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{{guide}}
{{guide}}
{{game help|p4|Fill in the infobox and write an overview of the cave.}}
{{game help|p4|Fill in the infobox and write an overview of the cave.}}
The '''Engulfed Castle''' is a [[cave]] in the [[Serene Shores]] in {{p4}}. It has five sublevels. Only Blue Pikmin can access its entrance, as it is submerged in undrainable water. [[Hazard]]s of all types appear throughout the cave; [[Glow Pikmin]] spawned from Glow Seeds or a suitably upgraded [[Oatchi]] can be utilized to clear them, although neither are strictly required, as all hazards can be destroyed or circumvented even with just Blue Pikmin.
The '''Engulfed Castle''' is a [[cave]] in the [[Serene Shores]] in {{p4}}. It has five sublevels. Only Blue Pikmin can access its entrance, as it is submerged in undrainable water. [[Hazards]] of all types appear throughout the cave; [[Glow Pikmin]] spawned from Glow Seeds or a suitably upgraded [[Oatchi]] can be utilized to clear them, although neither are strictly required, as all hazards can be destroyed or circumvented even with just Blue Pikmin.


The boss of this cave, the [[Waterwraith]], is unique in that it will drop from the ceiling after five minutes have passed in any sublevel. It is extremely dangerous, instantly killing both [[Pikmin]] and [[enemies]] indiscriminately. In most circumstances, it cannot be hurt whatsoever until the cave's final sublevel, where purple [[Candypop Bud]]s will allow for the creation of its only weakness, [[Purple Pikmin]]. Defeating the [[Waterwraith]] unlocks an exit leading to the top of an otherwise inaccessible hill, allowing passage to much of the Serene Shore's upper half. This cave has {{sparklium|p4|1,145}} worth of treasure.
The boss of this cave, the [[Waterwraith]], is unique in that it will drop from the ceiling after five minutes have passed in any sublevel. It is extremely dangerous, instantly killing both [[Pikmin]] and [[enemies]] indiscriminately. It cannot be hurt whatsoever until the cave's final sublevel, where purple [[Candypop Bud]]s will allow for the creation of its only weakness, [[Purple Pikmin]]. Defeating the [[Waterwraith]] unlocks an exit leading to the top of an otherwise inaccessible hill, allowing passage to much of the Serene Shore's upper half. This cave has {{sparklium|p4|1,145}} worth of treasure.


Because of its placement, and requirement to complete to access the upper half of Serene Shores, it's likely to be where the player first discovers Purple Pikmin.
Because of its placement, and requirement to complete to access the upper half of Serene Shores, it's likely to be where the player first discovers Purple Pikmin.
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*The Waterwraith does not move particularly quickly. It is relatively easy to outmaneuver it while riding Oatchi, but be cautious: One wrong move could result in the Waterwraith crushing him and knocking Pikmin off of him.  Additionally, the Waterwraith is powerful enough to knock out Oatchi in four hits (and the player in two) if rolled over without armor upgrades.
*The Waterwraith does not move particularly quickly. It is relatively easy to outmaneuver it while riding Oatchi, but be cautious: One wrong move could result in the Waterwraith crushing him and knocking Pikmin off of him.  Additionally, the Waterwraith is powerful enough to knock out Oatchi in four hits (and the player in two) if rolled over without armor upgrades.
*The Waterwraith prioritizes crushing Pikmin above all else and pays no mind to leaders. Using either player character as bait won't work.
*The Waterwraith prioritizes crushing Pikmin above all else and pays no mind to leaders. Using either player character as bait won't work.
*Items such as [[Ice Blast]]s and [[Lightning Shock]]s can stun it in a pinch, allowing for a getaway if cornered. However, the Waterwraith cannot get stuck in frozen bodies of water.
*There is no way to harm it until the final sublevel. However, items such as [[ice blast]]s and [[Lightning Shock]]s can stun it in a pinch, allowing for a getaway if cornered.
*The Waterwraith typically cannot be hurt until the final sublevel. However, it's rollers can be destroyed using an Ice Blast: Doing so will cause it to become mostly harmless for the remainder of the floor, allowing for the free transit of treasures, although note that the Waterwraith will still be able to knock Pikmin around if it runs into them.
* Despite the fact that it is possible to kill the Waterwraith in all sublevels before the final one using [[Mine]]s and Ice Blasts, it will still spawn back in the following sublevel. Notably, it will not drop the treasure and its theme will still continue to play.
*Move quickly and efficiently to try and complete as much of the sublevel as possible before it appears. If worse comes to worst, you can always return to the cave after completing it to collect the remaining treasures.
*Move quickly and efficiently to try and complete as much of the sublevel as possible before it appears. If worse comes to worst, you can always return to the cave after completing it to collect the remaining treasures.
*Once defeated on the final sublevel, the Waterwraith will never respawn, even on earlier sublevels, allowing for one to take their time when collecting any treasures that were left behind.
*Once defeated on the final sublevel, the Waterwraith will never respawn, even on earlier sublevels, allowing for one to take their time when collecting any treasures that were left behind.
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The theme of this sublevel is poison with a side dish of explosions, and is likely to be the first encounter of sticky mold. The first room is basically a tutorial on the substance, showing that enemies are unhindered while carrying is completely prevented. It is also likely that the [[Moldy Dwarf Bulborb]]s will cause a scare due to countering the standard strategy of throwing for a one-hit kill - don't panic, and charge them instead. Clearing out the sticky mold is simple and reveals the [[Turn-of-Events Track]], while also revealing a [[Venom Dweevil]] from the ceiling.
The theme of this sublevel is poison with a side dish of explosions, and is likely to be the first encounter of sticky mold. The first room is basically a tutorial on the substance, showing that enemies are unhindered while carrying is completely prevented. It is also likely that the [[Moldy Dwarf Bulborb]]s will cause a scare due to countering the standard strategy of throwing for a one-hit kill - don't panic, and charge them instead. Clearing out the sticky mold is simple and reveals the [[Turn-of-Events Track]], while also revealing a [[Venom Dweevil]] from the ceiling.


