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Patched Plains

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Patched Plains
File:Patched Plains.jpg
Screenshot from Kirby: Planet Robobot.
Details
Level Nr. 1
Stages 5
EX Stages 1
Code Cubes 11
Mid-Bosses Invader Armor (1-2), Gigavolt (1-3), King Doo (1-4), Kibble Blade 2.0 (1-EX)
Boss Clanky Woods
Stages with Robobot Armor 1-2, 1-3, 1-4, 1-EX
Level progression
First level Resolution Road
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Patched Plains (known in Japan as Plain Proptom) is the first level of Kirby: Planet Robobot. It has four regular stages, a boss stage, and an EX stage. The level is characterized by green metallic plains, and also features a train and a laboratory. There are eleven Code Cubes to collect in this level, with one in Stage 1 and Stage EX, and three in Stage 2, Stage 3 and Stage 4. The boss is Clanky Woods.

Stages

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For details on each stage individually, click the name of the stage.

Stage Unlock Req. Code Cubes Robobot ArmTemplate:Our? Notes
Stage 1 N/A 1 No This stage contains tutorial signs.
Stage 2 Complete Stage 1 3 Yes
Stage 3 Complete Stage 2 3 Yes
Stage 4 Complete Stage 3 3 Yes
Stage 5: Clanky Woods Collect # Code Cubes from prior Patched Plains stages and complete Stage 4. 0 No Completing this stage unlocks Resolution Road
Stage 6 EX Collect all Code Cubes from prior Patched Plains stages. 1 Yes This is an EX stage, so completing it is not required to finish the game.

Stage 3

File:Patched Plains 3.jpg
Kirby prepares to bomb a rather large Chip in Stage 3.

Section 1: The stage begins at a train station. Just to the right, the back of the train can be seen. Kirby boards the train just as it is about to leave to proceed to the next section.

Section 2: Inside the train, Kirby finds himself in a small room with a Battery. To the right, a sawblade device sits in front of an obstruction. Kirby can use the battery to power the device and make a way forward. From there, the path opens up to a wide hall, where a Pillah attempts to pelt Kirby with its pills. These can be swallowed to grant Kirby the first new ability, Doctor. This will allow him to throw pills of his own, along with other medical surprises. As the path continues to the right, Kirby can hop between foreground and background at various points to avoid spiky floors. Further in, Kirby will need to carry another battery past a golden bullet-shaped obstacle, which threatens to either splat him on the screen, or knock him out of the train through a window. Past another sawblade, two container devices can be seen, one of which holds a Code Cube. The one in the foreground holds a Gordo and also has an input for a battery. If Kirby got the second battery from the previous area, he can activate the device to cause the Gordo to swap with the Code Cube. From there, past a Clown Acrobot, the door to the next section can be reached... though there appears to be another path.

Section 3: The door leads to another open hallway area. In the background is a battery, which Kirby cannot reach unless he had started there. In the next room is another swapper device, which contains an optional doorway that leads to a Code Cube and... something else. The path continues to the right past this device, through more enemies and obstacles. Along the way, a shaft can be seen with a large silver block at the top. This can be accessed if Kirby has acquired some special equipment to deal with it. Otherwise, the door to the next section is at the right end of the train car.

Section 4: The door leads to another train car, with the path leading right past some Shotzos that can be blocked using bomb blocks. From there, the path goes up some crates past a large silver block with handles and a Gigatzo. Kirby can use the Robobot Armor to pick up and carry this block. After invalidating the Gigatzo, another silver handled block can be seen further right blocking a swapper device with another Code Cube inside. To power the device, a battery can be found further right under a platform holding a docking station. At the right end of the path, the front car of the train is finally reached, with the operating Waddle Dee asleep at the helm. A switch can be pressed to reveal a Warp Star that will carry Kirby (and his armor) off the train and to the next section.

Section 5: The Warp Star lands Kirby in another green plain area. Past some enemies and up a steep hill, a platform waits to be unscrewed, leading to an open area. Here, Kirby is ambushed by two Voltes. To defeat them, Kirby must jump on their heads and unscrew the bolts on them. Once both are defeated, a giant robot appears in the background, bearing a similar look to the smaller Voltes. Known as Gigavolt, this colossus attacks Kirby by slamming its hands into the ground. Kirby has to defeat it by blowing off the covering on the hands and unscrewing them. Once both hands are gone, Kirby proceeds to the head and dismantles it. Once defeated, the stage exit appears for Kirby to enter.

Secret Area
Spoilers! Notice: Stop right there, stubby little pink thing!
Spoilers abound! If you do not wish to read them, skip ahead to the next heading or find a different article.

In Section 4, there is a hidden path that leads to a HAL Room. To reach it, Kirby must activate the Warp Star at the end of the train, then backtrack without the Robobot Armor. A new pathway will be revealed. From there, the HAL Room leads into Section 5.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Robobot Armor Modes

Stage 4

File:Patched Plains 4.jpg
Kirby climbs toward a bothersome Spynum in the laboratory in Stage 4.

Section 1: The stage begins outside a screw-shaped laboratory, as the camera ominously zooms in toward Kirby's position at the bottom of a walkway leading to the entrance. From there, the pink puff will need to make his way up the walkway, which wraps around the building for a brief moment until reaching the door.

Section 2: The door leads to the laboratory interior, garnished with green tubes and flasks. The path leads to the right past some laser security and a Clubmech. The door to the next section can be found up a grate, which Kirby can climb.

