Super Smash Bros. Brawl

The Wilds (Part II)

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World of Trophies
The Wilds
Wilds2.png
SmashBrosSymbol.svg
Mario during gameplay of the level.
Universe Super Smash Bros.
Appears in Brawl
Availability Subspace Emissary only
Preceding SSE stage The Ruined Hall
Following SSE stage The Swamp

The Wilds (Part II) (荒野, Wilds) is the seventeenth stage of Super Smash Bros. Brawl's Adventure Mode: The Subspace Emissary.

Overview[edit]

This part of The Wilds is in a far region which has now been afflicted by Galleom's self-destruction, along with The Ruins, and sucked the trophified Wario into it as well, where Meta Knight, Marth, Ike, Lucas and Pokémon Trainer all recently fought Galleom. The stage instead has Mario, Pit, Yoshi, Link and Kirby chasing the Ancient Minister. Though a Subspace Bomb detonates, the player can still play the stage, which is only partially engulfed. None of the playable characters are affected.

In the pre-level cutscene, the Ancient Minister is seen gazing at the ruins' Subspace rift. The Minister averts his gaze, sorrowful at the sacrifices of his fellow R.O.B.s needed to detonate the Subspace Bombs. Then, Pit shoots an arrow at the Minister, who dodges and flees. Mario, Pit, Link, Yoshi and Kirby begin pursuing him.

After the level, the Ancient Minister drops a Subspace Bomb on the path and several R.O.B.s stand guard as the former's countdown begins. Mario and Pit try to detach the R.O.B.s detonating the bomb, but are quickly pulled away by the others. The Ancient Minister hesitantly retreats and the heroes narrowly escape from the detonation (Mario rides Yoshi while Pit, Link and Kirby ride the Warp Star) as the R.O.B.s are sucked into it and apparently destroyed, eventually making their way to The Canyon.

Playable Characters[edit]

Returning enemies[edit]

Level structure[edit]

Much like the first The Wilds level, much of the level involves traversing stretches of desert and climbing rocky cliffs by use of moving platforms. Also, early in the level, the player must traverse a cave in a cliff side, which, oddly enough, has elevators that appear to be used for construction well installed.

A common theme in both The Wilds levels is wind, which pushes anything standing still and resisting movement upwind. Windy areas often contain spike-covered walls facing the wind so as to push the player into the spikes. Wind becomes more prominent later in each level.

Music[edit]