|
Post by zephosbat on Jul 5, 2016 21:10:33 GMT
Day Nineteen: The Curious Everglade
This place will either be sunny, or overcast with misty rain. This area is a wetland with a deep river cutting through it- we experience some freshwater action, unlike the Tidal Springs. Moreover, it appears as though a fan boat has malfunctioned and sank a bit further downstream- that’ll make for some watery ruins later!
Now with Louie in our squad (oh god) we use pinks to lift a twig, allowing lily pads to enter the flowing river next to base. As we float down the glassy water, we see some koi like creatures swimming below us in a haze, shining orange/white/red. That is until their heads poke out of the water and begins sucking at the water, pulling the lily pad off course and into their mouths! They have angler-like appendages poking out of the top of their head that winged Pikmin can grab and drag away from the pad. The fish will swim off; there are two on this path though. This is the Siphoning Basslurp.
We can ditch the lily pad and see a thicket, with a small pool in it. We enter the pool alone and submerge completely. We see the Blue Onion, tethered to the floor with kelp-like legs.
The Pod explains that they’re good swimmers and can save drowning Pikmin. We gather pellets in this grassy pond and then emerge back out with our blues- we can submerge in the river to see a Toady Bloyster and Wogpoles to collect.
Now we can actually dispatch the Basslurps creatures by swarming blues on them.
There’s another secret above ground cavern behind the waterfall we used pinks on earlier that we can enter with the blues. It’s dark, but has a submerged Bug-Eyed Crawmad plus three hermit versions- the bug-eyed mini boss drops a fishing hook to collect.
Now we can move upstream and get back on the lily pads with all our Pikmin to enter another region- upon hopping off, three Kakuna-like cocoons drop from the canopy and reach out with dagger-like hands to grab Pikmin, then fly back up. We have to use Spiny Pikmin to cling to the shells and weigh them down. But they go fast, so they can really wreck your squad in groups of three or four. These are Swaddled Chrysalurks. Skeeterskates will launch water droplets from back in the river. We see another pond with lily pads going in a circle, with a Gatling Groink settled in a stump in the middle of the pond. Oh lord.
Use rocks to break the shield then use a spicy spray plus blues to knock him out. Now get on a lily pad- there are two points you can enter- one leads to another above ground cave with some Flighty Joustmites and a lightbulb that creates a path to a diamond ring.
The next path leads to a cavern that we’ll explore tomorrow. We have to grow as many blues as possible.
|
|
|
Post by zephosbat on Jul 7, 2016 21:21:10 GMT
Day Twenty One: The Curious Everglade
We land back here and trek over to the pathway we didn’t explore yesterday- there we find a pool with a drain that we take care of in order to access another dungeon- however, the pool is inhabited by two slithards- they are the size of the Maleable Slithard but their scales are brown-green. They slither across the water with great speed in order to grab Pikmin and eat them up. This is the Striding Slithard. Let’s enter and get ready for some new hazards.
***Buried Wetland***
Sublevel 1:
Shrewd Amprat x2
Water Dumple x3
Chargeable Lightbulb x1
Toady Bloyster x1
Striding Slithard x1
Boulder Generator x1
Treasures: 3
Remember those aquatic amprats we saw in the Tidal Springs? Well they’re back! They dive in the water and only engage in combat there- but they’re darn fast in there.
Also boulder generators are functionally the same as “iwogen” that was unused in Pikmin 1. It’s a stationary mossy rock that shoots boulders in one direction. You can smash it with rock Pikmin and it vanishes.
Sublevel 2:
Burrowing Snagret x1
Hermit Crawmad x2
Shearwig x6
Swaddled Chrysalurk x4
Anode Beetle x5
Lesser Spotted Jellyfloat x2
Treasures: 2
Sublevel 3:
Orange Bulborb x1
Dwarf Orange Bulborb x6
Puffy Blowhog x1
Skeeterskate x3
Dessicated Skitterleaf x5
Boulder Generator x2
Treasures: 2
Sublevel 4:
Queen Candypop Bud x1
(Yellow) Candypop Bud x2
(Rock) Candypop Bud x2
Striding Slithard x2
Shearwig x9 Dessicated Skitterleaf x5 Treasures: 1
Sublevel 5 (final floor):
Boulder generator x1
Dwarf Orange Bulborb x7
Skeeterskate x3
Seismic Whiskercarp x1
Rock (fall) x?
