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The Wilds (Part I): Difference between revisions

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==Music==
==Music==
*For most of the level, ''[[List of SSBB Music (Fire Emblem series)#With Mila's Divine Protection (Celica Map 1)|With Mila's Divine Protection (Celica Map 1)]]'' plays.
*During chasing Galleom, ''[[List of SSBB Music (Fire Emblem series)#With Mila's Divine Protection (Celica Map 1)|With Mila's Divine Protection (Celica Map 1)]]'' plays.
*For Galleom's fight, ''[[List of SSBB Music (Super Smash Bros. Brawl series)#Boss Battle Song 1|Boss Battle Song 1]]'' plays.
*For Galleom's fight, ''[[List of SSBB Music (Super Smash Bros. Brawl series)#Boss Battle Song 1|Boss Battle Song 1]]'' plays.



Revision as of 01:34, February 6, 2014

The Wilds
Swords Subspace Emissary.png
File:SmashBrosSymbol.png
Meta Knight, Marth, and Ike about to fight Galleom.
Universe Super Smash Bros.
Appears in SSBB
Availability Subspace Emissary and
Boss Battles only

The Wilds (Part I) is a stage in the Subspace Emissary. The Wilds can be described as a large desert with several canyons and rock formations. When returning to this stage after clearing the story, the door to the healing section is replaced with a goal door.

After they unite, Marth, Ike and Meta Knight chase after the Ancient Minister. During the chase, they see tracks of a large tank, Galleom, and decide to pursue him instead. The trio make their way through the desert and track him down near an ancient ruin.

Throughout the level, they face many obstacles. The most notable one is the wind. At several points in the level, a fierce wind will slow the smashers down.

Once they reach the ruins, they battle Galleom. Galleom attacks with his powerful attacks as well as his missiles, but the trio manage to defeat him. After Galleom is defeated, he falls into The Ruined Hall, where he later encounters and faces off against Lucas and the Pokémon Trainer after their fight with Charizard.

Playable Characters

Enemies introduced

Music

Trivia

  • The area where a Big Primid is encountered will fall below the blast line if the player waits too long in that area. The timer can be determined by the closing of the door; if the door closes before all enemies are defeated, the floor drops out and the active character will likely die.