User:Cheepy-Cheepy/Sandbox


 * Balmy Highlands: a temperate field that has a grass area, dirt area, and pond area. The environment is vibrant and the water is clear. Rain falls here occasionally.
 * Temperate Den
 * Desolate Dugout
 * Scornet Hive
 * Grassy Grotto
 * Humid Hole
 * Watering Hole
 * Wayward Citadel
 * Forgotten Mine


 * Arid Oasis: a hot, tropical area that is divided into a beach section with a shore and a wooden boardwalk section. The environment is mostly tan and other shades of brown, but the water is clear. It rains here periodically.
 * Dune Den
 * Castaway Cove
 * Sunbaked Sauna
 * Subterranean Sands
 * Gritty Getaway
 * Lost Kingdom
 * Concrete Complex
 * Wooden Fortress


 * Frigid Tundra: a cold tundra that has a snowy sector, ice sector, and rocky sector. The environment is relatively pale, but the water here is clear, as is the ice. It snows here periodically.
 * Snowy Cove
 * Hot Hole
 * Stone Dugout
 * Lonely Quarry
 * Flaming Trench
 * Icy Crevasse
 * Frozen Fortress
 * Wracknid Nest


 * Ancient Metalworks: a temperate area that is a factory ruin, with an open sector, dry metalworks sector, and flooded metalworks sector. The environment is fairly colorful, and most of the water here is clear except for the turbid acidic water. It rains here periodically.
 * Hidden Scrapyard
 * Polluted Pond
 * Wasted Waterworks
 * Chemical Reservoir
 * Corroded Complex
 * Clogged Pipeline
 * Robot Workshop
 * Dim Greenhouse


 * Mycelial Sepulcher: a cool cavern that has a fungus-rich sector, flooded sector, and exposed sector. The grass here is vibrant, and the water is clear. It periodically rains here, with the rainfall coming in through holes in the ceiling.
 * Subterranean Spring
 * Gray Court
 * Phosbat Hideout
 * Dank Depths
 * Fungus Forest
 * Sunlit Pit
 * Divers' Delight
 * Black Abyss


 * Endless Sea: a watery, humid swamp that has an overgrown sector, a dry sector, and a flooded sector. The environment is dull, and the water is murky. It periodically rains here.
 * Dark Den
 * Watery Grave
 * Scarpanid Nest
 * Muddy Murk
 * Overgrown Garden
 * Neglected Aqueduct
 * Cursed Chasm
 * Chance Pit

=Challenge Mode levels= Extra time and remaining Pikmin add more points. Mission immediately ends when all Pikmin-growing objects and valuables have been collected, all enemies have been slain, or the boss has been killed.
 * Flowers; classic (seed, white, pink, purple)
 * Medals; modern (bronze, silver, gold, platinum)
 * Grow Pikmin: Pikmin number benchmark
 * Collect Valuables: Poko benchmark
 * Battle Enemies: Enemy point benchmark
 * Defeat Bosses: Time benchmark

Normal levels

 * 1.) Pretty Prairie (soil) / Pretty Prairie Remix (nature)
 * 2.) Forgotten Garden (3, nature) / Forgotten Garden Remix (3, metal)
 * 3.) Serene Shore (flooded sand) / Serene Shore Remix (sand)
 * 4.) Frozen Fields (snow) / Frozen Fields Remix (snow)
 * 5.) Timber Maze (3, wood) / Timber Maze Remix (3, flooded wood)
 * 6.) Rocky Road (stone) / Rocky Road Remix (cement)
 * 7.) Rebar Labyrinth (4, concrete) / Rebar Labyrinth Remix (4, concrete)
 * 8.) Steel Stronghold (4, metal) / Steel Stronghold Remix (4, metal)
 * 9.) Perplexing Paradise (flooded tile) / Perplexing Paradise Remix (nature)
 * 10.) Dingy Dugout (2, soil) / Dingy Dugout Remix (2, sand)
 * 11.) Foreboding Forest (nature) / Foreboding Forest Remix (flooded nature)
 * 12.) Sandstone Citadel (3, sand) / Sandstone Citadel Remix (3, flooded sand)

Unlockable levels (1-12 all white flowers/silver medals)

