This is a sub-page of Kirby & the Amazing Mirror.
When calling partner Kirbys, they will arrive at a set location depending on your position in the room Kirby's currently in. Some arrival points end up unused due to diverse circumstances, such as environmental effects, unreachable areas, or simply the unavailability of phone calls in certain rooms. These cases have been documented and mapped below, with the mirror doors with a phone icon representing the points in which the Kirbys spawn.
(Discovery: Mugg1991)
Goal Game Rooms (Rooms 3D4, 3D5 and 3D6)#
The Goal Game rooms are long, vertical rooms that store the initial takeoff point, the Warp Star ride, and the Kirby Dance surface. These rooms prevent Kirby from calling his friends into them, but they still have arrival points set for the takeoff section of the rooms. They consist of only two warps, one near each edge of the screen. The positions are identical between the three rooms. The maps shown below only have the takeoff sections present for clarity.
Room 3D4 |
Room 3D5 |
Room 3D6 |
|---|---|---|
(Source: Mugg1991)
Moonlight Mansion-Olive Ocean Passage (Room B4)#
The passage connecting Moonlight Mansion and Olive Ocean has two arrival points that go unused due to the wind current pushing Kirby outside of the trigger area of those points. They're both located on the left. If Kirby calls as soon as possible when entering the room, he will only be able to trigger the last three arrival points (not shown here for the sake of clarity), as partner Kirbys cannot pick up the phone fast enough to trigger the first two when Kirby is passing through them, not even when playing in multiplayer. Even then, the first arrival point the Kirbys can come through is incredibly difficult to trigger, as Kirby has to call on the first frame he's actionable when entering the room.
The right side of the room doesn't contain any unused arrival points, though the last one, located right at the bottom of the passage, is also particularly difficult to trigger and can only be accessed if Kirby uses the Smash ability's Final Cutter at a specific distance away from the bottom.
(Source: Vyroz)
Carrot Castle-Radish Ruins Passage (Room B5)#
The passage connecting Carrot Castle and Radish Ruins also has two unused arrival points on the left side as well. The unused points all suffer from the same problem as before: the wind current pushing Kirby outside their radius. They differ slightly in that the uppermost unused point in the left side of the room is positioned slightly lower compared to room B4's own points. Again, only unused points are shown.
The right passage also has another hard to trigger bottom arrival point, but this one is even more so due to it being positioned slightly lower.
(Source: Vyroz)
Moley's Room (Room 204)#
Moley's room has an unusual out-of-bounds arrival point set in the section of the room the Kirby Dance takes place in. This part is usually inaccessible during regular gameplay, and is only visited after Moley is defeated and his Mirror Shard is collected to host a Kirby dance. By modding the game, however, it's possible to disable the lock on the camera during Moley's fight and simply walk over to that section of the room and call the other Kirbys. When called, they will spawn on the lower right section of the room and get KO'd shortly after due to touching the death barrier. The map below only shows the Kirby Dance section of the room.
(Source: Mugg1991)
Mustard Mountain Pre-Goal Room (Room 139)#
The room leading up to one of Mustard Mountain's goal rooms has one unused arrival point set near the very end of the room. It cannot be triggered due to a wind effect pushing Kirby into the right boundary of the room, which warps the pink puffball into the next room as soon as he comes into contact with it. It's also placed on a platform that can only be reached by Missile Kirby, but even if Missile Kirby tries to land on said platform, the explosion from the ability leaves him airborne and unactionable for quite a while, which means the wind current will not grant an opportunity to ground him, and it will push the helpless hero into the next room.
Another arrival point exists just below this one, and while it's undoubtedly incredibly difficult to trigger, it is accessible, and therefore used. It needs almost frame-perfect inputs, requiring Kirby to enter the air current and calling as soon as possible. The player won't be able to see the Kirbys spawn in, as Kirby will already be in the next room. However, the Kirbys called in will be immediately warped to the next room due to the arrival point being set really close to the edge of the screen.
(Source: Vyroz)
Carrot Castle Cannon Room (Room 2E1)#
The room in Carrot Castle consisting of multiple cannons located before Mega Titan has most of its arrival points unused because they're located in the section where Kirby gets launched uncontrollably by the cannons. It's impossible to enter this area without getting launched first from either one of two cannons located at the beginning of the room on the left side, at which point Kirby will be locked into the cannon sequence and will not be able to get out until he gets launched into the next room. By abusing intangibility glitches with Bomb or by modding the game to remove the cannons, Kirby can get in the cannon section without being launched and trigger some arrival points. These points are arranged in a way that makes the partner Kirbys spawn close to each cannon in the room. The only two points that get used are located right next to the first cannons in the left section of the room, not shown in the image below.
(Source: Vyroz)
Dark Mind Shooter Section (Room 397)#
For some unexplainable reason, the room involving the very last phase of Dark Mind has two arrival points set for partner Kirbys. This room disables Kirby's cell phone, and the Warp Star state here doesn't let you take it out even if the room was modified to allow it, so why these points are set is completely unknown. Each warp is located in the upper mid and lower mid sections of the room.
(Source: Vyroz)
Debug Room (Room 3C9)#
Despite being completely inaccessible, the Debug room has its own arrival points set. Similar to the Goal Game rooms, the points are set to be close to the edges of the screen. Since this is a debug room, the most likely explanation for them existing is to test the arrival points proper.
(Source: Vyroz)
Unknown Room#
Even the room with the missing presets has arrival points laid out. There are five in total, with four points covering the lower part of the room, and one lone point covering the upper portion of it. Why this room needed 5 of them all within very close proximity of each other is unknown.
(Source: Vyroz)