Pikmin 5: The Cure of the Sage Leaf: Difference between revisions

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Once the player gets out of the cave, it's getting late, just when they find Yonny, who informs them that they can go on a [[night expedition]]. if the player does so, then they go on a night expedition like in {{p4}}. however, if they end the day normally, they will not go on a night expedition. regardless, of what they choose, Collin will tell the player that, starting from day 2, there will be a timer that when it becomes night, they will be able to choose to end the day normally or go on a night expedition. the following day, Collin and Yonny leave the squad, but when the player comes back to midnight rain, they see [[Oatchi]] lying on the ground, but he soon gets up. and the second cave to be entered is entered. its name is "tiny community" since the player found some notes saying that Olimar and the Pikmin were able to enter but Moss was too big. and as a result, Oatchi is unable to enter.  this cave has 12 sublevels, and pikmin the player needs to progress on. on the first sublevel, Tiny Pikmin are discovered. on the third sublevel, Pawpawn Pikmin are discovered. on the fifth sublevel, Dark-Green Pikmin are discovered. on the sixth sublevel, Aqua Pikmin are discovered. on the tenth sublevel, pitch-black Pikmin are discovered, seeming to resist to [[adhesive]]. on the twelfth sublevel the Flowing Pikmin discovered in each room in their respective order: Happy Pikmin and Maroon Pikmin. but, a boss comes, the orblabot. but with all the Pikmin, the player beats it; the Tiny Pikmin use their tiny powers (transporting pellets to their Onion) to be strong in large numbers. the Pawpawn Pikmin use their claws. The Dark Green Pikmin use their gloom powers. The Aqua Pikmin use their manipulation powers. The pitch-black Pikmin use their adhesive-resistant powers to get the boss down and battle it. Happy Pikmin use happiness to increase the other Pikmins' strength. Maroon Pikmin protect themselves with their fire, lava, and gloom-resistant powers. And the boss is defeated. As the player and Oatchi are just about to leave, they find the Sage Leaf now with more Pikmin. As the player looks around, they find 3 idle Pikmin of the Sage Leaf's grabbing a castaway. So the player uses their Pikmin to grab it back which then shows that the [[castaway]] is Dingo. From the tablet, Collin tells the player about castaways. the player and Oatchi leave the cave, and the player can do whatever they want until the day ends.
Once the player gets out of the cave, it's getting late, just when they find Yonny, who informs them that they can go on a [[night expedition]]. if the player does so, then they go on a night expedition like in {{p4}}. however, if they end the day normally, they will not go on a night expedition. regardless, of what they choose, Collin will tell the player that, starting from day 2, there will be a timer that when it becomes night, they will be able to choose to end the day normally or go on a night expedition. the following day, Collin and Yonny leave the squad, but when the player comes back to midnight rain, they see [[Oatchi]] lying on the ground, but he soon gets up. and the second cave to be entered is entered. its name is "tiny community" since the player found some notes saying that Olimar and the Pikmin were able to enter but Moss was too big. and as a result, Oatchi is unable to enter.  this cave has 12 sublevels, and pikmin the player needs to progress on. on the first sublevel, Tiny Pikmin are discovered. on the third sublevel, Pawpawn Pikmin are discovered. on the fifth sublevel, Dark-Green Pikmin are discovered. on the sixth sublevel, Aqua Pikmin are discovered. on the tenth sublevel, pitch-black Pikmin are discovered, seeming to resist to [[adhesive]]. on the twelfth sublevel the Flowing Pikmin discovered in each room in their respective order: Happy Pikmin and Maroon Pikmin. but, a boss comes, the orblabot. but with all the Pikmin, the player beats it; the Tiny Pikmin use their tiny powers (transporting pellets to their Onion) to be strong in large numbers. the Pawpawn Pikmin use their claws. The Dark Green Pikmin use their gloom powers. The Aqua Pikmin use their manipulation powers. The pitch-black Pikmin use their adhesive-resistant powers to get the boss down and battle it. Happy Pikmin use happiness to increase the other Pikmins' strength. Maroon Pikmin protect themselves with their fire, lava, and gloom-resistant powers. And the boss is defeated. As the player and Oatchi are just about to leave, they find the Sage Leaf now with more Pikmin. As the player looks around, they find 3 idle Pikmin of the Sage Leaf's grabbing a castaway. So the player uses their Pikmin to grab it back which then shows that the [[castaway]] is Dingo. From the tablet, Collin tells the player about castaways. the player and Oatchi leave the cave, and the player can do whatever they want until the day ends.
in the next day, The Player goes to a cave called by Collin, 'busters blocks' inside, there is a new type of Pikmin, the Ice Pikmin. however, Bredbugs are pulling their Pellots. the Ice Pikmin try, but the Breadbugs always beat them to it. so The Player needs to use Pikmin to discover Ice Pikmin. The next sublevel is the last one, and it has a bunker. once the bunkers code is put up, a boss comes right out, named the Giant Breadbug. once the boss is defeated, the [[Sage Leaf]] is fond in the bunker, sitting, but quickly escapes.  
in the next day, The Player goes to a cave called by Collin, 'busters blocks' inside, there is a new type of Pikmin, the Ice Pikmin. however, Bredbugs are pulling their Pellots. the Ice Pikmin try, but the Breadbugs always beat them to it. so The Player needs to use Pikmin to discover Ice Pikmin. The next sublevel is the last one, and it has a bunker. once the bunkers code is put up, a boss comes right out, named the Giant Breadbug. once the boss is defeated, the [[Sage Leaf]] is fond in the bunker, sitting, but quickly escapes. The Player then sees 2 Pikmin of a new type, Smart Pikmin. but these Pikmin don't work like the rest of the Pikmin; they open bunkers for The Player after they find the code. again, the cave is exited, so the player may do what they want until the day ends.     


