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Post by zephosbat on Jun 17, 2016 6:12:43 GMT
Thought these boards might appreciate this cause gamefaqs is really dead
Its not super detailed or a long read- tell me what you think!
I don't know what we'd collect this go around, but I dubbed it all "treasure", be it fruit, fossils, parts to something, I mainly want to express my other ideas- respond if you like this or want more- thrive off of interaction with viewers or else lose motivation.
Olimar, Charlie, Alph, and Brittany return to PNF-404 in search of "treasure" and also to find Louie who is important to the story later. They also bring Olimar's Pod from the Pikmin 2 ship for the sake of information- however, it doesn't get along with the newer, sleeker Drake model. Upon entry, of course, they experience a strange electromagnetic pulse that sends the S.S. Drake going haywire, rocketing the four captains out of the ship midflight. The captains land in different areas with the exception of Charlie and Olimar who land in the same area- so now they must reorganize and set off to find booty and Louie. Again, I have no clue what the collectable items are, but that’s not the focus of this. Hope you enjoy- will pick up the Plasm Wraith plot later on.
A clarification on how caves work in this game: time still passes, but at 1/2 the speed. In this sense, caves become like mini challenge mode levels within aboveground areas of this game. If the day ends while you are underground, you are forced to abandon all your treasure and escape to the surface- this puts a bit more pressure on subterranean exploration. However, caves have fewer sublevels in general, but they are more spread out and a bit larger.
Day One: The Explorer’s Garden
Today is like a tutorial day- Charlie lands on an island in the middle of a stream where he meets the Red Pikmin- together they defeat some Dwarf Red Bulborbs and sheargrubs before building a bridge across the stream to an unconscious Olimar. Captain to Captain banter is strong. As you utilize two captain mechanics, you throw Olimar atop a cliff and into a thicket with some new treasure. Collecting the treasure and reuniting, you fly off to find a new area and the remaining captains. The Pod uses the treasure to locate a new area, a bone dry desert.
Day Two: The Parched Valley
You land in a sandy, desert-like area that is full of craggy precipices and broken terra cotta pots. We progress about the new land, dispatching some Dwarf Bulborbs along the way, plus a few shearwigs and a new enemy:
The Maleable Slithard- a long, orange snake-like creature with tiny, black eyes and two orange mandible/tongue like appendages at each side of its face that lap up Pikmin. It’s very slim and extends to the length of an amprat- they take damage anywhere, but have the ability to coil up and launch Pikmin into the air to shake them off. Eventually you stumble across the entrance to an aboveground cave with a cooler, moist interior where we find the rock Pikmin- and obviously you grow some, while uncovering a treasure buried in crystal. Now continuing along a rather clear path, we’re assailed by some new enemies, small insects with curvy, crimson shells with blue jewels shimmering on the back. Their faces are black-grey with two tiny blue gems for eyes. They use small mandibles to eat up Pikmin. Use the Rock Pikmin to smash the crystals on their shells, defeating them- this is the Bejeweled Pharoach.
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Post by zephosbat on Jun 17, 2016 6:13:32 GMT
I'll continuously update it. Tell me what you think!
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Post by zephosbat on Jun 17, 2016 6:33:16 GMT
I'll also try to sketch out some of the bosses- not hd renders or anything but you'll get the idea
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Post by Scruffy on Jun 17, 2016 13:11:02 GMT
You have a knack for naming enemies. Looks great so far, looking forward to more! Have you considered creating this on Pikmin Fanon?
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Post by zephosbat on Jun 17, 2016 19:37:50 GMT
You have a knack for naming enemies. Looks great so far, looking forward to more! Have you considered creating this on Pikmin Fanon? Thanks and no I haven't yet- but I recently saw Pikmin Forever and man I love it and your art style is so beautiful. That pic of the mushroom pikmin in the cave- so perfectly somber. Anyways, more up later today, I have quite a few days written in advance.
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Post by zephosbat on Jun 18, 2016 0:33:32 GMT
Eventually we see the gates to a large arena which require rock Pikmin to smash. Beyond this wall is the entrance to an aboveground cave- a dry pocket of sand, with the corners of what appears to be remnants of ancient architecture jutting out of the floor.
