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Takes place in the third area. To go through it as fast as possible, plan ahead and draw just enough of a Rainbow Line to send Kirby to the door. Dashing is faster while on the ink rails. Get the {{wk|Burning}} ability from {{wk|Burning Leo}} and use it to blast through straight paths even faster.
Takes place in the third area. To go through it as fast as possible, plan ahead and draw just enough of a Rainbow Line to send Kirby to the door. Dashing is faster while on the ink rails. Get the Burning ability from Burning Leo and use it to blast through straight paths even faster.  
 
===Room-by-room Guide===
'''Room 1''', Kirby will be dropped in the lower left. A single {{wk|Bouncy}} can be seen on a ledge near the center of the room. Completely ignore it, and draw a near 45 degree ramp to just below the top-right corner of the room. As soon as Kirby begins rolling on the ramp, tap him to begin dashing, continuously tap him to maintain speed. Kirby will enter the tube and head for the next room. Control of Kirby is lost in each tube interconnecting the tubes.
 
'''Room 2''', Kirby will drop in through the top-left and the next tube is on the floor of the lower right corner. Use the dash power, and head straight forward. The {{wk|Waddle Dee}} is benign, but be prepared to draw a vertical line in case Kirby hits the wall at too high of an angle to fall into the tube.
 
'''Room 3''', the tube will drop Kirby from the top of the left hand wall. Until hitting a ledge, allow Kirby to fall, and the draw a vertical line. Keep Kirby close to the left-most wall, because the tube to the next room is directly below.
 
'''Room 4''' drops Kirby onto a small ledge. As soon as possible, empower Kirby's dash move and continue traveling to the left. The tube is slightly higher than the floor; however, dashing should lead directly into the plane of entry.
 
'''Room 5''', Two possibilities are present here, You can either head directly up to the next tube; or initiate a dash and nab the burning ability from the unsuspecting Burning Leo. The burning ability will ease the burden of constant dashing as it lasts slightly longer and moves slightly faster. Touch Kirby and fire forward towards the left wall, launch from the canon, and then tap Kirby again to fire to the right wall. Draw a line enclosing Kirby and nudging him to roll up to the tube's entrance.
 
'''Room 6''', the largest and final room, burn or dash to the right-hand wall to be sent upwards in the canon. The landing will place Kirby in another canon. Fire from it and activate the dash or burning move as soon as possible. Kirby will actually shoot past the door below him. Draw an angled line to knock him towards the goal door.


; Line Trial
; Line Trial
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