Kirby: Paradox Hour/Levels

Note: For the level maps below, the green circle indicates the first level, the purple triangle indicates levels where HELIX members are fought, red skulls indicate boss levels, and black X's indicate Paradox Rift levels.
Worlds and Levels 	Worlds and Levels
 	
POP STARThe land of carefree days and dream filled nights! Pop Star is a veritable paradise, and Kirby’s home planet. Tonight energetic parties take place beneath the moonlit landscape, but in the distant ruins a new threat rises... 	POP STARThe land of carefree days and dream filled nights! Pop Star is a veritable paradise, and Kirby’s home planet. Tonight energetic parties take place beneath the moonlit landscape, but in the distant ruins a new threat rises...
(1-A)Kirby's House 	The starting point of Kirby's adventure - the various plots around his house can be explored for a tutorial. The path outside leads to the first level, Green Gala.
(1-B)Green Gala 	A strange midnight party, with sleepwalking Dreamlander's everywhere. From here, any of the three following levels can be accessed. Drizzle Dee is fought in this stage.
(1-C)Canvas Creek 	A quiet creek that's a little closed off, and the location of Ado's studio. Ado is found drawing endlessly, and battles Kirby. She joins the party afterwards. The Paradox Rift appears near her house after the Dream Catchers are destroyed.
(1-D)Knightly Knoll 	A canyon far in the distance, the resting place of the Halberd. MetaKnight and his soldiers are fought here, as they keep watch against an unknown threat. Meta himself joins the group upon defeat.
(1-E)Penguin Palace 	King Dedede's Castle, where his Waddle Dee army are on constant watch. King Dedede is battled in his old arena, and joins the party after he is beaten.
(1-F)Rumble Range 	The mountain range connecting King Dedede's palace to the Clock Tower. Along the journey through the pass, the heroes encounter and battle Linus in his helicopter, the Blade Gunner.
(1-G)Rugged Ruin 	A hidden ruin, where the mysterious Clock Tower has been constructed. The base of the tower is protected by Vineguard, who must be defeated to advance.
(1-X)Casino Creek 	A warped version of Canvas Creek, themed after cards and gambling. The obstacles in this area test the Fire, Ice, Stone, and Spark abilities. Dealer Dee is fought at the end.
 	
ARBOR STARThe rugged exterior of Arbor Star conceals a complex system of ornate corridors, created by a lost civilization. The stonework flows with mysterious energy, which powers the mechanisms within; the most prominent of these mechanisms is a massive jade door... what could possibly be behind it? 	ARBOR STARThe rugged exterior of Arbor Star conceals a complex system of ornate corridors, created by a lost civilization. The stonework flows with mysterious energy, which powers the mechanisms within; the most prominent of these mechanisms is a massive jade door... what could possibly be behind it?
(2-A)Cobalt Plateau 	A flat plain of dark rock, leading to the cave system entrance. The ground outside is unstable, due to excavations taking place around it. Both Rock Fortress and Iron Mine can be accessed from here.
(2-B)Rock Fortress 	A subterranean keep with a few twisting paths. Following the correct path through the castle leads to Sand Hall. Kibble Blade is fought in the castle armory.
(2-C)Sand Hall 	An ancient royal hall, filled with flowing rivers of sand - the sand can be redirected using mechanisms, creating new paths forward. Connects to the Gold Cavern. The Paradox Rift appears in this level once all Dream Catchers are destroyed.
(2-D)Gold Cavern 	A hidden chamber with a golden color scheme. The puzzle found inside requires golden sand to be redirected, much like the previous level. Completing it unlocks the gold lock on the Jade Door.
(2-E)Iron Mine 	A deep mine filled with strange red ores, being excavated by Hector's team. King Dedede aids Kirby in fighting off the mining team, as well as Hector's Heavy Ladle digging machine. Connects to the Ruby Cavern.
(2-F)Ruby Cavern 	A hidden chamber with a golden color scheme. The puzzle found inside contains the same red ores from the previous levels, which activate a mechanism when properly connected. Completing it unlocks the ruby lock on the Jade Door.
(2-G)Jade Cavern 	A massive door carved from Jade, sealing off the deepest part of the chamber containing the golem Roc Garden. The Clock Tower has also been planted inside. The beast is fought in this level - his defeat destroys the tower erected in his cave.
(2-X)Spelunking Hall 	A warped version of Sand Hall, themed after dystopias and drilling machines. The obstacles in this area test the Sand, Water, and Parasol abilities. Digger Blade is fought at the end.
 	