The camera pans to the sunlit opening above- before a shadow covers it. A massive scarab beetle flies by and lands in front of the three captains and their Pikmin- it is absolutely gilded with shining jewelry, its six legs made of gold, its compound eyes made of angular rubies, and its back endowed with a smooth, blue-purple crystal. It has two Egyptian style wings sprouting out of its back, horizontal but not covering the blue crystal until they fold back, making the beetle impenetrable. It also has two golden mandibles it will use to capture Pikmin.
The beetle rears its head and the fight begins. The Scarabian Pharoach will fly about, untouchable. It’ll use this as momentum as it lands and charges you full speed. It will open up its mandibles and charge at you. Run to the side and as it clinches its mandibles, its wings will involuntarily unfold, revealing the blue crystal. Throw rock Pikmin at its crystal carapace and it will begin to crack, the beetle not yet taking damage. Eventually the crystal will crack, revealing a fleshier layer that Red Pikmin can best attack. Now that you access its health, dispatch it within maybe 20 seconds and fend off the incoming Bejewled Pharoaches.
The beetle will disintegrate, to the Pods deep disappointment, so you can’ collect its treasure-like body for money, but it will release a treasure for collection.
By now the day is probably drawing to an end. The Red and Rock Onions merge together to form a larger one.
Tomorrow we discover a new Pikmin type back here in the desert.
Day Two Piklopedia:
Maleable Slithard: Salire draco Snassel Family This creature has adapted to extreme harsh desert environments by evolving two straw-like appendages at the front of its mouth. It seems drawn to Pikmin due to their natural fluids, which are sparse in places like the Parched Valley. It has also acquired a tendency to use its serpentine body as a spring board as a defense mechanism. Astounding!
Bejeweled Pharoach: Crystallo cimex Scarab beetle Family This creature tends to coated itself in a calcified substance, using its brilliant gems to attract potential mates. Their shells are coated in a crystallization catalyst that absorbs grains of sand from the billowing winds. The grains then metamorphosize into sapphire-like gem stones. This stones have a secondary function which is to make the Pharoach impenetrable to predators- only the impact of Rock Pikmin could faze this creature. How brilliant…
Scarabian Pharoach: Crystallo dominus Scarab beetle Family We encountered this beast in the depths of what appeared to be a sunken temple, or some sort of old ruins. Brilliantly cloaked in priceless jewels, this insect’s exterior was nearly impossible to crack. The lifespan of the Scarabian Pharoach is far longer than its smaller counterpart, allowing it to accumulate calcified substances for a few decades. The result is a rather glamorous carapace that also acts as an unbeatable repellent against predators- but with an insect of this size, I think even a Snagret would hesitate to devour the Scarabian Pharoach
Day Three: The Parched Valley
We land here again, finishing up our desert business for a while. We’ll meet a new Pikmin type and take on another boss today.
Around the bend near you base was a crystalline structure you couldn’t previously access- rocks break it down, revealing an area with a little oasis in the middle, with a submerged treasure guarded by Sputtlefish- ignore than and climb a slanting piece of dried up wood, up to what appears to be an anthill (not reference to Formidable Oak I guess)- you’ll notice a new creature, a plump, red ant-like insect with yellow eyes and leaf life antennae, its body exaggerated a bit cartoonishly- this is the Oblivious Wantler, but you can’t even access it now - you enter an aboveground cave with some Pharoaches- outside this room is a depression with a green onion at the bottom. Descend and meet the three Pikmin waiting under the onion-
It’s a round, plump cactus, coated in spines. Green arms and legs poke out of its body, and its head is crowned with a stumpier stem than most Pikmin.
“Olimar- we failed to document this species on our previous journey- but neither did the likes of the Koppaite technology, for which I am glad- this type appears to possess a thick, spiny exterior; perhaps they could cling to surfaces with their stinging spines? Their abilities will make them a great addition to our squad- if only there were more vegetation to sustain their population in these dunes? "
Spiny Pikmin have a host of abilities- they cling to most enemies and fabric (later)- and use stickers to hurt enemies. They are thrown off less often, ie if two spiny Pikmin are on a bulborb and are shaken, one will fall off while the other remains, doing damage. Now a swarm of 50 would allow more to cling on. These Pikmin won’t be eaten while carrying items to the base- predators wont choose to eat these prickly Pikmin unless provoked (they can still be set aflame or attacked by elemental enemies), but if they are eaten, a little bit of damage is done because their spikes.
