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Kirby franchise strategy guide/Lists/Powers

This is a comprehensive list of Kirby powers from the Kirby games. Kirby's trademark ability is to inhale enemies, as well as items and food, which wield different effects. In Kirby's Dream Land, this ability was only used for disposing of enemies or using them as projectiles to defeat other enemies. A new extension of this ability was added in Kirby's Adventure, giving Kirby the ability to steal an enemy's powers by swallowing them. For example, an enemy named Waddle Doo gives Kirby the beam ability. Kirby generally takes on a hat or other appearances depending on his current power, for example, gaining a fiery hat when he has a fire power.

The inhaling ability also allows Kirby to fly, which is one of his most common abilities in the series. Kirby achieves this by inhaling air in order to inflate himself like a balloon, allowing him to float through the air indefinitely. Kirby can also expel the air he uses to float as an attack. When releasing his held in air, it creates a puff which can be used to attack enemies; although, this causes very small damage to an enemy. In some Kirby games— Kirby 64: The Crystal Shards, Super Smash Bros, Kirby Air Ride, and Super Smash Bros Melee— Kirby's flying ability was limited. Instead of infinite flight, he was now only able to fly for a short period of time before dropping back to the ground, although his flight time is much longer in Kirby 64: The Crystal Shards. After his first fight with King Dedede, Dedede mastered the ability to inflate himself like a balloon to compete with Kirby.

Another skill, featured only in Kirby Super Star, was Kirby's ability to guard himself as a tactical power to reduce damage from most attacks. With certain abilities, Kirby instead projects a force field around himself to ward off attacks. For instance, the Ice power lets him encase himself in an ice block, and the Mirror power lets him create a multicolored barrier.

An ability featured in Kirby Super Star which also brought multiplayer to the Kirby series, was the ability to create a helper from Kirby's current power. This helper resembles whatever enemy it was that Kirby's power was acquired. In Kirby's Dream Land 3, Kirby could also get help from another helper character called Gooey, which like Kirby, could steal enemies' powers by swallowing them. Both Gooey and the helper characters would be computer controlled by default, but if another controller was used, the helper characters could be controlled by the second player.

Over the many games Kirby has starred in, he has had varying powers, but he did not have any of these copied powers in his first game, Kirby's Dream Land. The ability to take powers from his enemies was not used until the sequel titled Kirby's Adventure. Kirby gains these powers by inhaling certain enemies and swallowing them. Throughout the other games, there have been varying types of powers, new powers, and even combination powers.

List of abilities

 * Animal: Kirby grows a fur coat, as well as a few adaptations. He can use the claws provided by this ability to slash enemies and dig through soft dirt. He can also leap at prey, or drill through certain materials. When leaping at prey to claw at them, it highly resembles the attack of the Croco enemy in Kirby Super Star.
 * Backdrop: Kirby will inhale an enemy near him, then pound them into the ground. Depending on which way you press the control pad, Kirby will do a different type of wrestling move to the enemy. It was also known as "Back Drop" in the English version of Kirby's Adventure. Suplex from Kirby Super Star is an evolved version of Back Drop. In the Kirby's Adventure remake, Kirby: Nightmare in Dream Land, Backdrop was changed so that Kirby will move forward instead of inhale when using it, similar to Suplex. The Ability Cap in that game is also identical to Fighter. In addition, Back Drop was renamed Backdrop.
 * Ball Kirby turns into a round ball. By holding down the jump button, Kirby will start to bounce up and down the screen. Once he reaches maximum velocity he becomes very powerful, however he becomes harder to control and more prone to falling into pits. A tight fitting hat is worn by Kirby in Nightmare in Dream Land when he has this power.
 * Balloon: Seen only in Kirby: Canvas Curse, this ability allows Kirby to float like a balloon. In most games, Kirby can do this naturally. In Kirby Tilt n' Tumble, there was a balloon power-up which worked the same way that the Mint Leaf in Kirby's Dream Land was used, in that Kirby would remain inflated even when not flying. As a balloon, Kirby inflates himself and goes higher every time until he pops.

 * Beam: A very common power seen first in almost all Kirby games, it allows Kirby to shoot a beam whip at the enemy. Kirby usually wears a red and yellow jester-like hat when he inherits this power. In Kirby Super Star, Kirby relied on a wand, which expanded to other attacks.
 * Bomb: Kirby is able to throw bombs at his enemies. Most times he is able to adjust the angle of his throws. If Kirby holds onto a bomb too long without throwing it, it can explode causing damage to him. In Kirby: Squeak Squad, the abilities of spark,ice and fire can be mixed with the bomb ability to create two other types of the bomb ability. He can also fly while holding a bomb. In all appearances of the Bomb ability, Kirby wears a blue "Santa" hat except in Kirby 64: The Crystal Shards. In the Kirby game being released on the Wii, he wears a party hat, though this may change for the final release.
 * Bubble: Kirby's head is constantly bubbling from a tiara and uses a wand to fire a limited-range stream of bubbles in multiple directions. Enemies caught in the bubbles are instantly transformed into ability pedestals suspended in large bubbles, which Kirby can then collect and store. This power is only available in Kirby: Squeak Squad.
 * Burning: Kirby will be able to fly across the screen like a meteor. He is also able to break grey blocks that would normally be unbreakable. In the English versions of Kirby's Adventure and Kirby's Dream Course, it was renamed "Fireball". However, it reverted to the original Japanese name in all subsequent appearances. It was also known as "Burn" in Kirby 64: The Crystal Shards. In Kirby Super Star and Kirby: Squeak Squad, it is not a standalone ability, but rather an attack available while wielding the Fire ability. In some appearances, Kirby's arms will burst into flames, and Kirby will wear a tiara to indicate the ability.
 * Cannon: Kirby puts on a hard hat inside a cannon. It is seen in Kirby Squeak Squad when he jumps in a cannon. Not a real ability, but it disguises his real ability and protects him as he is fired out.
 * Clean: Kirby will attack enemies with a broom and the dust it creates damages enemies. In the Kirby anime, the cap for Clean Kirby was a yellow bandanna with green stars tied for housekeeping and Kirby could use the broom to fly. He also wears the same Ability Cap from the anime in the Kirby game being released on the Wii, though this may change for the final release.
 * Cook: Practicing his culinary skills, Kirby throws every enemy on the screen, even defeated mini bosses, and cooks them, turning them into scrumptious food that restores health. This ability is rare, and is only able to be used once. It appears in Super Smash Bros. Brawl as Kirby's Final Smash move.
 * Copy: Kirby copies an enemy's ability, even some enemies that he cannot suck up. For Kirby, it has a one time use. Once he copies an ability, he effectively losses the copy ability and acquire the new ability. The 'Copy Beam' used by Kirby can also damage enemies that do not have an ability. For Kirby's helper, T.A.C., as seen in Kirby Super Star, he can extend his hand to copy an ability but can dispose of the ability and return to the copy ability to further copy more abilities, much like Kirby himself.
 * Crash: A powerful ability that's only able to be used once. It instantly kills every normal enemy on the screen along with evey block in the area, as well as heavily damages bosses.
 * Crystal Gun: Like the Star Rod, the Crystal Gun functioned as a power to defeat the final boss in Kirby 64: The Crystal Shards. It only made an appearance in Kirby 64 and was assembled by the parts of the crystal of Ripple Star that the player had to collect. This device rapidly shot crystals at the final boss, 02.
 * Cupid: Kirby becomes an angel, complete with halo and wings. It allows Kirby to constantly remain floating, which allows you to easily maneuver in the air. He can also shoot arrows from his bow, which are weak, but can be aimed in three different directions. The attack can also be charged so Kirby can shoot three arrows at once. In the original Japanese version, this ability is known as Angel, and is one of many notorious translations in Kirby & the Amazing Mirror.
 * Cutter: Kirby is able to throw boomerang-like blades that will travel a short distance then return to Kirby. In some games these cutters can be used as close combat weapons that are used to slice and dice the enemy too. In the Super Smash Bros. series, Kirby can use Final Cutter, a power the Cutter ability had in Kirby Super Star and Sword had in all later games. He sometimes wears a hat shaped as Sir Kibble, and the blades seem to originate from it. In Kirby 64: The Crystal Shards, rather than throwing cutters, Kirby tosses a piece of himself as a boomerang, while the other half functions on its own (but cannot float).
 * Fighter: Kirby puts on a red headband, and becomes very skilled in hand-to-hand combat. He's able to punch very rapidly, as well as perform many other hard hitting combos. More recent incarnations even allow him to throw Hadouken-like fireballs. This may be based on Ryu from the Street Fighter series.
 * Fire: Kirby breathes flames and shoots fireballs from his mouth. This was in the first Kirby's Dream Land. Eating Superspice Curry allowed Kirby to spit fire in a different fashion than the fire ability commonly seen today. Now Kirby will spew flames from his mouth. This power is integral when used to light fuses that power cannons, which can propel Kirby to secret areas. In Kirby Super Star and Kirby: Squeak Squad, Kirby could also perform a dashing attack where he converts into a burning meteor in a similar fashion to the ability for Burning. In Kirby Super Star, this attack was acknowledged as Burning Attack. Additionally, In Kirby Super Star Kirby can pull the flame inward to set himself on fire and could turn into a spinning ball of flame while in midair, which, if done just before landing, would allow him to roll a short distance across the ground. Since Kirby Super Star, Kirby will don the same headdress as his enemy, Burnin' Leo.If Kirby do this move swallowing Mario, Kirby will use his hat.
 * Freeze: Kirby generates a shield of snow, ice, and frost, freezing and propelling any enemy that gets near him. Kirby occasionally wears an Eskimo-like purple parka when using this power, very similar to the one worn by the character Popo in Ice Climber. In Kirby Super Star, the Ice ability allows Kirby to use this attack, called the Freezer Blizzard.
 * Ghost: After earning a complete Ghost Medal, all Kirby has to do is find and defeat a ghost mini-boss called Tedhaun, and then swallow him. Afterwards, Kirby dons a light blue ghost-like sheet over his whole body which has turned completely light blue with blue shoes, and he is able to dash into enemies and possess them. He will be able to control any enemy he possesses until they are destroyed. This ability also suffers from the inability to allow Kirby to pass through thin floors or climb down ladders, similar to the U.F.O. ability.
 * Hammer: Kirby can pound enemies flat with his giant hammer, and many blocks that would be otherwise unbreakable. He can also pound pegs to reveal hidden areas. As one of the most powerful abilities, Kirby can even throw the hammer at an enemy; only this causes him to lose his hammer. While initially it had not Ability Cap like Parasol, games after Kirby Super Star give Kirby the white twisted headband from the anime. In the Kirby game being released on the Wii, he wears a hard hat, though this may change for the final release. It is one of very few copy abilities that can be used underwater. In the Super Smash Bros. Series, Kirby equips this hammer as a fighting move.
 * Heart Rod: Like the Star Rod, the Heart Rod also functioned as a power to defeat the final boss of Kirby's Dream Land 3. Its only appearance was in Kirby's Dream Land 3, and was composed of thirty Heart Stars that Kirby had to collect from every stage in every level by completing certain tasks for a friend at the end of each of those stages. Kirby could fire Heart Stars at the boss when the Heart Rod was completed and was used to fight Zero.
 * Hi-Jump: Kirby is able to jump very high. If any enemies come in contact with Kirby while he is ascending, they will take damage. In some appearances, he will wear a crystal tiara and red cape. With his cape, he is also able to perform his jump in the air multiple times.
 * Hyper: Called Super in Kirby Super Star, although not a "proper ability" as such in that it is not obtained by consuming an enemy, when Kirby eats a lollipop sometimes found in the Kirby games, he will become invincible for a short amount of time and will gain a lot of speed. He will flash rapidly and damage any enemy he comes into contact with.
 * Ice: Kirby is able to breathe a frosty stream of coldness that freezes enemies in their tracks. In Kirby Super Star, Kirby could also create a field of ice and snow around his body to freeze nearby enemies in a similar fashion to the ability for Freeze. Sometimes, Kirby will put on a crown made of ice. In some cases, Kirby's skin and shoes will also turn white and blue to indicate this power. In Kirby 64: The Crystal Shards, Kirby will not shoot forward, but rather move in a circle. Unlike the Freezer Blizzard attack or Freeze ability, it does not protect above and below him.
 * Jet: Kirby is able to charge himself, and then release the stored energy to fly forward at high speed and even attack with shock waves. Kirby wears a jet pack when using this power.
 * Laser: Kirby shoots a bouncing beam of energy that is able to bounce off of diagonal walls. The shot can be charged up to pierce enemies in Kirby: Squeak Squad. In Kirby's Adventure, this laser came off of his arm, though in all later appearances, his Ability Cap (which is similar to the Copy one) is his equipment used to generate them.
 * Light: As a one time use ability, Kirby lights up the screen, making it bright enough to see. This is valuable in dark areas.
 * Magic: This ability is very rare. When you use it, Kirby will wield a magic hat in which some random events will circle for you to choose. It can be acquired in the event that Kirby eats two enemies with abilities at once or by swallowing the mini-boss "Boxy" in Kirby & the Amazing Mirror.
 * In Kirby: Squeak Squad, Magic is no longer a one-time use ability. It now functions as any other with a new variety of attacks that pop out of Kirby's top hat, such as razor-sharp playing cards, doves, or a jack-in-the-box-like clown head. Once Kirby acquires the scroll for this ability, he can also use the roulette ability, which is the same as the former, but instead of a roulette wheel, a thought cloud appears, rapidly circling between a lollipop (Hyper), a mix ability, a cherry (Cook), a fireworks show (Crash), or a 1UP.