 * 13.) Preserved Pit (3, snow) / Preserved Pit Remix (3, stone)
 * 14.) Wooden Expanse (wood) / Wooden Expanse Remix (flooded wood)
 * 15.) Impenetrable Prison (3, stone) / Impenetrable Prison Remix (3, cement)
 * 16.) Weathered Field (flooded concrete) / Weathered Field Remix (metal)
 * 17.) Corroded Catwalk (metal) / Corroded Catwalk Remix (metal)
 * 18.) Mosaic Maze (3, tile) / Mosaic Maze Remix (3, flooded tile)

Unlockable levels (1-18 all pink flowers/gold medals)

 * 19.) Breadbug Den (3, soil) / Breadbug Den Remix (3, snow)
 * 20.) Jellyfloat Pool (3, tile) / Jellyfloat Pool Remix (3, flooded tile)
 * 21.) Mandiblard Nest (3, nature) / Mandiblard Nest Remix (3, stone)
 * 22.) Cement City (3, concrete) / Cement City Remix (3, flooded stone)
 * 23.) Arctic Abode (snow) / Arctic Abode Remix (wood)
 * 24.) Study Floor (wood) / Study Floor Remix (stone)

Unlockable levels (1-24 all purple flowers/platinum medals)

 * 25.) Balmy Highlands Trial
 * 26.) Arid Oasis Trial
 * 27.) Frigid Tundra Trial
 * 28.) Ancient Metalworks Trial
 * 29.) Mycelial Sepulcher Trial
 * 30.) Endless Sea Trial

Defeat Bosses
Unlocked when a purple flower/platinum medal is achieved on a respective boss (adds a new column):
 * 1.) Titan Cottonade (Arid Oasis)
 * 2.) Frosted Arcticlops (Frigid Tundra)
 * 3.) Plasm Wraith (Ancient Metalworks)
 * 4.) Titan Webber Dweevil (Mycelial Sepulcher)
 * 5.) Winged Snagret (Endless Sea)
 * 6.) Grimacing Cremblub (Endless Sea)
 * 1.) Titan Cottonade Remix (Frigid Tundra)
 * 2.) Frosted Arcticlops Remix (Arid Oasis)
 * 3.) Plasm Wraith Remix (Endless Sea)
 * 4.) Titan Webber Dweevil Remix (Ancient Metalworks)
 * 5.) Winged Snagret Remix (Mycelial Sepulcher)
 * 6.) Grimacing Cremblub Remix (Balmy Highlands)

=Battle Mode levels=
 * Close Quarters; soil
 * Forest Frenzy; nature
 * Tan Battleground; sand
 * Cold War; snow
 * Planked Peril; wood
 * Hard Fought; stone
 * Reinforced Fortress; concrete
 * Frantic Factory; metal
 * Tiled Tossup; tile