Crystal Gate x1
Treasures: 2
This sublevel doesn’t have a precise boss- rather, it’s an exploration oriented level with a miniboss. In a small pond, there’s a ceramic goldfish guarded by a boulder generator and half submerged Dwarf Orange Bulborbs is a treasure atop a stump.
Next, we take on the miniboss hidden behind the gate.
In a muddy arena, a large brown catfish-like creature pops its head out of the ground with two long whiskers and bulgy eyes. It gasps and digs its head into the ground and begins wriggling, cracking the floor and causing rocks to fall from the ceiling as it generates a quake. So rocks can take care of the job right? Nope- as we approach it, creates an electric charge around its body and roars, slurping up Pikmin five at a time. Kind of like an electric eel. So yeah, the Seismic Whiskercarp is annoying. But it drops the reel of a fishing rod as a treasure. Unfortunately, this isn’t the grand machine the Pod was referring to- so let’s keep looking!
Back in the Curious Everglade
We’re back on the surface with some time to spare- so one final puzzle. We build a bridge across the river with three piles of fragments. One in crystal, one submerged and guarded by Water Dumples, and another tucked away in a tin can guarded by an Orange Bulborb. The bridge leads to a new area that we don’t have time to explore- but a flukeweed nearby holds a Luigi’s Mansion disk that we can collect.
|
|
|
Post by zephosbat on Jul 10, 2016 1:28:22 GMT
Day Twenty-One: The Curious Everglade Now we can gather the first electronic machine- if you didn’t guess, we have to clear the final bosses of each area in order to create the machine to locate Olimar. This area is a bit smaller and we’ll be facing the final boss of the area today.
We traverse this new path and are assailed by some Chrysalurks and a Nectarous Dandefly, plus a new enemy- an amprat with the pattern of a skunk, plus a bushy tail. This is the Fuming Gaskunk, and it releases clouds of toxic gas from its rear, plus it eats Pikmin!
We see a tranquil river flowing down into a swampier area. The Pod warns that the machine appears to be nearby. We hop on a lily pad which takes us down river to the downed fan boat!
We’re assaulted by three more Siphoning Basslurps who want to devour our entire squad- so steer them away with Winged Pikmin.
There’s a shore on the side that leads back to base. The water is populated with some Skeeterskates and wogpoles. The pad approaches the “shore” of the boat as it’s a bit sunken. We hop off onto the rusty metallic platform and avoid two Swooping Snitchbugs that are hovering about, plus a Watery Blowhog.
There’s a rip in the metal leading to the hollowed interior- take blues to see enter a dark room only illuminated by the shimmering water. Two Hermit Crawmads, an Arachnode, and two pale Wollywogs guard a fishing hat we can collect. There’s a final room we can enter that’s a bit overgrown with ivy and moss. There’s a hill with some moss and flukeweeds in the center- but you can probably guess, this isn’t a hill. We approach it.
The mossy hill rises from the floor- it’s the shell of a large, alligator snapping turtle-like creature. The parts of its shell that aren’t mossy are a dark brown- it has green skin and a beaked face with a strange plant growth on its head that looks like an anemone in a way- since this creature is based off of the Japanese kappa, you can look at that plant for reference. It snarls and the battle begins- this is the Bog-backed Snappa.
This battle is a bit tedious- there are small stubs atop its legs that we must toss captains upon with some winged Pikmin- now the captain throws another captain atop its actual shell with the Winged Pikmin, and they pull at the flukeweed till the creature gets flipped over (it doesn’t kill any Pikmin). Now we see its exposed belly, so we can throw Pikmin at its belly, doing damage.