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Revision as of 18:33, 27 April 2024

Pikmin 5: The Cure of the Sage Leaf
This article or section presents information pertaining to Pikmin 5: The Cure of the Sage Leaf, a fanon game created by MarioGuy.
This article or section is currently under construction and being worked on by its creator. We hope to have it completed as soon as possible.
Pikmin 5: The Cure of the Sage Leaf
Rating N/A
Genre Simulator, Strategy
Platforms PC, Mobile, Xbox, PlayStation 5, Nintendo Switch
Media Optical disc, Digital download, Cartridge
Publisher Unknown
Release dates Unknown
Prequel Pikmin 4
Creator MarioGuy
Collaborators None
For other games of a similar title, see Pikmin 5.

Pikmin 5: The Cure of the Sage Leaf is a fanon game created by MarioGuy. It features many new Pikmin, and the story revolves around the Sage Leaf.

Plot

After the events of Pikmin 4, the Rescue Corps drop Olimar off at Hocotate Freight. He already misses Moss but must continue his life. Meanwhile, Erma Shepherd is finding out Olimar's or the Rescue Corps' visit to PNF-404 wasn't anyone's first, for it was the Sage Leaf's.

Midnight Rain

Shepherd thinks about her actions, and decides that she should go back to cure the Sage Leaf, for which she decides to call the Rescue Corps. Each one comes, but upon arrival on the planet, Dingo carelessly tries to drink Yonny's medicine causing it to roll into the works, spilling, making the ship crash, this time with the player character. At the crash site, the player lands in water, fortunately unlike Collin, who landed in sand. The player looks around and sees a shape that looks like a Red Pikmin, and before they can get a better look, it scurries off. Around this time, Collin notices the sky is black and it is raining, so he calls this area "Midnight Rain". However, he is unaware of his surroundings and accidentally bumps into the Red Onion. The Onion spits out a seed, and Red Pikmin are discovered.

Suddenly, the Sage Leaf runs off with the Red Pikmin they were chasing after by whistling. Collin, in response to this, tries to chase after the Sage Leaf, but misses, tumbling to the mouth of a cave he fittingly names "Tumbling Underground". The cave is 3 sublevels deep, and the player and Collin encounter many enemies in it. Before delving in, Collin recommends that the player fight more land enemies and use Pellet Posies to produce more Pikmin first. At the bottom of the Tumbling Underground, the player character and Collin must defeat an Empress Bulblax. Once it is dead, a Bandit Pikmin, the second Pikmin type to be found, escapes from its insides. Collin warns that the player should take extreme care of their newfound Bandit Pikmin, as they haven't found an Onion or candypop for it yet.


Once the player gets out of the cave, it's getting late, just when they find Yonny, who informs them that they can go on a night expedition. if the player does so, then they go on a night expedition like in Pikmin 4. however, if they end the day normally, they will not go on a night expedition. regardless, of what they choose, Collin will tell the player that, starting from day 2, there will be a timer that when it becomes night, they will be able to choose to end the day normally or go on a night expedition. the following day, Collin and Yonny leave the squad, but when the player comes back to midnight rain, they see Oatchi lying on the ground, but he soon gets up. and the second cave to be entered is entered. its name is "tiny community" since the player found some notes saying that Olimar and the Pikmin were able to enter but Moss was too big. and as a result, Oatchi is unable to enter. this cave has 12 sublevels, and pikmin the player needs to progress on. on the first sublevel, Tiny Pikmin are discovered. on the third sublevel, Pawpawn Pikmin are discovered. on the fifth sublevel, Dark-Green Pikmin are discovered. on the sixth sublevel, Aqua Pikmin are discovered. on the tenth sublevel, pitch-black Pikmin are discovered, seeming to resist to adhesive. on the twelfth sublevel the Flowing Pikmin discovered in each room in their respective order: Happy Pikmin and Maroon Pikmin. but, a boss comes, the orblabot. but with all the Pikmin, the player beats it; the Tiny Pikmin use their tiny powers (transporting pellets to their Onion) to be strong in large numbers. the Pawpawn Pikmin use their claws. The Dark Green Pikmin use their gloom powers. The Aqua Pikmin use their manipulation powers. The pitch-black Pikmin use their adhesive-resistant powers to get the boss down and battle it. Happy Pikmin use happiness to increase the other Pikmins' strength. Maroon Pikmin protect themselves with their fire, lava, and gloom-resistant powers. And the boss is defeated. As the player and Oatchi are just about to leave, they find the Sage Leaf now with more Pikmin. As the player looks around, they find 3 idle Pikmin of the Sage Leaf's grabbing a castaway. So the player uses their Pikmin to grab it back which then shows that the castaway is Dingo. From the tablet, Collin tells the player about castaways. the player and Oatchi leave the cave, and the player can do whatever they want until the day ends. in the next day, The Player goes to a cave called by Collin, 'busters blocks' inside, there is a new type of Pikmin, the Ice Pikmin. however, Bredbugs are pulling their Pellots. the Ice Pikmin try, but the Breadbugs always beat them to it. so The Player needs to use Pikmin to discover Ice Pikmin. The next sublevel is the last one, and it has a bunker. once the bunkers code is put up, a boss comes right out, named the Giant Breadbug. once the boss is defeated, the Sage Leaf is fond in the bunker, sitting, but quickly escapes. The Player then sees 2 Pikmin of a new type, Smart Pikmin. but these Pikmin don't work like the rest of the Pikmin; they open bunkers for The Player after they find the code. again, the cave is exited, so the player may do what they want until the day ends.