Glitches in Pikmin 3: Difference between revisions

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(Added another video to the massive lily pad jump.)
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|prerequisites = Have Brittany and Alph separated at the [[Distant Tundra]] without having built the double bridge, and have obtained the [[Dodge Whistle]] with Alph.
|prerequisites = Have Brittany and Alph separated at the [[Distant Tundra]] without having built the double bridge, and have obtained the [[Dodge Whistle]] with Alph.
|howto = At the [[Distant Tundra]], with Brittany, go to the top of the slide near the [[Whiptongue Bulborb]] and [[dodge]] roll to hit the west side of the slide's edge, then walk against it. If done correctly, Brittany should not slide down, but rather be walking against the wall. Continue walking down the wall and it should be possible to get up the wall and out of bounds. Once Brittany is out of bounds, she can jump off over at the side of the river where Alph is. However, it will be impossible to call Alph (or Brittany, after switching) and they will not react to being pushed, either. After the day ends, Brittany will automatically be sent back into the cave, unless the double bridge is finished.
|howto = At the [[Distant Tundra]], with Brittany, go to the top of the slide near the [[Whiptongue Bulborb]] and [[dodge]] roll to hit the west side of the slide's edge, then walk against it. If done correctly, Brittany should not slide down, but rather be walking against the wall. Continue walking down the wall and it should be possible to get up the wall and out of bounds. Once Brittany is out of bounds, she can jump off over at the side of the river where Alph is. However, it will be impossible to call Alph (or Brittany, after switching) and they will not react to being pushed, either. After the day ends, Brittany will automatically be sent back into the cave, unless the double bridge is finished.
|notes = If 20 [[Yellow Pikmin]] are brought out of bounds with Brittany, they can be [[throw]]n on the [[iron ball]], allowing the double bridge to be skipped. This makes a 1 day completion in [[Distant Tundra]] easier. Additionally, if the light in the cave where the [[Vehemoth Phosbat]] first appears is lit, Brittany will be considered as reunited, and will return to the Drake at day's end even if the double bridge is unfinished.
|notes = If 20 [[Yellow Pikmin]] are brought out of bounds with Brittany, they can be [[throw]]n on the [[iron ball]], allowing the double bridge to be skipped. This makes a 1 day completion in [[Distant Tundra]] easier. Additionally, if the light in the cave where the [[Vehemoth Phosbat]] first appears is lit, Brittany will be considered as reunited, and will return to the Drake at day's end even if the double bridge is unfinished. If you fall to reunite Birttany and Alph. Don't worry, play until Birttany and Alph are reunited.
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===Double Charlie===
===Double Charlie===
{{glitch | reproducibility = Low | danger = Harmful | p3 = Yes | p3d = Yes | youtube = hdCXAwFM
{{glitch | reproducibility = Low | danger = Harmful | p3 = Yes | p3d = Yes | youtube = hdCXAwFM
| effects = After defeating the [[Vehemoth Phosbat]] as [[Charlie]], a second Charlie will join the party which will not be playable but may be thrown around as normal.
| effects = After defeating the [[Vehemoth Phosbat]] as [[Charlie]], a second Charlie will join the party which will not be playable but may be thrown around as normal until the day ends.
| prerequisites = Perform the set of glitches described in the glitch [[#Vehemoth Phosbat capture skip|Vehemoth Phosbat capture skip]] or the same ones in the video above.
| prerequisites = Perform the set of glitches described in the glitch [[#Vehemoth Phosbat capture skip|Vehemoth Phosbat capture skip]] or the same ones in the video above.
| howto = Perform precise clips to climb up and around roots near the tin can in Charlie's starting area, carefully run over the roof and loading zone for the intended cave entrance, and enter the cave blocked off by the crystals. Using bomb rocks found near where the [[Spotty Bulbear]] would be, retrieve a pellet from the crystals and have the [[Yellow Pikmin]] take it close to but not inside the cave to the Yellow Onion. Take your Pikmin to the spot where the higher [[Joustmite]] would be and throw them in place. Make your way back to the pellet left near Brittany's cave and move it close to the root in order to clip up onto the root. Walk around the root to the left and clip through the central root to get further out of bounds, follow a precise path to a point near the exit of the [[Vehemoth Phosbat]] boss arena and fall out of bounds to fall back in-bounds at the exit. Call to the Pikmin left where the [[Joustmite]] would be and go inside. The fight can be won as normal; completing the bridge is the easiest method to do so. Upon defeat, Charlie will emerge as normal, and a broken cutscene will play.