 * Master: Kirby acquires Meta Knight's almighty sword, allowing him to perform a variety of moves, including an upward jab, a spinning strike, and an energy projectile. It is basically a more powerful version of the Sword ability, and can be used to solve all "puzzles", making it very versatile.
 * Metal: Kirby turns entirely into solid steel, causing him to become heavier and move more slowly but be able to hurt enemies by touching them without being harmed by them at all. In this form, he is able to jump up and pound the ground, and after obtaining the corresponding Ability Scroll, he can morph into a ball that can roll down hills fairly quickly. This doesn't protect him from enemies with a mini-boss or boss status, however. Interestingly, Kirby was able to turn into metal temporarily in Super Smash Bros. Melee by grabbing a Metal Box, which, aside from the temporary lasting and no speed loss, is similar to this ability.
 * Mike: Kirby sings into a microphone, killing all enemies on screen or inflicting major damage to a boss enemy. It is very rare and can only be used three times. An interesting note is that in Kirby's Dream Land, the first game, Kirby did not have the ability to copy powers. However, there was an item called a "mic" that allowed Kirby to scream into the device once and destroy all the enemies on screen. It only showed up twice during the game. It appeared in later titles as enemies (Walky) that could grant the player the same power. InKirby Super Star, the first use Kirby will scream like a banshee into a megaphone, the second into a radio mic, and the third he will don a mohawk and scream into a microphone in a rock n' roll fashion. In "Kirby Air Ride", this ability damages everyone in its range. Kirby dons a pair of headphones instead of a mohawk wig, and it is instantly activated.
 * Mini: Kirby shrinks in size, which is necessary to access certain hidden spots. When Mini he loses his ability to inhale enemies and to puff up and fly, though he can jump higher in one bound. In the original Japanese version, this ability is known as Shrink. It is one of many notorious translations in Kirby & the Amazing Mirror.
 * Mirror: Kirby is able to reflect attacks, split multiple times, and attack with shards of a glass in this form. While guarding, Kirby is surrounded by a semi-circle of rainbow lights that will reflect some attacks. Kirby wears a red and turquoise jester hat when using this power.
 * Missile: When wearing a small cap with a bullseye pattern on it, Kirby will be able to transform into a missile. He is able to fly in any direction, and smash through steel or star blocks without stopping. If he hits a wall or enemy he will explode.
 * Needle: Kirby can sprout sharp spikes from his body. However, he can't move when using this power. Occasionally, Kirby will gain a spiky helmet, and sometimes turn yellow when he inherits this ability. In these appearances, the helmet will generate the spikes rather than Kirby.
 * Ninja: When using this unique power, Kirby dons a samurai helmet. In Kirby Super Star, he also turns into a darker shade of pink. Kirby can attack enemies close up using kunai daggers, or when far away can throw them. He also can dash downward from the air to deliver a sharp kick to the enemy. He also becomes more mobile and can stick to walls, as well as disappear in a cloud of smoke when he is hit. In Kirby: Squeak Squad, Kirby gains a wide-area Fire Jutsu attack and can walk on the surface of water (these two powers can be used in unison to perform a powerful Water Jutsu), but can no longer vanish in smoke in the game. Kirby will also throw hira-shuriken rather than kunai daggers.
 * Ouch!: Not actually a power but in some kirby games when he is hit the name of the ability changes to saying ouch! until kirby recovers
 * Paint: This creates a color explosion to blow all the enemies away from the screen. This ability works like Crash, and it is a one-time use ability as well.
 * Parasol: A defensive ability which protects Kirby from enemies above by giving him a parasol. You can glide on the air with the parasol opened to descend slowly, or hold it out in front of you to block enemy shots.
 * Plasma: When wearing a green electrical crown, Kirby is able to gather static electricity by moving around. The more Kirby is moved, the more energy builds up. When charged up, Kirby will attack using different electrical shots depending on how much power was stored. It ranges from a short spark to a giant ball of lightning that will cross the entire screen. In Kirby: Squeak Squad, Spark can charge up its the power.
 * Rainbow Sword: Like many other magical items in the Kirby universe, the Rainbow Sword is another "ultimate weapon" Kirby must use against the final boss of the game. It only appeared in Kirby's Dream Land 2 and was used to fight Dark Matter. It was composed of the seven Rainbow Drops, which had to be gathered from each of the seven levels of the game. This formed into the Rainbow Sword after Dedede's defeat, exposing the true villain, Dark Matter. This weapon was one of the few that was not assembled as the player beat bosses. The Rainbow Sword is powerful enough to give Kirby smoother flight. As Kirby's Dream Land 2 was released on the black-and-white Game Boy, the sword had to assert the "Rainbow" nomenclature by drawing a huge "rainbow" (merely shades of gray) over Dream Land at the end of the game. However, the game was supported by the Super Game Boy, which was capable of giving the sword the ability to draw a colored rainbow. In the end, it is what restores the rainbows back to the Rainbow Islands.

games, if you went under, you couldn't attack. Recently, you could either squirt jets of water or keep certain abilities (sword, hammer, metal, ect.).
 * Scuba: Kirby wears goggles and a snorkel. Allows Kirby to be underwater. In early

 * Sleep: Kirby falls asleep where he stands. You can't continue until Kirby wakes up about six seconds later. This ability serves no real purpose, and it can be dangerous if enemies strike while you are sleeping. In Kirby: Squeak Squad, this ability can be upgraded to regenerate a small amount of health while sleeping. Most of the time, Kirby will wear a nightcap while he slumbers, usually green. In Kirby Air Ride, if you're lucky enough to run into someone, they would fall asleep as well.

 * Smash: Kirby uses his abilities from the Super Smash Bros. Melee game. His different attacks depend on which way the control pad is tilted when the B button is pressed. In the original Japanese version, this ability is known as Smash Bros., and is one of many notorious translations in Kirby & the Amazing Mirror.
 * B: A quick punch. By use of button mashing, a series of quick strikes can be thrown.
 * B + Left or Right: Kirby swings a hammer.
 * B + Up (stationary or in midair): Final Cutter; a sword is taken out, brought up, and slams into the ground, creating a small quake in the direction it was used.
 * B + Down (stationary or in midair): Stone Kirby
 * B in midair: Kirby spins around, creating a small momentary barrier.
 * B in midair + Left or Right: Kirby swings a hammer around (as he would as Hammer Kirby) in midair.

 * Spark: Kirby generates a force field of electricity, however Kirby can usually not move while doing so. In earlier games like Kirby's Adventure and Kirby's Dream Land 2, this ability created fireworks surrounding Kirby's body rather than a complete electrical shield. In Kirby 64: The Crystal Shards, Kirby can walk will using it. In Kirby: Squeak Squad, this ability shares many similarities with Plasma, allowing Kirby to gather static electricity to supercharge his spark field or to launch balls of lightning at enemies, as well as create a huge burst of electricity when used on a thunder cloud. Kirby will sometimes wear an Ability Cap with it, which is similar to Plasma's except it is flowing with electricity.

 * Star Rod: This was used in Kirby's Adventure and its remake, Kirby: Nightmare in Dream Land. It was the ultimate weapon used to defeat Nightmare. It resides in the Fountain of Dreams, bringing it the power to allow the beings of Dream Land to dream. It made cameo appearances in certain games, most noticeably Kirby Super Star, where it is discovered that there are more Dream Springs and Star Rods in neighboring planets. In the anime series, he gains this power by inhaling his Warp Star instead. The item is very rare, and is used to fight Nightmare. Kirby is able to shoot stars from the rod or spin in the air, using the rod to slice through anything around him. In addition the Star Rod seems to grant him hovering abilities, as he is able to move around freely in the air and allows him to jump higher than normal. Kirby will wield the Star Rod while possessing this ability. Star Rods were also an item in Super Smash Bros. Melee.

 * Stone: Smash the enemies while transforming Kirby into various and heavy figures. Kirby is immune against any attacks when he is a statue. He can changed into certain rock forms, such as Gordo, a pink block, an 8 ton weight, a muscular man, Samus Aran, and Mario; although some statues appear very rarely. Usually, Kirby will also roll down any inclines, and he can usually also sink in water, although he cannot perform this move in the water. Kirby will usually wear a samurai-like hat, and turn a grayish-brown color when using this power. In the Super Smash Bros. Series, Kirby can use this at any time. He always turns into a rock in Super Smash Bros., but can also turn into a brick, a 100-Ton weight, a Thwomp, or a spiked ball in Super Smash Bros. Melee. In Kirby 64: The Crystal Shards, Kirby could walk as a stone version of himself.

