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Rhythm Route

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Rhythm Route
File:Rhythm Route.jpg
Screenshot from Kirby: Planet Robobot.
Details
Level Nr. 5
Stages 6
EX Stages 1
Code Cubes 18
Mid-Bosses Kibble Blade (5-1), Blocky (5-2), King Doo (5-3), Dubior (5-3), Bonkers (5-5), Telepathos 2.0 (5-EX)
Boss Dedede Clone, Dedede Clones & D3
Stages with Robobot Armor All but Boss
Level progression
Gigabyte Grounds Access Ark
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Rhythm Route is the fifth level of Kirby: Planet Robobot. It has five regular stages, a boss stage, and an EX stage. The level features a densely-packed, extremely-lit cityscape environment with a musical theme, but contains a casino, and a laboratory like the previous levels. There are eighteen Code Cubes to collect in this level, with three in every stage except the Boss one. The bosses are Dedede Clone and Dedede Clones & D3.

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:Rhythm Route 1.jpg
Bested, by music! Impossible!

Section 1: The stage begins on the outskirts of a huge electric-lit cityscape. Kirby will need to hop across the rooftops, and dodge rhythmic pistons along the way. A Fuse Cannon can be accessed here which will lead to a side-chamber with a Code Cube to collect.

Section 2: Thia area takes place down at street level, where Kirby will need to contend with some traffic. Another Code Cube can be collected along the way. A unique Sticker can be collected further in.

Section 3: On an elevated walkway, Kibble Blade must be fought.

Section 4: This area consists of a long street which holds a number of giant Turtle Noddys.

Section 5: Here, Kirby can collect the Robobot Armor, and obtain the Mike Mode from a nearby Walky. The path continues up a scaffold.

Section 6: Now in the background of the previous area, Kirby can attack the Turtle Noddys using deafening sound blasts. This will eventually lead to the last Code Cube, then the stage exit.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Robobot Armor Modes

Stage 2

File:Rhythm Route 2.jpg
Somehow, this works...

Prelude: The stage begins outside another casino set up by Haltmann Works. Kirby will need to enter it to proceed.

Section 1: Inside the casino, the path leads upward through some teleports. At the end, Blocky must be fought.

Section 2: In this hall, Kirby must contend with giant billiard balls, which will flatten him if he is not careful.

Section 3: Here, Kirby will have to make his way past giant dice blocks.

Section 4: More billiard boulders await, chasing Kirby down this hall. A Code Cube can be collected at the end of Kirby can catch the CarryDee along the way and secure the Battery.

Section 5: On a roulette table, Kirby will need to dodge wave after wave of rolling and bouncing roulette balls. On the third wave, a Code Cube will appear for a moment. From there, a Rotating Cannon will appear to take Kirby to the next area.

Section 6: Kirby can access the Robobot Armor here to punch away the approaching billiard boulders. Near the top, one can be knocked back to reveal the last Code Cube. The stage exit can be found a short distance from there.

(there is a secret room in this stage, which contains the unique Sticker and the Smash Bros. ability)

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Robobot Armor Modes

Stage 3

File:Rhythm Route 3.jpg
Degout: must attack small pink thing.

Prelude: Like the labs before it, this stage starts out outside the screwthread ramp with ominous music. This time, however, a Warp Star can be taken to skip the ramp.

Section 1: Inside the lab, Kirby will need to contend with a number of flashing floors. If he gets caught in a flash, he will take damage.

Section 2: This room will test Kirby's memory as he must proceed through the correct doors in sequence to retrieve the first Code Cube. Along the way, he will need to fight King Doo, and can also obtain some Robobot Armor. From there, he will have to fight Dubior before going into the last door.

Section 3: This room contains a long electric wire with adjustable platforms. If Kirby has the Armor, he can use it to bring the current to the other end and access an optional doorway to get a unique Sticker and another Code Cube.

Section 4: This room consists of more flashing floors. The last Code Cube can be collected here, and the stage exit reached just beyond.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Bosses

Abilities Robobot Armor Modes

Stage 4

File:Rhythm Route 4.jpg
Kirby makes a way for himself in Stage 4.

Section 1: This stage begins out in the city again. Kirby will have to make his way through some traffic to reach the Robobot Armor on the other side. From there, he can get the Wheel Mode and ride back with some power. The unique Sticker can be collected along the way.

