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Angry Birds Epic: Uprising is an RPG created by UUnlockedMario, and a pseudo-sequel to Angry Birds Epic. It is loosely based on LuigiFan00001's Angry Birds Bosses series. It was rated E10+ for Cartoon Violence, Comic Mischief, Mild Suggestive Themes, and Mild Language. It is also the last game chronologically in UUM's continuity, and is much darker than the average Angry Birds game. The game later inspired the Space-inspired Angry Birds Epic: Fractured.
Gameplay[]
The gameplay of Angry Birds Epic: Uprising is drastically different than the original game, and is similar to more conventional RPGs. The player controls Vermie on the overworld. The player battles enemies by running into them on the overworld; see below for more information on battles. Throughout the game, the player encounters slingshots, which act as a means of fast-travel. Each town is guaranteed to have these two facilities; a shop where the player can buy and sell items, and an inn where Vermie and his allies can sleep to restore their HP & FP. Throughout the game, the player encounters Save Crabs, which act as both a means of saving progress, and a bank for the player to deposit and withdraw Snoutlings. In each town, there is a board where Vermie and his allies can perform optional missions. There are also collectible items called Lucky Coins, which act like Star Pieces from the original Paper Mario and its sequel, and Crystal Berries from Bug Fables.
The game is playable in 16 languages: Finnish, Swedish, American English, British English, European French, Canadian French, German, European Spanish, Latin American Spanish, Italian, Dutch, Russian, Japanese, Simplified Chinese, Traditional Chinese, and Korean.
Story[]
Prologue: Follow That Plane[]
It has been years since the pigs last attempted to steal the eggs. As such, the birds have lowered their guards and decided to go their own separate ways. Despite the peace, there were still adventurous birds out there. Thus, the Mighty Guild was founded. Some wanted to help others, some sought after riches, and others simply wanted adventure.
The story begins one morning in the village of Featherfern. A vermillion flycatcher named Vermie wakes up, his room decorated with Red merchandise. He is greeted by his mother Rose in the kitchen, along with his pet lizard Kale. She asks Vermie if he remembers what today is. He remembers that today is the day he leaves town to go to Talonsdale and join the Mighty Guild. She tells Vermie that she has packed some items in his sack, as well as some Snoutlings, and suggests he visit the village's shop before leaving. Rose tells her son that his father would be proud to see this day, as he was once an explorer himself, and laments over him passing away the other day. Vermie cheers up his mother by saying he's watching from beyond.
As Vermie explores the town before leaving, he is greeted by his hatchlinghood friend; a broad-tailed hummingbird named Juniper, who is accompnied by her pet frog Basil. She suggests that they should climb the mountain one last time before Vermie leaves. Before Vermie, Juniper, and Basil can climb the mountain near Featherfern, they notice a biplane fly over them, landing right outside of Featherfern. The pilot, a violet-backed starling, get out of the plane and heads to the town's bank. An explosion is heard, and the three return to town to investigate. When they make it to Featherfern, the starling leaves the bank carrying moneybags, doing an evil laugh. The starling introduces himself as Awful Badbird, and claims that he will be the greatest villain Piggy Planet has ever seen. He decides to kick Basil for "villainy points", and this angers Juniper and Vermie. Badbird gets into his plane with the moneybags and flies off. They check to see if Basil is okay, and Vermie suggests to Juniper that if they climb the mountain, they'll get a better view of where Badbird is heading towards.
When Vermie, Juniper, and Basil. arrive at the base of the mountain, they are attacked by a group of Krawllers, which are quickly defeated. They eventually reach the mountain's peak, and Badbird's plane is nowhere in sight. A bulldog sneaks up behind the trio and kidnaps Juniper. Badbird swoops in on his plane, where he reveals that the bulldog named Bull is his henchman. Bull hops onto the plane with Juniper, and Badbird flies off, with Vermie and Basil in pursuit. Badbird lands by a railroad, and he orders Bull to tie Juniper to it. Vermie and Basil eventually make it to the railroad where Juniper is. Vermie unties Juniper, which she thanks him for. Her rescue is short lived, as a mechanical arm snatches her, and the arm is revealed to be a part of Awful Badbird's plane. He flies off carrying Juniper to his lair; Drat Castle. Vermie and Basil continue their pursuit, and eventually reach Drat Castle. After solving a few of the castle's puzzles, the reach the room where Juniper is being held, and she rejoins the party. They eventually reach the top, where they encounter Badbird and Bull piloting a robot, and defeat it. Enraged by his robot being destroyed, Badbird challenges Vermie to a go-kart race on the track outside of his castle.
