Pikmin 3

Hint

Revision as of 01:30, June 26, 2021 by Soprano (talk | contribs) (And finally, added Formidable Oak hints to the list.)
A hint in Pikmin 3 Deluxe. This is the default one shown if no other hints apply to the player's current situation. After closing the menu, arrows will appear on the ground.
The default hint, telling the player to keep moving ahead.
For hints on loading screens, see Loading#Tip.

Hints are a game mechanic in Pikmin 3 Deluxe that give advice on what to do in the game. Their purpose is to assist players who are not sure what to do to advance the game's story. Hints consist of some text, some images, and in most cases, arrows on the ground pointing towards the next destination.

Mechanics

 
A screenshot with the "Hints" button sparkling.

Hints are designed to guide the player towards advancing through the story. Some are about where to go next, some are about how to defeat bosses, and some are about other things. Many hints have associated locations in an area that they refer to. Due to Pikmin 3's structure, there is generally a linear progression of hints. Only one hint can be active at a time. Each new hint will appear in response to some threshold being reached, and will disappear when some other threshold has been reached. Hints may also have multiple stages to them, requiring multiple tasks to be done before they disappear, and the location they point to can change in response to these tasks. If no hint directly relevant to the player's location in the story is available, the hint will be a default "Keep moving ahead" hint, and may or may not have an associated location. If the player is in an area where the story for that area has already been completed, the default hint is instead about ending the day.

The way hints are shown depends on a setting in the pause menu, called "Hint Display". If it is on (which is the default setting), a bubble with the text "Hints" will appear in the HUD, and if it is off, this bubble will not appear. In both cases, a Hint bubble will be present in the pause menu. If Hint Display is on, pressing   will show the current hint. Selecting the bubble in the pause menu will also show the current hint. If a new hint is available, the bubble will sparkle, and an exclamation mark icon will appear over the HUD bubble, indicating a new hint is available. Once the new hint has been viewed, the bubbles will no longer sparkle until a new hint is available.

When a hint is shown, the game is paused and a special hint window takes up most of the screen. It contains an image, which may be a screenshot or a map, and some text below. There may be multiple pages in a hint, and if there are, these can be advanced to the right with  ,  , or right on  , and to the left with  ,  , or left on  . (The face buttons or the stick can be held to quickly advance through pages in a loop, but the same does not happen for   or  .)   can be pressed to close the hint window and return to gameplay (or the pause menu, if the hint was opened from there).

Arrows

 
A trail of arrows in the Twilight River.

If Hint Display is on, hints will not only consist of pages of information, but in arrows on the ground. These large blue arrows will point towards that hint's associated location, forming a path in front of the player using the same waypoint system as Go Here!. Since not all hints have an associated location, not all hints have arrows. The arrows will only appear near the active leader, and up to 5 arrows can be on the ground at a time. Arrows are 3D objects and can clip into the ground and illuminate their surroundings. They do not appear on the radar or the KopPad camera view. After appearing, arrows will not stop pointing towards their destination until their completion condition is fulfilled, though they will briefly disappear after the KopPad or Onion menu is closed (except the camera app on the KopPad). Arrows can be made to disappear by turning Hint Display off; after turning it back on the arrows will not reappear unless the hint is opened again.

When a hint has multiple associated locations in a set order (such as fragment piles), arrows will initially point towards the first of these locations. When a location has been visited and a task done there (such as picking up all the fragments), the arrows will disappear. If the player opens the hint page again, the arrows will reappear and point to the next location. (Note that the bubble will not sparkle in this situation, so the game will not let the player know that new arrows are available.) If for some reason the condition for an earlier hint is broken (such as calling Pikmin off fragments from an earlier pile), the arrows will point to the earlier location again until its condition is met again.

List

The following article or section is in need of assistance from someone who plays Pikmin 3 Deluxe.
Particularly: Finish the list of hints.

Image Text Area Trigger condition Associated location(s)
 

 

If you get stuck in Story mode, press   to view a strategy hint. You can hide them by going to More in Other Settings and setting Hint Display to Off.

Press   to open Options and view Basic Information or go to Other Settings to change controls to your liking.

Distant Tundra Opened automatically at the start of the game. N/A
Keep moving ahead Distant Tundra Close first hint. Initially: The can with the Yellow Pikmin.

After the throwing tutorial: Vehemoth Phosbat arena. (Note: The arrows point past the trigger point for the cutscene that ends the Distant Tundra section of day 1, so it is not possible to see where the arrows point to.)

  Keep going. You may just encounter a rather curious creature... Tropical Wilds Start Alph's section of day 1. Initially: The first Red Pikmin Alph sees.

After the Red Pikmin runs away: The Red Pikmin in front of the Onion.

