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	<id>https://pikmintkb.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RattusDong</id>
	<title>Pikmin Technical Knowledge Base - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://pikmintkb.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RattusDong"/>
	<link rel="alternate" type="text/html" href="https://pikmintkb.com/wiki/Special:Contributions/RattusDong"/>
	<updated>2026-09-27T11:08:04Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=MSBF_file_(Pikmin_3)&amp;diff=5352</id>
		<title>MSBF file (Pikmin 3)</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=MSBF_file_(Pikmin_3)&amp;diff=5352"/>
		<updated>2026-09-24T16:19:09Z</updated>

		<summary type="html">&lt;p&gt;RattusDong: /* Event Types */ add 0x31&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MSBF (MessageStudio Binary Flowcharts) Files are files that control flow of cutscenes, notably responsible for setting flags and values such as the [[Pikmin 3 progress value|story progress value]] in said cutscenes. They are located in &amp;lt;code&amp;gt;/content/*/system/message.szs&amp;lt;/code&amp;gt; with matching named [[MSBT file (Pikmin 3)|msbt]] files for their respective message data. Can be edited with [[MSBF Editor]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! File Name || Usage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_a.msbf&amp;lt;/code&amp;gt; || Tropical Wilds cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_b.msbf&amp;lt;/code&amp;gt; || Garden of Hope cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_c.msbf&amp;lt;/code&amp;gt; || Distant Tundra cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_d.msbf&amp;lt;/code&amp;gt; || Twilight River cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_e.msbf&amp;lt;/code&amp;gt; || Formidable Oak cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_i.msbf&amp;lt;/code&amp;gt; || S.S Drake Interior cutscenes (eg. for collecting key items like Louie)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_z.msbf&amp;lt;/code&amp;gt; || General cutscenes (ex. Pikmin Extinction, 100 Pikmin on Field, Pikmin Drowning)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mis_flow.msbf&amp;lt;/code&amp;gt; || Mission Mode intro cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_flow.msbf&amp;lt;/code&amp;gt; || Bingo Battle intro cutscene&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Branch Types==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Alias || Parameter || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt; || checkEnergyTank || int || &lt;br /&gt;
Compares the parameter to your current juice amount.&lt;br /&gt;
* Case 1: Juice amount is less than or equal to param&lt;br /&gt;
* Case 2: Juice amount is greater than param&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02&amp;lt;/code&amp;gt; || checkStoryProgress || int || &lt;br /&gt;
Compares the parameter to your current story progress.&lt;br /&gt;
* Case 1: Story progress is greater than param&lt;br /&gt;
* Case 2: Story progress is less than or equal to param&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;03&amp;lt;/code&amp;gt; || || none || &lt;br /&gt;
Unknown, always case 2 on deluxe.&lt;br /&gt;
* Case 1: unkown&lt;br /&gt;
* Case 2: unkown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04&amp;lt;/code&amp;gt; || checkGamemode || none || &lt;br /&gt;
Branches based on the mode you are playing in.&lt;br /&gt;
* Case 1: Story&lt;br /&gt;
* Case 2: Mission/Side Stories&lt;br /&gt;
* Case 3: Bingo Battle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;07&amp;lt;/code&amp;gt; || isStylusControl || none || &lt;br /&gt;
Branches based on if you&#039;re using stylus controls. (doesn&#039;t exist in deluxe; is always case 2)&lt;br /&gt;
* Case 1: Stylus controls&lt;br /&gt;
* Case 2: Other control scheme&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08&amp;lt;/code&amp;gt; || isMultiplayer || none || &lt;br /&gt;
Branches based on if you&#039;re playing in multiplayer.&lt;br /&gt;
* Case 1: Singleplayer&lt;br /&gt;
* Case 2: Multiplayer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;09&amp;lt;/code&amp;gt; || checkDifficulty || none || &lt;br /&gt;
Branches based on the current difficulty. &lt;br /&gt;
* Case 1: Normal difficulty&lt;br /&gt;
* Case 2: Hard difficulty&lt;br /&gt;
* Case 3: Ultra-Spicy difficulty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0b&amp;lt;/code&amp;gt; || hasGotMemo || string || &lt;br /&gt;
Checks if you&#039;ve gotten a given memo. &lt;br /&gt;
* Case 1: Haven&#039;t got memo&lt;br /&gt;
* Case 2: Have got memo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Event Types==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Alias || Parameter || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; || playDemo|| string || &lt;br /&gt;
Begins playing a demo.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02&amp;lt;/code&amp;gt; || || string || &lt;br /&gt;
Unknown, related to demo file triggers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;03&amp;lt;/code&amp;gt; || || string || &lt;br /&gt;
Unknown, related to demo file triggers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04&amp;lt;/code&amp;gt; || || string || &lt;br /&gt;
Unknown, related to demo file triggers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1f&amp;lt;/code&amp;gt; || setStoryProgress || int || &lt;br /&gt;
Sets the story progress value. Will only set if param is greater than your current story progress value.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; || unlockKoppad || none ||&lt;br /&gt;
Unlocks the ability to use the Koppad.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt; || unlockKoppadButton || int ||&lt;br /&gt;
Part of the sequence that unlocks a button on the Koppad. Param is a number from 1-5.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;31&amp;lt;/code&amp;gt; || || byte, byte, byte, byte ||&lt;br /&gt;
Unknown, affects lighting.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RattusDong</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=MSBF_Editor&amp;diff=5346</id>
		<title>MSBF Editor</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=MSBF_Editor&amp;diff=5346"/>
		<updated>2026-09-22T22:53:13Z</updated>

		<summary type="html">&lt;p&gt;RattusDong: more descripitive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a tool created by RattusDong meant to edit MSBF files, which dictate the flow of cutscenes and are responsible for setting story flags and triggering game events.&lt;br /&gt;
&lt;br /&gt;
https://github.com/RattusDong/pik3-msbf-tool&lt;/div&gt;</summary>
		<author><name>RattusDong</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=MSBF_file_(Pikmin_3)&amp;diff=5345</id>
		<title>MSBF file (Pikmin 3)</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=MSBF_file_(Pikmin_3)&amp;diff=5345"/>
		<updated>2026-09-22T22:49:23Z</updated>

		<summary type="html">&lt;p&gt;RattusDong: /* Branch Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MSBF (MessageStudio Binary Flowcharts) Files are files that control flow of cutscenes, notably responsible for setting flags and values such as the [[Pikmin 3 progress value|story progress value]] in said cutscenes. They are located in &amp;lt;code&amp;gt;/content/*/system/message.szs&amp;lt;/code&amp;gt; with matching named [[MSBT file (Pikmin 3)|msbt]] files for their respective message data. Can be edited with [[MSBF Editor]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! File Name || Usage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_a.msbf&amp;lt;/code&amp;gt; || Tropical Wilds cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_b.msbf&amp;lt;/code&amp;gt; || Garden of Hope cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_c.msbf&amp;lt;/code&amp;gt; || Distant Tundra cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_d.msbf&amp;lt;/code&amp;gt; || Twilight River cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_e.msbf&amp;lt;/code&amp;gt; || Formidable Oak cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_i.msbf&amp;lt;/code&amp;gt; || S.S Drake Interior cutscenes (eg. for collecting key items like Louie)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_z.msbf&amp;lt;/code&amp;gt; || General cutscenes (ex. Pikmin Extinction, 100 Pikmin on Field, Pikmin Drowning)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mis_flow.msbf&amp;lt;/code&amp;gt; || Mission Mode intro cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_flow.msbf&amp;lt;/code&amp;gt; || Bingo Battle intro cutscene&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Branch Types==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Alias || Parameter || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt; || checkEnergyTank || int || &lt;br /&gt;
Compares the parameter to your current juice amount.&lt;br /&gt;
* Case 1: Juice amount is less than or equal to param&lt;br /&gt;
* Case 2: Juice amount is greater than param&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02&amp;lt;/code&amp;gt; || checkStoryProgress || int || &lt;br /&gt;
Compares the parameter to your current story progress.&lt;br /&gt;
* Case 1: Story progress is greater than param&lt;br /&gt;
* Case 2: Story progress is less than or equal to param&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;03&amp;lt;/code&amp;gt; || || none || &lt;br /&gt;
Unknown, always case 2 on deluxe.&lt;br /&gt;
* Case 1: unkown&lt;br /&gt;
* Case 2: unkown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04&amp;lt;/code&amp;gt; || checkGamemode || none || &lt;br /&gt;
Branches based on the mode you are playing in.&lt;br /&gt;
* Case 1: Story&lt;br /&gt;
* Case 2: Mission/Side Stories&lt;br /&gt;
* Case 3: Bingo Battle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;07&amp;lt;/code&amp;gt; || isStylusControl || none || &lt;br /&gt;
Branches based on if you&#039;re using stylus controls. (doesn&#039;t exist in deluxe; is always case 2)&lt;br /&gt;
* Case 1: Stylus controls&lt;br /&gt;
* Case 2: Other control scheme&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08&amp;lt;/code&amp;gt; || isMultiplayer || none || &lt;br /&gt;
Branches based on if you&#039;re playing in multiplayer.&lt;br /&gt;
* Case 1: Singleplayer&lt;br /&gt;
* Case 2: Multiplayer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;09&amp;lt;/code&amp;gt; || checkDifficulty || none || &lt;br /&gt;
Branches based on the current difficulty. &lt;br /&gt;
* Case 1: Normal difficulty&lt;br /&gt;
* Case 2: Hard difficulty&lt;br /&gt;
* Case 3: Ultra-Spicy difficulty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0b&amp;lt;/code&amp;gt; || hasGotMemo || string || &lt;br /&gt;
Checks if you&#039;ve gotten a given memo. &lt;br /&gt;
* Case 1: Haven&#039;t got memo&lt;br /&gt;
* Case 2: Have got memo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Event Types==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Alias || Parameter || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; || playDemo|| string || &lt;br /&gt;
Begins playing a demo.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02&amp;lt;/code&amp;gt; || || string || &lt;br /&gt;
Unknown, related to demo file triggers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;03&amp;lt;/code&amp;gt; || || string || &lt;br /&gt;
Unknown, related to demo file triggers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04&amp;lt;/code&amp;gt; || || string || &lt;br /&gt;
Unknown, related to demo file triggers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1f&amp;lt;/code&amp;gt; || setStoryProgress || int || &lt;br /&gt;
Sets the story progress value. Will only set if param is greater than your current story progress value.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; || unlockKoppad || none ||&lt;br /&gt;
Unlocks the ability to use the Koppad.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt; || unlockKoppadButton || int ||&lt;br /&gt;
Part of the sequence that unlocks a button on the Koppad. Param is a number from 1-5.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RattusDong</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=MSBF_file_(Pikmin_3)&amp;diff=5335</id>
		<title>MSBF file (Pikmin 3)</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=MSBF_file_(Pikmin_3)&amp;diff=5335"/>
		<updated>2026-09-22T13:06:03Z</updated>

		<summary type="html">&lt;p&gt;RattusDong: add additional branch types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MSBF (MessageStudio Binary Flowcharts) Files are files that control flow of cutscenes, notably responsible for setting flags and values such as the [[Pikmin 3 progress value|story progress value]] in said cutscenes. They are located in &amp;lt;code&amp;gt;/content/*/system/message.szs&amp;lt;/code&amp;gt; with matching named [[MSBT file (Pikmin 3)|msbt]] files for their respective message data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! File Name || Usage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_a.msbf&amp;lt;/code&amp;gt; || Tropical Wilds cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_b.msbf&amp;lt;/code&amp;gt; || Garden of Hope cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_c.msbf&amp;lt;/code&amp;gt; || Distant Tundra cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_d.msbf&amp;lt;/code&amp;gt; || Twilight River cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_e.msbf&amp;lt;/code&amp;gt; || Formidable Oak cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_i.msbf&amp;lt;/code&amp;gt; || S.S Drake Interior cutscenes (eg. for collecting key items like Louie)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_z.msbf&amp;lt;/code&amp;gt; || General cutscenes (ex. Pikmin Extinction, 100 Pikmin on Field, Pikmin Drowning)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mis_flow.msbf&amp;lt;/code&amp;gt; || Mission Mode intro cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_flow.msbf&amp;lt;/code&amp;gt; || Bingo Battle intro cutscene&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Branch Types==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Alias || Parameter || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt; || checkEnergyTank || int || &lt;br /&gt;
Compares the parameter to your current juice amount.&lt;br /&gt;
* Case 1: Juice amount is less than or equal to param&lt;br /&gt;
* Case 2: Juice amount is greater than param&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02&amp;lt;/code&amp;gt; || checkStoryProgress || int || &lt;br /&gt;
Compares the parameter to your current story progress.&lt;br /&gt;
* Case 1: Story progress is greater than param&lt;br /&gt;
* Case 2: Story progress is less than or equal to param&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04&amp;lt;/code&amp;gt; || checkGamemode || none || &lt;br /&gt;
Branches based on the mode you are playing in.&lt;br /&gt;
* Case 1: Story&lt;br /&gt;
* Case 2: Mission/Side Stories&lt;br /&gt;
* Case 3: Bingo Battle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;07&amp;lt;/code&amp;gt; || isStylusControl || none || &lt;br /&gt;
Branches based on if you&#039;re using stylus controls. (doesn&#039;t exist in deluxe; is always case 2)&lt;br /&gt;
* Case 1: Stylus controls&lt;br /&gt;
* Case 2: Other control scheme&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08&amp;lt;/code&amp;gt; || isMultiplayer || none || &lt;br /&gt;
Branches based on if you&#039;re playing in multiplayer.&lt;br /&gt;
* Case 1: Singleplayer&lt;br /&gt;
* Case 2: Multiplayer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;09&amp;lt;/code&amp;gt; || checkDifficulty || none || &lt;br /&gt;
Branches based on the current difficulty. &lt;br /&gt;
* Case 1: Normal difficulty&lt;br /&gt;
* Case 2: Hard difficulty&lt;br /&gt;
* Case 3: Ultra-Spicy difficulty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0b&amp;lt;/code&amp;gt; || hasGotMemo || string || &lt;br /&gt;
Checks if you&#039;ve gotten a given memo. &lt;br /&gt;
* Case 1: Haven&#039;t got memo&lt;br /&gt;
* Case 2: Have got memo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Event Types==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Alias || Parameter || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; || playDemo|| string || &lt;br /&gt;
Begins playing a demo.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02&amp;lt;/code&amp;gt; || || string || &lt;br /&gt;
Unknown, related to demo file triggers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;03&amp;lt;/code&amp;gt; || || string || &lt;br /&gt;
Unknown, related to demo file triggers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04&amp;lt;/code&amp;gt; || || string || &lt;br /&gt;
Unknown, related to demo file triggers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1f&amp;lt;/code&amp;gt; || setStoryProgress || int || &lt;br /&gt;
Sets the story progress value. Will only set if param is greater than your current story progress value.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; || unlockKoppad || none ||&lt;br /&gt;
Unlocks the ability to use the Koppad.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt; || unlockKoppadButton || int ||&lt;br /&gt;
Part of the sequence that unlocks a button on the Koppad. Param is a number from 1-5.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RattusDong</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=MSBF_file_(Pikmin_3)&amp;diff=5334</id>
		<title>MSBF file (Pikmin 3)</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=MSBF_file_(Pikmin_3)&amp;diff=5334"/>
		<updated>2026-09-22T11:39:16Z</updated>

		<summary type="html">&lt;p&gt;RattusDong: fix typo, add more table entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MSBF (MessageStudio Binary Flowcharts) Files are files that control flow of cutscenes, notably responsible for setting flags and values such as the [[Pikmin 3 progress value|story progress value]] in said cutscenes. They are located in &amp;lt;code&amp;gt;/content/*/system/message.szs&amp;lt;/code&amp;gt; with matching named [[MSBT file (Pikmin 3)|msbt]] files for their respective message data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! File Name || Usage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_a.msbf&amp;lt;/code&amp;gt; || Tropical Wilds cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_b.msbf&amp;lt;/code&amp;gt; || Garden of Hope cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_c.msbf&amp;lt;/code&amp;gt; || Distant Tundra cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_d.msbf&amp;lt;/code&amp;gt; || Twilight River cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_e.msbf&amp;lt;/code&amp;gt; || Formidable Oak cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_i.msbf&amp;lt;/code&amp;gt; || S.S Drake Interior cutscenes (eg. for collecting key items like Louie)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_z.msbf&amp;lt;/code&amp;gt; || General cutscenes (ex. Pikmin Extinction, 100 Pikmin on Field, Pikmin Drowning)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mis_flow.msbf&amp;lt;/code&amp;gt; || Mission Mode intro cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_flow.msbf&amp;lt;/code&amp;gt; || Bingo Battle intro cutscene&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Branch Types==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Alias || Parameter || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt; || checkEnergyTank || int || &lt;br /&gt;
Compares the parameter to your current juice amount.&lt;br /&gt;
* Case 1: Juice amount is less than or equal to param&lt;br /&gt;
* Case 2: Juice amount is greater than param&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02&amp;lt;/code&amp;gt; || checkStoryProgress || int || &lt;br /&gt;
Compares the parameter to your current story progress.&lt;br /&gt;
* Case 1: Story progress is greater than param&lt;br /&gt;
* Case 2: Story progress is less than or equal to param&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04&amp;lt;/code&amp;gt; || checkGamemode || none || &lt;br /&gt;
Branches based on the mode you are playing in.&lt;br /&gt;
* Case 1: Story&lt;br /&gt;
* Case 2: Mission/Side Stories&lt;br /&gt;
* Case 3: Bingo Battle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08&amp;lt;/code&amp;gt; || isMultiplayer || none || &lt;br /&gt;
Branches based on if you&#039;re playing in multiplayer.&lt;br /&gt;
* Case 1: Singleplayer&lt;br /&gt;
* Case 2: Multiplayer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;09&amp;lt;/code&amp;gt; || checkDifficulty || none || &lt;br /&gt;
Branches based on the current difficulty. &lt;br /&gt;
* Case 1: Normal difficulty&lt;br /&gt;
* Case 2: Hard difficulty&lt;br /&gt;
* Case 3: Ultra-Spicy difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Event Types==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Alias || Parameter || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; || playDemo|| string || &lt;br /&gt;
Begins playing a demo.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02&amp;lt;/code&amp;gt; || || string || &lt;br /&gt;
Unknown, related to demo file triggers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;03&amp;lt;/code&amp;gt; || || string || &lt;br /&gt;
Unknown, related to demo file triggers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04&amp;lt;/code&amp;gt; || || string || &lt;br /&gt;
Unknown, related to demo file triggers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1f&amp;lt;/code&amp;gt; || setStoryProgress || int || &lt;br /&gt;
Sets the story progress value. Will only set if param is greater than your current story progress value.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; || unlockKoppad || none ||&lt;br /&gt;
Unlocks the ability to use the Koppad.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt; || unlockKoppadButton || int ||&lt;br /&gt;
Part of the sequence that unlocks a button on the Koppad. Param is a number from 1-5.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RattusDong</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=MSBF_file_(Pikmin_3)&amp;diff=5333</id>
		<title>MSBF file (Pikmin 3)</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=MSBF_file_(Pikmin_3)&amp;diff=5333"/>
		<updated>2026-09-22T01:03:03Z</updated>

		<summary type="html">&lt;p&gt;RattusDong: init page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MSBF (MessageStudio Binary Flowcharts) Files are files that control flow of cutscenes. They are are also notably responsible for setting flags and values such as the [[Pikmin 3 progress value|story progress value]]. They are located in &amp;lt;code&amp;gt;/content/*/system/message.szs&amp;lt;/code&amp;gt; with matching named [[MSBT file (Pikmin 3)|msbt]] files for their respective message data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! File Name || Usage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_a.msbf&amp;lt;/code&amp;gt; || Tropical Wilds cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_b.msbf&amp;lt;/code&amp;gt; || Garden of Hope cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_c.msbf&amp;lt;/code&amp;gt; || Distant Tundra cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_d.msbf&amp;lt;/code&amp;gt; || Twilight River cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_e.msbf&amp;lt;/code&amp;gt; || Formidable Oak cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_i.msbf&amp;lt;/code&amp;gt; || S.S Drake Interior cutscenes (eg. for collecting key items like Louie)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flow_z.msbf&amp;lt;/code&amp;gt; || General cutscenes (ex. Pikmin Extinction, 100 Pikmin on Field, Pikmin Drowning)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mis_flow.msbf&amp;lt;/code&amp;gt; || Mission Mode intro cutscenes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_flow.msbf&amp;lt;/code&amp;gt; || Bingo Battle intro cutscene&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Branch Types==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ID || Alias || Parameter || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;01&amp;lt;/code&amp;gt; || checkEnergyTank || int || &lt;br /&gt;
Compares the parameter to your current juice amount.&lt;br /&gt;
* Case 1: juice amount is less than or equal to param&lt;br /&gt;
* Case 2: juice amount is greater than param&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02&amp;lt;/code&amp;gt; || checkStoryProgress || int || &lt;br /&gt;
Compares the parameter to your current story progress.&lt;br /&gt;
* Case 1: story progress is greater than param&lt;br /&gt;
* Case 2: story progress is less than or equal to param&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;09&amp;lt;/code&amp;gt; || checkDifficulty|| none || &lt;br /&gt;
Branches based on the current difficulty. &lt;br /&gt;
* Case 1: Normal difficulty&lt;br /&gt;
* Case 2: Hard difficulty&lt;br /&gt;
* Case 3: Ultra-Spicy difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Event Types==&lt;/div&gt;</summary>
		<author><name>RattusDong</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_3_progress_value&amp;diff=5332</id>
		<title>Pikmin 3 progress value</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_3_progress_value&amp;diff=5332"/>
		<updated>2026-09-14T15:52:04Z</updated>