Vermie and Badbird drive their karts on the track. On the final lap, Badbird stops his kart and places a bomb on the bridge that leads to his castle, in an attempt to sabatoge Vermie. While this is happening, Vermie zooms by and passes the finish line. While Badbird is not paying attention, the bomb blows up the bridge, causing him to fall into the ravine below. He shouts "Bull, do something!" As he gets carried by the river, his final words are "Curses, double curses, and triple curses! Foiled for the very first time!" Juniper congratulates Vermie on winning the race, but asks how they are going to return to Featherfern with the bridge destroyed.
Bull shows up in the plane saying he can help. Vermie asks Bull why he is helping, and Bull says it's because Badbird was mean to him. Vermie, Juniper, and Basil hop into the plane, and Bull takes off. The citizens of Featherstone cheer for Vermie returning to Featherfern, and Juniper's grandparents thank him for returning their granddaughter. Before setting off, Vermie and his mother give their final goodbyes. Before leaving, Juniper gives him a pendant as a good luck charm. Burgundy explores the Cobalt Plateaus, while encountering more low-level enemies. He arrives at Talonsdale, and heads towards the Mighty Guild, where he meets his idol, Red, who appears to be in charge of the guild.
Vermie requests Red permission to become an explorer. Red admires Vermie's passion to become an adventurer, but rejects him due to his lack of experience. Vermie says he defeated a supervillain known as Awful Badbird, and Red says he has never heard of such a villain. In order to test his strength, Red challenges Vermie to a battle. After the battle, Red tells Vermie that he put up a good fight, and is stronger than most other newcomers he faced. However, he still cannot give Vermie his Mighty Guild ID, since explorers must be in groups of at least two. Vermie says he can find a partner, and Red tells him to ask the manager about that. The manager, a human named Combo, overhears this, and allows Vermie to have his ID. However, if Vermie does not have a partner by the time he returns to the guild, Combo will be forced to revoke Vermie of his ID, as per policy of the guild. Combo assigns Vermie on his first mission; to retrieve one of Talonsdale's artifacts from Corvid Building in Reticulata Town, and is instructed to visit the town hall before he infiltrates Corvid Building. Red suggests that Vermie should take the train, and tells him that he will meet someone vital to his adventure at Reticulata. Vermie exits the Mighty Guild, and heads towards the train station.
Chapter 1: Long Live the President[]
Vermie arrives at the city, and eventually makes it to the town hall, where he discovers that Ruby is the mayor. In Ruby's office, she explains to Vermie that someone gave her a map, and told her to give it to him as soon as possible. She also mentions that she is just a figurehead, as the city is actually ruled by President Kaikki. After leaving the town hall, Vermie's map begins reacting, and tells him to head to the slums. On his way there, he eventually comes across a playground "owned" by a bully hatchling named Spike, who appears to be bullying a pink piglet, and he tells her that girls are not allowed on "his" playground. He hits her and steals her doll, and the pink piglet runs off crying. Vermie enters the scene, and Spike is agitated that someone entered "his" playground without his permission, and challenged Vermie to a battle. Vermie says he does not want to fight a hatchling, but Spike ignores Vermie's regard and charges into him anyway. Vermie quickly defeats Spike, who vows that he will be back, and Vermie continues onward.
Vermie arrives at the slums, and eventually meets a rabbit named Jazz. Vermie says he is looking for a partner for a Mighty Guild team, and intents on heading to the Corvid Building. The mention of Corvid piques Jazz's interest. Jazz also insists that if Vermie is crossing the slums, he should have his help. The two decide to team up. Vermie's map begins to react, and it shows the location of an artifact in the Corvid Building.