Throw some Spiny Pikmin upon the Oblivious Wantlers walking by the base in a straight line, and they’ll cling on to their blubbery skin as they wander up the adjacent anthill, the new Pikmin clinging on, doing very little damage (which is intentional cause these enemies are meant to transport Pikmin). Now enter the flowing river by the base, without other Pikmin, and it takes you to a side entrance of the anthill where we find our spiny Pikmin unscathed, still clinging to the Wantlers- call them off and notice the shimmering oasis, sustaining myriad pellet posies- dig the one way hole (stack of pebbles) that block you from base and grow 30-ish spiny Pikmin.
Now we take the alternative path to discover a dead end with a cave-like hole in it. We’ve discovered our first cave! The Pod explains that time is less of an issue here (it moves at half the speed of the usual day) and there are multiple sublevels. Now let’s explore our first cavern.
Difficulties:
*lose 0-10 pikmin
**lose 10-20 pikmin
***lose 20-30 pikmin
****lose 30-40 pikmin
*****lose 40 or more
*Dry Ruins*
Sublevel 1:
Dwarf Red Bulborb x4
Maleable Slithard x1
Female Sheargrub x3
Male Sheargrub x3
Fiery Blowhog x2
Bejeweled Pharoach x3
Treasures: 2
Sublevel 2:
Pyroclastic Slooch x2
Skutterchuck x4
Female Sheargrub x4
Maleable Slithard x1
Collapsible Bridge x1
Treasures: 1
There’s a new obstacle here- a Flukeweed-like plant that towers on the opposite side of a ravine. It’s a bit larger, but requires you to throw Spiny Pikmin atop it, so the stick to it and weigh it down towards you- the plant unfolds to make a leafy bridge.
Sublevel 3 (Final Floor):
Hissterical Slithard x1
Maleable Slithard x?
Treasure: 1
Here we find the second boss of the game. As we approach a sandy arena, the ground is disturbed as a way bigger Slithard emerges from the ground. About three times as thick as the burrowing snagret from Pikmin 3, this orange snake has a bit more of a Yoshi-like face, with an actual mouth and chubbier cheeks. It situates itself sitting rather tall, moving its body in a serpentine, hypnotic manner (its head would reach the abdomen of the Beady Long Legs)- this is the Hissterical Slithard. Its orange mandibles act more like a moustache to accompany its fanged jaws, but it basically has the plasm wraith’s arm stab attack via its mandibles, but a bit slower and grabs fewer Pikmin. It will utilize this attack to grab at your Pikmin and eat them up. Throw red and rock Pikmin at its skin to do damage. It will pop in and out of the ground. As its health goes down to about a quarter, something weird happens. Its skin gets a bit dull as its eyes turn milky. Its now coated in a layer of dead snakeskin- eww. Throw Spiny Pikmin at the skin- they use their thorns to dig in and peel the thick layer back, revealing a slightly pinker version of the same creature. As all its shed skin is peeled back, throw Pikmin all over its vulnerable skin. It will still burrow under to escape, but eventually comes back up, occasionally brining a ball of cakey mud with it, that falls and buries any Pikmin upon contact.
Once it reaches half way on its health, it summons up to three Maleable Slithards with a hiss, that coil up and rocket Pikmin into the lazier Hissterical Slithard’s now gaping maw. Dispatch these newfound foes and the Hissterical Slithard will shed its skin once more which again requires Spiny Pikmin. Now that it’s vulnerable, you should be able to dispatch it completely. It drops a new treasure, the robotic arm of a transformer-esque action figure with flames painted on it. This allows you to be immune to flames and it’s an addition to your collection. Now we can take the geyser out of here.
