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In each game, the [[leader]]s will only be able to access a single area initially, but over the course of the game, more areas will be unlocked. For example, to access to the [[Perplexing Pool]] in ''Pikmin 2'', a specific treasure, the [[Geographic Projection]], must be collected. Gaining access to new areas is a major form of progression through the games.
In each game, the [[leader]]s will only be able to access a single area initially, but over the course of the game, more areas will be unlocked. For example, to access to the [[Perplexing Pool]] in ''Pikmin 2'', a specific treasure, the [[Geographic Projection]], must be collected. Gaining access to new areas is a major form of progression through the games.


Areas function differently in each game in the series. In the main games, areas are 3D environments with various rooms and corridors connected non-linearly, while in {{hp}}, areas are linear standalone levels, and are organized into groups called '''sectors''', of which there are 9. The items that are collected in areas vary by game as well. In {{p1}}, [[ship part]]s are scattered around the 5 areas. In {{p2}}, areas contain [[treasure]] and several [[cave]]s, which contain more treasure. In {{p3}}, 4 of the 5 areas contain [[fruit]], while the last area is a standalone challenge. In {{p4}}, areas have treasure, [[raw material]], and caves which hold treasure, raw materials, and castaways, or occasionally are [[Dandori Challenge]]s or [[Dandori Battle]]s. In {{hp}}, each area contains 1–4 treasures. {{TOC right}}
Areas function differently in each game in the series. In the main games, areas are 3D environments with various rooms and corridors connected non-linearly, while in {{hp}}, areas are linear standalone levels, and are organized into groups called '''sectors''', of which there are 9. The items that are collected in areas vary by game as well. In {{p1}}, [[ship part]]s are scattered around the 5 areas. In {{p2}}, each of the 4 areas contains 3 or 4 entrances to [[cave]]s, which contain most of the [[treasure]]s needed to complete the game. In {{p3}}, 4 of the 5 areas contain [[fruit]], while the last area is a standalone challenge. In {{hp}}, each area contains 1-4 treasures. {{TOC right}}