		<summary type="html">&lt;p&gt;RattusDong: fix my error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 3&#039;&#039; progress value}}&lt;br /&gt;
&#039;&#039;Pikmin 3&#039;&#039; uses a variable to store progression through the game. This progress value is used for lots of things, such as controlling the weather, changing object placement in areas, controlling the end-of-day voyage log, and controlling the objectives shown on the day selection menu. As the player progresses through the game&#039;s linear story, it counts upwards, sometimes in consecutive integers and sometimes in larger jumps. Multiples of 10 generally indicate a major milestone. In almost all cases, progress values are incremented by cutscenes. While they go up immediately, many of their effects are not seen until the end of the day or the next day. Progress values can also be subdivided based on certain events, and these subdivisions are generally used to make the voyage log more relevant.&lt;br /&gt;
&lt;br /&gt;
The table below lists the known values and subdivisions the progress variable can hold, along with some additional information. The trigger column lists the cutscene that increments the progress value to the value on the left. The weather column indicates if that progress value has forced weather (instead of random weather), the area the forced weather occurs (in acronym form), and what the weather is (either sunny (shine), rain, or snow). The subdivision column states the subdivisions of the progress values &amp;amp;ndash; most have only 1 subdivision, but some have multiple, and if so, the cause of each is listed. The objective column states the objective shown on the radar in &#039;&#039;Pikmin 3 Deluxe&#039;&#039;. The table is not complete, as it is likely some values are missing from day 1, and some triggers are not known or not confirmed.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Trigger&lt;br /&gt;
!Weather&lt;br /&gt;
!Subdivision&lt;br /&gt;
!Objective&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p10&#039;&#039;&#039;&lt;br /&gt;
|New file&lt;br /&gt;
|DT Snow&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p11&lt;br /&gt;
|Throwing and whistling tutorial&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p12&lt;br /&gt;
|Enter the river room&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p20&#039;&#039;&#039;&lt;br /&gt;
|End of Charlie&#039;s section of Day 1&lt;br /&gt;
|TW Shine&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p21&lt;br /&gt;
|Build the bridge leading to the KopPad&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p22&lt;br /&gt;
|Get KopPad&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Find S.S. Drake!&lt;br /&gt;
|-&lt;br /&gt;
|p23&lt;br /&gt;
|Red Pikmin introduction cutscene&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Find S.S. Drake!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p30&#039;&#039;&#039;&lt;br /&gt;
|End of Day 1&lt;br /&gt;
|GoH Shine&lt;br /&gt;
|00&lt;br /&gt;
|Where&#039;s Brittany?&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | p31&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Garden of Hope initial landing&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | GoH Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Find Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|01 - no juice&lt;br /&gt;
|Find Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;p40&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | See Brittany&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | GoH Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Find the Fruit!&lt;br /&gt;
|-&lt;br /&gt;
|01 - no juice&lt;br /&gt;
|Find the Fruit!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | p41&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | See the Sunseed Berry&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | GoH Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Save Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|01 - no juice&lt;br /&gt;
|Retrieve the Fruit!&lt;br /&gt;
|-&lt;br /&gt;
|02 - collected the first fruit&lt;br /&gt;
|Save Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | p49&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Free the Rock Onion&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | GoH Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Brittany and the Fruit&lt;br /&gt;
|-&lt;br /&gt;
|01 - unknown, probably inaccessible&lt;br /&gt;
|Brittany and the Fruit&lt;br /&gt;
|-&lt;br /&gt;
|02 - collected the first fruit&lt;br /&gt;
|Save Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;p50&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | Rescue Brittany&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
|00 - default&lt;br /&gt;
|The Captain&#039;s Signal?&lt;br /&gt;
|-&lt;br /&gt;
|01 - unknown, probably inaccessible&lt;br /&gt;
|The Captain&#039;s Signal?&lt;br /&gt;
|-&lt;br /&gt;
|02 - collected the first fruit&lt;br /&gt;
|The Captain&#039;s Signal?&lt;br /&gt;
|-&lt;br /&gt;
|03 - seen the rotten tree cutscene&lt;br /&gt;
|The Captain&#039;s Signal?&lt;br /&gt;
|-&lt;br /&gt;
|p51&lt;br /&gt;
|Get Olimar&#039;s data file in the corridor&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Follow the Signal!&lt;br /&gt;
|-&lt;br /&gt;
|p58&lt;br /&gt;
|See the Armored Mawdad&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Defeat the Armored Mawdad!&lt;br /&gt;
|-&lt;br /&gt;
|p59&lt;br /&gt;
|Defeat the Armored Mawdad&lt;br /&gt;
|GoH Rain&lt;br /&gt;
|00&lt;br /&gt;
|Recover the Device!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p60&#039;&#039;&#039;&lt;br /&gt;
|Collect the Data Glutton&lt;br /&gt;
|DT Snow&lt;br /&gt;
|00&lt;br /&gt;
|Find the Captain!&lt;br /&gt;
|-&lt;br /&gt;
|p61&lt;br /&gt;
|Distant Tundra initial landing&lt;br /&gt;
|DT Snow&lt;br /&gt;
|00&lt;br /&gt;
|Find Alph!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;p70&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Leave Brittany&#039;s cave&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | DT Snow&lt;br /&gt;
|00 - default&lt;br /&gt;
|Reunite with Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|01 - second day in the Distant Tundra&lt;br /&gt;
|Reunite with Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | p71&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Distant Tundra third landing without saving Brittany&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | DT Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Reunite with Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|01 - fourth day in the Distant Tundra?&lt;br /&gt;
|Reunite with Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;p80&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Complete the double bridge&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|00 - default&lt;br /&gt;
|Where&#039;s the Captain?&lt;br /&gt;
|-&lt;br /&gt;
|01 - second day after completing the bridge?&lt;br /&gt;
|Where&#039;s the Captain?&lt;br /&gt;
|-&lt;br /&gt;
|p88&lt;br /&gt;
|See the Vehemoth Phosbat&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Defeat the Vehemoth Phosbat!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;p90&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Defeat the Vehemoth Phosbat&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | TW Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Find the Cosmic-Drive Key!&lt;br /&gt;
|-&lt;br /&gt;
|01 - second day not in the Tropical Wilds&lt;br /&gt;
|Find the Cosmic-Drive Key!&lt;br /&gt;
|-&lt;br /&gt;
|02 - third day not in the Tropical Wilds?&lt;br /&gt;
|Find the Cosmic-Drive Key!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | p91&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Tropical Wilds initial landing after Charlie&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | TW Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Follow the Mystery Signal!&lt;br /&gt;
|-&lt;br /&gt;
|01 - second day before seeing phone (any area)&lt;br /&gt;
|Follow the Mystery Signal!&lt;br /&gt;
|-&lt;br /&gt;
|p97&lt;br /&gt;
|See the phone&lt;br /&gt;
|TW Shine&lt;br /&gt;
|00&lt;br /&gt;
|The Sandbelching Meerslug&lt;br /&gt;
|-&lt;br /&gt;
|p98&lt;br /&gt;
|See the Sandbelching Meerslug&lt;br /&gt;
|TW Shine&lt;br /&gt;
|00&lt;br /&gt;
|The Sandbelching Meerslug&lt;br /&gt;
|-&lt;br /&gt;
|p99&lt;br /&gt;
|Defeat the Sandbelching Meerslug&lt;br /&gt;
|TW Rain&lt;br /&gt;
|00&lt;br /&gt;
|Recover the High-Tech Device!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p100&#039;&#039;&#039;&lt;br /&gt;
|Collect the Folded Data Glutton&lt;br /&gt;
|TR Shine&lt;br /&gt;
|00&lt;br /&gt;
|To Twilight River!&lt;br /&gt;
|-&lt;br /&gt;
|p101&lt;br /&gt;
|Twilight River initial landing&lt;br /&gt;
|TR Shine&lt;br /&gt;
|00&lt;br /&gt;
|Track the Mystery Signal!&lt;br /&gt;
|-&lt;br /&gt;
|p102&lt;br /&gt;
|See the Winged Onion&lt;br /&gt;
|TR Shine&lt;br /&gt;
|00&lt;br /&gt;
|Save the Winged Onion!&lt;br /&gt;
|-&lt;br /&gt;
|p103&lt;br /&gt;
|Free the Winged Onion&lt;br /&gt;
|TR Shine&lt;br /&gt;
|00&lt;br /&gt;
|Winged Pikmin!&lt;br /&gt;
|-&lt;br /&gt;
|p104&lt;br /&gt;
|Obtain Winged Pikmin&lt;br /&gt;
|TR Shine&lt;br /&gt;
|00&lt;br /&gt;
|SOS from Olimar&lt;br /&gt;
|-&lt;br /&gt;
|p105&lt;br /&gt;
|Lift the dam&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Save Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|p117&lt;br /&gt;
|See the Scornet Maestro&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Defeat the Scornet Maestro!&lt;br /&gt;
|-&lt;br /&gt;
|p118&lt;br /&gt;
|Defeat the Scornet Maestro&lt;br /&gt;
|TR Rain&lt;br /&gt;
|00&lt;br /&gt;
|Retrieve Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|p119&lt;br /&gt;
|Collect Louie in Twilight River&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Find Fruit!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p120&#039;&#039;&#039;&lt;br /&gt;
|View Today&#039;s Report after collecting Louie in Twilight River&lt;br /&gt;
|GoH Shine&lt;br /&gt;
|00&lt;br /&gt;
|Follow Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | p121&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Louie Lands the Drake in Garden of Hope&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | GoH Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Follow Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|01 - start lifting Blue Onion&lt;br /&gt;
|The Blue Onion&lt;br /&gt;
|-&lt;br /&gt;
|p122&lt;br /&gt;
|Lift the Flukeweed with the Blue Onion&lt;br /&gt;
|GoH Shine&lt;br /&gt;
|00&lt;br /&gt;
|Blue Pikmin&lt;br /&gt;
|-&lt;br /&gt;
|p123&lt;br /&gt;
|Obtain Blue Pikmin&lt;br /&gt;
|GoH Rain&lt;br /&gt;
|00&lt;br /&gt;
|Find the Hocotatian!&lt;br /&gt;
|-&lt;br /&gt;
|p128&lt;br /&gt;
|Awaken the Quaggled Mireclops&lt;br /&gt;
|GoH Rain&lt;br /&gt;
|00&lt;br /&gt;
|Save the Hocotatian!&lt;br /&gt;
|-&lt;br /&gt;
|p129&lt;br /&gt;
|Defeat the Quaggled Mireclops&lt;br /&gt;
|GoH Shine&lt;br /&gt;
|00&lt;br /&gt;
|Retrieve the Hocotatian!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p130&#039;&#039;&#039;&lt;br /&gt;
|Collect Louie in Garden of Hope&lt;br /&gt;
|FO Shine&lt;br /&gt;
|00&lt;br /&gt;
|Head to the Formidable Oak!&lt;br /&gt;
|-&lt;br /&gt;
|p131&lt;br /&gt;
|Formidable Oak initial landing&lt;br /&gt;
|FO Shine&lt;br /&gt;
|00&lt;br /&gt;
|Find Captain Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|p132&lt;br /&gt;
|See Olimar&lt;br /&gt;
|FO Shine&lt;br /&gt;
|00&lt;br /&gt;
|Save Captain Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|p133&lt;br /&gt;
|Enter the cave in the Formidable Oak&lt;br /&gt;
|FO Rain&lt;br /&gt;
|00&lt;br /&gt;
|Save Captain Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|p134&lt;br /&gt;
|See the Plasm Wraith&lt;br /&gt;
|FO Rain&lt;br /&gt;
|00&lt;br /&gt;
|Save Captain Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;p140&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | Defeat the Plasm Wraith&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
|00 - 0-32 fruits&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01 - 33-53 fruits&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02 - 54-65 fruits&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03 - all 66 fruits&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{todo|Find missing or unconfirmed information, and if possible, add columns for the effects of progress values on other things. Also, elaborate exactly on how the variable works and what values it can contain. Is it a string? Is &amp;quot;p00&amp;quot; acceptable, or does it have to be &amp;quot;p00_01&amp;quot;? etc.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 3]]&lt;br /&gt;
[[Category:Constants]]&lt;/div&gt;</summary>
		<author><name>RattusDong</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_3_progress_value&amp;diff=5331</id>
		<title>Pikmin 3 progress value</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_3_progress_value&amp;diff=5331"/>
		<updated>2026-09-14T15:49:00Z</updated>

		<summary type="html">&lt;p&gt;RattusDong: better louie section description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 3&#039;&#039; progress value}}&lt;br /&gt;
&#039;&#039;Pikmin 3&#039;&#039; uses a variable to store progression through the game. This progress value is used for lots of things, such as controlling the weather, changing object placement in areas, controlling the end-of-day voyage log, and controlling the objectives shown on the day selection menu. As the player progresses through the game&#039;s linear story, it counts upwards, sometimes in consecutive integers and sometimes in larger jumps. Multiples of 10 generally indicate a major milestone. In almost all cases, progress values are incremented by cutscenes. While they go up immediately, many of their effects are not seen until the end of the day or the next day. Progress values can also be subdivided based on certain events, and these subdivisions are generally used to make the voyage log more relevant.&lt;br /&gt;
&lt;br /&gt;
The table below lists the known values and subdivisions the progress variable can hold, along with some additional information. The trigger column lists the cutscene that increments the progress value to the value on the left. The weather column indicates if that progress value has forced weather (instead of random weather), the area the forced weather occurs (in acronym form), and what the weather is (either sunny (shine), rain, or snow). The subdivision column states the subdivisions of the progress values &amp;amp;ndash; most have only 1 subdivision, but some have multiple, and if so, the cause of each is listed. The objective column states the objective shown on the radar in &#039;&#039;Pikmin 3 Deluxe&#039;&#039;. The table is not complete, as it is likely some values are missing from day 1, and some triggers are not known or not confirmed.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Trigger&lt;br /&gt;
!Weather&lt;br /&gt;
!Subdivision&lt;br /&gt;
!Objective&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p10&#039;&#039;&#039;&lt;br /&gt;
|New file&lt;br /&gt;
|DT Snow&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p11&lt;br /&gt;
|Throwing and whistling tutorial&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p12&lt;br /&gt;
|Enter the river room&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p20&#039;&#039;&#039;&lt;br /&gt;
|End of Charlie&#039;s section of Day 1&lt;br /&gt;
|TW Shine&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p21&lt;br /&gt;
|Build the bridge leading to the KopPad&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p22&lt;br /&gt;
|Get KopPad&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Find S.S. Drake!&lt;br /&gt;
|-&lt;br /&gt;
|p23&lt;br /&gt;
|Red Pikmin introduction cutscene&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Find S.S. Drake!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p30&#039;&#039;&#039;&lt;br /&gt;
|End of Day 1&lt;br /&gt;
|GoH Shine&lt;br /&gt;
|00&lt;br /&gt;
|Where&#039;s Brittany?&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | p31&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Garden of Hope initial landing&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | GoH Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Find Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|01 - no juice&lt;br /&gt;
|Find Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;p40&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | See Brittany&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | GoH Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Find the Fruit!&lt;br /&gt;
|-&lt;br /&gt;
|01 - no juice&lt;br /&gt;
|Find the Fruit!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | p41&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | See the Sunseed Berry&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | GoH Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Save Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|01 - no juice&lt;br /&gt;
|Retrieve the Fruit!&lt;br /&gt;
|-&lt;br /&gt;
|02 - collected the first fruit&lt;br /&gt;
|Save Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | p49&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Free the Rock Onion&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | GoH Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Brittany and the Fruit&lt;br /&gt;
|-&lt;br /&gt;
|01 - unknown, probably inaccessible&lt;br /&gt;
|Brittany and the Fruit&lt;br /&gt;
|-&lt;br /&gt;
|02 - collected the first fruit&lt;br /&gt;
|Save Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;p50&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | Rescue Brittany&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
|00 - default&lt;br /&gt;
|The Captain&#039;s Signal?&lt;br /&gt;
|-&lt;br /&gt;
|01 - unknown, probably inaccessible&lt;br /&gt;
|The Captain&#039;s Signal?&lt;br /&gt;
|-&lt;br /&gt;
|02 - collected the first fruit&lt;br /&gt;
|The Captain&#039;s Signal?&lt;br /&gt;
|-&lt;br /&gt;
|03 - seen the rotten tree cutscene&lt;br /&gt;
|The Captain&#039;s Signal?&lt;br /&gt;
|-&lt;br /&gt;
|p51&lt;br /&gt;
|Get Olimar&#039;s data file in the corridor&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Follow the Signal!&lt;br /&gt;
|-&lt;br /&gt;
|p58&lt;br /&gt;
|See the Armored Mawdad&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Defeat the Armored Mawdad!&lt;br /&gt;
|-&lt;br /&gt;
|p59&lt;br /&gt;
|Defeat the Armored Mawdad&lt;br /&gt;
|GoH Rain&lt;br /&gt;
|00&lt;br /&gt;
|Recover the Device!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p60&#039;&#039;&#039;&lt;br /&gt;
|Collect the Data Glutton&lt;br /&gt;
|DT Snow&lt;br /&gt;
|00&lt;br /&gt;
|Find the Captain!&lt;br /&gt;
|-&lt;br /&gt;
|p61&lt;br /&gt;
|Distant Tundra initial landing&lt;br /&gt;
|DT Snow&lt;br /&gt;
|00&lt;br /&gt;
|Find Alph!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;p70&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Leave Brittany&#039;s cave&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | DT Snow&lt;br /&gt;
|00 - default&lt;br /&gt;
|Reunite with Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|01 - second day in the Distant Tundra&lt;br /&gt;
|Reunite with Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | p71&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Distant Tundra third landing without saving Brittany&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | DT Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Reunite with Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|01 - fourth day in the Distant Tundra?&lt;br /&gt;
|Reunite with Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;p80&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Complete the double bridge&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|00 - default&lt;br /&gt;
|Where&#039;s the Captain?&lt;br /&gt;
|-&lt;br /&gt;
|01 - second day after completing the bridge?&lt;br /&gt;
|Where&#039;s the Captain?&lt;br /&gt;
|-&lt;br /&gt;
|p88&lt;br /&gt;
|See the Vehemoth Phosbat&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Defeat the Vehemoth Phosbat!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;p90&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Defeat the Vehemoth Phosbat&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | TW Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Find the Cosmic-Drive Key!&lt;br /&gt;
|-&lt;br /&gt;
|01 - second day not in the Tropical Wilds&lt;br /&gt;
|Find the Cosmic-Drive Key!&lt;br /&gt;
|-&lt;br /&gt;
|02 - third day not in the Tropical Wilds?&lt;br /&gt;
|Find the Cosmic-Drive Key!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | p91&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Tropical Wilds initial landing after Charlie&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | TW Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Follow the Mystery Signal!&lt;br /&gt;
|-&lt;br /&gt;
|01 - second day before seeing phone (any area)&lt;br /&gt;
|Follow the Mystery Signal!&lt;br /&gt;
|-&lt;br /&gt;
|p97&lt;br /&gt;
|See the phone&lt;br /&gt;
|TW Shine&lt;br /&gt;
|00&lt;br /&gt;
|The Sandbelching Meerslug&lt;br /&gt;
|-&lt;br /&gt;
|p98&lt;br /&gt;
|See the Sandbelching Meerslug&lt;br /&gt;
|TW Shine&lt;br /&gt;
|00&lt;br /&gt;
|The Sandbelching Meerslug&lt;br /&gt;
|-&lt;br /&gt;
|p99&lt;br /&gt;
|Defeat the Sandbelching Meerslug&lt;br /&gt;
|TW Rain&lt;br /&gt;
|00&lt;br /&gt;
|Recover the High-Tech Device!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p100&#039;&#039;&#039;&lt;br /&gt;
|Collect the Folded Data Glutton&lt;br /&gt;
|TR Shine&lt;br /&gt;
|00&lt;br /&gt;
|To Twilight River!&lt;br /&gt;
|-&lt;br /&gt;
|p101&lt;br /&gt;
|Twilight River initial landing&lt;br /&gt;
|TR Shine&lt;br /&gt;
|00&lt;br /&gt;
|Track the Mystery Signal!&lt;br /&gt;
|-&lt;br /&gt;
|p102&lt;br /&gt;
|See the Winged Onion&lt;br /&gt;
|TR Shine&lt;br /&gt;
|00&lt;br /&gt;
|Save the Winged Onion!&lt;br /&gt;
|-&lt;br /&gt;
|p103&lt;br /&gt;
|Free the Winged Onion&lt;br /&gt;
|TR Shine&lt;br /&gt;
|00&lt;br /&gt;
|Winged Pikmin!&lt;br /&gt;
|-&lt;br /&gt;
|p104&lt;br /&gt;
|Obtain Winged Pikmin&lt;br /&gt;
|TR Shine&lt;br /&gt;
|00&lt;br /&gt;
|SOS from Olimar&lt;br /&gt;
|-&lt;br /&gt;
|p105&lt;br /&gt;
|Lift the dam&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Save Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|p117&lt;br /&gt;
|See the Scornet Maestro&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Defeat the Scornet Maestro!&lt;br /&gt;
|-&lt;br /&gt;
|p118&lt;br /&gt;
|Defeat the Scornet Maestro&lt;br /&gt;
|TR Rain&lt;br /&gt;
|00&lt;br /&gt;
|Retrieve Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|p119&lt;br /&gt;
|Collect Louie in Twilight River&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Find Fruit!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p120&#039;&#039;&#039;&lt;br /&gt;
|View Today&#039;s Report after collecting Louie in Twilight River&lt;br /&gt;
|GoH Shine&lt;br /&gt;
|00&lt;br /&gt;
|Follow Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|p121&lt;br /&gt;
|Louie Lands the Drake in Garden of Hope&lt;br /&gt;
|GoH Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Follow Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|01 - start lifting Blue Onion&lt;br /&gt;
|The Blue Onion&lt;br /&gt;
|-&lt;br /&gt;
|p122&lt;br /&gt;
|Lift the Flukeweed with the Blue Onion&lt;br /&gt;
|GoH Shine&lt;br /&gt;
|00&lt;br /&gt;
|Blue Pikmin&lt;br /&gt;
|-&lt;br /&gt;
|p123&lt;br /&gt;
|Obtain Blue Pikmin&lt;br /&gt;
|GoH Rain&lt;br /&gt;
|00&lt;br /&gt;
|Find the Hocotatian!&lt;br /&gt;
|-&lt;br /&gt;
|p128&lt;br /&gt;
|Awaken the Quaggled Mireclops&lt;br /&gt;
|GoH Rain&lt;br /&gt;
|00&lt;br /&gt;
|Save the Hocotatian!&lt;br /&gt;
|-&lt;br /&gt;
|p129&lt;br /&gt;
|Defeat the Quaggled Mireclops&lt;br /&gt;
|GoH Shine&lt;br /&gt;
|00&lt;br /&gt;
|Retrieve the Hocotatian!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p130&#039;&#039;&#039;&lt;br /&gt;
|Collect Louie in Garden of Hope&lt;br /&gt;
|FO Shine&lt;br /&gt;
|00&lt;br /&gt;
|Head to the Formidable Oak!&lt;br /&gt;
|-&lt;br /&gt;
|p131&lt;br /&gt;
|Formidable Oak initial landing&lt;br /&gt;
|FO Shine&lt;br /&gt;
|00&lt;br /&gt;
|Find Captain Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|p132&lt;br /&gt;
|See Olimar&lt;br /&gt;
|FO Shine&lt;br /&gt;
|00&lt;br /&gt;
|Save Captain Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|p133&lt;br /&gt;
|Enter the cave in the Formidable Oak&lt;br /&gt;
|FO Rain&lt;br /&gt;
|00&lt;br /&gt;
|Save Captain Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|p134&lt;br /&gt;
|See the Plasm Wraith&lt;br /&gt;
|FO Rain&lt;br /&gt;
|00&lt;br /&gt;
|Save Captain Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;p140&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | Defeat the Plasm Wraith&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
|00 - 0-32 fruits&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01 - 33-53 fruits&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02 - 54-65 fruits&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03 - all 66 fruits&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{todo|Find missing or unconfirmed information, and if possible, add columns for the effects of progress values on other things. Also, elaborate exactly on how the variable works and what values it can contain. Is it a string? Is &amp;quot;p00&amp;quot; acceptable, or does it have to be &amp;quot;p00_01&amp;quot;? etc.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 3]]&lt;br /&gt;
