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In the Pikmin games, it is possible to use exploits or glitches to go out of bounds. Having a leader or Pikmin outside of the normal area boundaries allows players to take shortcuts, reaching certain points before they're intended to, or to go to places they're never intended to reach.
Below is a list of places where it is possible to go out of bounds.
Pikmin
On the ramp in The Distant Spring near the UV Lamp, it is possible for Olimar to go out of bounds by getting pushed by a Spotty Bulbear. The player must wake the Bulbear, go about halfway up the ramp, while the Bulbear goes to the side of it. The Bulbear will try to bite Olimar, and assuming that Olimar and the Bulbear are facing the same direction, Olimar should be pushed out of bounds. This glitch is usually used in speed runs, as a faster way to collect the Chronos Reactor.
Pikmin 2
In Pikmin 2, there are several ways for one to go out of bounds.
One way to do this is the boulder jump glitch. When a leader lies down, they make a small bounce. If they collide with an Armored Cannon Larva or Decorated Cannon Beetle rock, or a falling boulder, then they will bounce high in the air, and potentially land out of bounds.
Another way to do this is to go near a sloped wall that one wants to go out of bounds on, and make the leader lie down. A Pikmin will automatically pick the leader up, and with some walls, and some Pikmin types, the Pikmin will carry him up the wall.
A leader can also clip into the ground by using the seesaw glitch, and end up appearing out of bounds.
Caves
- See here for a glitch involving leaving the bounds of garden-themed sublevels.
Pikmin 3
In Pikmin 3, going out of bounds is often done by throwing a leader in a certain location, such as on top of a dirt mound, or by wedging on the side of certain edges, as in the Yellow Onion cave in Distant Tundra. Another way is to use a technique that makes use of wedging into a corner, getting a leader into the scenery, and whistling and dismissing. The final way is by the dodging, by using it to get from an elevated place to out of bounds. An example of this would be on the ice slide in Distant Tundra.
To do: Add all the locations and how to get there. |
Story mode
- Sandbelching Meerslug arena: It is possible to get out of bounds in the Sandbelching Meerslug arena. First, wait for the boss to surface, but make sure it does so near the edge of the arena. Then, climb onto the mound it makes and throw a leader to the sand outside of the arena.
- Bug-Eyed Crawmad cave entrance: In the northern corridor to the cave with elevator platforms and a Bug-Eyed Crawmad, there is a way to get to the high grounds. To do this, you need to bring at least two leaders to the top of the slope leading to the entrance. You can then throw a leader on top of the southern wall of the path. You can breifly roam around here, but there is a wooden fence blocking you. If you get two leaders up there, you can throw one on top of the electric gate, and then walk around the fence and proceed forward, up to the tall flower pot with the 5 Pellet Posy.
- Bug-Eyed Crawmad cave: In the area mentioned before with a Bug-Eyed Crawmad, there are some ways to get to the higher stone surrounding it. One way is by bringing at least two leaders close to the northern cave entrance, before the ramp starts. From here you can throw a leader to the southern wall. Another way you can go out of bounds is by standing at the corner of the gap with the northern elevator platform. If you throw a leader at the wall from this point, they can land on top of the wall. This allows you to move freely across the borders of the cave. If you throw two leaders up there, you can even end up on the cinder-block separating the platforms, by throwing a leader there.
- Pathway to Brittany: On the pathway to the Rock Onion and, as mentioned above, Brittany go up the slope with the Sunseed Berry next to it and face the location of the Red Bulborb. You should see a rock, throw a leader on top of it to get out of bounds.
- Brittany’s crash site: Go to the place where you find Brittany and simply throw a leader towards the landing site.
- Yellow Pikmin cave: In the cave where you discover the Yellow Onion in Distant Tundra, there are multiple ways you can glitch on top of the walls of the cave. The first way you can do this by making a leader hold a Pikmin or other leader as if they are about to throw it. You then have to force them into the wedge next to the iron ball. If done properly, the leader will be able to walk around the slide, and onto the sides of the cave. This allows access to the Shaggy Long Legs arena, which you normally can't get to without 3 leaders. The second way you can do this, is by throwing another leader onto the edge of the slide. If done with great precision they will not slip down the slide, and can walk out of bounds. The third way you can do this is by throwing a leader onto the can where you find a yellow 5 pellet. You have to stand on the slope leading to the Onion, and throw a leader onto the can.
- Next to bamboo gate: In the Distant Tundra, next to the bamboo gate blocking the path to the Shaggy Long Legs arena, you can go out of bounds. To do this, reach the protruding area next to the gate where you find a Face Wrinkler. From here, throw a leader to the high area right next to the gate. The leader can end up there, and now can traverse out of bounds.
- Above the branch at the end of the river: At the dead end branch at the end of the river carrying lily pads, there is a way to go out of bounds. To do this you need three leaders. First you have to throw a leader on top of the bricks, and walk to the middle of the branch. There is a slightly higher part facing the river. From there, you can throw a leader up to the walls of the area, where you normally can't go.
Bingo Battle
- On the tube: See here.
Hey! Pikmin
- Back-and-Forth Road: See here.
See also
Anomalies | |
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Glitches | Pikmin • Pikmin 2 • Pikmin 3 • Pikmin 4 • Hey! Pikmin • Pikmin Bloom Pikipedia's glitch notes |
Other anomalies | Crash • Mistake • Out of bounds • Path oversights • Sequence break |