=WIP Sections=

Parasitic Pikmin
Although they are never truly seen, Parasitic Pikmin are known for infecting larger hosts and controlling them to survive. Unlike in Pikmin 2, hosts can be brought to the surface and most have no special resistances. They have no dedicated Onion to be stored in, and due to their unique physical nature, cannot be stored in the Dolphin Lander's PikHold. They are best used as fodder in combat, where they are most useful. Each type of Parasitic Pikmin host has a different method to attack enemies. When tasked with demolishing an obstacle, most Parasitic Pikmin will use their host to attack it with their stems like an ordinary Pikmin. Some Parasitic Pikmin, such as Gatling Groinkmin or Cannon Beetlemin, use their projectiles instead of their stems to destroy obstacles. Parasitic Pikmin hosts can be found on the surface, but appear more commonly underground. Hosts can also be found sleeping instead of wandering. Their stems glow green while idle. Adults are aggressive and nearly always found leading a group of passive juveniles; the former must be defeated before the latter may join a leader's squad. Adults and juveniles each have a random maturity which affects their movement speeds. Parasitic Pikmin have gray flowers. Several hosts for Parasitic Pikmin exist, each being listed below:
 * Red Bulbmin: Returns from Pikmin 2, and is the most basic type of Bulbmin. Juvenile Red Bulbmin, like other juvenile grub-dog hosts, bite enemies they are thrown onto, latching onto them and causing severe damage until they are shaken off.
 * Yellow Bulbmin: Wanders in a small radius when standing still or idle.
 * Blue Bulbmin: When in a body of water, they suck a small amount of water into their mouths and squirt enemies with it to distract them.
 * Orange Bulbmin: Continuously looks in the direction of nearby enemies they detect.
 * Hairy Bulbmin: Hairless juveniles cower behind the leader they are following when an enemy draws near. Often found in cold areas.
 * Spotty Bulbearmin: Detects enemies from far away, and breaks free from the group to attack an enemy that gets too close.
 * Burrowing Snagmin: Pecks at grounded enemies to cause damage and keep them distracted. Can be thrown like javelins to inflict the most damage.
 * Breadmin: Can drag smaller enemies away from the one currently being fought to minimize distractions and space them out. The more Breadmin there are, the bigger the enemies that can be dragged or immobilized, but only up to medium-sized ones. Bosses and large enemies cannot be dragged or immobilized. Does not inflict damage on its own, when thrown at enemies it bounces off like a Rock Pikmin and does below-average damage.
 * Gatling Groinkmin: Keeps its distance from enemies and pelts them with a shower of small pebbles to distract them. Bounces off enemies when thrown at them and does below-average damage.
 * Wollymin: Repeatedly attempts to land on enemies. Throwing them increases the chances of them doing damage to taller enemies, but if they hit the enemy directly after being thrown they will bounce off of it and do below-average damage.
 * Spinermin: Latches onto enemies and repeatedly bites them. Leaves small patches of webs on enemies that help other Pikmin stay latched on when the enemy tries to shake them off.
 * Dweevilmin: Strictly uses hazards to inflict damage and is immune to the hazard it utilizes. Latches onto enemies when thrown and begins to use its power. Enemies that utilize the same hazard are unaffected by it.
 * Cannon Beetlemin: Keeps its distance from an enemy and launches small boulders in its direction. These boulders can crush grounded non-Rock Pikmin in their path. Burrows into the ground to target airborne enemies.

