Pikmin 3

Tropical Wilds

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Tropical Wilds

The landing site of the Tropical Wilds.

A map of the Tropical Wilds. This was made by manually aligning and rotating the textures (one texture per "room"), using a reference. This map is the highest resolution and quality possible, given that the textures are at native size, and show more than what's possible to "unlock" in-game. Sections of the map that overlap have been cleaned up so they blend better between themselves. See File:Tropical Wilds map P3D.png for the Pikmin 3 Deluxe version.

Fruits 18
Pikmin discovered Red Pikmin
Requirements None
Music Alph's Crash Site, Tropical Wilds

Tropical Wilds (始まりの森?, lit.: "Forest of Beginnings") is the first area in Pikmin 3. It is the area where Alph lands on and discovers the Red Pikmin. As the name would imply, it is a tropical jungle near a beach, with the Sandbelching Meerslug being the boss of this area. All of the fruits in the area give a total of 25.5 cups of juice.

Plot

After the scene in the prologue with Captain Charlie, it is shown that Alph crashed in a small pond, the S.S. Drake flying unsteadily above him as he first regains consciousness. As Alph gets up to explore, he comes across some Red Pikmin trying to get what he hopes is fruit but is revealed to be the red Onion out of a tree branch. After getting the Onion down, Alph takes the Red Pikmin and sets them to work building a bridge to get over to where his KopPad landed. After this, Alph tracks the signal of the S.S. Drake to a location not far from where he crashed. Taking his Red Pikmin and raising their numbers a bit, Alph sets them to work pushing a large box out of the path to reveal a data file. Alph installs a data file log into the KopPad before setting off again. He makes his way through a cavern, noting the size of the mushrooms and the dirt wall in the way, and on the other side discovers the S.S. Drake, which he is happy about. However, his companions, Brittany and Charlie, are nowhere to be found, so Alph resolves to find them the next day before hastily taking to the skies after the nocturnal predators begin to wake up.

Later, Alph, Brittany, and Charlie return here after Charlie shows them a data file from Olimar's log and subsequently acquire a strong signal emanating from the area, which the Koppaites believe could come from a Hocotatian transmitter. After landing, the three note that the signal is not far off, and they proceed to explore, collecting fruit as they go along. Using their wits and numbers, the Koppaites soon find a cliffside that leads to where the signal is emanating. When Alph, Brittany, and Charlie get to where the signal is, they find out that it was a cell phone emitting the signal all along, which they resolve to take back to the Drake so that they can find Olimar's signal easier. However, as they are about to dig it up, it sinks into the sand and the Sandbelching Meerslug bursts out of the ground. After fighting and defeating the third monstrous beast, the Koppaites are able to get what they name the Folded Data Glutton as well as a small watermelon they name the Crimson Banquet. After the Folded Data Glutton transmitter has been integrated with the Drake, it picks up a signal coming from the north, and the three explorers resolve to explore this area the next day.

Overview

The Tropical Wilds is a fairly complex area. There are large bits of land, but also a few sub-areas, mostly strung together with corridors, tunnels, and caves. Only a few caves actually make up the destination sub-areas, which is the opposite of the Garden of Hope and the Distant Tundra. The main motif of the area is that of a tropical jungle, with a lot of greenery, sand, and water. Water is in fact one of the most abundant aspects of the area, making this area home to quite a few aquatic and beach-related enemies. There are several bridges needing to be built, and alternate paths needing to be taken in order to cross shores, due to all the water. While most of the sub-areas lead to dead ends, the main section of the area is quite open-ended, even if parts of it are closed off by water or walls. Some of these walls actually belong to platforms on higher terrain that can also be explored – this mostly consists of tree trunk tops.

Key sections

The main section of the area is an open-ended piece of land in a rough 8-shape, with the two halves split by a river. The landing site is at the southern half of this section. On the following list, all sections of text except for the first two refer to a different sub-area from the main one, meaning that the game performs a transition when going to and from those parts.

