Pikmin 2 This guide was written by Ryan N. Parra-Merrell (aka Lighterfluid6, aka me) and is thus copyrighted to me. I stayed up late even on school nights playing and writing, putting great effort into it, so don’t copy anything from this guide. If you’d like to display it on another website, email me (ChaosUnit22@aol.com) and ask my permission. Although I’ll tell you in the email, make sure you still give me all the credit if I give the ok. Also, DO NOT Instant Message me or email me asking me to join your new website or to ask me anything unrelated to my work. Many of you know who you are, from when I wrote my Metroid Prime 2: Echoes walkthrough. To the many that did contact me and ask for help or compliment me, this doesn’t refer to you. I greatly appreciated your questions and compliments, so please don’t think I’m yelling at you guys. See my other current guides for Metroid Prime, Metroid Prime 2: Echoes and Star Wars: Bounty Hunter. Introduction. Following the events of the original Pikmin, Captain Olimar managed to repair his ship, the Dolphin, and escape the strange planet that was home to the Pikmin that aided in his quest. When he returned to Hocotate however, he learned that the company he worked for, Hocotate Freight was going out of business because Louie, a new employee to the job, had lost an entire shipment of golden pikpik carrots to a savage space beast. To pay off the company’s enormous debt, the President had to sell Olimar’s ship, but even then they still owed 10100 pokos. When Olimar heard this news, he dropped a piece of treasure he found on the Pikmin’s planet that he planned to keep as a souvenir. It turned out that the treasure he found was worth 100 pokos. The President then realized that if there were more treasures like that on the planet Olimar had been on, they would be able to pay off the company debt, which was now 10000 pokos. Olimar and Louie were sent back to the Pikmin’s planet on an old company ship to collect as much treasure as possible to save Hocotate Freight. ----------------------------------------------------------------------- Walkthrough. To use the guide, read it. All you really need to know is that important items will be in CAPITALIZED print. This includes new Pikmin, treasure, creatures and plants. No Pikmin were lost in the creation of this guide. This section is divided into nine chapters: 1. The First Day. 2. Exploring Underground. 3. Beasts and Birds. 4. The Distant Spring. 5. A Day in the Woods. 6. Aquatic Phenomenon. 7. Life without Louie. 8. Bosses Unite. 9. The King of Bugs. ============= Chapter 1: The First Day. ============= The old ship didn’t land so smoothly, and unfortunately Louie has gotten himself lost. Your Ship will inform you that there are wild RED PIKMIN nearby attacking a DWARF RED BULBORB. Press B to blow your whistle and the Pikmin will run to your side. It looks like they remember you now, yay! Anyway, take the time to learn the game’s controls and how to manage Pikmin. Don’t worry about the Bulborb or the time; since it’s your first day you have unlimited time and the creatures won’t hurt you or the Pikmin. That isn’t to say you shouldn’t kill the Bulborb anyway. Now, in order to reach Louie you must get past the large paper bag blocking your path. After the ship tells you to, press Y to switch control to Louie. Louie is all the way across the snowy wilderness, so you’ll have to meet up with Olimar at the landing zone. Walk up the snowy path until you reach a clearing where you’ll find the RED ONION. The onion will spit out one Pikmin seed for you to pick. When you pick it, the Pikmin will join you (after a humorous cut-scene of the Pikmin chasing the frightened Louie). Now that you have a Pikmin, use it to grow more. There are several PELLET POSIES around the onion that each holds a red pellet. These flowers can be knocked down by the Pikmin to obtain the pellets. Later, you will encounter variations that change colors to accommodate the color Pikmin you’ve obtained at that point. You may also find flowers that carry larger 5, 10 and even 20-size pellets! Pellets and the bodies of fallen enemy creatures can be taken back to the Pikmin’s onion to grow more Pikmin. Gather up all the pellets and you should end up with 11 Pikmin, totaled to 16 with Olimar’s Pikmin. You can also leave your planted Pikmin in the ground so that they can mature into bud or flower Pikmin. A Pikmin gets faster as a bulb and even faster as a flower. Now walk along the trail to the left of the onion (facing away from where you began) and you’ll come across a battery. This is a piece of treasure you must collect in order to repay the company debt. Unfortunately you don’t have enough Pikmin to carry it with, so keep walking. When you reach the other side of the bag, throw all your Pikmin onto it. Switch back to Olimar so he can through his Pikmin onto it as well. Once the bag deflates you can reunite with Olimar. Now take the body of the Dwarf Red Bulborb and have the Pikmin carry it back to the onion. Doing this will give you a total of 20 Pikmin, which is enough to carry the battery you saw earlier. Take the Pikmin back to the battery and have them dislodge it from the ground. After that is done, they will carry the treasure back to the ship. Although the battery is