Ruins of Awakening: Difference between revisions

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{{infobox area PAS
|yname=“Pretty Sky Land”
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The Ruins of Awakening consists of a flat snowy region covered in rusting and decaying metal structures. These structures are the remains of a former research facility that was constructed and occupied many years ago by a group of sapient [[Human|giants]] which once inhabited [[PNF-404]], but seem to have disappeared. This facility was used for various experiments, but the primary focus of this research was on [[Pikmin: Antarctic Survival#Awakening|Awakening Essence]] and experimentation on native life-forms.
The Ruins of Awakening consists of a flat snowy region covered in rusting and decaying metal structures. These structures are the remains of a former research facility that was constructed and occupied many years ago by a group of sapient [[Human|giants]] which once inhabited [[PNF-404]], but seem to have disappeared. This facility was used for various experiments, but the primary focus of this research was on [[Pikmin: Antarctic Survival#Awakening|Awakening Essence]] and experimentation on native life-forms.


The metal ruins vary widely in size and shape, with some being huge objects protruding from the ground, some forming small chambers where [[Pikmin: Antarctic Survival/Items/Baubles|bauble]]s may be located or creatures may reside in to take refuge from the cold climate, and some larger in size, housing abandoned research equipment and machinery as well as often being the claimed territory of various creatures.
The metal ruins vary widely in size and shape, with some being huge objects protruding from the ground, some forming small chambers where [[Pikmin: Antarctic Survival/Items#Baubles|bauble]]s may be located or creatures may reside in to take refuge from the cold climate, and some larger in size, housing abandoned research equipment and machinery as well as often being the claimed territory of various creatures.


One especially large ruin is located in the center of the area, dwarfing the other metal structures and forming an interior area for creatures to roam and explore. This central ruin consists of winding passageways leading to dead ends as well as various medium-sized rooms. A significant room here is the Origin Chamber, which is a room containing a few empty and shattered test tubes. One of these test tubes once held [[Porquillion|Tatoursin]] before he escaped containment and began his journey. Other test tubes held various other creatures, which have also all escaped into different locations of the Antarctic.
One especially large ruin is located in the center of the area, dwarfing the other metal structures and forming an interior area for creatures to roam and explore. This central ruin consists of winding passageways leading to dead ends as well as various medium-sized rooms. A significant room here is the Origin Chamber, which is a room containing a few empty and shattered test tubes. One of these test tubes once held [[Porquillion|Tatoursin]] before he escaped containment and began his journey. Other test tubes held various other creatures, which have also all escaped into different locations of the Antarctic.

Latest revision as of 22:44, 22 April 2024

P4 Porquillion.png
“Welcome to ze Revolution, mon ami!”
This article or section presents information pertaining to Pikmin: Antarctic Survival, a fanon game created by A Friendly Amprat.
P4 Porquillion.png
Ruins of Awakening
Yuki's area name “Pretty Sky Land”
Tyrant “The Southern Lights” (Groovy Long Legs)
Location The Antarctic
Resources Raw material, decayed machinery, ice blasts, bomb rocks
Baubles 12
Danger level 1.5 / 5

The Ruins of Awakening, also known by Yuki as Pretty Sky Land, is the third area in Pikmin: Antarctic Survival. This area is the only location where plasteel machinery can be collected. It is also a region where bomb rocks can be obtained.

Layout

The Ruins of Awakening consists of a flat snowy region covered in rusting and decaying metal structures. These structures are the remains of a former research facility that was constructed and occupied many years ago by a group of sapient giants which once inhabited PNF-404, but seem to have disappeared. This facility was used for various experiments, but the primary focus of this research was on Awakening Essence and experimentation on native life-forms.

The metal ruins vary widely in size and shape, with some being huge objects protruding from the ground, some forming small chambers where baubles may be located or creatures may reside in to take refuge from the cold climate, and some larger in size, housing abandoned research equipment and machinery as well as often being the claimed territory of various creatures.

One especially large ruin is located in the center of the area, dwarfing the other metal structures and forming an interior area for creatures to roam and explore. This central ruin consists of winding passageways leading to dead ends as well as various medium-sized rooms. A significant room here is the Origin Chamber, which is a room containing a few empty and shattered test tubes. One of these test tubes once held Tatoursin before he escaped containment and began his journey. Other test tubes held various other creatures, which have also all escaped into different locations of the Antarctic.

A doorway connects the Origin Chamber to the Pacification Room, another important location in the central ruins. At the beginning of the game, this doorway is blocked off by a metal plate that fell from the decaying ceiling above and blocked the connecting door. To move this door and gain access to the Pacification Room, a search party of creatures with a total carry strength of at least 100 must travel to the Origin Chamber and move the metal plate aside.

Inside the massive Pacification Room, there is a raised shelf with two test tubes on top of it. These test tubes are opened on the side, allowing creatures to enter them if they can reach them. However, the shelf is very high above the ground, so only flying creatures can reach this higher area at first. For the rest of the team to reach this higher ground, they must either be carried up to the shelf top by flying creatures or construct a shelf stair out of wood and raw material which will permanently grant all creatures access to this shelf area.

Upon further investigation of the test tubes on the shelf, it is found that the tubes are open on their sides and connected above to a large glass basin full of bubbling light blue liquid. The tubes are equipped with machinery which is powered by a generator between the two tubes that is wired to both. The left tube has a label on it that reads “IMBUE”, and the right tube has a label reading “DEPLETE”. These tubes can be used to imbue resident creatures with Awakening Essence, and also reverse the imbue process.

Across the shelf from the test tubes is a larger containment tube, which has been shattered open and completely overgrown by toxic cyan mushrooms. Further investigation reveals that behind this tube is a large cavern entrance leading into the tunnels of the underground.

The exterior of the central ruins can be climbed by creatures, but this is difficult due to the slippery metal and lack of any sort of footing to find a way up. If a creature does manage to reach the top, this rooftop area gives them a very good view of the entire Ruins of Awakening, as well as a view of the surrounding Antarctic regions.

Imbue Tubes

Creatures can use the tubes in the Pacification Room to gain and remove the “imbued” property. An imbued creature has much more Awakening Essence in its body than a normal Awakened creature. This means that the creature will inflict Awakening with its attacks (which normally is an ability only Tatoursin possesses) but the imbued creature will also be much physically weaker, suffering the loss of half of their max health and carry strength until the effect is removed from them. The left tube can apply the imbued property to a creature, and the right tube can remove it from a creature. These tubes can be used as many times as the player wants, but the electrical generator powering the tubes must be charged for each use, either by a creature with the electric element or by a battery. At the beginning of the game, the generator starts with a single stored charge, so it can be used for free on its first activation.

Objects

Resources

Creatures

Baubles