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'''Stunned''' | '''Stunned''' | ||
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An enemy's emotion starts out as calm, represented by a blue smiley face. As long as you are outside its range of sight or you are moving slowly enough, the animal will remain happy and you have nothing to fear. This and when they're asleep, are the only times when your bark or howl will have an effect on an enemy; you must surprise them. | An enemy's emotion starts out as calm, represented by a blue smiley face. As long as you are outside its range of sight or you are moving slowly enough, the animal will remain happy and you have nothing to fear. This and when they're asleep, are the only times when your bark or howl will have an effect on an enemy; you must surprise them. When an animal spots you or hears you running, the emotion icon turns into a green angry face, showing that it is becoming restless. When you see this face, it's a good idea to put some distance between yourself and the enemy before it attacks. When attacking, the enemy's emotion balloon shows a red scary face. By the time you see this face, you'll hopefully be running out of range, otherwise the attack will land and you'll lose some health. | ||
When an animal spots you or hears you running, the emotion icon turns into a green angry face, showing that it | |||
The two other enemy statuses are sleeping and stunned. When an enemy is asleep, it is generally easier to sneak up on them and even if you wake them up, you have some time before they get their wits about them to run away. Many enemies will fall asleep if you watch them for a while, and most will fall asleep as soon as they get back to their spot after chasing you. The [[#Fighting|fighting section]] explains more about how to stun an enemy. | The two other enemy statuses are sleeping and stunned. When an enemy is asleep, it is generally easier to sneak up on them and even if you wake them up, you have some time before they get their wits about them to run away. Many enemies will fall asleep if you watch them for a while, and most will fall asleep as soon as they get back to their spot after chasing you. The [[#Fighting|fighting section]] explains more about how to stun an enemy. | ||
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Although not actual combat, you have the ability to stun an enemy with your bark or howl. Pressing {{control|{{wii|minus}}|{{psx|X}}}} momentarily will result in a bark, and holding it down for longer periods will result in progressively more powerful ones. Keep it held down, and when your power is maxed out, your dog will let loose a howl for maximum damage. While barking can stun an animal for a few seconds, a howl will last much longer. The duration of the knockout has to do with the amount of time the enemy is on screen. For a full howl, any enemy will be out of commission for one minute while you are watching it. If you move away with the enemy out of sight, however, it will stay unconscious. The minute knockout only counts the time during which you can see the enemy.<ref>You may have noticed while playing the game that some elements, such as enemies, bugs or other dogs seem to "pop" into existence as you get close to them. In order to reduce system load, certain objects aren't kept in memory as "live" elements. Enemies are one such element, and when you walk away from one, its knockout timer and object position get stored until you bring it back into your field of view, at which time it is "reactivated." This is easiest to see with [[#Vulture|Vultures]] in [[../Wild Areas#Dry Valley|Dry Valley]] and [[../Wild Areas#Rune Canyon|Rune Canyon]], where you can walk up to the perimeter of the circle in which they fly and watch them disappear on the far side. Wait as long as you like, then approach the Vulture again and when it pops back into existence, you'll see it won't have moved from the position at which it stopped.</ref> | Although not actual combat, you have the ability to stun an enemy with your bark or howl. Pressing {{control|{{wii|minus}}|{{psx|X}}}} momentarily will result in a bark, and holding it down for longer periods will result in progressively more powerful ones. Keep it held down, and when your power is maxed out, your dog will let loose a howl for maximum damage. While barking can stun an animal for a few seconds, a howl will last much longer. The duration of the knockout has to do with the amount of time the enemy is on screen. For a full howl, any enemy will be out of commission for one minute while you are watching it. If you move away with the enemy out of sight, however, it will stay unconscious. The minute knockout only counts the time during which you can see the enemy.<ref>You may have noticed while playing the game that some elements, such as enemies, bugs or other dogs seem to "pop" into existence as you get close to them. In order to reduce system load, certain objects aren't kept in memory as "live" elements. Enemies are one such element, and when you walk away from one, its knockout timer and object position get stored until you bring it back into your field of view, at which time it is "reactivated." This is easiest to see with [[#Vulture|Vultures]] in [[../Wild Areas#Dry Valley|Dry Valley]] and [[../Wild Areas#Rune Canyon|Rune Canyon]], where you can walk up to the perimeter of the circle in which they fly and watch them disappear on the far side. Wait as long as you like, then approach the Vulture again and when it pops back into existence, you'll see it won't have moved from the position at which it stopped.</ref> | ||