NEXUS STARMost of Nexus Star’s surface is submerged under waves of thick, swirling fog. However, an immense mountain pierces the clouds, with a temple at the top containing the Clock Tower. Is it possible to pass safely through the storm clouds? Perhaps the mountain towers hold the answer... 	NEXUS STARMost of Nexus Star’s surface is submerged under waves of thick, swirling fog. However, an immense mountain pierces the clouds, with a temple at the top containing the Clock Tower. Is it possible to pass safely through the storm clouds? Perhaps the mountain towers hold the answer...
(3-A)Stormy Pass 	The path to the temple's rain control node. The pass is beset with a torrential deluge at all times, due to the malfunctioning node at the end. Resetting the node will open access to the Windy and Foggy passes. Once all nodes are reset, the citadels higher up the mountain can also be accessed from here.
(3-B)Windy Pass 	The path to the temple's wind control node. The pass has high velocity winds blowing along it's narrow trails, due to the malfunctioning node at the end. Once all nodes are reset, the citadels higher up the mountain can also be accessed from here.
(3-C)Foggy Pass 	The path to the temple's cloud control node. The pass is covered with dense fogthat obscures the path ahead, due to the malfunctioning node at the end. Once all nodes are reset, the citadels higher up the mountain can also be accessed from here. Judo Kido is fought on the path to the node.
(3-D)Lunar Citadel 	One of two citadels near the mountain's peak. The interior is always dark, so lights must be activated to reveal the path forward. Starship Port is connected to it.
(3-E)Starship Port 	An airstrip built on the side of the mountain, receiving and sending shipments. The port can be destroyed after boarding Adeleine's Airship, but not until Irma and her Flying Cooler are defeated.
(3-F)Solar Citadel 	One of two citadels near the mountain's peak. The interior is always lit, with the strongest beams of light hot enough to burn Kirby if he's exposed for long. The Paradox Rift appears in this level.
(3-G)Cloud Machine 	The peak of the mountain, with an machine built there that creates Nexus Star's vast cloud cover. The cloud machine, KRC-0, is fought here using the Airship.
(3-X)Sensei Citadel 	A warped version of Solar Citadel, themed after martial arts and combat. The obstacles in this area test the Fighter, Staff, and Archer abilities. Sensei Kido is fought at the end.
 	
