Kirby's Dream Land 2/Ripple Field

Section 1
The start of the stage is another straightforward horizontal scrolling area. The terrain is significantly more varied, with a pool, palm trees that act as platforms and steep, sloped hills. The enemies here are also manageable if you don't blindly rush through the stage.

(1) Right of the bat, a Waddle Dee will run up behind you. Quickly turn around as soon as you start to make it stop in its tracks, then quickly defeat it.

(2) This series of palm trees bear coconuts that drop down when you get close. They explode when they hit the ground, so be careful not to get caught in the blast. Alternatively, you can choose to cross the path by flying above the palm trees, but you must contend with many Glunks on the treetops if you do so.

(3) A screen shaking landing marks the introduction of Rocky. Swallowing it will net you a new copy-ability, Stone! With this ability, you can turn into solid rock and crush enemies below you. You will also automatically roll down hills while in Stone form, which you can test on the slopes further down this section.

Section 2
Much of this section takes place underwater. Your movement is slower while swimming, and some of your copy-abilities are less powerful. If you lack one, your only attack will be shooting weak puffs of air. However, you can stay in the water for as long as you want, so don't worry about running out of air. A big wall blocks your path to the exit, so you must reach it by going through Section 3.

(4) Be quick to grab the Health Drink as soon as you destroy the Star Block below it. Take too long and it will fall into the spikes below!

Section 3
You are required to pass through this U-shaped room to reach a blocked-off area in Section 2 where the exit is located. There are only Glunks in this area, but there are a lot of them. Defeat them one by one or simply ignore them until you reach the door.

Section 1
The first section of the stage is a large drop down a narrow shaft. There are very few obstacles here, just jump right in and fall until you reach the bottom. While falling, try to stick toward the sides and then maneuver toward the center once you pass the second Star Block.

(1) There is a Gordo halfway through this section as well as two Waddle Dees holding Floaties gliding down the shaft. Quickly hover above them until both Waddle Dees fall beneath the Gordo, then weave between the Gordo and the Waddle Dees to fall safely down the rest of the section.

Section 2
This section takes entirely underwater, with no place to surface. There are many pipes coming out of the walls of the stage which emit strong currents that push you away, sometimes into a bed of spikes. Kirby alone is not strong enough to swim against the currents, so try to stay as close to the pipes as you pass the currents to avoid getting forced into the spikes. Door B takes you to an optional boss fight, which while not necessary, is immensely helpful for clearing the rest of this stage.

Section 3 - Mid-Boss: Master Green
Before you start the battle, it is advisable to abandon any Animal Friend you currently have, since the Animal Friend introduced here is going to be a lot more helpful than either Rick or Coo. Master Green has quite a few attacks. It is able to launch electric bolts at you which cannot be inhaled or charge its body with electricity, damaging you if you're too close. It can also throw a single star at you or create a spark wave that slides across the floor. Attack it whenever it is vulnerable, and try to keep a distance from it so you don't get hit by the discharge attack. If you don't have a copy-ability, you must inhale the stars it throws at you and spit them back at it to defeat it.

After Master Green is defeated, you can inhale and swallow it to get the Spark copy-ability. With Spark, you can discharge energy all around you. If you don't already have an Animal Friend, you will also be introduced to Kine the Fish! Being an aquatic animal, Kine is much slower on land and can't jump in midair, but he is much better in the water. While partnered with Kine, you can now inhale while underwater and swim against strong currents. This makes Section 2 a bit easier, as well as letting you get the Small Stars that were blocked by the currents from before.

Section 4
You will find yourself in an almost pitch-black room when you arrive in this section. You can still see the silhouette of the enemies in this section, but the darkness can cause you to miss certain secrets. However, if you have both Kine and the Spark ability, you can discover its hidden use. With the Kine and Spark combination, you can shoot lightbulbs at enemies, but you can also hold to light up the lightbulb, illuminating the room! This helpful ability is not limited to this stage only, so keep that in mind next time you find yourself in a dark room.

Section 5
This is a hidden room with 5 Small Stars, which will likely net you an extra life if you've collected the ones back in Section 2. You can only see the entrance to it if you light up the room with the Kine-Spark combination, but you can still enter the room without it as long as you know where the door is.

Section 6
The final section of the stage has more solid ground, which is actually detrimental if you're partnered with Kine. The slower walk speed and lack of multiple jumps make platforming on land less convenient. Stick to jumping instead of running when moving across land with Kine. To reach the goal door with Kine, you must jump to the lowest thin platform and jump from there to the door.