The two explore the slums, encountering enemies along the way, and eventually make it to the other side, reaching the part of the city where the Corvid Building is. Arriving at the building's enterance, they are attacked by security. They quickly defeat the guards and enter the building. At the top floor, President Kaikki witnesses this from his office window, with the first artifact on his desk. Meanwhile, the executive Sargaum observes this via security cameras. After climbing a few floors while fighting more security, the scene focuses on President Kaikki's office. The executive Kalevi Omatunto is begging the president to reconsider his actions. He responds with "Kalevi, please. There is no room for guilt in the business world. Sargaum has everything under control." Kalevi says that comitting such an act would make the news. The president retorts with "They're a small rural town no one's heard of; they are not newsworthy!"
Meanwhile, Sargaum is explaining the mission of destroying Featherfern to his military. One soldier questions this, saying that destroying an entire town because of one person is an overreaction. This causes Sargaum to beat him up, and he argrily orders the soldiers to move. President Kaikki watches the planes fly off with a malicious smile. Back with Vermie and Jazz, they continue climbing more floors. They come across a museum displaying remnants of an Urvogel civilization. They eventually enter a room, and find the door locked when they attempt to leave. Chef Cochon appears before them, claiming he is at the Corvid Building on behalf of Lord Sinensis. He attempts to thwart Vermie and Jazz with a puzzle involving pushing a box, which they solve in one step. After a few seconds of silence, he exclaims "GOD D*MN IT!", and teleports away.
When Vermie and Jazz arrive at the next floor, they encounter a group of guards lead by the Riot Captain. After defeating him, they move onto the next floor, where they see President Kaikki and Sargaum enter the conference room. Vermie gets the idea to spy on them, as it may give him information on the artifact he is searching for. Jazz comes up with a plan to enter a restroom and crawl through a vent. They find the men's restroom, and Chef Cochon appears again, giving them an ever-so-slightly more difficult box-shoving puzzle to solve. He teleports away again. Vermie takes down the air duct, and insists that because he is more burly while Jazz is more nimble, the latter should crawl through the vent, while he stays on guard duty. He stands on the toilet and lifts Jazz into the vent.
Crawling through the vent, Jazz eventually finds an air duct that leads to the conference room, and eavesdrops on the board of directors, consisting of President Kaikki, Sargaum, Amber, Dr. Koskinen, Kalevi Omatunto, and Puggy. President Kaikki says to his executives that if they continue to side with Lord Sinensis, he will lead them to Eggdrasil. Kalevi announces his plans to rebuild the destroyed town, but the president turns down his plans. The president asks Dr. Koskinen about the Orazons in his lab, and he says the results were as expected. He requests the president's permission to have the Orazons cooperate through "forceful" means, with Amber saying she has no problem with torture. Koskinen brings up the idea that, if anything were to happen to Lord Sinensis, he would have the captive Orazons breed. The other executives react with discomfort and disgust. The president allows him to proceed, and ends the meeting.
Jazz returns to the restroom, and Vermie asks him what he heard. He tells Vermie to follow the blue jay in the lab coat. They exit the restroom and find themselves surrounded by guards, with one of them alerting Sarguam. They all throw grenades releasing a gas, knocking Vermie and Jazz out. Cutting to the president's office, Sargaum is carrying Vermie and Jazz, with both of them unconcious. He asks President Kaikki what to do with them, and the president tells him to take them to Dr. Koskinen's lab. Vermie and Jazz wake up to find each other in separate test tubes, both of them accompanied by an Orazon; a pink and blue Orazon in Vermie and Jazz's test tubes respectively. Koskinen is delighted that both of them are awake. He reveals his plan to have the Orazons reproduce. He explains that a single male Orazon is born once every 100 years, and had the pink and blue Orazons captured due to the possibility of them giving birth to the next male. He mentions that a male Orazon is powerful by nature, but if a male Orazon were to have an Urvogel for a father, he would be unstoppable. Jazz notices test tubes containing creatures, and recognizes them as the monsters he encountered in the slums with Vermie. Koskinen says Jazz is right, and reveals that those monsters are failed experiments he tossed. All four of them are disgusted by Koskinen's actions.
