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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

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

File:Patched Plains 1.jpg
Kirby runs down the initial grassy steps in Stage 1.

Section 1: The game begins at the top of a series of grassy steps leading down and to the right. The steps are covered in tubes and backed by metal, as numerous large pillars with glass bulbs on them can be seen in the background, complemented by a big moon. The path continues to the right past more tubes, and eventually a sign is encountered which instructs the unknown reader how to jump. From there, a small hill can be seen with an open tube sticking out of it. Kirby can pass through this tube to reach the other side. Past a few metal flowers which open up to yield stars, another tube appears in the side of a hill. Kirby must take this tube to reach the next section.

Section 2: The tube leads to another open area, as a Mech Waddle Dee can be seen just to the right. Kirby cannot return through the tube, as it is now closed, so he must progress past this first obstacle. A sign appears which instructs the unknown reader to inhale the Waddle Dee, which will get rid of its mech suit. From there, Kirby can spit the suit as a star projectile to finish the Waddle Dee off and keep moving. Further right, some more Waddle Dees wearing hard hats jump in from the background to get in the way. Another pair of Waddle Dees carries a spike bar that will hurt Kirby if he touches it, and is best avoided. Past them, a red barrel blocks the way forward. This can be destroyed using any of Kirby's standard attacks. A sign appears instructing the unknown reader to have Kirby perform a Slide kick to destroy it. Past another barrel, the first enemy with an ability appears, Sparky. A sign appears instructing the unknown reader to swallow it to obtain the Spark ability. From there, the first Sticker can be obtained on a platform above two sets of spike-bar carrying Waddle Dees. Past another tube and a Sir Kibble, a Warp Star can be reached, which will take Kirby to the next section.

Section 3: The Warp Star lands in another area of the plains, with the windmill trees in the background having been mechanized along with everything else. A Cannon Mech Waddle Dee is the first opponent to appear here, whose missiles can be swallowed for the Bomb ability. Down the hill, a large hollow barrel can be seen in the background propped up by chains. To the left, another tube can be seen behind a breakable block, which leads to a small side-chamber holding a Blade Knight and two boxes, one of which has a Sticker. The path continues past a couple more enemies until a crevasse is reached, containing a fan that pushes on Kirby, making his movement through this area slower. From there, past a couple more tubes, Kirby must cross a bridge where he will be harassed by more enemies. This eventually leads to the first 3D Warp Star, which carries Kirby into the background, inside one of the suspended barrels. Inside is a Galbo, an Energy Drink, and a couple Waddle Dees. Passing these, another 3D Warp Star will take Kirby back to the foreground. Just to the right, Bandana Waddle Dee appears in the background to give Kirby an Assist Star, which he can use later to recover Vitality. From there, past a Waddle Doo and a bomb block barrier, the door to the next section can be reached under a fall-through platform.

Section 4: The door leads to an open area and a cutscene, where several Waddle Dees flee in panic from the right end of the screen. Shortly after, a huge monstrous robot appears from the right, looking eerily like Whispy Woods. It sees Kirby, and immediately begins attacking him. Kirby must make his way to the left while avoiding its attacks, jumping over myriad blocks in the process. Kirby can escape by using a tube at the end of the path, but if he's feeling bold, he can fight the beast instead. If he does enough damage, it will stagger, rupture with small explosions, and be forced to retreat, leaving behind a unique golden Sticker. Past the escape tube is a small chamber containing a Maxim Tomato and another tube leading to the next section.

Section 5: The tube leads to a small room in the background. In the foreground, a shining blue floating cube can be seen. Kirby must take another tube to reach the foreground and collect this cube, formally introduced as a Code Cube. Kirby will need a certain number of these to unlock the firewall to the Boss stage later on. From there, it's a peaceful walk to the right to reach the stage exit.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Robobot Armor Modes

  • None.

Stage 2

File:Patched Plains 2.jpg
Kirby finds his first emptied suit of Robobot Armor in Stage 2.

Section 1: The stage begins on a series of slanted metal catwalks. Kirby must use a 3D Warp Star to jump to each one successively, then proceed through the door to the next section.

Section 2: The door leads to an elevated walkway, where a Parasol Waddle Dee can be seen just to the right. From there, the path continues down a pipe-laden hillside, past some bomb-wielding enemies and a Bomber waiting to fall on Kirby's head. Eventually, a clearing is reached where Bandana Waddle Dee provides an Assist Star, and two Copy Pedestals can be accessed for the Fire and Sword abilities. Further right, a flat bridge appears, where an armada of invaders can be seen in the background. One of them is dropped in Kirby's location, and engages him in a fight. This Invader Armor consists of a pilot inside a larger mech suit, and attacks with punches and slams. Defeating it launches the pilot out of the suit, leaving it behind for Kirby to utilize instead. As he jumps into the seat, the suit transforms, changing into a smoother pink bot, the Robobot Armor. From there, the path leads further right past a number of enemies and obstacles, all of which are easily dispatched by the armor's attacks. The door to the next section can be found at the end, which can only be opened using the armor.

Section 3: The door leads to an interior area, where more enemies and obstacles wait to be plowed through. Among them are more Waddle Dees carrying spike bars. These can now be dispatched using that armor's superior strength. Along the way, Kirby can try out a number of different modes for the armor, including Fire, Spark and Beam. At the end of the path, a 3D Warp Star appears to take Kirby into another hollow barrel. Unlike before, there is no way for the Armor to cross the gap in the foreground as, unlike Kirby, it cannot hover indefinitely. Inside the first cylinder is a Code Cube. From there, the path resumes in the foreground, past many more enemies, until a crank elevator is reached at the right end of the path. Kirby can use the armor to crank it and proceed upward to reach the door to the next section.

Section 4: The door leads to an interior area in the background. Kirby must progress to the left to reach the foreground, where he will then go right. Here, he can use the suit to crank some platforms into place, moving them between the two planes. The path then returns to the background on order to progress upward to eventually reach a blue docking station. Here, Kirby can exit his armor, which he will need to do in order to fit through the tube that leads to the next section.

Section 5: The tube leads to a small chamber with another tube and a Rocky on top of it. Through the tube is an open sloped area leading down to the right. From there, Kirby will have to contend with Gigatzos suspended on wooden beams. Along the path, a bomb block barrier can be opened up to reveal an unused suit of Robobot Armor. Using this armor, Kirby can smash the beams to get rid of the Gigatzos perched on them. Kirby should be careful, however, since one of the beams has a Treasure Chest on it that contains another Code Cube. From there, the door to the next section is just to the right.

Section 6: The door leads to an interior area, with a path downward blocked by a platform with a screw in it. Kirby can use the armor to unscrew the platform and move forward. From there, more platforms with screws in them appear to the right, but these ones rotate instead of disappearing when screwed. Using these will allow Kirby to progress further right, eventually leading to an area with a platform held up by a large chain. Kirby will need either the Sword or Cutter mode to cut this chain, which will cause the platform to fall and open up a new path. From here, Kirby will need to disembark from the armor again to fit through a tube and make a path for the armor to move forward through an optional doorway, leading to the third Code Cube. From there, another crank elevator leads to the stage exit, hidden behind a bomb block barrier.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Normal Abilities Robobot Armor Modes

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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