just a simple battery, the Hocotatians don’t know what it is which is why they give it such a weird name and value (COURAGE REACTOR, which is worth 280 towards paying off your debt). After you collect the treasure, your first day will end. ============= Chapter 2: Exploring Underground. ============= After you’ve gone and saved your game, return to the Valley of Repose. Go through the Ship’s annoying tutorials and take out the 20 Pikmin from the Red Onion. Use them to gather the two pellets growing nearby. Also take note of the third posy growing up on the ledge, though it isn’t fully grown yet. Take your Pikmin out of the landing area and you will find two massive Pellet Posies each worth five Red Pikmin. Carry these and the single pellet back to the onion. You can also obtain three more pellets by returning to the spot where Louie encountered the Pikmin the day before. Totaled with the one back at the landing site (worth 5), you will have 47 Pikmin. Now take them and flatten the paper bag across from the first paper bag you knocked down. Across here you will encounter another small Bulborb. Kill it without losing any Pikmin and carry its body back to the onion. It also drops a pellet, so take that with you too. Now take all your Pikmin to the large opening on the other side of the paper bag. You will encounter a RED BULBORB here. Red Bulborbs are much larger versions of the dwarf ones you’ve encountered. Their huge mouths can devour many Pikmin at a time, so attack them from behind. Sneak up on it and then throw all your Pikmin onto its back to kill it before it wakes. You shouldn’t lose any Pikmin. Now carry its carcass and the five-pellet back to the onion. Using your remaining Pikmin, carry that squashed tin can lying around back to your ship. You need 35 to carry it, but that shouldn’t be a problem. The can, which is called UTTER SCRAP, is worth 170 pokos. Now take your 70 Pikmin and head over to the dirt gate that was by the tin can (near that creepy snowman...). Don’t forget to brush by that tall weedy plant, called a FOXTAIL, to download it to the Piklopedia in the Area Selection screen. Remember you need to defeat or touch creatures (depending on what they are) in order to have them in your Piklopedia. Use your Pikmin to knock down the wall and gain access to the other side. You will find your first cave, the Emergence Cave. When you enter caves, both of your captains must go, along with the Ship’s Research Pod. Also, any Pikmin idle or working will return to their onions, but you must have at least one Pikmin with you to enter a cave. Preferably you will always take as many as possible with you to enter caves, though this cave is pretty simple compared to other caves. It’s the only one without a boss lurking at its depths... Caves are weird places; time will not pass when you enter them, meaning when you exit a cave you will end up at the exact time you were when you entered it. However, exiting a cave will always end you up at the landing zone. Caves are divided into sublevels. Another weird thing about caves is that they are never the same when you re-enter them. Still, they keep the same general features and enemies, as well as the treasure you find. After you’re done collecting treasure, you can delve deeper into a cave by finding another hole to a deeper sublevel (check your map to find the hole). To exit a cave, you need to find the geyser, usually found at the bottom of the cave. Also, unless the geyser or exit hole is covered by a rock seal, you need not endanger any Pikmin by bringing them with you; they will follow you once you enter the hole or geyser. Occasionally, you will come to a geyser or hole covered by a rock seal. You need to bring Pikmin with you to break it open. You can also press start to escape the cave when ever you want. Anyway, now that you’ve got the basics of caves, take your 70 (or more) Pikmin to the clearing ahead. Careful of the SNOW BULBORBS you find here. These guys are not really any different to Dwarf Reds. After you’ve wasted them, take their bodies back to the ship’s research pod. Here you will also find the QUENCHING EMBLEM and the CITRUS LUMP, both treasures which add up to 280 pokos. The bulborbs have also been converted to pokos, as there is no onion down here. After you have all your treasure collected, find the hole that will lead to a deeper part of the cave. The second sublevel is the final one, and the game is saved in between each sublevel. Walk along the path, killing Snowy Bulborbs as you go. Up the path you will find a large globe half. This treasure requires 101 Pikmin, so you will need a new Pikmin type to carry it... Walk along the path, continue killing bulborbs and don’t forget to brush up against the CLOVER. Soon you will reach a clearing where two large purple flowers are growing. These are VIOLET CANDYPOP BUDS. Candypop Buds are found only in caves. When you throw a Pikmin into a bud, the flower will eject the same amount of seeds that are the same color as its petals, regardless of the color Pikmin you put into the flower. Candypop Buds will wilt away after you put in 5 Pikmin. Violet Candypop Buds will turn your Pikmin into PURPLE PIKMIN. As you know, each different type of Pikmin has its own unique properties. While red Pikmin are resistant