Resolution Road

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Kirby PR Level InfoBox
Resolution Road.jpg
Screenshot from Kirby: Planet Robobot.
Details
Level Nr. 2
Stages 5
EX Stages 1
Code Cubes 14
Mid-Bosses Telepathos (2-1), Invader Armor (2-2), C.O.G.S. (2-2), Miasmoros (2-3), Kibble Blade (2-4), Dubior 2.0 (2-EX)
Boss Holo Defense API
Stages with Robobot Armor All but Boss stage
Level Progression
<-- Patched Plains Overload Ocean -->
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Resolution Road (known in Japan as Rasterd Road) is the second level of Kirby: Planet Robobot. It has four regular stages, a boss stage, and an EX stage. The level is largely a cityscape with roads, milk carton buildings, and a casino. There are fourteen Code Cubes to collect in this level, with two in Stage EX, and three in all the other stages, aside from the Boss stage. The boss is the Holo Defense API.

Stages

Note that the following synopsis focuses on Kirby's playthrough in the main Story Mode. In Meta Knightmare Returns, some sections are not played at all, and the remaining sections are played in one long continuous run.

Stage 1

Why did Kirby cross the road?

Section 1: The stage begins in a cityscape, as Kirby walks past some milk carton-shaped buildings. Just ahead, a crosswalk appears, with Waddle Dees driving cars with eyes along the road. There is a traffic light above, which signals when it is and isn't safe for Kirby to cross the road. Still, Kirby could easily avoid the cars regardless by jumping or hovering over the road. From there a Capsule J3 is spotted, which can grant Kirby the long-missed Jet ability. From there, Kirby encounters more enemies and crosswalks. The door to the next section can be found to the right, but a Code Cube can be seen in the background. Is there a 3D Warp Star nearby?

Section 2: The door leads to a series of rooftops. The path continues to the right past some precipices. After hopping over a few rooftops and enemies, the door to the next section can be found down a long fall to the right.

Section 3: The door leads to another rooftop area, with the path now leading upward through soft platforms. The Robobot Armor can be seen to the left, inside a docking station. With this equipped, Kirby can try out the Parasol Mode for the first time, which allots the armor much greater air time than it used to have. On the way up, a number of switches can be pressed to release items in the background that Kirby can collect later, including a Treasure Chest containing a Code Cube. At the top a 3D Warp Star carriwed Kirby to the background, where he then must disembark from his armor to progress downward. The door to the next section can be found at the very bottom.

Section 4: The door leads back down to street level, where a Blade Knight can be seen patrolling on top of a box (as they are ought to do). Just past that are two Copy Pedestals containing the Bomb and Jet abilities. From there, Bandana Waddle Dee appears and gives Kirby an Assist Star. Naturally, just ahead, a Mid-Boss is fought. This time, it is a new enemy, the floating Telepathos. Defeating and swallowing it yields Kirby the second of the new abilities, ESP. This allows him to strike from a distance using psychic abilities, as well as vanishing and reappearing at will. The path continues right from there, past more cars and enemies, with the door to the next section at the far end.

Section 5: The door leads to more roadways as the path continues to the right. Here there are no stoplights, so Kirby should mind the road, lest he be splat against the screen. Along the way, a Sticker can be seen under a platform held up by two screws. Above this platform is an Esper, along with a peculiarly-placed star block. Past more roadways, a swapping teleporter can be found with an optional doorway inside. Kirby will need to find a Battery to power the device so he can use that doorway to get another Code Cube, and maybe if he's lucky, he can get something else out of it too. From there, the stage exit can be found at the far right, past more roadways.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Robobot Armor Modes

Stage 2

Kirby antagonizes the driving Waddle Dees using his Jet Armor in Stage 2.

Section 1: The stage begins on the rooftops of the city. To the right, a Walky can be found, along with some other enemies. A tube leads to Bandana Waddle Dee, who provides another Assist Star. From there, Kirby will need to contend with another Invader Armor. After defeating it, Kirby can man the suit and continue to the right. After using a crank elevator to move down, Kirby then encounters a hatch which produces Capsule J3s. Scanning one in transforms the Robobot Armor into a jet. It then flies off to the next section.

Section 2: The jet enters a ground-level area of the city in an auto-scrolling shooter section. Several enemies try to get in the way, but they are no match for Kirby's new arsenal of missiles. Along the way, a Code Cube can be seen on one of the roadways below. Kirby will need to mind the buses when he collects it. From there, a 3D Warp Star carries him to the background, where the flight continues past more enemies and cars. After passing the roads, Kirby flies off to the next section.