DATALINE STARThe strange energy surrounding Dataline Star has formed a planet made of pure technology. The programs that have manifested generate a parallel version of the planet in 2D. What sort of program could be capable of doing this? And what is HELIX after on this planet? 	DATALINE STARThe strange energy surrounding Dataline Star has formed a planet made of pure technology. The programs that have manifested generate a parallel version of the planet in 2D. What sort of program could be capable of doing this? And what is HELIX after on this planet?
(4-A)Circuit Board 	The large digital platform which exists on the outskirts of the planet. Depending on the path taken, Kirby will end up on either the two dimensional or three dimensional side of the planet.
(4-B)Power Circle 	The planet's internal generators, flattened to restrict Kirby's movements. The electric coils that run between the batteries can be insurmountable obstacles in this plane, but wires can be hooked up to generators in the background.
(4-C)Power Sphere 	The planet's internal generators, existing in full three dimensional space. Some background generators are inaccesible, but the dangeries electirc wires are also easier to avoid, opening up new routes through the area.
(4-D)Matrix Square 	The planet's internal memory and databanks, flattened to restrict Kirby's movements. The sliding blocks in the background will knock Kirby out of bounds if he is hit, but other smaller blocks can only be carried in 2D.
(4-E)Matrix Cubes 	The planet's internal memory and databanks, existing in full three dimensional space. The sliding blocks can be easily avoided in this plane, and the only danger is being pushed off platforms, but other smaller blocks are rooted in place. Ka-Pymid is fought here.
(4-F)Optic Triangle 	The planet's monitors, where the internal workings take physical form, flattened to restrict Kirby's movements. The landscapes projected onto the background's screens will behave like real objects in 2D. Kirby cannot determine which screens are active here.
(4-G)Optic Pyramid 	The planet's monitors, where the internal workings take physical form, existing in full three dimensional space. The landscapes projected onto the background's screens cannot be directly interacted with, but Kirby can switch them on and off, or change what they display. Evander is running simulations here, and is battled in his Plate Armor.
(4-H)Battle Station 	The heart of Dataline Star, where the core program that created it resides. A modified Clock Tower has been placed here, but has already been destroyed and assimilated by CPU Virus HD, which uses its energy to battle Kirby.
(4-X)Obelisk Pyramid 	A warped version of Optic Pyramid, themed after ancient temples and lost technology. The obstacles in this area test the Beetle, Whip, and Twister abilities. Ka-Molith is fought at the end.
 	
OUTWASH STAROutwash Star, once a thriving hub of intergalactic activity, has been reduced to an bleak icy wasteland. Of particular note is the abandoned luxury resort, constructed on a series of artificial islands. The Clock Tower at the resort’s center is defended by vigilant defense robots. 	OUTWASH STAROutwash Star, once a thriving hub of intergalactic activity, has been reduced to an bleak icy wasteland. Of particular note is the abandoned luxury resort, constructed on a series of artificial islands. The Clock Tower at the resort’s center is defended by vigilant defense robots.
(5-A)Frost Resort Entrance 	The entrance to the abandoned park, frozen over and worn. The path ahead to the Tower in Arctic Aquarium is too heavily guarded to traverse, so the security nodes on other islands must be destroyed first.
(5-B)Boiler Breaker Island 	An geothermal power plant built in the resort, using massive advanced boilers to turn heat into power. The inside is full of dangerous electric and fire hazards, as well as one of the resort's security nodes.
(5-C)Silver Slide Island 	The water park portion of the resort, with all the pools and slides frozen over. Rolling and sliding along the icy surfaces can be a help or a hinderance.
(5-D)Shiver Cistern Island 	A water filtration and AC system built in the resort, pumping antifreeze to the parks various machinery. The internal workings contain a security node, but watery and toxic obstacles stand in the way.
(5-E)Roller Colder Island 	The fairground portion of the resort, featuring roller coasters most prominently. Dodging the roller coasters is important, but it is also possible to catch a ride on some. Fire Lion is fought in the circus tent here.
(5-F)Great White Beach 	The massive beach the resort was built to feature, complete with icy docks and boats frozen in their piers. The final security node is located underwater near the beach.
(5-G)Crustacean Cruise 	An abandoned submarine stranded in the icy water, apparantly used for scientific testing before it was decomissioned. Xanthia is on the upper deck examining biological samples, before fighting the heroes with her Trident Gun.
(5-H)Arctic Aquarium 	The massive aquarium built on the island, holding rare creatures created by both nature and science. The Clock Tower is built in the center, in the middle of the Greater Ice Dragon's habitat.
(5-X)Bone Breaker Island 	A warped version of Boiler Breaker Island, themed around prehistoric jungles and volcanoes. The obstacles in this area test the Animal, Hammer, and Crash abilities. Fossil Lion is fought at the end.
 	