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Post by zephosbat on Jun 18, 2016 1:53:18 GMT
Now we arrive back at the surface- and you’ll probably want to grow a few more Spiny Pikmin before the day is done- this day was pretty packed, so it might have to be split into two days. But anyways, the Pod announces that a new area has been located via the resonance of Alph’s signal- so we’ll head out tomorrow and try to save him.
Day Four: The Somber Citadel
The Drake flies into what appears to be a rundown factory with myriad holes in the roof- some of this place consists of pipe interiors and overgrown compartments with some natural ponds, moss, and lively ecosystems- the rest is similar to the Clock Work Chasm with conveyor belts, switches, and metallic platforms- but for now they all seem shut down and still.
The ship hits the edge of a shattered window while flying down here which ejects Charlie, as he lands somewhere in the factory. Charlie managed to land in a rectangular pool of wogpoles. He emerges and meets Alph, who has discovered three Yellow Pikmin- but this place is far too dark to get far without the light of a captain’s suit. We’ll have to light it up.
Alph and Charlie are in a more overgrown area with some dwarf red bulborbs, sheargrubs, and a snitchbug- there’s a moss choked light bulb that requires ten yellow Pikmin. The bulb triggers a path of mushrooms that leads closer to base. The area here is a dark area with glowcaps that illuminate a crystallized wall leading to a miniboss- the Crushblat- which comes later.
Olimar can clear some obstacles at base, surrounded by conveyor belts that lead to various bridge building materials and a Hermit Crawmad. Upon bridging a gap, all three captains reunite, now with yellow Pikmin- but the three take note of the choking darkness. There’s a larger generator next to the base that requires 40 yellow Pikmin to activate- it takes a heavy charge.
After growing some Pikmin, we charge the place lights up more, gears shifting in the distance- we recharged the factory! Now we can access some machines and conveyor belts previous unavailable.
Before we leave, there’s a Calcified Crushblat in the overgrown area as a miniboss, which rock Pikmin can dispatch, and Spiny Pikmin can attack his fleshier part quicker- it holds a treasure which is our haul for the day, plus a treasure on the opposite side of the conveyor belt from base.
There’s also a hole with bomb rocks we can harness for a battle we’ll face tomorrow, which will be outside the Onion tomorrow morning if Pikmin hold them now.
The Onions merge again as you take off.
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Post by zephosbat on Jun 18, 2016 20:07:49 GMT
Day Five: The Somber Citadel
We land here again and take our bombs with us to a section now accessible by conveyor belt thanks to the generator.
There’s a few Joustmites buried in a tub of dirt who emerge and attack you. There’s a concrete ball labeled ‘30’ behind them that you must roll, which clears a few rock piles along a path to a new arena. We enter the arena, the middle is vast and covered in dirt, but dead wires encircle the place- they require yellows- a creature lowers onto the map. It’s a flying insect, coated in silver, sleek armor molded to its body. It has two flapping, clear wings, and the insects face is that of a joustmite, poking out between two plates of armor, a helmet shielding its head. However, its spear is on its right arm, a sharpened point like a jousting stick. This is, the Burgoneted Joustmite, the third actual boss of Pikmin 4.
The Joustmite seems to struggle to keep itself up, but all Pikmin do nothing upon being thrown at its shining armor. This is where the bombs become necessary. Throw a bomb rock under the Joustmite before it charges you with its skewer- the explosion will tear away some of its armor and it will fall to the floor, some of its cream-colored skin revealed. Its helmet-like shield falls over its head, and it can no longer see. Throw Pikmin at its revealed skin and it will begin crawling around- here’s where yellows are necessary. Throw them along the wire boundaries so they activate a stream of electricity. The Joustmite crawls blindly and makes contact and electricity charges its steely armor, shocking the Joustmite, doing a bit of damage, but also stunning any Pikmin who make contact. It squeals and begins flying again, pulling its helmet off its face- it attacks quicker and stronger with every cycle, but more and more skin is revealed as the bomb-rocks blow off its armor. Eventually it becomes an exposed, fleshy insect that takes full damage anywhere, its skewer destroyed on the final blow from the bomb. The creature is defeated and it drops a new treasure- a rubber band ball that makes you immune to electricity. The Pod also mentions that its located a new area to explore.