to fire and have a high attack power, the purple types are strong and heavy, giving them the strength to carry ten times as much as other Pikmin. Use their strength to collect the SPHERICAL ATLAS you saw earlier. The atlas is a special treasure, one of 12 which will actually help you in your quest. This treasure in particular will give you access to the Awakening Wood area. After you collect the treasure, use the geyser you saw by the Violet Candypop Buds to escape from the cave. Your day will automatically end when you exit the cave after you’ve collected the Spherical Atlas, though only in this case. ============= Chapter 3: Beasts and Birds. ============= This new area is actually the same one as The Forest of Hope in the first Pikmin, though slightly changed. If you have a good memory, you might be better off than someone who hasn’t played the first Pikmin game. Your purple Pikmin lack an onion, so they stay within the hold of your ship. The area around the ship is teeming with all sorts of new creatures, but you don’t have much time for nature walks. Check out the plants nearby that can be added to the Piklopedia (FIGWORT, DANDELION, HORSETAILS and MARGARETS). You’ll also find a few Dwarf Red and Red Bulborbs, Pellet Posies and both MALE & FEMALE SHEARGRUBS. Sheargrubs are a bit of an annoyance; they pop up out of the ground and attempt to eat your Pikmin, though they can easily be defeated. Females are harmless, but males can eat your Pikmin. There is also a piece of treasure sitting on the ledge by the potted plants. This is the SUNSEED BERRY, worth 170 pokos. Kill the Red Bulborb if you want, then take any bodies back to the onions. Now head to the clearing next to the Ship where two berry plants are growing. These are Burgeoning Spiderworts. They produce a cluster of berries that your Pikmin can knock down and carry back to the Ship to make berry juice. It takes ten berries to make one bottle of spray. Sometimes you will need to defeat the RAVENOUS WHISKERPILLARS in order to secure the berry plant. These grubs will attack the berries, but otherwise present no threat to you or your Pikmin. Red berries make Ultra-Spicy Spray, which will make your Pikmin glow and make them faster, stronger and tougher for a minute or so. Use the Directional Pad Down to spray your Pikmin when you have a bottle. Purple berries make Ultra-Bitter Spray. Spray these (Directional Pad Up) near enemies to encase them in stone for about ten seconds. Petrified enemies can’t attack you, and when you defeat them they will leave behind nectar, rather than their bodies. Speaking of nectar, there are also a few HONEYWISPS floating around. These delicate insects float along carrying egg sacks containing nectar. To obtain the nectar, throw a Pikmin at the Honeywisp before it disappears. Nectar can be consumed by your Pikmin to instantly turn them into flower Pikmin. You can also find nectar inside of nectar egg sacks and certain species of beetles. Just be careful, sometimes nectar eggs will be infested by a type of parasite called MITITES. These little bugs will make your Pikmin scatter if they are nearby, but you can throw your Pikmin on them to obtain the nectar they’ve consumed. Anyway, after you’ve picked the berries and flowered up your Pikmin, have them break down the dirt gate ahead. On the other side you will encounter a new enemy that is half hidden in the ground; the CLOAKING BURROW-NIT. These insects aren’t too much of a threat if you swarm them quickly, but they can pick off your Pikmin using their dart-like mouthparts. After you’ve defeated it, take your Pikmin along the left path. Here you may have to fight a monstrous plant-animal hybrid called a CREEPING CHRYSANTHEMUM. Chrysanthemums are usually disguised as the yellow flowers (Margarets) growing here, but they can be identified easily because they have three flowers, no leaves and blinking eyes in the center of two of their flowers. When you approach them, they will emerge in full form, using their red mouth to snap at your Pikmin. Swarm them as to not lose any Pikmin. Sometimes they will miss your Pikmin when they snap at them, resulting in them smacking themselves and tipping over for a second or two, so attack them when that happens. After you’ve defeated it turn right and you will find another hole. This is the Hole of Beasts, home to your first boss. Enter with as many Pikmin as possible, which would be 95, since the onion won’t let more than 100 Pikmin on the field, meaning there are a few wild Pikmin running around somewhere, but you can’t get to them yet. Aright then. The first sublevel is a piece of cake. Hunt around the cavern until you find the STONE OF GLORY, a directional pad worth 100 pokos. You have nothing to worry about here except for pesky Sheargrubs. Find the hole to the next sublevel. This level has nothing to offer except more nectar eggs and Violet Candypop Buds. You can tell from the type of music you hear that this level is a rest level, meant for obtaining more Pikmin and upgrading them rather than fighting for treasures. Get some purple Pikmin, flower them up and then continue, but don’t forget to brush up against a glowing COMMON GLOWCAP before you leave. There are plenty of fire hazards to work around in this next sublevel. Red Pikmin can disable