The Wilds (Part II)

The Wilds (Part II) (, Wilds) is the seventeenth stage of the Subspace Emissary. The Wilds is a large desert with several canyons and rock formations.

Overview
This part of The Wilds is in a far region which has now been sucked up in Subspace, along with The Ruined Hall, The Ruins and 's trophy, where, , , and  all recently fought Galleom. The stage instead has, , , , and chasing the Ancient Minister. Though a Subspace Bomb detonates, the player can still play the stage, which is only partially engulfed. None of the playable characters are affected.

In the pre-level cutscene, the Ancient Minister is seen gazing at the pocket of Subspace caused by Galleom's self-destruction. The Minister averts his gaze, sorrowful at the sacrifices of his fellow s needed to detonate the Subspace Bombs. Then, Pit shoots an arrow at the Minister, who dodges and flees. Mario, Pit, Link, Yoshi, and Kirby chase him.

After the level, the Ancient Minister drops a Subspace Bomb on the path, and several R.O.B.s stand guard as the countdown begins. Mario and Pit try to detach the two R.O.B.s detonating the bomb, but are quickly pulled away by two of the guard R.O.B.s. The Ancient Minister hesitantly flies away, and the heroes barely escape the explosion (Mario rides Yoshi while Pit, Link, and Kirby ride a Warp Star) as the R.O.B.s are sucked into the pocket of Subspace and apparently destroyed, then they eventually find their way to The Canyon.

Returning enemies

 * Shellpod
 * Feyesh
 * Bucculus
 * Borboras
 * Mite
 * Armight
 * Puppit
 * Ticken
 * Primid
 * Nagagog
 * Trowlon
 * Scope Primid
 * Sword Primid
 * Greap
 * Spaak
 * Bytan
 * Roader

Level structure
Much like the first The Wilds level, much of the level involves traversing stretches of desert and climbing rocky cliffs by use of moving platforms. Also, early in the level, the player must traverse a cave in a cliff side, which, oddly enough, has elevators that appear to be used for construction well installed.

A common theme in both The Wilds levels is wind, which pushes anything standing still and resisting movement upwind. Windy areas often contain spike-covered walls facing the wind so as to push the player into the spikes. Wind becomes more prominent later in each level.

Music

 * In this level, only  plays.

Zona silvestre (Parte II)