User:Portal-Kombat: Difference between revisions

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*4) Complete the Hole of Champions
*4) Complete the Hole of Champions
*5) Build Bridges to Poison Gate
*5) Build Bridges to Poison Gate
*6) Discover a New Area
*6) Get the Lens of Truth
*7) Harvest Sprays Until Day Ends
*7) Discover a New Area
*8) Harvest Sprays Until Day Ends
You'll land in wide, open area on top of patio tiles. Call out your Red Pikmin and get to work cutting down the pellet posies here, and defeat the Dwarf Red Bulborbs at the landing site as well. Take your time, as this is a low-stress day. Once you have 50 Pikmin, turn your attention to the bundle of sticks up on the raised expanse of ground just a short walk from the tiles. Throw your Pikmin up to it and they will build it back down to you so that you can come up with all your Pikmin. Up here there's a rock of some sort to your right. Ignore it for now. Go forwards and you'll see three plants which hold berries. These berries will help you get spicy sprays, so harvest each plant twice for a total of three spicy sprays. Kill the Male Sheargrubs which pop up and take back the bodies. Now wander over to the rock that you ignored earlier. Swarm it and it will break open, revealing a dungeon entrance! You should have around 70 reds, so leap in!
You'll land in wide, open area on top of patio tiles. Call out your Red Pikmin and get to work cutting down the pellet posies here, and defeat the Dwarf Red Bulborbs at the landing site as well. Take your time, as this is a low-stress day. Once you have 50 Pikmin, turn your attention to the bundle of sticks up on the raised expanse of ground just a short walk from the tiles. Throw your Pikmin up to it and they will build it back down to you so that you can come up with all your Pikmin. Up here there's a rock of some sort to your right. Ignore it for now. Go forwards and you'll see three plants which hold berries. These berries will help you get spicy sprays, so harvest each plant twice for a total of three spicy sprays. Kill the Male Sheargrubs which pop up and take back the bodies. Now wander over to the rock that you ignored earlier. Swarm it and it will break open, revealing a dungeon entrance! You should have around 70 reds, so leap in!


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The same arena throughout the entire cave! Like all the other floors except for Sublevel 3, this one is brightly lit. When you walk through the center of the arena the Sausageborb will come crashing out from one of the walls. It looks a lot like Empress Bulblax, but don't be fooled. This is actually just a Red Bulborb which eats WAY too much. It is quite a behemoth and it will actively chase you and your Pikmin. Because it can barrel roll to the side whenever it needs to squash Pikmin, you'll want to throw purples at the head for best results. It can also dig into the ground and smash out from the walls or floors in a different area, so keep your Pikmin close. After 3/4 of its health is gone it will learn how to fall from the ceiling after it disappears, so move out of the way of its shadow- and keep your Pikmin away from the falling boulders that tumble whenever the creature hits a wall or smashes the floor. After it dies it will give up the Company Keeper (a small, multicolored bag that has images of the different-colored juggling balls on it). This item will allow you to fix your whistle so that you call only a certain color of Pikmin. Now hop on the geyser on the opposite side of where you started to leave the cave!
The same arena throughout the entire cave! Like all the other floors except for Sublevel 3, this one is brightly lit. When you walk through the center of the arena the Sausageborb will come crashing out from one of the walls. It looks a lot like Empress Bulblax, but don't be fooled. This is actually just a Red Bulborb which eats WAY too much. It is quite a behemoth and it will actively chase you and your Pikmin. Because it can barrel roll to the side whenever it needs to squash Pikmin, you'll want to throw purples at the head for best results. It can also dig into the ground and smash out from the walls or floors in a different area, so keep your Pikmin close. After 3/4 of its health is gone it will learn how to fall from the ceiling after it disappears, so move out of the way of its shadow- and keep your Pikmin away from the falling boulders that tumble whenever the creature hits a wall or smashes the floor. After it dies it will give up the Company Keeper (a small, multicolored bag that has images of the different-colored juggling balls on it). This item will allow you to fix your whistle so that you call only a certain color of Pikmin. Now hop on the geyser on the opposite side of where you started to leave the cave!
- Exit Cave -
You'll pop out above ground where you entered the cave. Anyways, you've got 15 Purples if you didn't lose any so take them along with the rest of your Reds to the bridge near the water past the three berry plants. A Yellow Wollywog will leap out to attack, so let it hop on dry land, then give it a brutal pouding with your purples. Have a few Pikmin start carrying back the body while the rest go to work on building the bridge here. Go across the bridge to the small island you see and start building the next bridge. Once both are complete, continue down the path until you discover... that the way is blocked by a poison gate. But if you look closely to the right of the wall, there is a small gap that you and your Pikmin can fit through. Go inside and follow the path out to a small, enclosed area. There isn't much here but a bunch of plants at first sight, but if you look carefully you'll notice a square drawn out in the center of the garden- and two of the flowers are creeping crysanthemums. Pound the killer plants before you do anything else. Then stand a bunch of purples on the square, as it takes over 100 Pikmin to weight this switch down. After it clicks, the soil will shift upwards and the barrier that you had to sneak through will topple down into the dirt. From this height, you are overlooking the field next to the landing site. There's a purple staff with a lens at the end here, so grab it and take it back to the landing site along with the crysanthemum heads. You'll get plenty of Red Pikmin and the Ship will use the lens to locate a new landing site! Now for the rest of the day you can flower up your Pikmin and collect more Ultra-Spicy Spray- you'll be able to get a free dose if you can find the Iridescent Flint Beetle somewhere near the landing site.
*Red Pikmin: 90
*Purple Pikmin: 15
*Treasures: 7/300


