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Post by zephosbat on Apr 15, 2017 20:25:17 GMT
Impressive stuff! the fangame engine would be a great place to add some of these things! Thanks! Im back and intending on finishing this thing
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Post by zephosbat on May 14, 2017 0:34:33 GMT
Day Twenty-Three: The Glassy Grove
We have two more areas to clear up here before the boss- today, we take the blues to a lake area previously inaccessible. We’re assailed by some Skeeterskates, but we eventually find an aboveground cave entrance poking out from some icicles. However, we can drain this area and enter the cavern entrance with a horde of blues, plus some red, rock, and yellow Pikmin.
When we enter the cave we see a glacier we can walk on that then breaks off and floats across a tiny river. Skeeterskates shoot water at the floating island.
We land at an opposite shore where we use yellows to light a bulb- there are two new enemies slumbering on the shore. Two grey, blubbery spheres with narwhal-like horns and walrus-esque mouths. They hop like bouncing balls toward your squad, crushing any Pikmin along the way- then they use their horn to pierce your squad. Their bouncy ball-like nature is kind of a joke based on how seals traverse land. This is the Bloated Grampoise.
One of them holds a wedding ring- now we build a bridge leading out of the cavern- we see a ledged area with some Pyroclasmic Slooches and Water Dumples- hidden on a ledge is a ping pong paddle coated in crystal.
Now we take a path blocked off by a bamboo gate- beyond it is a log path that leads higher up into the canopy. We witness another Wintry Snagret in a hollowed out stump which blocks the path.
If we continue, we see the ruins of what appears to be a dilapidated cabin amidst the snowy wilderness. The branch drops off on the icy shingles and we get to explore the ruined roof. We’re greeted by some Joustmites and Swooping Snitchbugs. We see a tiny crack in what appears to be the chimney- if we enter, we fall down a bit into the charred bottom where a few Fiery Blowhogs are wandering around. Buried in the char is a computer mouse.
The rest of the cabin is mostly ruined, and we can only access a rugged area with two Woolly Bulborbs slumbering on the toasty mat. The Pikmin carry the mouse out of a hole in the wooden wall and onto a ledge which drops off back in the main area.
For now, we’ll gather more Spicy Spray and prepare for the final cavern here tomorrow.
Day Twenty-Four: The Glassy Grove
Today we enter the hole back in the cabin area.
****The Forgotten Abyss****
Sublevel 1:
Woolly Bulborb x2
Red Bulborb x3
Bloated Grampoise x2
Armored Cannon Beetle Larvae x2
Swooping Snitchbug x2
Dwarf Red Bulborb x24
Bearded Amprat x3
Creeping Chrysanthemum x2
Fluffy Spectralid x9
Toxic pipe x3
Metal wall x1
Treasures: 2
Sublevel 2:
Bulbmin Pod x2
Shearwig x10
Fuming Gaskunk x2
Burrowing Snagret x2
Dessicated Skitterleaf x12
Skutterchuck x4
Woolly Bulborb x2
Careening Dirigibug x3
Boulder generator x1
Bomb rock (fall) x3
Fire geyser x6
Treasures: 2
Yes, we find the Bulbmin here! They work pretty much the same they did in Pikmin 2- they’ll have to abandon you once you exit the cavern- so utilize them while you can!
Sublevel 3:
Fiery Blowhog x3
Bloated Grampoise x1
Water Dumple x5
Joustmite x3
Anode beetle x8
Puffy Blowhog x1
Red Bulborb x2
Orange Bulborb x2
Creeping Chrysanthemum x2
Dwarf Red Bulborb x16
Collapsible bridge x1
Treasures: 4
Sublevel 4:
Gatling Groink x1
Arctic Cannon Beetle Larvae x1
Boulder Generator x3
Anode Beetle x9
Bearded Amprat x3
Orange Bulborb x3
Woolly Bulborb x2
Red Bulborb x2
Bomb rock (fall) x5
Boulder (fall) x3
Phosbat Pod x5
Treasures: 3
Sublevel 5 (final floor):
Raging Long Legs x1
Spindley Long Legs x?
Treasure: 1
So this final battle isn’t too different from Pikmin 2 except one twist.
As we battle the Raging Long Legs, you might notice his legs have some large dark red fluff balls on the joints. Oh god…
When the long legs reaches about half her health, she shakes off these fuzzballs, revealing that they were a clump of tiny, baby spiders all along! Now these spherical arachnodes are terribly fast and can chomp one Pikmin at once. They are basically a crimson ball of fuzz with four spindly black legs and two fangs used to devour your troops. HOWEVER, their quantity and speed makes for a fight more annoying than the bulblax emperor’s larvae. One the mother is defeated and the last of the offspring dispatched, another radar-like machine will be dropped which will soon give us access to the final area!