Vermie breaks the glass with his sword, allowing him and the pink Orazon to escape, and does the same to Jazz and the blue Orazon's test tube, with all three of them thanking them for freeing them. Koskinen activates a remote and runs off. Before the four can give chase, they notice a large, three-headed guard frog charge towards them. After defeating it, the blue Orazon walks up to the creature and it starts growling, with the other three showing concern. She casts a healing spell on the guard frog. This causes the creature to become friendly, and it starts licking her. The guard frog runs off, presumably heading for the wild. She says the guard frog was thankful for being healed. The pink and blue Orazons introduce themselves as Astronia and Cosmius respectively, and they say that they were sent by their authority figure to help Vermie on his quest. The two of them join Vermie and Jazz, and Cosmius says that although she is destined to fight Lord Sinensis, she does not want to hurt him.
Vermie and his partners climb to the next floor. At the other end of the lab, Koskinen ponders to himself what would happen if the current male Orazon were to be the next one's father. Arriving at the penultimate floor, a blackout occurs for a few seconds. Chef Cochon appears again, giving Vermie and his partners one last box-shoving puzzle to solve. They solve the puzzle with ease, and Chef Cochon is once again in disbelief. They arrive at the top floor, and find President Kaikki laying on the floor dead. They notice Puggy hiding behind a pillar, and ask if he knows anything about this. He says Lord Sinensis killed the president, and cut off all ties with the Corvid Company. Before Vermie can collect the first artifact, the president's son and vice president, Arvinge Kaikki appears. He says to the party "Who's the new president of the Corvid Company? You're lookin' right at him! My first order of business; gettin' rid of you lot!" They defeat him, and Vermie collects the first artifact.
Back at King Pig's castle, an Orazon Trooper enters the throne room, and informs Lord Sinensis that the first Mighty Stone has been recovered. Sinensis is surprised by this, and he creates a projection to contact a minion of his; a scientist named Dr. Bananas. Meanwhile in Chef Cochon's cooking class, he is instructing his new students, who are all Orazons. One Orazon's dish blows up, and Chef Cochon escorts her to the backroom. He forces the Orazon to jump into the cauldron of cooking oil. She refuses to jump, and Chef Cochon pushes her in it. Back with Burgundy and Bree, Burgundy's map begins reacting, and it shows the location of the next artifact, located on Aero Island.
Chapter 2: Experiments on Aero Island[]
Burgundy and Bree explore more of the Cobalt Plateaus, and eventually make it to Bird City. They are greeted by Omega, who is relieved to see Burgundy return. He also notices that Burgundy has a partner, and Bree introduces herself. The three return to the Mighty Guild. At the guild, Combo allows Burgundy to keep his Mighty Guild ID, as he has found a partner, and names them Team Cobalt. When Bree shows the artifact, Combo recognizes it as one of the three Mighty Stones.
Burgundy pulls out his map, and explains that the next Mighty Stone is located on Aero Island. Omega informs Burgundy that the harbor's ships have been hijacked, so he unfortunately cannot get a ride. Combo tells him that he can go to Tangelo Town in the Golden Fields, and get a helicopter ride there. Burgundy thanks Combo, and he and Bree exit the city.
Burgundy and Bree begin to explore the Golden Fields on their way to Tangelo Town. They make it to the heliport, and get a ride on a helicopter to Aero Island. They eventually arrive at Aero Island, but the gate to the Melding Zoo is closed. Burgundy and Bree find a secret entrance to the control area, and open the gate from there. When they enter the zoo, Chef Cochon is hovering above them. He uses his magic to make the Meldings hostile and run rampant. Burgundy and Bree eventually make it to the Swinosaur enclosure.
The Swinosaur patrols around the area, until it eventually emerges from the trees and attacks the two. Burgundy and Bree defeat it and move on. As Burgundy and Bree continue to explore more of the zoo, they come across a facility. Burgundy says that the map is telling him that the next Mighty Stone should be located here.