 * Suplex: Kirby will grab the enemy, then pound them into the ground. Depending on which way you press the control pad, Kirby will do a different type of wrestling move to the enemy. Unlike Backdrop, Kirby will move forward instead of inhale, and Kirby can perform more moves with this particular ability. Kirby turns a darker shade of pink and wears a blue headband. Its original Ability Cap is later used by Throw, minus the change in skin tone.

 * Sword: Kirby can cut his opponents using a sword. This gives Kirby additional reach, as well as some different abilities such as being able to shoot sword beams or spin in the air. Kirby usually dons a green hat, similar to that of Link from the Legend of Zelda series. It is one of very few copy abilities that can be used underwater. In Kirby: Squeak Squad, the powers of fire and ice and thunder can mix with sword to make a combination of the two abilities mixed, though they cannot be used in water. Kirby can also use Final Cutter in Kirby and the Amazing Mirror and Kirby: Squeak Squad instead of the Cutter ability.

 * Throw: Inhaling enemies, Kirby can wind up a pitch, and toss them in various directions. Kirby will sometimes wear a blue headband while using this power.

 * Tornado: Kirby is able to transform into a tornado for short amounts of time. When in tornado form, he is invulnerable, and able to float through the air. In Kirby: Squeak Squad after obtaining the scroll you can turn the tornado into a fire, ice, or thunder tornado after going over certain terrain such as lava, ice, or electrical currents. He wears a crown with a miniature tornado on it in most appearances.

 * Triple Star: The Triple Star ability features Kirby with a mallet-like wand and three stars surrounding him (hence the name "Triple Star"). When the player presses the B Button, Kirby releases a controllable star in the direction he is facing that will go further the longer the B Button is held. The player can also dig with it, and can be used under water. If Kirby is in midair when this is performed, he will release a star in midair. Unlike normal copy abilities, this ability is a "special" ability and won't disappear if Kirby releases it unless it gets destroyed or a new power is picked up (similar to the Master). The Triple Star is actually Daroach's weapon, and is used to generate a blast of ice. This ability is received after defeating "Dark Daroach" and is only available in Kirby: Squeak Squad.

 * Trolley: This power is only used in Kirby Super Star in the Great Cave Offensive Game. Kirby hops in a mine cart that transports him from level to level. Kirby's copy status box shows a cartoony image of Kirby with a miner's hat and pickaxe, and has the caption "Trolley."

 * U.F.O.: This special and rare ability allows Kirby to effortlessly fly through the levels, shoot beams, lasers and double strength lasers. In the Game Boy Advance Kirby: Nightmare in Dream Land, beams, lasers, and double lasers are shot depending on how long you press the button. In the original NES Kirby's Adventure, beams, lasers, stars, and double stars are shot depending on how long you press the button. This power only lasts one level. In Kirby: Squeak Squad, however, the ability lasts for as long as you can keep it. This ability is infamous for its inability to go down ladders or through thin floors, severely limiting its usefulness.

 * Water: Many weapons are unable to be used by Kirby underwater, with an exception being the powers with something being held, which are Hammer, Parasol, and Sword. However, Kirby can still strike at underwater enemies by blasting them with a jet of air. In the anime, Kirby inhales water turning him into water. Then Kirby is allowed to spit up an unlimited supply of water onto the enemy at high speeds. Water is one of the three picked creations from a contest in Japan were three of the best creations were put on the anime.

 * Wheel: A speedy ability with which you can roll over your opponents to defeat them. Kirby can continuously run over enemies in this form, and it allows him to skim over water.In kirby super star if Kirby's helper has the Wheel ability, Kirby can ride on top of his helper to roll over enemies, while Kirby is able to shoot star beams at enemies. Kirby dons a backwards red cap in most appearances. In Kirby: Squeak Squad, you can use the wheel over certain areas such as fire, ice, or electricity to charge the wheel with that element.

 * Wing: Seen in kirby super star. Kirby puts on a green headdress, and can fly faster in the air, as well as shoot feathers at his enemies and perform powerful dashing attacks. In Kirby Airide Wing allows Kirby to have extremely fast acceleration.

 * Yo-yo: Kirby can defeat his enemies in style using by using a yo-yo as weapon. He can either throw the yo-yo at an enemy, break dance at his enemies, or grab his enemies and toss them like a yo-yo. Kirby wears a backwards blue cap while using this power. It is believed by some fans that the cap (and checkerboard icon where the life bar is shown) references Ness, like Sword does with Link. Both Kirby Super Deluxe and Mother 2 are made by HAL, and each game has small references to each other.

Compound abilities
In most games, where Kirby is able to use Copy Abilities from an enemy, he can inhale two enemies at the same time. Usually, this results in the Mix ability, mentioned above, which allows Kirby to randomly select one ability. In Kirby 64: The Crystal Shards, if Kirby inhales two enemies with abilities, he will receive a Compound Ability, which utilizes both abilities at once, even if both enemies Kirby inhaled are of the same ability or from two identical enemies. In Kirby: Squeak Squad, combining some abilities in Kirby's stomach produces abilities that cannot be obtained otherwise in the game.

 * Super Fireball: Upon inhaling two enemies with the Burn ability, Kirby turns into a massive phoenix fireball, which can be used to destroy anything in his path.
 * Flaming Arrow: In a combination of Burn and Needle, Kirby can change shape into a bow, and launch flaming arrows at his enemies.
 * "Match" Kirby: When capturing both the Burn and Spark ability, Kirby can set himself on fire through friction that is "supposed" to create static electricty and run through the stage, destroying anything he comes into contact.
 * Sword of Fire: A combination between the Burn and Cutter ability, Kirby wields a giant sword made of fire.
 * Melting Ice Block: In an unusual mixture of Burn and Ice, Kirby turns into a large melting ice cube. He can turn himself into an ice cube, only to almost instantly melt back to normal.  This ability provides almost no usefulness.
 * Fireworks: With a combination of the Burn and Bomb abilities, Kirby can light himself into the air, exploding like a firework, burning all enemies in sight.
 * Volcano: A mixture between the Burn and Stone ability, Kirby turns into a walking volcano, and he can spit rocks and lava from his head.
 * "Swiss Army" Kirby: By combining two Needle abilities, Kirby can project a variety of sharp objects from himself, with slightly greater range than the single Needle ability.
 * Lightning Rod: By combining Needle and Spark, Kirby becomes a lightning rod for a second, and a lightning bolt quickly strikes him from above; any enemy struck by the bolt is destroyed.
 * Giant Claws: Combining Needle and Cutter, Kirby's arms turn into a giant bear trap that can snare any enemy unfortunate enough to get caught.
 * Giant Spiny Snowflake: After acquiring Needle and Ice, Kirby can transform into a giant snowflake, with spikes on all sides to destroy enemies.
 * Spike Bomb: Mixing Needle and Bomb, Kirby will transform into an exploding ball that resembles a Gordo, which will send spikes in all directions.
 * Drill: In a combination of Needle and Stone, Kirby can produce a spinning drill. If the B Button is held, the drill will drag Kirby forward. Releasing the button launches the drill head as a projectile.
 * Super Electric Energy Field: Using two Spark abilities, he can surround himself with a large electrical field, and any enemies that enter the field will instantly be struck with lightning.
 * Double-Bladed Laser Sword: Combining Spark and Cutter, Kirby now wields a powerful double-bladed light saber, which he can used to attack enemies.
 * Refrigerator Kirby: Combining Spark and Ice, Kirby can transform into a refrigerator, which will spit out food items. The food can destroy enemies, as well as replenish Kirby's vitality.
 * Light Bulb: Mixing Spark and Bomb, Kirby will imitate a charged light bulb before exploding. This is also useful to light up dark areas.
 * Lightning Boulder: In a powerful mix of Spark and Stone, Kirby is able to sling a big boulder attached by an electrically charged tether, which will shock all encompassing enemies.
 * Super Boomerang: Using two Cutter abilities, Kirby is able to split himself, then throw a big boomerang with spikes.
 * Ice Skating: Mixing Cutter and Ice, Kirby can perform various skating tricks to attack his enemies.
 * Explosive Ninja Stars: Combining Cutter and Bomb, Kirby can throw ninja stars extremely fast, which detonate shortly after contact.
 * Animal Statues: A combination between Cutter and Stone, Kirby can morph into one of six animal friends, each of which has their own strengths and weaknesses.
 * Rolling Snowball: Combining two Ice abilities, Kirby can turn into a huge snowball and roll across the stage. In the process, he will suck in enemies and crush them.
 * Explosive Snowman: In a mix of Ice and Bomb, Kirby will place a bomb on his head, and cover himself with snow to resemble a snowman. In this state, touching an enemy will not hurt Kirby, but detonate the bomb instead. The bomb will also go off if its fuse runs out.
 * Curling Stone: Mixing Ice and Stone, Kirby can turn into a curling stone and slide across the stage.
 * Tri-Missile Attack: With the combination of two Bomb abilities, Kirby can spit out three homing missiles for thrice the damage of a normal bomb.
 * Dynamite: A mixture between Bombs and Stone, Kirby can throw dynamite at his enemies, set a trap for them, or use the bombs to break open hidden areas. However, this a very dangerous weapon, in that is can easily harm Kirby unless he ducks, producing a safety helmet.
 * Giant Stone Kirby: By acquiring two Stone abilities, Kirby can transform into a massive, walking stone, which makes him invincible.

Super Smash Bros. abilities
In the Super Smash Bros. series, when Kirby inhales one of his opponents, he gains that character's B attack for his own use. Alternatively, the player can press the A button with Kirby's mouth full to shoot it out as a damage-inflicting star. Kirby will keep the attack until he takes a hard enough hit, is smashed out of the arena, or manually dumps it using his taunt(Up on the Control Pad in SSBM and the L Button in SSB). When using a copied attack, Kirby will change his appearance to reflect the copied character, such as wearing Mario's hat when using his fireball attack.

Note that generic enemies, such as Goombas and Octoroks, as well as the miniboss teams and Sandbag can all be sucked up, but do not grant powers, similar to the "garbage" enemies from Kirby games. None of the bosses (Master Hand, Crazy Hand, and Giga Bowser) can be sucked up in the first place.