Now we leave the Glassy Grove for good.
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Post by zephosbat on May 14, 2017 19:01:21 GMT
Day Twenty Five: The Parched Valley
There are only two more objectives left on this map- first is a new cavern and second is the last desert boss fight- we’ll take our blue Pikmin to that oasis area I mentioned early on- there are a few sputtlefish in here, but on the bottom of the pool is a drain that gives us access to a brand new area! The first thing we see is a cavern behind a metallic fence- put some white Pikmin on it to corrode the metal and also fend off some shearwigs and Maleable Slithards that approach you- anyways, lets enter this cavern but be sure to bring plenty of yellow and winged Pikmin, cause this place is dark and electricity-oriented. The sublevels actually look like the insides of an abandoned mine.
****Forlorn Gulch****
Sublevel 1:
Careening Dirigibug x4
Anode Beetle x3
Gatling Groink x1
Swirl-sucking Wantler x1
Scaly Bulborb x2 (remember these buggers shoot toxins out of their eyes)
Bomb rock (fall) x4
Treasures: 2
Sublevel 2:
Spotty Bulbear x2
Dwarf Bulbear x12
Bearded Amprat x4
Maleable Slithard x4
Sniping Dirigibug x2
Shearwig x8
Electric Generator x4
Phosbat pod x3
Treasure: 2
This sublevel has a brand new enemy- a relative of the Gliding Zeppelinsect we faced off with in the Somber Citadel- the body of the dirigbugs are a dark blue and a bit smaller than that of the careening diribug- however, they have a plump, ivory balloon suspended by a flame that sits atop their head. Now these guys are holding a gun-like device that projects a light red line at you and your Pikmin army (think like guardians from Loz BotW)- after a few seconds, they will blast their machine gun so fast it mimics a laser that can take out up to 15 pikmin and leave flames behind- you’ll have to use spiny Pikmin to quickly deflate their balloon.
Sublevel 3:
Dune-flicking Pharoach x2
Sniping Dirigibug x1
Maleable Slithard x3
Electric Generator x2
Dwarf Bulbear x11
Fiery Blowhog x2
Shearwig x5
Treasures: 2
Another new enemy- a pharoach that kicks up sand and forms it into a large ball that it then rolls at you like a dung beetle! We have to go around it and throw rocks at its back to shatter its body.
Sublevel 4:
Seismic Whiskercarp x1
Dune-flicking Pharoach x2
Careening Dirigibug x3
Fiery Blowhog x2
Swirl Sucking Wantler x1
Mine cart x1
Treasures: 1
This puzzle involves a new item called a mine cart- you’ll have to throw some Pikmin into a dirt filled box with wheels on it and then use yellows to make an electric charge to link up a broken wire- this moves the cart through the sublevel to reach a treasure!
Sublevel 5:
Bulbmin Pod x1
Scaly Bulborb x1
Sniping Dirigibug x2
Dune-flicking Pharaoch x2
Fiery Blowhog x4
Spotty Bulbear x2
Dwarf Bulbear x19
Mine cart x2
Treasures: 2
Sublevel 6: Final Floor
Galvanized Scampion x1
Bomb rocks x8
Nectar egg x2
Treasure: 1
Here we locate the final boss of the Parched Valley. We enter a dark area with a sandy floor- a red eye is poking out of the dunes. The Galvanized Scampion burst out, releasing a flurry of sand and revealing its biolumescent green-blue shimmering armor, brandishing two large claws and a flailing stinger. Obviously its body is like a scorpion, but the base of its body looks a bit like a bird-eating spider. It has one glowing eye and its claws actually act like whisks, blasting through the sand. It dives and the battle begins.
Quickly, grab some bomb rocks. The Scampion begins draining sand towards its fanged mouth, like the Wanters and like the Meerslug from Pikmin 3. Toss a bomb rock in the hole to blast him out, his body stunned. Attack his eye with Pikmin until he dives back into the desert floor. Now something strange happens. The sand glows blue as a trail of electricity hints of the Scampion’s location. If he hits you now, all your Pikmin get stunned, making you helpless as he vortexes your troop. Wait until the hole appears and toss another bomb in, blasting him out of the cavern.
After wising up, he begins using his drill claws to snatch Pikmin. Throw rock Pikmin at his claws until they shatter. Unable to burrow, the fight gets a bit more simple as you toss Pikmin onto his eye, whittling away his health. His stinger can also kill three Pikmin at a time, so use the dodge whistle when needed.
He drops a radar-like treasure, which brings the Olimar-tracking machine near completion!
We can now exit the cave and the Parched Valley for good!
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