There's enough to say about each of the main types of gate that they can get their own articles.
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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 submerged white gate shortly beyond 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, and a second black gate can be found adjacent to the Beady Long Legs' arena, though not serving as a direct impediment.
- 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. Another white gate is found beside the tree trunks surrounding the Armored Cannon Beetle, in the path of the Bowsprit's waypoints.
- 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, near the Burgeoning Spiderworts. Beyond this gate, a white poison gate can be found shortly beyond the White Flower Garden by taking a right, while another lies opposite the Hole of Beasts to the left. 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 submerged black gate is near the landing site and another blocks the area with the Submerged Castle on the opposite end of the river. 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, denying access to the Dream Den and two overworld treasures. 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.
The following article or section is in need of assistance from someone who plays Pikmin 3 Deluxe.
Dirt walls are sandcastle-like gates found in Pikmin 3 and Hey! Pikmin. They are the most basic type of gate and replace bramble gates from the first two games. 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.
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 in Pikmin 3, 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. In Pikmin 3 Deluxe however, Rock Pikmin left to attack the wall on their own can take it down fairly quickly. These walls can be destroyed using a single bomb rock.
These types of walls all have the same design in Pikmin 3, but in Pikmin 3 Deluxe, there are 8 different designs of dirt wall with various patterns of white paint on the columns at the sides of the wall. Those designs are: no paint, 3 horizontal stripes, 1 vertical stripe, 2 wavy stripes (all walls with this pattern are found in water), 3 diagonal stripes, an "X" mark, 3 triangles, and 4 circles.
- Pikmin 3
- 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.
- Flower Garden: One stands near the Rock Pikmin and blocks one of two routes to the second half of the level, while the second blocks access to a Face Wrinkler.
- Inside Forest: The first is right next to the Onion, and is a shortcut to the main area of the level. The second blocks access to the arena with the Orange Bulborb.
- Pikmin Reunion: There is one adjacent to the Red Onion for a mild shortcut.
- Creature Hunting: A dirt wall blocks access to a Bulborb and some Dwarf Bulborbs.
- Land, Sea, and Sky: A dirt wall blocks Red Pikmin from being able to proceed beyond their starting area beyond the red bridge.
- First Part Found: One appears near the Fiery Blowhogs and blocks the blue bridge from being constructed, while a second blocks a route for the ship part to take. A third wall serves primarily as a choice in detour.
- Team Monster Hunt: A dirt wall blocks Olimar from being able to access the Whiptongue Bulborbs.
- Another Part Found: A dirt wall stands directly in front of the SPERO.
- Hey! Pikmin
- Snowfall Field
Reinforced walls (also known 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. In Pikmin 3 Deluxe, most of these walls have a design featuring thin white lines in the shape of Olimar and some Pikmin.
- The Impact Site: There is a white reinforced wall on the opposite side of the tree stump where one fights the Mamuta 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, all of which are white. One black wall blocks off the alcove with the Extraordinary Bolt.
- The Forest Navel: There are four reinforced walls scattered around the landing site plateau, serving only to block shortcuts. The first is directly adjacent to the landing site, and is gray. The other gray wall and a black wall lie near the Beady Long Legs arena, providing similar shortcuts – the gray wall is safe as long as the bridge has been unfurled, while the black wall opens a path guarded by mandiblards. The final wall is a black one that provides a direct route from the landing site to the beach covered in Fiery Blowhogs. A fifth gray wall guards the Beady Long Legs directly, and must be taken down to collect the Guard Satellite at any speed.
- The Distant Spring: Two walls block the landing site from the majority of the land section- a black one directly next to the landing site opens the way to a large space with plenty of Spotty Bulbears, while a gray one blocks a narrow route between a tree stump and a river crawling with Yellow Wollywogs.
- The Final Trial: One white 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 end of the first room.
- Team Monster Hunt: A reinforced wall blocks Louie from being able to access the Whiptongue Bulborbs.
- Channel Gone Dry: A reinforced wall hampers the transport routes from the western shore to the SPERO.
- Looking for Louie: A total of four reinforced walls prevent Olimar and Louie from reuniting: one near the starting positions of each, and two in the middle on either side of a bridge.
- Another Part Found: Two reinforced walls block the route the ship part will take: one near the middle of the route, and one toward the end.
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.
In Pikmin 3 Deluxe, some electric gates have additional black stripes on them, and there are 4 variants of gates: one with no black stripes, one with 2 horizontal black stripes on each pillar, one with a vertical black stripe on each pillar, and one with diagonal black stripes on each pillar.
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 segment.
- 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.
- River: An electric gate divides the two shores of the river for the land-based Pikmin.
- Tundra: An electric gate rests directly adjacent to the Onion, blocking convenient access to the south side of the map.
- First Part Found: One appears near the beginning of the stage, and another appears directly in front of the SPERO. Both are mandatory to clear.
- Team Monster Hunt: One is near Louie's spawn position.
- Looking for Louie: An electric gate is on Olimar's side of the map, blocking a dirt mound containing bomb rocks.
