Blinding Tunnel: Difference between revisions

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A central area with a pathway coiled around it. Due to its location close to the surface, light is able to penetrate through the ceiling and there are even clumps of snow. The squad lands in the center of the area, where there are a few Fiery Dweevils and a Startle Spore. A few piles of [[raw material]] can be brought to the S.S. Lacewing's pod, just enough to build a clay mound to reach an elevated pathway surrounding the area. Dodge the [[snowball]]s being spat by the Arctic Cannon Beetle Larva by taking cover in cubbyholes on the side of its pathway. Behind it is a Portable Sunsest. The Startle Spore has a Cupid's Grenade in its stomach. Three nectar eggs can be found in one corridor connected to the Arctic Cannon Beetle Larva's pathway, but they're guarded by a Doodlegrub, so caution is advised.
A central area with a pathway coiled around it. Due to its location close to the surface, light is able to penetrate through the ceiling and there are even clumps of snow. The squad lands in the center of the area, where there are a few Fiery Dweevils and a Startle Spore. A few piles of [[raw material]] can be brought to the S.S. Lacewing's pod, just enough to build a clay mound to reach an elevated pathway surrounding the area. Dodge the [[snowball]]s being spat by the Arctic Cannon Larva by taking cover in cubbyholes on the side of its pathway. Behind it is a Portable Sunsest. The Startle Spore has a Cupid's Grenade in its stomach. Three nectar eggs can be found in one corridor connected to the Arctic Cannon Larva's pathway, but they're guarded by a Doodlegrub, so caution is advised.


==Sublevel 2==
==Sublevel 2==

Revision as of 01:36, 7 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
Blinding Tunnel
Location Plateau of Eternity
Sublevels 10
Vehicle parts 4
Fruits 22
Hazards Blunt force icon.png Electricity icon.png Fire icon.png Ice icon.png Lubricant icon.png Panic icon.png Poison icon.png Water icon.png
Obstacles Buried object icon.png Clay mound icon.png Climbing stick icon.png P4 Dirt gate icon.png Fire geyser icon.png Jar icon.png Numbered gate icon.png P3 Seesaw block icon.png Sizzling floor icon.png P3 Phosbat pod icon.png P4 Tunnel icon.png Water body icon.png
There's more to this than simple mood lighting and petty stones. Within the inky black recesses of this fissure are frightening ghouls and critters that make Pikmin shiver with fear! Valiantly lead the Pumpkin Pikmin to defuse any potential sources of Pikmin hysteria, but be warned of what lurks within the seemingly endless void that is the Blinding Tunnel. – Cave brochure

Blinding Tunnel is the third cave in the Plateau of Eternity in Pikmin: Interstellar Cryptid. It is a dark cavern within the mountain, where very little light seeps through. The Headlamp is incredibly useful for expeditions in this area. Many enemies can induce panic in Pikmin in this area, making Pumpkin Pikmin incredibly helpful. Completion of this cave to its full extent will net the "Heebie Jeebies!" badge.

How to reach

The entrance to Blinding Tunnel is located past the wall of jars that Roacher must break through to access. This means all six night expeditions must be completed to access it. The cave is located past a body of water and blocked by some Fearblooms. Either Ice Pikmin or Roacher must be used to bring Pumpkin Pikmin over to this area.

Sublevel 1

A central area with a pathway coiled around it. Due to its location close to the surface, light is able to penetrate through the ceiling and there are even clumps of snow. The squad lands in the center of the area, where there are a few Fiery Dweevils and a Startle Spore. A few piles of raw material can be brought to the S.S. Lacewing's pod, just enough to build a clay mound to reach an elevated pathway surrounding the area. Dodge the snowballs being spat by the Arctic Cannon Larva by taking cover in cubbyholes on the side of its pathway. Behind it is a Portable Sunsest. The Startle Spore has a Cupid's Grenade in its stomach. Three nectar eggs can be found in one corridor connected to the Arctic Cannon Larva's pathway, but they're guarded by a Doodlegrub, so caution is advised.

Sublevel 2

It's at this point where the light stops and darkness prevails in this cave. All of the pathways are at the same elevation, and all link up in a large, mazelike construct of tunnels. This sublevel also introduces the Batty Vermigator, which relies on sound when hunting. Beware of the nectar eggs, as one of them happens to hold a colony of invasive Mitites. The Orange Bulborb is found in an alcove and holds a Galvanic Succulence. Phosbat pods ensnare many of these corridors, which can lead to crowded situations. To get the Burglary Alarm, a tunnel must be dug out to a small, enclosed chamber with a single seesaw block in it, in the ground. On this block is the ship part. The other block must be located and weighed down to elevate the one with the Burglary Alarm to a point where it can be carried out of this chamber.