== Pikmin Species ==
== Pikmin Species ==

Revision as of 22:36, November 9, 2008

Portal-Kombat

File:Bluepikminlarge.gif
Pikmin of Choice
Artwork of The Key.
The Key


Super Smash Bros. Brawl Mains:

  • Ness
  • Toon Link

Pikmin 1 Record:

  • 30 Parts/12 Days

Pikmin 2 Record:

  • 201 Treasures/13 Days
  • No Deaths!

When you're in The Forest Navel, only the Blue Pikmin can help you out...

Portal-Kombat's Fake Pikmin 3 Walkthrough (Please Comment in Discussion)

After Olimar, Louie and the President return to Hocotate with the treasures, a government pod flies in with a message from the Mayor of Hocotate. Already the Mayor has learned of the treasures and in the message he promises high positions in Hocotate's government for the three of them, as long as they return to the planet and recover the rest of the treasures. The three of them are surprised of course because they thought they got every treasure, but the government pod installs a special upgrade chip into the ship that enhances the ship's capacity to store valuable objects, from 201 slots to 502. Although Olimar and Louie don't want to return to the planet so soon, the President tells the ship to take off immediately and he hops out of the rocket at the last moment, sending Olimar and Louie on a course back to the Pikmin planet. In the meantime, he hops on the government pod that will take him to meet with the Mayor of Hocotate personally.

Day 1: No-Name Island

To-Do List:

  • 1) Meet the Red Pikmin
  • 2) Grow some Red Pikmin
  • 3) Solve a Puzzle!
  • 4) Get the Research Pod

The ship was hit by a large fish that jumped out of the water and it landed on a small island. Olimar and Louie were unharmed but the Research Pod got knocked off the top of the ship, and you can't fly without the Research Pod...

As you climb out of the hull, you'll hear the Research Pod calling from on top of a mound of sand. You'll need the help of Pikmin to save it of course. Just walk down the hill and you'll see a red onion, dormant in the ground with pellet posies growing nearby. Touch it and it will pop out of the sand and let out a single Pikmin seed. Walk up and pluck it and you'll have your first Red Pikmin! Use it to cut down the pellet posies nearby. They are scattered all around the tiny island. Search for them and bring back each- there are twelve in all. You'll have 25 Red Pikmin once you collect all the pellets. On the opposite side of the island from where you found the red onion, there's a large switch that looks kind of like one of the scales from Pikmin 2. Throw all your Red Pikmin on it and the weight of 25 Pikmin will push it into the ground. Now in the central area where the Research Pod is stuck on top of the sand plateau, two scales from Pikmin 2 will rise up out of the sand! The one which is lowered is right next to the plateau, so separate your forces. Give one pilot 12 Pikmin and the other 13. Then have the pilot with less Pikmin stand on the lowered scale while the other throws all 13 Pikmin on the raised scale. The low scale will rise up quite high, to the height of the plateau. The Research Pod is slightly buried in the sand (which has worn the gold plating off of it), so swarm it and the Pikmin will pull it out of the sand. It will topple off of the plateau and land on the ground, so hop down and have all 25 Pikmin pick it up and carry it back to the rest of the ship. When the Research Pod reattatches itself to the rest of the ship the gold plating crumbles away due to the strange chemicals in the sand. Fortunately the ship will now fly. But the "upgrade" given by the government pod has programmed the ship so that it cannot leave the planet's orbit unless all the treasures have been collected! Looks like all you can do for the next day is head into a real area and start collecting treasures to help you escape.

