Chasm of Challenges: Difference between revisions

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After you beat the final boss, a landslide will occur right next to the actual portal, and a secret passageway will be opened. This passageway bores right into the neighboring mountain, then splits and winds into a maze. Don't worry-the maze, although it has several floors, is actually quite simple. You just need to get to the top floor (which is the 7th), then find the way onto the outside part. Head away from the entrance of the maze, and you'll stumble upon a thicket of trees. Get your Pikmin, then have them swarm the trees. It's probably going to take awhile to clear even a part of the thicket. But you only need to clear away just a single part-the Chasm of Challenges will be right in front of you. If you're ready, jump into it...
After you beat the final boss, a landslide will occur right next to the actual portal, and a secret passageway will be opened. This passageway bores right into the neighboring mountain, then splits and winds into a maze. Don't worry-the maze, although it has several floors, is actually quite simple. You just need to get to the top floor (which is the 7th), then find the way onto the outside part. Head away from the entrance of the maze, and you'll stumble upon a thicket of trees. Get your Pikmin, then have them swarm the trees. It's probably going to take awhile to clear even a part of the thicket. But you only need to clear away just a single part-the Chasm of Challenges will be right in front of you. If you're ready, jump into it...


Also, you can now have a maximum total of '''''150''''' for the Chasm of Challenges (only for the Portal; other areas will not work).
Also, you can now have a maximum total Pikmin of '''''150''''' in the Portal for the Chasm of Challenges!


==Guide==
==Guide==

Revision as of 22:08, 2 March 2011

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The Chasm of Challenges is an optional cave in Pikmin: Connection of the Worlds and is found in The Portal. It serves as the game's "Pit of 100 Trials", only there's actually 101 floors. The way to get to the next level is by killing each enemy, then a Key will drop in a random place.

Accessing the Chasm of Challenges

After you beat the final boss, a landslide will occur right next to the actual portal, and a secret passageway will be opened. This passageway bores right into the neighboring mountain, then splits and winds into a maze. Don't worry-the maze, although it has several floors, is actually quite simple. You just need to get to the top floor (which is the 7th), then find the way onto the outside part. Head away from the entrance of the maze, and you'll stumble upon a thicket of trees. Get your Pikmin, then have them swarm the trees. It's probably going to take awhile to clear even a part of the thicket. But you only need to clear away just a single part-the Chasm of Challenges will be right in front of you. If you're ready, jump into it...

Also, you can now have a maximum total Pikmin of 150 in the Portal for the Chasm of Challenges!

Guide

Levels 1-10

Level 1

Although this is the game's Pit of 100 Trials, it starts out fairly easy. You land in one of two + layouts that are connected. If you head into the other +, you'll see two sleeping Red Bulborbs. When you kill them, a Key will drop. Collect it to go down to the next level...

Level 2

Still easy. Fiery, Caustic, and Munge Dweevils live here. Kill them all to get the Key, then go down to the next level.

Level 3

This just gets better and better. 30 Dwarf Red Bulborbs await you on this level. It's recommended that you take the captains out and beat up all the Dwarves. Collect the corpses if you want, grab the Key, then jump down.

Level 4

Back to the actual Bulborbs. 3 Hairy Bulborbs live on this level, and when you kill them, the Key doesn't drop. Why? Well, a fourth Hairy Bulborb is hiding in an alcove. Sniff it out, then beat it, and the Key will finally drop. Head down to fight a couple Orange Bulborbs...

Level 5

Two annoying Orange Bulborbs are sleeping here, but because they're Orange Bulborbs, you know what that means... Anyway, you're in luck, because they are far apart from each other... making the battle easier. If you have Purple Pikmin, use them to deal with the Bulborbs. Grab the Key then go to the next level.

Level 6

A bit easier than the previous two levels, 10 Dwarf Bulbears live here. You know the drill-kill, collect, then leave.

Level 7

This level is harder. A Spotty Bulbear with six Dwarf Bulbears following it must be fought to obtain the Key. The level is simply a thin, long, "room" made out of dirt, and you have to fight the Bulbear and its followers head on. The Spotty Bulbear actually has the Key this time, but it is suggested that you still kill all of the Dwarves and take it to the Research Pod before you attempt to carry it.

Level 8

A group of ten dwarf bulbears are waiting in an adjacent room. Once half are killed, a Spotty Bulbear will drop down. Once you have defeated all of the enemies, two more spotty Bulbears will drop. Pummel them with purple pikmin and use sprays if necessary. Once they are defeated, the key will drop. Take the bodies of the adults and the key to the research pod and continue on.

Level 9

This level isn't especially hard if you know what you are doing. An Empress Bulblax awaits you, and she is asleep. Pummel her head with Pikmin (preferably purples) and make sure to call them back before she begins rolling. She will drop the key.

Level 10

This level is an expansive rest level. It several large rooms with grass floors, fairly far apart and connected by pipes. The you land with the Research Pod in one of these empty rooms. All of the rooms are accessible via a central room with a raised ledge in the middle with water running off of it into the pipes. The water is too shallow to drown your pikmin. The triangles of land between the streams of water are covered in grass, and several Unmarked Spectralids are flying around in it. Two pipes lead from the room you start in, one to the central ledge, and one to the floor. The central ledge has a sort of pond with all the water running from it. You can walk all of your pikmin to an island in the middle, as the water is shallow here, too. Three Queen Candypop Buds await you here, with the key in the middle. The other rooms can be accessed by following the streams into the pipes. The streams will flow into the side of small hills in each room, and the hole they flow into is covered by a white grate. On top of each small hill will be three candypop buds of the same color. There is a room like this for each of the other colors of candypop buds, and once you have used the Queen Candypops, you can use these to equalize your Pikmin squads numbers. Down the Unmarked Spectralids for sprays and collect the key. A hole will pop up in the room you started in, and a geyser will pop up where the key was before. Once you feel prepared, take the hole down to the next level.

Levels 11-20

Level 11

This level contains three adult Bulbmin with no smaller ones following them. Once defeated, the key will drop.

Level 12

This level is completely covered in water except for a small island in the middle, and the water level is rapidly rising. The key on this level is very far away from the Research Pod, and is larger and heavier than normal. Unless you have thirty Blue Pikmin, you're in big trouble, and there is nothing you can do about it. Once the level rises high enough to completely cover the island, an alternative, normal-sized key. Once the key is collected, jump down the hole.

Level 13

Surprise! Not only is this maze-like level completely covered with fire hazards of various sizes, which are on the floor and the walls and spurt horizontally, vertically, diagonally, in circles, or randomly, but the key can only be accessed by going east through a long series of circular rooms with rotating fire spurts and hallways with alternating flaming hazards everywhere, and the hole that opens up (which has a clog on it) is opens up can only be accessed by going down the to the opposite side of the sublevel, to the west! Timing is everything, and it is suggested that you take only one Pikmin, carried by a leader, to get the key, leaving the rest behind at the only safe area, the one with the Research Pod. This level takes some quick thinking, but you still need to be careful, and some parts require you to take your time. Chances are you will have to call back your Pikmin to keep them from burning to death several times.

Remaining Levels

The remaining levels 16-101 will slowly be put on as the creator thinks of more ideas. Ask him if you want to help out. Anonymous users are not allowed to edit this (as confirmed by the leaders of the wiki).