Section 3: The jet enters a higher position in the city, with the road no longer visible. More enemies assault him as he jumps between background and foreground. Along the way, he will have to maneuver around oddly-shaped walls. There is also a Golden Sticker behind a bomb block wall that Kirby will need to fire a backward missile at to open up. From there, the second Code Cube can be reached by backtracking a little after jumping to the background again. In the foreground the third Code Cube can be accessed by destroying the grey blocks that surround it. Shortly afterward, Kirby's jet flies to the next section.

Section 4: The jet flies into another high-rise area. Bandana Waddle Dee appears on a distant platform to grant an Assist Star. From there, Kirby encounters a huge airborne robot made of gears and turrets called C.O.G.S.. In order to progress forward, Kirby must destroy each of its turrets one-by-one. Once that is done, the jet flies through to the next section.

Section 5: The jet flies in, making an automatic descent, then crashing into the ground, ejecting Kirby back onto his feet. He cannot re-enter the armor, and must progress to the right. After dispatching a Gabon and retrieving a Maxim Tomato for his troubles, Kirby proceeds to the stage exit just beyond.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities Robobot Armor Modes

Stage 3

Kirby tries out the new Poison ability in the laboratory in Stage 3.

Section 1: The stage begins outside the laboratory, as the ominous music cues. From there, Kirby can make use of a Copy Pedestal containing the Wheel ability to quickly ascend the spiral walkway and enter to the next section.

Section 2: The door leads to the lab interior, showcasing a primarily reddish coloration. The path continues upward past a Scarfy and an electric sphere trap to reach the door to the next section.

Section 3: The door leads to an open walkway, where a Wheelie immediately comes in to greet Kirby. This area is meant to be sped through using the Wheel Ability, and will take Kirby past myriad traps and obstacles. A Golden Sticker can be obtained at the far right in a side-chamber past a rather rude laser turret. The main path continues upward along a grate, then further right past several Labo to reach the door to the next section.

Section 4: The door leads to a hallway with a grate leading upward. Bandana Dee appears in the next room to provide assistance. From there, the path goes further up, past pedestals containing the Parasol and Spark abilities. In the next area, Kirby encounters Miasmoros for the first time. Defeating and swallowing it yields him the third and final new ability, Poison. This allows Kirby to become a walking biohazard. The path continues upward, past a bomb block barrier containing some recovery items, and through the door to the next section.

Section 5: The door leads to an open area where several enemies vie to get poisoned by Kirby's new power. From there, a screen can be accessed which show a series of symbols, and a chest at the end. Kirby will need to keep the order of these symbols in mind as he progresses through the area, or he will get a dud chest, missing the next Code Cube. The door to the next section can be found after the chest.

Section 6: The door leads to a narrow hallway, with a path leading downward. A suit of Robobot Armor can be found to the left, behind a bomb block barrier. Here, Kirby can try out the Stone Armor Mode for the first time, and use it to punch large rolling crates into position. This will be necessary in order to collect the next Code Cube. At the right-end of the path, the door to the next section can be found, though Kirby will need to disembark from his armor to fit through it.

Section 7: The door leads to a walkway laden with all sorts of enemies and traps. The third Code Cube can be found along this path, inside an electric sphere trap and a lever barrier. From there, past more electric orbs, the stage exit can be found.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Robobot Armor Modes

Stage 4

Kirby uses a Game Boy to control a Mecha-Kirby in the casino in Stage 4.

Section 1: The stage begins in the city, as Kirby must cross more streets. From there, he reaches a very lavish casino set up by Haltmann Works, with a Broom Hatter keeping things clean out in front. The stage continues inside the casino itself.

Section 2: The door leads to the casino interior, with numerous giant slot machines and spinning roulette tables in the background. The path to the right is adorned with big tokens and other casino niceties. Past a few enemies, Kirby must then traverse a large billiard table and avoid the balls rolling into his plane. Past several more obstacles, the door to the next section can be found at the right end of the path.

Section 3: The door leads to an open area of the casino, with platforms suspended over a void. Several ability-providing enemies adorn the area, as the path continues to the right. The door to the next section is just beyond, but there is another path that can be taken through the background.

Section 4: The door leads to an open hallway leading to the right. Just ahead, a series of giant golden dice move around the area. Kirby ought to move carefully, lest he be squished by an unfortunate roll. If Kirby is in the background still, he can get at a chest along the way which contains a Golden Sticker. The paths converge at the right end of the hall, where the door to the next section can be reached.