Sublevel 3

A subterranean lake home to some frightening creatures. Most of the area can not be explored on mere foot, not that it stops the Breachshriekers from crossing over to land and frightening Pikmin anyway. Thankfully, there is an Onion Motel in the northernmost part of the map containing 10 Blue Pikmin, but a few Dwarf Albino Bulborbs must be defeated to reach it. There are three Juicy Gaggles in the water, and a climbing stick near the Onion Motel allows access to a bunch of Dawn Pustules on an isolated ledge. It is imperative that all the aquatic enemies are killed before transport of these fruits is kickstarted, but do note the Recursive Esophapod living within one of the Blue Bulborbs. The Grubchucker holds the Welcome Mat.

Sublevel 4

In stark contrast to the previous sublevel, this one is fire-based. Two Onion Motels can be found in this area, one is directly under the body of a massive, imposing Pyra. The other is guarded by a Wollywog in an alcove. With the Red Pikmin, the Fiery Bulblax and its mimics can be killed to open up access to what was once a sizzling floor. From this floor, a Citrus Lump can be unearthed. A dirt mound can be used to unearth another Juicy Gaggle, behind a fire geyser. The Ashcrabs can give a nectar supplement.

Sublevel 5

A rest sublevel. There are a few nectar eggs, and even a couple of Honeywisps. If Roacher is still with the player, he can destroy the jars in a corner to reveal the Sickness Retainer. Be careful, however, as a few Mitites are in one of the adjacent jars. A dirt gate blocks the hole to the next sublevel.

Sublevel 6

A unique puzzle is presented in this sublevel: build a bridge of seesaw blocks by weighing down their counters scattered around the room. Two of them are clumped together and guarded by Anode Beetles, one of them in the bridge has a Phosbat Pod on it, so it must be destroyed to weigh it and its adjacent blocks down. There are some nearby Common Glowcaps that can be used to make this easier. The final block is on the side the squad lands in. When all the blocks are weighed down, a sloped pathway leads up to the bridge. It leads to an area with an Insect Condo and the next hole. One of the nectar eggs has a Spoiled Filthag in it, so be aware of that.

Sublevel 7

This is a gauntlet sublevel, where the arena has a Phosbat pod raised upon a pillar to make it harder to reach. Neither the Phosbats nor their pod count towards the general enemy total. When all leaders and Pikmin enter the arena, a gate will close the entrance and enemies will begin to spawn. First are three Shearfleas, then a Crimson Runbulb and two more Shearfleas. Two Batty Vermigators fall in afterward. A Startle Spore and three Shearwigs then enter. Finally, five Shearfleas and an Icy Blowhog descend. After they're defeated, the gates will both open, and the hole to the next sublevel will be in sight.

Sublevel 8

At this point, the cave reaches so deep into the ground that plants otherwise unheard of in the greater Plateau of Eternity are capable of growing. Beware of the Bumping Chrysanthemums and Phosbats. The Mitites and Marbled Curdbacks can be countered by Pumpkin Pikmin. The Rocktor is also best dealt with using Pumpkin Pikmin because of the dust it scatters. After it's defeated, the tunnel can be used to reach higher ground, and a paper bag can be pushed to allow for transport. The Phosbats can be defeated using the Creeping Glowcaps, one of which holds a Galvanic Succulence. Some Fearblooms block access to a Face Wrinkler, and another is inside one of the Bumping Chrysanthemums.

Sublevel 9

A frightfully dark penultimate sublevel where the squad has to come face to face with the Vampire Bulbear, a rare and exceedingly dangerous monster. The S.S. Lacewing's pod is situated next to a Common Glowcap to keep the beast at bay, but one must still venture out into the fray to get things done. Even worse is that the hole deeper is blocked by a numbered gate until the Vampire Bulbear is slain, and it's not an easy foe to counter. There is also a curved tunnel blocked off by Fearblooms on both ends where a Sunseed Berry can be obtained, and two Crunchy Deluges. One is exposed to open air, and the other is partially buried. Once defeated, the Vampire Bulbear will drop five Indigo Morsels and the gate will open. The fire geysers are also tricky to get around, though they can be destroyed.

Sublevel 10

The deepest recess of this cave contains a beast like no other: the Pestilent Murisuchus. Taking it down would require the equal efforts of White and Pumpkin Pikmin. When this beast is slain, it will drop the Diamond Lamp, and the numbered gate will open. Before leaving, make sure to check one of the alcoves in the arena, as it holds a Fire-Breathing Feast.