RIPPLE STARThe resting place of the mystical Crystal Shard is once again in danger. The fairies who live here are under the same mental influence as the Dreamlander's from Pop Star. The Clock Tower has been constructed inside the Fairy Queen's castle - not a good sign. 	RIPPLE STARThe resting place of the mystical Crystal Shard is once again in danger. The fairies who live here are under the same mental influence as the Dreamlander's from Pop Star. The Clock Tower has been constructed inside the Fairy Queen's castle - not a good sign.
(6-A)Ripple Road 	A trail leading towards the Fiary Queen's castle. With the front enterance to the fortress sealed off, the group can take one of two routes to reach the other side.
(6-B)Cracker Country 	Grassy steppes that have a few caves carved into them. The latter portion also features a marshy forest, where the caves are connected to the tree's root systems.
(6-C)Batter Building 	A tall tower built alongside the castle, from which one of its upper levels can be accessed. The external balconies of the tower have stiff winds to contend with.
(6-D)Jammin' Jewel 	A wing of the castle, composed largely of floating gold platforms with gems embedded in them. There are security systems in place that must be avoided to prevent doors from sealing off. Linus has already invaded this area, and fights Kirby directly when discovered.
(6-E)Honey Hill 	A hill with flowing rivers that wind through it, resembling honey in the setting sun. The rivers feed into a lake, which can be used to enter the fortress through the moat. Master Green is also fought in this lake.
(6-F)Pastry Palace 	The lowest floor inside the castle, where halls gaurded by faires must be navigated to reach the upper floors. In most areas, it is better to stealth around the gaurds rather than fight them.
(6-G)Diamond Deck 	The outer walls along the castle's upper floors, which are covered in studded diamonds. Scaling the wall involves switching between the inside and outside halves of the fortress.
(6-H)Crystal Courtyard 	The throne room within the castle, and the holding place for the Crystal Shard. A Clock Tower has also been erected here, and is defended by the Fairy Queen.
(6-X)Ribbon Road 	A warped version of Ripple Road, themed around presents, toys, and crafts. The obstacles in this area test the Yo-Yo, Beam, and Ball abilities. Chu-Chu Red is fought at the end.
 	
AUROGENT STARThis moon sized vault contains the knowledge, wealth, and relics of an ancient civilization. The archive is split in several wings, protected by numerous automatons and defense systems. Since there is no sentient life that hasn't been imported by HELIX, there is also no Clock Tower here - so what are they after? 	AUROGENT STARThis moon sized vault contains the knowledge, wealth, and relics of an ancient civilization. The archive is split in several wings, protected by numerous automatons and defense systems. Since there is no sentient life that hasn't been imported by HELIX, there is also no Clock Tower here - so what are they after?
(7-A)Lock of the Ancients 	The entryway to the internal vaults. The central door is powered by a mechanism that has been disconnected, so the two adjacent wings of the vault must be explored first.
(7-B)Hall of Treasures 	A vault containing valuable treasures collected over the ages. The security here is higher, with more automaton guards than HELIX foot soldiers. The numerous magic artifacts are inaccessible, sealed inside impenetrable cases.
(7-C)Wealth of the Wise 	The treasure vaults further inside, where the more conventional riches have been stored. Vats of gold coins behave similarly to quicksand, which can be useful for sneaking under barriers. The Paradox Rift appears here after beating the world's boss.
(7-D)Treasure Chambers 	The most secure section of the treasure wing, dedicated to the most powerful artifacts. An Arc-Hiver must be fought here to reach a control panel, one of two needed to activate the main door.
(7-E)Hall of Knowledge 	A vault containing ancient texts collected over the ages. The security here is higher, with more automaton guards than HELIX foot soldiers. Most of the cases containing these books are intact, but one is missing.
(7-F)Pages of Sages 	The archive further inside, where the ancient's general knowledge have been stored. The mechanical computer systems inside have multiple rotating and sliding parts, making navigating the interior more complicated. Blocky is fought on top of one of the computers.
(7-G)Wonders Arcane 	The most secure section of the knowledge wing, dedicated to the most powerful magic tomes. An Arc-Hiver must be fought here to reach a control panel, one of two needed to activate the main door.
(7-H)Vault of the Ancients 	The central vault, containing the more powerful and important artifacts collected on Aurogent. Hector is present, drilling materials from the vaults walls, and is fought directly before proceeding.
(7-I)Forbidden Sanctum 	The last and most secure vault within Aurogent, storing the most dangerous artifacts, including Pandora's Box. When HELIX steals this artifact, the final security automaton, Vaultus, activates to defend it. The heroes are left to battle it in order to escape.
(7-X)Wrath of the Wise 	A warped version of Wealth of the Wise, themed after prisons and mirrors. The obstacles in this area test the Jewel, Mirror, and Mike abilities. Gemmy is fought at the end.
 	