  If you don't see a way forward, look for pieces to make a bridge. Tropical Wilds Rescue the Red Onion. Initially: The 2 fragment piles, in either order.

After picking up all fragments: None.

Keep moving ahead Tropical Wilds Complete the brown bridge. The KopPad.
 

 

Get more Red Pikmin by harvesting pellets and creatures.

Use   or   to check your surroundings carefully. (  won't work if using a horizontal Joy-Con.)

Tropical Wilds Collect the KopPad. None.
  Use the power of Pikmin to push the box out of the way. Many Pikmin make light work! Tropical Wilds Have at least 20 Pikmin in the field. The cardboard box.
Keep moving ahead Tropical Wilds Push the cardboard box. The western exit of the cave. (Note: It is not possible to see if the arrows initially stop at the dirt wall before pointing to the exit of the cave.)
  Take the Pikmin out of the Onion. Garden of Hope Land in the Garden of Hope on day 2. The Red Onion.
  Gather up the fragments and rebuild the bridge. Garden of Hope Take at least 1 Pikmin out of the Onion. The 2 brown fragment piles in either order.
Keep moving ahead Garden of Hope Complete the brown bridge. Initially: None.

After seeing Brittany: The Rock Onion.

  Charge won't reach the flying creatures. Lock on with   and throw Pikmin with   to defeat them. Look closely now—they seem to have captured something. Garden of Hope Seen the Medusal Slurker. None.
 

 

Get more Rock Pikmin by harvesting pellets and creatures.

Throw Rock Pikmin to shatter the crystal.

Garden of Hope Unlock Rock Pikmin. None.
 

 

Shatter the crystal wall!

Throw Pikmin to the other shore to look for bridge fragments there.

Garden of Hope Rescue Brittany. The 2 blue fragment piles, in either order.
Keep moving ahead Garden of Hope Complete the blue bridge. The Armored Mawdad arena.
  Use Rock Pikmin to break the exoskeleton, then strike with all your might! Garden of Hope Begin the Armored Mawdad boss fight. None.
  Haul the strange item over to the S.S. Drake. Garden of Hope Defeat the Armored Mawdad. None.
End day Garden of Hope Collect the Data Glutton. None.
Keep moving ahead Distant Tundra First landing in the Distant Tundra. None.
  Try throwing Yellow Pikmin at the electrical cables. Distant Tundra See Yellow Pikmin. None.
  Get more Yellow Pikmin by harvesting pellets. Distant Tundra Activate the light in the Yellow Onion cave. None.
  Try to roll the iron ball. Distant Tundra Have at least 20 Pikmin in the field. The iron ball in the cave.
Keep moving ahead Distant Tundra Push the iron ball in the cave. The door to the outside.
 

 

Find a place where you can trade Pikmin.

Gather up the fragments and rebuild the bridge.

Distant Tundra Leave Brittany's cave. Initially: The place for throwing Pikmin across the river.

After reaching with either leader: Alph and Brittany have different associated locations. Alph has the 2 blue fragment piles in either order; Brittany has the 2 orange fragment pies in either order.

 

 

Use the iron ball to smash your way through the wall.

There's an iron ball hidden here...

Distant Tundra Complete the double bridge. Behind the iron ball outside.
Keep moving ahead Distant Tundra Push the iron ball outside. Initially: The cave where the Vehemoth Phosbat is first seen.

After reaching the cave: None.

 

 

Switch on the lightbulb.

Look around for other lightbulbs.

Distant Tundra Activate the lightbulb that reveals the Vehemoth Phosbat. The 4 electrodes in the Vehemoth Phosbat arena, in any order.
 

 

Build a bridge so you can light up the whole cave.

There must be bridge pieces around here somewhere.

Distant Tundra The Vehemoth Phosbat does its Phosbat Pod activation cutscene. The 2 fragment piles in the Vehemoth Phosbat arena, in either order.
  Throw Pikmin when it stops to use its vacuum attack or when it's motionless on the wall. Distant Tundra Activated the big lightbulb in the Vehemoth Phosbat arena. None.
End day Distant Tundra Defeat the Vehemoth Phosbat. None.
 

 

The Pikmin can build a bridge from the other shore.

There should be bridge pieces nearby.

Tropical Wilds Land in the Tropical Wilds after rescuing Charlie. The 2 light brown fragment piles in either order.
 

 

Work together as a trio and cross to the opposite shore.

Push down the shopping bag to reunite the three crew leaders.

Tropical Wilds Complete the light brown bridge. The paper bag.
Keep moving ahead Tropical Wilds Push the paper bag. The Sandbelching Meerslug arena.
  Try digging up whatever's buried in the sand. Tropical Wilds See the phone in the Sandbelching Meerslug arena. None.
 