When Burgundy and Bree enter the facility, they find a giant locked door. They decide to search the facility to find a key. They explore more of the facility, and are horrified to discover that it is a concentration camp where female pigs do nothing but give birth until they die. They determine themselves to get to the bottom of this situation. Burgundy and Bree eventually make it to the top floor, and they find Chef Cochon. He reveals that he has kidnapped female pigs from across the world, and brought them to this camp. He also makes the comment of "How appropriate that I build this facility in a zoo. After all, women are animals". Bree takes offense to this, and she attempts to attack Chef Cochon, but he teleports away. On the desk, Burgundy finds a card, which he supposes unlocks the door on the bottom floor. He also notices a button that unlocks all of the cells, and decides to press it. The two hear noise from the lower floors.
As they make their way down, they find that the cells are empty, and the female pigs have been freed. Before entering the big door, Burgundy suggests to Bree that they should guide the pigs to the heliport. After doing so, Team Cobalt returns to the facility. Burgundy inserts the card into the slot, unlocking the big door. Team Cobalt enters, and finds themselves in a laboratory. They find test tubes containing the creatures that roam the zoo.
Team Cobalt explores more of the lab, they find a hallway that leads to the main lab room. They enter, and see a cloaked figure fighting Dr. Bananas. The figure says that her superior ordered her to use force if Dr. Bananas does not surrender the Mighty Stone. Burgundy and Bree run in to help the cloaked figure. Dr. Bananas attempts to shoot a laser at the figure, but Bree casts a gust of wind with her wings, blowing it back to Dr. Bananas, knocking him down. Enrages by this, Dr. Bananas uses another gun on himself, making him larger, more muscular, and turning his skin green. Team Cobalt, along with the cloaked figure defeat Dr. Bananas, and he returns to normal. Dr. Bananas refuses to admit defeat. He gets into a mech, and attempts to blast a laser at the trio. The cloaked figure casts shields on herself and Team Cobalt, which reflect the projectile and causes the mech to malfunction. Dr. Bananas is sent flying upwards, and he lands in the Swinosaur enclosure.
Back in the laboratory, the cloaked figure introduces herself as Cosmius. She says that she was sent by a higher authority from above. Burgundy notices that the mech was powered by another Mighty Stone, and he collects it. Cosmius explains to Burgundy that the Mighty Stones are connected to seven other artifacts known as the Eternal Stars, and that there is only one Mighty Stone left to be obtained. She mentions that the Eternal Stars are each guarded by a sage, and that Lord Sinensis has defeated the sages and imprisoned them in their own stars. She also states that when the seven Eternal Stars are together, they reveal the Aether Star, an object said to grant wishes, and that Sinensis wants to use the Aether Star to destroy the universe. Cosmius joins Team Cobalt, and says that although she is destined to fight Lord Sinensis, she does not want to hurt him.
Back at King Pig's castle, an Orazon Trooper is releasing Chuck from the castle dungeon, and she says that Chef Cochon would like to see him. Chuck is guided by four Orazon Officers to Professor Pigsworth's lab. When Chuck enters the lab, Chef Cochon lures him into a false sense of security. In the throne room, Sinensis is casting a projection, and he sees that Dr. Bananas has failed to defeat Team Cobalt.
Chapter 3: Concert in the Desert[]
Chapter 4[]
Chapter 5[]
Chapter 6[]
Chapter 7[]
Chapter 8[]
Chapter 9[]
Chapter 10[]
Chapter 11[]
Chapter 12[]
Chapter 13[]
Chapter 14[]
Chapter 15[]
Chapter 16[]
Ending[]
Characters[]
Playable characters[]
Name | Description | Class |
---|---|---|
Vermie |
A plucky vermillion flycatcher who the main protagonist of the game. He is a rookie explorer, and the leader of the Featherfern Flock. He has set on an adventure to recover the Urvogel Artifacts and seven Eternal Stars, and defeat Lord Sinensis. As the game progresses, Vermie and his allies become more and more of true friends. | Hero |
Jazz |
A savvy, street smart rabbit who Vermie meets in the slums of Reticulata, and the first permanent party member. Being a thief, he is able to steal items from enemies. | Thief |
Astronia |
Mage | |
Cosmius |
Cleric | |
Maggie |
Ranger | |
Armor |
Warrior | |
Antonio |
Bard | |
Bree |
Lancer | |
Max |
Phantom | |
Cinn |
Monk |
Guests[]
Temporary party members who join and leave the party during set points. They cannot be controlled by the player, their equipment cannot be custmized, their stats cannot be increased with berries, they are unable to be attacked, inflicted with status ailments, or gain experience points, and do not take up space in the party.
