Kirby's Return to Dream Land/Routes

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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.

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. The only section where it is not obvious how to keep the Wing ability is against the Grand Doomer and Magolor fights, and Wing can be kept by the final-blow animation skip (credit to gsk6930 at http://www.gamefaqs.com/boards/935607-kirbys-return-to-dream-land/61821094 ; will officially reference once this is added to General Tricks).

(todo: backup strats in case wing is lost)

100% Main Mode 1-Player

Note: The 100% Main Mode definition is defined by in-game 100%, which includes completion of the game and completion of all challenge rooms, which also requires collection of all 120 energy spheres to unlock.

Also, for the sake of simplicity, this route assumes the player roughly knows where each energy sphere is.

(to be finished)

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