Pikmin 2

War Path

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Preview of the War Path stage.
Stage preview.

War Path is the second2-Player Battle stage inPikmin 2. Unlike other stages, players start with only one of eachspray type on this map, instead of two.

Thecave is designed around tightly knit corridors, placing players' bases in close proximity to each other. Each layout makes use of concrete rooms and pipe corridors, scatteringSnow Bulborbs andFemale Sheargrubs along the map. The first layout connects both bases with a concrete corridor, the second layout connects both bases with a trapezoid-shaped room and an independent corridor flank route, the third layout places both bases next to each other, and spaces yellow marbles along the corridors on the outskirts of the layout, because of the map's small size, it's more common to win by stealing the opponent's marble as opposed to capturing four yellow ones.

Contents

Level information[edit]

Technical sublevel information
Internal cave namevs_5_semai
"Main" object maximum(?)45
"Treasure" object maximum(?)0
"Gate" object maximum(?)0
Dead endunit probability(?)0
Number of rooms(?)3
Corridor-to-room ratio(?)0
Escapegeyser(?)No
Clogged hole(?)No
Cave units file(?)vs_5_conc.txt
Lighting file(?)normal_light_cha.ini
Background(?)None
Cave units(?)
Layout 1 (1/3 chance)
room_4x4a_4_conc
room_vs_hitode3x3m_5_conc
Room with 4 exits (× 2)Room with 4 exits and 2 walls (× 1)
Layout 2 (1/3 chance)
room_4x4a_4_conc
room_4x4b_4_conc
item_cap_pipe
item_cap_conc
wayl_pipe
cap_conc
Room with 4 exits (×2)Room with 4 exits (×1)Dead end with item (×2)Dead end with item (×2)Turning corridor (×3)Dead end (×4)
way4_conc
Four-way crossing (×1)
Layout 3 (1/3 chance)
room_4x4b_4_conc
item_cap_conc
wayl_pipe
way2_pipe
Room with 4 exits (×2)Dead end with item (×2)Turning corridor (×4)Corridor (×8)
Random units
cap_conc
item_cap_conc
way3_conc
way4_conc
way2x2_conc
item_cap_pipe
Dead endDead end with itemThree-way crossingFour-way crossingStraight corridorDead end with item
wayl_pipe
way2_pipe
room_4x4a_4_conc
room_4x4b_4_conc
room_vs_hitode3x3m_5_conc
Turning corridorCorridorRoom with 4 exitsRoom with 4 exitsRoom with 4 exits and 2 walls

Strategies[edit]

This stage is good for quick battles. Try to lure your opponent away and steal their marble, or try your luck for aPikmin Extinction with the roulette.

If you're playing on a configuration where your opponent's base is very close to your own, you can attempt to make it more enjoyable just trying to steal your opponents marble. However, it is wiser to keep track of your own marble as if you go hunting for yellow marbles, your opponent may sneak in an attack and capture your marble. Leaving a group of 25-40Pikmin near your base may be helpful and should keep your enemies at bay. When you hear your Pikmin brawling, you know your opponent is attacking your base. Head back there and fend off the remaining enemy Pikmin.

Gallery[edit]

  • Battle in the War Path.

    Battle in the War Path.

Names in other languages[edit]

LanguageNameMeaningNotes
Flag of Japan Japaneseせま〜いコース?
Sema~i Kōsu
Narrow course
Flag of France FrenchVoie MinéeMined Path
Flag of Germany GermanKriegspfadWar Path
Flag of Italy ItalianVia di guerraPath of warA literal translation of the EnglishWar Path that doesn't sound very natural.
Flag of South Korea Korean좁디좁은 코스
Jobdi-Jobeun Koseu
Narrow Course
Flag of Spain SpanishSenda BélicaWar Path
2-Player Battle stages
Battle Field
Battle Field
War Path
War Path
Carpet Plain
Carpet Plain
Angle Maze
Angle Maze
Colosseum
Colosseum
Rusty Gulch
Rusty Gulch
Brawl Yard
Brawl Yard
Tile Lands
Tile Lands
Dim Labyrinth
Dim Labyrinth
Hostile Territory
Hostile Territory
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