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The '''Overworld''' (地上界 ''Chijoukai'', lit. "Land World") marks the ground between the [[Underworld]] and [[Skyworld]]. It is a vast horizontal area, typically inhabited by the people of [[Angel Land]], consisting of treacherous mountains, wide lakes, and icy areas. Like all other Worlds, it consists of 4 areas, the last of which is a mighty [[Fortress]].
[[File:That first town.jpg|thumb|A human [[town]] in the Overworld.]]
 
The '''Overworld''' (地上界 ''Chijoukai'', lit. "Land World") is one of the three major Worlds that appears in the [[Kid Icarus series]]. It exists between the [[Underworld]] and [[Skyworld]], thus it is also referred to as the "earth". It is primarily inhabited by the [[human]]s of [[Angel Land]].
Major hazards here are mostly the large expanses of water found in later areas, and many ice platforms. The terrain itself involves lots of jumping, but is otherwise not particularly dangerous.


==Appearances==
==Appearances==
===[[Kid Icarus]]===
===''[[Kid Icarus]]''===
The Overworld acts as the second primary stage after the Underworld.
====Stage 2-1====
====Stage 2-1====
This a long area and will introduce Pit to most of the enemies he'll encounter through the rest of the Overworld. While some areas have lava or watery pits, most of the landscape is fairly straightforward, making this more of a test of Pit's mettle and endurance rather than jumping prowess.
This a long area and will introduce Pit to most of the enemies he'll encounter through the rest of the Overworld. While some areas have lava or watery pits, most of the landscape is fairly straightforward, making this more of a test of Pit's mettle and endurance rather than jumping prowess.
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The second stretch of the Overworld is rocky, icy terrain, pretty much in that order. Pit must cross over vast, freezing lakes to reach the end. Much of the frost-covered ground is the kind that he can jump down from, but with only icy water beneath, so he must be careful where he crouches. This area contains many Enemy Lairs and is a good place for Pit to earn [[Heart]]s; even a moderately wealthy Pit will easily be able to max out at 999. A new enemy shows up here; the [[Pluton]], just waiting to steal Pit's special weapons.
The second stretch of the Overworld is rocky, icy terrain, pretty much in that order. Pit must cross over vast, freezing lakes to reach the end. Much of the frost-covered ground is the kind that he can jump down from, but with only icy water beneath, so he must be careful where he crouches. This area contains many Enemy Lairs and is a good place for Pit to earn [[Heart]]s; even a moderately wealthy Pit will easily be able to max out at 999. A new enemy shows up here; the [[Pluton]], just waiting to steal Pit's special weapons.


The Black Marketeer here serves a special function. He's planted in the middle of the stage, and, if Pit's been a diligent monster-hunter, the angel's probably collected around 600 Hearts in this stage alone. If Pit is close to the limit of 999, he ''must'' buy something from the merchant to bring his total down ([[Angel's Feather]] would be a good choice, given the precarious platforming here). If Pit's Hearts reach 999, any additional heart collecting does not add to his [[Arrow of Strength|Skill]]. There's an additional Black Marketeer at the end.
The Black Marketeer here deserves a special mention. He's planted in the middle of the stage, and, if Pit's been a diligent monster-hunter, the angel's probably collected around 600 Hearts halfway in this stage alone (there's roughly a thousand hearts total in this stage). If Pit is close to the limit of 999, he ''must'' buy something from the merchant to bring his total down ([[Angel's Feather]] would be a good choice, given the precarious platforming here). If Pit's Hearts reach 999, any additional heart collecting does not add to his [[Arrow of Strength|Skill]]. There's an additional Black Marketeer at the end which serves a similar function, as Pit will have earned another 300-400 Hearts by this point; the first Store in 2-3 is about a third of the way into the stage, with around 250 more attainable hearts 'til then.


Enemies: [[Keron]], [[Mick]], [[Minos]], [[Pluton]], [[Rokman]], [[Snowman]], [[Specknose]]
Enemies: [[Keron]], [[Mick]], [[Minos]], [[Pluton]], [[Rokman]], [[Snowman]], [[Specknose]]
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3D Classic: Pit travels the tundra of the Overworld against the setting sun, which slowly falls as he proceeds.
3D Classic: Pit travels the tundra of the Overworld against the setting sun, which slowly falls as he proceeds.


====Stage 2-3====
Pit may be clear of the icy terrain of the previous area, but now he must pass through rocky flatlands. This area contains nearly every environmental hazard thus far, such as lava pools, pits, thorns, and moving platforms with which they must be navigated. Halfway through the stage is a graveyard full of Plutons. Pit must be extremely careful here to avoid losing any of his special weapons; proceed slowly and dodge each one individually, it's nearly impossible to evade them all at once. Conveniently, there's a Black Marketeer just after the horde to sell Pit's weapons back to him. There's a series of tricky pillar-jumps right before the bridge leading to the exit, ''very'' careful jumps are required to pass.
Enemies: [[Girin]], [[Keron]], [[Pluton]], [[Rokman]], [[Shemum]], [[Snowman]]
Chambers: [[Enemy Lair]], [[Sacred Training Chamber]], [[Store]] & Black Marketeer
3D Classic: Night has fallen on the Overworld and Pit travels in twilight, under a sea of stars.
====Stage 2-4====
A diligent Pit will likely have maxed out his life bar at the end of 2-3, and he'll need as much endurance as possible for this grueling fortress. This Fortress is crawling with Eggplant Wizards; luckily, there are two [[Hospital]]s. Spike traps are also a common threat.
The path to the boss is tricky, and starts in the lower left. From there, Pit must go up and around to the right (past a [[Hot Springs]], thankfully), and back down. '''[[Hewdraw]]''' awaits in the lower right, next to a chamber above two Eggplant Wizards.
Enemies: [[Eggplant Wizard]], [[Shemum]], [[Shulm]], [[Tamambo]]
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----
===[[Kid Icarus: Of Myths and Monsters]]===
===''[[Kid Icarus: Of Myths and Monsters]]''===
 
====Stage 2-1====
====Stage 2-1====
Pit's first stroll through the Overworld will be nice break from the dank of the previous Fortress. To make his quest easier, he can find a Hot Springs above the entrance to the Overworld, guarded by Totems. Two new hazards appear, fire pits and thorns, growing on walls. An [[Angel's Feather]] can also be found here.
Pit's first stroll through the Overworld will be nice break from the dank of the previous Fortress. To make his quest easier, he can find a Hot Springs above the entrance to the Overworld, guarded by Totems. Two new hazards appear, fire pits and thorns, growing on walls. An [[Angel's Feather]] can also be found here.
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Chambers: [[Hospital]], [[Hot Springs]], [[Store]]
Chambers: [[Hospital]], [[Hot Springs]], [[Store]]
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===''[[Kid Icarus: Uprising]]''===
{{stub}}
The Overworld appears much more vastly fleshed-out with numerous locations within. These locations include several [[town]]s, the [[Reaper Fortress]], [[Dark Lord Gaol's Castle]], [[Phoenix Mountain]], [[Seafloor Palace]], and the [[Temple Ruins]].
{{KILocations}}
{{KILocations}}
[[Category:Locations]]
[[Category:Kid Icarus]]
[[Category:Kid Icarus: Of Myths and Monsters]]
[[Category:Kid Icarus: Uprising]]
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