==List==
==List==
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===''Pikmin 4''===
===''Pikmin 4''===
<gallery widths="160" heights="90">
<gallery widths="160" heights="90">
Pikmin 4 Reveal Garden 1.png|[[Rescue Command Post]]|link=Rescue Command Post
P4 Rescue Command Post.jpg|[[Rescue Command Post]]|link=Rescue Command Post
P4 Sun-Speckled Terrace Introduction 1.jpg|[[Sun-Speckled Terrace]]|link=Sun-Speckled Terrace
P4 Reveal Garden 3.jpg|[[Sun-Speckled Terrace]]|link=Sun Speckled Terrace
P4 Blossoming Arcadia Introduction 1.jpg|[[Blossoming Arcadia]]|link=Blossoming Arcadia
P4 Riding Oatchi in Playground.jpg|[[Blossoming Arcadia]]|link=Blossoming Arcadia
P4 Serene Shores Introduction 1.jpg|[[Serene Shores]]|link=Serene Shores
P4 Desert Area.jpg|Desert Area
P4 Hero's Hideaway Introduction 1.jpg|[[Hero's Hideaway]]|link=Hero's Hideaway
P4 House Area.png|House Area
P4 Giant's Hearth Introduction 1.jpg|[[Giant's Hearth]]|link=Giant's Hearth
P4 Primordial Thicket Introduction 1.jpg|[[Primordial Thicket]]|link=Primordial Thicket
</gallery>
</gallery>
===''Hey! Pikmin''===
===''Hey! Pikmin''===
Areas in ''Hey! Pikmin'' are much smaller, and grouped into sectors. Each area has a level code that indicates its sector and its placement within the sector. Areas with an "E" in the code are [[boss]] areas; areas with an "X" in the level code are [[Secret exit|secret]] areas. The last sector only has 1 area, which is a boss area. Sectors also contain [[Secret Spot]]s and [[Sparklium Spring]]s.
Areas in ''Hey! Pikmin'' are much smaller, and grouped into sectors. Each area has a level code that indicates its sector and its placement within the sector. Areas with an "E" in the code are [[boss]] areas; areas with an "X" in the level code are [[Secret exit|secret]] areas. The last sector only has 1 area, which is a boss area. Sectors also contain [[Secret Spot]]s and [[Sparklium Spring]]s.
{|class="responsive-col"
|-style="vertical-align:top"
|
{| class="wikitable"
{| class="wikitable"
!Sector
!Code
!Area
!rowspan="26" |
!Sector
!Sector
!Code
!Code
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| 1-A
| 1-A
| [[First Expedition]]
| [[First Expedition]]
| rowspan="6" style="text-align: center" | '''[[Leafswirl Lagoon]]'''
[[File:Leafswirl Lagoon texture.png|150px|center|link=Leafswirl Lagoon]]
| 5-A
| [[Fragrant Forest]]
|-
|-
| 1-B
| 1-B
| [[Cavern of Confusion]]
| [[Cavern of Confusion]]
| 5-B
| [[Valley of the Breeze]]
|-
|-
| 1-C
| 1-C
| [[Mushroom Valley]]
| [[Mushroom Valley]]
| 5-C
| [[Downpour Thicket]]
|-
|-
| 1-D
| 1-D
| [[Back-and-Forth Road]]
| [[Back-and-Forth Road]]
| 5-D
| [[Bed of Fallen Leaves]]
|-
|-
| 1-E
| 1-E
| [[The Shadow in the Brush]]
| [[The Shadow in the Brush]]
| 5-E
| [[Troop Commander]]
|-
|-
| 1-X
| 1-X
| [[Cherrystone Pass]]
| [[Cherrystone Pass]]
| 5-X
| [[Gale-Force Glen]]
|-
|-
| rowspan="6" style="text-align: center" | '''[[Verdant Waterfront]]'''
| rowspan="6" style="text-align: center" | '''[[Verdant Waterfront]]'''
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| 2-A
| 2-A
| [[Foaming Lake]]
| [[Foaming Lake]]
| rowspan="6" style="text-align: center" | '''[[Sweltering Parchlands]]'''
[[File:Sweltering Parchlands texture.png|150px|center|link=Sweltering Parchlands]]
| 6-A
| [[Scorched Earth]] / Charred Plains
|-
|-
| 2-B
| 2-B
| [[Serene Stream]]
| [[Serene Stream]]
| 6-B
| [[Lights in the Darkness]]
|-
|-
| 2-C
| 2-C
| [[Glowing Bloom Pond]]
| [[Glowing Bloom Pond]]
| 6-C
| [[Terror Trench]]
|-
|-
| 2-D
| 2-D
| [[The Shallow End]]
| [[The Shallow End]]
| 6-D
| [[Barriers of Flame]]
|-
|-
| 2-E
| 2-E
| [[The Keeper of the Lake]]
| [[The Keeper of the Lake]]
| 6-E
| [[Blazing Winds]]
|-
|-
| 2-X
| 2-X
| [[Treacherous Currents]]
| [[Treacherous Currents]]
| 6-X
| [[Sizzling Precipice]]
|-
|-
| rowspan="6" style="text-align: center" | '''[[Sparkling Labyrinth]]'''
| rowspan="6" style="text-align: center" | '''[[Sparkling Labyrinth]]'''
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| 3-A
| 3-A
| [[Crystal Tunnels]]
| [[Crystal Tunnels]]
|-
| 3-B
| [[Echo Cavern]]
|-
| 3-C
| [[Springpetal Cave]]
|-
| 3-D
| [[The Burning Sky]]
|-
| 3-E
| [[Subterranean Tyrant]]
|-
| 3-X
| [[The Hollow Sky]]
|-
| rowspan="6" style="text-align: center" | '''[[Ravaged Rustworks]]'''
[[File:Ravaged Rustworks texture.png|150px|center|link=Ravaged Rustworks]]
| 4-A
| [[The Lonely Tower]]
|-
| 4-B
| [[Steel Pipe Forest]]
|-
| 4-C
| [[Pollution Pool]]
|-
| 4-D
| [[Space of Silence]]
|-
| 4-E
| [[Flashes of Fear]]
|-
| 4-X
| [[Drenchnozzle Den]]
|}
|
{| class="wikitable"
!Sector
!Code
!Area
|-
| rowspan="6" style="text-align: center" | '''[[Leafswirl Lagoon]]'''
[[File:Leafswirl Lagoon texture.png|150px|center|link=Leafswirl Lagoon]]
| 5-A
| [[Fragrant Forest]]
|-
| 5-B
| [[Valley of the Breeze]]
|-
| 5-C
| [[Downpour Thicket]]
|-
| 5-D
| [[Bed of Fallen Leaves]]
|-
| 5-E
| [[Troop Commander]]
|-
| 5-X
| [[Gale-Force Glen]]
|-
| rowspan="6" style="text-align: center" | '''[[Sweltering Parchlands]]'''
[[File:Sweltering Parchlands texture.png|150px|center|link=Sweltering Parchlands]]
| 6-A
| [[Scorched Earth]] / Charred Plains
|-
| 6-B
| [[Lights in the Darkness]]
|-
| 6-C
| [[Terror Trench]]
|-
| 6-D
| [[Barriers of Flame]]
|-
| 6-E
| [[Blazing Winds]]
|-
| 6-X
| [[Sizzling Precipice]]
|-
| rowspan="6" style="text-align: center" | '''[[Snowfall Field]]'''
| rowspan="6" style="text-align: center" | '''[[Snowfall Field]]'''