At this point the day should be pretty consumed, however, we can grow more Pikmin from the Joustmite corpses and also gather one more treasure that requires a stick to build, plus electric wires block any non-yellows from obtaining it.
There’s also a pipe entrance that leads to a cylinder on its side, full of Wollywogs (the paler kind), and a new enemy- a slug-like creature the size of a bulborb with yellow stripes on its back and two stubby, flap-like appendages that allows it to waddle. It has two small green eyes on the sides of its round head, and two large antennae- practically the ‘kakureimo’ model unused in Pikmin 3. It releases sonic roars that scare Pikmin (and would also attract and awaken nearby, sleeping enemies), leaves a trail of slime that slows them down, and can also use its sucker on the bottom of its face to eat nearby Pikmin. Its back is vulnerable, so attack it and it will eventually drop another treasure. This is the Undulating Sluggish.
The day should be counting down. Now we’re off to a new area!
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Post by zephosbat on Jun 19, 2016 6:47:14 GMT
I'll post more tomorrow- tell me what y'all think?
I'm also open to enemy ideas
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Post by zephosbat on Jun 19, 2016 22:03:42 GMT
Day Six: The Glassy Grove
The Drake lands on a snowy mountainside, the sun shining brilliantly across the blanketed plains. The Pod indicates that Brittany’s signal is nearby, but we must get closer before we can contact her.
Near the base is an aboveground ice cave littered with some frozen treasures which the rock Pikmin can access, and a new enemy- a brown bulborb with a brown, wire-haired back. This is the Woolly Bulborb. It has a bit more health than most bulborbs which is annoying- but Spiny Pikmin stick on their wool like a charm, almost impossible to shake off. There’s one path we could take, but if we go inside, we find a frozen chamber with ice crystals floating in the air. The Pikmin will slowly begin to crystallize and the Pod demands you go back.
Today is just exploration and treasure gathering, clearing a path. We walk beside a frozen waterfall to dispatch some shearwigs, bearded amprats, and snitchbugs. There are also some spicy sprays we can farm.
Now we see Brittany, whose inside a hollowed out tree stump with what appears to be a white onion- she’s cultivated three white Pikmin who are fast and toxic- they can also spit purple acid like they could in the short film if dismissed near an enemy or if thrown at objects that are able to be corroded (mainly metal), which gives them a bit of range. But if actually contacted by say a swooping motion of a Bulborb, they will latch on physically and use normal attacks. We switch to Brittany and grow an army to dismantle a sheet metal gate, a wall made of thin, silvery aluminum that whites can spit acid upon, burning through it (the thicker ones made of grey stone still require bombs)- leading her to our fellow captains. Now we’ve gathered the whole crew.
There’s a bridge we must build to access what appears to be another cave. In this game they are used more sparingly, but our next boss is there.
One set is in a frozen crystal, another set guarded by Pyroclastic Slooches, and another set inside of another aboveground cavern which requires electrical illumination.
We’ll also stumble across a Burrowing Snagret near the crystalline bridge pile, which can be dispatched primarily by yellow and spiny Pikmin- it also drops a treasure!
Now we have access to the cavern, but by now the day is probably nearing an end, so we’ll cut it short.
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Post by zephosbat on Jun 20, 2016 1:37:45 GMT
Day Seven: The Glassy Grove
Upon landing, grow some more whites. Now we can approach the cave we built the bridge to earlier- so let’s enter with our slew of Pikmin- especially white and yellow.
*Chilling Chasm*
Sublevel 1:
Ivory Candypop Bud x2
Dessicated Skitterleaf x3
Arctic Cannon Beetle Larva x2
Bearded Amprat x1
Fluffy Spectralid x3
Woolly Bulborb x2
Treasure: 2
This place has a new enemy- a chunkier spectralid that’s a fluffy white with purple splotches. It actually takes Pikmin to weigh down and defeat, but it will release clouds of choking poison so be careful.