All animals can be stunned, except for flying enemies. In most cases, to stun an enemy you need to sneak up behind them by walking slowly, although some reptiles don't mind if you run right up behind them. You can use your slow walk by using the normal movement control or by sniffing, which automatically goes at the slowest pace. | All animals can be stunned, except for flying enemies. In most cases, to stun an enemy you need to sneak up behind them by walking slowly, although some reptiles don't mind if you run right up behind them. You can use your slow walk by using the normal movement control or by sniffing, which automatically goes at the slowest pace. You can walk behind any animal in the right circumstances, and some you can walk right in front of. To howl at a moving animal, walk right up beside it before holding down {{wii|minus}} so that your howl will come while the enemy is still close enough to you. All rotating enemies go counter-clockwise, so approach them on their right-hand side to begin your howl. In general, the safest strategy is to wait for the animal to go to sleep, then approach it slowly and howl. Some enemies will fall asleep as you watch them, while others need to chase you first. | ||
==Alligator== | ==Alligator== | ||
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[[File:DogIsland_bat.jpg|right|120px]] | [[File:DogIsland_bat.jpg|right|120px]] | ||
*'''Damage''': [[File:DogIsland_halfheart.png|20px|Half a heart.]] | *'''Damage''': [[File:DogIsland_halfheart.png|20px|Half a heart.]] | ||
*'''Sensitivity''': | *'''Sensitivity''': 1 | ||
*'''Status Effect''': None | *'''Status Effect''': None | ||
Bats are more of a nuisance than anything else, although they ''might'' | Bats are more of a nuisance than anything else, although they ''might'' kill you if you spend too much time looking for [[../Scent List#Heavy Stone|Heavy Stones]] during the {{dogisland diarylink|Entrance of the Cave}} mission. The two ways of getting past Bats are by simply running past them, in which case they will barely miss you if you're not going uphill, or you can walk slowly through their territory. The Bats are constantly asleep on the ceiling, unless awoken. After attacking you, they fly back to their perches and fall immediately back asleep. There is no way to stun a Bat, because they are too far up to be affected by your bark or howl when they are calm. Also be careful when you are digging something up in Bat territory. The ding that your find meter makes will wake them up. | ||
;Places | ;Places | ||
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*'''Status Effect''': None | *'''Status Effect''': None | ||
Boars are quick to | Boars are quick to action and are fairly sensitive if you breach their sight or hearing perimeters. To get in close, stop well away from them and begin slowly walking toward them. In most cases a Boar will fall asleep before you get to it, so they don't present a problem. You can approach a Boar from behind or the sides while they're awake as long as you're walking, but don't try to get to them from the front. If you have trouble with their sensitivity, just watch them for a few seconds and they'll take a nap. | ||
;Places | ;Places | ||
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*'''Status Effect''': None | *'''Status Effect''': None | ||
Buffalo are very sensitive and have a huge area of awareness. It's easier to just avoid these creatures all together, but at some point you may need to dig something up in a spot in one of their territories like the Ringmaster Outfit. In that case, run toward the Buffalo until you capture its attention at the boundary of its territory, then wait for it to get close to you. When it does, walk back outside of the perimeter, at which point the Buffalo will turn around and begin walking back into position. Walk after it and when you come up alongside the Buffalo, stop to howl. Buffalo rarely sleep, so this is the most time-effective method | Buffalo are very sensitive and have a huge area of awareness. It's easier to just avoid these creatures all together, but at some point you may need to dig something up in a spot in one of their territories like the Ringmaster Outfit. In that case, run toward the Buffalo until you capture its attention at the boundary of its territory, then wait for it to get close to you. When it does, walk back outside of the perimeter, at which point the Buffalo will turn around and begin walking back into position. Walk after it and when you come up alongside the Buffalo, stop to howl. Buffalo rarely sleep, so this is the most time-effective method. Be careful when walking beside them that you don't accidentally get slightly ahead of them, or you won't be able to escape injury. | ||
;Places | ;Places | ||
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[[File:DogIsland_gorilla.jpg|right|120px]] | [[File:DogIsland_gorilla.jpg|right|120px]] | ||