Section 2: This track leads toward the right along the rooftops, and involves a good amount of jumping.

Section 3: Here, Kirby can use a revving plate to carve a hole in a girder to pass through. From there, a Code Cube can be collected if Kirby is observant.

Section 4: Kirby will have to race against a Bomb Block chain to retrieve another Code Cube here.

Section 5: Kirby can make one last great jump across a chasm to retrieve the last Code Cube, and then reach the stage exit.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

  • None.

Abilities Robobot Armor Modes

Stage 5

File:Rhythm Route 5.jpg
Who says arrows can't be swords?

Section 1: Kirby finds himself on the outside of a rolling urban train. After beating up some Bronto Burts, he can make his way inside from the back.

Section 2: Inside the train, Kirby will need to deal with an auto-scroller, but only when he is in the background.

Section 3: The auto-scroller continues as Kirby can obtain a 3-D Laser Bar to move forward. If he maneuvers correctly, Kirby can get a Code Cube here.

Section 4: This hallway can be returned to later once Kirby is finished with the Mid-Boss in the nest room. This hall consists of many teleports, and a side-chamber can be accessed which contains a Code Cube.

Section 5: Here, Kirby will need to contend with Bonkers.

Section 6: In this room, Kirby can get the Robobot Armor. Using it is necessary to get the unique Sticker. From there, a Warp Star can be called to take Kirby out of the train.

Section 7: Back in the city, Kirby will need to venture down the pipe-studded path. Along the way, the Armor can be used to rotate a structure in the background, and gain access to the last Code Cube. The stage exit lies just beyond.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Robobot Armor Modes

Stage 6 (Bosses: Dedede Clone and Dedede Clones & D3)

File:Dedede Clone Intro.jpg
Susie showcases the Dedede Clone blob to Kirby.

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

The stage begins in the city. A series of cannons lead to each pit stop before the boss door. The abilities to choose here are Bomb, Mirror and Leaf.

The boss chamber itself is a somewhat cramped cylindrical chamber lined with what look like speakers. Susie appears from a hatch opening in the middle of the room, once again singing praises to President Haltmann. She once again introduces herself to Kirby, then comments on how he'd beaten Mecha Knight (suggesting an entity named the Mother Computer in the process). Susie then takes out a tube containing a small purple blob, describing him as the latest in nanogenetic technology. She then mentions that the blob has a grudge against Kirby, the blob shaking and growing as she says this. She then releases it, as it floats up into the middle of the room, growing larger, then appearing as a purple clone of King Dedede. She orders the clone to destroy Kirby, then escapes on her helicopter unit.

This fight consists of two separate boss fights in sequence. First, Kirby must defeat the Dedede Clone while the platform they are standing on rises. In the process, the clone splits into three smaller ones. Once the initial Vitality bar is depleted, the clones melt back into goo momentarily, as the platform then reaches the top of the skyscraper, revealing the cityscape in the background. Here, the hatch in the platform opens once again, revealing a large mech bearing Dedede's colors. The clones re-form and hop onto the mech, to initiate the second boss fight. Once this combined force is defeated, the mech explodes, and the Dedede clones finally are destroyed, leaving Kirby to do his dance, and proceed to the next level, Access Ark.

Stage 7 EX

File:Rhythm Route EX.jpg
Cubes of water in a train? Don't be ridiculous!

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

Section 1: In the lab, Kirby must run across automatic gates that serve as platforms.

Section 2: On the train, Kirby must deal with an auto-scrolling area featuring swimming sections. A Code Cube can be collected along the way, under a roped platform.

Section 3: Out in the city, Kirby will need to contend with musical pistons.

Section 4: In the lab, Kirby can use the Robobot Armor to move large forklifts about. Done correctly, this will unlock a side-chamber which holds a Code Cube. Kirby will then need to ditch the armor to continue.

Section 5: Kirby will need to deal with some tight rolling quarters in the casino. The unique Sticker can be collected along the way.

Section 6: Back in the train, Kirby will need to do battle with Telepathos 2.0. Once defeated, Kirby can collect the last Code Cube and exit the stage.

Enemies, Mid-bosses, and Abilities

Regular Enemies Mid-Boss

Abilities Robobot Armor Modes

Trivia

File:Rhythm Route Stage Select.jpg
A portion of the Rhythm Route Stage Select area.


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