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| howto = Upon entering the room, turn right and continue along the lower level until encountering a root in the wall of the area. Throw at least 5 non-Winged Pikmin on top of the ledge, and walk up the middle of the root. Brittany will slowly make it to the top. Once on top, call the Pikmin and wait until Olimar reaches Brittany. The Winged Pikmin will fly upwards to make it to the out-of-bounds terrain. Walk slowly around the edge of the area going north, making sure the Winged Pikmin don't carry Olimar back in-bounds. If they do, wait until they reach Brittany again. After going over a large bump that forms the entrance to the room and encountering another root, whistle the Winged Pikmin off Olimar and put the non-Winged Pikmin on. Walk over the root and continue slowly around the edge of the area, making sure that Olimar stays behind Brittany at all times. After passing the [[dirt wall]] below, walk back onto the regular path and go straight to the exit of the cave.
| howto = Upon entering the room, turn right and continue along the lower level until encountering a root in the wall of the area. Throw at least 5 non-Winged Pikmin on top of the ledge, and walk up the middle of the root. Brittany will slowly make it to the top. Once on top, call the Pikmin and wait until Olimar reaches Brittany. The Winged Pikmin will fly upwards to make it to the out-of-bounds terrain. Walk slowly around the edge of the area going north, making sure the Winged Pikmin don't carry Olimar back in-bounds. If they do, wait until they reach Brittany again. After going over a large bump that forms the entrance to the room and encountering another root, whistle the Winged Pikmin off Olimar and put the non-Winged Pikmin on. Walk over the root and continue slowly around the edge of the area, making sure that Olimar stays behind Brittany at all times. After passing the [[dirt wall]] below, walk back onto the regular path and go straight to the exit of the cave.
| explanation = The root has a shallow enough angle to allow leaders to walk up it, albeit slowly. Pikmin carrying Olimar will aim to carry him towards Brittany, but they'll only carry him directly towards Brittany at close range; in most cases they will follow the network of [[Carrying#Paths|carrying paths]]. There are no carrying paths in out-of-bounds terrain, so if Brittany gets too far away from Olimar, the Pikmin will notice that the carrying path is closer and carry him back in-bounds. This is why Brittany needs to stay close to Olimar.
| explanation = The root has a shallow enough angle to allow leaders to walk up it, albeit slowly. Pikmin carrying Olimar will aim to carry him towards Brittany, but they'll only carry him directly towards Brittany at close range; in most cases they will follow the network of [[Carrying#Paths|carrying paths]]. There are no carrying paths in out-of-bounds terrain, so if Brittany gets too far away from Olimar, the Pikmin will notice that the carrying path is closer and carry him back in-bounds. This is why Brittany needs to stay close to Olimar.
}}
====Tropical Wilds Storage====
{{glitch | reproducibility = Low | danger = Pointless | p3 = Yes | p3d = Yes | youtube = 5xCMhVVXfUg
|effects = Activate the cutscene that sends you to [[Tropical Wilds]] even after progressing story past the cutscene.
|howto = On Day 1, Kill every [[Phosbat]] in the cave while taking the loading zone, Perform [[#Day 1 Escape|Day 1 Escape]] and set flags as needed, re-enter the cave.
|notes = Only works on day 1,
|explanation = Lazy Coding.
}}
====Revive [[Vehemoth Phosbat]]====
{{todo|Document more side effects, get Drought Ender to explain the glitch}}
{{glitch | reproducibility = Low | danger = Pointless | p3 = No | p3d = Yes | youtube = 5xCMhVVXfUg
|effects = Have both the [[Vehemoth Phosbat]] and the [[Heroine's Tear]] on the field at the same time.
|howto = Perform the setup for [[#Tropical Wilds Storage|Tropical Wilds Storage]] then [[#Day 1 Escape|Day 1 Escape]] and kill the [[Vehemoth Phosbat]], warp to [[Tropical Wilds]] and retry day. Play up until [[Distant Tundra]] as normal. Once there, activate the [[Electrode]] in the cave before the [[Vehemoth Phosbat]] (The one containing [[Dusk Pustules]]). Re-enter [[Distant Tundra]] and the [[Vehemoth Phosbat]] will have returned to life on 1hp.
}}
}}


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