Overworld maze
An overworld maze, known as a maze internally,[1] is a type of hazard in the Dark Worlds. While still using the overworld movement scheme, the SOUL, appearing at the same location as Kris, must dodge various hazards that remove HP when touched, similarly to bullets in an encounter.
During one of these segments, all preexisting elements on the screen dim. The SOUL appears at the same location as Kris, and they are outlined, as well as the edge of the walkable area. Also remaining at full brightness are the projectiles of various kinds that must be avoided. When hit by a projectile, each party member will take damage. Though the exact amount of damage taken varies on the projectile, every member of the party almost always takes the same amount of damage, and many projectiles take one more hit than expected to completely down a party member; the hit that would deal the final blow leaves the character with a single hit point.
In ??????, Lancer attacks the party with projectiles shaped like the spades playing card suit on a long horizontal path, followed by a vertical one.
Shearies appear as hazards multiple times throughout the forest, usually moving in a queue on a set path either across the screen or in a loop.
During a free-fall segment at the beginning of the chapter, small green slabs fall through one of four columns to the rhythm of A CYBER'S WORLD? This hazard is repeated through Cyber Field.
Throughout the same field are Virovirokuns shooting projectiles, Werewires moving in a sine wave pattern, and Tasques jumping out at the party.
In Pandora Palace, paintings resembling Queen spew fire at the party.
The overworld quizzes operate using this system.
The Knight's sword functions as this throughout various parts of the Dark Sanctuaries. At one point, they reduce all party members to a single hit point.
The Garden features scissors that move along a predetermined path in one room.
The puzzles that use these scissors also use this system. Since the area has lots of space to move around, the scissors mostly threaten careless movements around the puzzle area.
- ↑ gml_GlobalScript_scr_get_room_by_id script, line 43, Chapter 2