them safely, but you should have enough Pikmin now so that you can simply swarm them and blow your whistle should any purple Pikmin catch fire. Find the disk-like COSMIC ARCHIVE and the domino object, STRIFE MONOLITH, each worth 230 and 150, respectively. If you can’t find the other item, look inside the cement block. After you’ve collected both treasures, descend once more to the next level. This is the last level you must explore before confronting the boss. There are more fire hazards here, so put the red Pikmin to good use. Down here you may encounter another Violet Candypop Bud, so use it to obtain more purple Pikmin. These guys will also help in defeating the sleeping Red Bulborb down here. Collect the Ace of Spades playing card (LUCK WAFER), worth 140, and the Game & Watch (DREAM ARCHITECT) within the bulborb, worth 280. Now on to the final floor. Walk out a little to find a massive maggot-like creature curled up in sleep. EMPRESS BULBAX is like a termite queen of the bulborb world. She’s your first boss, but this isn’t the last time you will have to fight her. Luckily, defeating her this time is a walk in the park. Throw a few Pikmin on her curled body to wake her up, and then whistle them back. You should probably only use purples for this fight to deal quick heavy damage, but just beware of their slow speed. To defeat the Empress, throw the Pikmin on her small head and watch her squirm. After a second or two, whistle them off immediately because she will shake them off and start to roll around like a massive steamroller, crushing any Pikmin in her path. Simply keep all of your troops out of her path and wait for her to finish rolling. Repeat this a few times and she’ll spit up the PROTOTYPE DETECTOR, valued at 200 pokos. This handy item is one of your special ones; it acts as radar at the bottom of your screen that will beep loudly the closer it gets to treasure. Not only that, but it will also shut itself off when there are no more treasures in the area. Since there are no other treasures here, the radar won’t pick up on anything, so just leave this cave using the geyser down here. Ok, now you will end up back at the landing zone. Take your team and head back towards where you met the Cloaking Burrow-nit. Collect berries if you want, though you may have to wait for them to grow, so just get them after you emerge from the next cave. You will notice that your new treasure detector will start chiming as you enter the area, but you need yellow Pikmin in order to secure the treasure nearby. Direct your Pikmin to the large paper bad blocking your way here. You’ll need purple Pikmin to flatten it. Defeat the Burrow-nit here and then head over to the new hole and enter it. White Flower Garden’s name should give you a clue as to what you will find down here... The first level is simple; all you have to watch out for is to not throw your Pikmin over the edge of the stage. The Sheargrubs here shouldn’t cause too much trouble, though there are plenty of them. Your treasure is the red tin of shoe polish, the ALIEN BILLBOARD (80). Take the bodies of the grubs and the treasure and then continue to the next sublevel. Down here you will meet FIERY BLOWHOGS. These beasts can breathe fire, so ideally you will use red Pikmin to defeat them, but don’t forget you can stun them by throwing purple Pikmin on them. Your biggest concern with blowhogs is that they will throw off your Pikmin and send them over the edge. Kill the two and collect the treasures down on the platforms below. The PETRIFIED HEART gem and the Dr. Pepper cap DROUGHT ENDER are both worth 100. Sublevel 3 is where you will encounter the IVORY CANDYPOP BUDS. These flowers will turn the Pikmin you toss into them into White Pikmin. There are a total of three flowers, so you can get 15 white Pikmin. You should only use red Pikmin to get white ones, since purple Pikmin are valuable and rare. WHITE PIKMIN are smaller compared to other Pikmin types, but they are also faster. Additionally, they are poisonous and resistant to poison fumes. Any enemy that eats a white Pikmin will lose health (and possibly die). Also, white Pikmin have creepy little red eyes that can detect buried treasure. They will automatically start digging for treasure when they pass over it. Use this fact to uncover the SUPERSTICK TEXTILE buried nearby. To find it, you can also use your radar. This item is worth 80 pokos. Before you go, tackle some Honeywisps to flower up your new Pikmin. Ok, its time to put you white Pikmin to the test. There are a few poisonous fumes to deal with here, and only white Pikmin can disable them. If any other type touches the poisonous gas, they will panic and die unless you rescue them by blowing your whistle. Dig up the TOXIC TOADSTOOL, worth a measly 30 pokos, and the SURVIVAL OINTMENT, worth 90 pokos. Sublevel 5 – the final level. Take your red Pikmin only around the bend and enter the nest-like structure. The BURROWING SNAGRET will emerge and attack. Prior to battling you should use your red spray to pump up you Pikmin. This will help in defeating the snake-like bird without any casualties. The Burrowing Snagret can be difficult unless you know how to beat it right. When it emerges, it will do so in two ways. Most of the time it will rise quickly, giving you little