User:Twins1105/Electrode Merge: Difference between revisions

m
Minor touchups of the first two paragraphs.
(Moved The Rustyard location back to Pikmin 3 section, added References section, and added obstacle and tool templates.)
Tags: Mobile edit Advanced mobile edit
m (Minor touchups of the first two paragraphs.)
Tags: Mobile edit Advanced mobile edit
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{{game icons|p2=y|p3=y|p4=y|hp=y}}
{{game icons|p2=y|p3=y|p4=y|hp=y}}
The '''electrode''' is a type of [[hazard]] and [[tool]] that appears in {{p2}}, {{p3}}, {{p4}} and {{hp}}. The general concept of the electrode is that it is an object or pair of objects that transmits an electric current.
The '''electrode''' is a type of [[obstacle]] and [[tool]] that appears in {{p2}}, {{p3}}, {{p4}} and {{hp}}. The general concept of the electrode is that it is an object or pair of objects that transmits an electric current.


In ''Pikmin 2'' and ''Pikmin 4'' the electrode is a hazard that functions in a similar manner to the [[fire geyser]], occasionally discharging [[electricity]]. They are meant to be destroyed in order for other [[Pikmin family|Pikmin types]] to navigate caves without risk. In ''Pikmin 3'' and ''Hey! Pikmin'', the [[leader]]s are meant to throw [[Yellow Pikmin]] at the gap in the electrode. The first Pikmin thrown will grab one of the ends and stretch its other arm out. Any Pikmin that come next will join hands with the Pikmin next to them, or grab the other end of the electrode, and when the final Pikmin is added, it 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 ends gets filled with an arc of electricity flowing through the air. This arc is an [[electricity|electrical]] hazard, though it causes no damage to leaders or Pikmin, besides knocking them back. The wire ends prior to the connection do not cause any sort of damage. The Pikmin that jump-started the circuit will also be [[Maturity|flowered up]] when the current passes through them.
In ''Pikmin 2'' and ''Pikmin 4'', the electrode is a hazard that functions in a similar manner to the [[fire geyser]], occasionally discharging [[electricity]] meant to harm [[Pikmin family|Pikmin]]. They are meant to be destroyed in order for other Pikmin type to navigate caves without risk. In ''Pikmin 3'' and ''Hey! Pikmin'', the [[leader]]s are meant to throw [[Yellow Pikmin]] at the gap in the electrode. The first Pikmin thrown will grab one of the ends and stretch its other arm out. Any Pikmin that come next will join hands with the Pikmin next to them, or grab the other end of the electrode, and when the final Pikmin is added, it will close the gap and jump-start 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 ends gets filled with an arc of electricity flowing through the air. This arc is an [[electricity|electrical]] hazard, though it causes no damage to leaders or Pikmin, besides knocking them back. The wire ends prior to the connection do not cause any sort of damage. The Pikmin that jump-started the circuit will also be [[Maturity|flowered up]] when the current passes through them.
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