Electrode: Difference between revisions
(Added image.) |
No edit summary |
||
Line 2: | Line 2: | ||
[[File:ZlCfzRFt6R0UUKA9OU.jpg|thumb|A completed electrode.]] | [[File:ZlCfzRFt6R0UUKA9OU.jpg|thumb|A completed electrode.]] | ||
{{image|More images.}} | {{image|More images.}} | ||
'''Electrodes''' are a type of [[obstacle]] in ''[[Pikmin 3]]''. They take the form of an electric circuit, consisting of a battery and a light bulb, connected by two pieces of wire. One of the wires is cut, leaving a gap in the circuit. Because [[Yellow Pikmin]] can conduct electricity in ''Pikmin 3'', [[leader]]s are meant to throw Yellows at the gap in the circuit. The first Pikmin thrown will grab one of the wire ends and stretch its other arm out. Any Pikmin that come next will join hands with the Pikmin next to them, and when the final Pikmin is added, it will grab the other wire end. This will close the gap and the electrical current, starting the circuit and turning on the light bulb in the process. At this point, the Pikmin no longer need to feed the circuit with their bodies, as the gap between the two wire ends gets filled with an arc of electricity flowing through the air. This arc causes [[electricity|electrical]] damage, although the wire ends prior to the connection do not. The Pikmin that jump-started the circuit will also be flowered up when the current passes through them. | '''Electrodes''' are a type of [[obstacle]] in ''[[Pikmin 3]]''. They take the form of an electric circuit, consisting of a battery and a light bulb, connected by two pieces of wire. One of the wires is cut, leaving a gap in the circuit. Because [[Yellow Pikmin]] can conduct electricity in ''Pikmin 3'', [[leader]]s are meant to throw Yellows at the gap in the circuit. The first Pikmin thrown will grab one of the wire ends and stretch its other arm out. Any Pikmin that come next will join hands with the Pikmin next to them, and when the final Pikmin is added, it will grab the other wire end. This will close the gap and the electrical current, starting the circuit and turning on the light bulb in the process. At this point, the Pikmin no longer need to feed the circuit with their bodies, as the gap between the two wire ends gets filled with an arc of electricity flowing through the air. This arc causes [[electricity|electrical]] damage, although the wire ends prior to the connection do not. The Pikmin that jump-started the circuit will also be [[Maturity|flowered up]] when the current passes through them. | ||
The purpose of electrodes is to light up the area, which can, in turn, cause different things to happen: light activates the yellow [[Onion]], makes [[Bloominous Stemple]]s bloom, and stuns the [[Vehemoth Phosbat]]. | The purpose of electrodes is to light up the area, which can, in turn, cause different things to happen: light activates the yellow [[Onion]], makes [[Bloominous Stemple]]s bloom, and stuns the [[Vehemoth Phosbat]]. |
Revision as of 06:16, April 20, 2015
This article or section is in need of more images. Particularly: |
Electrodes are a type of obstacle in Pikmin 3. They take the form of an electric circuit, consisting of a battery and a light bulb, connected by two pieces of wire. One of the wires is cut, leaving a gap in the circuit. Because Yellow Pikmin can conduct electricity in Pikmin 3, leaders are meant to throw Yellows at the gap in the circuit. The first Pikmin thrown will grab one of the wire ends and stretch its other arm out. Any Pikmin that come next will join hands with the Pikmin next to them, and when the final Pikmin is added, it will grab the other wire end. This will close the gap and the electrical current, starting the circuit and turning on the light bulb in the process. At this point, the Pikmin no longer need to feed the circuit with their bodies, as the gap between the two wire ends gets filled with an arc of electricity flowing through the air. This arc causes electrical damage, although the wire ends prior to the connection do not. The Pikmin that jump-started the circuit will also be flowered up when the current passes through them.
The purpose of electrodes is to light up the area, which can, in turn, cause different things to happen: light activates the yellow Onion, makes Bloominous Stemples bloom, and stuns the Vehemoth Phosbat.
Locations
This article is a stub. You can help Pikipedia by expanding it. |
See also
Obstacles |
---|
Arachnode web • Bag • Bamboo gate • Bomb rock • Boulder • Bramble gate ( White • Black) • Breakable pot • Buried object • Cardboard box ( Tin box) • Clipboard • Clog • Cobblestone block • Cold air • Crystals ( Small • Large • Crystal nodule • Icicle) • Crystal wall • Dam • Dirt block (Solid dirt block) • Dirt wall • Dried plant • Electric gate • Electrical wire • Flames • Hazard generator ( Bubble blower • Electricity generator • Fire geyser • Ice vent • Poison emitter • Water spout) • High ledge • Hydro jelly • Hydroe bramble • Ice block • Ice wall • Iron block • Iron fence ( Rusty • White) • Kingcap ( Poisonous) • Mud pool • Numbered gate • Paper bag • Potted plant • Purple Pikmin needed • Reinforced wall ( White • Gray • Black) • Sizzling floor • Spotcap ( Poisonous) • Sprinkler • Sticky mold • [icon] Stubborn rocks • Switch gate ( White • Red • Blue) • Trowel • Tunnel ( Narrow • Pup) • Water body • Wooden stake |
Minor obstacles |