From there, the sublevel can be tackled in either direction. Going to the right requires building a ramp and taking out two more Moldy Dwarf Bulborbs next to the concealed exit before getting to the main course: a room with two fruit (the [[Insect Condo]] and [[Velvety Dreamdrop]]) and a [[Startle Spore]]. Unprepared players are almost certain to lose Pikmin to the disguised foe, so clearing the sticky mold first should be a priority. The [[Startle Spore]] should be removed before collecting the Velvety Dreamdrop, or a surprise Dweevil will make things much more complicated.
From there, the sublevel can be tackled in either direction. Going to the right requires building a ramp and taking out two more Moldy Dwarf Bulborbs next to the concealed exit before getting to the main course: a room with two fruit (the [[Insect Condo]] and [[Velvety Dreamdrop]]) and a [[Startle Spore]]. Unprepared players are almost certain to lose Pikmin to the disguised foe, so clearing the sticky mold first should be a priority. The Startle Spore should be removed before collecting the Velvety Dreamdrop, or a surprise Dweevil will make things much more complicated.


Going left instead leads to one of the more infamous rooms, with many full party wipes to its name: a pair of Venom Dweevils, prepped with [[bomb rock]]s and ready to charge. While both of them are easy to see out in the open, there is a small lip to the east that prevents retreat if not riding Oatchi, which can result in being cornered and subsequent complete disaster. (This is much less of a concern if coming from the direction of the Startle Spore instead.) Once the threat has been removed, all that's left is a [[Difficult-Choice Totem]] behind a wall of easy-to-destroy Spotcaps. A set of poisonous Spotcaps block a much more direct route, but they may be difficult to remove without a [[Sniff Saver]]-equipped Oatchi or the explosive help of the nearby Dweevil.
Going left instead leads to one of the more infamous rooms, with many full party wipes to its name: a pair of Volatile Venom Dweevils, prepped with [[bomb rock]]s and ready to charge. While both of them are easy to see out in the open, there is a small lip to the east that prevents retreat if not riding Oatchi, which can result in being cornered and subsequent complete disaster. (This is much less of a concern if coming from the direction of the Startle Spore instead.) Once the threat has been removed, all that's left is a [[Difficult-Choice Totem]] behind a wall of easy-to-destroy Spotcaps. A set of poisonous Spotcaps block a much more direct route, but they may be difficult to remove without a [[Sniff Saver]]-equipped Oatchi or the explosive help of the nearby Dweevil.