Name | Description |
---|---|
Juniper |
Vermie's hatchlinghood friend who briefly joins him during the prologue. She does not attack, but will heal Vermie when he is low on HP or MP, and can boost Vermie and Basil's stats by cheering. |
Basil |
Juniper's frog who also joins Vermie during the prologue. She takes a more active role in battle, attacking enemies with her tongue. Her ribbits can also paralyze enemies. |
Antagonists[]
Supporting cast[]
Battle system[]
Vermie fights with three of his partners at a time; they can be switched out of battle. When the player recruits the fifth party member, they gain the ability to switch; those who are not in the active party are added to the reserve party. Should the entire active party fall, the reserve party will immediately take action. The characters have stats that grow as they level up:
- Hit Points show the amount of damage a party member can take. When it reaches 0, the character is knocked out and unable to fight unless revived. Having the entire party knocked out ends the game and the player automatically restarts from their last save.
- Mana Points are used for special moves.
- Attack is the physical strength of a character. Combined with the character's weapon, it adds up to a final value that affects how much damage they deal to an opponent with physical attacks.
- Defense, combined with the character's armor, reduces the amount of damage a character receives from an enemy's normal physical attack.
- Magic affects the strength of a character's offensive and healing spells.
- Resistance is similar to defense, but only protects against enemies' spells, not regular attacks.
- Speed affects what order the character fights. Characters with a high speed move before any other allies or enemies.
- Luck affects the likeliness of a character landing a critical hit, doubling the damage of their attacks, physical or magic.
When a character gains a certain amount of experience points, they level up, gaining anywhere from 0-5 points in each stat. The player can also choose any of the stats they want to give bonus points to. The highest level a character can reach is 50. When a character reaches a certain level, they rank up, and receive special benefits. The ranks are as follows:
Rank | Level | Benefit |
---|---|---|
Vanilla | 1-5 | |
Glass | 6-11 | |
Wood | 12-17 | |
Stone | 18-23 | |
Bronze | 24-29 | |
Silver | 30-35 | |
Gold | 36-43 | |
Platinum | 44-49 | |
Cosmic | 50 |
Battles begin by moving into an enemy on a main game map. Vermie and his allies appear on the left side of the screen, while enemies appear on the right. Enemies yield an amount of exp. and Snoutlings when defeated, and have a chance of dropping items when defeated. In battle, characters can perform the following actions:
- Attack: The character performs a basic attack with the weapon they have equipped.
- Skills: The character uses a spell or ability, which costs MP.
- Item: The character uses an item on themselves, an ally, or an enemy.
- Defend: The character guarantees that they take less damage if they are hit.
- Flee: The party flees from a battle, which is not even possible in certain situations.
- Forfeit: The character forfeits their turn and pass it on to another party member, giving them two turns.
- Switch: The character switches out with one not in the battle. Only Vermie's allies can use this action.
Status ailments[]
Positive status ailments[]
- ATK-Up: Attack is increased.
- DEF-Up: Defense is increased.
- MGC-Up: Magic is increased.
- RES-Up: Resistance is increased.
- SPD-Up: Speed is increased.
- Regenerate: Character recovers HP overtime.
- Invisible: Causes all physical attacks against a character to miss. Magic attacks still hit though.
- Electrified: Enemies who attack an electrified character receive slight damage and become paralyzed. Wears off upon contact.
Neutral status ailments[]
- Berserk: Increases the damage a character deals and receives by 50%, and makes them uncontrollable.
- Stone: A character's defense and resistance are maxed out, but they are unable to perform actions.
- Scrambled: A character's stats are rearranged. The only stats unaffected are HP and MP.
Negative status ailments[]
- ATK-Down: Attack is decreased.
