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FAQ/Walkthrough

by snkupo

                       __ __   _          __
                      / //_/  (_)  ____  / /   __ __
                     / ,<    / /  / __/ / _ \ / // /
                    /_/|_|  /_/  /_/   /_.__/ \_, /
                                             /___/
        _____                                    _____
       / ___/ ___ _  ___  _  __ ___ _  ___      / ___/ __ __  ____  ___ ___
      / /__  / _ `/ / _ \| |/ // _ `/ (_-<     / /__  / // / / __/ (_-</ -_)
      \___/  \_,_/ /_//_/|___/ \_,_/ /___/     \___/  \_,_/ /_/   /___/\__/

                    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-----------------------------------