Normal landing site

This is where the S.S. Drake lands during a normal exploration day. This half of the main area is mostly covered in water all around it, but there are some strips of land surrounding the perimeter of the area. These strips are also cut off by water, at parts. The actual landing site itself is in a circular base half enclosed by walls. From this part of the whole area, some tunnels and walls provide access to a multitude of different sub-areas. One of the most noteworthy locations here is the waterfall to the east.

Northern half

The first half of the main part of the area is separated from the second by a river, although the two are connected by a swirling pathway on the east, next to the waterfall. A tunnel to the west of the landing site opens a path to a high ledge from which one can drop down to the northern half of the main area, however.

This whole section has a large protrusion in the middle, so the ground-level paths surround it. This protrusion can be accesssed with nearby seesaw blocks, and from it, there is access to a small cave with a Medusal Slurker. To the north is a beach, and to the west, two circular arenas where the Shaggy Long Legs is fought, separated by a short yet insurmountable wall.

Alph's crash site

This is where the first day takes place, on the far southeast of the area. To the south is a small pond, where Alph first awakes. From here on out, the outdoors terrain is all sandy. The first part of this section is at a lower level than the second, and a bridge is needed to go forward. Beyond some more terrain is a small linear cave that leads into the main area. Near the pond, there's a ledge that leads to the main area right away, but to reach it, one leader must toss another; this corridor has the Metal Suit Z on it.

Sandbelching Meerslug path

A simple linear corridor of sand that builds up to the arrival at the arena with the Sandbelching Meerslug.

Sandbelching Meerslug arena

This arena is on the southwest, and is accessible through a path near the landing site, but to reach it, it is necessary to climb up to the walls that surround the southern half of the main area. The arena lies beyond a long corridor, and is actually a large circular sandpit.

Calcified Crushblat's arena

On the lake of the southern half, there is an underwater pathway leading to this remote island, on the western wall. An outer half-ring of land circles the island and contains Candypop Buds needed for the fight. On the island itself resides the Calcified Crushblat.

Medusal Slurker's cave

A very small cave with a Medusal Slurker on the northeastern part of the map can be accessed from the structure taking up the center of the northern half of the main area.

Flighty Joustmite cave

On the western wall of the river that splits the main area in two is an underwater passageway to a small cave with two Flighty Joustmites.

First cave

The first cave entered in this area is a curved path that leads from Alph's crash site to the main landing site.

Objects

The leaf texture used in Pikmin 2's Challenge Mode menu. (Used on Pikipedia in the {{stub}} template.)

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Suggestions: Add missing numbers.

Fruits

Enemies

Plants and fungi

Guide

The following article or section contains guides.
The strategies shown are just suggestions.

Basic guide

The leaf texture used in Pikmin 2's Challenge Mode menu. (Used on Pikipedia in the {{stub}} template.)

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First, take out the pikmin. Next, head to the incomplete bridge and throw a leader and some pikmin across. Collect the fragments, then break down the wall to the west. There should be more fragments, and a place where three leaders can be thrown across. Once the bridge is complete, have all three leaders and a good number of pikmin, and throw the leaders across at the area near the second pile of fragments. Once there is a leader at the other side,

Speed completion

Just go through the area normally.

Pikmin drawings

Main article: Pikmin drawing.
Warning: the following text contains major spoilers about the secret drawings in the area.

Quotes

The leaf texture used in Pikmin 2's Challenge Mode menu. (Used on Pikipedia in the {{stub}} template.)

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Gallery

This article or section is in need of more images. Particularly:
Get more varied images; at least one of each section of the area, as listed above.
You can help Pikipedia by uploading some images.


See more: Tropical Wilds images category.

Trivia

  • This location's continental shape is based on Antarctica.
  • This area's name, like most Pikmin 3 areas, seems to be imitating the name of another area in the series – namely, the Wistful Wild.
  • If the player tries to enter Tropical Wilds on day 2, they will be denied access and Alph will say "This is where I crash-landed. But exploration will have to wait for later. I need to prioritize finding Brittany first."

Names in other languages

Language Name Meaning
Flag of France French Bosquet des sources Forest of springs
Flag of Germany German Wald des Anfangs Forest of the Beginning
Flag of Spain Spanish (NoE) Bosque de la Vida Forest of Life

See also