- DEF-Down: Defense is decreased.
- MGC-Down: Magic is decreased.
- RES-Down: Resistance is decreased.
- SPD-Down: Speed is decreased.
- KO: A character's HP is reduced to 0.
- Poison: Causes a character to lose 1/16 of HP each turn.
- Burn: Causes a character to lose 1/16 of HP each turn, and halves their Attack.
- Freeze: Causes a character to be unable to perform an action.
- Paralysis: Halves a character's Speed, and causes a 25% chance of them being unable perform an action.
- Soaked: Makes a character unable to use fire attacks, causes them to take recoil damage from lightning attacks, and halves their Defense and Resistance.
- Sleep: Causes a character to be unable to perform an action until woken up.
- Confused: Causes a character to miss their intended target.
- Infatuated: Causes a character to be unable to attack the enemy who inflicted the condition, and also causes them to attack party members who strike said enemy.
- Butterfly: Turns a character into a butterfly, and reduces their Attack, Defense, Magic, and Resistance to what they would be at level 1. Characters' actions are restricted to Attack, Item, and Defend.
Side quests[]
During their adventure, Vermie and his friends are free to visit many optional places in the game.
Elements[]
Elements are properties for spells and abilities. Most enemies are weak against, resistant to, and/or immune to one or two elements.
- Null: A neutral element with no strengths and no weaknesses.
- Combat:
- Fire:
- Ice:
- Lightning:
- Earth:
- Air:
- Water:
- Light:
- Dark:
Enemies[]
Enemy groups[]
Each enemy is placed into one or two categories based on their appearance and nature.
- Krawller: Quadrapedal creatures with round yet pyramid-shaped bodies found all over Piggy Planet. They are often the weakest enemy in a given area.
- Amorphous: Enemies based on blobs, gasses, and other things with indefinite shape.
- Aquatic: Enemies based on water-dwelling animals.
- Beast: Enemies who are mammilian in appearance.
- Bird: Birds themselves can be enemies now.
- Bug: Enemies based on insects, arachnids, and even gastropods.
- Demon: Enemies based on malevolent supernatural beings. They usually possess horns, a pointed tail, and/or bat wings.
- Dragon: Enemies who are draconic in appearance. The group also includes enemies based on dinosaurs, lizards, turtles, and snakes.
- Fey: Enemies based on fairies and other magical beings.
- Food: Enemies based on food and beverages.
- Humanoid: Enemies who are similar in shape to humans.
- Machine: Enemies based on robots.
- Mineral: Enemies who are inorganic in nature, usually being made of rocks, crystals, or metal.
- Nature: Enemies based on plants and fungi.
- Pig: Classic foes of the birds.
- Undead: Ghosts, skeletons, zombies, and more.
Normal enemies[]
Name | Description | Locations |
---|---|---|
Fat Pig |
Fat Pigs are enormous, corpulent Minion Pigs who are much stronger than their smaller counterparts. They attack by body slamming. | |
Sleepyhead Pig |
Sleepyhead Pigs are pigs who start the battle asleep until they are attacked. | |
Sombrero Pig |
Sombrero Pigs are support enemies; they have no attack, but restore other enemies' HP by throwing tacos at them. They can also boost enemies' stats by performing a dance with their maracas. | Japonica Desert |
Helipig |
||
Big Pig |
||
Trainer Pig |
||
Ninja Pig |
||
Rogue |
||
Wealthy Rogue |
||
Rogue Leader |
||
Construction Pig |
||
Polymorph Pig |
||
Firefighter Pig |
||
Magician Pig |
||
Chemist Pig |
||
Stupid Pig |
Stupid Pigs are extremely rare pigs. They run away if they are not defeated quickly, and yield tons of exp. and Snoutlings when defeated. They also drop a handful of rare items. | |
