Fang Chute

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Pikmin Shipwrecked Stargazers icon.png
Shipwrecked Stargazers
This article or section presents information pertaining to Pikmin: Shipwrecked Stargazers, a fanon game created by CarrotStilts1.
Pikmin Shipwrecked Stargazers icon.png
Fang Chute
Location Thicket of Nourishment
Sublevels 6
Hazards Fire icon.png
Obstacles Climbing stick icon.png Dirt gate icon.png Fire geyser icon.png Fragment icon.png Fragment bridge icon.png
Perhaps a cave could provide us with the hospitality we so desire. Sub-surface scans are running... DING DING DING! I stand corrected; a frightful, draconic monster has been detected down here! We may intrude if the prospect of treasure hunting still tickles your fancy; it could even pay for my damages if the worst happens. However, if things get too hairy for you, remember that you can escape through the Switch Plus.png pause screen! – The Ship, upon discovering Fang Chute

Fang Chute is the first cave in the Thicket of Nourishment, and the second cave of Pikmin: Shipwrecked Stargazers. Resembling a cross between the Hole of Beasts and the brown portions of Beastly Caverns, it introduces the basic format of the caves to come. Fire is introduced as a hazard in this cave, and its boss is the Rootroosting Slapvipe. Purple Pikmin are discovered in this cave.

How to reach

On Day 3, when the squad is redirected to the Thicket of Nourishment by one of the Venowraith's traps, exploring this cave is required. It is located near a tree not too far from the landing site.

Sublevel 1

The first sublevel is in the shape of a near-circle. A ledge next to the landing site holds the first hole deeper into the cave. To reach it, a curved pathway past a few Dwarf Red Bulborbs and Female Sheargrubs must be taken. A plant pot embedded into the wall functions like an alcove, containing the Druid's Miracle Spinner. And an Indigo Morsel can be found right next to the hole deeper.

Sublevel 2

Four bending alcoves branch off of a circular arena. Within is what is likely the first Red Bulborb the player will find in the game. Clover patches provide potential hiding spots against the renegade beast, so they should be taken advantage of. When defeated, the beast will drop the Analog Harvester. Beyond the Bulborb, one of the alcoves, the northern one to be exact, has the Elegant Rune. Nectar egges can be found in the western one, and the hole to the next sublevel is in the eastern one.

Sublevel 3

Fire is officially introduced as a hazard in this sublevel. A Fiery Blowhog in particular is one thing to consider, as are the few fire geysers near it. A raised plateau held together by ribbed metal shingles holds the Sanguine Bounder, of which can only be obtained once the nearby climbing stick is erected. To the left and right are two symmetrical chambers, the left one has a few Dwarf Red Bulborbs guarding the Mushy Marinating Bed, and the right one has the hole deeper and a Sheargrub colony.

Sublevel 4

The first rest sublevel in the game, there isn't much in way of content beyond the plants, Yellow Spectralids, and eggs. Tree roots sprout from the walls, and some ceramic garden tiles can be found on the floor.

Sublevel 5

The abject largest sublevel. The squad starts off in a small chamber that leads to a centralised area with two Dwarf Red Bulborbs. To the left is a nectar egg and a cinderblock embedded in the wall, holding a pile of cream-colored fragments. South of the block is the Stimulation-Powered Rotary Thing. The fragments can be used to build a bridge on the right area leading to a column of stone. This column has a ring of perpetually-active fire geysers surrounding the Cryptid Taxidermy. North of the central area is a dirt gate. Behind it is a new creature, the Garnet Urophibian, which will try to circle around the squad and light inept Pikmin ablaze. Thankfully, it is entirely ineffective at this point, as Red Pikmin are the only type the squad has so far. A Dwarf Red Bulborb drops in front of the hole deeper.