The Portal

From Pikmin Fanon
It has been suggested that this article or section be split into multiple pages.
Reason: This page contains sections for four games, and should be split into The Portal (Pikmin: Sinister Incinerator), The Portal (Pikmin: Global Breakdown), The Portal (Pikmin: Connection of the Worlds), and The Portal (Pikmin: Antarctic Survival). Clean up the sections as they are split and add {{infobox area}}, and after the split is complete, turn this page into a disambiguation page.

In Pikmin: Sinister Incinerator

Nuvola warning.png
WraithOmniverseLogo.pngPSI
This article or section presents information pertaining to Pikmin: Sinister Incinerator, a fanon game created by Portal-Kombat.
Nuvola warning.png
The Portal
Pikmin discovered None
Caves 1
Treasures 0

The Portal is the seventh and final area. Unlike the other areas it has absolutely no treasures and only exists as the gateway to the final dungeon, Worlds Beyond, hence the area's name. It is a small island far across the sea with a single tree growing in the center. The path to the dungeon is devoid of obstacles and enemies and it is impossible to lose any Pikmin here. The area is an homage to the final level in The Legend of Zelda: Majora's Mask, which featured a bleak field devoid of enemies with a single tree in the center.

If you managed to reach this area on Day 30, there will actually be a Blue Bulbmin waiting for you near the entrance to the dungeon. You have only this day to recruit its five followers!

In Pikmin: Global Breakdown

Nuvola warning.png
WraithOmniverseLogo.png Pikmin: Global Breakdown
This article or section presents information pertaining to Pikmin: Global Breakdown, a fanon game created by Zoadra.
Nuvola warning.png

In Pikmin: Global Breakdown, at the Cell Pool, the Venom Parasite opens up a wormhole with all of the power harnessed by the tick after you defeat the brain. It leads to this area, where you fight the parasite when it isn't on the brain.

In Pikmin: Connection of the Worlds

Nuvola warning.png
The worlds connect.
This article or section presents information pertaining to Pikmin: Connection of the Worlds, a fanon game created by PikFan23.
Nuvola warning.png

The Portal also makes an appearance in Pikmin: Connection of the Worlds, as the penultimate area. Instead of being on an island, this time it's situated on the very bottom of a small mountain. The Portal is the gateway to the Moon, the final area. The entire Moon was covered by an invisible force field; the only way through is via the Portal. A few enemies reside here, such as Dwarf Red Bulborbs, along with a few Pellet Posies. After the final boss is defeated, a secret area will open up, revealing the Chasm of Challenges. In total, it's much different than in PSI or PGB.

Subareas

Subarea 1: Landing Site

The landing site of the region. It is pretty plain, nothing exciting here other than a few Pellet Posies and a Burgeoning Spiderwort.

Subarea 2: The Portal

This is without a doubt the most prominent feature of the entire area. It is due north of the Landing Site. Part of the mountain actually borders this subarea, but is too steep to climb. Some Dwarf Bulborbs are scattered randomly about. When the final boss is defeated, a landslide will occur, opening up a hole on the left side of the Portal, which can be explored.

Subarea 3: Mountainous Maze

The passageway will actually lead you inside the mountain! Inside, it is a maze consisting of seven different levels. Don't worry, the maze isn't that complex. The exit is at the top.

Subarea 4: Ring of Trees

Remember how that one side of the mountain was really steep? Well, the other side isn't. Just keep going up north and you will find a circle of trees. These will take a long, long time to clear. In the center of them is the Chasm of Challenges, the absolute final cave in the whole game. It is one hundred floors long, so gather the necessary Pikmin and sprays for this hundred-floor marathon. Because of the cave's length and difficulty, the player can bring in up to 200 Pikmin instead of 175.

Caves

Cave Name Subarea Floors Pikmin Discovered?
Chasm of Challenges Ring of Trees 100 Ultima Pikmin

In Pikmin: Antarctic Survival

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
The Portal
Yuki's area name “The World Tree”
Tyrant None
Location The Beyond
Resources None
Baubles 0
Danger level ? / 5

The Portal reappears in Pikmin: Antarctic Survival's The Portal DLC expansion, with the same appearance and nature that it had in Pikmin: Sinister Incinerator and Pikmin: Global Breakdown, as an homage to the classic games. The Portal is barren of any creatures or baubles, and appears as a small grassy island in the middle of a perfectly smooth and still ocean, in the center of which a massive tree is located. The branches of this great tree tower and spread over the whole island, shading it from the sunlight above and causing the whole area to be constantly kept at a pleasant, cool temperature. It always seems to be daytime in the Portal, as the sun is always high in the sky and never sets.

By default, the only notable feature in the area besides the great tree is the Diamond Settlement gateway, which appears identical to the portal constructed in the Diamond Settlement and serves as the other end of the gateway connecting the Diamond Settlement to the Portal. However, many other DLC packs for Pikmin: Antarctic Survival cause other gateways and cave entrances to appear throughout the Portal region, both on the ground below the great tree, atop the branches that spread from the tree, and in hollowed-out sections carved in the tree's trunk itself. These gateways and cave entrances all connect to other DLC areas, and as such the Portal is the only way to travel between these areas and the Antarctic.

Though the area is barren of enemies, some may appear to prey on creatures that remain on the Portal's island for too long. These creatures, known as Haunts, are translucent ghostly enemies that hover in the air and are completely invulnerable. Due to their invulnerable nature, these creatures cannot be Awakened, and the only means of surviving an encounter with these enemies is to flee the Portal as soon as they appear. Haunts can be heard from a great distance and as such their appearance can be predicted long before they arrive, recognized by their otherworldly deep moans and groans that constantly emanate from them. Haunts are not considered creatures due to their strange state of being, being more comparable to unstoppable forces of nature. Phandy mentions that these creatures are considered advanced Supernaturae, and are the primary predators of lesser Supernatura species such as Wraiths.

The Parasite's "Sinister" Incursion content pack is closely tied into the Portal's content pack, with it being the expansion that The Portal DLC pack was created to connect to Antarctic Survival's main story. If this content pack is present alongside The Portal, the area will be populated with several new gateways that lead to the different areas of the Parasite's "Sinister" Incursion DLC, and the entrance to Worlds Beyond will appear in the heart of the great tree's interior once the dark spores of each DLC area have been captured. In addition to these area gateways, the PSI DLC adds a single creature native to the Portal: a Blue Bulbmin who calls himself "Druid", as well as his small Blue Bulbmin followers. Druid only appears in the Portal area once certain conditions have been fulfilled and the Worlds Beyond entrance has formed, at which point he attempts to stop the team of Awakened creatures from entering the dungeon while he is still wild, and then warns them of the dangers of the terrifying cavern and its sinister parasite once he is Awakened. If the search team insists on entering the dungeon, Druid then insists on accompanying them through the strange location, along with his five followers.

The five juvenile Blue Bulbmin can actually be observed by creatures passing through the Portal before Druid appears, as they can sometimes be spotted watching the Awakened creatures from their perches in the branches and leaves of the great tree. However, they will flee out of sight if anyone attempts to interact with them, and as such they cannot be Awakened until Druid himself is.