Kid Icarus: Uprising -- #13. Chapter 11. Viridi, Goddess of Nature

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I sure hope someone sees this spectacle and arranges a platform fighting party game around it!

Shall I recite MY dissertation on Piranha Plants?
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I'm not about to go into TOO much detail at this point, but Weapon Fusion is an important aspect of the game if you want to play it at higher Intensity ratings or more competitively in Together mode... but... it's exceedingly, dauntingly complicated if you want to dig down into its specifics. Sure, there's a bigger picture of the important details you can pay attention to, but we're not even really ready to scratch that surface level veneer just yet.

The most important thing about fusing weapons is... having lots and lots of weapons! There's a hard limit of three per Solo campaign stage in your scrounged-up rewards for when you finish a chapter, plus whatever might cycle in on the Arms Altar... and just a couple extra from miscellaneous Treasure Hunt rewards and a chance at some randomly generated ones after a Together match. That means, by now, we have a little over thirty of the things to our angelic avatar (of major butt-kickery)'s name... and that's... not really nearly enough to worry about fusing them. Not yet, anyway.

It's not even about the number per se, but the massive variety... and the limitless combination of other factors. Not every individual specimen is a winner, after all... but it'll still be good material for forging onward with the next generation of weapons!

But, more importantly, we can't even begin to play the game of swords if we haven't even got all the pieces at our disposal yet!

Case in point: the Pandora Claws wouldn't be available for Fusion unless we'd personally introduced ourselves to the Goddess of Calamity herself already. The same goes for the Hewdraw Club. Even more secretive is something like the Cancer Claws, which we had to find and take home for ourselves from their secret location.

Mostly, I just wanted to spice up the variety and MAYBE the oomph of weapons available, since there are nine classes of them... and if you've been paying attention, we've used all nine of them (plus a side trip with the three Sacred Treasures) in the past ten Chapters, so now it's time to start dipping our toes into the rest of the pool.

I'm not going to be able to provide a reasonably deep exploration into their specifics, mind you, since I'm working with table scraps and just hoping I don't set myself up for immediate failure in the chapter ahead. (What do you mean you DIDN'T memorize the layouts and enemies and all the weapon properties?!)

Just keep in mind that this is primarily a SHOOTING game, so melee focus isn't actually balanced with ranged, particularly in Solo chapters... but just as a 0-star Melee Flintlock Staff can (eventually) overcome enemies immune to anything but being whacked at physically, you'll... um... PROBABLY... be... kinda... "fine"? ...fine-ish?

As long as you don't jump off the deep end and throw yourself closer to 9.0 on a whim, even a minimum-Value 100 weapon should at least... SUFFICE... if not actually excel and make your life anything but miserable for your trouble.

Now let's gamble some hearts! Gimme that Fiend's Cauldron! Let's GO!

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Chapter 11: Viridi, Goddess of Nature

So, we wanted to stop the Underworld from making a wish. But even if the Wish Seed was obviously fake, we still wanted to save the world from the Phoenix, who was up to this point casually chilling out in a remote volcano home. But even doing THAT, we kinda set off a highly visible signal that the Phoenix was defeated, so... um... humans probably wouldn't do anything weird or murderously insane just because an obviously trustworthy god told them to, right? ... ... ...right?

Hey, look! Is this a Fire Emblem game? This must be Fire Emblem. There's lots and lots of little faceless guys and some castles and some explosions and... um... ... ... a really BIG explosion? And a sassy little lady in the sky who wants to murder everyone?

I'm being told this is, in fact, NOT Fire Emblem. (The giant sassy lady would have to be a dragon in the sky, duh. Fire Emblem.)

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Well, it's up to Pit to navigate the busted-up remains of a human settlement caught in the "explosion" of sudden, unnatural growth. There's even a few hapless stragglers caught up in the effects for you to free! Do it! You'll be rewarded!

Um... I mean... "it's the right thing to do?"

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BOSS: CRAGALANCHE the Mighty

For a guy that's been hyped up since the end of the Flight segment, I suppose he manages to live up to the fanfare. Despite low mobility overall, he's dangerous at any range, but you might figure rightly that he's most devastating in close quarters.

Don't get cozy, though, because he has plenty of burst movement options that generally double as both movement and attack, which will definitely be more than enough to put even wary players off their guard when things get a little too close for comfort.