SOLMECH STARSolmech Star is a prototype clockwork star modeled after those created by the Ancients. It failed to replicate the originals, and was left as a burning wreck; the internal maintenance systems later stabilized it, and it has self-populated itself with mechanical drones. 	SOLMECH STARSolmech Star is a prototype clockwork star modeled after those created by the Ancients. It failed to replicate the originals, and was left as a burning wreck; the internal maintenance systems later stabilized it, and it has self-populated itself with mechanical drones.
(8-A)Hexagon Heat 	The platforms built along the base of the clockwork star, hovering beneath the now faulty entrance to the core. Collecting the three gears found on different portions of the planet will open the way forward. Rapid transport tubes can be used to travel around Solmech from here.
(8-B)Nova Ninth 	The generators originally designed to power Solmech, which it replaced with turbines run by Solmech's internal heat. RougoBot is docked in one of the generators, and is fought here.
(8-C)Moon Gear 	The manufacturing facility where the moon gear was being created, although it was never finished. A Solmecha controls this area, and is fought to acquire the moon gear. The Paradox Rift appears here after all Solmechas have been destroyed.
(8-D)Triple Tremor 	The stabilization system designed to facilitate Solmech's interstellar travel, but it instead caused the entire sector attached to it to shake constantly. The vibrations spike periodically, causing certain platforms to drop into the fires below.
(8-E)Sun Gear 	This sector has been engulfed in continual flames, so it is impossible to tell what it was originally for. A Solmecha controls this area, and is fought to acquire the sun gear stored here.
(8-F)Midnight Madness 	The computer control deck, which has since been vacated by the actual core computer system. The section here is filled with electrified platforms hanging in space.
(8-G)Star Gear 	The external communications deck, designed to allow Solmech to communicate with other clockwork stars. This section, largely disconnected from the rest of Solmech, is one of few areas not constantly on fire. The third Solmecha is fought here to gain the star gear.
(8-H)Transport Bay 	The central transport bay, used for fast travel across Solmech. Irma has set up ships here to drill into the heart of Solmech, and is fought in the transport control room.
(8-I)Temporal Flame 	The heart of Solmech, where the core computer system has moved itself, and also where Irma was drilling material from. When the area is entered, Phoenacore reactivates to fight, allowing Irma to escape.
(8-X)Molten Gear 	A warped version of Moon Gear, themed after refineries and factories. The obstacles in this area test the Wheel, Jet, and Bomb abilities. ProtoBot is fought at the end.
 	