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| [[Freezing Wasteland]]
| [[Freezing Wasteland]]
|-
|-
| 3-B
| [[Echo Cavern]]
| 7-B
| 7-B
| [[Below the Ice]]
| [[Below the Ice]]
|-
|-
| 3-C
| [[Springpetal Cave]]
| 7-C
| 7-C
| [[Over Wintry Mountains]]
| [[Over Wintry Mountains]]
|-
|-
| 3-D
| [[The Burning Sky]]
| 7-D
| 7-D
| [[Frozen Hazard]]
| [[Frozen Hazard]]
|-
|-
| 3-E
| [[Subterranean Tyrant]]
| 7-E
| 7-E
| [[Cold-Hearted Guardian]]
| [[Cold-Hearted Guardian]]
|-
|-
| 3-X
| [[The Hollow Sky]]
| 7-X
| 7-X
| [[Ordeal of Flame]]
| [[Ordeal of Flame]]
|-
|-
| rowspan="7" style="text-align: center" | '''[[Ravaged Rustworks]]'''
[[File:Ravaged Rustworks texture.png|150px|center|link=Ravaged Rustworks]]
| 4-A
| [[The Lonely Tower]]
| rowspan="6" style="text-align: center" | '''[[Lushlife Murk]]'''
| rowspan="6" style="text-align: center" | '''[[Lushlife Murk]]'''


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| [[Scourge of the Skies]]
| [[Scourge of the Skies]]
|-
|-
| 4-B
| [[Steel Pipe Forest]]
| 8-B
| 8-B
| [[Septic Swamp]]
| [[Septic Swamp]]
|-
|-
| 4-C
| [[Pollution Pool]]
| 8-C
| 8-C
| [[Peculiar Rockfall]]
| [[Peculiar Rockfall]]
|-
|-
| 4-D
| [[Space of Silence]]
| 8-D
| 8-D
| [[Olimar's Madcap Ride]]
| [[Olimar's Madcap Ride]]
|-
|-
| 4-E
| [[Flashes of Fear]]
| 8-E
| 8-E
| [[The Last Lair]]
| [[The Last Lair]]
|-
|-
| rowspan="2" | 4-X
| rowspan="2" | [[Drenchnozzle Den]]
| 8-X
| 8-X
| [[Burning Bog]]
| [[Burning Bog]]
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| 9-A
| 9-A
| [[Fragment of Hope]]
| [[Fragment of Hope]]
|}
|}
|}


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The method used to unlock areas in each game differs. One area is unlocked from the start, but the others can only be accessed after certain conditions are met.
The method used to unlock areas in each game differs. One area is unlocked from the start, but the others can only be accessed after certain conditions are met.


In {{p1}}, areas are unlocked through collecting [[ship part]]s, the main collectible. The number of parts required to access each area is 1 for [[The Forest of Hope]], 5 for [[The Forest Navel]], 12 for [[The Distant Spring]], and 29 for [[The Final Trial]].
In {{p1}}, areas are unlocked through collecting [[ship parts]], the main collectible. The number of parts required to access each area is 1 for [[The Forest of Hope]], 5 for [[The Forest Navel]], 12 for [[The Distant Spring]], and 29 for [[The Final Trial]].