chance to attack. If it does so, run away. Sometimes however it will poke only its head out before emerging fully. When this happens, swarm the Snagret and it will take massive damage so that it won’t be able to eat any of your Pikmin. Do this a few times; waiting for it to emerge slowly and the prize will be yours. If you don’t mind a few lost Pikmin, the white’s poisonous qualities will kill this thing quickly, but it’s not worth wasting the rare white Pikmin. The snagret will drop the FIVE-MAN NAPSACK, worth 100 pokos. This special item is pretty useless. Now, when you have no Pikmin following you, you can press X to take a nap (?!). Any idle Pikmin near you will take you back to the Research Pod or onion, but I can’t for the life of me figure out the point in all this... Take the glove anyway, and the snagret’s head back to the pod. There are a few eggs here to feed your Pikmin, and a new plant to brush up against, the FIDDLEHEAD. When all is done, exit the cave. If done correctly, you should be around halfway done with your day. If you find you don’t have much time, there is nothing wrong with spending an extra day here. You might also want to reenter White Flower Garden so that you can get up to 30 white Pikmin. Once you’ve done that, head over to Hole of Beasts, but instead turn left at the fork. Here you will need white Pikmin to collapse a dirt gate sitting directly upon two poison spouts, meaning any other type won’t be able to approach it safely. After the gate falls and the spouts are disabled, press your Pikmin along the left wall as to avoid the Chrysanthemum. You will find a bridge here that will connect to make a shortcut back to the landing area. Have your Pikmin unroll the bridge, and then direct them towards the globe sitting behind you. Like the last globe, the GEOGRAPHIC PROJECTION will unlock a new area, in this case the Perplexing Pool. Have all of your Pikmin return it for a nice 200 pokos. Also, if you walk around in the bushes you will probably disturb a group of butterflies called UNMARKED SPECTRALIDS, also called Flitterbies. Throw Pikmin at them to kill them if you want. The three colors represent the type of nectar they might drop when killed. The more common orange ones will drop nectar, whereas the rarer red and purple ones drop spray. Flitterbies will fly away after you kill a member of their group, so throw fast if you want more nectar. Now you have the rest of the day to grow Pikmin, pick berries and reenter the caves for more purple Pikmin. ============= Chapter 4: The Distant Spring. ============= On your next day, you should now have unlocked the Perplexing Pool area, previously known as the Distant Spring. The basic layout of the map hasn’t changed much, though there is less water out behind the landing zone and you won’t have to fear the elusive Smoky Progg. Your initial visit here should span out over one to two days, depending on how fast you are. Your goals are to obtain yellow Pikmin, complete the Citadel of Spiders and Glutton’s Kitchen caves, and obtain a few parts on the surface. It may be tough to do it all in a day, but you should at least be able to clear the Citadel of Spiders after you grow some yellow Pikmin on your first day. Start off by getting about 50 red Pikmin and 30 white Pikmin. Head right from the landing zone and you will be attacked by SHEARWIGS, which are basically Sheargrubs that can fly when in danger. Swarm them before any of your Pikmin are eaten. There are a few more over by the pool with the bridge on the other side. Once you’ve secured the area, turn around and head to the left of the landing zone. Some nectar eggs should probably fall on your way over. Here you must defeat a YELLOW WOLLYWOG. Wollywogs are plentiful here, but dangerous never the less. Swarm it before it gets a chance to leap. Most of the time it won’t land on your Pikmin if you swarmed it, but if it does, say bye bye to whatever was unlucky enough to be underneath. Ignore the cave ahead and keep walking around the large enclosed stump (you might probably spot a few yellow Pikmin). Don’t forget to sample the SHOOT and SEEDING DANDELION plants growing all over here. You will come up to a set of blocks that sit right next to a ledge. These blocks work in the same way as a balance scale. In order to get to the ledge above, throw all your Pikmin but one up there and throw the last one on the block you aren’t standing on. This will raise the block you are on to the ledge. Now have one captain go back and throw the other Pikmin up to you. You’ll need to have him go around, so hurry and unroll that bridge. More new enemies will attack, including a SWOOPING SNITCHBUG. These annoying insects can’t hurt you, but they will dive-bomb your Pikmin and snatch them up only to replant them into the ground later. The good part is that its flight is hindered when carrying Pikmin, making it easy to throw Pikmin at, and then swarm. Continue across the area, and ignore the combusting creature inside the hollowed stump on the right. Past the stump you will find another Snitchbug and a Fiery Blowhog guarding a strange mold. Mold often grows over the Burgeoning Spiderwort plants, meaning you must first free them of the suffocating mold before you can collect the berries. As if they weren’t already a