BAMBOLIA STARThis planet is home to a reclusive civilization, not unlike that of Pop Star. Most of the population is concentrated around an imperial fortress, which is also where the Clock Tower has been placed. The inhabitants of Bambolia are now also affected by its psychic energy, so they must be dealt with to reach the tower.	BAMBOLIA STARThis planet is home to a reclusive civilization, not unlike that of Pop Star. Most of the population is concentrated around an imperial fortress, which is also where the Clock Tower has been placed. The inhabitants of Bambolia are now also affected by its psychic energy, so they must be dealt with to reach the tower.
(9-A)Vista Village 	A small village built near the imperial fortress in the background. There is nothing blocking the way to the fortress, but the adjacent lake and dojo also contain Dream Catchers that should be destroyed.
(9-B)Koi Canopy 	A peaceful pond which has a garden built around it. The area is mostly open to explore, with the winding garden paths leading to many secret areas.
(9-C)Dream Dojo 	A dojo built next to the fortress. The rooms inside test various abilities, mostly physical or weapon based ones. The Paradox Rift appears here when all Dream Catchers are destroyed.
(9-D)Bamboo Gate 	The external gate sealing off the imperial fortress, as well as the bridge leading to it and the hall just behind it. Gigant Edge is fought on the bridge as a guard.
(9-E)Crimson Hall 	One of the two main halls inside the fortress, displaying many of the weapons and armors created by the Bambolians. This area contains multiple encounters with waves of enemies.
(9-F)Tower of Flame 	A tower themed after fire, with multiple fiery enemies and traps to avoid. The platforms here will burn Kirby if he remains on them for too long, as well as obscuring pillars of smoke and strong updrafts.
(9-G)Sapphire Hall 	One of the two main halls inside the fortress, displaying portraits and statues of members of the royal family. This area contains many puzzles requiring sliding objects to open each room.
(9-H)Tower of Frost 	A tower themed after ice, with multiple icy enemies and traps to avoid. The platforms here will freeze Kirby if he stands on them for too long, as well as stiff horizontal winds and slick surfaces.
(9-I)Thunder Nexus 	The central tower in the fortress, containing gongs that can be struck to clear out enemies or open doors. The very top leads to the royal throne room, but Evander is fought first in order to reach it.
(9-J)Shogun Shodown 	The roof of the central tower, containing the throne room of the imperial house of Bambolia. The current ruler, Shogun Popopo, is under the Clock Tower's influence, and with King Dedede's help is fought to destroy it.
(9-X)Death Dojo 	A warped version of Dream Dojo, themed after dungeons and crypts. The obstacles in this area test the Sword, Cutter, and Ninja abilities. Ronin Edge is fought at the end.
 	
OLD HALCANDRAThe distant past of Halcandra, when it was still a thriving hub undergoing a golden age. HELIX's agents have converged on the central tower of this metropolis, but what exactly they are after is unknown. 	OLD HALCANDRAThe distant past of Halcandra, when it was still a thriving hub undergoing a golden age. HELIX's agents have converged on the central tower of this metropolis, but what exactly they are after is unknown.
(10-A)Gilded Avenue 	The streets of the golden city, with many advanced vehicles cruising around. The route is straightforward, but it is important to avoid the periodic flood of vehicles.
(10-B)Halcandra Tower 	The outside and lower floors of the massive gilded tower at the city's center. With no way to sneak past security, HELIX's operations in the other buildings must be explored first.
(10-C)Arcane Library 	The Halcandran library, echoing similar design elements from the Hall of Knowledge in Aurogent Star. The area is very wide and vertical, with the bookshelves and book-pulling Arc-Hiver prototypes providing platforms.
(10-D)Space Database 	The secret inner archive of the library, where more sensitive information is stored. The various rooms within the library represent past versions of the previously visited planets, with the exception of Solmech Star. Security here is much stricter, including a battle against a Power Sphere after HELIX foot-soldiers hack it. The Paradox Rift appears here.
(10-E)Grand Museum 	The Halcandran museum, echoing similar design elements from the Hall of Treasures in Aurogent Star. In addition to rooms dedicated to various treasures, there is also a wing showcasing different creatures, where King Doo can be battled.
(10-F)Artifact Storage 	The secret inner vault of the museum, where the more dangerous relics are stored - many of these are the same as the ones found in the Forbidden Sanctum, although the most prominent ones are not here.
(10-G)Room of Rods 	A specialized floor within the vault, dedicated to the many magic rods created by the Ancients. HELIX agents hack a Power Sphere, starting a battle with it.
(10-H)Magic Majestic 	The middle floor of the gilded tower, which is controlled by the powerful mages of Halcandra. Avoiding combat is advantageous here, but a battle with a final Power Sphere is required to reach the next floors.
(10-I)Battle Balcony 	An external balcony near the top of the tower, where the security is highest. Xanthia is fought on the highest balcony just before reaching the top floor.
(10-J)Crisis Crux 	The peak of the tower, where the most important Halcandran artifacts are kept. This includes a complete version of Pandora's Box, which Xanthia scans to copy its schematics. She then triggers the defense system, summoning the twin guards Mecha Duet, to cover her escape.
(10-X)Scholar Database 	A warped version of Space Database, themed after schools and laboratories. The obstacles in this area test the Doctor, Magic, and PSI abilities. Professor Doo is fought at the end.
 	