In {{p2}}, the [[Awakening Wood]] and the [[Perplexing Pool]] are unlocked by collecting the [[Spherical Atlas]] and [[Geographic Projection]] respectively, while the [[Wistful Wild]] is unlocked by collecting {{pokos|10000}} worth of treasure (after the previous areas have been unlocked).
In {{p2}}, the [[Awakening Wood]] and the [[Perplexing Pool]] are unlocked by collecting the [[Spherical Atlas]] and [[Geographic Projection]] respectively, while the [[Wistful Wild]] is unlocked by collecting {{pokos|10000}} worth of treasure (after the previous areas have been unlocked).
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In {{p3}}, unlocking each area is tied to collecting a specific item. The [[Garden of Hope]] is unlocked by finding the [[S.S. Drake]] and completing [[day 1]], the [[Distant Tundra]] is unlocked by collecting the [[Data Glutton]], the [[Twilight River]] is unlocked by collecting the [[Folded Data Glutton]], and the [[Formidable Oak]] is unlocked by collecting [[Louie]] for the second time. (To note is that although the [[Tropical Wilds]] is unlocked from the start, it cannot be landed in after day 1 before rescuing [[Brittany]].)
In {{p3}}, unlocking each area is tied to collecting a specific item. The [[Garden of Hope]] is unlocked by finding the [[S.S. Drake]] and completing [[day 1]], the [[Distant Tundra]] is unlocked by collecting the [[Data Glutton]], the [[Twilight River]] is unlocked by collecting the [[Folded Data Glutton]], and the [[Formidable Oak]] is unlocked by collecting [[Louie]] for the second time. (To note is that although the [[Tropical Wilds]] is unlocked from the start, it cannot be landed in after day 1 before rescuing [[Brittany]].)


In {{p4}}, areas are unlocked by collecting a certain amount of [[Sparklium]]. The [[Sun-Speckled Terrace]], [[Blossoming Arcadia]], and [[Serene Shores]] are unlocked by collecting {{sparklium|p4|300}}, {{sparklium|p4|1,500}} and {{sparklium|p4|4,000}} respectively. The three remaining areas of the game require an additional condition to be unlocked: the [[Hero's Hideaway]] requires {{sparklium|p4|7,000}} and rescuing [[Bernard]] to be unlocked, the [[Giant's Hearth]] requires {{sparklium|p4|11,000}} and rescuing [[Olimar]] to be unlocked, and the [[Primordial Thicket]] requires {{sparklium|p4|13,000}} and rescuing [[Yorke]] and [[Don Bergman]] to be unlocked. Unlocking areas in [[Olimar's Shipwreck Tale]] requires collecting a specific amount of [[ship part]]s: 2 for the Blossoming Arcadia, 8 for the Serene Shores, and 23 for the Hero's Hideaway.
In {{hp}}, areas are unlocked by completing the previous area. Some areas have a [[secret exit]] which unlocks a different area to the standard exit, but both the standard next area and the secret next area will lead to the same area after that. Sectors are unlocked by completing the [[boss]] area in the previous sector, except for the [[The Final Stretch|final sector]], which additionally requires collecting {{sparklium|30,000}}.
 
In {{hp}}, areas are unlocked by completing the previous area. Some areas have a [[secret exit]] which unlocks a different area to the standard exit, but both the standard next area and the secret next area will lead to the same area after that. Sectors are unlocked by completing the [[boss]] area in the previous sector, except for the [[The Final Stretch|final sector]], which additionally requires collecting {{sparklium|hp|30,000}}.