 * Captain Falcon: After Kirby inhales Captain Falcon in Super Smash Brothers and Super Smash Brothers Melee, he wears Captain Falcon's visor. Kirby can pull off Captain Falcon's "B" Button move, the massively powerful "Falcon Punch".
 * Donkey Kong: After Kirby inhales Donkey Kong, he gains fur similar to that of Donkey Kong and can now use Giant Punch move, where he charges a punch, then releases it with devastating results.
 * Dr. Mario: After Kirby inhales Dr. Mario in Super Smash Brothers Melee, he puts on a doctor's garb similar to Dr. Mario's. He can throw Megavitamins.
 * Falco: After Kirby inhales Falco in Super Smash Brothers Melee, he gains a beak and can use Falco's "B" Button move where he can shoot a blaster pistol with a low fire rate, but heavy power.
 * Fox: After Kirby inhales Fox McCloud in the two Super Smash Brothers games, he gains Fox's headgear and ears. Kirby can now use Fox's "B" Button move, being able to shoot a rapid-fire, low power blaster pistol. This ability will also be featured in the upcoming Wii title Super Smash Bros. Brawl. It is yet to be known what effect it will have on Kirby in this title, but it is safe to assume that it will be the same as the previous versions.
 * Ganondorf: After Kirby inhales Ganondorf in Super Smash Brothers Melee, he grows hair similar to that of Ganondorf. He can use Ganon's "B" Button move, the enormously powerful Warlock Punch.
 * Ice Climber/Ice Climbers: After Kirby inhales one of the Ice Climbers in Super Smash Brothers Melee, he puts on an Ice Climber hat. He can fire a block of ice. It resembles the Freeze ability.
 * Koopa/Bowser: After inhaling Bowser in Super Smash Brothers Melee, Kirby grows horns and a red mane. Kirby can use Bowser's "B" Button move, breathing fire. If using his red costume, Kirby will bear a resemblance to Fire Kirby in this form.
 * Kirby: If Kirby swallows another version of Kirby, no additional powers are obtained unless he had another Copy Ability. If he swallowed the other Kirby with the Copy Ability, the other Kirby would lose his ability from that character.
 * Link: After Kirby inhales Link, puts on Link's green hat. Kirby can now use Link's "B" Button move. Depending on the game, Kirby can either hurl a boomerang or use a bow and arrow. It resembles the Sword ability.
 * Luigi: After Kirby inhales Luigi, he puts on Luigi's hat. Kirby can use Luigi's "B" Button moves where he can throw gravity-defying green fireballs.
 * Mario: After inhaling Mario, Kirby puts on Mario's famous red hat. Kirby can now use Mario's "B" Button move where he can throw red fireballs.
 * Marth: After Kirby inhales Marth in Super Smash Brothers Melee, he gains blue hair similar to that of Prince Marth from Fire Emblem, Kirby can now use Marth's Shield Breaker move where he takes out a longsword, charges it up, and then slashes with varying power based on the charge-up time.
 * Meta Knight: This power will appear in the upcoming Super Smash Bros. Brawl when Kirby swallows Meta Knight. Its function and appearance are currently unknown.
 * Mewtwo: After inhaling Mewtwo in Super Smash Brothers Melee, his head is shaped to resemble Mewtwo's, as well as growing a tail. Kirby can now use Mewtwo's "B" Button move, the Pokémon move Shadow Ball.
 * Mr. Game & Watch: After Kirby inhales Mr. Game and Watch in Super Smash Brothers Melee, he turns completely black (save for his eyes, which turn white similar to Meta Knight). Kirby can use Mr. Game and Watch's Chef move, throwing sausages.
 * Ness: After Kirby inhales Ness, he puts on Ness' baseball hat and turns it backwards. Kirby can now use Ness' "B" Button move. Depending on the game, he can use either PK Fire or PK Flash. It resembles the Yo-Yo ability.
 * Peach: After inhaling Princess Peach in Super Smash Brothers Melee, Kirby puts on Peach's crown. Kirby can now use Peach's "B" Button move, using the Mario character Kinopio/Toad as a shield.
 * Pichu: After inhaling Pichu in Super Smash Brothers Melee, Kirby wears a hat resembling Pichu's head. Kirby can use Pichu's "B" Button attack, the Pokémon move Thunderbolt, but using it harms Kirby.
 * Pit: This power has only been announced. Its function is unknown currently, though it will most likely bear a resemblance to the Cupid ability.
 * Pikachu: Upon inhaling Pikachu, Kirby wears a hat resembling Pikachu. He can now use Pikachu's "B" Button move, the Pokémon move Thunderbolt.
 * Purin/Jigglypuff: After Kirby inhales Jigglypuff in the two Super Smash Brothers games, he gains a tuft of hair and ears similar to that of Jigglypuff. He can now use Jigglypuff's "B" Button moves. Depending on the game, Kirby can use one of two Pokémon moves, Pound or Rollout.
 * Roy: Upon growing hair similar to that of the Fire Emblem character Roy, Kirby can wield a sword of fire to use the powerful Flare Blade attack.
 * Samus: Once Kirby inhales Samus, he puts on Samus Aran's helmet and using Samus' Charge Shot move, he can charge and fire blasts of energy from his hands.
 * Sheik: After inhaling Sheik in Super Smash Brothers Melee, Kirby puts on Sheik's turban. Kirby can now use Sheik's Needle attack, throwing needles.
 * Solid Snake: This power has only been announced. Its function is unknown currently.
 * Wario: This power has only been announced. Its function is unknown currently.
 * Yoshi: When Kirby inhales Yoshi, he puts on a hat resembling Yoshi, Kirby can now use Yoshi's "B" Button move where he can swallow enemies using his tongue and turn them into eggs.
 * Young Link: This is basically the same as when Kirby swallows Link in the Super Smash Brothers Melee, when he swallows Young Link he wears a smaller version of Link's green hat and can shoot flaming arrows just as Link and Young Link can.
 * Zelda: When Kirby inhales Princess Zelda in Super Smash Brothers Melee, he puts on Zelda's headress. He can now use Zelda's Nayru's Love move where he creates and shatters a magical crystal.
 * Zero Suit Samus: This power has only been announced. Its function is unknown currently.

Anime-exclusive abilities
NOTE: These abilities (besides Galaxia) were all the winners of a Japanese art contest where Kirby fans living in Japan could draw their own Kirby modes for Part 2 of the two-part Kirby anime episode "The Warpstar's Crisis!", aired in the USA as "Air-Ride-in-Style".

 * Baton: Kirby attacks his enemies with a magical baton, and every time he moves his baton, his enemies move the same way it did. Kirby wears a pink Yarmulke type hat with a yellow magic Baton.

 * Water: Kirby blows water at his enemies, which gives him a big advantage against fire-breathing or fire-throwing enemies. This ability may be coming game-side, however; it was seen in the trailer for the Kirby game being released on the Wii. Kirby wears a light blue tiara with water waves jutting out, and his body turns a translucent water blue.

 * Iron: Kirby uses his snake staff as a club to attack his enemies, and also to block their attacks. Also similar to Stone ability because Kirby turns into a big golem made of iron just like he turns into a Stone with Stone ability. Kirby seems to turn the color of golden iron. The Metal ability in Kirby: Squeak Squad resembles this power, with the main difference being the color.

 * Top: Kirby carries a never-ending supply of tops that he can throw at his enemies. The tops have edges so sharp that they can cut through solid steel.


text:
Kirby franchise strategy guide/Items/Warpstar

The Warpstar (ワープスター) is the primary mode of transport for Nintendo's video game character Kirby in many of the titles he has starred in. It is usually depicted as being a simple yellow star that immediately takes Kirby to another part of a level. Sometimes a Warpstar is the only way to reach the end of the level; sometimes they allow Kirby to reach secret areas; and sometimes they just provide a shortcut.

Whenever Kirby touches a Warpstar, he will board it and ride it to another area of the level he is in. The sprite used for this is Kirby precariously hanging off one side as it sends him to his destination. When it gets there, it lands (the animations in many of the games suggest a crash landing) and Kirby continues on.

Kirby's Adventure/Nightmare in Dreamland
In Kirby's Adventure and it's enhanced remake, Kirby: Nightmare in Dream Land, Warpstars are used by Kirby to travel between worlds. In Nightmare in Dreamland, Warpstars are also used in the "Kirby's Air Grind" minigame, where four Kirbies use them to grind on rails.

Kirby 64: The Crystal Shards
In Kirby 64: The Crystal Shards, the Warpstar appears only in the cutscenes before the final boss, being called upon by Kirby (with a cellphone) to transport his team to Dark Star. This Warpstar was actually several times larger than the normal Warpstar, in order to be large enough to carry more people.

Kirby Air Ride
In Kirby Air Ride, released for the Nintendo GameCube, the Warpstar was depicted in its traditional star shape, except it lay flat and had a definite front end and a back end with visible exhausts meant to act like jet thrusters. Kirby rode this version of the Warp Star by sitting on it rather like a go-kart or a motorcycle. Also, this Warpstar did not fly itself: it was manually piloted like any other vehicle in the game. Its attributes were well-rounded, and it was the first vehicle available to you in the game.

There was also a red-colored version of Warpstar in the City Trial mode of play called the Flight Warpstar. It was described as a prototype and boasted additional exhausts, a slightly different shape, and the ability to fly for extended periods.

Kirby & the Amazing Mirror
In Kirby & the Amazing Mirror, the Warpstar was used in special stages. In the final boss, Kirby rode a Warpstar to fight Dark Mind.

The Warpstar is also Kirby's mode of transport in the Kirby: Right Back at Ya! animeseries. Its appearance is akin to the Air Ride Warpstar, sans exhaust pipes. Kirby rode this version by standing on it like a surfboard. In the final episode (released in America as part of a direct-to-video film), when Cloaked Nightmare (aka eNeMeE in the dub) was in his realm, Kirby sucked up the Warpstar; it became the Star Rod and he defeated Nightmare. It was his only weakness.

Super Smash Bros.
The Warpstar is used as a weapon in the GameCube game Super Smash Bros. Melee, usable by any character. The character that grabs the Warpstar hovers over the battlefield for approximately two seconds, then crashes down, causing an explosion that damages and can KO any opponents caught in it. New images and videos have shown the Warpstar will reappear in the Wii game Super Smash Bros. Brawl. The Warpstar also acts as Kirby's symbol in all three games as well as Meta Knight's and King Dedede's in Brawl.

Spelling Ambiguity
Since its creation, the correct spelling for 'Warpstar' has been somewhat ambiguous. It is typically referred to as the "Warpstar", such as in Super Smash Bros. Melee and Kirby Air Ride, but then is also sometimes spelled as "Warp Star" in other games. The Kirby: Squeak Squad manual describes it using both forms of spelling, further clouding which spelling is the correct spelling. It is possible that both are correct ways of spelling the word.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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Kirby franchise strategy guide/Locations/Fountain of Dreams

The Fountain of Dreams, also known as the Dream Spring (according to Kirby's Adventure), the Spring of Dreams (according to the Japanese versions of the games, which also call it　夢の泉 (Yume no Izumi)), and the Dream Fountain (according to Kirby's Avalanche), is a fictional fountain in the Kirby series of games created by Nintendo. It is the most sacred place in Pop Star, and is found in Rainbow Resort, which is also located in that same planet itself.

Legend
According to the Kirby's Adventure manual, the Fountain of Dreams is a well that supports all the dreams dreamt by the people of Dream Land. With it, people would dream wonderful dreams and talk about those dreams that they had had. Legends say that the Fountain of Dreams was created by the Star Rod. In fact, the star on the Star Rod's tip is an actual fragment of a star that crashed into Dream Land in the distant past. The Star Rod fuels the Fountain of Dreams and serves as the very symbol of Dream Land.

