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Around the area the player can also find Tricknolls. They start off deactivated, but approaching with a character or a Pikmin is enough to make them light up and become activated. Once activated, they serve as a drop-off point for glow pellets, and also serve as a target for frenzied enemies. While having a Tricknoll be destroyed by enemies does not result in a failure, and can even be encouraged in order to lure enemies away from a Lumiknoll, the player will lose out on a convenient drop-off point for collected glow pellets.
Around the area the player can also find Tricknolls. They start off deactivated, but approaching with a character or a Pikmin is enough to make them light up and become activated. Once activated, they serve as a drop-off point for glow pellets, and also serve as a target for frenzied enemies. While having a Tricknoll be destroyed by enemies does not result in a failure, and can even be encouraged in order to lure enemies away from a Lumiknoll, the player will lose out on a convenient drop-off point for collected glow pellets.


The first Lumiknoll will always be accompanied by a blue beacon right next to it, similar to the ones the player can place down with the [[Survey Drone]]. If there is a second Lumiknoll, that one will be accompanied by an orange beacon. A Lumiknoll's [[health]] appears at the top of the [[HUD]] so the player can always keep track of its state. To further help the player understand what is going on, a mini-[[radar]] exists on the bottom-right corner of the HUD. This mini-radar, as well as the main radar, highlight the location of Lumiknolls, enemies, and particularly frenzied enemies (alongside their direction). Lumiknolls and frenzied enemies also appear as colored silhouettes if they're behind terrain. As enemies get closer to a Lumiknoll, [[Music in Pikmin 4#Nighttime Expedition|the music]] becomes more alarming and sinister, taking on a harrowing melody if any is actively under attack.
The first Lumiknoll will always be accompanied by a blue beacon right next to it, similar to the ones the player can place down with the [[Survey Drone]]. If there is a second Lumiknoll, that one will be accompanied by an orange beacon. A Lumiknoll's [[health]] appears at the top of the [[HUD]] so the player can always keep track of its state. To further help the player understand what is going on, a mini-[[radar]] exists on the bottom-right corner of the HUD. This mini-radar, as well as the main radar, highlight the location of Lumiknolls, enemies, and particularly frenzied enemies (alongside their direction). Lumiknolls and frenzied enemies also appear as colored silhouettes if they're behind terrain. As enemies get closer to a Lumiknoll, the [[music]] becomes more alarming and sinister, taking on a harrowing melody if any is actively under attack.


Some later missions feature one or more large eggs in various locations around the map. If left alone, each egg with eventually hatch a [[Smoky Progg]], who will begin to head for the nearest Luminkoll (or Tricknoll on rare occasions). They are a significantly greater threat than many other enemies encountered during night missions, as they have higher health and create [[Gloom]], a hazard that Glow Pikmin will die instantly from. These eggs can be broken before they hatch, which will instantly kill the Smoky Progg and leave behind a large pile of glow pellets.
Some later missions feature one or more large eggs in various locations around the map. If left alone, each egg with eventually hatch a [[Smoky Progg]], who will begin to head for the nearest Luminkoll (or Tricknoll on rare occasions). They are a significantly greater threat than many other enemies encountered during night missions, as they have higher health and create [[Gloom]], a hazard Glow Pikmin are not immune to and will die instantly from. These eggs can be broken before they hatch, which will instantly kill the Smoky Progg and leave behind a large pile of glow pellets.


Since gameplay during night expeditions takes place in the exact same locations the player explores during the day, the state of any [[obstacle]]s will be reflected between the day and the night. Obstacles may be cleared both in day and night expeditions, and some obstacles may hinder the enemies as well as the leaders. If no open route exists to allow an enemy to reach a Lumiknoll or Tricknoll, it will not turn aggressive throughout the entire night- even if it is in a location the player can reach. If enemies may reach a Tricknoll but not a Lumiknoll, they will turn aggressive, destroy the Tricknoll, and then return to a docile state while retaining their red eyes and glowing red radar icons. Glow Pikmin that cannot return glow pellets to the Lumiknoll because of the presence of an obstacle will mill around the obstacle until it is cleared, just as daytime Pikmin would.
Since gameplay during night expeditions takes place in the exact same locations the player explores during the day, the state of any [[obstacle]]s will be reflected between the day and the night. Obstacles may be cleared both in day and night expeditions, and some obstacles may hinder the enemies as well as the leaders. If no open route exists to allow an enemy to reach a Lumiknoll or Tricknoll, it will not turn aggressive throughout the entire night- even if it is in a location the player can reach. If enemies may reach a Tricknoll but not a Lumiknoll, they will turn aggressive, destroy the Tricknoll, and then return to a docile state while retaining their red eyes and glowing red radar icons. Glow Pikmin that cannot return glow pellets to the Lumiknoll because of the presence of an obstacle will mill around the obstacle until it is cleared, just as daytime Pikmin would.
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==Expedition details==
==Expedition details==
Disclaimer: This data counterfactually assumes that the Player can have more than 100 Glow Pikmin out on the map.
Disclaimer: This data assumes that the Player can have more than 100 Glow Pikmin out on the map.
{| class="wikitable sortable"
{| class="wikitable sortable"
! Enemy || Pellets dropped
! Enemy || Pellets dropped

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