Nectar and sprays
Pikmin: Wide World features eggs, nectar, sprays, and related objects and items. A wide array of enemies can also drop nectar or random sprays upon death, but only the few that regularly drop certain ones are listed in this section. Sprays of a certain type will only appear as drops once they are unlocked by earning a dose of it from their respective Burgeoning Spiderwort and Sunset Spiderwort berries. Blobs of spray and nectar can also be chilled, which temporarily slows leaders and Pikmin that walk through them or drink them. Some sprays can only be sprayed either in front of or behind leaders, but others can be sprayed in either direction. Sprays that affect Pikmin, such as Ultra-spicy spray, also affect non-friendly Pikmin such as Mushroom Pikmin. Sprays that affect leaders also affect Captmin, which are also affected by Pikmin-affecting sprays.
 * Rubble: Similar to Nectar Grass, but Pikmin hit each piece of debris to break it. Each piece broken has a chance to cause nectar to appear.
 * Burgeoning Spiderwort: A special type of plant that grows the berries needed to initially unlock a type of spray.
 * Ultra-spicy spray: Returns from Pikmin 2 and Pikmin 3, and is slightly different. It can be sprayed in front of or behind leaders, and temporarily increases the attack power and speed of all Pikmin it hits. However, the affected Pikmin become extremely feverish and may break away from the group in a frenzy to attack a nearby enemy. The only time they do this is when they are not occupied with another task such as carrying objects or working to clear an obstacle. Every Pikmin in a leader's squad is affected when sprayed regardless of distance, and any Pikmin around them can be as well. A dose of ultra-spicy spray can be obtained by collecting ten pink Burgeoning Spiderwort berries.
 * Ultra-bitter spray: Returns from Pikmin 2, and works quite a bit differently. It is sprayed in front of leaders and causes a temporary stone covering to form on a portion of a living creature it hits. How long the spray's effect lasts and how much of the target is covered depends entirely on the target's size, but all of them will break out eventually. Another change from Pikmin 2 is that instead of the ultra-bitter spray coating an entire target, it causes a layer of stone to form on the portion of an enemy that the spray touched; an example is that if a dose of ultra-bitter spray is used on the face of a Red Bulborb, only the creature's face would be covered and not its backside. Larger targets will only be partially petrified, but smaller targets will more than likely be almost entirely petrified if not completely. The petrified portion of the target will be temporarily invulnerable to most attacks except for explosives and blunt force, but petrifying different parts of a target can have different effects. Pikmin can also be affected by this spray and will be completely petrified until they can break out. While petrified, Pikmin will be completely ignored by enemies and cannot be eaten nor skewered. They are still subject to being crushed, however. Petrified Pikmin, if they are somehow targetted to be eaten, will be spat out along with any other Pikmin in the enemy's mouth, and have their stone exterior broken after hitting the ground; likewise, any Pikmin that are in the way of an enemy's skewering attack will be thrown back like a Rock Pikmin and have their stone exterior destroyed. Petrified Pikmin can be picked up and thrown at enemies to deal massive damage to them, although the stone exterior breaks upon impact with any surface after being thrown. In this sense, they can be used as immobile, inedible, one-time-use Rock Pikmin. Whistling at a petrified Pikmin will cause it to free itself faster. A dose of ultra-bitter spray can be obtained by collecting ten purple Burgeoning Spiderwort berries.
 * Ultra-minty spray: Used by leaders for self-benefit, and can be sprayed in front of or behind them. Each dose of ultra-refreshing spray heals affected leaders by a small amount, and temporarily slightly increases their walking and throwing speeds, attack damage, and carry strength. A dose of ultra-refreshing spray can be obtained by collecting fifteen turquoise Burgeoning Spiderwort berries.
 * Ultra-sweet spray: Affects enemies instead of leaders and Pikmin, and is sprayed in front of a leader. When used, it produces a temporary cloud of turquoise mist. This mist distracts nearby enemies, causing them to sniff at the air in the general direction of it. Some enemies are more intoxicated by it than others and will tread towards the source of the scent and stand in the mist until it fades. After the mist fades, nearby enemies will resume their normal behavior. A dose of ultra-sweet spray can be obtained by collecting ten yellow Burgeoning Spiderwort berries.
 * Ultra-hot spray: A unique spray that has several uses but poses just as many risks. It is sprayed in front of leaders and causes them to belch a jet of flame that lasts for three seconds, and visibly scorches places touched by it. Ultra-hot spray can be used to inflict severe damage to most enemies, but enemies that use fire in some form generally are immune to it. Few other enemies are immune to it as well, such as most airborne enemies because leaders cannot physically look upward while using the spray. Ultra-hot spray can also be used to burn most obstacles and destructible vegetation, and anything it cannot burn simply chars at the point of contact. Ultra-hot spray is also dangerous in that the jet of flame it is used to create can harm leaders not wearing the scorch guard and can ignite non-Red Pikmin. The jet of flame can also reignite extinguished enemies it touches and frequently leaves behind flames in its wake. These flames are an obstacle and risk the safety of anything around it until it dies down on its own or is smothered out by Red Pikmin. A dose of ultra-hot spray can be obtained by collecting fifteen green Burgeoning Spiderwort berries.

