Overworld: Difference between revisions

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Chambers: [[Hospital]], [[Hot Springs]], [[Store]]
Chambers: [[Hospital]], [[Hot Springs]], [[Store]]
{{KILocations}}

Revision as of 18:54, 14 January 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

The difficult platforming makes dodging Plutons difficult.


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