Phantom's Manor

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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
Phantom's Manor
Location Artisan Aqueduct
Sublevels 5
Vehicle parts 5
Fruits 21
Hazards Adhesive icon.png Blunt force icon.png Explosion icon.png Fire icon.png Ice icon.png Lubricant icon.png Panic icon.png Poison icon.png Water icon.png
Obstacles Frozen surface icon.png Buried object icon.png P4 Dirt gate icon.png Hydro jelly icon.png Iron fence icon.png Iron fence switch icon.png Numbered gate icon.png Poison Kingcap icon.png Poison Spotcap icon.png Tunnel pup icon.png Sizzling floor icon.png Sticky mold icon.png Water body icon.png
The keys of the clavier and the glow of the chandelier are more than a mood setter; the owner of this estate is throwing a ball, and many beasties have already shown up for it. However, it is you who is the guest of honor, and the others just know you'll fit right in. You'll never leave this Phantom's Manor. – Cave brochure

Phantom's Manor is the fourth and final cave in Artisan Aqueduct in Pikmin: Interstellar Cryptid. It is a lavish, Rococo-style mansion with velvet carpets, flute glasses, and Venetian carnival masks. Although short, this cave is immensely dangerous due to the presence of the Waterwraith, which appears after five minutes have elapsed on each sublevel. It is clearly an analog to the Submerged Castle and Engulfed Castle and has a similar concept to both. However, its layout is different compared to those two caves. Completion of this cave to its full extent will net the "Masquerade Pooper" badge.

How to reach

The cave's entrance is located in the southeastern portion of the canal, blocked by a few jars in the water that Roacher can break. Due to its submerged position, the Bathyspherical Skeleton must've been collected from the Gatorgull beforehand.

Sublevel 1

The centerpiece of this sublevel is a staircase with three climbing ropes leading up to the third step. On this step is the hole deeper and a Searing Acidshock. This step can be reached by sending Roacher through a pup tunnel. The main hazard for this sublevel is poison, with a few patches of sticky mold anchored down by toxic fungi. While the Waterwraith makes quick use of these patches, the squad might not have that luxury unless they have the Rush Boots. A pair of Onion Motels hold White Pikmin for destroying the Poison Spotcaps and Kingcaps. One patch holds a Citrus Lump, while another holds the Electron Table. The third patch is more or less there for obstructing conveyance, and a few moldy enemies have settled there. The loosely dangling vines are calling cards for incoming Sporegrubs, they can be dealt with easily. There is a corridor blocked by a jar containing a Crunchy Deluge. Finally, a champagne flute with a Cupid's Grenade shoved in is also on this sublevel. Ramming into it with Roacher will tip it over and make it shatter, releasing the fruit.

Sublevel 2

Water is the main hazard in this sublevel. A tiled fountain is in the center of the room, housing some Brinepoles and a Grubchucker holding a Dapper Blob. The various amphitubers and their froglet offspring are even more dangerous due to the sheer lack of Rock Pikmin. An Indigo Morsel is atop a small ledge, and due to the lack of Yellow Pikmin, Roacher's charge is needed to bash into the wall, knocking it off. A wrought iron fence conceals a small chamber with a Toady Bloyster that had digested the Neutron Chair. While the Waterwraith can not enter this room, neither can Roacher, meaning there is no access to stunning it outside of galvanic charges. In the northernmost section is a sloped hallway blocked by a dirt gate with some raw material in it. It leads to a chamber where a Mortar Wollywog and its brood guard a Blooming Onion. The hole deeper is covered by a pile of sand and must be unearthed.

Sublevel 3

To continue the theme of the previous sublevel, the prominent hazard in this one is ice. Near a long-nosed mask is what appears to be a singular ice blast out in the open, but it is actually a ruse; the item is a Cryogenic Ticka in disguise. Half a Blonde Imposter is inside a Recursive Esophapod nestled within one of the Frosty Bulborbs, while the other is within a jar Roacher can smash. Another Frosty Bulborb also blocks the pathway to a small chamber with a sgraffito plate inside of it. This platter has two Sunseed Berries and two Snowsheet Berries each. Some Dusk Pustules are on a raised plateau in the area, of which the Waterwraith will not try to go onto due to the iron fence blocking it. A glob of hydro jelly blocks access to a corridor with some Dawn Pustules within it as well. There is also a patch of slippery black ice with a strange, crescent-shaped lump embedded within, frosted over. To reveal what this lump is meant to be, the Blizzra supplying the black ice must be defeated. Afterwards, the slick will melt away. The lump will be revealed to be the shell of an inactive Joustmite, which then awakens and attacks. It gives the Holographic Centerpiece.

Sublevel 4

The final of the main four sublevels is wreathed within searing fires. Small sizzling floors dot the sublevel that should be dealt with using Red Pikmin from the Crimson Candypop Buds. On this sublevel are some of the most dangerous enemies in the entire aqueduct, including a Gatling Groink that could revive itself even if the Waterwraith plows it with its stone rollers. The Waterwraith can not enter an area blocked with a stainless iron fence, where a Jumbo Bulborb lurks. When it is defeated, it will drop the Heroine's Tear and the iron fence will lower, allowing the Waterwraith to enter. The Homing Dirigibug will drop bomb rocks that roll after the active captain, and it holds a Juicy Gaggle. Two Delectable Bouquets are in rather easy access, but one is on a ledge that Roacher must knock down via a headbutt. The Flower Data Chip is very small, so it could be hard to notice without using the radar. It is in an obscured corner in the northwestern area, and a Peppered Curdback partially obscures it. The Flower Data Chip allows the Holographic Centerpiece to project holographs of flowers in its vase.

Sublevel 5

At last, the avatar of nightmares itself can be fought face to face. As with its previous appearances, it enters by falling onto a nectar egg, and instantly begins giving chase in its round arena, which has a pit in the center. Purple Pikmin are completely absent, which might be a cause for concern, but there is still a way to fell the otherworldly abomination.

In the closed-off center of the arena is a massive, battered brass bell hanging over a pit. To ring this massive bell, there are four weights surrounding it, arranged in a cross shape. Ten Pikmin can be used to lower each weight. Once they are all at the same level, the Pikmin will let go at once, landing safely on the small wall blocking the pit to avoid the wraith. The ringing of the bell will send massive shockwaves throughout the arena, pulling the Waterwraith's physical form into this plane of existence and allowing it to be harmed. Every time it flinches to shake off Pikmin, however, it will shed off Wraith Blobs and Wraith Hounds. The Wraith Blobs will fall onto Pikmin once they become physical, smashing them in the process. The Wraith Hounds, by comparison, eat Pikmin while they're intangible. Because of these enemies, this Waterwraith can be fatal even when its rollers have been destroyed.

Once the Waterwraith is defeated, the gate will lower and a heavenly light will permanently wash over the cave's five sublevels. The Waterwraith will not return after this defeat. The numbered gate will then lower, revealing the Paranoia Recorder and the vent to leave the cave. A hallway will lead to a room containing an Improvised Snowball resting on a white doily, surrounded by candlesticks on golden candelabras.