XENO STATIONThe home base of the HELIX Researcher's Guild, where they are preparing to activate Pandora's Box. The security within the space station is immense, but is it enough to keep out Kirby? Only one way to find out! 	XENO STATIONThe home base of the HELIX Researcher's Guild, where they are preparing to activate Pandora's Box. The security within the space station is immense, but is it enough to keep out Kirby? Only one way to find out!
(11-A)Escape Velocity 	The asteroid field along the perimeter of Xeno Station's air space. Traversing the various platforms built between them requires quick movements to dodge the death barriers.
(11-B)Asteroid Assault 	A flying section covering the distance between the asteroid field and Xeno Station. Irma's Flying Cooler is fought a second time here in order to reach the station.
(11-C)Station Hub 	The central hub of the station, to which the other wings are attached. This area sprawls in all directions, leading to four other areas. Mr Tick-Tock is fought in this area.
(11-D)Chemical Chambers 	Labs dedicated to Hector's chemical and material studies, where vats of chemicals and centrifuges create obstacles. Hector's Heavy Ladle is fought a second time here.
(11-E)Biology Wing 	An extension of the chemical chambers, where Xanthia performs her biological research. A Defense Helix is fought here to access the Meeting Room.
(11-F)Database Deck 	Labs dedicated to Linus' analysis of their data, containing massive computers and monitors displaying calculation results. Linus' Blade Gunner is fought a second time here.
(11-G)Arithmetic Wing 	An extension of the database, housing the massive internal processors the entire base's computers run on. A Defense Helix is fought here to access the Meeting Room.
(11-H)Engine Room 	The motors and engines which power Xeno Station's functions and capacity for interstellar travel. Evander's Plate Armor is fought a second time here, before encountering a Defense Helix further in. The Paradox Rift appears in this level.
(11-I)Meeting Room 	The meeting room where the head HELIX members convene to discuss official guild business. Xanthia's Trident Gun is fought a second time here.
(11-J)Dimension's Door 	The private transport bay for head HELIX members, where they are preparing to activate Pandora's Box. A modified version of Vaultus, Calamitus, is deployed to delay Kirby until the box is ready.
(11-X)Eternity Room 	A warped version of the Engine Room, themed after time and space. The obstacles in this area test the Chrono, Cyber, and UFO abilities. Mr. Analog is fought at the end.
 	
PARADOX ZONEA mysterious dimension sealed away from existence - in it imagination, thought, and information all take on physical form! While it was once host to all forms of abstractions, its atmosphere has become increasingly negative and sinister. Pandora's Box was intended to grant access to this sealed off space. 	PARADOX ZONEA mysterious dimension sealed away from existence - in it imagination, thought, and information all take on physical form! While it was once host to all forms of abstractions, its atmosphere has become increasingly negative and sinister. Pandora's Box was intended to grant access to this sealed off space.
(12-A)Hour of Doom 	An abstract landscape floating within a twisting void. After a timed platforming section down a long hallway, the player is put through a boss rush against all the midbosses from the previous levels. Bandanna Dee is battled right afterwards.
(12-B)Astral Horror 	A plunge into the depths of the landmass, with different locations connected by portals. The different linked areas recreate hazards from past levels, such as the roller coasters from Outwash Star or the mechanical components of Aurogent Star. Sigil is fought at the end of the level.
(12-C)Last Hurrah 	The landing site for the Calamitan's inter-dimensional ship. Sigil retreats here after being defeated, before absorbing the database on the ship. Kirby and company pursue, battling the creature's new form, the Calamitan Archive.
Category:Levels
Category:Subpages
Category:Kirby Games
Category:PlayRight Games Inc.