According to its trophy in Super Smash Bros. Melee, it is said that there is actually more than one Fountain of Dreams. This is reinforced in Kirby Super Star, where there are several other Dream Fountains found on other planets besides Pop Star. They provide whoever wants to summon the giant wish-granting comet Nova with their energies. All seven Dream Fountains' energies are required in order for that someone to be able to summon Nova.

Other information
In Kirby's Adventure/Kirby: Nightmare in Dream Land, the nasty Cloaked Nightmare attacks the Fountain of Dreams trying to cause pain to the people, but King Dedede seals him away by taking the Star Rod from its altar, breaking it into seven pieces, and giving six of those pieces to his friends while keeping the seventh one for himself. However, this causes the inhabitants to have dreamless sleep, so upon hearing him talk about what he did to the Star Rod, Kirby sets out to get all seven pieces back, with Meta Knight's help. He does not know, however, what is really going on until he puts the Star Rod back on the altar, after which Nightmare is released. Kirby, with Dedede's help, defeats Nightmare, thus ensuring that Dream Land will sleep well.

The Fountain of Dreams also serves as the place where the final Avalanche tournament brackets are held in Kirby's Avalanche, and in Kirby Super Star, it sends Kirby on a difficult quest (as Marx suggested) to go collect all the seven energies of the other Dream Fountains needed to summon Nova.

Super Smash Bros.
The Fountain of Dreams is also a selectable stage in Super Smash Bros. Melee. It consists of three platforms, two of which are lowered and raised by two small gushes of water. It is one of Kirby's three stages in that game.


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Kirby franchise strategy guide/Locations/Planet Popstar

Planet Popstar is the name of a fictional planet from the Nintendo Kirby series and the location for most of the game's events. Its location is unknown and the status of its own solar system is never really touched upon in the series, aside from there being many other planets nearby.

History
Popstar's appearance is that of a symbolic image of a star, with two blue rings circling it. Despite appearing completely yellow and glowing from a distance, the surface has land masses and oceans very similar to Earth's.

Popstar does appear to be at the center of its galaxy, with the sun and moon (which are similar in size) rotating around it (In Kirby Super Star the sun and the moon actually battle each other, causing chaos on Popstar).

In the anime series, the characters commonly use the word 'star' as we might use the word 'planet', suggesting that Popstar is itself an actual star. An image from the series shows Popstar surrounded by multiple orbits, suggesting either multiple moons, or perhaps it is the sun of a solar system. It is also possible that some of the orbits are Popstar's sun and moon, keeping with the games.

Dream Land
Dream Land, called プププランド (Pupupuland) in the Japanese version, is a country on Popstar and also where many of the levels can be found. Its exact size and location are unknown. Its self-appointed ruler is King Dedede, and is the location of Kirby's home.

In Kirby: Right Back at Ya!, Dream Land is found on a peninsula, with Dedede still appearing as king. The Dream Land is the largest continent of the planet Popstar. It can be portrayed as a large star-shaped island in the ocean, a serene and peaceful peninsula, or half of the entire planet of Popstar.

Locations
Dream Land contains the following countries/regions:

 * Green Greens: A plain with a forest where Whispy Woods lives, Green Greens is a great place for Kirby to start his very first game adventure.
 * Castle Lololo: This castle owned by Lololo and Lalala is rumored to be haunted. Kirby will find ghosts and Mumbies here.
 * Float Islands: Complete with a pirate ship, Float Islands may look like a peaceful paradise, but one wrong move and Kirby could end up falling in and drowning in the ocean.
 * Bubbly Clouds: A maze of soft, billowy clouds, Bubbly Clouds definitely has clouds with solid ground much like all other cloud levels in other games.
 * Mt. DeDeDe: Mt. DeDeDe challenges Kirby to battle the four bosses he fought before he got here and then King Dedede.
 * GrassLand: A peaceful, windy field, GrassLand is one of the easiest locations for Kirby to traverse, so there's not much to worry about here.
 * Big Forest: Kirby first meets Coo in this green forest, which is also home to plenty of Gordos.
 * Ripple Field: Compiled of small islands on a large ocean, Ripple Field puts Kirby's swimming skills to the test.
 * Iceberg: Iceberg is a snow/ice-based level, so Kirby will have to watch his step so he doesn't slip. Or, he can get assistance from Rick, who doesn't slip on ice.
 * Red Canyon: Red Canyon is quite big, and has rock and ground enemies that are tough to destroy. It also has battle-based enemies like Blade, Butch, and Masher.
 * Cloudy Park: Taking place at the top of a mountain, Kirby will find caves and castles made of clouds here. Adeleine (Ado) spends much time here.
 * Dark Castle: Dark Castle simply puts all of Kirby's skills to the test. Here, he'll expect to run into all sorts of enemies as well as booby traps and a mini-boss at the end of each of its stages.
 * Block Ball World: This world is where Kirby's Block Ball takes place. King Dedede's castle is located in the center.
 * Star Stacker World: In Kirby's Star Stacker, this world is where the game takes place.
 * Pinball Land: Kirby's Pinball Land takes place in this world where Kirby will have to deal with the Poppy Bros., Whispy Woods, and Kracko, and then, King Dedede.
 * Vegetable Valley: It's easy for Kirby to learn the basics of Kirby's Adventure here in this canyon/valley level. The boss is Whispy Woods.
 * Ice Cream Island: Skillful swimming is the key to Kirby's success here in this palm-tree-lined paradise. In later stages, Kirby will go into the sky above the Ice Cream Island.
 * Butter Building: Kirby will definitely have a long trip up to the top of the Butter Building tower, which is filled with lots of destructive enemies.
 * Grape Garden: Kirby accesses the Grape Garden from the top of the Butter Building. Flying is his key to success here, as the enemies here are accustomed to aerial attacks in the clouds.
 * Yogurt Yard: Yogurt Yard is a mountain/plain level filled with lots of different kinds of enemies as well as plenty of traps.
 * Orange Ocean: Starting in an oacean paradise with a beautiful sunset and ending in a cold region, Orange Ocean is a pretty big stage filled with lots of different kinds of enemies.
 * Rainbow Resort: The sacred location of Dream Land, Rainbow Resort is inhabited by lots of very strong enemies. It is considered a favorite level among Kirby fans because they get to battle all of the mini-bosses in the 2nd stage and take a trip through classic Kirby's Dream Land levels in the sixth stage.
 * Sand Canyon: Sand Canyon is a sandy desert with canyons, a volcano, and a black pyramid that challenges Kirby with booby traps and plenty of enemies.
 * Prism Plains: The very first level of Kirby: Squeak Squad starts off with Kirby traversing through plains and forests and ends with him making his way through King Dedede's castle, where he'll fight King Dedede.
 * Nature Notch (Navel): A peaceful meadow-like level with caves and ruins, Nature Notch starts off with Kirby traversing caverns and then making his way down a castle tower in the crystal caverns. After he reaches the bottom of the tower, he lands in the meadows.
 * Cushy (Creamy) Clouds: Kirby will make his way up the mountains in this level, where soon enough he'll end up in the sky above them.
 * Jam Jungle: Set in a jungle, Kirby is sure to run into plenty of booby traps here. If he can make it past them all, he'll be able to enter the jungle's temple.
 * Vocal (Voice) Volcano: Is it hot in here? Things will definitely heat up for Kirby as he makes his way through this oven-like volcano. The Ice ability is Kirby's best bet for this level.
 * Ice Island: Out of the frying pan and into the frost! Our hero Kirby goes through the challenging outskirts of the frigid Ice Island. At the end, he'll enter a castle where he'll battle all of the Squeaks.
 * Secret Sea: Having let Meta Knight take the treasure he was about to snatch up to rescue his slice of strawberry shortcake, Kirby follows him through the islands and oceans of the Secret Sea. Eventually, he'll reach the Halberd beneath its waters, and board it as it rises out of the sea and into the sky.
 * Gamble Galaxy: Gamble Galaxy is much shorter than many of the previous eight levels, and involves Kirby making his way through space taking on all of the Squeaks one by one before he can solve the mystery of the creepy smoke that enveloped Daroach, which is in fact Dark Nebula.

Mirror World
Appearing in Kirby & the Amazing Mirror, the Mirror World is a location that can be accessed from a magical mirror found in the skies of Popstar. It contains several areas that connect to each other. Dark Mind once attempted to conquer the Mirror World, but with his defeat at Kirby's hands, peace returned to the Mirror World, with everyone remaining on guard in case another evil attacked, and Shadow Kirby vowed that he would always be there to keep them all safe.

Locations
Its locations include:

 * Moonlight Mansion: Set in a mansion in a dark forest, Moonlight Mansion doesn't pose much trouble at all once Kirby gets the hang of it. The boss is King Golem, who looks like Whispy Woods.
 * Cabbage Cavern: Cabbage Cavern is set in a maze-like cavern below the surface of the Mirror World. Kirby'll run into plenty of booby traps here.
 * Mustard Mountain: Kirby must be very careful here as Mustard Mountain is considered a lava-filled mess. He'll run into an old foe if he can successfully make it to the top.
 * Carrot Castle: Composed of twisting, tricky mazes, it's easy to get lost in Carrot Castle if Kirby's not careful. Kirby will run into plenty of enemies and traps here.
 * Olive Ocean: Olive Ocean is challenging for the young pink hero himself, especially when he goes underwater. But if he can successfully make it past the many dangers here, he'll find a sunken ship!
 * Peppermint Palace: Peppermint Palace mainly takes place in a palace in a cold, mountainous region with ice caves and stuff. The boss Wiz fights in a manner that should be familiar to Kirby.
 * Radish Ruins': Kirby could be sure to find Radish Ruins very early. Set in an ancient temple in a vast canyon, this area is jammed with enemies.
 * Candy Constellations: Set in the stars above the Mirror World, Candy Constellations challenges Kirby with lots of enemies and booby traps. The boss should be familiar to those who played Super Smash Bros.
 * Rainbow Route: The starting area for Kirby and the Amazing Mirror, Rainbow Route is also the hub area where Kirby's many trips to and through certain areas of the Mirror World begin.

Kirby Super Star Planets
Except for the Mystery Planet, each of these planet's has its own Dream Fountain.

 * Floria - A forest planet that is relatively peaceful. The planet's seasons change with every doorway.
 * Aqualiss - A tropical water planet, with plenty of swimming opportunities.
 * Unnamed Mystery Planet - A green star between Aqualiss and Skyhigh. Mostly uninhabited (except for TACs), and easily missed.
 * Skyhigh - A planet with much of its ground being nothing but clouds.
 * Hotheat - A volcanic planet. Lava threatens all who come here.
 * Cavios - A planet that consists of one giant maze-like cave.
 * Mecheye - A strange planet consisting of various machinery.
 * HalfMoon - Platforms of stars and high winds make up this planet's terrain
 * NOVA - Not a planet, but rather a strange mechanical creature that can be summoned by collecting the energies of the seven other planet's Dream Fountains. When summoned, NOVA will grant its summoner one wish. Kirby, on Marx's suggestion, summons NOVA to wish that the Sun and Moon of Popstar would stop fighting. Marx, however, steals Kirby's wish and asks for the power to conquer Popstar instead. When Marx sends NOVA to crash into Popstar, the Sun and Moon hold it back while Kirby, riding a spaceship created from the energies he collected, flies into NOVA and destroys its heart. Later, Kirby defeats Marx himself, and sends him crashing into NOVA, destroying the both of them.

