Dark Field Cave: Difference between revisions

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== Floor 1 ==
== Floor 1 ==
== Floor 2 ==
== Floor 2 ==


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== Floor 5 ==
== Floor 5 ==
*[[Shady Candypop Bud]] x 2
*[[Violet Candypop Bud]] x 1
*[[Skitter Leaf]] x 6
This sublevel takes place at the edge of a dark crater in the middle of the field. Looks like you'll be going down in there next... better prepare before you do. If you're thinking about turning back and then returning to do part two of this dungeon, there is also a geyser. Be sure to use the candypop buds, because these colors may help out immensely in the coming floors.


== Floor 6 ==
== Floor 6 ==
*[[Dwarf Yellow Bulborb]] x 7
*[[Water Dumple]] x 5
*[[Yellow Bulborb]] x 2
*Fire Vent x 5
*Key x 1
*Treasure x 1
This room is basically open entirely, but there is no clear way down to the next floor. Start by cleaning up the area, shutting down the fire vents and defeating the bulborbs. Be careful around the edges of the water pits- if you fall in, it will be tough to save Pikmin from drowning thanks to the steep edges. There are also some nasty Water Dumples in there. Once everything is cleared out, either use your Blue Pikmin or captains to defeat the Water Dumples. You'll find that in one of the pits, there is a slightly raised switch of some sort. A switch which corresponds to it is located out of the water, across the room from where you start. This is the start of a big switch puzzle involving weight and positioning, but it's not too complicated- just follow along carefully. One combination gives you the key, and the other gives you the treasure.
*KEY: Have one captain stand with a small group of Pikmin on the land switch, while the other takes a squad of Blue Pikmin and weighs on the raised water switch. This will raise the land switch, allowing the first captain and the 20 Pikmin squad access to a raised rim area. From here, there are two paths you can take. Go left first, and you'll come to a switch which has a lowered counterpart in the water. Have a smaller group of Blue Pikmin, along with the captain, step on the counterpart. Hit the switch to allow the captain to rise up as well. Now both squads should be above the ground level. From here, take the first squad further left around the rim, past the switch that you raised. There will be a second flattened switch. Stand on it, then take control of the Blue Pikmin squad. Just weigh down the switch you see in front of you to raise the one that the first squad is standing on. It'll rise up and lead them to the Key!
*TREASURE: To get this one, reform your original squads and repeat the first step which takes the land squad to the passage where you can go either left or right. This time, go right, and there's another switch here which is raised- it has a counterpart in the water. Have the water squad stand on this counterpart and then hit the switch to help them rise up. It'll take them to a high, raised area. From here, there seems to be a treasure- but it's too far ahead and across a gap. Take control of the land squad and continue past the switch you flattened. The last switch will be nearby- it has a counterpart in the final puddle of water. Flatten it, and the last one will rise high up out of the water, forming a bridge so that the Blue Pikmin squad can cross to the treasure! You're finally done with this room... all in all, there were five pairs of switches. Four of the pairs had one on land and one in water, and one pair which led to the Key were both on land.


== Floor 7 ==
== Floor 7 ==


== Floor 8 ==
== Floor 8 ==
*[[Anode Beetle]] x 10
*[[Armored Cannon Beetle]] x 1
*Web x 1
*Key x 1
*Treasure x 1
Looks like your old friend the Armored Cannon Beetle is back for more. Head off to its chamber with Black Pikmin only- the floor there is covered in a tangle of webs which will trap other Pikmin, making them easy for the big enemy to shoot down. The other enemies here, the Anode Beetles, are dangerous with their instant-death electricity. Try using one captain to distract the Armored Cannon Beetle and draw off its shots while the other pilot leads the Pikmin to flip over the Anode Beetles and take them out one by one. Then, turn your attention to the main enemy. Take it down like you did last time- be careful not to lose your rare Black Pikmin during the process. It will give up the key. After that's done, head up the ramp in the beetle's chamber and toss your Yellow Pikmin across the gap with running throws to make them go further. They'll land on the high ledge with the treasure. Once you have it, go down the hole to enter the final floor.


