different places. Read this section to find all the switches! Orange Switch ------------- Iello Adventure, Rift Ruin is where you'll find the Orange Switch. In Area 2, go upwards using the Wind Cannons until you encounter an enemy with the Stone Ability. Steal the ability, and then enter the Hidden Door to your right. Its very close. Inside this room, the Orange Switch is located below some Stone Blocks that you will have to break using the Stone Ability. Green Switch ------------- Bloo Hills, Cold Course is where this one is found. In Area 2, below the first Wind Cannon you will meet, there is a wall that can be broken. Inside, the Green Switch is located. The first Windcannon is found by simply rolling to the right from start, then going up, then right. Blue Switch ----------- Wonder Lilane, Frozen Fantasy is where this one is found. In Area 2, get onto the lower Sticky Pad close to the start of the area. Sit on it until the Pad starts going right. Stop it once this happens, and dash off to the right. Kirby will follow a line of stars, and then land on a new Sticky Pad. Now, sit on this one until you get to a door. Enter this door. Inside, touch all the Bomb Blocks you can see, but let the closest one be the last block you touch. Now, after touching this closest Bomb Block, the big ball above you will start rolling. Now go right as fast as you can, break the remaining Bomb Blocks, and then run over a button. If you were fast enough, the ball will drop down, and activate the Blue Switch! +----------------------------------------------------------------+ + Version History [KiVers] + +----------------------------------------------------------------+ Version 0.1, 17-07-2006 ----------- This is the first version of the guide that has been uploaded to the Internet. It contains complete walkthrough with all Medal Locations up to Level 2 of the Main Game, and Rainbow Run guides for a few Stages. It also contains descriptions of lots of obstacles, about half of the different Abilities, and information on the Block Attack Mini Game, as well as information about Dash! Jump! and Cart Run. You can also read about the first unlockables. A new version should be uploaded to the next within a few days. Version 0.5, 07-08-2006 ---------------------- Main Game walkthrough complete, main game medal locations complete. Switch locations complete.. Half of Rainbow Run strategies have been added as well. The guide will most likely reach 1.0 the next time I update. Please give me feedback (not that I fear a lack, heh). Version 0.9, 08-08-2006 ------------------------ Well, only the last four Special Stages in Rainbow Run are missing from the walkthrough. This is the last 0.x version - tomorrow, the complete v 1.0 will be released. Or.. Today, as the clock has passed 11:59 PM. Version 1.0, 08-08-2006 ----------------------- Ok, here we are, the guide now covers every single part of this game, and at the moment, it is the only complete walkthrough for the game avaliable for free at the internet. I hope you enjoy the document, and send me feedback at mail. +----------------------------------------------------------------+ + Legal Stuff [KiLega] + +----------------------------------------------------------------+ This document is intended for personal, private use only. It is protected by international copyright laws, and may not be reproduced on any website not listed below, or in any printed publication that has not received written permission from me, the author. Breaking these rules can get you into legal trouble. You are free to print the document out on paper, download it to your computer and tell your friends about it. Anything is fine, as long as you don't alter anything, or claim it as your own work. Selling this document for money, or hosting it on your own website is unacceptable. Only a small handful of sites are allowed to host this document. All of them can be found listed below. New permissions will most likely not be handed out. If you're reading this document on any site not listed below, you're dealing with thieves. The ONLY sites that are allowed to host this document are: - GameFAQs.com - IGN.com - Supercheats.com - Neoseeker.com - Honestgamers.com ~ This document is copyright � 2006 snkupo +----------------------------------------------------------------+ + Contact Me [KiCont] + +----------------------------------------------------------------+ If there's something I have forgotten, or if you want to say thanks for the guide, or complain about something, you can contact me using email or MSN. Email: [email protected] MSN: [email protected] +----------------------------------------------------------------+ + Credits and Thanks [KiThan] + +----------------------------------------------------------------+ This time around, I would like to thank HAL for developing this game, and still keeping the Kirby series up and going. I would also like to thank my friends, family, and you for reading this. Well, that wasn't too much, but at least it's something. ----------------------------PEACE FOREVER-----------------------------------