*'''Damage''': [[File:DogIsland_heart.png|20px|One heart.]] | *'''Damage''': [[File:DogIsland_heart.png|20px|One heart.]] | ||
*'''Sensitivity''': | *'''Sensitivity''': 1½ | ||
*'''Status Effect''': None | *'''Status Effect''': None | ||
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*'''Status Effect''': [[File:DogIsland_stun.png|10px]] | *'''Status Effect''': [[File:DogIsland_stun.png|10px]] | ||
The only Gray Cobra in the game is positioned in a bottleneck in Rune Caverns. It rotates around, and it's very sensitive to noise, even when you're walking slowly. The safest way to get in close is to wait for it fall asleep, but you can also just run up to it while its back is to you and get off a howl before it turns around. You only need a quick bark for the [[../Diary Entries#Present from the Daughter|'''Present from the Daughter''']] mission, for which you can just run up while it's asleep or turned around and get off a small bark | The only Gray Cobra in the game is positioned in a bottleneck in Rune Caverns. It rotates around, and it's very sensitive to noise, even when you're walking slowly. The safest way to get in close is to wait for it fall asleep, but you can also just run up to it while its back is to you and get off a howl before it turns around. You only need a quick bark for the [[../Diary Entries#Present from the Daughter|'''Present from the Daughter''']] mission, for which you can just run up while it's asleep or turned around and get off a small bark. | ||
;Places | ;Places | ||
:[[../Wild Areas#Rune Caverns|Rune Caverns]] | :[[../Wild Areas#Rune Caverns|Rune Caverns]] | ||
{{-}} | {{-}} | ||
==Green Snake== | ==Green Snake== | ||
[[File:DogIsland_greensnake.jpg|right|120px]][[File:DogIsland_brightgreensnake.jpg|right|120px]] | [[File:DogIsland_greensnake.jpg|right|120px]][[File:DogIsland_brightgreensnake.jpg|right|120px]] | ||
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*'''Status Effect''': None | *'''Status Effect''': None | ||
Orange Snakes are slightly upgraded versions of [[#Green Snake|Green Snakes]]. They sit motionless facing in one direction, and you can run right up to them on the sides or back. The only difference between the two besides color, is the Orange Snake takes a full heart off your life | Orange Snakes are slightly upgraded versions of [[#Green Snake|Green Snakes]]. They sit motionless facing in one direction, and you can run right up to them on the sides or back. The only difference between the two besides color, is the Orange Snake takes a full heart off your life. | ||
;Places | ;Places | ||
:[[../Wild Areas#Gola Highlands|Gola Highlands]] | :[[../Wild Areas#Gola Highlands|Gola Highlands]] | ||
{{-}} | {{-}} | ||
==Polar Bear== | ==Polar Bear== | ||
[[File:DogIsland_polarbear.jpg|right|120px]] | [[File:DogIsland_polarbear.jpg|right|120px]] | ||
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[[File:DogIsland_redcobra.jpg|right|120px]] | [[File:DogIsland_redcobra.jpg|right|120px]] | ||
*'''Damage''': [[File:DogIsland_heart.png|20px|One heart.]][[File:DogIsland_heart.png|20px|One heart.]]/[[File:DogIsland_heart.png|20px|One heart.]][[File:DogIsland_heart.png|20px|One heart.]][[File:DogIsland_halfheart.png|20px|One heart.]] | *'''Damage''': [[File:DogIsland_heart.png|20px|One heart.]][[File:DogIsland_heart.png|20px|One heart.]]/[[File:DogIsland_heart.png|20px|One heart.]][[File:DogIsland_heart.png|20px|One heart.]][[File:DogIsland_halfheart.png|20px|One heart.]] | ||
*'''Sensitivity''': 3 | *'''Sensitivity''': 3 1/2 | ||
*'''Status Effect''': [[File:DogIsland_stun.png|10px]] | *'''Status Effect''': [[File:DogIsland_stun.png|10px]] | ||
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*'''Status Effect''': None | *'''Status Effect''': None | ||
These large birds fly in circles and won't notice you unless you enter that circle. Vultures are sometimes placed in chokepoints in the terrain, such as the eastern cul-de-sac in Dry Valley and when you first enter Rune Canyon from [[../Wild Areas#Rune Village|Rune Village]]. They sometimes make you lose one and a half hearts. Make sure you're walking while in its territory, or the Vulture will swoop down and knock you out of its flight area. If it does strike you, the Vulture will knock you back quite a distance. You can't get close enough to a Vulture while it is calm to bark, you can't bark while it's attacking you | These large birds fly in circles and won't notice you unless you enter that circle. Vultures are sometimes placed in chokepoints in the terrain, such as the eastern cul-de-sac in Dry Valley and when you first enter Rune Canyon from [[../Wild Areas#Rune Village|Rune Village]]. They sometimes make you lose one and a half hearts. Make sure you're walking while in its territory, or the Vulture will swoop down and knock you out of its flight area. If it does strike you, the Vulture will knock you back quite a distance. You can't get close enough to a Vulture while it is calm to bark, and you can't bark while it's attacking you, so there is no way to stun this enemy. | ||
;Places | ;Places | ||
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{{reflist}} | {{reflist}} | ||
{{Footer Nav|game=The Dog Island|prevpage= | {{Footer Nav|game=The Dog Island|prevpage=Gameplay|nextpage=Safe Areas}} |