Pikmin 3

Plasm Wraith: Difference between revisions

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*A [[crystal]] cube with the Elemental Plasm inside. The cube slowly tumbles around the stage, [[crushing]] Pikmin. Only [[Rock Pikmin]] can break it, chipping away different shards at a time.
*A [[crystal]] cube with the Elemental Plasm inside. The cube slowly tumbles around the stage, [[crushing]] Pikmin. Only [[Rock Pikmin]] can break it, chipping away different shards at a time.


Destroying Elemental Plasms will leave behind a large amount of plasm that must also be destroyed. If they are left there for longer than 20 seconds after being initially spat out, the Plasm Wraith will reabsorb them to heal itself. After the boss been reduced to just a quarter of its health, it will create three Elemental Plasms at once.
Destroying Elemental Plasms will leave behind a large amount of plasm that must also be destroyed. If they are left there for longer than 20 seconds after being initially spat out, the Plasm Wraith will reabsorb them to heal itself. After the boss has been reduced to just a quarter of its health, it will create three Elemental Plasms at once.


===No deaths===
===No deaths===

Revision as of 08:22, June 13, 2017

Plasm Wraith Icon used to represent the enemy on the wiki.
Artwork of the Plasm Wraith.
Appears in Pikmin 3
Scientific name Unknown
Family Unknown
Areas Formidable Oak
Mission Mode Collect Treasure! stages None
Mission Mode Battle Enemies! stages None
Side Story days None
Bingo Battle stages None
Attacks Burn, drown, electrocute, crush or eat Pikmin


This article is about the creature itself and the final boss battle. For information on the entity that chases the leaders during the puzzles in the Formidable Oak, see Mysterious Life Form.

The Plasm Wraith (アメニュウドウ?, lit.: "Rain Monk") is the final boss in Pikmin 3, and is responsible for capturing Captain Olimar. It is a virtually featureless, vaguely-humanoid Waterwraith-like being made entirely out of a cellular protoplasmic mass, which allows it to split different parts of its body off to create other semi-independent entities, or even change shapes.

The Plasm Wraith is encountered at the Formidable Oak, having taken Olimar captive with what appears to be curiosity rather than maliciousness. Efforts to rescue Olimar cause the being to become the Mysterious Life Form and slowly ooze towards the captain, attempting to retake him, until it reaches the outside of the oak. Once this occurs the Plasm Wraith takes its golden humanoid form, locks Olimar in its core, and begins to attack, starting the final boss fight. Defeating the Plasm Wraith immediately activates the game's ending.

As with all final bosses thus far, the path leading up to it, and/or the boss fight itself, requires the knowledge and use of every single Pikmin type.

Stats

Weight Max.
carriers
Seeds Value Health
N/A N/A N/A N/A 320

Background

When Olimar first arrived at the Formidable Oak, he saw a gold, shiny substance at the top of the tower, and decided to investigate. Louie expressed discomfort and chose to stay behind, letting Olimar go on ahead without him.

At first, the creature was curious and playful towards Olimar and did no harm to him. However, when Olimar tried to leave, the creature became aggressive, triggering his suit's auto-sleep function and dragging him back to its cave. It became protective of Olimar to the point that it would attack anything that showed interest in him. The exact reason for this bizarre behavior remains unknown.

Notes

Pikmin 3 Prima Guide

The Plasm Wraith is located in the Formidable Oak. This resilient creature uses spiked appendages to skewer its victims, and is capable of summoning hazardous Elemental Plasms. All Pikmin types are useful against this enemy, so assemble a well-balanced squad before you enter this battle. When you encounter the Plasm Wraith, use Rock Pikmin to attack the creature from a distance. When the Plasm Wraith begins to fall apart, destroy the puddles of loose plasm before the creature is able to reclaim them. Rock Pikmin are immune to the Plasm Wraith's direct attacks, so they're your best option for the bulk of the encounter. Once the creature begins summoning Elemental Plasms, however, use the corresponding Pikmin to destroy each hazard. Use Winged Pikmin to attack the Plasm Wraith each time it flies into the air. Attack the Plasm Wraith to weaken the creature, then destroy the loose plasm to prevent the creature from regaining its strength.

Defeat Bosses!

The following article or section is in need of assistance from someone who plays Pikmin 3.
Particularly: Confirm the time requirements, specify the starting Pikmin, and check if there's a "keep out" sign on the small opening that serves as an exit from inside the cave in story mode.

The Plasm Wraith is also the final opponent in Defeat Bosses!. Players are given 12 minutes to take it out and 20 Pikmin, which can be found around the arena. The path that leads to where the Onion is in story mode is blocked off by a "keep out" sign. The cave cannot be entered at all, unless glitches are used.

This table lists the requirements for each ranking:

Bronze Silver Gold Platinum
7:00 - 6:00 6:00 - 5:00 5:00 - 4:00 4:00 - 0:00

These are the world records for the challenge, as obtained from the in-game global rankings feature. The following scores were retrieved on December 9th, 2015.

