Talk:System Sector: Difference between revisions
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Here's the system sectors for Destiny Islands. Left one out | Here's the system sectors for Destiny Islands. Left one out | ||
Destiny Islands near Save Point | |||
Challenge Floor 1 - There isn't any ] This is the first | *Challenge Floor 1 - There isn't any ] This is the first | ||
Challenge Floor 2 - There isn't any ] System Sector | *Challenge Floor 2 - There isn't any ] System Sector | ||
Rewards - | Rewards - | ||
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* Blank Chip | * Blank Chip | ||
Secret Place | |||
Challenge Floor 1 - Exit the floor in 180 seconds or less (x 4.5 SP rate) | *Challenge Floor 1 - Exit the floor in 180 seconds or less (x 4.5 SP rate) | ||
Challenge Floor 2 - Use a Finish command in under 60 seconds (x 5.0 SP rate) | *Challenge Floor 2 - Use a Finish command in under 60 seconds (x 5.0 SP rate) | ||
Challenge Floor 3 - Exit the floor in 100 seconds or less (x 6.0 SP rate) | *Challenge Floor 3 - Exit the floor in 100 seconds or less (x 6.0 SP rate) | ||
Challenge Floor 4 - Use your Finish commandant least 3 times! (x 6.0 SP rate) | *Challenge Floor 4 - Use your Finish commandant least 3 times! (x 6.0 SP rate) | ||
Rewards - | Rewards - | ||
Line 77: | Line 77: | ||
* Strength +1 | * Strength +1 | ||
* Magic +1 | * Magic +1 | ||
*Slow 1000 SP (Can be bought multiple times) | *Slow 1000 SP (Can be bought multiple times) {{User:TheFifteenthMember/Sig1}} 15:28, 17 April 2012 (UTC) | ||
{{neumannz|time=16:06, 17 April 2012 (UTC) | |||
|text=*[[User:Neumannz/Notes/Re:coded#Destiny Islands I]] | |||
*[[User:Neumannz/Notes/Re:coded#Destiny Islands II (Optional)]] | |||
*[[User:Neumannz/Notes/Re:coded#Destiny Islands: Secret Place I (Optional)]]}} | |||
Ooh wow! It seems complete or are there bits left out cos thats all the information needed to form the page. {{User:TheFifteenthMember/Sig1}} 17:08, 18 April 2012 (UTC) | |||
No seriously, with that, what are we waiting for to make the page (and possibly create other pages...) {{User:TheFifteenthMember/Sig1}} 18:09, 20 May 2012 (UTC) | |||
==Bugged Heartless== | |||
Shouldn't the different colors of Bugged Heartless be mentioned? Here are the different colors based on what I observed: | |||
:Blue: Normal | |||
:Yellow: Moves faster than normal. | |||
:Red: Stronger and don't flinch when attacked. | |||
:Blue-green: Larger than normal. [[User:Blackchaos27|Blackchaos27]] ([[User talk:Blackchaos27|talk]]) 06:07, 27 July 2012 (UTC) | |||
::Yes, this information is still to be added to the enemy template but Kryten reached a dead end with his translation so this project is on hold for now. --[[User:ShardofTruth|ShardofTruth]] ([[User talk:ShardofTruth|talk]]) 09:00, 27 July 2012 (UTC) | |||
==Naming and Linking== | |||
What do we call specific System Sectors? Currently, under "Obtainment" sections and the [[Quests]] page, it has names like "System Sector 5-A". I worked out that the "5" is the world and the "A" is the sector but I doubt casual visitors would be able to understand it. If we continue doing this, we should link the name of the SS to the appropriate "Game:World#System Sectors" page to make it clearer. Alternatively, we could just use a better naming system but can anyone think of one? {{User:TheFifteenthMember/Sig1}} 18:57, 21 February 2014 (UTC) | |||
:Absolutely we should link to the appropriate section on the respective Game-space page, no matter what. Unfortunately, there isn't a good naming system that doesn't hit the problem of two sectors in one area. --{{User:Neumannz/SigTemplate}} 21:31, 21 February 2014 (UTC) | |||
== Challenge types == | |||
Is it really necessary to list them all? They're already part of the System Sector templates and it seems unnecessary to list things like "Play at night" which only appears once. An example in the lead is enough to understand the system. {{User:TheFifteenthMember/Sig1}} 23:00, 31 August 2015 (UTC) | |||
== Blue bugged heartless == | |||
The page currently lists blue bugged enemies as being normal, but in my experience, they aren't entirely normal. They do generally take a little bit more damage to kill compared to normal Heartless (yellow bugs incidentally seem to take less damage to kill in my experience), but the more notable feature is their tendency to occasionally go almost entirely invisible. They can still be located with the targeting reticule and locking on, but when facing them in swarms as happens in some sectors, or when distracted by normal heartless, the lack of visibility can lead to Sora getting ambushed by an enemy that approached unnoticed. --[[Special:Contributions/8.20.65.4|8.20.65.4]] 19:14, 12 January 2023 (UTC) | |||