pain to collect anyway... You should end up at the other side of the rolled-up bridge. Have your Pikmin unroll the bridge, then head back to the fiery creature you saw earlier. Now if you are aiming for a no-death run, I suggest you use the cave you saw earlier to save (enter the cave, then press Start to exit immediately after, and your game automatically saves and dumps you at the landing zone). This is because the FIERY BULBAX you are about to fight can eat up your Pikmin fast. The Fiery Bulbax is like a Red Bulborb only its cloaked in flames, meaning only red Pikmin can defeat it unless it enters water, and its flames will extinguish. Spray your Pikmin with red spray if you need to, the throw them all onto the Bulbax to defeat it. Now recall your white Pikmin so that they can knock down the noxious gate on the other side of the Bulbax. Once that is done, you should have half the day left or so. On the other side of the gate you will find some YELLOW PIKMIN hanging out on a tree. Use your whistle and they will be yours. Yellow Pikmin can no longer wield explosive bomb-rocks, but they are still fairly light and can be thrown the highest. Additionally, yellow Pikmin are resistant to electricity, something which will instantly fry any other type of Pikmin that touches something electric. There are five of them, as well as the YELLOW ONION and some yellow Pellet Posies so that you can easily grow more. You may also want to have them take the Bulbax’s body as well. After you’ve collected a nice group of yellow Pikmin (around 30), head back over to the Citadel of Spiders (the hole you passed a few times). Outside of the hole you may rouse a few leafy insects known as SKITTER LEAFS. These bugs will scurry away in an attempt to escape your Pikmin. They aren’t dangerous, but they can hurt your leaders if provoked. Enter the hole that will take you to the first sublevel of Citadel of Spiders. The first sublevel is simple; just find the oddly-named tomato, LOVE NUGGET. You will find more cleverly disguised Skitter Leafs and some Shearwigs as well. After you’ve collected the 40-poko tomato, find the hole to the next level. Sublevel 2 is a bit more complex than the last. You’ll find two other Yellow Wollywogs down here, and one of them has ingested the CREATIVE INSPIRATION, so you’ll need to defeat it to obtain the item (100 pokos). You will also find a FIERY DWEEVIL or two. Dweevils are sinister little bugs that can be both annoying and dangerous. All dweevils are known to try and mimic objects by carrying them on their backs, which will include anything your Pikmin try to take back to the Research Pod like treasures and creature carcasses. Dweevils can’t be harmed when they are carrying something, so throw your Pikmin at a toting dweevil to dislodge the item. Dweevils also have a dangerous defensive mechanism. Pester them enough and dweevils will spit out a type of hazardous material to defend itself, depending on what color the dweevil is; in the case of red Fiery Dweevils, they will expel fire. Use red Pikmin, or just be ready to whistle off any burning Pikmin. They shouldn’t be too tough to kill. Anyway, don’t forget to collect the LIP SERVICE (lipstick, 50) and dig up the PARADOXICAL ENIGMA (80), a rather disturbing treasure. Now make your way past any dweevils you may have missed (don’t worry, they are afraid of you, so they won’t actively attack) and exit the level. There are more insects down here to vanquish, including a couple of annoying Snitchbugs and a group of ANODE BEETLES. These electrified creatures can’t be harmed by Pikmin unless they are tipped upside down by a direct hit from a thrown Pikmin. Beware however; if an Anode Beetle that hasn’t been tipped is nearby one of its fellows, it will spark up and then connect a current of electricity between the two bugs that will harm your captains and instantly zap any non-yellow Pikmin. Use yellows to kill them or just be careful. Collect the PATIENCE TESTER (130) and the MEMORIAL SHELL (100), which is buried underground (hope you brought some white Pikmin). More new nasty enemies to deal with down here. WATER DUMPLES are relatives of the bulborb that behave in a similar fashion, except they tend to live in close groups. Whereas bulborbs inhabit dry land, Water Dumples primarily live in the water. Another nasty enemy here is the HERMIT CRAWMAD. This crustacean lives within a burrow, and will pop out and pick off your Pikmin as you walk by. To defeat it, set a Pikmin out as bait (or a leader to be safe), and then whistle it off as the Crawmad attacks it. The creature will miss and head back to its burrow, but you should now try and swarm it before that happens. One of the two Hermit Crawmads holds the KING OF SWEETS, worth a horrible 15. Break down the walls and disable the fire hazards to collect the FLAME OF TOMORROW (10) and the TIME CAPSULE (70). Don’t miss out on the Ivory Candypop Bug before you go (use red Pikmin, not yellow, to get more whites). Last sublevel; boss time. Before or after you fight the boss, explore the area outside of the arena and unearth the REGAL DIAMOND (100) by throwing white Pikmin onto the block of dirt. You will also find an IRIDESCENT FLINT BEETLE hiding below the sands near the luminescent mushroom nearby. Flint Beetles are similar