Wooden Theatre

From Pikmin Fanon
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
Wooden Theatre
Location Artisan Aqueduct
Sublevels 6
Vehicle parts 2
Fruits 12
Hazards Blunt force icon.png Confusion icon.png Electricity icon.png Fire icon.png Poison icon.png
Obstacles Button icon.png P4 Cardboard box icon.png P4 Electric gate icon.png Electrode icon.png Electrical wire icon.png High ledge icon.png Floating platform icon.png Numbered gate icon.png P3 Phosbat pod icon.png Sizzling floor icon.png Switch gate icon.png
Art is just the expression of the soul. To express your determination for cryptozoological glory, use Yellow Pikmin to nullify exposed wires. Evade giant fuzzy spiders and turn on some lights in the attic. If you can reach the theater stage, you'll get a nifty device capable of anything you need. There are just a few strings attached, as is common nature in the Wooden Theatre! – Cave brochure

Wooden Theatre is the first cave in Artisan Aqueduct in Pikmin: Interstellar Cryptid. It takes place within numerous wooden chambers containing miscellaneous objects relating to theater and art. The overarching theme of this cave is puppetry, right down to its boss attacking with a marionette. Of all the caves in the game, Wooden Theatre is the one most similar to a Pikmin 2 cave. Yellow Pikmin and their capabilities are showcased in this cave. Completion of this cave to its full extent will net the "Showman" badge.

How to reach

After saving the Yellow Pikmin from the Blue Bulborb, the squad should walk to the left a small bit. They'll find the cave's entrance on the walkway bordering the water not too far from the Blue Bulborb.

Sublevel 1

The squad lands on a raised plateau within a small, box-shaped chamber. Walking down a ramp, a few Dwarf Red Bulborbs can be found. Defeating them is simple. There's an alcove with a pile of raw materials in it, but for now, they can't be used. It's best to collect them anyway. An electric gate near the plateau blocks off a larger, square-shaped area with a Scorchcake in the center. Defeat it, and it will drop a Cupid's Grenade. There's more to this sublevel, however, as two Female Shooting Spiners live here as well. To the left is a raised ledge with a Delectable Bouquet on it. To the east is an alcove with a small pile of raw material. And in the top-right corner is a small hallway leading to another square-shaped room. A golden carnival mask resembling the Anti-Routine Screen is in the center of the room, and a few Male Sheargrubs can be found. The hole deeper is above the mask.

Sublevel 2

On this sublevel is a cardboard box that could be pushed to complete a pathway leading to a raised plateau. On this plateau is a Swooping Snitchbug. A floating platform can be accessed from this raised ledge, taking the squad to an extraneous area with a few Fiery Blowhogs. They guard three Face Wrinklers.

On the main path, the squad will eventually cross paths with a Bearded Amprat, which could easily be defeated by the use of Yellow Pikmin. A perpetually sizzling floor in this area blocks a button, meaning only Red Pikmin can press it. It permanently lowers a switch gate leading up to another raised plateau with a Pyroclasmic Slooch on it. A small alcove connected to this plateau holds the Celestial Television, but it's blocked away by an electric gate. Lastly, don't pass up the chance of a Cirtus Lump on the way to the next hole; it's hanging by a cobweb, so Yellow Pikmin must retrieve it.

Sublevel 3

The next sublevel is the first of many gauntlets, sublevels in which the goal is to battle enemies until a numbered gate opens. Once the squad enters the large, square-shaped arena covered in paint splotches, the back gate will close and enemies will begin pouring in. The first are three Female Sheargrubs, followed by two more and a Male Sheargrub. A Dwarf Red Bulborb and two Downy Snagrets fall in afterward. Finally, a Speedeye, two Female Shooting Spiners, and a Male Shooting Spiner enter. Since White Pikmin have not been discovered yet, this male specimen is all the more dangerous. Once this is all settled, both gates will open, and a single nectar egg will fall from the ceiling.

Sublevel 4

Paintbrushes and clay sculpting tools are scattered around this sublevel, some of which form makeshift pathways akin to Pikmin 2's garden sublevels. Many enemies, such as the Shockspire Splurchin and Volt Driftill, are more than capable of weaponizing electric discharges here. Meanwhile, the Lurking Trowlift can carry Pikmin away, never to be seen again. The Puffy Blowhog holds one-half of a Stellar Extrusion. The other half is behind one of the pairs of electrical wiring, protecting an alcove. The illustrious Breadbug is also first seen on this sublevel. It has already consumed a Succulent Clump, so it must be beaten to retrieve it, preferably by baiting it with a corpse.

Sublevel 5

Remarkably, this sublevel is shrouded in darkness, so Phosbats are prowling amongst a few marionettes laid out, making for an unintentionally grisly sight. To open up a solar gate, light must be cast onto it, so the nearby electrode must be powered on. Beyond the gate are a few tins of paint; one of which has a Tremendous Sniffer on top. There are a few Dwarf Red Bulborbs in this area and even an Iridescent Glint Beetle with a Sunseed Berry. While the Shockcake isn't too notable, the Dangling Splurchin can be devious, as there aren't many ways to harm them without bomb rocks or Rock Pikmin, neither of which are in access at this point. Pikmin can pick at its silk string to make it fall, leaving it cowardly and not so much a menace. Use a Flatterchuck to reach a higher divot in the wall, and the hole deeper will be in sight.

Sublevel 6

It is incredibly dark on this final sublevel, with nothing but a single Antenna Beetle. Defeat it, and massive spotlights will reveal the Egocentric Snitchbug. Its main trick concerns its weirdly articulated puppet, which carries out most of its attacks. When defeated, it will drop the Ore-Brewing Kiln, which is crucial in processing raw material for tools and clay. A numbered gate will also lower, revealing the vent to escape and a Percussive Sun as an award.