[[Category:Constants]]&lt;/div&gt;</summary>
		<author><name>RattusDong</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_3_identifiers&amp;diff=5330</id>
		<title>Pikmin 3 identifiers</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_3_identifiers&amp;diff=5330"/>
		<updated>2026-09-08T00:29:24Z</updated>

		<summary type="html">&lt;p&gt;RattusDong: /* Mission Mode stages */ better named table headers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 3&#039;&#039; identifiers}}&lt;br /&gt;
&lt;br /&gt;
List of &#039;&#039;Pikmin 3&#039;&#039;&#039;s objects and their internal names, numerical identifiers, or string identifiers.&lt;br /&gt;
&lt;br /&gt;
{{todo|Specify which ones are exclusive to P3, and which ones are exclusive to P3D.}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal name || Object || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;amembo&amp;lt;/code&amp;gt; || Skeeterskate || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;arijigoku&amp;lt;/code&amp;gt; || Sandbelching Meerslug || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;arikui&amp;lt;/code&amp;gt; || Whiptongue Bulborb || In &#039;&#039;Deluxe&#039;&#039;, has an &amp;lt;code&amp;gt;_old&amp;lt;/code&amp;gt; variant which is &#039;&#039;Pikmin 2&#039;&#039;-styled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;awadako&amp;lt;/code&amp;gt; || Waddlepus || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;billy&amp;lt;/code&amp;gt; || Bearded Amprat || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;buriko&amp;lt;/code&amp;gt; || &amp;quot;Armored Sheargrub&amp;quot; || Unused, must have Pikmin thrown onto it to kill&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;chappy&amp;lt;/code&amp;gt; || Red Bulborb + Orange Bulborb || &amp;lt;code&amp;gt;tenchappy&amp;lt;/code&amp;gt; for Orange&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;clione&amp;lt;/code&amp;gt; || Honeywisp || Unused, crashes when egg impacts ground&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;crystal_frog&amp;lt;/code&amp;gt; || Calcified Crushblat || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;crystal_maro_frog&amp;lt;/code&amp;gt; || &amp;quot;Crystal Wollywog&amp;quot; || Unused, Wollywog with crystal on belly&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;daiohmukade&amp;lt;/code&amp;gt; || Armored Mawdad || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;damagumo&amp;lt;/code&amp;gt; || Shaggy Long Legs || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;demejako&amp;lt;/code&amp;gt; || Bug-Eyed Crawmad || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;egg&amp;lt;/code&amp;gt; || Egg || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;frog&amp;lt;/code&amp;gt; || Yellow Wollywog || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;futakuchi&amp;lt;/code&amp;gt; || Armored Cannon Larva + Arctic Cannon Larva || &amp;lt;code&amp;gt;Yuki&amp;lt;/code&amp;gt; for Arctic&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hagedamagumo&amp;lt;/code&amp;gt; || Baldy Long Legs || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hambo&amp;lt;/code&amp;gt; || Skitter Leaf || In &#039;&#039;Deluxe&#039;&#039;, has an &amp;lt;code&amp;gt;_old&amp;lt;/code&amp;gt; variant which is &#039;&#039;Pikmin 2&#039;&#039;-styled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hiba&amp;lt;/code&amp;gt; || Fire geyser || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;iwadama&amp;lt;/code&amp;gt; || &amp;quot;Beady Long Legs&amp;quot; || Unused, cannot spawn&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;iwakko&amp;lt;/code&amp;gt; || Skutterchuck || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;jelly&amp;lt;/code&amp;gt; || Medusal Slurker || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kaburi&amp;lt;/code&amp;gt; || Joustmite || In &#039;&#039;Deluxe&#039;&#039;, has an &amp;lt;code&amp;gt;_old&amp;lt;/code&amp;gt; variant which is &#039;&#039;Pikmin 2&#039;&#039;-styled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kajiokoshi&amp;lt;/code&amp;gt; || Pyroclasmic Slooch || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kakureimo&amp;lt;/code&amp;gt; || &amp;quot;Kakureimo&amp;quot; || Unused, purple slug&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kanitama&amp;lt;/code&amp;gt; || Peckish Aristocrab || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;karehambo&amp;lt;/code&amp;gt; || Desiccated Skitter Leaf || In &#039;&#039;Deluxe&#039;&#039;, has an &amp;lt;code&amp;gt;_old&amp;lt;/code&amp;gt; variant which is &#039;&#039;Pikmin 2&#039;&#039;-styled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kawasumi&amp;lt;/code&amp;gt; || Sputtlefish || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kemekuji&amp;lt;/code&amp;gt; || Toady Bloyster || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kingchappy&amp;lt;/code&amp;gt; || Emperor Bulblax || Unused, stuck in gulp animation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kochappy&amp;lt;/code&amp;gt; || Dwarf Red Bulborb + Dwarf Orange Bulborb || &amp;lt;code&amp;gt;tenkochappy&amp;lt;/code&amp;gt; for Orange&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kogane&amp;lt;/code&amp;gt; || Iridescent Flint Beetle || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kokagami&amp;lt;/code&amp;gt; || Phosbat || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kokagamiegg&amp;lt;/code&amp;gt; || Phosbat Pod || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kokgamiegg&amp;lt;/code&amp;gt; || {{unsure|???}} || {{unsure|Unused, won&#039;t open (broken?)}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;komush&amp;lt;/code&amp;gt; || Spotcap || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kumachappy&amp;lt;/code&amp;gt; || Spotty Bulbear || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kumakochappy&amp;lt;/code&amp;gt; || Dwarf Bulbear || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kumo&amp;lt;/code&amp;gt; || Arachnode || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mar&amp;lt;/code&amp;gt; || Puffy Blowhog || In &#039;&#039;Deluxe&#039;&#039;, has an &amp;lt;code&amp;gt;_old&amp;lt;/code&amp;gt; variant which is &#039;&#039;Pikmin 2&#039;&#039;-styled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;marofrog&amp;lt;/code&amp;gt; || Wollywog || Unused, but fixable with param edits&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;metaboss&amp;lt;/code&amp;gt; || The solid cube inside the Plasm Wraith ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;metaboss2&amp;lt;/code&amp;gt; || Plasm Wraith || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;metabuka&amp;lt;/code&amp;gt; || The patterned cube the Plasm Wraith makes when its defeated || The parameters are used by the Elemental Plasms&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;moguraimo&amp;lt;/code&amp;gt; || &amp;quot;Ravenous Whiskerpillar&amp;quot; || Unused, visually different but acts similar&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mure&amp;lt;/code&amp;gt; || Scornet || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mureboss&amp;lt;/code&amp;gt; || Scornet Maestro || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mush&amp;lt;/code&amp;gt; || Kingcap || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;namazu&amp;lt;/code&amp;gt; || Water Dumple || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ohbakekagami&amp;lt;/code&amp;gt; || Vehemoth Phosbat || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;otama&amp;lt;/code&amp;gt; || Wogpole || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;panmodoki&amp;lt;/code&amp;gt; || Breadbug || Unused, cannot spawn&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pelplant&amp;lt;/code&amp;gt; || P2 Pellet Posy || {{unsure|Unused?}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pelplant1&amp;lt;/code&amp;gt; || Pellet Posy || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sarai&amp;lt;/code&amp;gt; || Swooping Snitchbug || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;shako&amp;lt;/code&amp;gt; || Hermit Crawmad || In &#039;&#039;Deluxe&#039;&#039;, has an &amp;lt;code&amp;gt;_old&amp;lt;/code&amp;gt; variant which is &#039;&#039;Pikmin 2&#039;&#039;-styled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;shijimi&amp;lt;/code&amp;gt; || Spectralids || Must be defined with Yellow/White/Red&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;shima&amp;lt;/code&amp;gt; || Quaggled Mireclops || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;shimafruit&amp;lt;/code&amp;gt; || Quaggled Mireclops&#039; head || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;snakecrow&amp;lt;/code&amp;gt; || Burrowing Snagret || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tank&amp;lt;/code&amp;gt; || Elemental Blowhogs || Put fire/water/bubble in front of name; in &#039;&#039;Deluxe&#039;&#039;, has an &amp;lt;code&amp;gt;_old&amp;lt;/code&amp;gt; variant for all three&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tobikaburi&amp;lt;/code&amp;gt; || Flighty Joustmite || In &#039;&#039;Deluxe&#039;&#039;, has an &amp;lt;code&amp;gt;_old&amp;lt;/code&amp;gt; variant which is &#039;&#039;Pikmin 2&#039;&#039;-styled and cannot seem to spawn&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tobinko&amp;lt;/code&amp;gt; || Shearwig || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tobiuo&amp;lt;/code&amp;gt; || Puckering Blinnow || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tsuyukusa&amp;lt;/code&amp;gt; || Burgeoning Spiderwort || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tuyukusa&amp;lt;/code&amp;gt; || {{unsure|???}} || {{unsure|Old Burgeoning Spiderwort; broken}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ujinko_a&amp;lt;/code&amp;gt; || Female Sheargrub + Swarming Sheargrub || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ujinko_b&amp;lt;/code&amp;gt; || Male Sheargrub || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;yamma&amp;lt;/code&amp;gt; || Nectarous Dandelfly || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
{{todo|Fill in the blanks.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal name || Object || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;amembobullet&amp;lt;/code&amp;gt; || Skeeterskate water || Can&#039;t open&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ashiba_flower&amp;lt;/code&amp;gt; || Bloominous Stemple || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;berry&amp;lt;/code&amp;gt; || Unknown berry || Unused, acts similarly to bombrocks&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bloc&amp;lt;/code&amp;gt; || Garden of Hope&#039;s indestructible cinder block || Unused?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;block&amp;lt;/code&amp;gt; || Garden of Hope&#039;s indestructible cinder block || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bomb&amp;lt;/code&amp;gt; || Bomb rock || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bomb_gate&amp;lt;/code&amp;gt; || Reinforced wall || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bomb_S&amp;lt;/code&amp;gt; || Mine (Bingo Battle) || To spawn it in a gen level, write &amp;quot;SearchBomb&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;branch&amp;lt;/code&amp;gt; || Climbing stick || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;break&amp;lt;/code&amp;gt; || Something blowing up || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_1_A&amp;lt;/code&amp;gt; || Yellow bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_1_B&amp;lt;/code&amp;gt; || Red bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_2_B&amp;lt;/code&amp;gt; || Blue bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_3_A&amp;lt;/code&amp;gt; || Blue 2 bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_carry_1_A&amp;lt;/code&amp;gt; || Yellow bridge fragment || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_carry_1_B&amp;lt;/code&amp;gt; || Red bridge fragment || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_carry_2_B&amp;lt;/code&amp;gt; || Blue bridge fragment || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_carry_3_A&amp;lt;/code&amp;gt; || Blue 2 bridge fragment || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_station_1_A&amp;lt;/code&amp;gt; || Yellow bridge fragment pile || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_station_1_B&amp;lt;/code&amp;gt; || Red bridge fragment pile || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_station_2_B&amp;lt;/code&amp;gt; || Blue bridge fragment pile || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_station_3_A&amp;lt;/code&amp;gt; || Blue 2 bridge fragment pile || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bubble&amp;lt;/code&amp;gt; || Waddlepus bubble? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;burrow&amp;lt;/code&amp;gt; || Hermit Crawmad nest? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;catwalk&amp;lt;/code&amp;gt; || Weird smooth curved bridge || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;chappy_hanacho&amp;lt;/code&amp;gt; || Bulborb snot bubble || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;clay&amp;lt;/code&amp;gt; || Ball of clay || Unused (meant to act like a bridge fragment, judging the name)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;clay_station&amp;lt;/code&amp;gt; || Blobs of clay || Unused&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;connect_line&amp;lt;/code&amp;gt; || Electrode&#039;s electricity line || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;crystal_frog_*&amp;lt;/code&amp;gt; || Calcified Crushblat shell particles? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;crystal_gate&amp;lt;/code&amp;gt; || Crystal wall || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;daiomukade_broken*&amp;lt;/code&amp;gt; || Armored Mawdad shell particles? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;debug_actor&amp;lt;/code&amp;gt; || ??? || Can&#039;t open&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;demejakoburrow&amp;lt;/code&amp;gt; || Bug-Eyed Crawmad nest || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;demoarea&amp;lt;/code&amp;gt; || ??? || Cutscene, maybe?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;demoOnyon&amp;lt;/code&amp;gt; || P2 Onion || Unused, has spaghetti legs&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;denki_gate&amp;lt;/code&amp;gt; || Electric gate || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;denkyuSocketL&amp;lt;/code&amp;gt; || Lamp socket on the Vehemoth Phosbat&#039;s arena || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;disaster&amp;lt;/code&amp;gt; || Empty .bin file compressed and packed (into a .sarc then into an szs file) || Empty?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;down_floor&amp;lt;/code&amp;gt; || Seesaw block || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dragonball&amp;lt;/code&amp;gt; || A sphere that seems to test the bulborb&#039;s back textures ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;effect_debris_A&amp;lt;/code&amp;gt; || A rock with absolutely terrible (like 32 x 32 looking) textures ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;enemy_ghost&amp;lt;/code&amp;gt; || Object that carries the texture of the enemy you kill upwards. || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EnvSEObj&amp;lt;/code&amp;gt; || Environment Sound Effect || Background sounds used in story mode like wind, water, etc.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;excavation&amp;lt;/code&amp;gt; || Dirt mound || Diggable dirt&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;fire&amp;lt;/code&amp;gt; || ??? || Empty?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flipboard&amp;lt;/code&amp;gt; || Clipboard || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;fruit_branch&amp;lt;/code&amp;gt; || The branch that carries the Delectable Bouquet and Red Onion in the Tropical Wilds|| Possibly used elsewhere.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;gate_soft&amp;lt;/code&amp;gt; || Dirt wall || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;geyser&amp;lt;/code&amp;gt; || Water geyser || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;glass_piece_A&amp;lt;/code&amp;gt; || Probably made early in development as a prototype to see if Pikmin could carry glass || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hay_1_A&amp;lt;/code&amp;gt; || Hay bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hay_1_A_carry&amp;lt;/code&amp;gt; || Hay fragment || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hay_1_A_station&amp;lt;/code&amp;gt; || Hay pile || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hell&amp;lt;/code&amp;gt; || Area where Pikmin dies || Used for the void like in Clockwork Chasm.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hokoritake&amp;lt;/code&amp;gt; || The Dusty Mushroom, a plain version of the Spotcap || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;honey&amp;lt;/code&amp;gt; || Nectars || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;iwakko_crystal&amp;lt;/code&amp;gt; || Crystal Node || Skutterchuck Crystal&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;jamacrystal*&amp;lt;/code&amp;gt; || A very weird BFRES file that doesn&#039;t make sense. || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kakureba&amp;lt;/code&amp;gt; || Empty .bin file compressed and packed (into a .sarc then into an szs file) || Empty?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kanban&amp;lt;/code&amp;gt; || Mission Mode keep out sign || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kanitama_arm_break&amp;lt;/code&amp;gt; || Atristocrab&#039;s arm but deformed. ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;keepout&amp;lt;/code&amp;gt; || Pikmin parameters, keepout meaning they&#039;re done and configured don&#039;t touch(?). || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kojamacrystal&amp;lt;/code&amp;gt; || Small crystal || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lift_board&amp;lt;/code&amp;gt; || Elevator platform || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lift_nail&amp;lt;/code&amp;gt; || Long, straight nail used on elevator platforms || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lift_rope&amp;lt;/code&amp;gt; || A rope|| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lightbulb&amp;lt;/code&amp;gt; || A fully modeled light bulb || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lightbulb_L&amp;lt;/code&amp;gt; || A light bulb with no textures || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lightbulb_S&amp;lt;/code&amp;gt; || Same as lightbulb_L but it has a cube in the middle now ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lightray&amp;lt;/code&amp;gt; || Light shaft ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lotus&amp;lt;/code&amp;gt; || Lily pad || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lotus_admin&amp;lt;/code&amp;gt; || Empty .bin file compressed and packed (into a .sarc then into an szs file) || Empty?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;metaboss_core&amp;lt;/code&amp;gt; || A cube related to the Plasm Wraith || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;metaboss_crystal_break&amp;lt;/code&amp;gt; || ??? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mukade_piece*&amp;lt;/code&amp;gt; || ??? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mush_piece*&amp;lt;/code&amp;gt; || ??? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;namapongashi&amp;lt;/code&amp;gt; || Mimic Candypop Bud || Unused, eats Pikmin thrown in. Uses modified &#039;&#039;Pikmin 2&#039;&#039; Candypop model&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;nest&amp;lt;/code&amp;gt; || P2 Hermit Crawmad nest || Unused, not sure if it&#039;s a P2 copy&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;net&amp;lt;/code&amp;gt; || Arachnode web || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ohjamacrystal&amp;lt;/code&amp;gt; || Large crystal || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;onyon&amp;lt;/code&amp;gt; || Onion || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;orima_memo&amp;lt;/code&amp;gt; || Data file || Empty?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;orimamemo&amp;lt;/code&amp;gt; || Data file || Empty?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pellet1&amp;lt;/code&amp;gt; || 1-pellet || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pellet2&amp;lt;/code&amp;gt; || 5-pellet || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pellet3&amp;lt;/code&amp;gt; || 10-pellet || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pellet4&amp;lt;/code&amp;gt; || P2 20-pellet || Unused&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pikihead&amp;lt;/code&amp;gt; || Pikmin seeds || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pod&amp;lt;/code&amp;gt; || SPERO || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pongashi&amp;lt;/code&amp;gt; || Candypop Bud || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;portal&amp;lt;/code&amp;gt; || Path || Warp between areas&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pull_gate&amp;lt;/code&amp;gt; || Bamboo gate || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pull_plant&amp;lt;/code&amp;gt; || Flukeweed || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;reflect_box&amp;lt;/code&amp;gt; || Test box object thing || Unused&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;rock_break&amp;lt;/code&amp;gt; || ??? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;rock&amp;lt;/code&amp;gt; || Boulders? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;rock359&amp;lt;/code&amp;gt; || Iron ball || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sandball&amp;lt;/code&amp;gt; || Meerslug Sandball || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sango&amp;lt;/code&amp;gt; || Garden of Hope teacup || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sango_carry&amp;lt;/code&amp;gt; || Garden of Hope teacup fragment || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sango_station&amp;lt;/code&amp;gt; || Garden of Hope teacup fragment pile || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ship_obj&amp;lt;/code&amp;gt; || Drake || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sizai&amp;lt;/code&amp;gt; || Gold nugget || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sizai_station&amp;lt;/code&amp;gt; || Gold nugget pile || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;slope_clay&amp;lt;/code&amp;gt; || Clay ramp || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;snowball&amp;lt;/code&amp;gt; || Cannon Beetle Snowball || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;stopper&amp;lt;/code&amp;gt; || Invisible Wall || Clearly used in Twilight River often&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tateana&amp;lt;/code&amp;gt; || Dirt mound || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;test_block&amp;lt;/code&amp;gt; || Some small test block || Unused, uses the concrete texture from P2 caves&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;test_box&amp;lt;/code&amp;gt; || Some small test measuring cube || Unused&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;trampoline&amp;lt;/code&amp;gt; || Bouncy Mushroom || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tsuyu&amp;lt;/code&amp;gt; || Spiderwort berry || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tunnel&amp;lt;/code&amp;gt; || Tunnel || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ufo&amp;lt;/code&amp;gt; || Hocotate ship? || Unknown, could be the ship, but it&#039;s all opened up&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ukikusa&amp;lt;/code&amp;gt; || Leaves on top of water || Used in Garden of Hope, could be used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;VR&amp;lt;/code&amp;gt; || Skybox || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;wall359&amp;lt;/code&amp;gt; || Distant Tundra walls destroyed with iron balls || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;water_drop_*&amp;lt;/code&amp;gt; || ??? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;waterbubble&amp;lt;/code&amp;gt; || Water bubble? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;water_gate&amp;lt;/code&amp;gt; || Dam || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;water_plane&amp;lt;/code&amp;gt; || Plane that has a moving texture to simulate water || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;wbox&amp;lt;/code&amp;gt; || Tin box || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;xbox&amp;lt;/code&amp;gt; || Cardboard box || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ybox&amp;lt;/code&amp;gt; || Paper bag || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fruits and treasures ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal name || Object || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;apple&amp;lt;/code&amp;gt; || Insect Condo || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;apricot&amp;lt;/code&amp;gt; || Searing Acidshock || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;avocado&amp;lt;/code&amp;gt; || Scaly Custard || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;b_dama&amp;lt;/code&amp;gt; || Marble || red/yellow/blue variants exist&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;banana&amp;lt;/code&amp;gt; || Slapstick Crescent || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;chance_dama&amp;lt;/code&amp;gt; || Chance Time marble || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cherry&amp;lt;/code&amp;gt; || Cupid&#039;s Grenade || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dekopon&amp;lt;/code&amp;gt; || Pocked Airhead || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;fig&amp;lt;/code&amp;gt; || Delectable Bouquet || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;gfruit&amp;lt;/code&amp;gt; || Astringent Clump || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;gold_cherry&amp;lt;/code&amp;gt; || Golden Grenade || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;gold_ichigo&amp;lt;/code&amp;gt; || Golden Sunseed || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;grape&amp;lt;/code&amp;gt; || Dusk Pustules (full thing) || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;grape_carry&amp;lt;/code&amp;gt; || Dusk Pustules (single grape) || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kiwi&amp;lt;/code&amp;gt; || Disguised Delicacy || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kiwigold&amp;lt;/code&amp;gt; || Blonde Impostor || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lemon&amp;lt;/code&amp;gt; || Face Wrinkler || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lime&amp;lt;/code&amp;gt; || Zest Bomb || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;loquat&amp;lt;/code&amp;gt; || Velvety Dreamdrop || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mango&amp;lt;/code&amp;gt; || Heroine&#039;s Tears || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mangosteen&amp;lt;/code&amp;gt; || Dapper Blob || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;melon&amp;lt;/code&amp;gt; || Wayward Moon || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mikan&amp;lt;/code&amp;gt; || Citrus Lump || Is sometimes referred to as &amp;lt;code&amp;gt;orange&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;muscat&amp;lt;/code&amp;gt; || Dawn Pustules (full thing) || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;muscat_carry&amp;lt;/code&amp;gt; || Dawn Pustule (single grape) || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;nashi&amp;lt;/code&amp;gt; || Crunchy Deluge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;papaya&amp;lt;/code&amp;gt; || Seed Hive  || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;peach&amp;lt;/code&amp;gt; || Mock Bottom || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pear&amp;lt;/code&amp;gt; || Tremendous Sniffer || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;persimmon&amp;lt;/code&amp;gt; || Portable Sunset || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pitaya&amp;lt;/code&amp;gt; || Fire-Breathing Feast || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;plum&amp;lt;/code&amp;gt; || Lesser Mock Bottom || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;raspberry&amp;lt;/code&amp;gt; || Juicy Gaggle || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;starfruit&amp;lt;/code&amp;gt; || Stellar Extrusion || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;strawberry&amp;lt;/code&amp;gt; || Sunseed Berry || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;watermelon&amp;lt;/code&amp;gt; || Crimson Banquet || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;win_dama&amp;lt;/code&amp;gt; || Victory Macaroon || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal name || Object || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;antennaA&amp;lt;/code&amp;gt; || Data Glutton || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;antennaB&amp;lt;/code&amp;gt; || Folded Data Glutton || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;drc&amp;lt;/code&amp;gt; || Alph&#039;s KopPad || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;drcopt_radar&amp;lt;/code&amp;gt; || The Key from &#039;&#039;Pikmin 2&#039;&#039; on top of a blue pedestal || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;drcopt_radar_2&amp;lt;/code&amp;gt; || Same as drcopt_radar || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;energy&amp;lt;/code&amp;gt; || Battery || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;engine_1&amp;lt;/code&amp;gt; || Red bolt || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;engine_2&amp;lt;/code&amp;gt; || Blue bolt || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;engine_3&amp;lt;/code&amp;gt; || Yellow bolt || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;engine_4&amp;lt;/code&amp;gt; || Green bolt || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;navi&amp;lt;/code&amp;gt; || Same as drcopt_radar || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;powerup_damage&amp;lt;/code&amp;gt; || Metal Suit Z || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;powerup_fire&amp;lt;/code&amp;gt; || Scorch Guard || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;powerup_thunder&amp;lt;/code&amp;gt; || Anti-Electrifier || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;step_out&amp;lt;/code&amp;gt; || Dodge Whistle || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;test_item_0&amp;lt;/code&amp;gt; || Blue bolt (like engine_1) || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;test_item_1&amp;lt;/code&amp;gt; || Louie in a capsule || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;test_keyitem_0&amp;lt;/code&amp;gt; || The Key from &#039;&#039;Pikmin 2&#039;&#039; on top of a red pedestal || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;test_keyitem_1&amp;lt;/code&amp;gt; || Some toy thing || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generator objects ==&lt;br /&gt;
{{todo|Finish identifying all generator objects.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal name || Object || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Amembo&amp;lt;/code&amp;gt; || Skeeterskate || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AntennaA&amp;lt;/code&amp;gt; || Data Glutton || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AntennaB&amp;lt;/code&amp;gt; || Folded Data Glutton || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Apple&amp;lt;/code&amp;gt; || Insect Condo || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Apricot&amp;lt;/code&amp;gt; || Searing Acidshock || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Arijigoku&amp;lt;/code&amp;gt; || Sandbelching Meerslug || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Arikui&amp;lt;/code&amp;gt; || Whiptongue Bulborb || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Arikui_Old&amp;lt;/code&amp;gt; || Older Whiptongue Bulborb || &#039;&#039;&#039;Unused&#039;&#039;&#039;, a &#039;&#039;Pikmin 2&#039;&#039; style version of the Whiptongue Bulborb.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AshibaFlower&amp;lt;/code&amp;gt; || Bloominous Stemple || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Avocado&amp;lt;/code&amp;gt; || Scaly Custard || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt; || Waddlepus || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Banana&amp;lt;/code&amp;gt; || Slapstick Crescent || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BDama&amp;lt;/code&amp;gt; || Marble || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bell&amp;lt;/code&amp;gt; || Fortress of Festivity bell || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Berplant&amp;lt;/code&amp;gt; || ??? || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Berry&amp;lt;/code&amp;gt; || Unknow berry || &#039;&#039;&#039;Unused&#039;&#039;&#039;, acts similarly to bom brocks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Billy&amp;lt;/code&amp;gt; || Bearded Amprat || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Block&amp;lt;/code&amp;gt; || Garden of Hope&#039;s indestructible cinder block || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Bomb&amp;lt;/code&amp;gt; || Bomb rock || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BombGate&amp;lt;/code&amp;gt; || Reinforced wall || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BombGate_PTN01&amp;lt;/code&amp;gt; || Reinforced wall variant || &#039;&#039;Deluxe&#039;&#039; only, reinforced wall with a drawing of Olimar holding bomb rocks in both hands.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BombGate_PTN02&amp;lt;/code&amp;gt; || Broken reinforced wall variant || &#039;&#039;&#039;Unused&#039;&#039;&#039;, is invisible and cannot be interacted with.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BombGate_PTN03&amp;lt;/code&amp;gt; || Reinforced wall variant || &#039;&#039;Deluxe&#039;&#039; only, &#039;&#039;&#039;unused&#039;&#039;&#039;, reinforced wall with a drawing of Olimar holding a bomb in one hand.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Branch&amp;lt;/code&amp;gt; || Climbing branch || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Bridge&amp;lt;/code&amp;gt; || Old bridge || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Bridge20A&amp;lt;/code&amp;gt; || Yellow bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Bridge40A&amp;lt;/code&amp;gt; || Red bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Bridge40B&amp;lt;/code&amp;gt; || Blue bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Bridge60A&amp;lt;/code&amp;gt; || Light blue bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BridgeA&amp;lt;/code&amp;gt; || Old bridge || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BubbleTank&amp;lt;/code&amp;gt; || &amp;quot;Bubble Blowhog&amp;quot; || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BubbleTank_Old&amp;lt;/code&amp;gt; || {{unsure|Older &amp;quot;Bubble Blowhog&amp;quot;?}} || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Buriko&amp;lt;/code&amp;gt; || &amp;quot;Armored Sheargrub&amp;quot; || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Catwalk&amp;lt;/code&amp;gt; || Weird smooth curved bridge || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ChanceDama&amp;lt;/code&amp;gt; || Chance Time marble || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Chappy&amp;lt;/code&amp;gt; || Red Bulborb || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Chappy_Old&amp;lt;/code&amp;gt; || Older Red Bulborb || &#039;&#039;&#039;Unused&#039;&#039;&#039;, cannot spawn and is presumably a &#039;&#039;Pikmin 2&#039;&#039; style version of the Red Bulborb.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Chaser&amp;lt;/code&amp;gt; || Armored Cannon Larva boulder? || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cherry&amp;lt;/code&amp;gt; || Cupid&#039;s Grenade || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ClayStation&amp;lt;/code&amp;gt; || Pile of clay || &#039;&#039;&#039;Unused&#039;&#039;&#039;, probably an old version of the bridge pieces pile judging by the name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ClearMask&amp;lt;/code&amp;gt; || Radar map loader || Used in story mode to load a small area around it on the radar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Clione&amp;lt;/code&amp;gt; || Honeywisp || &#039;&#039;&#039;Unused&#039;&#039;&#039;, crashes when egg impacts ground.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;clover&amp;lt;/code&amp;gt; || Clover patch || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ConnectLine&amp;lt;/code&amp;gt; || Electrode&#039;s electricity line || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Conveyor&amp;lt;/code&amp;gt; || Conveyor belt || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ConveyorSwitch&amp;lt;/code&amp;gt; || Conveyor belt switch || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cosmos&amp;lt;/code&amp;gt; || Cosmos flower || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrystalFrog&amp;lt;/code&amp;gt; || Calcified Crushblat || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrystalGate&amp;lt;/code&amp;gt; || Crystal wall || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrystalGate_PTN01&amp;lt;/code&amp;gt; || Crystal wall variant || &#039;&#039;Deluxe&#039;&#039; only, crystal wall without rust.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrystalGate_PTN02&amp;lt;/code&amp;gt; || Crystal wall variant || &#039;&#039;Deluxe&#039;&#039; only, crystal wall with light rust.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrystalGate_PTN03&amp;lt;/code&amp;gt; || Broken crystal wall variant || &#039;&#039;Deluxe&#039;&#039; only, &#039;&#039;&#039;unused&#039;&#039;&#039;, is invisible and cannot be interacted with.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrystalGate_YE&amp;lt;/code&amp;gt; || Old crystal wall || &#039;&#039;&#039;Unused&#039;&#039;&#039;, a &#039;&#039;Pikmin 2&#039;&#039; style version  of the crystal wall.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrystalMaroFrog&amp;lt;/code&amp;gt; || &amp;quot;Crystal Wollywog&amp;quot; || &#039;&#039;&#039;Unused&#039;&#039;&#039;, crashes when spawned in &#039;&#039;Pikmin 3&#039;&#039; for the Wii U.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Daiomukade&amp;lt;/code&amp;gt; || Armored Mawdad || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Damagumo&amp;lt;/code&amp;gt; || Shaggy Long Legs || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Damagumo_Gold&amp;lt;/code&amp;gt; || &amp;quot;Golden Shaggy Long Legs&amp;quot; || &#039;&#039;Deluxe&#039;&#039; only&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DebugActor&amp;lt;/code&amp;gt; || ??? || Technical object with a bunch of parameters, unknown to what its used for.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Dekopon&amp;lt;/code&amp;gt; || Pocked Airhead || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Demejako&amp;lt;/code&amp;gt; || Bug-Eyed Crawmad || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DemejakoBurrow&amp;lt;/code&amp;gt; || Bug-Eyed Crawmad nest || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DemoArea&amp;lt;/code&amp;gt; || Cutscenes and monologs/dialogs trigger || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DenkiGate&amp;lt;/code&amp;gt; || Electric gate ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DenkiGate_PTN01&amp;lt;/code&amp;gt; || Electric gate variant || &#039;&#039;Deluxe&#039;&#039; only, electric gate with a vertical black stripe on each pillar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DenkiGate_PTN02&amp;lt;/code&amp;gt; || Electric gate variant || &#039;&#039;Deluxe&#039;&#039; only, electric gate with with 2 horizontal black stripes on each pillar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DenkiGate_PTN03&amp;lt;/code&amp;gt; || Electric gate variant || &#039;&#039;Deluxe&#039;&#039; only, electric gate with with diagonal black stripes on each pillar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DenkiGate_PTN04&amp;lt;/code&amp;gt; || Broken electric gate variant || &#039;&#039;Deluxe&#039;&#039; only, &#039;&#039;&#039;unused&#039;&#039;&#039;, is invisible and cannot be interacted with.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DenkyuSocketL&amp;lt;/code&amp;gt; || Lamp socket on the Vehemoth Phosbat&#039;s arena ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dongorinome&amp;lt;/code&amp;gt; || Shoot ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dongorinome_aki&amp;lt;/code&amp;gt; || Shoot, autumn variant ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DownFloor&amp;lt;/code&amp;gt; || Seesaw block ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Drc&amp;lt;/code&amp;gt; || KopPad || Used in the day 1 Alph tutorial area on the other side of the bridge.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Egg&amp;lt;/code&amp;gt; || Egg ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EmitterSet&amp;lt;/code&amp;gt; || Object used to emits particles around it ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Energy&amp;lt;/code&amp;gt; || Battery || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Engine_1&amp;lt;/code&amp;gt; || Red bolt || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Engine_2&amp;lt;/code&amp;gt; || Blue bolt || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Engine_3&amp;lt;/code&amp;gt; || Yellow bolt || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Engine_4&amp;lt;/code&amp;gt; || Green bolt || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;erigon&amp;lt;/code&amp;gt; || Daisy ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Excavation&amp;lt;/code&amp;gt; || Heightmap || Used for buried objects.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Fig&amp;lt;/code&amp;gt; || Delectable Bouquet ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FireTank&amp;lt;/code&amp;gt; || Fiery Blowhog ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FireTank_Old&amp;lt;/code&amp;gt; || Old Fiery Blowhog || &#039;&#039;&#039;Unused&#039;&#039;&#039;, a &#039;&#039;Pikmin 2&#039;&#039; style version of the Fiery Blowhog.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FixedFutakuchi&amp;lt;/code&amp;gt; || {{unsure|Fixed Armored Cannon Larva?}} || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FlipBoard&amp;lt;/code&amp;gt; || Clipboard ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Frog&amp;lt;/code&amp;gt; || Yellow Wollywog ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FruitBranch&amp;lt;/code&amp;gt; || Branch || Used to hang things such as fruits and Onions.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Futakuchi&amp;lt;/code&amp;gt; || Armored Cannon Larva ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;GasHiba&amp;lt;/code&amp;gt; || Poison geyser || &#039;&#039;&#039;Unused&#039;&#039;&#039;, spits out poison only White Pikmin can resist.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gate&amp;lt;/code&amp;gt; || Dirt wall ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gate_PTN01&amp;lt;/code&amp;gt; || Dirt wall variant || &#039;&#039;Deluxe&#039;&#039; only, dirt wall with 1 vertical stripe.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gate_PTN02&amp;lt;/code&amp;gt; || Dirt wall variant || &#039;&#039;Deluxe&#039;&#039; only, dirt wall with 3 horizontal stripes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gate_PTN03&amp;lt;/code&amp;gt; || Dirt wall variant || &#039;&#039;Deluxe&#039;&#039; only, dirt wall with 3 diagonal stripes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gate_PTN04&amp;lt;/code&amp;gt; || Dirt wall variant || &#039;&#039;Deluxe&#039;&#039; only, dirt wall with 2 wavy stripes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gate_PTN05&amp;lt;/code&amp;gt; || Dirt wall variant || &#039;&#039;Deluxe&#039;&#039; only, dirt wall with 3 triangles.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gate_PTN06&amp;lt;/code&amp;gt; || Dirt wall variant || &#039;&#039;Deluxe&#039;&#039; only, dirt wall with an &amp;quot;X&amp;quot; mark.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gate_PTN07&amp;lt;/code&amp;gt; || Dirt wall variant || &#039;&#039;Deluxe&#039;&#039; only, dirt wall with 4 circles.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Geyser&amp;lt;/code&amp;gt; || Geyser || &#039;&#039;&#039;Unused&#039;&#039;&#039;, the final game&#039;s method used to spawn a geyser is using path nodes. This one will crash upon trying to use it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gfruit&amp;lt;/code&amp;gt; || Astringent Clump ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;GiftBox&amp;lt;/code&amp;gt; || Red gift box ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;GiftBox2&amp;lt;/code&amp;gt; || Green gift box ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;GoldCherry&amp;lt;/code&amp;gt; || Golden Grenade ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;GoldIchigo&amp;lt;/code&amp;gt; || Golden Sunseed ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Grape&amp;lt;/code&amp;gt; || Dusk Pustules ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HageDamagumo&amp;lt;/code&amp;gt; || Baldy Long Legs ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HageDamagumo_Gold&amp;lt;/code&amp;gt; || &amp;quot;Golden Baldy Long Legs&amp;quot; || &#039;&#039;Deluxe&#039;&#039; only&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hambo&amp;lt;/code&amp;gt; || Skitter Leaf ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hambo_Old&amp;lt;/code&amp;gt; || Older Skitter Leaf || &#039;&#039;&#039;Unused&#039;&#039;&#039;, a &#039;&#039;Pikmin 2&#039;&#039; style version of the Skitter Leaf.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hangesyou&amp;lt;/code&amp;gt; || Light green Shoot ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hay&amp;lt;/code&amp;gt; || Hay ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HayStation&amp;lt;/code&amp;gt; || Pile of hay ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HeightMap&amp;lt;/code&amp;gt; || Heightmap || Used for the Sandbelching Meerslug arena.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hell&amp;lt;/code&amp;gt; || Area where Pikmin dies || Used for the void like in Clockwork Chasm.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hiba&amp;lt;/code&amp;gt; || Fire geyser ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hikarikinoko&amp;lt;/code&amp;gt; || Common Glowcap ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;himeturusoba&amp;lt;/code&amp;gt; || Pink knotweed ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hokoritake&amp;lt;/code&amp;gt; || Brown mushroom ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Honey&amp;lt;/code&amp;gt; || Nectar ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HookPointer&amp;lt;/code&amp;gt; || Screw in the ground || &#039;&#039;Deluxe&#039;&#039; only&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HotExtract&amp;lt;/code&amp;gt; || Ultra-spicy spray nectar drop ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ikariso&amp;lt;/code&amp;gt; || Dried sprout ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;inunohuguri&amp;lt;/code&amp;gt; || Tropical sprout ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Iwadama&amp;lt;/code&amp;gt; || &amp;quot;Foot-head Long Legs&amp;quot; || &#039;&#039;&#039;Unused&#039;&#039;&#039;, cannot spawn.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Iwakko&amp;lt;/code&amp;gt; || Skutterchuck ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Iwakko_Crystal&amp;lt;/code&amp;gt; || Skutterchuck crystal nodule ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Jelly&amp;lt;/code&amp;gt; || Medusal Slurker ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kaburi&amp;lt;/code&amp;gt; || Joustmite ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kaburi_Old&amp;lt;/code&amp;gt; || Joustmite || &#039;&#039;&#039;Unused&#039;&#039;&#039;, a &#039;&#039;Pikmin 2&#039;&#039; style version of the Joustmite.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kajiokoshi&amp;lt;/code&amp;gt; || Pyroclasmic Slooch ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kakureba&amp;lt;/code&amp;gt; || An object that create a zone around it making any Pikmin/leader unnoticeable to any creatures. ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kakureimo&amp;lt;/code&amp;gt; || Purple slug || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kanban&amp;lt;/code&amp;gt; || Step out sign || Used in &amp;quot;Defeat Bosses!&amp;quot; to create an invisible wall with a white sign and crossed red circle on it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kanitama&amp;lt;/code&amp;gt; || Peckish Aristocrab ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Karehambo&amp;lt;/code&amp;gt; || Desiccated Skitter Leaf ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Karehambo_Old&amp;lt;/code&amp;gt; || Older Desiccated Skitter Leaf || &#039;&#039;&#039;Unused&#039;&#039;&#039;, a &#039;&#039;Pikmin 2&#039;&#039; style version of the Desiccated Skitter Leaf.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;katabami&amp;lt;/code&amp;gt; || Sleeping Beauty, a flat clover patch ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kawasumi&amp;lt;/code&amp;gt; || Sputtlefish ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kemekuji&amp;lt;/code&amp;gt; || Toady Bloyster ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KingChappy&amp;lt;/code&amp;gt; || Emperor Bulblax || &#039;&#039;&#039;Unused&#039;&#039;&#039;, a &#039;&#039;Pikmin 2&#039;&#039; style Emperor Bulblax.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kiwi&amp;lt;/code&amp;gt; || An entire Disguised Delicacy ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KiwiA&amp;lt;/code&amp;gt; || The first chunk of the Disguised Delicacy ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KiwiB&amp;lt;/code&amp;gt; || The second chunk of the Disguised Delicacy ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KiwiGold&amp;lt;/code&amp;gt; || An entire Blonde Impostor ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KiwiGoldA&amp;lt;/code&amp;gt; || The first chunk of the Blonde Impostor ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KiwiGoldB&amp;lt;/code&amp;gt; || The second chunk of the Blonde Impostor ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kochappy&amp;lt;/code&amp;gt; || Dwarf Bulborb ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kogane&amp;lt;/code&amp;gt; || Iridescent Flint Beetle ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KojamaCrystal&amp;lt;/code&amp;gt; || Small Crystal ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kokagami&amp;lt;/code&amp;gt; || Phosbat ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KokagamiEgg&amp;lt;/code&amp;gt; || Phosbat Pod ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Komush&amp;lt;/code&amp;gt; || Spotcap ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KumaChappy&amp;lt;/code&amp;gt; || Spotty Bulbear ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KumaKochappy&amp;lt;/code&amp;gt; || Dwarf Bulbear ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Lemon&amp;lt;/code&amp;gt; || Face Wrinkler ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LiftBoard&amp;lt;/code&amp;gt; || Tin box elevator platform ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LiftNail&amp;lt;/code&amp;gt; || Long, straight nail || Used on the tin box elevator platforms.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LiftRope&amp;lt;/code&amp;gt; || Rope || Used on the tin box elevator platforms.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LightBulb&amp;lt;/code&amp;gt; || {{unsure|Unused light bulb?}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LightBulb_L&amp;lt;/code&amp;gt; || Large light bulb ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LightBulb_S&amp;lt;/code&amp;gt; || Small light bulb ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LightRay&amp;lt;/code&amp;gt; || A light ray ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LightShaft&amp;lt;/code&amp;gt; || A light Shaft ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Lime&amp;lt;/code&amp;gt; || Zest Bomb ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Loquat&amp;lt;/code&amp;gt; || Velvety Dreamdrop ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LotusAdmin&amp;lt;/code&amp;gt; || A technical object controlling flow and movement of lily pads ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Luzy&amp;lt;/code&amp;gt; || Unconscious Louie || Collectible obtained from the Scornet Maestro, unlocks the Louie sequence in Garden of Hope.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Luzy2&amp;lt;/code&amp;gt; || Unconscious Louie || Collectible obtained from the Quaggled Mireclops, unlocks the Formidable Oak.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Areas ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal name || Object&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;giugnoA&amp;lt;/code&amp;gt; || Title screen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mapA&amp;lt;/code&amp;gt; || Tropical Wilds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mapB&amp;lt;/code&amp;gt; || Garden of Hope&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mapC&amp;lt;/code&amp;gt; || Distant Tundra&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mapD&amp;lt;/code&amp;gt; || Twilight River&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mapE&amp;lt;/code&amp;gt; || Formidable Oak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mission Mode stages ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 25%&amp;quot; | Identifiers&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 75%&amp;quot; | Stage&lt;br /&gt;
