Please remember that WiKirby contains spoilers, which you read at your own risk! See our general disclaimer for details.

Access Ark

From WiKirby, your independent source of Kirby knowledge.
Jump to navigationJump to search
Access Ark
File:Access Ark.jpg
Screenshot from Kirby: Planet Robobot.
Details
Level Nr. 6
Stages 6
EX Stages 2
Code Cubes 21
Mid-Bosses Security Force (6-1, 6-2, 6-4 & 6-5), Invader Armor (6-5), Gigavolt II (6-5), Holo Defense API (partial) (6-5), Bonkers 2.0 (6-7EX), Miasmoros 2.0 (6-7EX), Clanky Woods (chase) (6-8EX)
Boss Mecha Knight+, President Haltmann
Stages with Robobot Armor 6-3, 6-5, 6-8EX
Level progression
Rhythm Route Mind in the Program
 This box: view  talk  edit 

Access Ark is the sixth level of Kirby: Planet Robobot. It has five regular stages, a boss stage, and an EX stage. The level takes place on the mothership of the Haltmann Works Company and as such, features several large interior metallic areas laced with electronics. There are twenty-one Code Cubes to collect in this level, with three in every stage except the Boss one. The bosses are Mecha Knight+ and President Haltmann.

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

Prelude: The stage begins outside the Access Ark. Kirby will approach it using 3-D Warp Stars, then use a proper Warp Star to enter as the hatch closes.

Section 1: Kirby must start by running down a carpeted metal hall with portraits of a certain purple-haired executive.

Section 2: This hall is full of Bombers waiting to crash down on Kirby.

Section 3: Kirby will need to contend with a Security Force bot before moving forward. A Code Cube can be obtained at the end of the hall.

Section 4: This hallway has fans, and an Invincibility Candy hidden in it.

Section 5: Another Security Force bot must be bashed in here. The next Code Cube can be collected from a hatch further down the hall.

Section 6: This room consists of several pipe-pathways. The unique Sticker can be found somewhere in here.

Section 7: One more Security Force bot is fought in here. From there, Kirby can reach the stage exit, and maybe find the last Code Cube as well.

(there is a secret HAL Room hidden somewhere in this stage. It contains the Smash Bros. ability, among other goodies.)

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities Robobot Armor Modes

  • None.

Stage 2

File:Access Ark 2.jpg
Kirby dodges many lasers in Stage 2.

Section 1: This stage begins in a laboratory, where Kirby must contend with Security Lasers and an auto-scrolling screen. Kirby must also take care not to get drowsy.

Section 2: Kirby can ride Tilt Gondolas in this section. The unique Sticker can be collected along the way.

Section 3: Kirby will need to guide a remote-controlled buddy through many perils in this hall. If he is successful, he can give the Security Force at the end of the hall a nasty surprise. An optional doorway can then be accessed which yields a Code Cube.

Section 4: This room will test Kirby's reflexes, as he must keep Batteries safe from flashing electric flooring. Protecting the last one will yield another Code Cube.

Section 5: This area is another auto-scroller. To get the Code Cube, Kirby will need to press all the right switches along the way. The stage exit is just beyond.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Robobot Armor Modes

  • None.

Stage 3

File:Access Ark 3.jpg
Kirby works on solving a bomb puzzle in Stage 3.

Section 1: This stage begins in the lab, where Kirby can gain access to some Robobot Armor. The path ahead lies beyond some platforms that need screwing out of the way.

Section 2: This room is a vertical chute with a Boomstepper puzzle. Finishing this puzzle yields a Code Cube.

Section 3: This room involves toxic gas clouds that can be blown away with the freezing winds of justice. An optional doorway can be accessed which yields another Code Cube.

Section 4: In this room, Kirby will be prompted to make the right series of elemental-based choices to be led to the last Code Cube. This will take him through three separate areas, each with their own challenges.