  • Solo: 1:30
  • Co-op: 1:38

Strategy

The following article or section contains guides.
The strategies shown are just suggestions.

When the Mysterious Life Form transforms into the Plasm Wraith and recaptures Olimar, proceed to throw Pikmin at its stomach. This will cause small bits of its plasmic exterior to fall off, making its health go down. However, Pikmin must then attack the puddles of plasm on the floor to destroy them, or the Wraith will simply reabsorb the puddles and regenerate health. Although it is not necessary, you may take 20 of each Pikmin for the battle. Send the other two leaders out of its reach, as this fight only requires one leader.

Be prepared to lose a lot of Pikmin during this phase of the battle. It will actively attack Pikmin, but mainly prefers to target the leaders and attack when they are close, by skewering them with a rapid "needle-arm" attack. If any Pikmin aside from Rock Pikmin are in range of this attack, they will be skewered and eaten. You can use one leader as a distraction, and have another handle all the Pikmin, but this may be difficult to manage. While it is doing this attack, it is unwise to attack it head-on, as it will not be fazed by attacks, and can easily kill the Pikmin. Instead, throw just a few Pikmin at it, preferably its backside, until it tries to shake Pikmin off by twisting its body. This will cause additional plasm to fly off of its body. As it loses more and more plasm, it decreases in size; this is the key to winning the fight.

It can also become temporarily airborne, during which it can be reached by Winged Pikmin, or, with some effort, Yellow Pikmin. If it is hit with enough Pikmin while flying, it will fall down, losing even more plasm as it hits the ground.

Elemental Plasms

After a quarter of its health is depleted, the boss will attack by spewing large masses of plasm onto the arena, then spitting out a small, golden patterned cube. The plasmic mass will form around this solid cube and transform into an Elemental Plasm. Each Elemental Plasm has a specific hazard associated with it. If the Wraith spits out a cube, quickly call all Pikmin away from it. The less plasm in the Elemental Plasm, the less time is needed to destroy it. It has many forms, each of which can only be destroyed with certain Pikmin types:

  • A bubble of water, with the cube in the middle. Blue Pikmin must be thrown in, so they can swim to the core and shatter it. Other Pikmin will gain a bubble of water on their stem if they touch the hazard, and will suffocate if not called back.
  • A bed of fire surrounding the cube. Red Pikmin are recommended, but Rock Pikmin can get the job done as well, provided they are whistled back before they burn to death upon touching it.
  • An electrical sphere. The Elemental Plasm will form a spike underneath the cube, setting it high up in the air, and will then generate an electric barrier around it, making it resemble a plasma globe. Only Yellow Pikmin can reach high enough and sustain the forcefield.
  • A crystal cube with the Elemental Plasm inside. The cube slowly tumbles around the stage, crushing Pikmin. Only Rock Pikmin can break it, chipping away different shards at a time.

Destroying Elemental Plasms will leave behind a large amount of plasm that must also be destroyed. If they are left there for longer than 20 seconds after being initially spat out, the Plasm Wraith will reabsorb them to heal itself. After the boss has been reduced to just a quarter of its health, it will create three Elemental Plasms at once.

No deaths

Despite this being a very difficult boss, it is possible to beat it without any Pikmin lost. To make things simpler, use one leader at a time, but be sure to switch leaders when the current one's suit is very damaged. Bring out as many Rock Pikmin as you have, preferably flowered. This method can make the battle take two days, but one is possible. For the first phase, simply pummel it and the plasm that falls off. Once a quarter of plasm is lost, the battle gets more difficult as it shoots Elemental Plasms. The list below shows what to do for each one:

  • If it is a Fire Plasm, attack the core with Rock Pikmin until it breaks apart. Quickly whistle the ones that are burning. Then, attack the remaining plasm.
  • If it is an Electric Plasm, ignore it and try to avoid at, as it will paralyze your Pikmin and possibly knock them back into other hazards.
  • If it is a Water Plasm, do the same as if it were an Electric Plasm, just take extra care and whistle any Pikmin suffocating, otherwise they will die.
  • If it is a Crystal Plasm, break the crystal until it melts into plasm, which you should then destroy.

After its health is lowered enough, it will have been beaten. Try to keep the Rock Pikmin in your group and organized, as having Pikmin all over the arena will possibly make some perish. Whistle any that get knocked to the ground, that are burning, suffocating or paralyzed. After the cutscene ends, you will have completed the fight without deaths.

Smaller squad

If a large group of Pikmin is too difficult to keep track of, another option would be to bring around 40 Rock Pikmin instead. This should reduce the risk of casualties from any Elemental Plasm. A smaller group is a bit more manageable, but will not be quite as powerful as a full group, and thus may make the battle take slightly longer. This strategy should help reduce the amount of Rock Pikmin that are idle or affected by a hazard, as a smaller squad of Pikmin has less of a risk of being hit. Otherwise, it is recommended to follow the "No deaths" instructions above along with the "Smaller squad" strategy if you are attempting a zero death challenge.

