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'''Stage 13'''<br>
'''Stage 13'''<br>
The beginning of this stage has several blocks and spiked walls. After breaking through to a clear area of blocks a bumper pad can be used. Be careful of the bumper pad flailing Kirby directly to the wall spikes at a high speed. The room is heavily congested with blocks and the occasional bumper pad. Spiked walls only appear in two places, but the path to them from the bumper pads are unobstructed. Be observant and quick to block Kirby from hitting the spikes. An energy drink can be found in the top portion. Only one Glunk needs to be defeated to open the door.
The beginning of this stage has several blocks and spiked walls. After breaking through to a clear area of blocks a bumper pad can be used. Be careful of the bumper pad flailing Kirby directly to the wall spikes at a high speed. (Your humble editor died here.)
 
'''Stage 14'''<br>
Electrical blocks in narrow horizontal hallways are the main features of this stage. Draw a long angled line to get Kirby traveling mostly horizontally. Taking damage is likely, but be sure to keep Kirby from bouncing up and down on the electrical blocks. This will need to be done a second time at the next section. Be sure to keep Kirby from falling back into that area once past it. The next section contains bumper pads, only one Bouncy, and one Cappy above.
 
'''Stage 15'''<br>
Another Kracko Jr. fight, only there are electrical blocks on some of the walls. These are easily avoided by drawing lines to keep Kirby pounding at Kracko Jr.
 
'''Stage 16'''<br>
Another Kracko fight, and as with room 15, electrical blocks are on the walls, ceiling, and floor. (Your humble editor died here.)


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