==Features==
==Features==
[[File:Mezame snap.jpg|thumb|left|200px|A map of the Awakening Wood, an area in ''Pikmin 2''.]]
[[File:Mezame snap.jpg|thumb|left|200px|A map of the Awakening Wood, an area in ''Pikmin 2''.]]
In the main games of the ''Pikmin'' series, areas have consistent features in their design. They have a landing site where the [[Onion]](s) and [[Ship (disambiguation)|ship]] land at the beginning of the day, and these are usually connected in several directions to spaces nearby. Most spaces center around a certain enemy or theme. There are often [[obstacle]]s between spaces that may increase the time it takes to get there or to restrict access to it until a certain [[Pikmin family|Pikmin type]] is unlocked. There are also some spaces that function more as corridors between other spaces. There are often large loops in areas that provide multiple ways to access a part of the area. In ''Pikmin 3'', areas are divided into separated [[#Segment|segment]]s, with special connections that teleport leaders and Pikmin between them. In ''Pikmin 4'', the aforementioned landing site takes on the form of multiple [[#Base|bases]] per area.
In the main games of the ''Pikmin'' series, areas have consistent features in their design. They have a landing site where the [[Onion]](s) and [[Ship (disambiguation)|ship]] land at the beginning of the day, and these are usually connected in several directions to spaces nearby. Most spaces center around a certain enemy or theme. There are often [[obstacle]]s between spaces that may increase the time it takes to get there or to restrict access to it until a certain [[Pikmin family|Pikmin type]] is unlocked. There are also some spaces that function more as corridors between other spaces. There are often large loops in areas that provide multiple ways to access a part of the area. In ''Pikmin 3'', areas are divided into separated [[segment]]s, with special connections that teleport leaders and Pikmin between them.


{{clear}}
{{clear}}
==Base==
[[File:P4 Landing Site.jpg|thumb|The player, ready to make the Rugged Scaffold base their current base.]]
In ''Pikmin 4'', each area has multiple '''bases''' for the ship and the [[Onion]] to land in. A base is marked with several glowing pink rocks on the floor making up the shape of two rings, one where the [[S.S. Beagle]] or [[S.S. Dolphin]] sits, and one where the Onion goes. Each base is given a name and a number based on the landmarks around it, though these are fixed, meaning the number doesn't reflect the order in which players find bases. When landing on the area for the first time, the player will always arrive at base #1. As the player comes across new bases, they get added to the list of unlocked bases for that area. Some bases are blocked off by something, usually an [[enemy]], which needs to be cleared before that base can be unlocked. Despite having multiple bases meaning the player has multiple spots to land in, the game will force the player to land at the most-recently used base for that area at the start of each [[day]].
To select a different base as the one that the ship and Onion should currently use, the player needs to go up to an unused base and press {{button|switch|a}}. This will make the screen fade to and from black, and when the scene returns, the ship and Onion will be just about finished with landing in the new base. Any Pikmin near the Onion or ship will be instantly transported inside the ship towards the new spot. Any Pikmin that were busy [[carry]]ing things will readjust their trajectory towards the new base after a second.
Unlocking a base also allows it to be used in a [[night expedition]], provided there is an available night expedition at that base. Some larger [[cave]] sublevels and the [[Hefty Haulway]] [[Dandori Challenge]] also have multiple bases, though these are only marked with a single ring for the ship, since the Onion does not go underground. The [[Rescue Command Post]]'s bases are unique in that the player cannot change them, and they are not marked, despite being recognized independently in the [[radar]]. The rocks of bases that have not been unlocked are a dim red, and they turn bright pink when unlocked.
==Segment==
==Segment==
In ''Pikmin 3'', areas are split into multiple segments. When a leader, Pikmin, or an object carried by Pikmin touch an invisible portal,<ref>In the game files, the object's data is in <code>/content/CMCmn/object/portal.szs</code>.</ref> they are transported to the equivalent portal, in another segment of the area. For the most part, these segments separate the outdoors parts of an area from the tunnels and small caverns that can be explored, though some segments also exist for small enclosures, interesting plateaus, or corridors leading into [[boss]] arenas, among other things. The act of being transported in a portal saves the player some otherwise uninteresting travel time, but besides that, segmenting the area allows the game to only focus on the segment the player or Pikmin are on, and can save on processing and rendering segments that are irrelevant. Via the use of [[Glitches in Pikmin 3|glitches]], one can make the game show parts of a segment that aren't loaded entirely, or are missing geometry.
In ''Pikmin 3'', areas are split into multiple segments. When a leader, Pikmin, or an object carried by Pikmin touch a portal<ref>In the game files, the object's data is in <code>/content/CMCmn/object/portal.szs</code>.</ref>, they are transported to the equivalent portal, in another segment of the area. For the most part, these segments separate the outdoors parts of an area from the tunnels and small caverns that can be explored, though some segments also exist for small enclosures, interesting plateaus, or corridors leading into [[boss]] arenas, among other things. The act of being transported in a portal saves the player some otherwise uninteresting travel time, but besides that, segmenting the area allows the game to only focus on the segment the player or Pikmin are on, and can save on processing and rendering segments that are irrelevant. Via the use of [[Glitches in Pikmin 3|glitches]], one can make the game show parts of a segment that aren't loaded entirely, or are missing geometry.