It eventually flips over and begins snapping up Pikmin. Its head bolts around really fast, snapping at multiple sites. It can take up to 8 Pikmin in one gulp. Now it initiates a new attack. It closes its eyes and water droplets fly out of its anemone crown, plus a few bubbles. These crash down and hit Pikmin. The bubbles just populate the arena so throwing Pikmin accurately becomes harder as the Pikmin fall down vertically after hitting a bubble.
Still throw your captains atop the turtle and flip it over until it dies, dropping a micro-chip like device- the first part of the machine!
Now we gather its corpse with winged or blues and lily pad our way back to base.
|
|
|
Post by zephosbat on Jul 11, 2016 2:56:02 GMT
Before we progress- the rest of the game isn’t really linear in any way whatsoever. We could do any of the other bosses before the other so the world is very open- although there is a new type of ‘Pikmin’ we have yet to discover.
Day Twenty-Two: The Somber Citadel
We arrive here to clear two new sections- first one we get access to because we have blues now.
We go to the pond where Alph originally landed and find that we can traverse across it and see an overgrown river area with some pale Wollywogs inside. There’s a drain we can destroy and water flows away into the ground.
Now we see a new puzzle- a conveyor belt that’s vertical. Hmm… we throw spiny Pikmin on it and they stick to the traction belt- they go waaaay up and hop off atop a platform where they find a rusty old watch to bring back to base after falling off a platform.
There are two large gear-like objects and a wire that needs to be charged- throw 20 yellows and they power the gears as they move in opposite directions- they’re large and act as our transportation upstairs!
We walk into one of the teeth of the gear and it winds our army upwards, spitting us onto a platform a few feet above the previous floor. This place is littered with metallic frames girders- there’s no roof here, so you can hear the wind gliding by. We’re assailed by some Swooping Snitchbugs and Dirigibugs which winged Pikmin can take out. There’s a metallic cylinder off the side of a platform- bellow it is an infinite drop that leads off the roof of the factory. Yikes. We have to carefully toss winged Pikmin at the treasure- a cellphone- and they’ll haul it off.
We lift a bamboo gate to a girder pathway that drops off in a gulch-style arena. The wind blows polluted mist down below, lapping at the factory walls. The final boss of the area bursts through the cloud cover and flies by the arena- a large Dirigibug with a steampunk-style zeppelin on its back. It has four arms, two of which occupy an air compressor-like item, the other two create bomb rocks. The Gliding Zeppelinsect spawns two bomb rocks and the battle begins!
It can propel itself fast, with a propeller on its rear. We have to make very calculated throws with some Spiny Pikmin in order for them to latch onto its blimp and puncture tiny holes, air slowly whistling out. After throwing maybe 15 onto the zeppelin and avoiding the bomb rocks, the Zeppelinsect will sail onto the arena and lower itself in order to heal. Now we can attack it with all our Pikmin.
It will dust itself off as its blimp re-inflates and it takes off again. It hovers eerily for a bit then pulls out the air compressor as it begins blowing at you and your squad. It will attempt to blow Pikmin off stage since the rim of the area is rounded off. Throw a purple (wind resistant) Pikmin at the source of the wind and the creature falls down again. Upon attacking it once more, it sails off into the sky and bombards you with explosives again.
The cycle repeats until the creature dies- however, it will occasionally spit out a groink-style missile at your squad from its side after the first cycle. Eventually, the biomechanical creature dies and lands on the platform, dropping a radio-like machine; the 2nd piece to our ‘Olimar-finding’ machine!
Now the final thing we’ll do today before we clear a cave tomorrow- remember that cylinder we found lying on its side the first time we came here? Now we use blues to find a submerged rubber duck that’s buried in the mud within the cylinder. By now, however, a Spotty Bulbear has spawned in there- oh boy.
Today was daunting so let’s grow more Pikmin the rest of the day.
|
|
|
Post by zephosbat on Jul 11, 2016 6:35:26 GMT
Day Twenty-Two: The Somber Citadel
Today we clear a final cave in the area that we can find behind a bamboo gate. This cave is substantially harder than most of the caves we’ve found in the game so far, so it’s understandable if you want to do it later on in the game. It’s a bit more Pikmin 2-style in the sense of a gauntlet challenge, set in a gulch-like area, so let’s do it.