  • Red Pikmin: 25
  • Treasures: 0/300 (The Research Pod is shown in the hoard, but it has no monetary value, so...)

Day 2: Explorer's Woods

To-Do List:

  • 1) Kill Enemies, Grow Pikmin
  • 2) Build bridge up Ledge
  • 3) Get Ultra-Spicy Spray
  • 4) Complete the Hole of Champions
  • 5) Build Bridges to Poison Gate
  • 6) Get the Lens of Truth
  • 7) Discover a New Area
  • 8) Harvest Sprays Until Day Ends

You'll land in wide, open area on top of patio tiles. Call out your Red Pikmin and get to work cutting down the pellet posies here, and defeat the Dwarf Red Bulborbs at the landing site as well. Take your time, as this is a low-stress day. Once you have 50 Pikmin, turn your attention to the bundle of sticks up on the raised expanse of ground just a short walk from the tiles. Throw your Pikmin up to it and they will build it back down to you so that you can come up with all your Pikmin. Up here there's a rock of some sort to your right. Ignore it for now. Go forwards and you'll see three plants which hold berries. These berries will help you get spicy sprays, so harvest each plant twice for a total of three spicy sprays. Kill the Male Sheargrubs which pop up and take back the bodies. Now wander over to the rock that you ignored earlier. Swarm it and it will break open, revealing a dungeon entrance! You should have around 70 reds, so leap in!

-Hole of Champions-

Sublevel 1:

  • Dwarf Red Bulborb x 6
  • Female Sheargrub x 9
  • Nectar Egg x 6

This sublevel greatly resembles the "Battle Field" stage from Pikmin 2's 2-Player Battle. The Research Pod will start off in one chamber, with a big open area in the middle and another chamber on the other side. Go out into the middle and fight the scattered Dwarf Red Bulborbs. The Female Sheargrubs are harmless but also annoying so kill them as well. Once they're gone, you can take the Simple Starter (a small red ball) from the other chamber and go down the hole you find there.

Sublevel 2:

  • Male Sheargrub x 8
  • Breadbug x 3
  • Nectar Egg x 6

This sublevel looks exactly like the last one. This time, there are three breadbugs going after a single treasure on the opposite side of the arena. If you're fast you can beat them to it, but the shearwigs will eat your Pikmin and slow you down if you're not careful. Kill off the enemies that get in the way and get the Early Riser (a small yellow ball) and then go down the hole that's in the other chamber.

Sublevel 3:

  • Violet Candypop Bud x 2

This room is also identical to the last, but it is no longer bright. It is kind of dark and hazy with glowcaps growing here and there. Grow Purple Pikmin in the candypop buds, then grab the Outset Orb (a small blue ball) and then go down the hole on the other side of where you started.

Sublevel 4:

  • Fire Geyser x 15
  • Female Sheargrub x 9
  • Male Sheargrub x 8

It may be bright again, but all the extra light comes at a price: fire geysers are all over the arena. Go through shutting them off with reds and pound the sheargrubs with purples to avoid any casualties. Once you reach the other side grab the Beginner's Ball (a small purple ball) then leap down the hole you find here.

Sublevel 5:

  • Red Bulborb x 3
  • Violet Candypop Bud x 1
  • Nectar Egg x 2

They're all spread out pretty far from eachother in the arena, but they'll be dangerous if you get them all woken up at the same time. Defeat each one with a volley of purples. One of the three has the Ready Roller (a small white ball). Make sure you use the candypop bud before you go down to the final floor- and be sure all your Pikmin have flowers.

Sublevel 6: Final Floor

  • Sausageborb x 1
  • Falling Rock x ?