Technical information

Plasm Wraith

Pikmin 3 technical information (?)
Internal name metaboss2
HP 320
Rock Pikmin throw hits to kill 0
White Pikmin ingestions to kill 0
Bomb rock explosions to kill 0
Bomb rock ingestions to kill 0
Number of direct hits on top to kill 0
Damage to leaders 20
Territory radius 300
Mission Mode value 0

Elemental Plasms

Pikmin 3 technical information (?)
Internal name metabuka
HP 250
Rock Pikmin throw hits to kill 10
White Pikmin ingestions to kill 0
Bomb rock explosions to kill 1
Bomb rock ingestions to kill 0
Number of direct hits on top to kill 0
Damage to leaders 10
Territory radius 0
Mission Mode value 0

Other information

Naming

"Plasm" means "living substance" while "Wraith" means "spirit" (such as a ghost). The creature's Japanese name is アメニュウドウ?, in which ニュウドウ? translates to "Monk", but アメ? can either mean "rain" or "candy" (particularly, toffee). Both could refer to the creature's appearance, either during its humanoid phase or its watery phase. It can also be noted that it always rains during the Plasm Wraith's boss battle (provided that no exploits are used). アメ? can also be short for "amoeba" (written in katakana like "ameba"), an unicellular organism usually found in water. Finally, its name could also be an allusion to Wanyūdō, the guardian of the gates of Hell in Japanese mythology.

Internally, the creature is called metaboss2, which is a follow-up to the internal name of the Mysterious Life Form. The cubes it spits are called metabuka, where 部下? means "subordinate".

Names in other languages

Language Name Meaning Notes
Flag of Japan Japanese アメニュウドウ?
Ame Nyuudou
Rain Monk
Flag of France French Spectroplasme Spectroplasm; combination of specter and plasm.
Flag of Germany German Plasmagespenst
Flag of Portugal Portuguese (NoE) Espetro de Plasma Plasm Wraith Name taken from the Super Smash Bros. for Wii U trophy.
Flag of Mexico Spanish (NoA) Plasmaespectro Plasm wraith
Flag of Spain Spanish (NoE) Plasmaespectro Plasm wraith

In Super Smash Bros. for Wii U

The Plasm Wraith appears in Super Smash Bros. for Wii U as a collectible trophy and as a Smash Tour trophy. When used in Smash Tour before a battle, it heals the player every time they shield an attack.

Trophy information:

The trophy for the Plasm Wraith in the Wii U version of Super Smash Bros. for Nintendo 3DS and Wii U. US version US description:

A mysterious life-form in the Formidable Oak, the final area of Pikmin 3. Formed from a gelatinous substance, it normally can't be damaged at all...but with Olimar newly rescued, maybe he holds the key. When it takes humanoid form, it unleashes some terrifying attacks! You'll need all your skills to take it down and finish the game!
Appears in:

Wii U Pikmin 3 (08/2013)
European version EU description:

A mysterious life form in the Formidable Oak, the final area of Pikmin 3. Formed from a gelatinous substance, it normally can't be damaged at all...but maybe the newly rescued Olimar holds the key. When it takes humanoid form, it unleashes some terrifying attacks. You'll need all your skills to take it down and finish the game!
Related Games

Wii U Pikmin 3 (07/2013)
How to obtain: Random appearance. Type: Series Related Trophy Box: 61. Distant Planet & Indigenous Creatures

Gallery

Trivia

File:BorkedPW.jpeg
An odd second enemy bubble to the west of the map, when the Plasm Wraith's mission is highlighted.
  • This creature, along with the Titan Dweevil, are the only creatures so far in the series to exhibit the ability to harness all of the main hazard elements; all other element-based enemies are only able to wield one element.
  • When its health is at its lowest, regardless of how much damage is caused to it, it will only die after twirling itself and shaking off attacking Pikmin. At that point, it will throw away plasm and shrink to a size too small to continue fighting.
  • Even though the Plasm Wraith is defeated, it is revealed to still be alive in the final cutscene. One can notice this because the small trail of plasm remains after its defeat slowly moves away from the site. It can also be briefly glimpsed as the S.S. Drake leaves the planet, already fully reformed and angrily wobbling at the leaving ship.
  • In the secret file reward video, "At the Oak", Olimar is seen surveying the area, while Louie is running away from something. Right as the video ends, the viewer can hear loud footsteps and the Plasm Wraith's roar, implying the capture of Olimar.
  • The Plasm Wraith's health wheel is actually of a beveled, gold look, and corresponds to the amount of plasm left in its body.
  • In the mission selection screen of Defeat Bosses!, highlighting the Plasm Wraith's mission will show the arena's radar map on the GamePad. If the player pans to the northwest, they can see a second enemy bubble out of bounds.

See also