Tanker Playground

The Tanker Playground is the first so-called playground, the second one, Repair-Ward Playground, being set on the Axiom.

It comes right/is unlocked after the the seventh story mission, Shipyard. Though, finishing the latter, the game directly cuts to Taking Flight. So completion is not required to further progress in the main story-line missions. Like the other playground, there are however objectives to complete and these do lead to “finishing” the mission, highlighting it green on the menu screen. This is required for 100 % completion. This playground is set in a big, abandoned, container-filled “Tanker”  though the tanker is not seen or visited in the previous level and rather seems to be a tanker way off in the distance.

Story
none; this mission is completely non-canon. Like the other playground, Wall-E can leave the area via the transport gun right at the starting area at any time without completion of any of the two trials.

Description
This playground in the front hull section of a big, rusted, chaotically packed with containers and open ship. Chains hang from the ceiling and big piles of sand and broken containers are scattered around the area. In the front and above, many parts of the hull are ripped open. Though there are many sunbeams coming from these open parts, the view is obscured by bright white light. Not making it possible to see beyond to the outside world. (Apart from a piece of sandy-rocky hill in the front.) Also, this mission feature ramps, slopes and barriers extensively.

Gameplay
Wall-E can again freely roam the area and leave at will. But there are again two trials to complete. Each one of them can be started via going through one of the doorways at the beginning of the level. On the right there is a time trial of destroying special cubes. These, again, behave like silver cubes (except they contain no charges whatsoever since they are not needed in the mission) and have a special, rusted Earth-style design and are unique to the level. The time limit is 2 full minutes and the cubes are located in both parts of the facility.

On the right, there is a time trial of passing through 30 flying/hovering “BnL”-signs. This challenge is much more difficult because the time limit is rather steep; with ca. 3 seconds added for each passed sign.

Trivia

 * It has a very unique musical score
 * Apart from the very unique and defining theme, this mission makes extensive use of background/ambience noises. Hammering and eerie echo can be heard coming from the old ship.
 * The Repair-Ward Playground, partly through not having the huge obstruction with containers and sand, is significantly larger.