== Floor 9 (Final Floor) ==
== Floor 9 (Final Floor) ==

Revision as of 00:01, 4 March 2010

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This article or section presents information pertaining to Pikmin: Sinister Incinerator, a fanon game created by Portal-Kombat.
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The First Dark Spore

In order to take on the final cave in the Highland Field, you need to have found Blue Pikmin in the Mountain Springs. Using the skills of Black Pikmin and Blue Pikmin, you'll be able to continue on the path past where you encountered the Yellow Pikmin. At the farthest end of the fields you'll find the first of the series of Dark Caves. It's tougher than any dungeon you've been in up to this point, which means a tier above the likes of places such as Black Flower Garden and Snowstorm Grotto. You have to navigate open fields similar to the Serpent Garden, only they are dark like the Sniper Room from Pikmin 2. Eventually, the dungeon layout will change to a more cavernous feel with some actual puzzles- then you'll take out the boss that waits at the deepest sublevel. 12 TREASURES

Floor 1

Floor 2

Floor 3

Floor 4

Floor 5

This sublevel takes place at the edge of a dark crater in the middle of the field. Looks like you'll be going down in there next... better prepare before you do. If you're thinking about turning back and then returning to do part two of this dungeon, there is also a geyser. Be sure to use the candypop buds, because these colors may help out immensely in the coming floors.

Floor 6

  • Fire Vent x 5
  • Key x 1
  • Treasure x 1

This room is basically open entirely, but there is no clear way down to the next floor. Start by cleaning up the area, shutting down the fire vents and defeating the bulborbs. Be careful around the edges of the water pits- if you fall in, it will be tough to save Pikmin from drowning thanks to the steep edges. There are also some nasty Water Dumples in there. Once everything is cleared out, either use your Blue Pikmin or captains to defeat the Water Dumples. You'll find that in one of the pits, there is a slightly raised switch of some sort. A switch which corresponds to it is located out of the water, across the room from where you start. This is the start of a big switch puzzle involving weight and positioning, but it's not too complicated- just follow along carefully. One combination gives you the key, and the other gives you the treasure.

  • KEY: Have one captain stand with a small group of Pikmin on the land switch, while the other takes a squad of Blue Pikmin and weighs on the raised water switch. This will raise the land switch, allowing the first captain and the 20 Pikmin squad access to a raised rim area. From here, there are two paths you can take. Go left first, and you'll come to a switch which has a lowered counterpart in the water. Have a smaller group of Blue Pikmin, along with the captain, step on the counterpart. Hit the switch to allow the captain to rise up as well. Now both squads should be above the ground level. From here, take the first squad further left around the rim, past the switch that you raised. There will be a second flattened switch. Stand on it, then take control of the Blue Pikmin squad. Just weigh down the switch you see in front of you to raise the one that the first squad is standing on. It'll rise up and lead them to the Key!
  • TREASURE: To get this one, reform your original squads and repeat the first step which takes the land squad to the passage where you can go either left or right. This time, go right, and there's another switch here which is raised- it has a counterpart in the water. Have the water squad stand on this counterpart and then hit the switch to help them rise up. It'll take them to a high, raised area. From here, there seems to be a treasure- but it's too far ahead and across a gap. Take control of the land squad and continue past the switch you flattened. The last switch will be nearby- it has a counterpart in the final puddle of water. Flatten it, and the last one will rise high up out of the water, forming a bridge so that the Blue Pikmin squad can cross to the treasure! You're finally done with this room... all in all, there were five pairs of switches. Four of the pairs had one on land and one in water, and one pair which led to the Key were both on land.

Floor 7

Floor 8

  • Web x 1
  • Key x 1
  • Treasure x 1

Looks like your old friend the Armored Cannon Beetle is back for more. Head off to its chamber with Black Pikmin only- the floor there is covered in a tangle of webs which will trap other Pikmin, making them easy for the big enemy to shoot down. The other enemies here, the Anode Beetles, are dangerous with their instant-death electricity. Try using one captain to distract the Armored Cannon Beetle and draw off its shots while the other pilot leads the Pikmin to flip over the Anode Beetles and take them out one by one. Then, turn your attention to the main enemy. Take it down like you did last time- be careful not to lose your rare Black Pikmin during the process. It will give up the key. After that's done, head up the ramp in the beetle's chamber and toss your Yellow Pikmin across the gap with running throws to make them go further. They'll land on the high ledge with the treasure. Once you have it, go down the hole to enter the final floor.

Floor 9 (Final Floor)

  • Treasure x 1

From where your Research Pod lands, there is a boulder blocking the way directly in front of you. Shove it with Purple Pikmin and it'll roll downwards, revealing the next room, a massive rocky chamber where the ground slopes into the center where there is some gravel. Disturb the gravel, and the room will shake. Out of the ground bursts the fabled Burrowing Snarrow! Check its description to learn how to defeat this particularly nasty boss. After its defeat, it coughs up one of the Dark Spores. So apparently, this brightly-glowing orb managed to corrupt the terrifying beast, granting it mystical attacks. That's the floor's treasure. To leave the cave, hop on the geyser next to your Research Pod. If you've been following along carefully, you'll have cleared the entire Highland Field area!

Wildlife

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