- Another Part Found: An electric gate must be destroyed to collect some fragments of a bridge. A second electric gate covers the exit of the ending area, though entrance is available by falling down a ledge.
- Arid Metropolis: In one layout of this stage, there are two electric gates near both players's starts in two separate crossings.
- Rusted Labyrinth: In one layout of this stage, there are four electric gates; one near each player's Onion blocking a Red Bulborb and a fruit, and two on the middle corridor surrounding Red Pikmin sprouts.
- Jigsaw Fortress: In one layout of this stage, there are two electric gates; one in the outskirts of the fortress and one next to some plastic crates. And in another layout, there are four; one next to a Yellow Wollywog and three on the first floor of the fortress, two of which block an entrance from a hay stack ramp.
- Blooming Terrace: In one layout, there's one in the middle pathway and there are two spots with a Bearded Amprat each surrounded by a dirt wall and an electric gate.
- Parched Brook: In one layout, there's one gate blocking a slope up to the higher area of each player's side.
- Corroded Maze: In one layout, there are two gates in the middle of the map trapping two fruits.
- Jigsaw Colosseum: In one layout, there's a gate before two separate rooms with Yellow Pikmin sprouts and two gates blocking the middle area with a Calcified Crushblat.
- Hey! Pikmin
- Ravaged Rustworks
- Pollution Pool: The only two electric gates in the game appear here. The first one is near the beggining, and can be taken down quickly. The second is right before the end of the level. Because Yellow Pikmin can't be brought underwater, and they are needed to break the gate, the player must complete a bridge with Blue Pikmin.
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. In Pikmin 3 Deluxe, there are 3 designs of this wall: one with the standard dark rusted metal on the sides, one with much lighter rusted metal, and one with rust-free metal.
In a prerelease version of Pikmin 3, this gate was called a "crystallized wall". It may have been changed at some point in the game's development to shorten and simplify it.
- 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.
- Creature Hunting: Two crystal walls can be destroyed to access to the Calcified Crushblats, with neither being strictly necessary.
- Team Monster Hunt: A crystal wall appears next to Olimar's starting position.
- Another Part Found: A crystal wall defends a dirt mound with some bomb rocks.
The crystal wall in an earlier version of Pikmin 3.
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.
- Land, Sea, and Sky: Two block access to a group of enemies.
- Team Monster Hunt: A bamboo gate appears next to Olimar's starting position, while a second blocks access to some sprouted Winged Pikmin on Louie's side of the field.
- Big Fruit Carnival: A single bamboo gate must be lifted to progress through the level, but it otherwise does not hamper the path of any collectible fruit.
A bamboo gate in the process of being lifted by Winged Pikmin.
Brick walls are rare walls in Pikmin 3 that are destroyed by pushing iron balls down a slope. They cannot be locked-on to, as there is no other way to destroy them. There are two in Story Mode, both in the Distant Tundra:
- One at the exit of the cave where Brittany lands upon first arriving in the Distant Tundra. This wall must be destroyed to exit the cave and start the day properly, without the use of glitches.
- One in the northern section of the main area with the geysers and Arctic Cannon Larvae. Destroying the wall gives access to the large cave system where the Vehemoth Phosbat is found. Two leaders must be used to access the ledge where the iron ball can be pushed down from, restricting access to the cave until Alph and Brittany are reunited.
Cinderblocks are indestructible walls in Pikmin 3, one of which acts as a gate. Upon rescuing Louie from the Scornet Maestro, a cinderblock in the Garden of Hope is blown up, allowing access to the southwest half of the area and the next part of the story. Outside of this case, cinderblocks are used in various Mission Mode and Side Stories stages to block off parts of the area, and five are used as background scenery in inaccessible parts of the Garden of Hope.
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.
- While bramble gates do not appear in Pikmin 3 as dirt walls replace them, one can be seen in concept art for Tropical Forest, suggesting they were originally planned to return.
Names in other languages
|Portuguese (NoE)||Parede||Wall||Translation taken from the Pikmin instruction manual.|
Tsuchi no Kabe
|French (NoE)||Mur de terre||Dirt wall|
|Italian||Muro di fango||Mud wall|
|Spanish (NoE)||Muro de barro||Mud wall|
Tekkin no Kabe
|Reinforced concrete wall|
Denki no Kabe
|Italian||Muro elettrico||Electric wall|
Garasu no Kabe
|Spanish (NoE)||Muro de cristal||Crystal wall|
Take no Saku
|Italian||Recinto di bambù||Bamboo fence|
|Spanish (NoE)||Puerta de bambú||Bamboo door|
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 • Cobblestone block • Conveyor belt • Crystals • Dirt block • Dirt mound • Electrical wire • Electrode • Fire geyser • Flames • Flukeweed (dam) • Gas pipe • Gates and walls • Geyser • Hydroe bramble • Iron ball • Iron block • Kingcap • Liftable rock • Lily pad • Paper bag • Pulley rock • Seesaw blocks (elevator platforms) • Spotcap • Trowel • Tunnel