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Gates (also called walls) are obstacles in all Pikmin games that block paths to other areas. They are found in a number of different forms, which require different strategies to overcome. In general, they can be destroyed by Pikmin: a leader just needs to order them to work on the structure. As time passes, a gate that is being destroyed becomes weaker in distinct stages, before finally being taken down with the standard "task complete" sound effect. The length of time it takes to demolish a gate depends on its type, and the number and types of Pikmin working on it. Some gates require specific Pikmin types to overcome.
In Pikmin and Pikmin 2, gates have three stages, and when passing from one to the next, they sink lower to the ground. Pikmin 3 eschews this for a more realistic look, where the gates show visible damage.
To do: Research the relationship between color and HP values better.
Bramble gates are the most basic type of gate in Pikmin and Pikmin 2, being replaced with dirt walls for the third game. Any Pikmin type can damage a bramble gate. There are two types of these gates: white and black. Black gates are harder to break down than white ones. These can also be found with gas pipes within, requiring White Pikmin to take them down.
In Pikmin, white gates can also be destroyed with two bomb rocks, and black gates require four. The exact health values are not very rigid, however – the gate that encloses the Emperor Bulblax's arena on The Final Trial is surprisingly frail. In Pikmin 2, normal gates above ground have between 10000 and 43000 hit points. They tend in general to be much sturdier than the randomly generated ones in caves (100 - 12800) and Challenge Mode levels (1 - 4000). For comparison, a Red Bulborb has 750 hit points.
A black poison gate in the Wistful Wild.
- The Impact Site: There is a white gate to the southwest in the area with Pearly Clamclamps.
- The Forest of Hope: There is one white gate right in the base, another white in the easternmost part of the main area with Red Bulborbs, a black one in front of the area with the Nova Blaster, a white gate to the left of the previously mentioned black gate, and finally, a black gate in front of the arena with the Armored Cannon Beetle.
- The Forest Navel: A white gate is found directly next to the base, and must be broken down to allow the Number 1 Ionium Jet to be delivered to the ship. A black gate is located at the beginning of the pathway leading towards the Libra and Analog Computer.
- The Distant Spring: A white gate is found blocking off access to the Zirconium Rotor, and a black gate is directly opposite to it, leading into the area where the Pilot's Seat is found.
- The Final Trial: Two white gates are located around the perimeter of the Emperor Bulblax arena.
- Pikmin 2
- Valley of Repose: A white gate is right before Emergence Cave while another just past it in a pool of water blocks access to half the level. A white poison gate is located in front of Subterranean Complex.
- Awakening Wood: There is a black gate in the center and two white poison gates found past it. A white gate in a pool of water with a clog is located near the landing site. Another white gate blocks the entrance to Snagret Hole.
- Perplexing Pool: A black gate is near landing site and another blocks the area with the Submerged Castle. A white poison gate is located near where Yellow Pikmin are discovered.
- Wistful Wild: Two black poison gates are found in the The Impact Site half of the area. A white gate in a pool of water is located near the Cavern of Chaos.
The following article or section is in need of assistance from someone who plays Hey! Pikmin.
Dirt walls are sandcastle-like gates found in Pikmin 3 and Hey! Pikmin only, and function as the most basic gate type, replacing bramble gates. They break down and fall apart as opposed to sinking into the ground. These types of gates can be destroyed by any Pikmin type; however, some of these walls are found partially or completely submerged underwater, meaning that they require Blue Pikmin to destroy effectively. In Pikmin 3, Pikmin are more effective at taking one down if they are latched onto it from a throw, but as the layers on the gate peel down, those Pikmin will eventually fall and attack at ground level. For Rock Pikmin, throwing them at the wall repeatedly is much faster than letting them lunge on their own, and is in fact, the fastest way to take down a wall using Pikmin. These walls can be destroyed using a single bomb rock.
The dirt wall in Freezing Wasteland.
- Tropical Wilds: One is found on the first day, inside the cave where the Pyroclasmic Slooch would normally be, another is outside the landing site, and closes off access to a Pocked Airhead, a third wall underwater guards access to the Calcified Crushblat's arena, and a fourth can be found separating the small brown bridge near the landing site from the area with a Dapper Blob and a Swooping Snitchbug.
- Garden of Hope: One is located in the second half of the area, near the Bug-Eyed Crawmad's nest, and another is located near the Toady Bloyster and a pile of fragments used to build the pot. Both of these are completely submerged underwater. A third separates the landing site from the fragment pile used to build the nearby bridge, with this bridge leading to a fourth wall by the Bulborb. A fifth wall blocks the 2D facing area with the Zest Bomb and Astringent Clump, with the last one blocking access to the Armored Mawdad's arena.