Section 3: The door leads to an open area, with a large screen in the background. Pressing a switch to the right turns it on, revealing a series of symbols suggesting a path to a treasure chest. The chest contains a Code Cube, so Kirby must follow the instructions in order to get the cube. In the process, there will be several enemies and obstacles in the way. The door to the next section can be found after the chest is reached.

Section 4: The door leads to an area of the lab consisting primarily of grates and suspended platforms. Kirby will have to climb past enemies and other hazards as he moves up and to the right. In the middle of a field of lasers is an Invincibility Candy that will allow Kirby to easily rush through the rest of the area. The door to the next section can be found just to the right past several enemies, but there is also a Code Cube through a spike pit below.

Section 5: The door leads to an open area with a path to the right past numerous enemies. Bandana Waddle Dee appears to provide an Assist Star. Further right, The Mid-Boss King Doo appears in a more narrow hallway. If Kirby is still under the effects of Invincibility Candy, King Doo does not stand a chance. Once defeated, the king can be swallowed for the Beam ability. The path continues upward and to the right past more lasers. An electrical fork can be seen sticking out of the ground, which can be surged by any electric-based ability. This will cause electricity to surge through the wire and open a door to the right, allowing access to a Sticker. The door to the next section can be found just above.

Section 6: The door leads to an open hallway which leads to the right. In a sub-chamber through a tube, a suit of Robobot Armor can be manned. Using this suit, Kirby can carry a large block with a piece of wire inside. If he places it in the right locations, he can open a door to a Code Cube by electrifying the wire. From there, the path leads upward past more lasers, with the stage exit located just above.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Robobot Armor Modes

Stage 5 (Boss: Clanky Woods)

File:Clanky Woods Fight 1.jpg
Kirby contends with Clanky Woods on the semi-circular platform.

To enter this stage, Kirby needs to have collected at least 4 Code Cubes from the previous stages to disrupt the firewall.

The stage begins in a small metal chamber with the green fields and a lake out in the background. Kirby will need to enter a pipe to reach an area in the foreground where Bandana Waddle Dee will give him an item. Another tube leads to a lower chamber where the Spark, Doctor and Cutter abilities are available on Copy Pedestals. The next tube take Kirby to the ground floor, where a very large ominous red door with the Haltmann Works Company logo on it lies. As Kirby approaches, spotlights on the door activate, point at him, then the door opens to let him in.

The door leads to a rather bare semi-circular ring platform high up in the sky. Kirby walks on stage and looks around, when Clanky Woods appears behind him, jumping onto the platform. It lets out a roar, and the fight begins.

The fight itself take place in three distinct phases. The first is a straightforward fight on the platform as Clanky fires missiles at him and drills into the ground to hurl boulders. The second phase happens when Clanky drops down and brings up the other half of the ring platform, torning the fight into a chase around the ring. The third phase begins when Clanky, nearly depleted on health, raises most of the ring sections into walls to prevent Kirby from going anywhere, then tries lobbing attacks at him from the center platform.

Once Clanky is defeated, it breaks down, and becomes unable to move, crying tears of oil. From there, the first of the Haltmann Works' UFO legs is damaged, and Kirby can move on to the next level, Resolution Road.

Stage 6 EX

File:Patched Plains EX.jpg
Kirby duels with Kibble Blade 2.0 on top of a train in Stage EX.

Section 1: The stage begins in the laboratory, as Kirby falls down a vertical shaft directly into a suit of Robobot Armor. After unscrewing a barrier, a crank elevator is revealed which leads back upward. The door to the next section can be found at the top.

Section 2: The door leads to the plains area, where Kirby must progress through a series of narrow tunnels. Here, a number of challenges relating to the Bomb Mode are met, which will unlock various goodies. At the bottom, a number of platforms can be shifted between the foreground and background by means of cranks. The door to the next section can be reached through a narrow passageway, belo one last bomb challenge.

Section 3: The door leads to a train area, where Kirby must store away the Robobot Armor to progress forward. Here is where Simirror and the re-introduced Mirror ability are first encountered. Along the path, a number of obstacles need to be avoided, but Mirror can be used to reflect a lot of the projectiles. The door to the next section can be found at the right end of the path.

Section 4: Back in the plains, a Rocky greets Kirby by sliding down a slope toward him. Here, a number of tilted cylinders are traversed. One of them has a Sticker on the outside, so Kirby will need to find a way to get out there if he wants that sticker. The door to the next section is guarded by a Noddy, so here could be an appropriate place for a quick nap.

Section 5: The door leads back to the laboratory, where Kirby must now traverse a grated area full of hazards. At the end of this long and painful road is a tube leading to the next section.

Section 6: The tube leads to another train section. In the next room, Kirby can pick between the Archer and Mirror abilities. Moving forward, he meets Bandana Waddle Dee, who gives him another Assist Star. From there, he climbs a ladder leading onto the roof of the train. Progressing left past some collectibles, Kirby must then fight Kibble Blade 2.0 as the wind continuously pushes him to the left. Once Kibble Blade is defeated, Kirby can proceed further left to re-enter the train. In the last car, he can Push a switch to obtain a number of goodies, including the one Code Cube in this stage. From there, a tube leads to the back of the car, where the stage exit can be reached.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Robobot Armor Modes

Trivia

File:Patched Plains Stage Select.jpg
A portion of the Patched Plains Stage Select area.


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