Kirby 64: The Crystal Shards Planets

 * Rock Star - A planet consisting of deserts, ruins, and a strange alien-like spaceship.
 * Aqua Star - Like Aqualiss, Aqua Star is a water-filled tropical paradise.
 * Neo Star - A planet of various ecosystems, such as forests, jungles and caverns.
 * Shiver Star - A wintery planet, with a cloud world and even a factory. It highly resembles Earth. It even has its own moon orbiting it.
 * Ripple Star - Ripple Star is a peaceful planet inhabited by fun-loving fairies like Ribbon. Dark Matter took over the planet once, and, during their adventure to get the pieces of the planet's shattered prize crystal, Kirby and friends came here and defeated it and freed all of Ripple Star from its grasp. After they then defeated O2 at Dark Star, Ripple Star was fully at peace once again.
 * Dark Star - Dark Star is a planet made of Dark Matter where Kirby and his friends battled it out with 02, the final boss of Kirby 64.

Anime Planets

 * Pipi - Interestingly enough, Pipi is the only planet in the anime other than Popstar that has a name. It is home to the royal princess Rona, her loyal servant Commander Vee, and her father, who is old in age.


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Kirby franchise strategy guide/Locations/Green Greens

Green Greens is an area from the Kirby series. Green Greens is usually the first world Kirby visits at the beginning of a game. It was the very first world in Kirby's Dream Land. The boss of Green Greens is Whispy Woods.

It has appeared in the game Super Smash Brothers as a selectable stage as well.


text: User:SpiderMan B1A

title: User:SpiderMan B1A


text: Category:Book:Konkani

title: Category:Book:Konkani


text:
Proto-Turkic/Introduction

The various Turkic languages share a common ancestor. Though no surviving examples of this language have been found (that is to say, it is unattested), linguistic reconstruction allows for insight to be gained about how the language worked and operated.

Yet, there are lexical descriptions about Proto-Turkic, but little is known about its grammar and morphology. Some linguists like András Roná-Tas in his chapter The reconstruction of Proto-Turkic and the genetic question, have described the grammar of Proto-Turkic. However, his reconstructions have Common Turkic features like -z- in place of -ŕ- (like rat but palatalized with y as in young), and he said that:

"... But Proto-Turkic can only be reconstructed by taking the Kipchak languages, thus also Proto-Kipchak, into consideration."

- András Roná-Tas

Because of this, the users BurakD53 and DanielWhernchend have reconstructed the Proto-Turkic grammar by relying on some sources and also, original research.

 * It is not recommended to use this book as a reference in Wikipedia article as it represents original researches of two users.

title: Proto-Turkic/Introduction


text:
Levantine Arabic/Greetings

Greetings
The response is usually different than the greeting itself.

title: Levantine Arabic/Greetings


text:
Proto-Turkic/History of Proto-Turkic language

Xiong-nu language
The history of the Proto-Turkic language is mostly written from the Xiong-nu period, which we have not yet reached from the first-hand sources, but which we can obtain from the second-hand sources past the Chinese written sources.

The Xiong-nu state is still considered complex in terms of its ethnic structure, it is a common view that it is multinational. It is controversial whether the rulers are Mongolic, Turkic or Tungusic, and it is a federation that it somehow accepts as the ancestor of all of them. It is also associated with European Huns due to their different pronunciations. Professor C. Atwood continued using the term “xwn” to establish phonological equivalence with Chinese Xiongnu, Sogdian Xwn, Sanskrit Hūna, Greek Ounnoi, and Latin Hunni. The French Orientalist Joseph de Guignes first proposed in 1756 that the ancestors of the mysterious Huns were the Xiongnu of Northeastern Asia, as based on the phonetic resemblance of the ethnonyms of the two peoples. It is believed by some historians that the Oghurs founded the European Hun state when they migrated to the west. But the identity of European Huns is not clear either.

Xiong-nu language in Chinese inscriptions
Xiong-nu language texts in Chinese sources are limited. Let's take a look at these limited resources.

撑犁 (Chēng lí)
撑犁 term in Chinese inscriptions is associated with the old Turkic tengri. Tengri means sky.

Pu Liben, quoting Perhier (Pelliot 1944), pointed out that the word chēng lí, which many think is related to the Huns and Turkic languages, actually constitutes the pronoun tärim in Turkish. There are also variants of this word. The fact that it is undecided in both Turkic and Mongolian languages indicates that the Hunnic word chēng lí may be a borrowed word.

头曼 (Tóu màn)
头曼 means ten thousand. This word is also found in Mongolic and Tungusic, and it is a word that is most likely taken from each other.

In addition, the name of the founder of the Xiong-nu state was Tóu-màn.

瓯脱 (Ōu tuō)
瓯脱 has many meanings.

瓯脱 was used in many meanings and was likely borrowed from Proto-Turkic *ordu/*ortu, which is also the root of English horde. *ordu/*ortu means palace and was also used in Old Chinese to denote the Xiong-nu people.

Others

 * 居次 (jū cì) means girl, daughter. Compared to Proto-Turkic *kï̄ŕ (girl).

 * 冒顿 (mò dú) is a Chanyu from Xiongnu state. Compare to Turkic Mete.

 * 熐蠡 (mì lǐ) explains Xiongnu villages. Compared to Proto-Turkic *bialïk (city).

 * 径路 (jìng lù)

First Turkic inscriptions
=== Orkhon inscriptions === The Orkhon inscriptions have been found around everywhere in territory of Mongolia - from east to west, from north to south. The most important of these are the Tonyukuk, Kül Tigin and Bilge Kagan monuments, which are the khanate monuments. It is estimated that the Kül Tigin inscription was erected in 732, Bilge Kagan was erected in 735, Tonyukuk was erected between 716-734. Inscriptions are called as Orkhun because it is located around the Koça-Çaydam lake in Central Mongolia, near the Orkhon river.

Kül Tigin inscription
In this inscription erected by Bilge Kagan, the elder brother of Kul Tigin, II. The struggles of the heroes who founded the Eastern Turkic Khaganate and their sons to protect their lives and countries are mentioned.

Bilge Kagan inscription
It is an inscription that is estimated to have been erected by Bilge Kagan's son, Tengri Kagan, on September 24, 735, upon the death of his father on November 25, 734. He explained the services of Bilge Kagan and stated that he was a Khan for a nation that was scattered and fragmented, and that he resurrected and fed the dying nation with the grace of God.

Tonyukuk inscription
In the inscription erected by the great statesman of the Second Eastern Turkic Khaganate, Vizier Tonyukuk, the historical events of this period, the troubles for independence, the struggles and the successes of Tonyukuk are explained. Bilge Tonyukuk states that he was enthroned by İlteriş and Kapgan khan, and that the state became the state, the nation a nation with them.

Yenisei inscriptions
The written monuments concentrated along coast of the river Yenisei are named "Yenisei inscriptions". Nevertheless, Yenisei inscriptions are short inscriptions that belong the Turkic world, old Turk states, namely times of "the Kirghiz state" on historical aspect, and which are not of historical importance, but consist of simple sentences that are important in terms of language.

First Oghuric inscriptions
Oghur languages are precious for Proto-Turkic. Because if they had not migrated to the west and formed a new group, it would not have been possible to go back this far in this language today. That's why inscriptions from the Oghur group are important, even if they appeared much later than those of the Shaz group.

Volga Bulgar inscriptions
Volga Bulgarian texts consist of tombstones that contain many Arabic words. It was written for the same purpose as the Yenisei inscriptions, but the difference is that the Volga Bulgar inscriptions are written from the mouth of the person who wrote it, not the mouth of the deceased. At the same time, the Volga Bulgarian inscriptions give the exact date of the death of the deceased according to the Hijri calendar.

Volga Bulgarian texts dazzle with their proximity to Proto-Turkic. But unfortunately, today's Chuvash language has changed this language a lot. Since the Volga Bulgarian inscriptions are tombstones that give full dates, most of the numbers can be reached. Let's look at the numbers and examine how far Chuvash has moved away from the Volga Bulgar language.

It should be noted that some Volga Bulgarian texts were written in Shaz Turkic and in all respects they show the characteristics of Shaz Turkic. Presumably, these texts do not belong to the Volga Bulgars, but to the Kipchaks who lived around the Volga river at that time. Although these texts are included in the Volga Bulgarian texts, they cannot be included in the language.

In one of the Volga Bulgarian texts, the prayer part was written in Shaz Turkic, the cause of death and the date part were written in Volga Bulgarian Turkic. The text of the prayer is exactly the same as the prayer in the Kipchak Volga Bulgar inscriptions and it is definitely a quote. This monument can be considered written in Bulgar language only in the part of the cause of death and date.


text:
Onondaga/Basics

This section contains basic Onondaga vocabulary.

Onondaga Nation Dialect
 * Onoñda’gegá’- Onondaga (People of the Hills)
 * Nya•wéñha -Thank you (I am grateful)
 * Nyoñh - You're welcome
 * Nya•wéñha Sgé•noñ’- I am thankful that you are well (a formal greeting)
 * Heñheñ - Yes
 * Hi•yah- No
 * Hátsgwih- All right
 * ___ Gya·jih - ___ it is my name

title: Onondaga/Basics


text:
Onondaga/Weather

This section covers weather in the Onondaga Nation dialect

 * Niweñdo'déñh - Weather (the kind of day it is)
 * Owä•de' - It is windy
 * Osdáeñ•dyoñh - It is raining
 * O'géñ•dyoñh - It is snowing
 * Dyo'goñt weñ•di'yoh - (It's always) a nice day

title: Onondaga/Weather


text: Levantine Arabic/Verbs

title: Levantine Arabic/Verbs


text:
User talk:Risean 12345

Hello
Creaters can you talk to Risean 12345

Users
Can you please check my All the Plants book
 * I've been working on Bookifying it! Let me know if you have any questions. --Mbrickn (discuss • contribs) 07:48, 20 August 2021 (UTC)
 * This book appears to have been created by copying from copyright sources. The initial large edit appears to come from someone else's work. Where did you get it from? QuiteUnusual (discuss • contribs) 14:57, 20 August 2021 (UTC)
 * it is mine i copied from my word because i don't know how to put all the plants into wikibooks, so its mine so you can not block me from wikbook reply Risean 12345 (discuss • contribs) 13:03, 22 August 2021 (UTC)
 * That is clearly untrue. The material is definitely from a copyright source and based on your language skills, it's pretty clear you didn't write it. Do it again and you'll be blocked. QuiteUnusual (discuss • contribs) 10:30, 11 November 2021 (UTC)
 * It is mine i copied it form my word so it is mine you can't block me Risean 12345 (discuss • contribs) 15:14, 16 November 2021 (UTC)

title: User talk:Risean 12345


text:
Proto-Turkic/Phonology

Welcome to the Proto-Turkic pronunciation. More general explanation about pronunciations can be found at the previous lesson.