Sublevel 2:
Phosbat Pod x4
Fluffy Spectralid x5
Pyroclastic Slooch x2
Collapsible Bridge x1
Treasures: 1
Sublevel 3:
Fire Geyser x3
Phosbat Pod x5
Yellow Wollywog x2
Woolly Bulborb x1
Skitterleaf x4
Shearwig x5
Treasures: 2
Sublevel 4:
Bearded Amprat x2
Joustmite x2
Crystal Gate x1
Treasures: 1
Sublevel 5 (Final Floor):
Phosbat Pod x6
Vehemoth Phosbat x1
Treasures: 1
This time around isn’t vastly different- you gotta light up the icy cave gradually so the invisible creature is exposed. The only main difference is that upon being weighed down, the Phosbat will release a plume of dark poison that drives off all Pikmin except whites, so they’re helpful. Build a bridge to a larger generator that lights up the room entirely and the Vehemoth Phosbat will be stunned more. The Phosbat drops the torso of the plastic robot that makes the captains health last more.
We land back at base- now we tear down a poison wall to reveal a path leading to a weight puzzle similar to the Garden of Hope- beyond it is a newfound treasure. You also have to tear down an electric wall to give you access to the treasure. This treasure, a telescope lens, allows you to access a new area tomorrow.
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Post by zephosbat on Jun 21, 2016 22:28:21 GMT
Day Eight: The Tidal Springs
The Drake lands in a sandy, shore-like area with a lot of ocean-cut stones and shallow tide pools. To one of base we can see a sprawling tropical area that leads to deep jungle and we can see the vast ocean on the other side which we get to explore later… anyways, the Pod mentions that Louie’s signal was recent here, as if he had been in this area recently which is extra motivation to explore. This place is a hotspot for diverse wildlife. The spectralids here are a brilliant blue and red.
We’re exposed to some Dwarf Bulbears and Swarming Sheargrubs nearby- we come across a pit of wet sand with a half buried treasure. However, there’s a new enemy. It’s a brown, mudskipper-like creature that has full cheeks, that spits a glob of sand at you, knocking back Pikmin and captains. They dart back into the sand extremely fast, so they’re annoying to track down- they’ll also pop up swiftly to eat Pikmin, but they release air bubbles that pop in the wet sand before emerging, so you can wait near the bubbles and swarm it. This is the Tropicarious Skipple.
We enter a more jungle-like area and notice a few small wollywogs that range in color- blue, red, purple, green- but have black splotches on them and larger hind legs. They jump in shorter arcs, and Pikmin who come into contact with their skin begin choking on poison, as these are Noxious Wollywogs (based on poison dart frogs)- they require whites. We’re also assaulted by a Peckish Aristocrab which holds a treasure.
We’re working our way to the mini-boss, but we see two new enemies approach us- they appear to be slithards, but they’re a little bit thicker than Maleable Slithards- and their bodies are stripped- black, yellow, red, black, yellow, etc. They approach the squad and attempt to wrangle the captain and the Pikmin into its constricting grip, sucking away health and slowly crushing Pikmin- so bring your Rock Pikmin to dispatch them. These are the Stifling Slithards.
Beyond a metallic wall lies an arena shaded by palm trees. Now we have to face the Shaggy Long Legs in all of its glory, surrounded by fire geysers- maybe use one of your sprays to take him out and gather the treasure dropped.
Finally, we can build a bridge, scattered throughout the map that takes us across a bubbling stream to a deeper area in the tropical forest. Across the stream is a Spotty Bulbear and a crew of its dwarf counterparts, so we can take it out. But by now the sun is setting and there probably isn’t time to clear the area further.
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Post by zephosbat on Jun 22, 2016 1:02:18 GMT
Don't suppose anyone is reading this lol?
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Post by zephosbat on Jun 23, 2016 6:11:55 GMT
I'll upload Piklopedia entries for the new enemies in a bit- computer deleted like 3 of my future days so im back a bit anyways, would love feedback, hope you enjoy!
