Pikmin 3

Electrode: Difference between revisions

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[[File:ZlCfzRFt6R0UUKA9OU.jpg|thumb|A completed electrode.]]
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'''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 flowered up when the current passes through them.



Revision as of 05:42, February 26, 2015

File:ZlCfzRFt6R0UUKA9OU.jpg
A completed electrode.

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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

The leaf texture used in Pikmin 2's Challenge Mode menu. (Used on Pikipedia in the {{stub}} template.)

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See also