****The Shrouded Fortress****
Sublevel 1:
Careening Dirigibug x5
Orange Bulborb x3
Dwarf Orange Bulborb x19
Fiery Blowhog x4
Watery Blowhog x2
Dessicated Skitterleaf x8
Skutterchuck x2
Rock (fall) x3
Bomb rock (fall) x3
Treasures: 3
Sublevel 2:
Gatling Groink x1
Breadbug x1
Dwarf Bulbear x16
Swooping Snitchbug x3
Armored Cannon Beetle Larva x4
Anode Beetle x8
Chargeable Lightbulb x1
Fire Geyser x5
Toxic pipe (aka poison hazard) x4
Rock (fall) x2
Treasures: 2
Sublevel 3:
Wollywog x3
Dwarf Orange Bulborb x14
Spotty Bulbear (fall) x1
Red Bulborb x1
Careening Dirigibug x6
Phosbat pod x5
Toxic pipe x3
Boulder Generator x2
Crystal Gate x1
Conveyor belt x2
Treasures: 2
Sublevel 4:
Greater Spotted Jellyfloat x2
Red Bulborb x3
Dwarf Red Bulborb x7
Phosbat pod x3
Anode Beetle x6
Fiery Blowhog x2
Watery Blowhog x2
Shearwig x9
Puffy Blowhog x1
Bomb rock (fall) x4
Boulder Generator x3
Fire Geyser x4
Vertical conveyor belt x1 (like from earlier)
Treasures: 3
Sublevel 5 (final floor):
Calcified Crushblat x1
Gatling Groink x1
Orange Bulborb x2
Bearded Amprat x1
Shearwig x8
Careening Dirigibug x4
Dwarf Orange Bulborb 20
Fire Geyser x4
Toxic pipe x6
Bomb rock (fall) x5
Conveyor belt x2
Treasures: 2
One treasure is half buried somewhere, and the other is in the crushblat- so this will make for a rather explosive end to this tedious cave. Again, not boss-oriented.
Back in the Somber Citadel
Now we grow some more Pikmin and kiss this place good bye! That is if we even have time after the cave. Bet you're gonna miss the bombs and machine gun spiders, right?
|
|
|
Post by zephosbat on Jul 12, 2016 2:43:56 GMT
I'll be away for about 3 weeks- I'll try to post more while I'm away, but we'll see. I definitely have more to come though- we're over half way done with this game 
|
|
|
Post by zephosbat on Aug 3, 2016 5:52:28 GMT
I'm almost back!
|
|
|
Post by zephosbat on Aug 11, 2016 3:02:45 GMT
Would anyone toon in if i actually kept this going?
|
|
|
Post by zephosbat on Sept 1, 2016 18:11:39 GMT
I think I'll start this up again- might edit some things ans change it up a bit, but let me know if anyone's enjoying this lol
|
|
|
Post by Creative Sushi on Sept 3, 2016 0:03:01 GMT
Hey Zephosbat, I do like your walkthrough! Have you considered drawing your enemies, or making map diagrams? I think it would add a lot to this.
|
|
|
Post by zephosbat on Sept 3, 2016 6:38:14 GMT
Hey Zephosbat, I do like your walkthrough! Have you considered drawing your enemies, or making map diagrams? I think it would add a lot to this. Definitely but I am a godawful artist lol
|
|
|
Post by Creative Sushi on Sept 4, 2016 14:13:50 GMT
Hey Zephosbat, I do like your walkthrough! Have you considered drawing your enemies, or making map diagrams? I think it would add a lot to this. Definitely but I am a godawful artist lol You should practice! You also could try making some of your maps in Espyo's Pikmin Fan engine.
|
|
|
Post by zephosbat on Sept 24, 2016 2:32:13 GMT
I'll try to post some stuff this weekend 
|
|
|
Post by gamer95875 on Mar 28, 2017 7:22:59 GMT
You haven't sent any posts.
|
|
|
Post by Comrade_Jack on Apr 12, 2017 14:32:57 GMT
Impressive stuff! the fangame engine would be a great place to add some of these things!
|
|