Hazards
Hazards are anything that can harm or kill Pikmin. Hazards are generally elemental, but some objects pose as crushing hazard; most of them can be destroyed with bomb-rocks and with the third punch provided by the Mega Punch upgrade. Hazards that suffocate the top of a Pikmin's stem will cause the affected Pikmin to run around in panic. If they are not rescued after a few seconds, they succumb to the hazard and die. They can be saved by being whistled. If a Pikmin is under the effects of an ultra-spicy spray, stem-related hazards take half the normal amount of time to kill it.
 * Fire: Usually found in the form of fire geysers, but it can be blown by some enemies, although there are some enemies whose bodies are cloaked in fire. Fire in itself may serve as an obstacle in the form of flames. Only Red Pikmin are immune to it, and any other Pikmin type that touches it burns up. Leaders that do not have the Scorch Guard will take heavy damage from fire.
 * Water: Encountered as bodies of water aboveground and underground, and is used by some enemies. Some enemies also swim in water but don't use it to attack. Pikmin that enter bodies of water begin to drown but can find their way to shore. Only Blue Pikmin can safely travel in it and resist it. Leaders are not affected by water, but they can swim in it if they have the Artificial Flippers.
 * Electricity: A hazard that is generally non-fatal, but can be lethal in some cases. It knocks back and stuns Pikmin that touch it, except when they directly contact high-voltage sources of electricity such as an electric wire gate; in which case, they instantly die by electrocution. Stunned Pikmin will only return to normal once whistled. Only Yellow Pikmin are immune to this hazard. Leaders that do not have the Anti-Electrifier will take light damage from low-voltage sources and heavy damage from high-voltage sources. They will still be thrown back and stunned until they get up regardless of whether or not they have the suit upgrade or not.
 * Poison: Gas that suffocates all Pikmin but White Pikmin. Leaders are unaffected by poison because of their spacesuits, which filter out air.
 * Acid: A new hazard in Pikmin: Wide World that, much like water, can appear in pools and is used by some enemies. Pikmin that enter pools of acid or are hit by acid as part of an enemy's attack succumb very quickly but can still be whistled at and saved. Although acid is a liquid, it is extremely corrosive, and only Green Pikmin are immune to it. Leaders take heavy damage from acid until they acquire the Antacid Polish.
 * Temperature: A hazard that affects entire locations. Areas and even cave sublevels can be cold or hot, and each side of the spectrum affects enemies, Pikmin, leaders, and even certain gameplay elements differently. Pikmin and leaders that walk through a cold area or substance will become chilled and will have their movement speed dramatically decreased relative to how chilled they are. Their movement speed steadily returns to normal over time. Some enemies also use attacks that can chill leaders and Pikmin. Leaders and Pikmin can build up a resistance to the cold if they are near a source of fire or if a leader has the Pocket Heater. Conversely, heat severely slows down Leaders, but Pikmin and most enemies are unaffected. Leaders can build up a resistance to heat if they have the Pocket Cooler upgrade.
 * Ice: Only appears in cold areas, and can be used by some enemies as a form of attack. Pikmin become progressively more chilled they longer they maintain contact with it.
 * Mud: Slows leaders and Pikmin that walk through it or are covered by it. The mud covering them eventually clears, but it can be removed faster by shaking it off. Any leader or Pikmin can walk through mud without fear of being harmed.
 * Blunt force: An all-encompassing term describing crushing and impalement, of which some enemies and obstacles are capable of. Rock Pikmin are immune to being crushed and impaled.
 * Adhesive: Another new hazard in Pikmin: Wide World. Adhesive is a general term that describes substances Pikmin stick to and are immobilized by until whistled, such as webbing.
 * Bomb rock: Explosives that can be utilized by leaders, Pikmin, and some enemies. They are bigger than they were in Pikmin 1 but smaller than they were in Pikmin 3 in terms of size. An explosion will cause any bomb rocks in the blast radius to almost instantly detonate, resulting in a massive chain reaction if there are plenty of bomb rocks involved. Bomb rocks explode the instant they contact water.
 * Mine rock: The aquatic equivalent of bomb rocks. They can be brought onto land, but are much less effective than if they were used underwater. Unlike bomb rocks, mine rocks explode the moment they hit a hard surface after being thrown.
 * Pit: Bottomless chasms underground and aboveground. Pikmin that fall into them die, but objects and leaders that fall into them are harmlessly beamed up onto the ground. Enemies will intentionally avoid pits and cannot be lured into falling into one. An enemy that is forced to fall into a pit will be lost along with any Pikmin that are latched onto it. If the enemy that fell into a pit had ingested an object, they will both be beamed back up onto the ground.
 * Sunset: After the Dolphin Lander and Master Onion take off at the end of the day, any Pikmin that are not at the landing site, in a leader's squad, or planted in the ground will be left behind and killed by the nocturnal creatures in the area.
 * Panic: Causes Pikmin to break away from a leader's group and scatter in random directions. A small number of scenarios and situations can cause Pikmin to panic, be they an enemy's attacks or the presence of an enemy itself. Purple Pikmin do not panic.
 * Bubble: A special type of hazard created by some enemies. Bubbles trap Pikmin and leaders that touch them, but they can be popped easily. Leaders can escape a bubble by struggling but Pikmin must be saved manually and cannot be whistled free.

Obstacles
An expansive collection of obstacles is present in Pikmin: Wide World, with most returning from previous Pikmin games and others being completely new. Most destructible obstacles can be cleared fairly easily through the use of bomb rocks, but others require special solutions to overcome.