- Distant Tundra: Two of the dirt walls in this area are partially submerged in the main river. One is by the area with Wogpoles, near the land protrusion to swap Pikmin in, while the other one is right next to the ledge with the Face Wrinkler. The last dirt wall is also by the land protrusion, but it blocks an alcove with a Bearded Amprat and a Bouncy Mushroom.
- Twilight River: One wall is in the second half of the area, and blocks off a small land bridge to cross the river, and a second one separates the area with the clipboards and the swarm of Scornets.
- Formidable Oak: The first is found at the end of the room with the Bulborbs, the next one can be found to the far end of the circular area where the bridge is built, a third is at the end of the path where the Nectarous Dandelfly is, and the fourth is in the dark cave, and simply separates a path to get the fragments (this wall does not need to be destroyed, however). The final is also in the dark cave, blocking the path that needs to be taken if the clipboard is not lifted.
Reinforced walls (known before Pikmin 3 by fans as stone gates) are, as the name would suggest, less destructible than regular gates. They do not appear in the second game. Pikmin cannot attack these stone walls: if they are told to try, they will just tap their stems at them for a bit, before sighing and giving up. Bomb rocks must explode near them in order to take them down. In Pikmin 3, only three bomb rocks are needed to take one down (aside from one in the Battle Enemies! version of Clockwork Chasm that only requires one bomb rock), but in Pikmin white, gray and black gates, need three, six and nine bomb rocks to destroy, respectively. In Pikmin 3, they seem to be made out of concrete, as pieces of rebar can be seen sticking out of the top.
- The Impact Site: There is a reinforced wall on the opposite side of the tree stump where one fights the Matuma or Goolix.
- The Forest of Hope: There are two reinforced walls near where the player first finds the Yellow Pikmin, and one next to the landing site.
- The Forest Navel: There are several reinforced walls scattered around the landing site plateau, serving only to block shortcuts. Another wall guards the Beady Long Legs.
- The Distant Spring: Two walls block the landing site from the majority of the land section.
- The Final Trial: One wall blocks the two bridges in the middle of the area.
- Pikmin 3
- Tropical Wilds: There is one beside the landing site, one beside the bridge near the Dawn Pustules, and one guarding the Shaggy Long Legs arena with fire geysers.
- Twilight River: There is one beside the landing site, and one blocking a small alcove with a Tremendous Sniffer.
- Formidable Oak: The only reinforced wall in this area is in the long corridor where the Mysterious Life Form first begins chasing the player. It blocks a shortcut to the room with red bridge fragments.
Electric gates carry electrical current. As such, Pikmin that are not Yellow cannot touch them, under the risk of death (Pikmin 2) or temporary paralysis (Pikmin 3). Other than that, they can be taken down just like any other type of gate.
In Pikmin 2, they resemble a fence made of metal, and sink to the ground as they take damage. All electric gates have exactly 16000 hit-points.
In Pikmin 3, they are made of four fluorescent lamps laid horizontally on top of one another, with each lamp breaking down (and becoming harmless) at each stage of destruction. When the gate is finally opened, all lamps explode. Pikmin cannot grab on to this type of gate – they can only attack from the ground. Bomb rocks cannot be used to damage these gates.
The following article or section is in need of assistance from someone who plays Pikmin 3.
- Pikmin 2
- Awakening Wood: one blocks access to the Bulblax Kingdom, the other bars in the section where Blue Pikmin are found.
- Perplexing Pool: the three gates block the accesses to the Shower Room, the Glutton's Kitchen and the Optical Illustration (US) / Abstract Masterpiece (Europe).
- Wistful Wild: a gate blocks access to the bamboo ramp near the Armored Cannon Beetle Larva.
- Pikmin 3
- Tropical Wilds: one gate blocks the entrance to the Shaggy Long Legs's main arena.
- Garden of Hope: one gate is near the Red Bulborb at the start, another is in the dirt area with Fiery Blowhogs, next to the landing site, a third is after the area where Brittany is rescued, and the final one is on the elevator platform puzzle side-view section.
- Distant Tundra: the first gate is right next to the landing site, and the second is between the entrance to the Pyroclasmic Slooch cave and the entrance to the Yellow Pikmin cave.
- Twilight River: one is on the other side of the river from the landing site, to the north, and the other is next to the Burrowing Snagret's arena.
- Silver Lake: a gate blocks off the circular alcove in the northernmost part of the area in both versions.
- Twilight Hollow: In the Collect Treasure! version, a gate is between the eastern section and the southern connector and another is in the western part separating the lily pad access point.
- Tropical Forest Remix: one gate is near the building side of the bridge.
- Silver Lake Remix: the same gate appears as in Silver Lake.
