Kirby's Return to Dream Land/Routes
From SDA Knowledge Base
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- Routes
- Characters
- Ability Info
This page contains details about routes to use for both any% and 100% speedrunning categories. Routes in KRtDL mainly includes when to obtain which abilities, when to discared them, and so on, because level progression itself is linear and cannot be done out of order. Furthermore, since the game auto-saves, whole-game runs should almost always be done single-segmented.
Contents
Any% Main Mode
Note: The Any% route is very straightforward and simple, because Wing is the best overall ability in this game for speedrunning purposes, due to it having the best horizontal mobility in the game, second best vertical speed, excellent downward speed, much invincibility, amazing maneuverability, and excellent DPS for defeating bosses and minibosses.
Level 1-1
- Cutter - First Sir Kibble in first room
- Fire - First Hot Head in second room
- Wing - Mix from three Sir Kibbles in third room, past the Ultra Sword Knight
Note: If the player does not wish to mix, then the player can keep Fire until Level 1-4, then obtain Wing from the hidden HAL room.
From here on out, the player should ideally keep Wing for the rest of the game. To keep it through Grand Doomer and Magolor, the Ultra Sword Animation Skip needs to be used.
(todo: backup strats in case wing is lost)
100% Main Mode 1-Player
For the sake of simplicity, this route assumes the player roughly knows where each energy sphere (ES) is.
Level 1 - Cookie Country
Level 1-1:
- Cutter - First Sir Kibble
- Fire - Second Room, first Hot Head
- ES1
- Ultra Sword
- Fire - before Sphere Doomer
- ES2, ES3
Level 1-2:
- Fire - Start
- ES4, ES5
- Sword - Gigant Edge, but carry the Fire Ability
- ES6 with Sword, then recycle Fire
Level 1-3:
- Fire - Start, keep the entire level
- ES7, ES8, ES9
Level 1-4:
- Fire - Start
- ES10
- Invincible Candy - Second Room
- ES11
- Monster Flame
- Spark - Before Sphere Doomer
- ES12, ES13
Level 1 Boss:
- Spark - Start
- Fire - Ability Stand
- Get Ship Part
Level 2 - Raisin Ruins
Level 2-1:
- Fire - Start
- ES14, ES15
- Invincible Candy
- ES16 by plowing through metal blocks with Burn
Level 2-2:
- Fire - Start
- Stone - Second room, Rocky on second downhill-right slope, before the stake
- ES17
- Water - Third room, first Water Galbo
- ES18
- Flare Beam
- Parasol - Before Sphere Doomer
- ES19, ES20
Level 2-3:
- Parasol - Start
- Tornado - Third room, Ability Stand before Energy Sphere
- ES21
- Hi-Jump – Starman after room with ES20
- ES22
- Fire - Ability Stand, after the Hi-Jump room
- Beam - King Doo
- ES23, ES24
Level 2-4:
- Beam - Start
- Fire - Second Room, first Flamer
- ES25 by leaving a Burning Flame on the switch to skip using bomb
- ES26, ES27
- Ultra Sword
- Cutter - Before Sphere Doomer (defeat by spitting the cutter ability and star blocks at it, cutter/sword are both weak)
- ES28, ES29
Level 2 Boss:
- Water - Ability Stand
- Get Ship Part
Level 3 - Onion Ocean
Level 3-1
- Water - Start
- Tornado - Third room, first twister
- ES30
- Snow Bowl
- Tornado - Before Sphere Doomer
- ES31, ES32
Level 3-2:
- Tornado - Start
- Cutter - Kibble Blade, but carry the Tornado Ability
- ES33 by cutting the rope, lose cutter, and recycle Tornado
- Spear – Third Room, from the pierce (bee enemy)
- ES34, ES35
- ES36 by poking the blocks through the wall on the left with Spear
Level 3-3:
- Spear - Start
- Water – Fourth Room, Water Galbo, before Moundo
- Stone - Moundo
- ES37
- ES38
- Monster Flame
- Parasol - Before Sphere Doomer
- ES39, ES40
Level 3-4:
- Parasol - Start
- ES41
- Invincible Candy – Door in Third Room
- ES42
- Spear – Ability Stand in Fourth Main Room (with the spike balls)
- ES43, ES44, ES45
Level 3 Boss:
- Spear - Start
- Parasol - Ability Stand
Level 4 - White Wafers
Level 4-1:
- Parasol - Start
- Fire - First room, first fire galbo
- ES46, ES47, ES48