Jailwaker | Walking cages that imprison Minion Pigs. When the Jailwalker is defeated, the Minion Pig will be freed and toss healing items at Red and his party. | |
Breadnought | ||
Orazon Scout |
The weakest and lowest ranked members of the Citrean Army, they are usually assigned grunt work. In battle, they assist their stronger allies, and can call for reinforcements. Unlike the higher-ranked soldiers, they do not wield guns. | |
Orazon Trooper |
The second lowest of the ranks, they are the standard footsoldiers of the Citrean Army. They have slightly more important tasks than Orazon Scouts. | |
Orazon PhD |
The scientists of the Citrean Army, and also the middle rank. In battle, they can use potions to heal or boost the stats of allies. | |
Orazon Officer |
The second highest of the ranks, they are assigned on important missions. They frequently accompany the Laser General on missions. | |
Elite Orazon |
The strongest and highest ranked members of the Citrean Army. They are less numerous than the lower ranks. If their general were to fall, one of them would be promoted. They are the strongest enemies in the game. |
Bosses[]
Name | HP | Location | Chapter |
---|---|---|---|
Dratinator |
150 | Drat Castle | Prologue |
Spike | 30 | Reticulata | 1 |
Riot Captain | 100 | Corvid Building | |
Ribberus | 200 | Corvid Building | |
Arvinge | 400 | President's Office | |
Gold Lipworm | 210 | Tangelo | 2 |
Swinosaur | 300 | Melding Zoo | |
Dr. Bananas | 520 | Dr. Bananas' Lab | |
Spike | 80 | Japonica Desert | 3 |
Prince Swinubis | 360 | Japonica Ruins | |
Lady Pasta | 500 | Japonica Coliseum | |
Spike | 200 | Poultry Swamp | 4 |
Junglefowl Chief | 475 | Junglefowl Village | |
Julian | 300 | Julian's Castle | |
Mint | 520 | Cheddar Canyon | 5 |
Spike | 330 | Hoppity Fields | |
Cheese Clones | 135 (Cheesy Burgundy) 90 (Cheesy Briana) |
Cheese Factory | |
Antlion Queen | 630 | Cheese Factory | |
Pumpkin & Hat | 10 (both) | Colony Road | 6 |
Hoo the Owl | 620 | Hoo's Woods | |
Prime Swarman | 800 | H.B. Stadium | |
Undead Trio | 230 (Count Pigula) 200 (Boar of Horror |
Glitz Pit | 7 |
Carter | 650 | Glitz Pit | |
Star Quarterback | 1,000 | Glitz Pit | |
Torte | 800 | South Sea Temple | 8 |
King Pig | 1,000 | South Sea Temple | |
Captain Obvious | 1,150 | The Apparition | |
Yetiberry | 1,250 | Nobilis Mountains | 9 |
Spike | 500 | Maxima Club | |
Party Rock | 1,550 | Maxima Club | |
Sour Rangers | 300 (Red) 450 (Green) |
Maxima Club Balcony | |
Frankenfurter | 2,500 | Pig City | 10 |
Spike | 1,000 | King Pig's Castle | |
Laser General | 2,500 | King Pig's Castle | |
Lord Sinensis | 3,000 | King Pig's Castle | |
God Pig (final boss) |
2,000 (Phase 1) 5,000 (Phase 2) |
Top of King Pig's Castle | |
200 | Rodent Dojo | Optional | |
350 | |||
500 | |||
800 | |||
2,000 | |||
200 | Insect Dojo | ||
350 | |||
500 | |||
800 | |||
2,000 | |||
Bone Fruit | 5,000 | Pit of 100 Trials |
Flunkies[]
Additional information[]
For listings of items, weapons, armor, accessories, special moves, bestiary, quests, and achievements, see the respective pages.
Soundtrack[]
Screen themes[]
Town themes[]
Field themes[]
Dungeon themes[]
Battle themes[]
Trivia[]
- If one looks closely at the boxart, they can see Lord Sinensis.
- This was removed from the European boxart as to not spoil his appearance which had been left a surprise for the country's consumers.
- The Toy Dog originated from the toons episode Joy To The Pigs.
- The Save Crabs are based on the crabs from the second movie. In concept, they are based on the Save Frogs from Mother 3.
- The Butterfly status ailment is based on the butterfly from the Angry Birds & the Mighty Eagle animated short film. In concept, it is based on the Toad status ailment from the Final Fantasy franchise.