Kirby: Canvas Curse/1-2: Tiny Town

Tiny Town is another linear path from entrance to goal. The areas have few alternate pathways, and those that do, re-converge later. The area, along with other Reddy Land areas, is ripe with point stars, which can get more 1Ups.

Area 1
The first room holds one of the alternate paths, a tube on the floor and one on the ceiling will lead to the same room. The only difference is whether playing for stars or time. When speed-running, opt for the lower tube. Continue following the only possible route. Keep an eye on the map for the location of the medal. Allow Kirby to fall to the lowest point of the floor near it for an easy medal pick up.

This area later appears as the Line Trial challenge for Tiny Town. Only the final room will need ink usage to get Kirby to the exit door.

Area 2
The second area is slightly more difficult. The path is mostly linear, with one extra room containing a 1Up. Follow the direct, natural path of the level. The first challenge will be a cannon tour-like puzzle. The Bronto Burts in the way are no threat when the cannons fire Kirby. To collect the most stars, just tap the contact-activated cannon as it spins and aims to where you want to go. After exiting the cannon hot-potatoing bit, travel left and skip the drop points if you need stars or a checkpoint, then drop through the rotating gates.

The medal for the area cannot be obtained until a switch disengaging the large orange block is pressed in Rift Ruin. The medal can be seen after being fired from the cannon through the metal blocks.

Area 3
All of the rooms are direct paths from one another. The medal for the area can be easily seen on the floor of a room, between two sets of floor spikes. A 1Up can be nabbed in the final room on the opposite end of the exit portal.

This area later appears as the Time Trial challenge for Tiny Town. Learning the short-cuts to the tubes, and grabbing the burning ability will save all the time need for a time under 0:35:00.

Rainbow Run
Takes place in the third area. To go through it as fast as possible, plan ahead and draw just enough of a Rainbow Line to send Kirby to the door. Dashing is faster while on the ink rails. Get the Burning ability from Burning Leo and use it to blast through straight paths even faster.
 * Time Trial
 * 0:35:00
 * 0:45:00
 * 0:50:00

This utilizes the first area. Most of it can be traversed without Rainbow Lines. The final room, consisting of several trampolines is the exception. Allow Kirby to freely bounce through most of it. Near the final bounce, the wall is too high, so timing and a short angled line should be able to get him over that and to the door.
 * Line Trial
 * 0150 ml
 * 0100 ml
 * 0050 ml