Overworld: Difference between revisions

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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.


Enemies: [[Girin]], [[Keron]], [[Mick]], [[Minos]], [[Rokman]], [[Shemum]]
Enemies: [[Girin]], [[Keron]], [[Mick]], [[Minos]], [[Rokman]], [[Shemum]], [[Specknose]]


Chambers: [[Enemy Lair]], [[Hot Springs]], [[Sacred Chamber]], [[Sacred Training Chamber]], [[Store]] & Black Marketeer, [[Treasure Chamber]]
Chambers: [[Enemy Lair]], [[Hot Springs]], [[Sacred Chamber]], [[Sacred Training Chamber]], [[Store]] & Black Marketeer, [[Treasure Chamber]]


3D Classic: Here Pit must travel through Angel Land's highlands, against a backdrop of rolling hills, trees, and looming mountains. A thin layer of grass sits upon the landscape.
3D Classic: Here Pit must travel through Angel Land's highlands, against a backdrop of rolling hills, trees, and looming mountains. A thin layer of grass sits upon the landscape.
====Stage 2-2====
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.
Enemies: [[Keron]], [[Mick]], [[Minos]], [[Pluton]], [[Rokman]], [[Snowman]], [[Specknose]]
Chambers: [[Enemy Lair]], [[Hot Springs]], [[Sacred Chamber]], [[Store|Black Marketeer]], [[Treasure Chamber]]
3D Classic: Pit travels the tundra of the Overworld against the setting sun, which slowly falls as he proceeds.


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Revision as of 17:31, 27 March 2012

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.

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

Kid Icarus

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.

Enemies: Girin, Keron, Mick, Minos, Rokman, Shemum, Specknose

Chambers: Enemy Lair, Hot Springs, Sacred Chamber, Sacred Training Chamber, Store & Black Marketeer, Treasure Chamber

3D Classic: Here Pit must travel through Angel Land's highlands, against a backdrop of rolling hills, trees, and looming mountains. A thin layer of grass sits upon the landscape.

Stage 2-2

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 Hearts; 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 Skill. There's an additional Black Marketeer at the end.

Enemies: Keron, Mick, Minos, Pluton, Rokman, Snowman, Specknose

Chambers: Enemy Lair, Hot Springs, Sacred Chamber, Black Marketeer, Treasure Chamber

3D Classic: Pit travels the tundra of the Overworld against the setting sun, which slowly falls as he proceeds.


Kid Icarus: Of Myths and Monsters

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.

Enemies: Big Toe, Cyclops Hopper, Globe, Snake, Sticky Talon, Totem

Chambers: Bat Chamber, Hot Springs, Sacred Chamber, Store

Stage 2-2

Most of this area is covered in ice, and Pit will slide if he moves on it. Much of the surface area is fire, and more prevalent thorns make jumping risky. A Harp can be found here. As Don points out, there's a Hot Springs under the first Snake jar. An Angel's Feather is needed to reach the Sacred Chamber. Pit will also find his first Black Marketeer.

Enemies: Big Toe, Cyclops Hopper, Globe, Gruff, Snake, Sticky Talon

Chambers: Bat Chamber, Hot Springs, Information Center, Sacred Chamber, Store, Treasure Chamber

Stage 2-3

Pit's journey through the Overworld continues with more hazardous platforming. Fire pits cover most of the surface area, and Pit will have to navigate thorn mazes on moving platforms to advance and reach the Fortress. There's a Hot Springs halfway through the area, but it's hidden and takes a perfect jump to reach, just up and left of the Harp. There are a lot of Bat Chambers here, and Pit should avail himself of them to save up for the Black Marketeer here.

Enemies: Big Toe, Cyclops Hopper, Globe, Gruff, Snake, Sticky Talon

Chambers: Bat Chamber, Hot Springs, Store, Treasure Chamber

Stage 2-4

The sliding spikes from Kid Icarus' Fortresses make a return, albeit at a slower pace. Pit will also get a nasty surprise by breaking certain Centurion statues with a Hammer, as Fuzz Balls may be hidden in them. Eggplant Wizards have also taken to guarding Hot Springs here.

Enemies: Eggplant Wizard, Fuzz Ball, Gubble, Skullwing, Snake, Slime, Stone Golem

Chambers: Hospital, Hot Springs, Store

Locations
Skyworld Arms AltarAurum Brain FortressAurum IslandGalactic SeaLightning Chariot BaseLunar SanctumPalutena's TempleReset Bomb DepotSpace Pirate ShipThunder Cloud Temple
Overworld Angel CannonDark Lord Gaol's CastlePhoenix MountainReaper FortressReset Bomb ForestSeafloor PalaceTemple RuinsTown
Underworld City of SoulsRewind SpringUnderworld Castle
Aurum Aurum IslandAurum HiveAurum Brain
Various Enemy LairHospitalHot SpringInformation CenterSacred ChamberSacred Training ChamberStoreTreasure Chamber
Otherworldly Dimensions Chaos VortexDyntos's WorkshopHades's BellyLabyrinth of Deceit