|-&lt;br /&gt;
! DLC ID&lt;br /&gt;
! Mission ID&lt;br /&gt;
! Name&lt;br /&gt;
! Category&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis1_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Tropical Forest || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis2_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Thirsty Desert || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis3_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Shaded Garden || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis4_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Twilight Hollow || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis5_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Silver Lake || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0010&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis6_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Tropical Forest Remix || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0011&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis10_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Silver Lake Remix || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0012&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis7_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Thirsty Desert Remix || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0013&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis9_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Twilight Hollow Remix || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0014&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis8_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Shaded Garden Remix || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis11_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Forest of Festivity || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001B&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis14_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | The Rustyard || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001C&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis13_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Beastly Cavern || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001D&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis12_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Forgotten Cove || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001E&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis15_poko&amp;lt;/code&amp;gt;|| style=&amp;quot;text-align:center&amp;quot; | Clockwork Chasm || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis1_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Tropical Forest || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis2_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Thirsty Desert || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis3_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Shaded Garden || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis4_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Twilight Hollow || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis5_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Silver Lake || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0015&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misA_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Tropical Wilds Remix || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0016&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misB_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Garden of Hope Remix || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0017&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misC_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Distant Tundra Remix || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0018&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misD_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Twilight River Remix || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0019&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misE_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Forbidden Oak Remix || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001F&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis11_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Forest Of Festivity || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0020&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis14_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | The Rustyard || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0021&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis13_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Beastly Cavern || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0022&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis12_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Forgotten Cove || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0023&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis15_teki&amp;lt;/code&amp;gt;|| style=&amp;quot;text-align:center&amp;quot; | Clockwork Chasm || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misBoss1&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Armored Mawdad || style=&amp;quot;text-align:center&amp;quot; | Defeat Bosses!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misBoss2&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Vehemoth Phosbat || style=&amp;quot;text-align:center&amp;quot; | Defeat Bosses!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misBoss3&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Sandbelching Meerslug || style=&amp;quot;text-align:center&amp;quot; | Defeat Bosses!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misBoss4&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Scornet Maestro || style=&amp;quot;text-align:center&amp;quot; | Defeat Bosses!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misBoss5&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Quaggled Mireclops || style=&amp;quot;text-align:center&amp;quot; | Defeat Bosses!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misBoss6&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Plasm Wraith || style=&amp;quot;text-align:center&amp;quot; | Defeat Bosses!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryA_1&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Day 1: Flower Garden || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Assignment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryA_2&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Day 2: Inside Forest || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Assignment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryA_3&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Day 3: River || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Assignment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryA_4&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Day 4: Tundra || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Assignment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_1&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Pikmin Reunion || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_2&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Creature Hunting || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_3&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Land, Sea, and Sky || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_4&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | First Part Found || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_7_3&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Team Monster Hunt || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_6&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Channel Gone Dry || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_5&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Looking for Louie || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_8&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Big Fruit Carnival || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_9&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Another Part Found || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_10&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | The Ship Restored || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bingo Battle stages ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Internal name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Stage&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;code&amp;gt;CMCmn/generator&amp;lt;/code&amp;gt;&lt;br /&gt;
! &amp;lt;code&amp;gt;CMCmn/system/vs_set&amp;lt;/code&amp;gt;&lt;br /&gt;
! Name&lt;br /&gt;
! Number&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_antsnest&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_04&amp;lt;/code&amp;gt; || Twisted Cavern || 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_antsnest2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_03&amp;lt;/code&amp;gt; || Buried Pond || 9&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_buildingblocks&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_11&amp;lt;/code&amp;gt; || Jigsaw Colosseum || 12&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_buildingblocks2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_12&amp;lt;/code&amp;gt; || Jigsaw Fortress || 6&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_flowerbed&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_01&amp;lt;/code&amp;gt; || Blooming Terrace || 7&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_flowerbed2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_02&amp;lt;/code&amp;gt; || Shaded Terrace || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_pipeworld&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_07&amp;lt;/code&amp;gt; || Rusted Labyrinth || 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_pipeworld2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_08&amp;lt;/code&amp;gt; || Corroded Maze || 11&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_puddle&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_09&amp;lt;/code&amp;gt; || Parched Brook || 8&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_puddle2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_10&amp;lt;/code&amp;gt; || Stagnant Sea || 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_sandbox&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_05&amp;lt;/code&amp;gt; || Arid Metropolis || 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_sandbox2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_06&amp;lt;/code&amp;gt; || Sandbox Kingdom || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leaders and Pikmin types ==&lt;br /&gt;
Both Pikmin and leaders seem to share the same colour IDs for when deciding which to spawn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || Pikmin/Leader/Candypop Bud&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Pikpik carrots&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Purple Pikmin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
| Blue Pikmin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red Pikmin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;&lt;br /&gt;
| White Pikmin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt;&lt;br /&gt;
| Yellow Pikmin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt;&lt;br /&gt;
| Winged Pikmin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;&lt;br /&gt;
| Rock Pikmin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt;&lt;br /&gt;
| Alph&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt;&lt;br /&gt;
| Brittany&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt;&lt;br /&gt;
| Charlie&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;11&amp;lt;/code&amp;gt;&lt;br /&gt;
| Louie&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;12&amp;lt;/code&amp;gt;&lt;br /&gt;
| Olimar&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || Team&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;-1&amp;lt;/code&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Team Blue&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Team Red&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || Onion&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Combined/Story Onion&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
| Yellow&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;&lt;br /&gt;
| Pink&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt;&lt;br /&gt;
| Rock&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red/Rock&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red/Rock/Yellow&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red/Rock/Yellow/Pink&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red/Rock/Yellow/Pink/Blue&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10+&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red/No animation, broken&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || Pellet Posies&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Rock&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
| Yellow&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;&lt;br /&gt;
| Winged&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt;&lt;br /&gt;
| Cycling&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6+&amp;lt;/code&amp;gt;&lt;br /&gt;
| Random&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || Pellet&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Rock&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
| Yellow&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;&lt;br /&gt;
| Winged&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;5+&amp;lt;/code&amp;gt;&lt;br /&gt;
| Random&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Pikmin is changed into a leader, they seem to spawn in panicking, and crash when called. When a leader is turned into a Pikmin however, they seem to turn into a mutant of both Pikmin and leader. They can pluck Pikmin, attack creatures and walls. When playable, functions fully like a normal leader. If you switch characters, the idle Pikmin-leader will attack walls. They run from creatures like leaders, and can be eaten like normal Pikmin. Pink leaders can fly, but cannot move normally.&lt;br /&gt;
&lt;br /&gt;
== Common enemy parameters ==&lt;br /&gt;
All or most enemies share these parameters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || DamageEffectType&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Unknown, must test&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || DamageEffectTarget&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Unknown, must test&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || AttackEffectType&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Normal enemy hit/creature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Ineffective/crystal hit&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || ReadDamageActionInput&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Cannot damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Can damage&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 3]]&lt;br /&gt;
[[Category:Constants]]&lt;/div&gt;</summary>
		<author><name>RattusDong</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_3_identifiers&amp;diff=5329</id>
		<title>Pikmin 3 identifiers</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_3_identifiers&amp;diff=5329"/>
		<updated>2026-09-07T21:18:15Z</updated>

		<summary type="html">&lt;p&gt;RattusDong: /* Mission Mode stages */ add sidestories, update names, and tidy up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 3&#039;&#039; identifiers}}&lt;br /&gt;
&lt;br /&gt;
List of &#039;&#039;Pikmin 3&#039;&#039;&#039;s objects and their internal names, numerical identifiers, or string identifiers.&lt;br /&gt;
&lt;br /&gt;
{{todo|Specify which ones are exclusive to P3, and which ones are exclusive to P3D.}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal name || Object || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;amembo&amp;lt;/code&amp;gt; || Skeeterskate || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;arijigoku&amp;lt;/code&amp;gt; || Sandbelching Meerslug || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;arikui&amp;lt;/code&amp;gt; || Whiptongue Bulborb || In &#039;&#039;Deluxe&#039;&#039;, has an &amp;lt;code&amp;gt;_old&amp;lt;/code&amp;gt; variant which is &#039;&#039;Pikmin 2&#039;&#039;-styled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;awadako&amp;lt;/code&amp;gt; || Waddlepus || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;billy&amp;lt;/code&amp;gt; || Bearded Amprat || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;buriko&amp;lt;/code&amp;gt; || &amp;quot;Armored Sheargrub&amp;quot; || Unused, must have Pikmin thrown onto it to kill&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;chappy&amp;lt;/code&amp;gt; || Red Bulborb + Orange Bulborb || &amp;lt;code&amp;gt;tenchappy&amp;lt;/code&amp;gt; for Orange&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;clione&amp;lt;/code&amp;gt; || Honeywisp || Unused, crashes when egg impacts ground&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;crystal_frog&amp;lt;/code&amp;gt; || Calcified Crushblat || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;crystal_maro_frog&amp;lt;/code&amp;gt; || &amp;quot;Crystal Wollywog&amp;quot; || Unused, Wollywog with crystal on belly&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;daiohmukade&amp;lt;/code&amp;gt; || Armored Mawdad || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;damagumo&amp;lt;/code&amp;gt; || Shaggy Long Legs || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;demejako&amp;lt;/code&amp;gt; || Bug-Eyed Crawmad || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;egg&amp;lt;/code&amp;gt; || Egg || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;frog&amp;lt;/code&amp;gt; || Yellow Wollywog || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;futakuchi&amp;lt;/code&amp;gt; || Armored Cannon Larva + Arctic Cannon Larva || &amp;lt;code&amp;gt;Yuki&amp;lt;/code&amp;gt; for Arctic&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hagedamagumo&amp;lt;/code&amp;gt; || Baldy Long Legs || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hambo&amp;lt;/code&amp;gt; || Skitter Leaf || In &#039;&#039;Deluxe&#039;&#039;, has an &amp;lt;code&amp;gt;_old&amp;lt;/code&amp;gt; variant which is &#039;&#039;Pikmin 2&#039;&#039;-styled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hiba&amp;lt;/code&amp;gt; || Fire geyser || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;iwadama&amp;lt;/code&amp;gt; || &amp;quot;Beady Long Legs&amp;quot; || Unused, cannot spawn&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;iwakko&amp;lt;/code&amp;gt; || Skutterchuck || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;jelly&amp;lt;/code&amp;gt; || Medusal Slurker || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kaburi&amp;lt;/code&amp;gt; || Joustmite || In &#039;&#039;Deluxe&#039;&#039;, has an &amp;lt;code&amp;gt;_old&amp;lt;/code&amp;gt; variant which is &#039;&#039;Pikmin 2&#039;&#039;-styled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kajiokoshi&amp;lt;/code&amp;gt; || Pyroclasmic Slooch || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kakureimo&amp;lt;/code&amp;gt; || &amp;quot;Kakureimo&amp;quot; || Unused, purple slug&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kanitama&amp;lt;/code&amp;gt; || Peckish Aristocrab || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;karehambo&amp;lt;/code&amp;gt; || Desiccated Skitter Leaf || In &#039;&#039;Deluxe&#039;&#039;, has an &amp;lt;code&amp;gt;_old&amp;lt;/code&amp;gt; variant which is &#039;&#039;Pikmin 2&#039;&#039;-styled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kawasumi&amp;lt;/code&amp;gt; || Sputtlefish || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kemekuji&amp;lt;/code&amp;gt; || Toady Bloyster || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kingchappy&amp;lt;/code&amp;gt; || Emperor Bulblax || Unused, stuck in gulp animation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kochappy&amp;lt;/code&amp;gt; || Dwarf Red Bulborb + Dwarf Orange Bulborb || &amp;lt;code&amp;gt;tenkochappy&amp;lt;/code&amp;gt; for Orange&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kogane&amp;lt;/code&amp;gt; || Iridescent Flint Beetle || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kokagami&amp;lt;/code&amp;gt; || Phosbat || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kokagamiegg&amp;lt;/code&amp;gt; || Phosbat Pod || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kokgamiegg&amp;lt;/code&amp;gt; || {{unsure|???}} || {{unsure|Unused, won&#039;t open (broken?)}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;komush&amp;lt;/code&amp;gt; || Spotcap || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kumachappy&amp;lt;/code&amp;gt; || Spotty Bulbear || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kumakochappy&amp;lt;/code&amp;gt; || Dwarf Bulbear || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kumo&amp;lt;/code&amp;gt; || Arachnode || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mar&amp;lt;/code&amp;gt; || Puffy Blowhog || In &#039;&#039;Deluxe&#039;&#039;, has an &amp;lt;code&amp;gt;_old&amp;lt;/code&amp;gt; variant which is &#039;&#039;Pikmin 2&#039;&#039;-styled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;marofrog&amp;lt;/code&amp;gt; || Wollywog || Unused, but fixable with param edits&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;metaboss&amp;lt;/code&amp;gt; || The solid cube inside the Plasm Wraith ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;metaboss2&amp;lt;/code&amp;gt; || Plasm Wraith || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;metabuka&amp;lt;/code&amp;gt; || The patterned cube the Plasm Wraith makes when its defeated || The parameters are used by the Elemental Plasms&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;moguraimo&amp;lt;/code&amp;gt; || &amp;quot;Ravenous Whiskerpillar&amp;quot; || Unused, visually different but acts similar&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mure&amp;lt;/code&amp;gt; || Scornet || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mureboss&amp;lt;/code&amp;gt; || Scornet Maestro || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mush&amp;lt;/code&amp;gt; || Kingcap || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;namazu&amp;lt;/code&amp;gt; || Water Dumple || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ohbakekagami&amp;lt;/code&amp;gt; || Vehemoth Phosbat || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;otama&amp;lt;/code&amp;gt; || Wogpole || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;panmodoki&amp;lt;/code&amp;gt; || Breadbug || Unused, cannot spawn&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pelplant&amp;lt;/code&amp;gt; || P2 Pellet Posy || {{unsure|Unused?}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pelplant1&amp;lt;/code&amp;gt; || Pellet Posy || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sarai&amp;lt;/code&amp;gt; || Swooping Snitchbug || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;shako&amp;lt;/code&amp;gt; || Hermit Crawmad || In &#039;&#039;Deluxe&#039;&#039;, has an &amp;lt;code&amp;gt;_old&amp;lt;/code&amp;gt; variant which is &#039;&#039;Pikmin 2&#039;&#039;-styled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;shijimi&amp;lt;/code&amp;gt; || Spectralids || Must be defined with Yellow/White/Red&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;shima&amp;lt;/code&amp;gt; || Quaggled Mireclops || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;shimafruit&amp;lt;/code&amp;gt; || Quaggled Mireclops&#039; head || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;snakecrow&amp;lt;/code&amp;gt; || Burrowing Snagret || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tank&amp;lt;/code&amp;gt; || Elemental Blowhogs || Put fire/water/bubble in front of name; in &#039;&#039;Deluxe&#039;&#039;, has an &amp;lt;code&amp;gt;_old&amp;lt;/code&amp;gt; variant for all three&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tobikaburi&amp;lt;/code&amp;gt; || Flighty Joustmite || In &#039;&#039;Deluxe&#039;&#039;, has an &amp;lt;code&amp;gt;_old&amp;lt;/code&amp;gt; variant which is &#039;&#039;Pikmin 2&#039;&#039;-styled and cannot seem to spawn&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tobinko&amp;lt;/code&amp;gt; || Shearwig || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tobiuo&amp;lt;/code&amp;gt; || Puckering Blinnow || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tsuyukusa&amp;lt;/code&amp;gt; || Burgeoning Spiderwort || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tuyukusa&amp;lt;/code&amp;gt; || {{unsure|???}} || {{unsure|Old Burgeoning Spiderwort; broken}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ujinko_a&amp;lt;/code&amp;gt; || Female Sheargrub + Swarming Sheargrub || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ujinko_b&amp;lt;/code&amp;gt; || Male Sheargrub || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;yamma&amp;lt;/code&amp;gt; || Nectarous Dandelfly || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