Level 4-2:
- Fire - Start
- ES49, ES50
- Grand Hammer
- Ninja - Before Sphere Doomer
- ES51, ES52
Level 4-3:
- Ninja - Start
- Spear - Lanzer right before first door
- ES53
- Needle - Third room from Needlous at the top of the first slope
- Fire - Fire Galbo after clear crystal, at the top of the second slope
- ES54
- Cutter - Sir Kibble in start of Fourth Room
- ES55
- Ice - Chilly right after exiting room with ES55
- Water - Water Galboros
- ES56
Level 4-4:
- Water - Start
- ES57, ES58
- Snow Bowl
- Bomb - Before Sphere Doomer
- ES59, ES60
Level 4-5:
- Bomb - Start
- Ice - Chilly right in front of you
- ES61
- Fire - Fire Galbo at end of the room outside ES61
- ES62, ES63, ES64
Level 4 Boss:
- Fire - Start
- Ninja - Ability Stand
Level 5 - Nutty Noon
Level 5-1:
- Ninja - Start
- Wing - Second Room, first Owgulf
- ES65, ES66, ES67, ES68
Level 5-2:
- Wing - Start
- ES69, stand on the switch, wait for the door to fully open, then condor head at low height to skip using bomb
- Stone - Moundo, but carry the Wing Ability
- ES70 by pounding the appropriate stakes, and recycle Wing immediately
- Flare Beam
- Parasol - Before Sphere Doomer
- ES71, ES72
Level 5-3:
- Parasol - Start
- ES73
- ES74, hit the bomb block through the wall with a parasol swing
- Hi-Jump – Starman in Fifth Room
- ES75
- Wing - Last Room
- ES76
Level 5-4:
- Wing - Start
- ES77, ES78
- Grand Hammer
- Spear - Before Sphere Doomer
- ES79, ES80
- Fighter - Knuckle Joe, last room
Level 5-5:
- Fighter - Start
- Sword - Gigant Edge
- ES81
- Stone - Moundo
- ES82
- Beam - Waddle Doo before Water Galboros fight
- Water - Water Galboros
- ES83
- Spark - Dubior
- ES84
Level 5 Boss:
- Spark - Start
- Wing - Ability Stand; use the ultra-sword animation skip to keep Wing
Level 6 - Egg Engines
Level 6-1:
- Wing - Start
- ES85
- Monster Flame
- Ninja - Before Sphere Doomer
- ES86, ES87
Level 6-2:
- Ninja - Start
- Fire – Flamer in Second Room (careful not to accidentally mix)
- Water - Pluid in END of Third Room
- ES88
- Stone - Rocky in Fifth Room, with the cannons
- ES89
- Mike – Walky in End of Room after Underwater Room
- Spark - Dubior
- ES90, ES91
Level 6-3:
- Spark - Start
- ES92
- Parasol - Parasol Dee in third room, before King Doo & Moundo Fight
- ES93
- Flare Beam
- Hammer - Before Sphere Doomer
- ES94, ES95
Level 6-4:
- Hammer - Start
- ES96, ES97
- Parasol - Ability Stand in third room which has water
- ES98 by firing Kibble Blade's body at the switch
- ES99
- Spark - Sparky in the dark room with the energy sphere, but carry the Parasol
- ES100 then recycle Parasol
Level 6-5:
- Parasol - Start
- Fire - Fire Galbo in first room
- ES101
- Wing - Owgulf in second room
- ES102, ES103, ES104, ES105
Level 6 Boss:
- Wing - Start
Level 7 - Dangerous Dinner
Level 7-1:
- Wing - Start
- ES106
- Water - Water Galboros
- ES107
- Tornado - First twister in the room after E107
- ES108
- Snow Bowl
- Whip - Before Sphere Doomer
- ES109, ES110
Level 7-2:
- Whip - Start
- ES111
- Ninja – Tsukikage in Second Room
- ES112
- Hi-Jump – Starman Third Room
- ES113
- Fire - Fire Galboros in room with falling ceiling
- Grand Hammer
- Leaf - Before Sphere Doomer
- ES114, ES115
- Mix (Player should try to go for Wing via home-menu pausing, but if it lands on Fire or Tornado, those will work fine too)
Level 7-3:
- Whatever was Mixed last level - Start (if not Wing/Fire/Tornado, get Fighter from the Knuckle Joe in the first screen)
- ES116
- Stone - Rocky, right after ES116
- Ice - Fourth room, before Dubior
- Parasol - Start of room after Dubior
- Wing - almost right after getting Parasol, at the top of the room
- ES117, ES118
- Ultra Sword
- Water - Before Sphere Doomers
- ES119, ES120, All energy spheres collected!
Challenge Rooms
1. Water 2. Bomb 3. Hi-Jump 4. Sword 5. Whip 6. Item 7. Wing
End-Game
Level 7 Boss:
- Wing - Start
Finish Magolor and Magolor's Soul with Wing; use the ultra-sword animation skip to keep Wing