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.
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 flip 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.
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.
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.
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.
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.
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.
A simple linear corridor of sand that builds up to the arrival at the arena with the Sandbelching Meerslug.
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.
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.
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.
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.
The first cave entered in this area is a curved path that leads from Alph's crash site to the main landing site.
Plants and fungi
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, go north and there should be a paper bag. Push it down, and head northwest. Be sure to have a good number of Pikmin, because the passageway leads to the boss battle. For strategies to beat the boss battle see Sandbelching Meerslug. After the boss is beaten, collect the Folded Data Glutton, and there's the Crimson Banquet to collect, also. Once the Folded Data Glutton is collected, it's possible to go to the next area.
Just go through the area normally.
Names in other languages