Bamboo Springs: Difference between revisions

From Pikmin Fanon
No edit summary
No edit summary
Line 3: Line 3:
|location=[[Valley of Harvest]]
|location=[[Valley of Harvest]]
|sublevels=4
|sublevels=4
|fruits=
|fruits=3
|hazards={{icon|blunt force}} {{icon|lubricant}} {{icon|water}}
|hazards={{icon|blunt force}} {{icon|lubricant}} {{icon|water}}
|obstacles={{icon|Button}} {{icon|Jar}} {{icon|Iron fence|v2=switch}} {{icon|Numbered gate}} {{icon|Paper bag|v=P3}} {{icon|Tunnel|v2=pup}} {{icon|Switch gate}} {{icon|water|v2=body}}
|obstacles={{icon|Button}} {{icon|Jar}} {{icon|Iron fence|v2=switch}} {{icon|Numbered gate}} {{icon|Paper bag|v=P3}} {{icon|Tunnel|v2=pup}} {{icon|Switch gate}} {{icon|water|v2=body}}

Revision as of 03:57, 8 February 2024

Pikmin Interstellar Cryptid icon.png
"The beast is out there, I just know it!"
This article or section presents information pertaining to Pikmin: Interstellar Cryptid, a fanon game created by CarrotStilts1.
Pikmin Interstellar Cryptid icon.png
Bamboo Springs
Location Valley of Harvest
Sublevels 4
Fruits 3
Hazards Blunt force icon.png Lubricant icon.png Water icon.png
Obstacles Button icon.png Jar icon.png Iron fence switch icon.png Numbered gate icon.png P3 Paper bag icon.png Tunnel pup icon.png Switch gate icon.png Water body icon.png
What happens when you don't clean your plate? The table scraps form a fortress under your feet. Plain and simple. – Louie's voyage log

Bamboo Springs is the first cave in the Valley of Harvest in the Pikmin: Interstellar Cryptid DLC Operation: Rubber Ducky Overboard, and the very first cave explored overall. It takes place in an underground zen garden, not unlike certain caves in Pikmin 4. The purpose of the cave is to explore the basics mechanics of Moss.

How to reach

The entrance to Bamboo Springs is under the stoop of the house in the Valley of Harvest. Moss will also be encountered there, completely famished. If a scrummy bone is in the invetory, it can be used to feed her. With newfound strength, Moss will join the squad and even open the cave's entrance with her snout.

Sublevel 1

This sublevel starts off with a rectangular shape divided in half by a moat. Use Moss to carry the Pikmin across the water and a lowered gate will be seen. Past it is a dirt trail that bends upwards and curves around to a higher area with a Red Bulborb. Push a paper bag down and there will be an easy ramp to the lower landing spot. Farther back is a spiraling stone leading upwards, allowing access to a bamboo-mounted button that closes the earlier gate and opens another one leading to a room with a Sunseed Berry and the hole deeper.

Sublevel 2

There is an iron gate blocking the landing site away from the greater area, meaning for now, Moss can't join everyone. The squad must go on without her, battling a few Male Sheargrubs and Shearfleas. Eventually, the path will be blocked off by a few jars, and a button is on the side. Clearing the button will lower the first iron gate, allowing Moss to make tracks and smash through the jars. After this, a ledge of slanted concrete blocks the pathway, with a climbing rope at the top. Moss must enter a nearby pup tunnel, bringing her to the end of the pathway in front of a blocked off chamber. She must work her way backwards, fighting off Geegants and Wollywogs until she reaches the rope to push it down. With the squad reunited, the captains can enter the chamber blocked by the second iron gate, and press a switch within to lower it. With that out of the way, Moss must smash through a final bout of jars to find the hole deeper. A Searing Acidshock will also fall out of the last jar bundle.

Sublevel 3

A raised corridor has a pathway leading downwards into a massive, rectangular chamber. The wildlife here is much more nautical than is expected for this region; some creatures seem more at home in Artisan Aqueduct rather than the Valley of Harvest. In the chamber is a Pearly Clamcalmp on a round, polished stone surrounded by two Ornate Croasacs and a Withering Blowhog. The Pearly Clamclamp holds a Snot Capsule instead of a pearl. The chamber borders a small but deep pool of water. To pass the artificial wetland, Moss must paddle the squad over it to one of three pathways. The left one leads to a chamber with a Suckerpunch and a button in the corner. The middle one leads to an area with a few Skitter Leaves and a nectar egg. The right one is similar to the left one, albeit mirrored and with an Amphoric Greasponge instead of a Suckerpunch.

With both switches pressed, a numbered gate in the main chamber will lower, leading to a chamber with a shishi-odoshi-like contraption slanted towards the ground. While it looks as if it could be used as a ramp to reach the higher floor, it will tilt downwards due to any weight. Moss can use her charge to clear it without this, however. On the cliff is an Onion Motel and the next hole.

Sublevel 4

  • Theme: Zen Garden
  • Music: Encroaching Disaster (before boss appears), Boss - Gamelan Mix (during boss battle), none (after defeat of boss)
  • Enemies:
  • Obstacles:
  • Others:

The final sublevel is an open, raked circle with the SPERO near the bottom. Approach the center and Shearwigs will start to unearth in droves. After five are slain, those remaining will take flight and surround a Queen Shearwig, the first boss in the DLC. When she is defeated, all remaining Shearwigs will bury themselves back in the ground and a numbered gate will lower. There is a smaller room behind it with a data file, just one of many, that can be used to triangulate Louie's location. The escape vent is also in this chamber.