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Stage 1-4
Kirby: Planet Robobot

Stage 1-4

Kirby: Planet Robobot Stage 1-4 walkthrough to find 3 Code Cubes and 4 Stickers, including Archer, Smash Bros, and Beam abilities.

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Kirby: Planet Robobot Stage 1-4 walkthrough to find 3 Code Cubes and 4 Stickers, including Archer, Smash Bros, and Beam abilities.

Walkthrough
  1. 1
    Head right past lasers to find a Spynum enemy. Swallow it to gain the Archer copy ability.
  2. 2
    Continue right and hover down the leftmost of four ground ducts to find a hidden room.
  3. 3
    Inside the hidden room, swallow the enemy to obtain the Smash Bros. copy ability.
  4. 4
    Return to the main path and head right. Find Sticker #1 behind the second block from the top in a vertical stack next to a laser.
  5. 5
    Proceed through the door at the top right.
  6. 6
    In the next room, hit a switch to reveal the correct path: UP > DOWN > UP.
  7. 7
    Take the first upper path; a Knuckle Joe can provide the Fighter copy ability.
  8. 8
    Take the second lower path; swallow a Chilly snowman for the Ice ability.
  9. 9
    Right past the Chilly, find Sticker #2 behind the second block from the top in a column of blocks between two Shotzo cannons.
  10. 10
    Take the top door to the next room.
  11. 11
    Grab 4 pieces of food and a chest containing Code Cube #1. Enter the door to the next room.
  12. 12
    Climb the background grating to find a Cyborg Bronto Burt and a Galbo.
  13. 13
    Up near the ceiling between them, find the Rare Sticker for the level in a block.
  14. 14
    Continue left, up, and right through lasers.
  15. 15
    About halfway, grab the Invincibility Candy near the ceiling.
  16. 16
    Rush right to a small alcove to find Code Cube #2. Jump up and enter the door above.
  17. 17
    Head right and up, grab an item from Bandanna Waddle Dee if desired.
  18. 18
    Trigger a mini-boss fight. If invincibility is active, stand on the spawn point to defeat it quickly.
  19. 19
    If not invincible, defeat King Doo by dodging his attacks: Beam Whip (back up or jump over), Jumping Beam Whip (back up or run under), Forward Dash (jump over), Wave Beam (jump over), and Triple Wave Beam (hover to avoid).
  20. 20
    After the fight, swallow King Doo or a nearby Waddle Doo for the Beam ability.
  21. 21
    Attack the plug to the right to open the door.
  22. 22
    Go through the door to find Sticker #3 behind it. Head through the door above.
  23. 23
    In the next room, break the block covering a pipe and enter it.
  24. 24
    Jump into the Robobot and head right. Scan a Sparky enemy to activate Spark Mode.
  25. 25
    Grab the giant block with an L-shaped wire and carry it right past the plug, then drop it to connect the wires.
  26. 26
    Shoot the plug to the left.
  27. 27
    Once electricity finishes moving through the block, pick it up again.
  28. 28
    Quickly carry the block to the right and drop it where more wires emerge from the ground and wall to connect them.
  29. 29
    The electricity will open a gate, granting access to Code Cube #3.
  30. 30
    Head up through the Stage Exit at the top of the room.
Tips
  • The Smash Bros. copy ability is highly recommended for its versatility and power throughout this stage.
  • If you lose the Smash Bros. ability, consider grabbing the Fighter or Ice abilities as alternatives, though Smash Bros. is generally superior.
  • Using the Invincibility Candy before the King Doo mini-boss fight can significantly shorten the encounter.
  • In Spark Mode, ensure the wires are properly connected to open the gate for Code Cube #3.

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