 

When that gargantuan creature starts breathing in, throw a Bomb Rock into its mouth!

Look for a Bomb Rock buried somewhere nearby.

Tropical Wilds Awaken the Sandbelching Meerslug. None.
  Haul the strange item over to the S.S. Drake. Tropical Wilds Defeat the Sandbelching Meerslug. None.
End day Tropical Wilds Collect the Folded Data Glutton. None.
Keep moving ahead Twilight River First landing in the Twilight River. None.
  Look around for bridge fragments. Twilight River See the Winged Onion. The 3 light blue fragment piles in any order.
Keep moving ahead Twilight River Complete the light blue bridge. The Winged Onion.
 

 

Get more Winged Pikmin by harvesting pellets and creatures.

Try using Winged Pikmin to pull the Flukeweeds.

Twilight River Save the Winged Onion. None.
  Move the branch that's blocking the river. Twilight River Have at least 10 Winged Pikmin in the field. The space in front of the dam.
 

 

 

 

Hop on a floating leaf to reach the next map.

Collect bridge pieces to create a path to Olimar's signal.

Try looking for bridge pieces.

Toss allies on a Bouncy Mushroom to bounce them to the opposite shore.

Twilight River Lift the dam. The 3 red fragment piles in any order.
Keep moving ahead Twilight River Complete the red bridge. The Scornet Maestro arena.
 

 

 

Lock on with   and charge ahead with Winged Pikmin when Scornet's away.

Attack the Scornets to rescue your Pikmin!

Forge a path by fighting through the Scornets.

Twilight River Awaken the Scornet Maestro. None.
  Is this Olimar? Haul him over to the S.S. Drake. Twilight River Defeat the Scornet Maestro. None.
End day Twilight River Collect the Hocotatian. None.
  Where did Olimar(?) go? Search for him! Garden of Hope Forced landing in the Garden of Hope. The broken cinder block.
Keep moving ahead Garden of Hope Lift the Flukeweed with the Blue Onion. None.
 

 

 

Get more Blue Pikmin by harvesting pellets and creatures!

Gather up the fragments and make a path.

There are some fragments nearby.

Garden of Hope Pluck the first Blue Pikmin. The 2 pot bridge fragment piles in either order.
Keep moving ahead Garden of Hope Complete the pot bridge. The Quaggled Mireclops arena.
 

 

 

Focus all your might on one of the creature's legs.

When the creature collapses, go for its weak point!

Keep your distance from any rocks that start to move when the boss is knocked out...

Garden of Hope Awaken the Quaggled Mireclops. None.
  Carry Olimar(?) back to the S.S. Drake. Garden of Hope Defeat the Quaggled Mireclops. None.
End day Garden of Hope Collect Louie. None.
Keep moving ahead Formidable Oak Land in the Formidable Oak. None.
  Rescue Olimar from the mysterious life-form! Formidable Oak See Captain Olimar for the first time. None.
 

 

 

 

Don't let the mysterious life-form grab Olimar again!

Whistle to rescue any Pikmin caught inside the mysterious life-form.

Attack the mysterious life-form to free Olimar!

If the mysterious life-form transforms, attack with the right type of Pikmin.

Formidable Oak Enter the cave. None.
 

 

Build a bridge to create a shortcut.

There are some bridge fragments nearby. Some are buried, so look carefully.

Formidable Oak Walk through a trigger point at the entrance to the circular room near the Watery Blowhog. The 2 red fragment piles in either order.
Keep moving ahead Formidable Oak Complete the red bridge. The dark section of the cave.
  Gather bridge pieces to make a path. Formidable Oak Walk through a trigger point just after the entrance of the dark section of the cave. The 2 blue fragment piles in either order.
 

 

Switch on the lightbulb to light up the cave.

Work together to switch on the lightbulb.

Formidable Oak Complete the blue bridge. The 3 electrodes.
  Use Winged Pikmin to build a bridge that can serve as a shortcut. Formidable Oak Turn on all 3 lights. The exit of the cave.
 

 

 

Only Rock Pikmin can withstand those vicious thrusting attacks!

Smash the cores it spits out by assigning the right Pikmin for the job.

When it's floating in the air, lock on with   and throw Pikmin at it.

Formidable Oak Carry Olimar out of the cave. None.

Default hints

These hints appear many times throughout the story, so to simplify the list above, their images and text are listed below, along with the abbreviation used in the main list to represent the hint.

Image Text Abbreviation
 

 

Keep moving ahead.

Press   to open Options and view Basic Information or go to Other Settings to change controls to your liking.

Keep moving ahead
  If you've done all your work for the day, skip ahead by selecting End Day from the Options menu. End day

See also