{{todo|Fill in the blanks.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal name || Object || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;amembobullet&amp;lt;/code&amp;gt; || Skeeterskate water || Can&#039;t open&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ashiba_flower&amp;lt;/code&amp;gt; || Bloominous Stemple || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;berry&amp;lt;/code&amp;gt; || Unknown berry || Unused, acts similarly to bombrocks&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bloc&amp;lt;/code&amp;gt; || Garden of Hope&#039;s indestructible cinder block || Unused?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;block&amp;lt;/code&amp;gt; || Garden of Hope&#039;s indestructible cinder block || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bomb&amp;lt;/code&amp;gt; || Bomb rock || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bomb_gate&amp;lt;/code&amp;gt; || Reinforced wall || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bomb_S&amp;lt;/code&amp;gt; || Mine (Bingo Battle) || To spawn it in a gen level, write &amp;quot;SearchBomb&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;branch&amp;lt;/code&amp;gt; || Climbing stick || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;break&amp;lt;/code&amp;gt; || Something blowing up || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_1_A&amp;lt;/code&amp;gt; || Yellow bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_1_B&amp;lt;/code&amp;gt; || Red bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_2_B&amp;lt;/code&amp;gt; || Blue bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_3_A&amp;lt;/code&amp;gt; || Blue 2 bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_carry_1_A&amp;lt;/code&amp;gt; || Yellow bridge fragment || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_carry_1_B&amp;lt;/code&amp;gt; || Red bridge fragment || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_carry_2_B&amp;lt;/code&amp;gt; || Blue bridge fragment || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_carry_3_A&amp;lt;/code&amp;gt; || Blue 2 bridge fragment || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_station_1_A&amp;lt;/code&amp;gt; || Yellow bridge fragment pile || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_station_1_B&amp;lt;/code&amp;gt; || Red bridge fragment pile || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_station_2_B&amp;lt;/code&amp;gt; || Blue bridge fragment pile || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bridge_station_3_A&amp;lt;/code&amp;gt; || Blue 2 bridge fragment pile || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bubble&amp;lt;/code&amp;gt; || Waddlepus bubble? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;burrow&amp;lt;/code&amp;gt; || Hermit Crawmad nest? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;catwalk&amp;lt;/code&amp;gt; || Weird smooth curved bridge || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;chappy_hanacho&amp;lt;/code&amp;gt; || Bulborb snot bubble || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;clay&amp;lt;/code&amp;gt; || Ball of clay || Unused (meant to act like a bridge fragment, judging the name)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;clay_station&amp;lt;/code&amp;gt; || Blobs of clay || Unused&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;connect_line&amp;lt;/code&amp;gt; || Electrode&#039;s electricity line || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;crystal_frog_*&amp;lt;/code&amp;gt; || Calcified Crushblat shell particles? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;crystal_gate&amp;lt;/code&amp;gt; || Crystal wall || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;daiomukade_broken*&amp;lt;/code&amp;gt; || Armored Mawdad shell particles? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;debug_actor&amp;lt;/code&amp;gt; || ??? || Can&#039;t open&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;demejakoburrow&amp;lt;/code&amp;gt; || Bug-Eyed Crawmad nest || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;demoarea&amp;lt;/code&amp;gt; || ??? || Cutscene, maybe?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;demoOnyon&amp;lt;/code&amp;gt; || P2 Onion || Unused, has spaghetti legs&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;denki_gate&amp;lt;/code&amp;gt; || Electric gate || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;denkyuSocketL&amp;lt;/code&amp;gt; || Lamp socket on the Vehemoth Phosbat&#039;s arena || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;disaster&amp;lt;/code&amp;gt; || Empty .bin file compressed and packed (into a .sarc then into an szs file) || Empty?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;down_floor&amp;lt;/code&amp;gt; || Seesaw block || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dragonball&amp;lt;/code&amp;gt; || A sphere that seems to test the bulborb&#039;s back textures ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;effect_debris_A&amp;lt;/code&amp;gt; || A rock with absolutely terrible (like 32 x 32 looking) textures ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;enemy_ghost&amp;lt;/code&amp;gt; || Object that carries the texture of the enemy you kill upwards. || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EnvSEObj&amp;lt;/code&amp;gt; || Environment Sound Effect || Background sounds used in story mode like wind, water, etc.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;excavation&amp;lt;/code&amp;gt; || Dirt mound || Diggable dirt&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;fire&amp;lt;/code&amp;gt; || ??? || Empty?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flipboard&amp;lt;/code&amp;gt; || Clipboard || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;fruit_branch&amp;lt;/code&amp;gt; || The branch that carries the Delectable Bouquet and Red Onion in the Tropical Wilds|| Possibly used elsewhere.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;gate_soft&amp;lt;/code&amp;gt; || Dirt wall || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;geyser&amp;lt;/code&amp;gt; || Water geyser || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;glass_piece_A&amp;lt;/code&amp;gt; || Probably made early in development as a prototype to see if Pikmin could carry glass || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hay_1_A&amp;lt;/code&amp;gt; || Hay bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hay_1_A_carry&amp;lt;/code&amp;gt; || Hay fragment || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hay_1_A_station&amp;lt;/code&amp;gt; || Hay pile || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hell&amp;lt;/code&amp;gt; || Area where Pikmin dies || Used for the void like in Clockwork Chasm.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hokoritake&amp;lt;/code&amp;gt; || The Dusty Mushroom, a plain version of the Spotcap || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;honey&amp;lt;/code&amp;gt; || Nectars || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;iwakko_crystal&amp;lt;/code&amp;gt; || Crystal Node || Skutterchuck Crystal&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;jamacrystal*&amp;lt;/code&amp;gt; || A very weird BFRES file that doesn&#039;t make sense. || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kakureba&amp;lt;/code&amp;gt; || Empty .bin file compressed and packed (into a .sarc then into an szs file) || Empty?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kanban&amp;lt;/code&amp;gt; || Mission Mode keep out sign || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kanitama_arm_break&amp;lt;/code&amp;gt; || Atristocrab&#039;s arm but deformed. ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;keepout&amp;lt;/code&amp;gt; || Pikmin parameters, keepout meaning they&#039;re done and configured don&#039;t touch(?). || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kojamacrystal&amp;lt;/code&amp;gt; || Small crystal || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lift_board&amp;lt;/code&amp;gt; || Elevator platform || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lift_nail&amp;lt;/code&amp;gt; || Long, straight nail used on elevator platforms || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lift_rope&amp;lt;/code&amp;gt; || A rope|| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lightbulb&amp;lt;/code&amp;gt; || A fully modeled light bulb || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lightbulb_L&amp;lt;/code&amp;gt; || A light bulb with no textures || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lightbulb_S&amp;lt;/code&amp;gt; || Same as lightbulb_L but it has a cube in the middle now ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lightray&amp;lt;/code&amp;gt; || Light shaft ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lotus&amp;lt;/code&amp;gt; || Lily pad || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lotus_admin&amp;lt;/code&amp;gt; || Empty .bin file compressed and packed (into a .sarc then into an szs file) || Empty?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;metaboss_core&amp;lt;/code&amp;gt; || A cube related to the Plasm Wraith || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;metaboss_crystal_break&amp;lt;/code&amp;gt; || ??? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mukade_piece*&amp;lt;/code&amp;gt; || ??? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mush_piece*&amp;lt;/code&amp;gt; || ??? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;namapongashi&amp;lt;/code&amp;gt; || Mimic Candypop Bud || Unused, eats Pikmin thrown in. Uses modified &#039;&#039;Pikmin 2&#039;&#039; Candypop model&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;nest&amp;lt;/code&amp;gt; || P2 Hermit Crawmad nest || Unused, not sure if it&#039;s a P2 copy&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;net&amp;lt;/code&amp;gt; || Arachnode web || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ohjamacrystal&amp;lt;/code&amp;gt; || Large crystal || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;onyon&amp;lt;/code&amp;gt; || Onion || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;orima_memo&amp;lt;/code&amp;gt; || Data file || Empty?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;orimamemo&amp;lt;/code&amp;gt; || Data file || Empty?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pellet1&amp;lt;/code&amp;gt; || 1-pellet || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pellet2&amp;lt;/code&amp;gt; || 5-pellet || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pellet3&amp;lt;/code&amp;gt; || 10-pellet || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pellet4&amp;lt;/code&amp;gt; || P2 20-pellet || Unused&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pikihead&amp;lt;/code&amp;gt; || Pikmin seeds || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pod&amp;lt;/code&amp;gt; || SPERO || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pongashi&amp;lt;/code&amp;gt; || Candypop Bud || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;portal&amp;lt;/code&amp;gt; || Path || Warp between areas&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pull_gate&amp;lt;/code&amp;gt; || Bamboo gate || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pull_plant&amp;lt;/code&amp;gt; || Flukeweed || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;reflect_box&amp;lt;/code&amp;gt; || Test box object thing || Unused&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;rock_break&amp;lt;/code&amp;gt; || ??? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;rock&amp;lt;/code&amp;gt; || Boulders? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;rock359&amp;lt;/code&amp;gt; || Iron ball || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sandball&amp;lt;/code&amp;gt; || Meerslug Sandball || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sango&amp;lt;/code&amp;gt; || Garden of Hope teacup || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sango_carry&amp;lt;/code&amp;gt; || Garden of Hope teacup fragment || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sango_station&amp;lt;/code&amp;gt; || Garden of Hope teacup fragment pile || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ship_obj&amp;lt;/code&amp;gt; || Drake || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sizai&amp;lt;/code&amp;gt; || Gold nugget || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sizai_station&amp;lt;/code&amp;gt; || Gold nugget pile || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;slope_clay&amp;lt;/code&amp;gt; || Clay ramp || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;snowball&amp;lt;/code&amp;gt; || Cannon Beetle Snowball || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;stopper&amp;lt;/code&amp;gt; || Invisible Wall || Clearly used in Twilight River often&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tateana&amp;lt;/code&amp;gt; || Dirt mound || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;test_block&amp;lt;/code&amp;gt; || Some small test block || Unused, uses the concrete texture from P2 caves&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;test_box&amp;lt;/code&amp;gt; || Some small test measuring cube || Unused&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;trampoline&amp;lt;/code&amp;gt; || Bouncy Mushroom || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tsuyu&amp;lt;/code&amp;gt; || Spiderwort berry || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tunnel&amp;lt;/code&amp;gt; || Tunnel || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ufo&amp;lt;/code&amp;gt; || Hocotate ship? || Unknown, could be the ship, but it&#039;s all opened up&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ukikusa&amp;lt;/code&amp;gt; || Leaves on top of water || Used in Garden of Hope, could be used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;VR&amp;lt;/code&amp;gt; || Skybox || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;wall359&amp;lt;/code&amp;gt; || Distant Tundra walls destroyed with iron balls || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;water_drop_*&amp;lt;/code&amp;gt; || ??? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;waterbubble&amp;lt;/code&amp;gt; || Water bubble? || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;water_gate&amp;lt;/code&amp;gt; || Dam || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;water_plane&amp;lt;/code&amp;gt; || Plane that has a moving texture to simulate water || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;wbox&amp;lt;/code&amp;gt; || Tin box || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;xbox&amp;lt;/code&amp;gt; || Cardboard box || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ybox&amp;lt;/code&amp;gt; || Paper bag || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fruits and treasures ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal name || Object || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;apple&amp;lt;/code&amp;gt; || Insect Condo || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;apricot&amp;lt;/code&amp;gt; || Searing Acidshock || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;avocado&amp;lt;/code&amp;gt; || Scaly Custard || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;b_dama&amp;lt;/code&amp;gt; || Marble || red/yellow/blue variants exist&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;banana&amp;lt;/code&amp;gt; || Slapstick Crescent || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;chance_dama&amp;lt;/code&amp;gt; || Chance Time marble || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cherry&amp;lt;/code&amp;gt; || Cupid&#039;s Grenade || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dekopon&amp;lt;/code&amp;gt; || Pocked Airhead || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;fig&amp;lt;/code&amp;gt; || Delectable Bouquet || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;gfruit&amp;lt;/code&amp;gt; || Astringent Clump || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;gold_cherry&amp;lt;/code&amp;gt; || Golden Grenade || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;gold_ichigo&amp;lt;/code&amp;gt; || Golden Sunseed || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;grape&amp;lt;/code&amp;gt; || Dusk Pustules (full thing) || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;grape_carry&amp;lt;/code&amp;gt; || Dusk Pustules (single grape) || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kiwi&amp;lt;/code&amp;gt; || Disguised Delicacy || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kiwigold&amp;lt;/code&amp;gt; || Blonde Impostor || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lemon&amp;lt;/code&amp;gt; || Face Wrinkler || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;lime&amp;lt;/code&amp;gt; || Zest Bomb || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;loquat&amp;lt;/code&amp;gt; || Velvety Dreamdrop || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mango&amp;lt;/code&amp;gt; || Heroine&#039;s Tears || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mangosteen&amp;lt;/code&amp;gt; || Dapper Blob || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;melon&amp;lt;/code&amp;gt; || Wayward Moon || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mikan&amp;lt;/code&amp;gt; || Citrus Lump || Is sometimes referred to as &amp;lt;code&amp;gt;orange&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;muscat&amp;lt;/code&amp;gt; || Dawn Pustules (full thing) || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;muscat_carry&amp;lt;/code&amp;gt; || Dawn Pustule (single grape) || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;nashi&amp;lt;/code&amp;gt; || Crunchy Deluge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;papaya&amp;lt;/code&amp;gt; || Seed Hive  || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;peach&amp;lt;/code&amp;gt; || Mock Bottom || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pear&amp;lt;/code&amp;gt; || Tremendous Sniffer || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;persimmon&amp;lt;/code&amp;gt; || Portable Sunset || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pitaya&amp;lt;/code&amp;gt; || Fire-Breathing Feast || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;plum&amp;lt;/code&amp;gt; || Lesser Mock Bottom || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;raspberry&amp;lt;/code&amp;gt; || Juicy Gaggle || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;starfruit&amp;lt;/code&amp;gt; || Stellar Extrusion || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;strawberry&amp;lt;/code&amp;gt; || Sunseed Berry || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;watermelon&amp;lt;/code&amp;gt; || Crimson Banquet || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;win_dama&amp;lt;/code&amp;gt; || Victory Macaroon || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal name || Object || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;antennaA&amp;lt;/code&amp;gt; || Data Glutton || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;antennaB&amp;lt;/code&amp;gt; || Folded Data Glutton || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;drc&amp;lt;/code&amp;gt; || Alph&#039;s KopPad || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;drcopt_radar&amp;lt;/code&amp;gt; || The Key from &#039;&#039;Pikmin 2&#039;&#039; on top of a blue pedestal || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;drcopt_radar_2&amp;lt;/code&amp;gt; || Same as drcopt_radar || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;energy&amp;lt;/code&amp;gt; || Battery || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;engine_1&amp;lt;/code&amp;gt; || Red bolt || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;engine_2&amp;lt;/code&amp;gt; || Blue bolt || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;engine_3&amp;lt;/code&amp;gt; || Yellow bolt || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;engine_4&amp;lt;/code&amp;gt; || Green bolt || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;navi&amp;lt;/code&amp;gt; || Same as drcopt_radar || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;powerup_damage&amp;lt;/code&amp;gt; || Metal Suit Z || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;powerup_fire&amp;lt;/code&amp;gt; || Scorch Guard || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;powerup_thunder&amp;lt;/code&amp;gt; || Anti-Electrifier || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;step_out&amp;lt;/code&amp;gt; || Dodge Whistle || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;test_item_0&amp;lt;/code&amp;gt; || Blue bolt (like engine_1) || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;test_item_1&amp;lt;/code&amp;gt; || Louie in a capsule || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;test_keyitem_0&amp;lt;/code&amp;gt; || The Key from &#039;&#039;Pikmin 2&#039;&#039; on top of a red pedestal || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;test_keyitem_1&amp;lt;/code&amp;gt; || Some toy thing || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generator objects ==&lt;br /&gt;