The same arena throughout the entire cave! Like all the other floors except for Sublevel 3, this one is brightly lit. When you walk through the center of the arena the Sausageborb will come crashing out from one of the walls. It looks a lot like Empress Bulblax, but don't be fooled. This is actually just a Red Bulborb which eats WAY too much. It is quite a behemoth and it will actively chase you and your Pikmin. Because it can barrel roll to the side whenever it needs to squash Pikmin, you'll want to throw purples at the head for best results. It can also dig into the ground and smash out from the walls or floors in a different area, so keep your Pikmin close. After 3/4 of its health is gone it will learn how to fall from the ceiling after it disappears, so move out of the way of its shadow- and keep your Pikmin away from the falling boulders that tumble whenever the creature hits a wall or smashes the floor. After it dies it will give up the Company Keeper (a small, multicolored bag that has images of the different-colored juggling balls on it). This item will allow you to fix your whistle so that you call only a certain color of Pikmin. Now hop on the geyser on the opposite side of where you started to leave the cave!

- Exit Cave -

You'll pop out above ground where you entered the cave. Anyways, you've got 15 Purples if you didn't lose any so take them along with the rest of your Reds to the bridge near the water past the three berry plants. A Yellow Wollywog will leap out to attack, so let it hop on dry land, then give it a brutal pouding with your purples. Have a few Pikmin start carrying back the body while the rest go to work on building the bridge here. Go across the bridge to the small island you see and start building the next bridge. Once both are complete, continue down the path until you discover... that the way is blocked by a poison gate. But if you look closely to the right of the wall, there is a small gap that you and your Pikmin can fit through. Go inside and follow the path out to a small, enclosed area. There isn't much here but a bunch of plants at first sight, but if you look carefully you'll notice a square drawn out in the center of the garden- and two of the flowers are creeping crysanthemums. Pound the killer plants before you do anything else. Then stand a bunch of purples on the square, as it takes over 100 Pikmin to weight this switch down. After it clicks, the soil will shift upwards and the barrier that you had to sneak through will topple down into the dirt. From this height, you are overlooking the field next to the landing site. There's a purple staff with a lens at the end here, so grab it and take it back to the landing site along with the crysanthemum heads. You'll get plenty of Red Pikmin and the Ship will use the lens to locate a new landing site! Now for the rest of the day you can flower up your Pikmin and collect more Ultra-Spicy Spray- you'll be able to get a free dose if you can find the Iridescent Flint Beetle somewhere near the landing site.

  • Red Pikmin: 90
  • Purple Pikmin: 15
  • Treasures: 7/300

Pikmin Species

All the Pikmin colors from the original game return, but of course there are a few newcomers, and some returning Pikmin may have slightly different abilities this time around.

  • Red Pikmin

Encountered in the Southern Seaside on the first day. These Pikmin are fireproof and are good fighters. They have more body heat than other types of Pikmin and when grouped together, they might even heat up certain metal surfaces.

  • Yellow Pikmin

After you find a few types of Pikmin you'll meet the yellows in the Explorer's Woods. They are shockproof and can be thrown higher than any other Pikmin type. Because of their static charge, yellow can be used to imbue specific objects with an electric charge.

  • Blue Pikmin

It will take a while to find the blues in the Misty Depression. Once you have them you can journey into bodies of water with them. They can go very deep into water in this game. They also are slippery and can slip out of an enemy's grasp if they struggle hard enough.

  • Purple Pikmin

A subterranean Pikmin that can only be grown in a Violet Candypop Bud. They have ten times the weight and strength as other Pikmin and therefore won't be blown away by gusts of wind. They are slow, though- and they have less of a "stun" effect on enemies in this game.

  • White Pikmin

A subterranean Pikmin that can only be grown in an Ivory Candypop Bud. They are fast and can resist poison fumes. Whites can also unearth buried items. They are poisonous to enemies that eat them, but the poison is much less effective in this game.

  • Black Pikmin

A subterranean Pikmin that can only be grown in a Shady Candypop Bud. They have no distinct facial features, but their special ability lies in their skin- they are sticky and can stick to walls and platforms when thrown until they are called back. Likewise, sticky objects that might impede the progress of other Pikmin will have no effect on Black Pikmin.

  • Green Pikmin

Although Green Pikmin have an onion, they are problematic because the only thing that will give them more seeds is a rare green pellet variety. This bizarre Pikmin is resistant to liquid acids, and won't have a problem being submerged in the deadly chemicals either.

  • Bulbmin

A parastic Pikmin found only in certain dungeon sublevels which will not leave the dungeon it is found in. These guys may be weak fighters, but they resist the effects of fire, water, electricity and poison gas. They cannot resist liquid acids, for some strange reason.