| howto = Perform precise clips to climb up and around roots near the tin can in Charlie's starting area, carefully run over the roof and loading zone for the intended cave entrance, and enter the cave blocked off by the crystals. Using bomb rocks found near where the [[Spotty Bulbear]] would be, retrieve a pellet from the crystals and have the [[Yellow Pikmin]] take it close to but not inside the cave to the Yellow Onion. Take your Pikmin to the spot where the higher [[Joustmite]] would be and throw them in place. Make your way back to the pellet left near Brittany's cave and move it close to the root in order to clip up onto the root. Walk around the root to the left and clip through the central root to get further out of bounds, follow a precise path to a point near the exit of the [[Vehemoth Phosbat]] boss arena and fall out of bounds to fall back in-bounds at the exit. Call to the Pikmin left where the [[Joustmite]] would be and go inside. The fight can be won as normal; completing the bridge is the easiest method to do so. Upon defeat, Charlie will emerge as normal, and a broken cutscene will play.
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{{glitch | reproducibility = Medium | danger = Harmful | p3 = Yes | youtube = UO8-5q1XKec
{{glitch | reproducibility = Medium | danger = Harmful | p3 = Yes | youtube = UO8-5q1XKec
|effects = Gives control to [[Alph]] while he is inside the [[S.S. Drake]], knocked out. The only thing that can be done is move the [[camera]] and the [[cursor]].
|effects = Gives control to [[Alph]] while he is inside the [[S.S. Drake]], knocked out. The only thing that can be done is move the [[camera]] and the [[cursor]].
|howto = On the first day at the [[Formidable Oak]], knock out Alph as the first thing you do. This can be achieved by having Charlie [[Throw|hold]] him at the northeast corner of the Plasm Wraith's arena, against the ledge from which the boss appears, and then facing the southwest, and releasing him. He should fall off into the [[pit]] and lose some [[health]]. Once he is knocked out, get some Pikmin and approach the Plasm Wraith and Olimar at the top. After the cutscenes where the Pikmin try to carry Olimar and choose to follow Brittany, the game gives control to Alph, who is actually knocked out and at the S.S. Drake.
|howto = On the first day at the [[Formidable Oak]], knock out Alph as the first thing you do. This can be achieved by having Charlie [[Throw|hold]] him at the northeast corner of the Plasm Wraith's arena, against the ledge from which the boss appears, and then facing the southwest, and releasing him. He should fall off into the [[pit]] and lose some of his [[health]]. Once he is knocked out, get some Pikmin and approach the Plasm Wraith and Olimar at the top. After the cutscenes where the Pikmin try to carry Olimar and choose to follow Brittany, the game gives control to Alph, who is actually knocked out and at the S.S. Drake.
|explanation = The sequence of events at the Formidable Oak doesn't expect Alph to be knocked out, since that is impossible during normal gameplay. So the script simply gives control to Alph after the Brittany "flag" cutscene, without bothering to check if he's even usable.
|explanation = The sequence of events at the Formidable Oak doesn't expect Alph to be knocked out, since that is impossible during normal gameplay. So the script simply gives control to Alph after the Brittany "flag" cutscene, without bothering to check if he's even usable.
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|effects = Makes the golden Shaggy Long Legs in [[The Ship Restored]] quickly move to the side of the map, moving it out of bounds.
|effects = Makes the golden Shaggy Long Legs in [[The Ship Restored]] quickly move to the side of the map, moving it out of bounds.
|howto = The specifics are unknown, but in the known recorded instance, the golden Baldy Long Legs is led to a certain spot, is killed, and the radar is activated for about a second. When the golden Shaggy Long Legs is spawned while the Baldy Long Legs is in its death animation, the glitch occurs. Although it could be coincidential, the placement of the cursor on the map might have something to do with it, as the arachnorb relocates to where the cursor once was.
|howto = The specifics are unknown, but in the known recorded instance, the golden Baldy Long Legs is led to a certain spot, is killed, and the radar is activated for about a second. When the golden Shaggy Long Legs is spawned while the Baldy Long Legs is in its death animation, the glitch occurs. Although it could be coincidential, the placement of the cursor on the map might have something to do with it, as the arachnorb relocates to where the cursor once was.
===Insta Kill glitch==
{{glitch | reproducibility = High | danger = Powerful | p3 = Yes
|effects = A leader will be insta killed.
|howto = Battle a boss, have one of the leaders lose some of his/her health. Go to one of the walls and throw a leader, insta killing him/her.
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