When the player's active leader goes through a portal, the screen goes through an {{w|iris shot|iris out}} transition, and then an iris in transition in the new segment. The camera's behavior after this depends on a few circumstances, as explained [[Camera#Segment transitions|here]]. This transition does not happen for other things that go through portals, and instead they simply appear at the destination instantly. The player can find where a portal leads by checking the [[radar]] &ndash; in the Wii U version of ''Pikmin 3'', they can even tap on the portal's icon on the GamePad to pan the radar towards the equivalent portal. In reality, to make sure the player doesn't get transported back and forth endlessly, the destination of a portal is usually somewhere in front of the equivalent portal. In modes with a timer, transitioning through a portal also stops the timer momentarily, as explained [[Glitches in Pikmin 3#Paused timer|here]].
When the player's active leader goes through a portal, the screen goes through an {{w|iris shot|iris out}} transition, and then an iris in transition in the new segment. The camera's behavior after this depends on a few circumstances, as explained [[Camera#Segment transitions|here]]. This transition does not happen for other things that go through portals, and instead they simply appear at the destination instantly. The player can find where a portal leads by checking the [[radar]] &ndash; in the Wii U version of ''Pikmin 3'', they can even tap on the portal's icon on the GamePad to pan the radar towards the equivalent portal. In reality, to make sure the player doesn't get transported back and forth endlessly, the destination of a portal is usually somewhere in front of the equivalent portal. In modes with a timer, transitioning through a portal also stops the timer momentarily, as explained [[Glitches in Pikmin 3#Paused timer|here]].


==Terrain==
==Terrain==
{{clean}}
Terrain varies between games, areas, and sections of areas. It has no real impact on gameplay, but it does change the atmosphere and the sounds of footsteps on the ground. Some enemies are associated with particular types of terrain.
Terrain varies between games, areas, and sections of areas. It has no real impact on gameplay, but it does change the atmosphere and the sounds of footsteps on the ground. Some enemies are associated with particular types of terrain.


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In {{hp}}, the player can find a fairly large variety of environments. Each sector of the game features a unique environment, which serves to set the ambience. However, some areas vary from the atmosphere of the sector where they're located.
In {{hp}}, the player can find a fairly large variety of environments. Each sector of the game features a unique environment, which serves to set the ambience. However, some areas vary from the atmosphere of the sector where they're located.


*[[Brilliant Garden]]: The first sector of the game has rather common terrain, made of grass and foliage.
*[[Brilliant Garden]] : The first sector of the game has rather common terrain, made of grass and foliage.
*[[Verdant Waterfront]]: This sector mainly focuses on water environments, such as lakes, as well as all the plant-life terrain found around lakes.
*[[Verdant Waterfront]] : This sector mainly focuses on water environments, such as lakes, as well as all the plant-life terrain found around lakes.
*[[Sparkling Labyrinth]]: A rocky sector, with terrain made of rocks and crystals.
*[[Sparkling Labyrinth]] : A rocky sector, with terrain made of rocks and crystals.
*[[Ravaged Rustworks]]: This sector features human-made materials, such as metal pipes and tubes.
*[[Ravaged Rustworks]] : This sector features human-made materials, such as metal pipes and tubes.
*[[Leafswirl Lagoon]]: The environment of this sector is pretty focused on autumn, with the terrain being mostly dead leaves and dirt.
*[[Leafswirl Lagoon]] : The environment of this sector is pretty focused on autumn, with the terrain being mostly dead leaves and dirt.
*[[Sweltering Parchlands]]: This sector is mostly themed around fire, so the terrain consists of dirt, coal, and burned vegetation.
*[[Sweltering Parchlands]] : This sector is mostly themed around fire, so the terrain consists of dirt, coal, and burned vegetation.
*[[Snowfall Field]]: The exact opposite of the previous sector; this time, snow makes up most of the terrain, and this area symbolizes winter.
*[[Snowfall Field]] : The exact opposite of the previous sector; this time, snow makes up most of the terrain, and this area symbolizes winter.
*[[Lushlife Murk]] and [[The Final Stretch]]: The last areas are focused on poisoned environments; the terrain usually consists of barren dirt and rock.
*[[Lushlife Murk]] and [[The Final Stretch]] : The last areas are focused on poisoned environments; the terrain usually consists of barren dirt and rock.


