Caria Valley

Caria Valley is the eleventh stage in Spark the Electric Jester, following Luna Base and preceding Turbulence Plains.

Landscape
Caria Valley is an oriental-themed level, with grassy plains with cherry blossom trees, as well as some rocky terrain. There's underground tunnels with some lava and construction equipment.

Caria City, while still having the trees from the previous section, has a more modern aesthetic, with metallic buildings cast in hues of navy and burgundy, with cannons and trains running across.

Caria Station is a mix between the previous two sections, with a semi-urban setting and more Japanese-styled houses.

Caria Valley is known as a tourist location, but it also houses the world's spaceport. The light shining throughout the level is meant to help ships come back at night. It also houses the world's Military, but as there have been no wars in centuries and the world's really only one nation, the military isn't very effective.

Level Architecture
The level begins with Spark jumping out of a pit, and moving through some dash panels. This level is a lot less compressed in the layout than the previous one. Lava still appears here, but in the first instance, you'll likely dash above the pit containing it, so it's no harm. You'll reach some mushroom springs, which'll launch you into some Launchers. Afterwards, you'll encounter some Plats, which'll help you reach the first checkpoint. Go down, and you'll reach some girders, which sink. Don't let them sink too much, or you'll touch the lava. Going forward, you'll reach a section with Plats that you need to use to hit a Launcher that'll send you to a mushroom. You need to use the mushroom to hit more Plats to get to the next section, where you'll be accosted by enemies. Go to the right, and you'll eventually hit a save point which'll send you downwards utilizing a launcher. Another launcher later, you'll land on a girder, so be careful. Avoid the Flints, and use the Plats to use some green Launchers to move forward. Avoid any fireballs as you go along, and use the yellow Launchers to go forward (there's one above lava, be careful of that). You'll get a break as you go to the right, and take care of the Beejay before you take the next Checkpoint. You'll have to hit some Plats to go above the lava; a perilous task. Make it through, and you'll reach a checkpoint with two health powerups. Fall down, and you'll land in a platform racing through the lava, now having to fight Spiber.fire. Defeat it, and the platform will stop, letting you use Plats and launchers to move to the next area.

Caria City has you take some springs up before racing through some loops. In one path you can take, you need to go through some lava and Flints, so be way. Some launchers later, and you'll find yourself being attacked by enemies: some new, some from previous levels. Hit some springs, then go forward, hitting another checkpoint. You'll get introduced to the section's gimmick: a train which will periodically appear. If you touch it, you'll take damage. Keep an eye on the warning lights as you continue platforming, and you'll be fine. Once you hit the next checkpoint, enemies will be introduced to the mix. Destroy some, and then cross to the right to go to the next section.

Caria Station has you take a Launcher up to continue, and you'll reach a hallway with a blue GPA above. Since he's out of your way, you can't talk to him. Continue right, then use some launchers to go up. Go right, avoiding some enemies, and hit some plats to move to the next part of the level. Continue right, hit a checkpoint, and you'll start riding on a moving train. There's no enemies until a Samuku.drk attacks you. There's no real point in killing it, as a weapon in the train shoots a laser at it, destroying it and saving you. You can move right now, and strong enemies will try to get in your way. Ignore them, as the infantry in the train will destroy them easily. There'll be a bit of a break as you hit some green Launchers and the screen gets darker. Go to the right to hit more launchers and a checkpoint, before going right. Take a Jester Power if need be, as you see a familiar-looking bike near the front of the train. Go in the front of the train, and you'll encounter Seam, who'd taken down some unmanned drones. Spark gets aggressive and fights him, a battle which he wins. Seam teleports away in a beam of light, as the sky gets stormier. A silhoutte of a dragon flies by, and then a laser bursts through the top half of the cabin, revealing the dragon in its full form. Spark defeats the dragon, who explodes, with the bright sky returning. A Level Clear Sign drops from the sky, and once you touch it, the level is cleared.

Fark's Story Differences
Fark's version of the stage is largely similar to Spark's but it has some differences. First of all, Green Wheelers will appear in the first section, alongside more Gunns. Ghosts can now appear as well in the first section. Aside from that, there's nothing really major.

Trivia

 * Caria Valley's concept would be revisited in Spark the Electric Jester 2, in the form of Scaria Stropolis.
 * Some beta elements of the level include:
 * A ninja-like enemy.
 * A background which didn't have the cherry blossoms.
 * An enemy that punched forward (alongside a beta version of the Flint).
 * While Caria Station isn't named as such in-game (the blurb for it is Caria Valley), in the game files, it's referred to as such.