{{todo|Finish identifying all generator objects.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal name || Object || Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Amembo&amp;lt;/code&amp;gt; || Skeeterskate || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AntennaA&amp;lt;/code&amp;gt; || Data Glutton || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AntennaB&amp;lt;/code&amp;gt; || Folded Data Glutton || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Apple&amp;lt;/code&amp;gt; || Insect Condo || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Apricot&amp;lt;/code&amp;gt; || Searing Acidshock || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Arijigoku&amp;lt;/code&amp;gt; || Sandbelching Meerslug || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Arikui&amp;lt;/code&amp;gt; || Whiptongue Bulborb || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Arikui_Old&amp;lt;/code&amp;gt; || Older Whiptongue Bulborb || &#039;&#039;&#039;Unused&#039;&#039;&#039;, a &#039;&#039;Pikmin 2&#039;&#039; style version of the Whiptongue Bulborb.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AshibaFlower&amp;lt;/code&amp;gt; || Bloominous Stemple || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Avocado&amp;lt;/code&amp;gt; || Scaly Custard || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt; || Waddlepus || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Banana&amp;lt;/code&amp;gt; || Slapstick Crescent || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BDama&amp;lt;/code&amp;gt; || Marble || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bell&amp;lt;/code&amp;gt; || Fortress of Festivity bell || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Berplant&amp;lt;/code&amp;gt; || ??? || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Berry&amp;lt;/code&amp;gt; || Unknow berry || &#039;&#039;&#039;Unused&#039;&#039;&#039;, acts similarly to bom brocks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Billy&amp;lt;/code&amp;gt; || Bearded Amprat || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Block&amp;lt;/code&amp;gt; || Garden of Hope&#039;s indestructible cinder block || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Bomb&amp;lt;/code&amp;gt; || Bomb rock || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BombGate&amp;lt;/code&amp;gt; || Reinforced wall || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BombGate_PTN01&amp;lt;/code&amp;gt; || Reinforced wall variant || &#039;&#039;Deluxe&#039;&#039; only, reinforced wall with a drawing of Olimar holding bomb rocks in both hands.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BombGate_PTN02&amp;lt;/code&amp;gt; || Broken reinforced wall variant || &#039;&#039;&#039;Unused&#039;&#039;&#039;, is invisible and cannot be interacted with.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BombGate_PTN03&amp;lt;/code&amp;gt; || Reinforced wall variant || &#039;&#039;Deluxe&#039;&#039; only, &#039;&#039;&#039;unused&#039;&#039;&#039;, reinforced wall with a drawing of Olimar holding a bomb in one hand.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Branch&amp;lt;/code&amp;gt; || Climbing branch || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Bridge&amp;lt;/code&amp;gt; || Old bridge || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Bridge20A&amp;lt;/code&amp;gt; || Yellow bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Bridge40A&amp;lt;/code&amp;gt; || Red bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Bridge40B&amp;lt;/code&amp;gt; || Blue bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Bridge60A&amp;lt;/code&amp;gt; || Light blue bridge || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BridgeA&amp;lt;/code&amp;gt; || Old bridge || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BubbleTank&amp;lt;/code&amp;gt; || &amp;quot;Bubble Blowhog&amp;quot; || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BubbleTank_Old&amp;lt;/code&amp;gt; || {{unsure|Older &amp;quot;Bubble Blowhog&amp;quot;?}} || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Buriko&amp;lt;/code&amp;gt; || &amp;quot;Armored Sheargrub&amp;quot; || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Catwalk&amp;lt;/code&amp;gt; || Weird smooth curved bridge || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ChanceDama&amp;lt;/code&amp;gt; || Chance Time marble || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Chappy&amp;lt;/code&amp;gt; || Red Bulborb || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Chappy_Old&amp;lt;/code&amp;gt; || Older Red Bulborb || &#039;&#039;&#039;Unused&#039;&#039;&#039;, cannot spawn and is presumably a &#039;&#039;Pikmin 2&#039;&#039; style version of the Red Bulborb.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Chaser&amp;lt;/code&amp;gt; || Armored Cannon Larva boulder? || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cherry&amp;lt;/code&amp;gt; || Cupid&#039;s Grenade || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ClayStation&amp;lt;/code&amp;gt; || Pile of clay || &#039;&#039;&#039;Unused&#039;&#039;&#039;, probably an old version of the bridge pieces pile judging by the name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ClearMask&amp;lt;/code&amp;gt; || Radar map loader || Used in story mode to load a small area around it on the radar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Clione&amp;lt;/code&amp;gt; || Honeywisp || &#039;&#039;&#039;Unused&#039;&#039;&#039;, crashes when egg impacts ground.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;clover&amp;lt;/code&amp;gt; || Clover patch || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ConnectLine&amp;lt;/code&amp;gt; || Electrode&#039;s electricity line || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Conveyor&amp;lt;/code&amp;gt; || Conveyor belt || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ConveyorSwitch&amp;lt;/code&amp;gt; || Conveyor belt switch || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cosmos&amp;lt;/code&amp;gt; || Cosmos flower || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrystalFrog&amp;lt;/code&amp;gt; || Calcified Crushblat || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrystalGate&amp;lt;/code&amp;gt; || Crystal wall || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrystalGate_PTN01&amp;lt;/code&amp;gt; || Crystal wall variant || &#039;&#039;Deluxe&#039;&#039; only, crystal wall without rust.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrystalGate_PTN02&amp;lt;/code&amp;gt; || Crystal wall variant || &#039;&#039;Deluxe&#039;&#039; only, crystal wall with light rust.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrystalGate_PTN03&amp;lt;/code&amp;gt; || Broken crystal wall variant || &#039;&#039;Deluxe&#039;&#039; only, &#039;&#039;&#039;unused&#039;&#039;&#039;, is invisible and cannot be interacted with.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrystalGate_YE&amp;lt;/code&amp;gt; || Old crystal wall || &#039;&#039;&#039;Unused&#039;&#039;&#039;, a &#039;&#039;Pikmin 2&#039;&#039; style version  of the crystal wall.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrystalMaroFrog&amp;lt;/code&amp;gt; || &amp;quot;Crystal Wollywog&amp;quot; || &#039;&#039;&#039;Unused&#039;&#039;&#039;, crashes when spawned in &#039;&#039;Pikmin 3&#039;&#039; for the Wii U.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Daiomukade&amp;lt;/code&amp;gt; || Armored Mawdad || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Damagumo&amp;lt;/code&amp;gt; || Shaggy Long Legs || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Damagumo_Gold&amp;lt;/code&amp;gt; || &amp;quot;Golden Shaggy Long Legs&amp;quot; || &#039;&#039;Deluxe&#039;&#039; only&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DebugActor&amp;lt;/code&amp;gt; || ??? || Technical object with a bunch of parameters, unknown to what its used for.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Dekopon&amp;lt;/code&amp;gt; || Pocked Airhead || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Demejako&amp;lt;/code&amp;gt; || Bug-Eyed Crawmad || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DemejakoBurrow&amp;lt;/code&amp;gt; || Bug-Eyed Crawmad nest || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DemoArea&amp;lt;/code&amp;gt; || Cutscenes and monologs/dialogs trigger || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DenkiGate&amp;lt;/code&amp;gt; || Electric gate ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DenkiGate_PTN01&amp;lt;/code&amp;gt; || Electric gate variant || &#039;&#039;Deluxe&#039;&#039; only, electric gate with a vertical black stripe on each pillar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DenkiGate_PTN02&amp;lt;/code&amp;gt; || Electric gate variant || &#039;&#039;Deluxe&#039;&#039; only, electric gate with with 2 horizontal black stripes on each pillar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DenkiGate_PTN03&amp;lt;/code&amp;gt; || Electric gate variant || &#039;&#039;Deluxe&#039;&#039; only, electric gate with with diagonal black stripes on each pillar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DenkiGate_PTN04&amp;lt;/code&amp;gt; || Broken electric gate variant || &#039;&#039;Deluxe&#039;&#039; only, &#039;&#039;&#039;unused&#039;&#039;&#039;, is invisible and cannot be interacted with.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DenkyuSocketL&amp;lt;/code&amp;gt; || Lamp socket on the Vehemoth Phosbat&#039;s arena ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dongorinome&amp;lt;/code&amp;gt; || Shoot ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dongorinome_aki&amp;lt;/code&amp;gt; || Shoot, autumn variant ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DownFloor&amp;lt;/code&amp;gt; || Seesaw block ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Drc&amp;lt;/code&amp;gt; || KopPad || Used in the day 1 Alph tutorial area on the other side of the bridge.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Egg&amp;lt;/code&amp;gt; || Egg ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EmitterSet&amp;lt;/code&amp;gt; || Object used to emits particles around it ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Energy&amp;lt;/code&amp;gt; || Battery || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Engine_1&amp;lt;/code&amp;gt; || Red bolt || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Engine_2&amp;lt;/code&amp;gt; || Blue bolt || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Engine_3&amp;lt;/code&amp;gt; || Yellow bolt || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Engine_4&amp;lt;/code&amp;gt; || Green bolt || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;erigon&amp;lt;/code&amp;gt; || Daisy ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Excavation&amp;lt;/code&amp;gt; || Heightmap || Used for buried objects.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Fig&amp;lt;/code&amp;gt; || Delectable Bouquet ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FireTank&amp;lt;/code&amp;gt; || Fiery Blowhog ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FireTank_Old&amp;lt;/code&amp;gt; || Old Fiery Blowhog || &#039;&#039;&#039;Unused&#039;&#039;&#039;, a &#039;&#039;Pikmin 2&#039;&#039; style version of the Fiery Blowhog.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FixedFutakuchi&amp;lt;/code&amp;gt; || {{unsure|Fixed Armored Cannon Larva?}} || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FlipBoard&amp;lt;/code&amp;gt; || Clipboard ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Frog&amp;lt;/code&amp;gt; || Yellow Wollywog ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FruitBranch&amp;lt;/code&amp;gt; || Branch || Used to hang things such as fruits and Onions.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Futakuchi&amp;lt;/code&amp;gt; || Armored Cannon Larva ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;GasHiba&amp;lt;/code&amp;gt; || Poison geyser || &#039;&#039;&#039;Unused&#039;&#039;&#039;, spits out poison only White Pikmin can resist.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gate&amp;lt;/code&amp;gt; || Dirt wall ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gate_PTN01&amp;lt;/code&amp;gt; || Dirt wall variant || &#039;&#039;Deluxe&#039;&#039; only, dirt wall with 1 vertical stripe.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gate_PTN02&amp;lt;/code&amp;gt; || Dirt wall variant || &#039;&#039;Deluxe&#039;&#039; only, dirt wall with 3 horizontal stripes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gate_PTN03&amp;lt;/code&amp;gt; || Dirt wall variant || &#039;&#039;Deluxe&#039;&#039; only, dirt wall with 3 diagonal stripes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gate_PTN04&amp;lt;/code&amp;gt; || Dirt wall variant || &#039;&#039;Deluxe&#039;&#039; only, dirt wall with 2 wavy stripes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gate_PTN05&amp;lt;/code&amp;gt; || Dirt wall variant || &#039;&#039;Deluxe&#039;&#039; only, dirt wall with 3 triangles.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gate_PTN06&amp;lt;/code&amp;gt; || Dirt wall variant || &#039;&#039;Deluxe&#039;&#039; only, dirt wall with an &amp;quot;X&amp;quot; mark.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gate_PTN07&amp;lt;/code&amp;gt; || Dirt wall variant || &#039;&#039;Deluxe&#039;&#039; only, dirt wall with 4 circles.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Geyser&amp;lt;/code&amp;gt; || Geyser || &#039;&#039;&#039;Unused&#039;&#039;&#039;, the final game&#039;s method used to spawn a geyser is using path nodes. This one will crash upon trying to use it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Gfruit&amp;lt;/code&amp;gt; || Astringent Clump ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;GiftBox&amp;lt;/code&amp;gt; || Red gift box ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;GiftBox2&amp;lt;/code&amp;gt; || Green gift box ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;GoldCherry&amp;lt;/code&amp;gt; || Golden Grenade ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;GoldIchigo&amp;lt;/code&amp;gt; || Golden Sunseed ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Grape&amp;lt;/code&amp;gt; || Dusk Pustules ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HageDamagumo&amp;lt;/code&amp;gt; || Baldy Long Legs ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HageDamagumo_Gold&amp;lt;/code&amp;gt; || &amp;quot;Golden Baldy Long Legs&amp;quot; || &#039;&#039;Deluxe&#039;&#039; only&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hambo&amp;lt;/code&amp;gt; || Skitter Leaf ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hambo_Old&amp;lt;/code&amp;gt; || Older Skitter Leaf || &#039;&#039;&#039;Unused&#039;&#039;&#039;, a &#039;&#039;Pikmin 2&#039;&#039; style version of the Skitter Leaf.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hangesyou&amp;lt;/code&amp;gt; || Light green Shoot ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hay&amp;lt;/code&amp;gt; || Hay ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HayStation&amp;lt;/code&amp;gt; || Pile of hay ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HeightMap&amp;lt;/code&amp;gt; || Heightmap || Used for the Sandbelching Meerslug arena.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hell&amp;lt;/code&amp;gt; || Area where Pikmin dies || Used for the void like in Clockwork Chasm.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hiba&amp;lt;/code&amp;gt; || Fire geyser ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hikarikinoko&amp;lt;/code&amp;gt; || Common Glowcap ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;himeturusoba&amp;lt;/code&amp;gt; || Pink knotweed ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hokoritake&amp;lt;/code&amp;gt; || Brown mushroom ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Honey&amp;lt;/code&amp;gt; || Nectar ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HookPointer&amp;lt;/code&amp;gt; || Screw in the ground || &#039;&#039;Deluxe&#039;&#039; only&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HotExtract&amp;lt;/code&amp;gt; || Ultra-spicy spray nectar drop ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ikariso&amp;lt;/code&amp;gt; || Dried sprout ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;inunohuguri&amp;lt;/code&amp;gt; || Tropical sprout ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Iwadama&amp;lt;/code&amp;gt; || &amp;quot;Foot-head Long Legs&amp;quot; || &#039;&#039;&#039;Unused&#039;&#039;&#039;, cannot spawn.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Iwakko&amp;lt;/code&amp;gt; || Skutterchuck ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Iwakko_Crystal&amp;lt;/code&amp;gt; || Skutterchuck crystal nodule ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Jelly&amp;lt;/code&amp;gt; || Medusal Slurker ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kaburi&amp;lt;/code&amp;gt; || Joustmite ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kaburi_Old&amp;lt;/code&amp;gt; || Joustmite || &#039;&#039;&#039;Unused&#039;&#039;&#039;, a &#039;&#039;Pikmin 2&#039;&#039; style version of the Joustmite.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kajiokoshi&amp;lt;/code&amp;gt; || Pyroclasmic Slooch ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kakureba&amp;lt;/code&amp;gt; || An object that create a zone around it making any Pikmin/leader unnoticeable to any creatures. ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kakureimo&amp;lt;/code&amp;gt; || Purple slug || &#039;&#039;&#039;Unused&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kanban&amp;lt;/code&amp;gt; || Step out sign || Used in &amp;quot;Defeat Bosses!&amp;quot; to create an invisible wall with a white sign and crossed red circle on it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kanitama&amp;lt;/code&amp;gt; || Peckish Aristocrab ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Karehambo&amp;lt;/code&amp;gt; || Desiccated Skitter Leaf ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Karehambo_Old&amp;lt;/code&amp;gt; || Older Desiccated Skitter Leaf || &#039;&#039;&#039;Unused&#039;&#039;&#039;, a &#039;&#039;Pikmin 2&#039;&#039; style version of the Desiccated Skitter Leaf.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;katabami&amp;lt;/code&amp;gt; || Sleeping Beauty, a flat clover patch ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kawasumi&amp;lt;/code&amp;gt; || Sputtlefish ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kemekuji&amp;lt;/code&amp;gt; || Toady Bloyster ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KingChappy&amp;lt;/code&amp;gt; || Emperor Bulblax || &#039;&#039;&#039;Unused&#039;&#039;&#039;, a &#039;&#039;Pikmin 2&#039;&#039; style Emperor Bulblax.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kiwi&amp;lt;/code&amp;gt; || An entire Disguised Delicacy ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KiwiA&amp;lt;/code&amp;gt; || The first chunk of the Disguised Delicacy ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KiwiB&amp;lt;/code&amp;gt; || The second chunk of the Disguised Delicacy ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KiwiGold&amp;lt;/code&amp;gt; || An entire Blonde Impostor ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KiwiGoldA&amp;lt;/code&amp;gt; || The first chunk of the Blonde Impostor ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KiwiGoldB&amp;lt;/code&amp;gt; || The second chunk of the Blonde Impostor ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kochappy&amp;lt;/code&amp;gt; || Dwarf Bulborb ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kogane&amp;lt;/code&amp;gt; || Iridescent Flint Beetle ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KojamaCrystal&amp;lt;/code&amp;gt; || Small Crystal ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kokagami&amp;lt;/code&amp;gt; || Phosbat ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KokagamiEgg&amp;lt;/code&amp;gt; || Phosbat Pod ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Komush&amp;lt;/code&amp;gt; || Spotcap ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KumaChappy&amp;lt;/code&amp;gt; || Spotty Bulbear ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;KumaKochappy&amp;lt;/code&amp;gt; || Dwarf Bulbear ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Lemon&amp;lt;/code&amp;gt; || Face Wrinkler ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LiftBoard&amp;lt;/code&amp;gt; || Tin box elevator platform ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LiftNail&amp;lt;/code&amp;gt; || Long, straight nail || Used on the tin box elevator platforms.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LiftRope&amp;lt;/code&amp;gt; || Rope || Used on the tin box elevator platforms.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LightBulb&amp;lt;/code&amp;gt; || {{unsure|Unused light bulb?}} ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LightBulb_L&amp;lt;/code&amp;gt; || Large light bulb ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LightBulb_S&amp;lt;/code&amp;gt; || Small light bulb ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LightRay&amp;lt;/code&amp;gt; || A light ray ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LightShaft&amp;lt;/code&amp;gt; || A light Shaft ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Lime&amp;lt;/code&amp;gt; || Zest Bomb ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Loquat&amp;lt;/code&amp;gt; || Velvety Dreamdrop ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LotusAdmin&amp;lt;/code&amp;gt; || A technical object controlling flow and movement of lily pads ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Luzy&amp;lt;/code&amp;gt; || Unconscious Louie || Collectible obtained from the Scornet Maestro, unlocks the Louie sequence in Garden of Hope.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Luzy2&amp;lt;/code&amp;gt; || Unconscious Louie || Collectible obtained from the Quaggled Mireclops, unlocks the Formidable Oak.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Areas ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal name || Object&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;giugnoA&amp;lt;/code&amp;gt; || Title screen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mapA&amp;lt;/code&amp;gt; || Tropical Wilds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mapB&amp;lt;/code&amp;gt; || Garden of Hope&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mapC&amp;lt;/code&amp;gt; || Distant Tundra&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mapD&amp;lt;/code&amp;gt; || Twilight River&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mapE&amp;lt;/code&amp;gt; || Formidable Oak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mission Mode stages ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 25%&amp;quot; | Internal name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 75%&amp;quot; | Stage&lt;br /&gt;
|-&lt;br /&gt;
! DLC ID&lt;br /&gt;
! Mission&lt;br /&gt;
! Name&lt;br /&gt;