Consonants
There are no * and * phonemes in Proto-Turkic, instead, the phonemes are developed from *ĺ and *ŕ. The original phoneme *ń survives nowhere in modern Turkic languages, but for historical reasons (e.g. *ańaŕ are derived from a lost root *ań-, c.f. *ań-gɨr- > Kazakh аңызақ) it is reconstructed. In intervocalic and word-final positions,, , and was pronounced as allophones , , and , respectively. Such allophones can be known from the descendants, like Turkish dağ ← *tag "mountain", deve ← *tebe "camel", and ayak ← *adak "foot". Additionally, are also pronounced as  when adjacent to back vowels.

Vowels
All vowels contrast short and long vowels. Long vowels are indicated by macrons at top of vowels, so the long vowels include ⟨ā⟩, ⟨ạ̄⟩, ⟨ē⟩, ⟨ẹ̄⟩, ⟨ī⟩, ⟨ï̄⟩, ⟨ö⟩, ⟨ȫ⟩, ⟨ü⟩, and ⟨ǖ⟩ orthographically. Also, some words are contrasted by vowel length, for example *at "horse" vs. *āt "name". Only a number of Turkic languages that use inherited vowel length, for example Turkmen, Khalaj, or Yakut; note that Kyrgyz vowel lengths are formed through compensatory lengthening processes.

Stress
Proto-Turkic words are prototypically stressed in the last syllable (adak "foot", tabïĺgan "rabbit"), like almost all today's Turkic languages. However, the negator suffix -ma/-me (placed between the stem and the tense ending), including its irregular formation in the present tense -maŕ, -meŕ are always unstressed (kẹlmedi "(he) not came", not  kẹlmedi ); although in Turkish even in Old Turkic the suffix -mez (< -meŕ) is always stressed, while in Chuvash makes these negative suffixes became uniformly stressed. These suffixes will explained in the lessons 3: Basics (for -meŕ) and 8: Verbals (for -me).

In a verb clause sentence, the main stress is always on the item before the predicate. If the predicate is at the beginning, the stress is on the predicate. Depending on this, the location of the items can of course change. E.g; The difference between Bẹ ebke tǖn kẹltim and Ebke tǖn bẹ kẹltim ("I came home at night.") is that the main stress is on tǖn in the first one and bẹ in the second, as in Ural-Altaic languages. (Underlined items are predicates.)

The main stress in the noun clause is always in the predicate. E.g; Bẹ ebe (turur) ("I am good."). However, if it is expressed together with the verb turur, it becomes a verb clause and since turur can only come after the predicate in noun clauses, the stress will automatically be in the same item. E.g; ebe (turur) bẹ or ebe turur bẹ. (never ebe bẹ turur . If you make that sentence, it will mean ebe  bẹ  turur "good is me")

There is no special stress in monosyllabic words except adverbs.

Phonemes that cannot start a word
Such phonemes include d-, g-, l-, ĺ-, m-, ŋ-, r-, and ŕ-. In Proto-Turkic language, there is no letter g at the beginning of the word. But sometimes some Altaic defenders have a g at the beginning of the word in Proto-Turkic, since there is a g at the beginning of the word in Proto-Mongolic. These configurations are wrong. The g per word is just an Oghuz variation.

Whether there is a d at the beginning of the word is another matter of debate. Sometimes in some words we accept d at the beginning of the word and the number *dȫrt is one of them. But this is a very rare configuration.

o (ö, ō, ȫ) at the second syllable
Except for the first syllable, there is no letter o in any syllable. The *dạmor configuration is an incorrect configuration. Its correct configuration is *tạmur.

Next Lesson: Pronouns and numbers

title: Proto-Turkic/Phonology


text:
Levantine Arabic/Verbs/Present

Conjugation
The present tense (also called b-imperfect) is formed by adding the prefix (b-/bi-) to the subjunctive form.

The b-prefix is pronounced “b-” if the subjunctive prefix is stressed and “bi-” if its unstressed, resulting in the following conjugation:

 * North and South Levantine differ in the 1st person singular (I) and 3rd person masculine (he) and plural (they).
 * When the prefix is stressed, the South Levantine 3rd person masculine is the same as the 1st person singular in North Levantine.
 * The 2nd person masculine (you) and 3rd person feminine (she) share the same form.
 * In the 1st person plural (we) the prefix becomes assimilated resulting “mn-/min-”, however some speakers pronounce it as “bn-/bin-”.

Present progressive
The present progressive is formed by the particle (ʕam) followed by either the subjunctive or present tense of the verb, depending on the region and personal preference.

It is used to emphasize an ongoing action. It's usage is less frequent as in English, as the present tense itself can be used instead.

The present progressive is not used with verbs of motion, where the active participle is used instead.

title: Levantine Arabic/Verbs/Present


text:
Levantine Arabic/Verbs/Subjunctive

Formation
The stem of the subjunctive is usally formed by changing the vowels of the past tense 3rd person singular. It can be predicted for form II-X verbs, however it must be learned for form I verbs.

The given form is the 3rd person singular with the prefix “y-”, other persons are derived from it.

Note that any stressed “i” in an emphatic environment can become “u” in North Levantine.

title: Levantine Arabic/Verbs/Subjunctive


text:
English for B2 Students/Progress Test 2

Change the following into Question tags.

1.Mary is coming. 2.You arent eating that. 3.You bought a car. 4.Stacy likes cooking. 5.Mom cant bake. 6.I cant sing.

title: English for B2 Students/Progress Test 2


text: Shelf:Star Fox

title: Shelf:Star Fox


text: Shelf:Star Fox/ancestry

title: Shelf:Star Fox/ancestry


text: Category:Shelf:Star Fox/all books

title: Category:Shelf:Star Fox/all books


text: Category:Shelf:Star Fox

title: Category:Shelf:Star Fox


text: Subject:Star Fox

title: Subject:Star Fox


text: Category:Subject:Star Fox/all books

title: Category:Subject:Star Fox/all books


text: Category:Subject:Star Fox

title: Category:Subject:Star Fox


text: Prussian/Lesson 1

title: Prussian/Lesson 1


text:
AutoCAD/DWG Files

AutoCAD drawings are saved using the DWG extension, and over the years this has become a standard format for exchanging technical drawings, to the extent that even programs such as Adobe Illustrator will recognise DWG files. AutoCAD also supports an even more widely recognised format called DXF which was specifically designed as an interchange format. Unfortunately, as AutoCAD has passed through numerous editions, the DWG format has upgraded to keep pace with newer features. The most recent format was released with AutoCAD 2012 and any files saved using this format cannot be opened by AutoCAD 2011, 2010, 2009 etc.

title: AutoCAD/DWG Files


text:
AutoCAD/Basic Drawing Tools

Point
Creates a symbol on the drawing that is tied to a specific point. It is defined by coordinates (x,y,z). It is not necessary to create points when you want to draw other geometric entities.

Construction line tools
Ray = A line with a defined starting point with infinite length at a specified slope, the command for which is "RAY" and then you need to give the specifications.

Xline = An infinite line with no start or end point at a specified slope. Base point can be snapped with middle point snap mode. Shortcut "xl"

Polyline
Polylines are the main business of most drawings. A polyline is made of numerous lines/arcs/or both segmented together into one selectable object. Polylines are quite versatile and the PEDIT(Polyline Edit) command can be used to access & edit many of the features associated with them. Shortcut "pl"

Polygon
Polygons are regular, multisided shapes such as pentagons, hexagons etc. When this tool is employed, AutoCAD requests the number of sides desired and then asks whether the shape is to be defined as sitting on a circle of specified radius, or by the length of a side. The objects created from this command become "Closed Polylines" and can be edited using PEDIT.

Rectangle
This is a quick way of drawing a four-segment polyline with four right angles. Shortcut "rec".

Arc
An arc is a circle segment. When using this tool the user can define the arc by selecting three points through which AutoCAD will generate an arc, or alternatively the user can define a center point, a radius and a range of degrees to fill.

Circle
The only variables here are radius and centre point. Shortcut "c"

Spline
Splines are a particular form of curve generated by specific mathematical equations. The user can select as many vertices as they wish, and AutoCAD will generate a spline curve that incorporates all these points. Splines are generally used for cosmetic purposes, as their mathematical complexity makes them hard to define from a technical design perspective. Shortcut "spl"

Ellipse
Basically an oval. Similar to a circle, except ellipses require a radius to be defined for both their vertical and horizontal components. Shortcut "el"

Hatch
Hatches are area fills. They can be made up of a solid color, a gradient (in later versions of AutoCAD) or more usually a specific pattern. Hatches can be applied to a particular object such as a looped polyline, or any enclosed area. They can be (and usually should be) defined as being "associative" which means that if the area in which they are contained is adjusted, the hatching will update automatically.

Text
Inserts a text string into the drawing. AutoCAD uses two forms of text entry, single line and multiline. These are known respectively as DTEXT and MTEXT. DTEXT is very much a leftover from AutoCAD's early years and there is no real justification for using its very basic system when the MTEXT option has features similar to a conventional text editor.you may also select command TEXT for undefined area.

title: AutoCAD/Basic Drawing Tools


text:
AutoCAD/Basic Modifying Tools

Analyzing the patterns when shopping online of grade 10 students in Aranguren integrated school high school department

Erase
Erases the selected object from the drawing. Can also be activated by pressing the delete key on the keyboard. Shortcut "e" (not very helpful because there is delete key)

Also erases the objects by selected objects for example. select the objects which you want to erase and then select the erase tool and press key enter New Method

Copy
Copies the selected object from one point on the drawing to one or more locations. The user defines two points and the object is copied using these two positions as base points. For example, the user could select 100,100 as the first point and 100,200 as the second point. This would place the copy 100 drawing units above the first. Points can either be entered using the keyboard or by clicking anywhere in the drawing. Shortcut "cp"/"co"

Mirror
Creates a mirror image of the selected object. The user defines two points, along which AutoCAD generates a "line of reflection" and the reflected object is generated across this line with all components reversed. The user is then asked if they want to keep or delete the original. One problem with the mirror command is that if any text is included in the mirroring operation, it too is reversed making it unreadable and ridiculous. To fix this, type "MIRRTEXT" at the command line and change the value to 0. Shortcut "mi"

Offset
An offset is like a copy but is more precise and must be used for certain situations as the result is likely to be slightly bigger or smaller than the original. For example, consider a line that represents the edge of a road. This line contains several curved segments, and you would like to make a copy of this line to represent the opposite side of the road. A direct copy won't work, because the radius of the inside of a curve is much tighter than on the outside. The offset command allows you to simply define how far away and on which side you would like the copy to be made, and AutoCAD will take it from there. Shortcut "o"

Array
An array is a quick way of doing a lot of copying, as long as all the copies are arranged in a simplistic way. There are two types of array; polar and grid. For a polar array, AutoCAD asks the user how many copies they want to make, and requests a centre point and a number of degrees to fill. AutoCAD then sweeps round this centre point making copies of the selected object in a circular pattern. For a grid array, the user selects how many rows and columns they require, as well as the spacings between them and AutoCAD instantly duplicates the selected object(s) as many times as necessary. Shortcut "ar" In other words The array is the command used to draw multiple copies of an object in a particular pattern or order.