:Looked through some gameplay footage just now - you're right. I hadn't noticed that they don't do the fade thing when in a non-blue aura, interesting. | |||
:Since the first enemies the player faces have a blue aura, and bugged multi-phase bosses go from blue -> yellow -> red -> green, I guess I just figured blue was vanilla. --[[User:Boblers|Boblers]] ([[User talk:Boblers|talk]]) 17:36, 13 January 2023 (UTC) | |||
::I translated the Ultimania descriptions of the different colors: | |||
*Bug: Yellow (Fast) | |||
:The speed of all actions, such as movement and attacks, is double that of non-bugged enemies. | |||
*Bug: Blue (Invisible) | |||
:Becomes invisible. When it attack, when it is attacked by the player, or when the target mark overlaps, it will be visible for a short period of time. | |||
*Bug: Red (Violent) | |||
:Does not flinch when attacked by an opponent and continues to act. The interval between attacks is shorter than that of non-bugged enemies. | |||
*Bug: Green (Giant) | |||
:Body size is increased by 1.5 times, HP is doubled, and defense is increased by 1.25 times. Does not flinch when hit by an opponent's attack, but continues to act. The interval between attacks is longer than that of non-bugged enemies. | |||
::So, the blue ones indeed turn invisible. Also, both the red and green ones are immune to flinching, but the red ones attack more and the green ones less often. {{User:TheSilentHero/Sig}} 18:43, 13 January 2023 (UTC) |
Latest revision as of 18:44, 13 January 2023
I didn't think to start recording notes until... partway through Waonderland, I think.
So here's what I got so far:
Story mode in Wonderland:
- Aimless Path
- Hedge Maze
- Bizarre Room
- Challenge:
- Take Damage no more than 14 times
- Rewards:
- Safegaurd Armlet
- 700 SP
- Debug Device
- 500 SP
- HP+2
- 400 SP
- Fire+1
- 400 SP
- Magic+1
- 400 SP
- Blizzard
- 100 SP
- Safegaurd Armlet
- Rewards:
- Take Damage no more than 14 times
- Challenge:
KRCCFNF is tired of being STEPPED ON. 20:26, January 16, 2011 (UTC)
Merge in:[edit]
Backdoors are a special pathways used to access the System Sectors in Kingdom Hearts coded and Kingdom Hearts re:coded. Backdoors appear as a small hole with cracks and data codes. Data-Sora can detect Backdoors by using the indicator in the top screen. The corners of the screen will appear as blue number codes with alarm, the closer Data-Sora is to the Backdoor, the louder the alarm will rang, the number codes will turn red when Data Sora has loctated the Backdoor. The main purpose of Backdoors are to locate the System Sector of a world and.
Bugged or Glitched Heartless are only found in the System Sector of Kingdom Hearts Re:coded
they look much like ordinary heartless. They have a few diffrences that sets them appart from 'normal' Heartless. They are completly black and display no features, They are stronger in battle, they have electronic lines over them and lastly they have three menu screens that appear around them. The colour of the lines and the menu screens changes depending on the type of bugged Heartless you are facing.
As a whole bugged heartless are acctually stronger and more feirce than all of their normal counter parts, even ones of the same type. For exsample: normal shadow heartless are weaker than bugged shadow heartless. The advice to take into account when facing bugged heartless is to follow the same Strategy that you would when facing the normal version of the same heartless. But to remember that Bugged heartless attack more often and have a higher defence so they will take longer to distroy.
That part's mostly bullcrap, but what we DO need is a description of the different "colors" of bug (e.g. blue, yellow, red, etc.). --Neumannz, The Dark Falcon 23:01, January 19, 2011 (UTC)
Referential[edit]
The 13-floor dungeon has at least three floors that reference the Organization:
- 3: Make 15 Heartless Air-tossed
- 10: Defeat 10 Heartless when Clock Gauge is at max
- 13: Defeat Data-Roxas
The Avatar Sector floor challenges for the default organization tag mode challenges definitely reference the Organization. Axel's challenge, for example, is to inflict burn status on several Heartless.
