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Day 4
Aug 9, 2016 21:42:31 GMT
Post by Bulborbs_At_View on Aug 9, 2016 21:42:31 GMT
Here's the Day 4 map! s10.postimg.org/yhmkw3b3b/Sunny_Plains_Day_4_START.pngRotting carcasses are worth half as much as the creature is usually worth, both in Pokos and Pikmin. Also, as per the new rule, Female & Male Sheargrubs that aren't aboveground are no longer visible at first glance. ? indicates the treasure isn't immediately visible. It is accessible, however! Remember to take out your Pikmin on the turn you land!! Base 1: Bloodmancer Base 2: gamer9587 Base 3: Free!
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Post by Bloodmancer on Aug 15, 2016 2:45:01 GMT
John's ship rockets down from the sky, before settling on base 1, the gray onion following along. For a moment, everything is still, then the hatch on the SS NIMITZ opens up, and john shoots out of the cockpit. He proceeds to flop around the ground like a dying fish.
"Oxygen... Poisonous! Neeed..." He then seems to notice that his helmet is on. "It would appear as if I have put my helmet on! HOW HAVE I DONE THIS!? No matter! It is time to conquer this area. I will take it's... STUFF!"
He notices a pellet Posy "Watching" him speak to himself. He rushes over to it and grabs it's stem. "YOU HEARD NOTHING!"
Noticing that he is in fact screaming at a pellet posy, he proceeds to dash over to the gray onion. "Out you buffoons! We must kill this plant before it kills us!"
Knock over the pellet posy and take it back to the onion, then make my way towards the dead bulborb.
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Day 4
Aug 15, 2016 3:12:46 GMT
Post by Bulborbs_At_View on Aug 15, 2016 3:12:46 GMT
Hey, that's pretty good! Just a heads up, in the future it's best to mention how you'll take on a posy (throwing 1 pikmin at it, or 2, or swarming it). It could make quite a difference in how things turn out! For this case I'll assume you throw a single Pikmin at the pellet.
Turn 1
After landing and threatening a Pellet Posy, John calls out his Pikmin and throws one at the Posy behind his ship. It drops... a blue pellet. The Pikmin carries the pellet back to base, creating 1 new sprout! John heads west towards the Dwarf corpse, noticing a herd of Swarming Sheargrubs swarming nearby, heading southward.
John: 4/6 Rock Pikmin (4 leaf) (6 total)
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Day 4
Aug 15, 2016 16:50:05 GMT
Post by Bloodmancer on Aug 15, 2016 16:50:05 GMT
((Shoot, I edited all my errors. Looks like I forgot to get my pikmin...))
"Dirty insects!" John hisses as he views the sheargrubs. Even he knows that there are far to many for him to fight.
"I claim this rotting corpse in the name ME, the almighty JOHN!!!"
Okay have the pikmin carry the corpse away, if the sheargrubs notice us, the pikmin will have to drop the body and flee, then we'll move southward. If they don't notice us, carry the corpse back to the onion and then pluck all the pikmin, and rally them.
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Day 4
Aug 15, 2016 18:28:30 GMT
Post by Bulborbs_At_View on Aug 15, 2016 18:28:30 GMT
Turn 2
John leers at the Swarming Sheargrubs that pass by, and has his Pikmin carry the decaying corpse back to the Onion. It doesn't quite reach the Onion at the end of the turn, but will make it early next turn. John returns to base to pluck the one new sprout and call back the Pikmin idling under the Onion.
John: 2/6 Rock Pikmin (2 leaf) (6 total)
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Post by Bloodmancer on Aug 15, 2016 21:24:03 GMT
((Actaully havent played pikmin three yet, so I didn't have any idea that the swarming sheargrubs can't actually attack... I have a plan now!!))
Wait for the bulborb corpse to arrive, and the pluck the pikmin, then move back towards the area with he treasure.
John decides to check his manual, only to find that the shear grubs can't harm his minions. "Blast this booklet... perhaps I should read more often... Those insects outsmarted me once, BUT THEY WILL NOT DO SO AGAIN!!!"
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Day 4
Aug 16, 2016 3:20:19 GMT
Post by Bulborbs_At_View on Aug 16, 2016 3:20:19 GMT
Turn 3 (7AM)John's Pikmin arrive at the base, and the decaying carcass yields only 2 Pikmin sprouts. Still, this makes 8 Pikmin in total. John plucks them and calls back the 4 that were carrying, and heads back to where the carcass was. He glares at the Sheargrubs in the distance, realizing they had tricked him into thinking they might have even been remotely dangerous. John: 8/8 Rock Pikmin (8 leaf) (8 total) Map as of 7AM: s3.postimg.io/6p4sneck1/Sunny_Plains_Day_4_7_AM.png
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Day 4
Aug 16, 2016 17:28:04 GMT
Post by Bloodmancer on Aug 16, 2016 17:28:04 GMT
Grab the Nearby pellet and treasure. Try to sneak up on the nearby dwarf bulborb and instakill it by throwing a pikmin on its back if there is still time.
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Day 4
Aug 18, 2016 3:24:05 GMT
Post by Bulborbs_At_View on Aug 18, 2016 3:24:05 GMT
Bloodmancer: How many Pikmin do you want to use to grab the treasure and the pellet?
