The Wilds (Part II)
| World of Trophies The Wilds | |
|---|---|
Mario in the second part of The Wilds. | |
| 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 17th stage ofSuper Smash Bros. Brawl'sAdventure Mode: The Subspace Emissary.
Overview[edit]
This part of The Wilds is in a region far from what has now been sucked up intoSubspace (along withThe Ruined Hall,The Ruins andWario's trophy), whereMeta Knight,Marth,Ike,Lucas, andPokémon Trainer all recently foughtGalleom. The stage instead hasMario,Pit,Yoshi,Link, andKirby chasing theAncient Minister. Though aSubspace Bomb detonates, the player can still play the stage, which is only partially engulfed. None of the playablecharacters are affected.
In the pre-level cutscene, the Ancient Minister is seen gazing at the pocket of Subspace caused by Galleom's self-destruction. The Minister averts his gaze, sorrowful at the sacrifices of his fellowhis 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 chase him.
After the level, the Ancient Minister drops a Subspace Bomb on the path and several R.O.B.s stand guard as the countdown begins. Mario and Pit try to detach the R.O.B.s detonating the bomb, but are quickly pulled away by two guard R.O.B.s. The Ancient Minister hesitantly flies away, and the heroes barely escape the detonation (Mario rides Yoshi while Pit, Link, and Kirby ride aWarp Star) as the R.O.B.s are sucked into it and apparently destroyed. The characters eventually find their way toThe Canyon.
Playable characters[edit]
Returning enemies[edit]
- Shellpod
- Feyesh
- Bucculus
- Borboras
- Mite
- Armight
- Puppit
- Ticken
- Primid
- Nagagog
- Trowlon
- Scope Primid
- Sword Primid
- Greap
- Spaak
- Bytan
- Roader
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 iswind, 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]
- In this level, onlyStep: The Plain plays.