Section 5: The door leads to another long passageway. To the right, a small pink robot can be seen in the background, and a remote in the foreground that looks like a Game Boy. When Kirby picks up this remote, the robot in the background activates. It then moves in-step with Kirby, doing whatever he does for as long as Kirby holds the remote. Kirby will need to rely on the robot to open paths in his plane as he moves forward. If the two take care of each-other well enough, Kirby can unlock a chamber containing a Code Cube. The door leading to the next section is just above.

Section 6: The door leads to a large roulette table. Kirby is tasked with dodging balls that bounce around the wheel, collecting stars in the process. The balls and collectibles come in three distinct waves, the last of which has a Code Cube. Afterward, a Cannon appears on the table which Kirby can use to blast to the next section.

Section 7: Kirby lands in another long pathway, with more dice blocks pounding the ground. In the background, a suit of Robobot Armor waits in a docking bay to be equipped. With this, Kirby can punch the dice blocks away. Further right, Kirby will need to disembark from the armor a number of times for a moment on order to make a path for it to continue. Doing so will allow Kirby to access a chamber with a sticker and other items inside. The door to the next section can be found at the right in the foreground.

Section 8: The door leads to another open walkway. Bandana Dee appears to grant another Assist Star. Further right, Kirby must contend with Kibble Blade on a billiards table. The armor makes short work of this Mid-Boss, however. Further right, another billiards table is encountered, with a chest nestled deep in the background atop many more balls. Kirby can use the armor to knock the rolling balls into this pile to get at the chest, and the last Code Cube of the stage. The stage exit can be found just beyond.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Robobot Armor Modes

Stage 5 (Boss: Holo Defense API)

Kirby encounters the Holo Defense API.

To access this stage, Kirby will need to have collected at least 5 Code Cubes to open the firewall.

The stage begins inside the laboratory, as Kirby will need to climb up a grate past Bandana Waddle Dee. The Parasol, ESP and Archer abilities are available on Copy Pedestals on the way up. A 3-D Warp Star then takes Kirby to the large door which leads to the boss chamber itself.

The boss chamber is a large interior room with a green flask in the background. A series of four flying diamonds circles into the area, orbiting the neck of the flask. A metal base then forms around the diamonds as the room gets darker. This strange electrical conglomeration reveals itself as the Holo Defense API and engages Kirby.

The fight consists of five distinct parts. The first four involve the API summoning holograms of various shape to attack Kirby with. As each is defeated, one of the diamonds on the API shatters. Once all four holograms are destroyed, the API attempts in a last ditch effort to engage Kirby directly. At this point however, it is weakened to the point where a single hit from anything defeats it.

Once its Vitality is depleted, the API goes haywire, flies about the room, and explodes, leaving Kirby to do his dance, cripple the second of the Haltmann Works Company UFO's legs, and proceed onward to the next level, Overload Ocean.

Stage 6 EX

Kirby jets past some nasty electricity spheres in Stage EX.

Section 1: The stage begins in the laboratory, in a somewhat large chamber. In a pocket beneath the floor is a suit of Robobot Armor, and to the right is a Cannon that will fire Kirby to the right. After passing a number of lasers, Kirby lands in another cannon, which will fire him upward to the next section.

Section 2: Kirby lands in a cityscape area. Up a ladder and to the right, a Rocky can provide the Stone Mode for the armor. From here, the mode can be used to push wheeled crates into various positions. Done correctly, a secondary doorway can be reached to allow Kirby to progress forward using the armor. Otherwise, the door below leads to the next section.

Section 3: The door leads to another street, with the path continuing to the right past several active streets. Along the way, an optional doorway can be accessed using the armor that leads to the first Code Cube. Past more roadways, the door to the next section can be reached, though Kirby will need to leave the armor behind to enter it.

Section 4: The door leads to a casino area. Here, Kirby can guide a robot along the path in order to access a 3D Warp Star to the background. This will allow him to control another robot in the foreground. Doing so unlocks more goodies on Kirby's plane, granted he keeps the robot safe up to the end. Back on the main path, the door to the next section can be found on the right.

Section 5: The door leads to the laboratory, along a narrow hallway loaded with electric orb traps and other hazards. The door to the next section lies at the end of the path, as painful as that path may have been.

Section 6: The door leads back to the casino. Here, past some cannons, Bandana Dee provides an Assist Star, then Kirby does battle with Dubior 2.0 on a pool table with rolling balls as an active hazard. Once Dubior is down, Kirby can move further right to claim his reward, a Code Cube, some Food and plenty of stars. The stage exit can then be accessed.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Robobot Armor Modes

Trivia

A portion of the Resolution Road Stage Select area.