! Category&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis1_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Tropical Forest || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis2_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Thirsty Desert || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis3_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Shaded Garden || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis4_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Twilight Hollow || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis5_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Silver Lake || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0010&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis6_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Tropical Forest Remix || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0011&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis10_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Silver Lake Remix || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0012&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis7_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Thirsty Desert Remix || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0013&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis9_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Twilight Hollow Remix || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0014&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis8_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Shaded Garden Remix || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis11_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Forest of Festivity || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001B&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis14_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | The Rustyard || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001C&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis13_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Beastly Cavern || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001D&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis12_poko&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Forgotten Cove || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001E&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis15_poko&amp;lt;/code&amp;gt;|| style=&amp;quot;text-align:center&amp;quot; | Clockwork Chasm || style=&amp;quot;text-align:center&amp;quot; | Collect Treasure!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis1_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Tropical Forest || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis2_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Thirsty Desert || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis3_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Shaded Garden || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis4_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Twilight Hollow || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis5_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Silver Lake || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0015&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misA_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Tropical Wilds Remix || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0016&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misB_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Garden of Hope Remix || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0017&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misC_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Distant Tundra Remix || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0018&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misD_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Twilight River Remix || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0019&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misE_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Forbidden Oak Remix || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;001F&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis11_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Forest Of Festivity || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0020&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis14_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | The Rustyard || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0021&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis13_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Beastly Cavern || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0022&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis12_teki&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Forgotten Cove || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0023&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;mis15_teki&amp;lt;/code&amp;gt;|| style=&amp;quot;text-align:center&amp;quot; | Clockwork Chasm || style=&amp;quot;text-align:center&amp;quot; | Battle Enemies!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misBoss1&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Armored Mawdad || style=&amp;quot;text-align:center&amp;quot; | Defeat Bosses!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misBoss2&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Vehemoth Phosbat || style=&amp;quot;text-align:center&amp;quot; | Defeat Bosses!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misBoss3&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Sandbelching Meerslug || style=&amp;quot;text-align:center&amp;quot; | Defeat Bosses!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misBoss4&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Scornet Maestro || style=&amp;quot;text-align:center&amp;quot; | Defeat Bosses!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misBoss5&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Quaggled Mireclops || style=&amp;quot;text-align:center&amp;quot; | Defeat Bosses!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;misBoss6&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Plasm Wraith || style=&amp;quot;text-align:center&amp;quot; | Defeat Bosses!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryA_1&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Day 1: Flower Garden || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Assignment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryA_2&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Day 2: Inside Forest || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Assignment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryA_3&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Day 3: River || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Assignment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryA_4&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Day 4: Tundra || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Assignment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_1&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Pikmin Reunion || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_2&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Creature Hunting || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_3&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Land, Sea, and Sky || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_4&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | First Part Found || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_7_3&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Team Monster Hunt || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_6&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Channel Gone Dry || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_5&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Looking for Louie || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_8&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Big Fruit Carnival || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_9&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | Another Part Found || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;N/A&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;sidestoryB_10&amp;lt;/code&amp;gt; || style=&amp;quot;text-align:center&amp;quot; | The Ship Restored || style=&amp;quot;text-align:center&amp;quot; | Olimar&#039;s Comeback&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bingo Battle stages ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Internal name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Stage&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;code&amp;gt;CMCmn/generator&amp;lt;/code&amp;gt;&lt;br /&gt;
! &amp;lt;code&amp;gt;CMCmn/system/vs_set&amp;lt;/code&amp;gt;&lt;br /&gt;
! Name&lt;br /&gt;
! Number&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_antsnest&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_04&amp;lt;/code&amp;gt; || Twisted Cavern || 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_antsnest2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_03&amp;lt;/code&amp;gt; || Buried Pond || 9&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_buildingblocks&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_11&amp;lt;/code&amp;gt; || Jigsaw Colosseum || 12&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_buildingblocks2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_12&amp;lt;/code&amp;gt; || Jigsaw Fortress || 6&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_flowerbed&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_01&amp;lt;/code&amp;gt; || Blooming Terrace || 7&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_flowerbed2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_02&amp;lt;/code&amp;gt; || Shaded Terrace || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_pipeworld&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_07&amp;lt;/code&amp;gt; || Rusted Labyrinth || 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_pipeworld2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_08&amp;lt;/code&amp;gt; || Corroded Maze || 11&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_puddle&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_09&amp;lt;/code&amp;gt; || Parched Brook || 8&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_puddle2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_10&amp;lt;/code&amp;gt; || Stagnant Sea || 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_sandbox&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_05&amp;lt;/code&amp;gt; || Arid Metropolis || 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;vs_sandbox2&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;vs_06&amp;lt;/code&amp;gt; || Sandbox Kingdom || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leaders and Pikmin types ==&lt;br /&gt;
Both Pikmin and leaders seem to share the same colour IDs for when deciding which to spawn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || Pikmin/Leader/Candypop Bud&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Pikpik carrots&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Purple Pikmin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
| Blue Pikmin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red Pikmin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;&lt;br /&gt;
| White Pikmin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt;&lt;br /&gt;
| Yellow Pikmin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt;&lt;br /&gt;
| Winged Pikmin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;&lt;br /&gt;
| Rock Pikmin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt;&lt;br /&gt;
| Alph&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt;&lt;br /&gt;
| Brittany&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt;&lt;br /&gt;
| Charlie&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;11&amp;lt;/code&amp;gt;&lt;br /&gt;
| Louie&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;12&amp;lt;/code&amp;gt;&lt;br /&gt;
| Olimar&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || Team&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;-1&amp;lt;/code&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Team Blue&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Team Red&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || Onion&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Combined/Story Onion&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
| Yellow&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;&lt;br /&gt;
| Pink&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt;&lt;br /&gt;
| Rock&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red/Rock&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red/Rock/Yellow&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red/Rock/Yellow/Pink&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red/Rock/Yellow/Pink/Blue&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10+&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red/No animation, broken&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || Pellet Posies&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Rock&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
| Yellow&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;&lt;br /&gt;
| Winged&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt;&lt;br /&gt;
| Cycling&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6+&amp;lt;/code&amp;gt;&lt;br /&gt;
| Random&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || Pellet&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Rock&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
| Yellow&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;&lt;br /&gt;
| Winged&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;5+&amp;lt;/code&amp;gt;&lt;br /&gt;
| Random&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Pikmin is changed into a leader, they seem to spawn in panicking, and crash when called. When a leader is turned into a Pikmin however, they seem to turn into a mutant of both Pikmin and leader. They can pluck Pikmin, attack creatures and walls. When playable, functions fully like a normal leader. If you switch characters, the idle Pikmin-leader will attack walls. They run from creatures like leaders, and can be eaten like normal Pikmin. Pink leaders can fly, but cannot move normally.&lt;br /&gt;
&lt;br /&gt;
== Common enemy parameters ==&lt;br /&gt;
All or most enemies share these parameters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || DamageEffectType&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Unknown, must test&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || DamageEffectTarget&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Unknown, must test&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || AttackEffectType&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Normal enemy hit/creature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Ineffective/crystal hit&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID || ReadDamageActionInput&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
| Cannot damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Can damage&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 3]]&lt;br /&gt;
[[Category:Constants]]&lt;/div&gt;</summary>
		<author><name>RattusDong</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Pikmin_3_progress_value&amp;diff=5326</id>
		<title>Pikmin 3 progress value</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Pikmin_3_progress_value&amp;diff=5326"/>
		<updated>2026-09-03T21:10:36Z</updated>

		<summary type="html">&lt;p&gt;RattusDong: update triggers, fill in gaps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Pikmin 3&#039;&#039; progress value}}&lt;br /&gt;
&#039;&#039;Pikmin 3&#039;&#039; uses a variable to store progression through the game. This progress value is used for lots of things, such as controlling the weather, changing object placement in areas, controlling the end-of-day voyage log, and controlling the objectives shown on the day selection menu. As the player progresses through the game&#039;s linear story, it counts upwards, sometimes in consecutive integers and sometimes in larger jumps. Multiples of 10 generally indicate a major milestone. In almost all cases, progress values are incremented by cutscenes. While they go up immediately, many of their effects are not seen until the end of the day or the next day. Progress values can also be subdivided based on certain events, and these subdivisions are generally used to make the voyage log more relevant.&lt;br /&gt;
&lt;br /&gt;
The table below lists the known values and subdivisions the progress variable can hold, along with some additional information. The trigger column lists the cutscene that increments the progress value to the value on the left. The weather column indicates if that progress value has forced weather (instead of random weather), the area the forced weather occurs (in acronym form), and what the weather is (either sunny (shine), rain, or snow). The subdivision column states the subdivisions of the progress values &amp;amp;ndash; most have only 1 subdivision, but some have multiple, and if so, the cause of each is listed. The objective column states the objective shown on the radar in &#039;&#039;Pikmin 3 Deluxe&#039;&#039;. The table is not complete, as it is likely some values are missing from day 1, and some triggers are not known or not confirmed.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Trigger&lt;br /&gt;
!Weather&lt;br /&gt;
!Subdivision&lt;br /&gt;
!Objective&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p10&#039;&#039;&#039;&lt;br /&gt;
|New file&lt;br /&gt;
|DT Snow&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p11&lt;br /&gt;
|Throwing and whistling tutorial&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p12&lt;br /&gt;
|Enter the river room&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p20&#039;&#039;&#039;&lt;br /&gt;
|End of Charlie&#039;s section of Day 1&lt;br /&gt;
|TW Shine&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p21&lt;br /&gt;
|Build the bridge leading to the KopPad&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|p22&lt;br /&gt;
|Get KopPad&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Find S.S. Drake!&lt;br /&gt;
|-&lt;br /&gt;
|p23&lt;br /&gt;
|Red Pikmin introduction cutscene&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Find S.S. Drake!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p30&#039;&#039;&#039;&lt;br /&gt;
|End of Day 1&lt;br /&gt;
|GoH Shine&lt;br /&gt;
|00&lt;br /&gt;
|Where&#039;s Brittany?&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | p31&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Garden of Hope initial landing&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | GoH Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Find Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|01 - no juice&lt;br /&gt;
|Find Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;p40&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | See Brittany&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | GoH Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Find the Fruit!&lt;br /&gt;
|-&lt;br /&gt;
|01 - no juice&lt;br /&gt;
|Find the Fruit!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | p41&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | See the Sunseed Berry&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | GoH Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Save Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|01 - no juice&lt;br /&gt;
|Retrieve the Fruit!&lt;br /&gt;
|-&lt;br /&gt;
|02 - collected the first fruit&lt;br /&gt;
|Save Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | p49&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Free the Rock Onion&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | GoH Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Brittany and the Fruit&lt;br /&gt;
|-&lt;br /&gt;
|01 - unknown, probably inaccessible&lt;br /&gt;
|Brittany and the Fruit&lt;br /&gt;
|-&lt;br /&gt;
|02 - collected the first fruit&lt;br /&gt;
|Save Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;p50&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | Rescue Brittany&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
|00 - default&lt;br /&gt;
|The Captain&#039;s Signal?&lt;br /&gt;
|-&lt;br /&gt;
|01 - unknown, probably inaccessible&lt;br /&gt;
|The Captain&#039;s Signal?&lt;br /&gt;
|-&lt;br /&gt;
|02 - collected the first fruit&lt;br /&gt;
|The Captain&#039;s Signal?&lt;br /&gt;
|-&lt;br /&gt;
|03 - seen the rotten tree cutscene&lt;br /&gt;
|The Captain&#039;s Signal?&lt;br /&gt;
|-&lt;br /&gt;
|p51&lt;br /&gt;
|Get Olimar&#039;s data file in the corridor&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Follow the Signal!&lt;br /&gt;
|-&lt;br /&gt;
|p58&lt;br /&gt;
|See the Armored Mawdad&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Defeat the Armored Mawdad!&lt;br /&gt;
|-&lt;br /&gt;
|p59&lt;br /&gt;
|Defeat the Armored Mawdad&lt;br /&gt;
|GoH Rain&lt;br /&gt;
|00&lt;br /&gt;
|Recover the Device!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p60&#039;&#039;&#039;&lt;br /&gt;
|Collect the Data Glutton&lt;br /&gt;
|DT Snow&lt;br /&gt;
|00&lt;br /&gt;
|Find the Captain!&lt;br /&gt;
|-&lt;br /&gt;
|p61&lt;br /&gt;
|Distant Tundra initial landing&lt;br /&gt;
|DT Snow&lt;br /&gt;
|00&lt;br /&gt;
|Find Alph!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;p70&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Leave Brittany&#039;s cave&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | DT Snow&lt;br /&gt;
|00 - default&lt;br /&gt;
|Reunite with Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|01 - second day in the Distant Tundra&lt;br /&gt;
|Reunite with Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | p71&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Distant Tundra third landing without saving Brittany&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | DT Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Reunite with Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|01 - fourth day in the Distant Tundra?&lt;br /&gt;
|Reunite with Brittany!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;p80&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Complete the double bridge&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|00 - default&lt;br /&gt;
|Where&#039;s the Captain?&lt;br /&gt;
|-&lt;br /&gt;
|01 - second day after completing the bridge?&lt;br /&gt;
|Where&#039;s the Captain?&lt;br /&gt;
|-&lt;br /&gt;
|p88&lt;br /&gt;
|See the Vehemoth Phosbat&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Defeat the Vehemoth Phosbat!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;p90&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Defeat the Vehemoth Phosbat&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | TW Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Find the Cosmic-Drive Key!&lt;br /&gt;
|-&lt;br /&gt;
|01 - second day not in the Tropical Wilds&lt;br /&gt;
|Find the Cosmic-Drive Key!&lt;br /&gt;
|-&lt;br /&gt;
|02 - third day not in the Tropical Wilds?&lt;br /&gt;
|Find the Cosmic-Drive Key!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | p91&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Tropical Wilds initial landing after Charlie&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | TW Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Follow the Mystery Signal!&lt;br /&gt;
|-&lt;br /&gt;
|01 - second day before seeing phone (any area)&lt;br /&gt;
|Follow the Mystery Signal!&lt;br /&gt;
|-&lt;br /&gt;
|p97&lt;br /&gt;
|See the phone&lt;br /&gt;
|TW Shine&lt;br /&gt;
|00&lt;br /&gt;
|The Sandbelching Meerslug&lt;br /&gt;
|-&lt;br /&gt;
|p98&lt;br /&gt;
|See the Sandbelching Meerslug&lt;br /&gt;
|TW Shine&lt;br /&gt;
|00&lt;br /&gt;
|The Sandbelching Meerslug&lt;br /&gt;
|-&lt;br /&gt;
|p99&lt;br /&gt;
|Defeat the Sandbelching Meerslug&lt;br /&gt;
|TW Rain&lt;br /&gt;
|00&lt;br /&gt;
|Recover the High-Tech Device!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p100&#039;&#039;&#039;&lt;br /&gt;
|Collect the Folded Data Glutton&lt;br /&gt;
|TR Shine&lt;br /&gt;
|00&lt;br /&gt;
|To Twilight River!&lt;br /&gt;
|-&lt;br /&gt;
|p101&lt;br /&gt;
|Twilight River initial landing&lt;br /&gt;
|TR Shine&lt;br /&gt;
|00&lt;br /&gt;
|Track the Mystery Signal!&lt;br /&gt;
|-&lt;br /&gt;
|p102&lt;br /&gt;
|See the Winged Onion&lt;br /&gt;
|TR Shine&lt;br /&gt;
|00&lt;br /&gt;
|Save the Winged Onion!&lt;br /&gt;
|-&lt;br /&gt;
|p103&lt;br /&gt;
|Free the Winged Onion&lt;br /&gt;
|TR Shine&lt;br /&gt;
|00&lt;br /&gt;
|Winged Pikmin!&lt;br /&gt;
|-&lt;br /&gt;
|p104&lt;br /&gt;
|Obtain Winged Pikmin&lt;br /&gt;
|TR Shine&lt;br /&gt;
|00&lt;br /&gt;
|SOS from Olimar&lt;br /&gt;
|-&lt;br /&gt;
|p105&lt;br /&gt;
|Lift the dam&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Save Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|p117&lt;br /&gt;
|See the Scornet Maestro&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Defeat the Scornet Maestro!&lt;br /&gt;
|-&lt;br /&gt;
|p118&lt;br /&gt;
|Defeat the Scornet Maestro&lt;br /&gt;
|TR Rain&lt;br /&gt;
|00&lt;br /&gt;
|Retrieve Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|p119&lt;br /&gt;
|Collect Louie (first time)&lt;br /&gt;
|&lt;br /&gt;
|00&lt;br /&gt;
|Find Fruit!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p120&#039;&#039;&#039;&lt;br /&gt;
|Unknown (Louie&#039;s landing?)&lt;br /&gt;
|GoH Shine&lt;br /&gt;
|00&lt;br /&gt;
|Follow Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | p121&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Unknown (Louie&#039;s landing?)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | GoH Shine&lt;br /&gt;
|00 - default&lt;br /&gt;
|Follow Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|01 - start lifting Blue Onion&lt;br /&gt;
|The Blue Onion&lt;br /&gt;
|-&lt;br /&gt;
|p122&lt;br /&gt;
|Lift the Flukeweed with the Blue Onion&lt;br /&gt;
|GoH Shine&lt;br /&gt;
|00&lt;br /&gt;
|Blue Pikmin&lt;br /&gt;
|-&lt;br /&gt;
|p123&lt;br /&gt;
|Obtain Blue Pikmin&lt;br /&gt;
|GoH Rain&lt;br /&gt;
|00&lt;br /&gt;
|Find the Hocotatian!&lt;br /&gt;
|-&lt;br /&gt;
|p128&lt;br /&gt;
|Awaken the Quaggled Mireclops&lt;br /&gt;
|GoH Rain&lt;br /&gt;
|00&lt;br /&gt;
|Save the Hocotatian!&lt;br /&gt;
|-&lt;br /&gt;
|p129&lt;br /&gt;
|Defeat the Quaggled Mireclops&lt;br /&gt;
|GoH Shine&lt;br /&gt;
|00&lt;br /&gt;
|Retrieve the Hocotatian!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;p130&#039;&#039;&#039;&lt;br /&gt;
|Collect Louie (second time)&lt;br /&gt;
|FO Shine&lt;br /&gt;
|00&lt;br /&gt;
|Head to the Formidable Oak!&lt;br /&gt;
|-&lt;br /&gt;
|p131&lt;br /&gt;
|Formidable Oak initial landing&lt;br /&gt;
|FO Shine&lt;br /&gt;
|00&lt;br /&gt;
|Find Captain Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|p132&lt;br /&gt;
|See Olimar&lt;br /&gt;
|FO Shine&lt;br /&gt;
|00&lt;br /&gt;
|Save Captain Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|p133&lt;br /&gt;
|Enter the cave in the Formidable Oak&lt;br /&gt;
|FO Rain&lt;br /&gt;
|00&lt;br /&gt;
|Save Captain Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|p134&lt;br /&gt;
|See the Plasm Wraith&lt;br /&gt;
|FO Rain&lt;br /&gt;
|00&lt;br /&gt;
|Save Captain Olimar!&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;p140&#039;&#039;&#039;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | Defeat the Plasm Wraith&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
|00 - 0-32 fruits&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|01 - 33-53 fruits&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02 - 54-65 fruits&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|03 - all 66 fruits&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{todo|Find missing or unconfirmed information, and if possible, add columns for the effects of progress values on other things. Also, elaborate exactly on how the variable works and what values it can contain. Is it a string? Is &amp;quot;p00&amp;quot; acceptable, or does it have to be &amp;quot;p00_01&amp;quot;? etc.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pikmin 3]]&lt;br /&gt;
[[Category:Constants]]&lt;/div&gt;</summary>
		<author><name>RattusDong</name></author>
	</entry>
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