to Anode Beetles in that they can be flipped by throwing a Pikmin at them directly. Although it won’t kill a flint beetle, flipping it will usually force it to regurgitate its inner spoils, such as nectar or spray. The only trouble is flint beetles move rather quickly and can disappear under the dirt if not flipped in time. In the case of the Iridescent Flint Beetle, flipping it the first two times will produce nectar. Hit it a third and final time to get a droplet of red spray. Now on to the boss of this insect-infested cavern. Take about 15-20 red Pikmin to the center of the circular arena with the ominous spider web’s shadow above. BEADY LONG LEGS will drop down from his web upon your approach. This massive spider’s only weakness is its spherical midsection. The good news is Beady is considerably easier to defeat than he was in the original Pikmin, though you use the same strategy. Beady Long Legs has enormous stomping feet that can instantly crush your Pikmin as it stomps around. He will occasionally rest and lower his body, giving you an opportune moment to strike. Additionally, swarming Pikmin at his feet can slow him down, though that is a bit dangerous and unnecessary. Another thing to caution is that he will try and throw of your Pikmin if he takes enough damage. Other than that, Beady Long Legs shouldn’t give you much trouble. For your toils with him you will get THE KEY, a special treasure worth 100 that will also unlock Challenge Mode for you. Now find the geyser and escape. Whether it is in one day or in two, sometime today, probably in between caves, you should pick up the IMPEDIMENT SCOURGE (50) and the GHERKIN GATE (100). To get both pieces, take around 30 yellow Pikmin across the bridge you unrolled earlier. As you cross the bridge, your treasure radar should go off. Go directly around the stump that will put you on the ledge in front of the landing area. You’ll need to throw around 10 Pikmin up onto the top of the stump where the scourge sits. Have your Pikmin tote that back to the ship while you collect the Gherkin Gate. Nearby, where the Burgeoning Spiderwort grows, you’ll find a series of structures along the border of the area, including a ramp. Take your Pikmin up the ramp, and make sure none fall to the water bellow. Once up the ramp, lead them around this ledge until you find the treasure sitting up on a tall structure. Once again you’ll need yellow Pikmin to reach the treasure, so make sure you have at least 15 with you. Once the two treasures are collected, you can go explore Glutton’s Kitchen. If you don’t have time, just try and collect berries. Once you come back however, take 30 yellow, 30 red and 20 purple Pikmin to where you needed to use the seesaw blocks in order to reach the top area where the yellow Pikmin where. Bypass the blocks and locate a yellow electric gate. Careful, don’t approach the gate with anything other than yellow Pikmin, and don’t touch it yourself. Throw all your yellow Pikmin onto the gate and wait for them to collapse it (electric gates take a while). On the other side is the hole called Glutton’s Kitchen. Due to the large clusters of DWARF BULBEARS, this first sublevel can be tricky. These things are slightly more dangerous than your average dwarf red bulborb, except they tend to live in groups. Try and have them follow a lone leader to some remote corner so that they won’t bother your Pikmin, or pick them off one at a time. The only treasure you need to collect is the MASTER’S INSTRUMENT (30), usually located inside the enclosure with a lone bulbear within it. The hole to sublevel 2 should be right in front of you, so enter unless you want to decorate the place. Sublevel 2 is another wooden play place, made up mainly by a set of toy wooden train tracks. Most of the treasure lies outside the track enclosure, but watch out for the Burrow-nit and the Sheargrubs. You’ll also encounter a few BREADBUGS, greedy creatures that will attempt to haul away treasure or defeated creatures to their lairs for food. Breadbugs are impervious to Pikmin attacks unless they are hit directly. But an easier way to defeat them is to wait for them to start hauling away something and then have Pikmin try and steal it back. Make sure you win the tug-of-war and drag the Breadbug back to the Research Pod, where it will take a lot of damage as it gets sucked up. If you don’t have enough Pikmin hauling the item, the Breadbug will drag them into its nest and they will die. You’ll need to find the MASSIVE LID (100) and the IMPERATIVE COOKIE (25). One item will be in the nest of a Breadbug, so you’ll need to defeat it (use your radar to pinpoint the exact one) while the other item will be sitting on an elevated structure only yellow Pikmin can reach. After your done hunting, find the nearby hole and enter it. In this next level you’ll find a lot of electric hazards and Anode Beetles for your yellow Pikmin to work around. If you need more, which you do, use the GOLDEN CANDYPOP BUD down here. Same concept as any other Candypop Bud; throw in up to five Pikmin and the flower will eject five seeds of Pikmin who’s color match its petals. As you explore deeper in this sublevel, you’ll also meet a PUFFY BLOWHOG. This blue, buoyant creature is filled with hydrogen that allows it to float easily in the