==Relations==
==Relations==
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Twilight River map.png|A map of the [[Twilight River]].
Twilight River map.png|A map of the [[Twilight River]].
Formidable Oak map.png|A map of the [[Formidable Oak]].
Formidable Oak map.png|A map of the [[Formidable Oak]].
Rescue Command Post map.png|A map of the [[Rescue Command Post]].
Sun-Speckled Terrace map.png|A map of the [[Sun-Speckled Terrace]].
Sun-Speckled Terrace OST map.png|A map of the [[Sun-Speckled Terrace]] in [[Olimar's Shipwreck Tale]].
Blossoming Arcadia map.png|A map of the [[Blossoming Arcadia]].
Blossoming Arcadia OST map.png| A map of the [[Blossoming Arcadia]] in [[Olimar's Shipwreck Tale]].
Serene Shores high tide map.png|A map of the [[Serene Shores]] before noon.
Serene Shores low tide map.png|A map of the [[Serene Shores]] after noon.
Serene Shores OST high tide map.png|A map of the [[Serene Shores]] before noon in [[Olimar's Shipwreck Tale]].
Serene Shores OST low tide map.png|A map of the [[Serene Shores]] after noon in [[Olimar's Shipwreck Tale]].
Hero's Hideaway map.png|A map of the [[Hero's Hideaway]].
Hero's Hideaway OST map.png|A map of the [[Hero's Hideaway]] in [[Olimar's Shipwreck Tale]].
Giant's Hearth map.png|A map of the [[Giant's Hearth]].
Primordial Thicket map.png|A map of the [[Primordial Thicket]].
</gallery>
</gallery>


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==Names in other languages==
==Names in other languages==
'''Area'''
{{Foreignname
{{Foreignname
|Jap=エリア
|Jap=エリア
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|Spa=Zona
|Spa=Zona
|SpaM=Zone
|SpaM=Zone
|Por=Área
|PorB=Área
|PorM=Area
|PorBM=Area
|notes=y
|notes=y
}}
}}
 
{|
'''Surface'''
{{foreignname
|Jap  = 地上
|JapR = Chijō
|JapM = Above-ground
|ChiTrad  = 地上
|ChiTradR = Dìshang
|ChiTradM = Above-ground
|ChiSimp  = 地上
|ChiSimpR = Dìshang
|ChiSimpM = Above-ground
|Dut  = Bovengronds
|DutM = Above-ground
|Fra  = Surface
|FraM = Surface
|Ger  = Oberfläche
|GerM = Surface
|Ita  = Superficie
|ItaM = Surface
|Kor  = 지상
|KorR = jisang
|KorM = Above-ground
|Por  = Superfície
|PorM = Surface
|Spa  = Superficie
|SpaM = Surface
}}
 
'''Base'''
{{Foreignname
|Jap=拠点
|JapR=Kyoten
|JapM=Base
|ChiTrad=據點
|ChiTradR=Jùdiǎn
|ChiTradM=Base
|ChiSimp=据点
|ChiSimpR=Jùdiǎn
|ChiSimpM=Base
|Dut=Kamp
|DutM=Camp
|Fra=Base
|FraM=Base
|Ger=Basis
|GerM=Base
|Ita=Base
|ItaM=Base
|Kor=거점
|KorR=geojeom
|KorM=Base
|Spa=Base
|SpaM=Base
|Por=Base
|PorM=Base
}}
 
{| class="responsive-col"
|- style="vertical-align:top"
|- style="vertical-align:top"
| '''Sector'''
| '''Sector'''
Line 532: Line 418:
{{P2 areas}}
{{P2 areas}}
{{P3 areas}}
{{P3 areas}}
{{P4 areas}}
{{HP sectors}}
{{HP sectors}}


[[Category:Areas| ]]
[[Category:Areas| ]]
[[Category:Gameplay]]
[[Category:Gameplay]]

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