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Your first concern should be the wandering Bulborb, tailed by four Albino Dwarf Bulborbs. You may wish to use an item such as a [[bomb rock]] if you don't want to risk Pikmin casualties. Otherwise, [[rush]]ing into the Bulborb from behind with a decently sized army of Blue Pikmin should kill it before the Albino Dwarf Bulborbs can react, depending on your upgrades, at which point the Dwarves should be easy pickings. Once the family is dead, you can safely assign Pikmin to carry back the two Crush Nuggets that were inside the Bulborb, but keep an eye out, as the two nearby Fiery Dweevils (one drops from the ceiling) may pick up the treasures and stall transit.
Your first concern should be the wandering Bulborb, tailed by four Albino Dwarf Bulborbs. You may wish to use an item such as a [[bomb rock]] if you don't want to risk Pikmin casualties. Otherwise, [[rush]]ing into the Bulborb from behind with a decently sized army of Blue Pikmin should kill it before the Albino Dwarf Bulborbs can react, depending on your upgrades, at which point the Dwarves should be easy pickings. Once the family is dead, you can safely assign Pikmin to carry back the two Crush Nuggets that were inside the Bulborb, but keep an eye out, as the two nearby Fiery Dweevils (one drops from the ceiling) may pick up the treasures and stall transit.


The path to the north-east is blocked with iron bars, preventing Oatchi from accessing it. Ignore this path for the time being and instead direct your attention to the pipe entrance blocked by mushrooms. Break these open and travel through the pipe; at the end of the passage, you will see a Pearly Clamclamp that has ingested a Castaway. Defeat the Clamclamp and assign Pikmin to the Castaway. Their path will likely be blocked by the iron bars, which brings us to the next objective: not far from the Clamclamp, you should see a pup tunnel near a shallow pool of water. If Oatchi hasn't learned how to [[Oatchi#Doggy-Paddle|Doggy-Paddle]] by this point, you will have to use an [[ice blast]] to freeze the water to allow him access, as the puddle is too large to jump over. Whatever the case, have Oatchi crawl through the pup tunnel. While he travels, double-check the area where the Bulborb patrolled; if a Fiery Dweevil grabbed one of the Crush Nuggets or is otherwise wandering around, kill it, as they may grab the Castaway and waste precious time.
The path to the north-east is blocked with iron bars, preventing Oatchi from accessing it. Ignore this path for the time being and instead direct your attention to the pipe entrance blocked by mushrooms. Break these open and travel through the pipe; at the end of the passage, you will see a Pearly Clamclamp that has ingested a Castaway. Defeat the Clamclamp and assign Pikmin to the Castaway. Their path will likely be blocked by the iron bars, which brings us to the next objective: not far from the Clamclamp, you should see a doggy-door near a shallow pool of water. In case Oatchi hasn't learned [[Oatchi#Doggy-Paddle|Doggy-Paddle]], the pool of water is too large to jump over it, but you can use an [[Ice Blast]] to freeze it instead. Have Oatchi crawl through the doggy-door. While he travels, double-check the area where the Bulborb patrolled; if a Fiery Dweevil grabbed one of the Crush Nuggets or is otherwise wandering around, kill it, as they may grab the Castaway and waste precious time.


When Oatchi makes it to the end of the tunnel, switch to him and stomp the switch to lower the bars. This should allow the Pikmin to take the Castaway back to base. If both Dweevils haven't been killed by this point, remain alert as they may try to grab the Castaway. Regardless, make your way back to the exit hole. With the bars down, you can now assign Pikmin to dig up and carry the Daughter of the Earth back to base. If the Waterwraith has dropped down by this point, things will get complicated. The pipe leading to the Clamclamp, the grassy area the base sits on, and the grassy floor surrounding the exit hole are all safe places to hide, but you will likely have to wait until the Waterwraith is far away in order to safely transport whatever remains.
When Oatchi makes it to the end of the tunnel, switch to him and stomp the switch to lower the bars. This should allow the Pikmin to take the Castaway back to base, but keep in mind that a Fiery Dweevil may drop from the ceiling if it hasn't already and try to grab the Castaway. Regardless, make your way back to the exit hole. With the bars down, you can now assign Pikmin to dig up and carry the Daughter of the Earth back to base. If the Waterwraith has dropped down by this point, things will get complicated. The pipe leading to the Clamclamp and the raised platform the base rests on are both safe places to hide, and you likely will have to wait until the Waterwraith is far away to safely transport whatever remains.


== Sublevel 3 ==
== Sublevel 3 ==

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