Section 5: The last room involves the use of a Gordo Catapult. The best result is not what Kirby might think it is, however. The unique Sticker can be found here.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

  • None.

Abilities Robobot Armor Modes

Stage 4

File:Access Ark 4.jpg
Kirby escorts a battery past some forming virtual platforms in Stage 4.

Section 1: In the lab, Kirby heads up a flight of stairs and battles another Security Force. This done, a portal opens, which will take Kirby to a strange new place.

Section 2: In this new digital netherworld, Kirby must continue forward. Along the way, platforms will attempt to pop in, and will splat Kirby if he is hit by them.

Section 3: The path continues, this time primarily made of platforms that phase in from the background. An optional doorway can be found here, which yields the first Code Cube.

Section 4: Here, Kirby must dodge more rendering platforms, as he is gradually dropped down a pit. A Code Cube can be found along the way, but Kirby will need to be quick to collect it.

Section 5: Kirby will contend with another Security Force in this area. The unique Sticker can be found here if Kirby can get into the background.

Section 6: Here, Kirby must climb a vertical shaft, with more platforms phasing in. The last Code Cube can be collected here with some speed. The stage exit lies just beyond.

(there is a secret area in this level, but Kirby will have to be especially patient to find it)

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities Robobot Armor Modes

  • None.

Stage 5

File:Access Ark 5.jpg
Kirby contends with a flying Security Force bot in Stage 5.

Section 1: The stage begins in the virtual realm. Kirby must contend with an Invader Armor here. From there, the path continues upward to a portal.

Section 2: Using the armor, Kirby battles the Holo-Doomers.

Section 3: The path continues to the right, past a multitude of enemies, to another portal.

Section 4: Using the armor, Kirby battles Holo-Ice Dragon.

Section 5: A Code Cube can be found along this path using a block to batter with.

Section 6: Using the armor, Kirby battles Holo-Kracko.

Section 7: A Code Cube can be found along this path using a block to catch it with. From there, the armor transitions into Jet Mode and takes off.

Section 8: Kirby can shoot down multitudes of enemies along this path, including several Security Force drones.

Section 9: This area allows Kirby to gun down several enemies that would normally serve as Mid-Bosses. Several switches must be hit along the way to unlock a Code Cube at the end of the path.

Section 10: After Kirby crashes the jet, a portal appears to take him further in.

Section 11: Another path can be found here which leads to an encounter with a Security Force bot. From there, Kirby can grab some Robobot Armor and head down to another path, which eventually leads to an encounter with Gigavolt II. Defeating this giant robot yields the stage exit at last.

(a secret room can be found in this stage, which contains the unique Sticker)

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities Robobot Armor Modes

Stage 6 (Bosses: Mecha Knight+ and President Haltmann)

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.
File:Mecha Knight+.jpg
New and improved?

At least seven Code Cubes are needed to break the firewall to this stage.

The stage begins in the virtual world, and Bandana Waddle Dee is available just to the right. There are six Copy Abilities available from there, those being ESP, Doctor, Poison, Jet, Mirror, and Spark. There is also a seventh pedestal that grants a random ability, one of which could be Smash Bros.. After the screen tilts somewhat, the door can be accessed at the right end of the path.

In the next room, Kirby appears on a round platform orbited by square blocks. The platform begins to rise in a cylindrical chamber full of colorful panels, which glitch out and give way to duller scenery. The elevator then reaches the top in a separate room, where a 4x4 square formation opens up into another door to enter through.

This leads to the boss chamber itself, which is the head office of the company. Susie is there to greet him, and chide him for intruding. She then brings down an upgraded version of Mecha Knight, now Mecha Knight+. Kirby is once again forced to fight him, and his new robotic clawed tail. Once defeated, the tail breaks off, along with Mecha Knight+'s mask, presumably freeing Meta Knight from Haltmann's influence at last.