Move
Works exactly the same as the copy command except the original is deleted. Shortcut "m"

Rotate
The user selects the object(s) to be rotated, a centre point, and defines the number of degrees to revolve through. The original is deleted, so if a copy is desired the polar array tool should be used. (Though, since AutoCAD 2006, a "Copy" option is included in this command, making it possible to retain the original objects) Shortcut "ro"

Scale
The object(s) are selected, and a basic point and scaling factor are defined. An easy way of changing a drawing from metres to millimetres is to scale everything up by a factor of 1000. Shortcut "SC"

title: AutoCAD/Basic Modifying Tools


text:
AutoCAD/Drafting

Starting a drawing
Upon running the program, the user will likely be prompted with an option to open an existing drawing or start afresh using a template. Templates are saved using a DWT extension and provide a quick way to get started. Having selected a template or having chosen to start from scratch, the user finds themselves at an empty drawing and is free to input information. The main area of the program window is taken up by the drawing area. This is surrounded by toolbars, a menu bar and a command line. The toolbars and the menu bar work the same way as other Windows programs, but the command line is a little more primitive. It is a throwback to the earlier versions of AutoCAD which existed in a time prior to Graphical User Interfaces and all editing had to be done by typing in commands and specifying coordinates. Even something like zooming into an area required the user to input the coordinates defining the window around the area to zoom into. Naturally enough, none of this functionality has been removed, with the result that AutoCAD now has both a modern graphical interface and a less pretty but far more flexible command line system. The advantages of using the command line to control the program will become clear later.

OSNAP Modes
Using object snap modes is crucial for accurate drawing. Drawing without them will result in misaligned entities and inaccurate lengths and positioning.

They can be accessed while using a command that asks the user to input a specific point, either directly at the command line, the OSNAP toolbox or by right clicking while holding the shift key.

title: AutoCAD/Drafting


text:
AutoCAD/Layout Space & Model Space

Layout Space/Model Space
Layout Space is typically used as an area for drawing entities that are not real-world objects, but rather entities that are informational in nature (annotations, border and title block, notes, etc.) and therefore can always be drawn at the same size they will be printed at. It has been long-debated about the usefulness of Layout(Paper) Space, especially since AutoCAD introduced xRefs and the ability to clip them. Many users find working solely in Model Space an efficient method of working in CAD (ala Microstation), however both methods of working in AutoCAD have their pros and cons, and what method a user may choose will largely depend on personal preference and/or the preferred method of the company one works for.

Model Space
Model space is basically "the real world". Everything is drawn at a scale of one to one (where meters, millimeters or inches are the preferred drawing units) and all drawing components are positioned at the correct distances from each other, regardless of what sheet of paper they may end up being printed on. The drawings may also be positioned on a specific coordinate system, such as a national mapping grid, in order to integrate accurately with other drawings.

Layout (Paper) Space
A typical Layout Space layout will consist of a standardized title block containing information about the drawing; drawing number, date completed etc. This title block will be drawn to accurately fit on a standardized sheet of paper. For example, a sheet of ISO A1 measures 841mm by 594mm. Thus, a title block for printing on such a sheet may measure 820 drawing units by 570. It can then be printed out at a scale of 1 to 1, and will fit on the page nicely.

Viewports
All this is of course well and good, but how do we get the actual drawing information from model space into this titleblock? To do this, we utilize an item known as a viewport. A viewport is a shape (usually a rectangle but can be any shape) that is drawn into paper space. Think of them as a TV screen. Inserting a viewport into paper spaces "places a camera" into model space. You can change the angle of view, the scale factor and many other variables in the viewport settings. These changes only effect this one viewport. This lets you have, for example, one large viewport of a building site at a scale of 1:100, and right beside it another showing a detailed area at a scale of 1:10. It's the same building site, and it exists only once in model space, but it is represented twice in two different ways in the final drawing. The obvious advantage of this is any changes made in model space will instantly update in every viewport, keeping all your printable drawings up to date.

title: AutoCAD/Layout Space & Model Space


text:
AutoCAD/Layers

Organizing Data
An important thing to realize about AutoCAD is that it is not some kind of digital drawing board. A lot of inexperienced users approach the program as if it was MS Paint for engineers, and end up creating horribly thought out and disorganized drawings that can cause no end of strife and frustration for those who may later be required to work with the files. Not only can badly created drawings cause ulcers to other AutoCAD users, they make it a lot easier for design flaws to sneak into the process. A little bit of pre-planning and some attention to good drafting practice might be the difference between a painless efficient project and a messy expensive rebuild.

The most important thing to understand is that AutoCAD does not, strictly speaking, create "drawings" in the classic sense of the word. The user should not consider themself to be making pictures or creating images. A much more useful and accurate way of thinking about an AutoCAD drawing file is as being a database full of information. The AutoCAD program allows the user to view and edit this information through a graphical interface. Thus, when drawing a line between two points, realize that you are entering two coordinates into your database. So if you want a line that links the points 200,500 and 600, 1200, then those should be the values you use. Do not, under any circumstances, just scribble down a line in a place that "looks" right. What kind of database user are you, to be inserting 199.9813 when you mean 200? If you want one line to begin where a previous one ends, then ensure they contact at EXACTLY the same point. You can use the "Object Snaps" feature to make this work properly, and there is no excuse for creating drawings that contain elements that look like they line up  until you zoom in to micrometer scales and discover why those polylines weren't joining correctly or those hatches weren't applying properly etc.

The Layers Window
The LAYERS window should be the hub around which any moderately well thought out drawing should revolve. It is through the layers window that all data is organised and controlled. A layer can be thought of as being a transparent sheet overlaying the drawing board. You can have as many as you wish. It is extremely useful to separate as much data as possible onto separate layers. It allows you to have numerous "drawings" all existing together in the one file. When a layer is "turned off" all the information that was on that layer becomes invisible.

The Layers window can be opened by either hitting the layers button on the toolbar or by typing LAYER or LA at the command line. For a new drawing, the only layer available is the layer 0. This is a special layer which is required in all drawings. It is bad drawing practice to create linework on this layer. It should be used only for creating the components of blocks and inserting xrefs. (More on these later). New layers can be created by hitting the "New Layer" button. By default, Autocad will name new layers "Layer1", "Layer2" etc. It is advisable to rename the layer to match the content that will be drawn on it, e.g. BRICKWORK, STORMWATER_PIPES, STORMWATER_MANHOLES etc.

ByLayer
An extremely important aspect of the layers window are the columns for Color, Linetype and Lineweight. Suppose you create a new layer, and call it STORMWATER. Next you might select the color value of this layer and set it to Blue. Upon hitting OK and returning to the drawing, you might start constructing linework. You will notice that the layers toolbar has several dropdown boxes in it, again showing color, linetype and lineweight. If all is well in the world, the words ByLayer should be written in all these boxes. This means that if you have a line on the layer STORMWATER whose color is set to ByLayer, it will automatically be Blue. If you reenter the layers window and change the Color of STORMWATER to something else, everything on the layer whose color is set to ByLayer will automatically change. It is possible to set the color of an object to something other than ByLayer, by selecting the object and than opening the color dropdown box on the Layers toolbar. This is very rarely recommended though. Think about it. Suppose you are drawing lots of pipes all over your STORMWATER layer, and they are all showing up Blue. Now suppose that there is one particular pipe that you want to appear green, because it is made of steel instead of plastic or something. The cheap and lazy option is to just change that objects color to green, but this means that you have given up some control over that line, because now you can no longer edit its color through the layers window. A good rule to bear in mind is, if something is different enough to deserve its own color, then it certainly deserves its own layer. In this case you would make a separate layer (colored green) called STORMWATER_STEEL upon which you would draw this one line. You would probably then rename the original layer to STORMWATER_PLASTIC, in order to retain consistency and to make it easier for someone else to understand the drawing.

Linetypes
Linetypes are a method of defining the pattern in which a particular line will print out, whether it be dashed or dotted or numerous other styles. The default setting is called Continuous, which just means a standard uninterrupted line. However, cases will arise, in particular when printing in black and white, in which it will be necessary to differentiate between different pieces of linework. Defining linetype works exactly the same way as for color. It can be changed individually on an object by object basis, but it is almost always preferable to leave everything set to ByLayer and adjust the settings through the layers window. By default, the only linetype available when you start AutoCAD is Continuous. To make others available, double click on Continuous in the layers window. The box that opens will have an option to "Load". The following window should provide a good list of extra linetypes which you can load as you need them. AutoCAD doesn't load them all by default to keep file size minimal. An important aspect of linetypes is scale. All lines have a property called linetype scale, which by default is set to 1. However, different linetypes may be defined in different ways. For example: a dashed line may have gaps that are 100 units apart and nearby dotted line may have been defined with gaps of only 10. It would be necessary to change the linetype scale of the dotted line to 10 to maintain a degree of consistency throughout the drawing. Just to confuse things, there is another variable called LTSCALE that effects linetype scale in the drawing at large. It is changed by typing LTSCALE at the command line. By default it is set to 1. Changes to this value are on top of changes to the object linetype scales, so if a line has its linetype scale set to 20 and LTSCALE is set to 10, the line will appear to have a scale of 200. The advantage of this is it allows you to have the same line appearing in different viewports at different scales without the linetype scale distorting.

title: AutoCAD/Layers


text:
AutoCAD/External links

Clones
CADopia 8 is a software similar to AutoCAD.

Free clones
This section is to include information about AutoCAD clones that are free software.

FreeCAD is an OpenSource CAD/CAE

A9CAD has a freeware CAD version.

ProgeCAD 2009 smart! is freeware for non-commercial use.

DoubleCAD XT

NANOcad has a free copy

Dassault Systèmes offers Draftsight for free

AutoCAD Books

 * AutoCAD 2007 and AutoCAD LT 2007 Bible by Ellen Finkelstein
 * AutoCAD 2007 and AutoCAD LT 2007: No Experience Required by David Frey
 * AutoCAD 2007 For Dummies by David Byrnes and Mark Middlebrook
 * Digital Drawing for Designers: A Visual Guide to AutoCAD 2015 by Douglas R. Seidler
 * Exercise Workbook for Beginning Autocad 2006 by Cheryl Shrock
 * Mastering AutoCAD 2007 and AutoCAD LT 2007 by George Omura
 * Up and Running with AutoCAD 2010 by Elliot Gindis
 * AutoCAD 2019: A Problem Solving Approach by Prof. Sham Tickoo

Free AutoCAD Tutorials
CADTutor - Text and video tutorials.

MyCADSite - Text and video tutorials.

title: AutoCAD/External links


text: Issues in Interdisciplinarity 2019-20/Printable version


text: Group Theory/Printable version

title: Group Theory/Printable version