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Day 4
Aug 18, 2016 4:00:53 GMT
Post by Bloodmancer on Aug 18, 2016 4:00:53 GMT
((Sorry, I should have specified that, one for the pellet, and four for the treasure, that will leave me with enough to pick up the bulborb if I kill it.))
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Day 4
Aug 18, 2016 19:55:12 GMT
Post by Bulborbs_At_View on Aug 18, 2016 19:55:12 GMT
Turn 4
John throws 1 Pikmin at the Gray pellet nearby, and 4 Pikmin at the Protective Consumable. They should arrive at the base next turn. he then sneaks over to the Dwarf Bulborb and throws one Rock Pikmin at it. Now, to KO a Dwarf Bulborb, you have to roll a 5 or higher.
Rolling for KO: 8 -> KO!
The Dwarf Bulborb is down! The Pikmin tries to lift up the carcass, but can't on it's own.
John: 2/8 Rock Pikmin (2 leaf) (8 total)
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Day 4
Aug 19, 2016 19:07:02 GMT
Post by Bloodmancer on Aug 19, 2016 19:07:02 GMT
Put the last two pikmin on that bulborb and head back to base so we can pluck all the new pikmin.
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Day 4
Aug 19, 2016 19:17:33 GMT
Post by Bulborbs_At_View on Aug 19, 2016 19:17:33 GMT
Turn 5John puts his last 2 Pikmin to the task of carrying the Bulborb carcass, and heads back to base. The Protective Consumable is sent into the ship! John feels like it was almost too easy to get that treasure. It was like a steal... Protective Consumable Value: 25 pokos John now has 25 pokos! He heads back to base and plucks the 2 Pikmin that have resulted from the Gray pellet being sent to the Onion. The Bulborb will make it back in 1-2 turns. John: 3/10 Rock Pikmin (3 leaf) (10 total)
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Day 4
Aug 20, 2016 2:03:13 GMT
Post by Bloodmancer on Aug 20, 2016 2:03:13 GMT
"I must keep my eyes out! Now the treasures are trying to trick me... they wish to stop my mission..."
Wait for the bulborb to get here then pluck and recall all pikmin. Going to head south west, towards those swarming sheargrubs.
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Day 4
Aug 20, 2016 18:20:23 GMT
Post by Bulborbs_At_View on Aug 20, 2016 18:20:23 GMT
Turn 6 (8AM)John waits for the Bulborb to reach the Onion. He plucks the 4 resulting Pikmin sprouts, and heads south-west, planning to go for the Swarming Sheargrubs. John: 14/14 Rock Pikmin (14 leaf) (14 total) Map as of 8AM: s4.postimg.io/66qonyy6j/Sunny_Plains_Day_4_8_AM.png
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Day 4
Aug 21, 2016 18:45:13 GMT
Post by Bloodmancer on Aug 21, 2016 18:45:13 GMT
Once I reach the closest swarming sheargrub swarm it and then immediately call my pikmin back, so they don't follow the fleeing sheargrubs. I'll leave the corpse there for now.
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Day 4
Aug 21, 2016 19:22:57 GMT
Post by Bulborbs_At_View on Aug 21, 2016 19:22:57 GMT
Turn 7
John makes his way towards the Sheargrubs, planning to swarm them once he gets in range. He manages to almost catch up, however his Pikmin are a little behind him so they can't attack this turn. John should be able to attack next turn, however.
John: 14/14 Rock Pikmin (14 leaf) (14 total)
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Day 4
Aug 22, 2016 17:18:25 GMT
Post by Bloodmancer on Aug 22, 2016 17:18:25 GMT
Okay, use my attack plan this next turn.
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Day 4
Aug 22, 2016 18:54:32 GMT
Post by Bulborbs_At_View on Aug 22, 2016 18:54:32 GMT
Turn 8
John has his Pikmin swarm the closest sheargrub. Rolling to see if things will go wrong... (Rolled 13 on 1d14) 13 of the Rock Pikmin attack one of the Sheargrubs. It is utterly KO'd, and one of the Pikmin carries off its carcass. However, one of them heads to another Sheargrub... Upon the death of that first Sheargrub, the others disperse rapidly. The one Pikmin runs after one of the slower and larger Swarming Sheargrubs, and rams into it. Calculating damage: Rolled 6 on 1d8: No crits.
1 x 1DMG + 0 crits = 1DMG (4/5)
The nearby Swooping Snitchbug spots the Pikmin and swoops down at it. Rolling for success: 1. It utterly fails to grab the Pikmin, and is left confused as to why. The other 12 Pikmin are idle next to John.
John: 12/14 Rock Pikmin (12 leaf) (14 total)
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Day 4
Aug 23, 2016 4:11:41 GMT
Post by Bloodmancer on Aug 23, 2016 4:11:41 GMT
Quickly call back the other pikmin (If they are in range) and then rapidly toss rock pikmin onto the swooping snitchbug, when it is knocked down, rally all but a few of thee pikmin with the whistle and swarm it. The few that do not swarm will be tossed at it to deal some extra damage.
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