Once he flees the scene, Susie returns, shocked that a warrior created by the Mother Computer could have been defeated twice. She is about to take her revenge on Kirby when she is interrupted by her boss, President Haltmann himself. He dismisses her, then addresses Kirby directly. The egg-shaped president shows him the Mother Computer, now using its proper name Star Dream, explaining that the computer was built using knowledge gathered from ancient advanced civilizations. Haltmann then hops into a special golden mech built by the computer and engages Kirby with it.

File:Haltmann.jpg
The big man himself.

Once Haltmann is defeated, his mech explodes, leaving him in his chair and furious. He moves to activate Star Dream and use it to destroy Kirby, but then Susie jumps in and steals the control helmet from him, which causes him to black out. Susie then declares that she'd been waiting for the chance to do that, hoping to take Star Dream for herself. However, as she puts on the helmet, the computer itself zaps her with a lightning bolt. Star Dream then boots up, and uses Haltmann's body to announce that it is erasing all of history in order to enact a new age of 'infinite prosperity'. It rises up through the ceiling and out into space, taking Haltmann with it. This leads directly into the last level, Mind in the Program.

Stage 7 EX

File:Access Ark EX.jpg
Kirby walks about the giant soda cans in Stage EX.

All 15 Code Cubes from the previous stages are required to unlock this one.

Prelude: Kirby appears in the hall with some Haltmann portraits. A portal awaits him in-between these.

Section 1: Kirby wanders through a soda can wasteland, dodging lasers and beating up enemies.

Section 2: In a townscape like the one in Resolution Road, Kirby must guide a CarryDee through traffic to get a Code Cube.

Section 3: In the ice cream factory, Kirby must contend with all manner of hazards along a wind-swept slippery path.

Section 4: In the deep sea, Kirby must contend with some Barbar who would make a snack of him, along with other sea monstrosities. A unique Sticker can be collected along the way.

Section 5: Out in the desert, Kirby will need to jump between solid and liquid platforms over the Void. An optional doorway leads to a Code Cube, but a PhD may be needed to solve this puzzle.

Section 6: In the urban train, Kirby will have to deal with toxic clouds and auto-scrolling.

Section 7: Back in the Ark Hallways, Kirby will face off against Miasmoros 2.0. After that, it's another fight with Bonkers 2.0. From there, the last Code Cube can be collected before the stage exit.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities Robobot Armor Modes

  • None.

Stage 8 EX

File:Access Ark EX 2.jpg
Getting dizzy...

All 18 Code Cubes from the previous stages are required to unlock this one.

Prelude: Kirby enters a room in the virtual world with a number of presently inaccessible elements. A door lies to the right.

Section 1: Kirby must contend with a number of obstacles along a hall. On the way back, he can use the Robobot Armor to get a Code Cube.

Section 2: This hall features more obstacles which the armor can bust through on the way back.

Section 3: This area features rolling bars and giant billiard tables. On the way back, a Code Cube can be collected from one of the tables.

Section 4: This hall begins to tilt the unknown reader's perspective through the middle of it.

Section 5: In this room, Kirby can collect the Robobot Armor, then will proceed to move all the way back to the prelude area with it.

Section 6: Taking the now-accessible portal from the prelude area leads to a Wheel Mode section.

Section 7: Kirby can transition out of Wheel Mode into one of three different modes, then enter the next room.

Section 8: Clanky Woods appears again for a chase-down sequence, but is no match for the Robobot Armor. Defeating him yields the last Code Cube.

Section 9: Kirby uses the armor to crank an elevator up to a big display of Kirby and Meta Knight in 8-Bit form at the top of the Bubbly Clouds tower. The stage exit appears on the display.

(there is a secret room in this stage, which holds the last unique Sticker and also is a callback to the Fine Fields region from Kirby: Triple Deluxe)

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities Robobot Armor Modes

Trivia

File:Access Ark Stage Select.jpg
A portion of the Access Ark Stage Select area.


Template:KirbyPR