- Distant Tundra Remix: the first and second gates return from the original area, and a third one appears near the second next to the river.
- Fortress of Festivity: In the Connect Treasure! version, one gate is in the east, next to the Yellow Pikmin, two Insect Condos, and a Slapstick Crescent. In the Battle Enemies! version, a gate is between the largest red and cyan presents, with a Fiery Blowhog on either side.
- The Rustyard: In the Collect Treasure! version, one gate is on the western path that connects the two halves.
- Forgotten Cove: In the Collect Treasure! version, one gate blocks the entrance to the Baldy Long Legs's arena.
- Clockwork Chasm: In the Battle Enemies! version, one gate is right next to the SPERO.
The following article or section is in need of assistance from someone who plays Pikmin 3.
Crystal walls are gate types found only in Pikmin 3, and require Rock Pikmin to break. The gate itself is made of a piece of glass (identified as "crystal") stuck between 2 clamps, and will crack as Rock Pikmin hit it. Once enough damage has occurred, the wall will shatter altogether rather than break gradually or sink in the ground. The cracks are split in quadrants, and once a quadrant has been damaged enough, the whole structure breaks. As such, hitting the same quadrant repeatedly will take the wall down faster than hitting several quadrants. Although uncertain, it appears that all crystal walls in story mode take 24 direct hits to break if the same quadrant is hit every time, and 28 direct hits if a different quadrant is hit each time. Any crystal gate needs 2 bomb rock explosions in order to shatter, regardless of health value.
- Garden of Hope: One beside where Rock Pikmin are first discovered, one guarding access to Brittany, and one by the landing site.
- Distant Tundra: One near the two Pyroclasmic Slooches, one of which holds a Sunseed Berry, and one near the bomb rocks by the Spotty Bulbear.
- Formidable Oak : One near a pathway containing an iron ball.
Bamboo gates are gates made out of bamboo sticks, and are found only in Pikmin 3. They require Winged Pikmin to get use but, unlike other gates, these cannot be opened permanently. Each of the five sticks has a pink handle on top, which requires two Winged Pikmin in order to be lifted – as such, ten Winged Pikmin must be issued to lift the entire gate. Until they are called back, they will keep the gate in this opened position, allowing leaders, Pikmin, or even enemies passage underneath. No more than 10 Winged Pikmin can lift a single gate, and once they are told to return, they will close it again. If less than all the Winged Pikmin get called back, the gate will fall and any remaining Pikmin will struggle to hold up the gate. If an item gets stuck under a closed bamboo gate, it will glitch back and forth while remaining stuck in the gate. It will be freed if the gate is lifted back up, however.
- Garden of Hope: One in the pool where Blue Pikmin are found.
- Distant Tundra: One guarding the Shaggy Long Legs arena, and another guarding the Spotty Bulbear.
- Twilight River: One serving as a back entrance, allowing one to reach the Portable Sunset without fighting the three Orange Bulborbs in close proximity. Found near the Burrowing Snagret arena.
To do: Move to the glitches articles.
In the first two games, a visual glitch that occurs with certain gates allows them to remain visible underground when parts are submerged. Once the entire gate has been torn down, everything appears normal again. This is best seen underground in Pikmin 2, and in The Forest Navel in Pikmin. In the latter case, it is a simple black gate near a Fiery Blowhog and a Pellet Posy growing in a pool.
- In Pikmin 3, Pikmin that are thrown and touch a destroyed gate will perform a celebratory flip and cheer. It is unknown whether this is an oversight or on purpose.
- In the Distant Tundra, the entrance to the largest cave is blocked by a stone wall whose pillars resembles a snow version of a dirt wall's pillars. Those walls also appear at the Rusted Labyrinth without snow.
Names in other languages
|Portuguese (Portugal)||Parede||Wall||Translation taken from the Pikmin instruction manual.|
|Spanish (NoE)||Puerta de bambú||Bamboo door|
|Spanish (NoE)||Muro de barro||Mud wall|
|Spanish (NoE)||Muro de cristal||Crystal wall|
- YouTube video comparing latched Pikmin, grounded Pikmin, thrown Rock Pikmin, and lone Rock Pikmin on a dirt wall
This article was a featured article from March 18th to June 21st, 2013.
|Arachnode web • Bloominous Stemple • Bodies of water • Boulder • Bouncy Mushroom • Bridge (fragments, hay) • Burgeoning Spiderwort mold • Cardboard box (tin box) • Climbing stick • Clog • Conveyor belt • Crystals • Dirt mound • Electrical wire • Electrode • Fire geyser • Flukeweed (dam) • Gas pipe • Gates and walls • Geyser • Iron ball • Lily pad • Paper bag • Seesaw blocks (elevator platforms) • Spotcap and Kingcap • Tunnel|