An alternative way of killing the [[Startle Spore]]: Lure it out when the [[Waterwraith]] comes. The [[Waterwraith]] will kill it instantly by running over it.
{{clear}}
{{clear}}


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== Trivia ==
== Trivia ==
* This cave is a homage to the [[Submerged Castle]] from {{p2}}, taking direct inspiration from both the original cave's mechanics and layout. In fact, many of the sublevel layouts are actually near-perfect recreations of the Submerged Castle's sublevels. However, there are some notable differences:
* This cave is a homage to the [[Submerged Castle]] from {{p2}}, taking direct inspiration from both the original cave's mechanics and layout. In fact, many of the sublevel layouts are actually near-perfect recreations of the Submerged Castle's sublevels. However, there are some notable differences:
**No sublevel hole is [[clog]]ged. A number of the exits are protected by [[Dirt wall]] or [[sticky mold]] instead.
**No sublevel hole is [[clog]]ged. A number of the exits are protected by [[Gate#Dirt_wall|dirt walls]] or [[sticky mold]] instead.
**In sublevel 2, a single adult [[Bulborb]] patrols the sublevel, followed by a gaggle of [[Albino Dwarf Bulborb]]s, a reference to the [[Bulbmin]] in the original cave. A [[Pearly Clamclamp]] also houses the Castaway at the end of the pipe section; in {{p2}}, the [[Chocolate Cushion]] or [[Confection Hoop]] are in this spot, out in the open and unguarded.
**In sublevel 2, a single adult [[Bulborb]] patrols the sublevel, followed by a gaggle of [[Albino Dwarf Bulborb]]s, a reference to the [[Bulbmin]] in the original cave. A [[Pearly Clamclamp]] also houses the Castaway at the end of the pipe section; in {{p2}}, the [[Chocolate Cushion]] or [[Confection Hoop]] are in this spot, out in the open and unguarded.
**There are no [[Careening Dirigibug]]s.
**Sublevel 3 lacks any [[Anode Beetle]]s. They are replaced by a single [[Joustmite]]. It also lacks the singular [[Ivory Candypop Bud]].
**Sublevel 3 lacks any [[Anode Beetle]]s. They are replaced by a single [[Joustmite]]. It also lacks the singular [[Ivory Candypop Bud]].
**Sublevel 4 appears to lean more towards a focus on [[poison]] as opposed to the original's emphasis on [[Explosion|explosive]] obstacles and enemies. To this end, many of the [[bomb rock]]s and [[Volatile Dweevil]]s have been replaced with poison-themed enemies such as [[Moldy Dwarf Bulborb]]s. Notably, there are a handful of [[Venom Dweevil]]s that hold bomb rocks atop their heads, as a reference to the Volatile Dweevils in the original sublevel.
**Sublevel 4 appears to lean more towards a focus on [[poison]] as opposed to the original's emphasis on [[Explosion|explosive]] obstacles and enemies. To this end, many of the [[bomb rock]]s and [[Volatile Dweevil]]s have been replaced with poison-themed enemies such as [[Moldy Dwarf Bulborb]]s. Notably, there are a handful of [[Venom Dweevil]]s that hold bomb rocks atop their heads, as a reference to the Volatile Dweevils in the original sublevel.
**All sublevels have safe zones marked by green floors where the [[Waterwraith]] can't reach.
**All sublevels have safe zones marked by green floors where the [[Waterwraith]] can't reach.
**The [[Submerged Castle]]'s signature theme doesn't play, at least at first. A remix of it slowly fades in as the Waterwraith's arrival approaches, slowly taking over the Engulfed Castle's ambient track. It doesn't play at all after the Waterwraith has been defeated, as it no longer appears.
**The [[Submerged Castle]]'s signature theme doesn't play, at least at first. A remix of it slowly fades in as the Waterwraith's arrival approaches, slowly taking over the Engulfed Castle's ambient track. It doesn't play at all after the Waterwraith has been defeated, as it no longer appears.
**If the Waterwraith is killed prior to the final sublevel through use of [[Ice Blast]]s and [[Mine]]s, it will respawn anyway on the next sublevel. In ''Pikmin 2'', if the Waterwraith somehow dies before the final sublevel, which is only typically possible through hacking, it would not respawn until the final sublevel.
**After the [[Waterwraith]] is defeated, the player can unlock the cave's exit above ground, allowing them to enter the cave with other types. The Waterwraith will also never respawn when defeated, allowing one to take their time on return visits, whereas it respawned regardless in {{p2}}.
**After the Waterwraith is defeated, the player can unlock the cave's exit above ground, allowing them to enter the cave with other types. The Waterwraith will also never respawn when defeated, allowing one to take their time on return visits, whereas it respawned regardless in ''Pikmin 2''.


== See also ==
== See also ==

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