Day Nine: The Tidal SpringsToday we go past that bridge and discover an above-ground cavern littered with some Noxious Wollywogs- this place is getting very jungle-like, with glowcaps sprouting of the ground. We emerge from this cavern to see a darker jungle, probably with some rain cascading down and some skitterleaves and dessicated ones awaiting you. We also see the shadow of a new enemy- it’s a new type of phosbat. It’s about half the size of the Vehemoth Phosbat, and has two long, furry ears sticking out, along with a pig-like nose, and reddish hair. It’s sleeker and a bit fuzzier- this is the Cloying Phosbat, based on a fruit bat. It eats Pikmin instead of inhaling them, but you just have to weigh it down in order to defeat it- in which it drops a treasure. We encounter another hollowed out tree, with a large room that requires you to build a bridge to some light bulbs in order to create a mushroom path to a new treasure, whilst fending off a slew of Amprats, sheargrubs, and dessicated skitterleaves- there’s also a Nectarous Dandefly in here. Upon exiting, we see a flowing stream, with some silvery looking amprats washing their faces in the water- but upon seeing you they’ll dive in- these aquatic rodents are the Shrewd Amprats, but we don’t have to worry about that yet. There are some underwater portions we can forgo, in order to harvest some berries and also dig out some bombs to break down a concrete wall leading to a flowing river that Pikmin can be swept down. Rain is falling now. We throw captains across in order to build a bridge but get swamped by an Orange Bulborb. We see a rotting, hollow log upon a hill that needs to be pushed, but it takes 50 Pikmin. Upon rolling it, it gets stuck in a ravine and allows us to cross it as a bridge. As we progress, the rain begins falling harder (without hurting Pikmin) and thunder begins rolling. The log empties out into a large arena partially sheltered by some trees. But a few stalks are shooting out of the ground. Approach the strange plant and the Emperor Bulblax digs out of the muddy soil and roars, its piercing red eyes contrasting the dark jungle. This battle is mostly the same as Pikmin 2 (its the same size as the first Pikmin)- you can use Spiny Pikmin to grapple his face and maybe some reds- he’ll crush any Pikmin underneath him with a short jump, and use his purple tongue to lap up your army. Once 1/3 of his damage is depleted, he’ll roar, summoning mitites from the floor that spook your Pikmin, scattering them. Once dead, he’ll drop an iPod that allows the whistle’s range to be expanded. We can harvest the bodies and berries the rest of the day.
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Post by zephosbat on Jun 23, 2016 17:57:44 GMT
Day Ten: The Tidal Springs
Today we clear an alternative path from the raging river we discovered earlier. It leads to a new subterranean cavern shielded by a clay wall, but this one is a bit more exploration focused without a specific boss- the sublevels are very spread out, so it may be time consuming.
**Subterranean Jungle**
Sublevel 1:
Red Bulborb x1
Orange Bulborb x1
Dwarf Orange Bulborb x3
Female Sheargrub x3
Fire Geyser x4
Metallic Wall x1
Treasures: 3
Sublevel 2:
Dwarf Red Bulborb x4
Red Bulborb x2
Swooping Snitchbug x1
Maleable Slithard x2
Dwarf Bulbear x5
Crystal Gate x1
Treasure: 2
Sublevel 3:
Undulating Sluggish x1
Red Bulborb x4
Treasure: 3
Now this place is a doozy- get to close to the Sluggish and it’ll begin using its sonic scream to awaken the bulborbs and cause havoc- so let’s avoid it.
Sublevel 4:
Noxious Wollywog x2
Whiptongue Bulborb x1
Dwarf Orange Bulborb x4
Rock (fall) x2
Treasures: 2
There are falling rocks on this level…
Sublevel 5 (Final Floor):
Bug-Eyed Crawmad x2
Swooping Snitchbug x1
Bearded Amprat x1
Red Bulborb x1
Female Sheargrub x4
Water Dumple x3
Chargeable Light Bulb x1
Crystal Gate x1
Fire Geyser x3
Treasure: 3
Upon landing back at base, lets return to the river and follow the stream down to find that it empties in a waterfall- we can walk along a rocky path that goes in front of the waterfall and throw a captain into it, revealing a moist, gem-encrusted cave behind it! Now we find a brand new treasure- a boot- that allows us to run faster. It’s guarded by four Water Dumples though.
The cave probably took up a lot time, so we can end the day on that note or grow more Pikmin.
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