I'm thinking we should have a list of default avatars, names, trophy numbers (another reference), quotes, and challenges. Not here, probably, but somewhere."We're werewolves, not swearwolves." (KrytenKoro) 20:41, January 28, 2011 (UTC)
Destiny Islands[edit]
Here's the system sectors for Destiny Islands. Left one out
Destiny Islands near Save Point
- Challenge Floor 1 - There isn't any ] This is the first
- Challenge Floor 2 - There isn't any ] System Sector
Rewards -
- Power Armlet (not sure how much for these)
- Strength +1
- Magic +1
- Defense +1
- Blank Chip
Secret Place
- Challenge Floor 1 - Exit the floor in 180 seconds or less (x 4.5 SP rate)
- Challenge Floor 2 - Use a Finish command in under 60 seconds (x 5.0 SP rate)
- Challenge Floor 3 - Exit the floor in 100 seconds or less (x 6.0 SP rate)
- Challenge Floor 4 - Use your Finish commandant least 3 times! (x 6.0 SP rate)
Rewards -
- Meteor Rain (not sure how much for these)
- Jump Rope
- Strength +1
- Magic +1
- Slow 1000 SP (Can be bought multiple times) TheFifteenthMember 15:28, 17 April 2012 (UTC)
|
Ooh wow! It seems complete or are there bits left out cos thats all the information needed to form the page. TheFifteenthMember 17:08, 18 April 2012 (UTC)
No seriously, with that, what are we waiting for to make the page (and possibly create other pages...) TheFifteenthMember 18:09, 20 May 2012 (UTC)
Bugged Heartless[edit]
Shouldn't the different colors of Bugged Heartless be mentioned? Here are the different colors based on what I observed:
- Blue: Normal
- Yellow: Moves faster than normal.
- Red: Stronger and don't flinch when attacked.
- Blue-green: Larger than normal. Blackchaos27 (talk) 06:07, 27 July 2012 (UTC)
- Yes, this information is still to be added to the enemy template but Kryten reached a dead end with his translation so this project is on hold for now. --ShardofTruth (talk) 09:00, 27 July 2012 (UTC)
Naming and Linking[edit]
What do we call specific System Sectors? Currently, under "Obtainment" sections and the Quests page, it has names like "System Sector 5-A". I worked out that the "5" is the world and the "A" is the sector but I doubt casual visitors would be able to understand it. If we continue doing this, we should link the name of the SS to the appropriate "Game:World#System Sectors" page to make it clearer. Alternatively, we could just use a better naming system but can anyone think of one? TheFifteenthMember 18:57, 21 February 2014 (UTC)
- Absolutely we should link to the appropriate section on the respective Game-space page, no matter what. Unfortunately, there isn't a good naming system that doesn't hit the problem of two sectors in one area. --Neumannz, The Dark Falcon 21:31, 21 February 2014 (UTC)
Challenge types[edit]
Is it really necessary to list them all? They're already part of the System Sector templates and it seems unnecessary to list things like "Play at night" which only appears once. An example in the lead is enough to understand the system. TheFifteenthMember 23:00, 31 August 2015 (UTC)
Blue bugged heartless[edit]
The page currently lists blue bugged enemies as being normal, but in my experience, they aren't entirely normal. They do generally take a little bit more damage to kill compared to normal Heartless (yellow bugs incidentally seem to take less damage to kill in my experience), but the more notable feature is their tendency to occasionally go almost entirely invisible. They can still be located with the targeting reticule and locking on, but when facing them in swarms as happens in some sectors, or when distracted by normal heartless, the lack of visibility can lead to Sora getting ambushed by an enemy that approached unnoticed. --8.20.65.4 19:14, 12 January 2023 (UTC)
- Looked through some gameplay footage just now - you're right. I hadn't noticed that they don't do the fade thing when in a non-blue aura, interesting.
- Since the first enemies the player faces have a blue aura, and bugged multi-phase bosses go from blue -> yellow -> red -> green, I guess I just figured blue was vanilla. --Boblers (talk) 17:36, 13 January 2023 (UTC)
- I translated the Ultimania descriptions of the different colors:
- Bug: Yellow (Fast)
- The speed of all actions, such as movement and attacks, is double that of non-bugged enemies.
- Bug: Blue (Invisible)
- Becomes invisible. When it attack, when it is attacked by the player, or when the target mark overlaps, it will be visible for a short period of time.
- Bug: Red (Violent)
- Does not flinch when attacked by an opponent and continues to act. The interval between attacks is shorter than that of non-bugged enemies.
- Bug: Green (Giant)
- Body size is increased by 1.5 times, HP is doubled, and defense is increased by 1.25 times. Does not flinch when hit by an opponent's attack, but continues to act. The interval between attacks is longer than that of non-bugged enemies.