air. Although harmless to your Pikmin, they blow out air and scatter them, resulting in pure annoyance. Throw your Pikmin up onto it and wait for the weight of the Pikmin to drag it to the ground and then swarm it. Because purple Pikmin are so heavy, they aren’t affected by the Puffy Blowhog’s breath. Also, you’ll have to defeat a few more Breadbugs, because one of them has a treasure stored in its den. The treasures are the HARMONIC SYNTHESIZER (120) and the DIRECTOR OF DESTINY (100). After you’re done with that, continue. Things get tough down here with the SPOTTY BULBEAR thrown into the fray. This particularly nasty species is always awake and always on the hunt, so a surprise attack won’t work. To make matters worse, this Pikmin-eating machine will usually be tailed by a few Dwarf Bulbears. The best way to go without any losses is to use Ultra-Bitter Spray to petrify the bulbears. This way you won’t have to carry back its body because a defeated Spotty Bulbear has a remarkable ability to refill its life meter and revive itself after a period of time unless you collect its body. It shares this ability with one other nasty creature that you will fight much later on. The Spotty Bulbear will cough up the HAPPINESS EMBLEM (100). You’ll also need to find the INVIGORATOR (130) and the WHITE GOODNESS (60). There isn’t much else you should worry about except other Dwarf Bulbears and a Breadbug or two. Sublevel 5 is another level not so easily run through, mainly because of the Dwarf Bulbears and the ARMORED CANNON BEETLE LARVAE. Cannon Beetle Larvae are big, green, fat grubs with large circular mouths. When they see a nearby Pikmin or leader, they inhale and then spit out a large boulder of dirt that will crush anything that gets in its way. The good news about this is that if you keep your Pikmin safe, you can use Olimar or Louie to lead the beetles into killing all the bulbears in here. You’ll still have to kill the beetles eventually, so just be careful no Pikmin are in their way when they blow out their boulders. When the area is safe, collect the BOOM CONE (100) and the SULKING ANTENNA (150). There is also a Violet Candypop Bud down here to use as well. You may even find a QUEEN CANDYPOP BUD. These spotted flowers constantly change color at a fast rate, from red to blue and then to yellow. Now that you only have access to yellows, you can’t get blue Pikmin yet. As you may have guessed, the color seeds the Queen Candypop Bud spits out depends on what color its spots were when you throw in your Pikmin. Although you can only throw one Pikmin into a Queen Candypop Bud, the flower will give you an added bonus of 9 ejected Pikmin seeds, meaning you get 8 free Pikmin. After you’ve spent the flowers, you can move on. The boss of Glutton’s Kitchen is the GIANT BREADBUG, an oversized, square Breadbug. This beast is identical in behavior to regular Breadbug, so don’t worry. In fact, the thing can’t even kill your Pikmin unless it drags them into its den when you’re playing tug-of-war with it, but you have to be a Grade-A moron to let that happen. There are plenty of Anode Beetles and electric hazards down here, so you may want to take out only your yellow Pikmin and leave the others with your second leader. The good part is that you can kill the beetles because they will serve as bait for the Breadbugs and make them easier to kill. In addition to the Giant Breadbug, several regular Breadbugs are hunting around here. They will undoubtedly try and steal your other treasures as well, so just kill them all to reveal all of your treasures. The Giant Breadbug, when defeated, will give you the rubber DREAM MATERIAL (100), a special item that will from now on make Olimar and Louie immune to electric shock. Also on the collecting list down here are the SWEET DREAMER (40), HIDEOUS VICTUAL (100) and MEAT OF CHAMPIONS (35). After you are done, walk safely now through any electric hazards you may have missed to the exit geyser. A job well done, now spend the rest of your day collecting berries, reentering caves for Candypop Bud reuse or growing Pikmin. Stock up on purples in particular, since you will need a lot of them in the future. Without blue Pikmin, there is nothing else you can do now. ============= Chapter 5: A Day in the Woods. ============= Now that you have yellow Pikmin, you can fully explore the Awakening Wood area and acquire your final color Pikmin. In fact, you should be able to complete that area in just one day if you want to. Once you touch down on the ground, take a team of around 40 yellows and some 30 whites with you. Head to where the White Flower Garden is, but stop when you fight your first Burrow-nit. On your right, high on a stump is the HEALING CASK (60). Throw yellow Pikmin up onto the stump and they will retrieve the treasure. Now take your white Pikmin to the other side of White Flower Garden so that they can knock down the poisonous gate. Meanwhile, have another captain take the remainder of the yellows back to the ledge near where the Healing Cask was. If you’re having trouble finding the place, it’s where Olimar had to fight the Armored Cannon Beetle in the original game. Throw your yellows up there, but be careful not to awaken the Burrow-nit up here. You can’t get up there, so you must go around by way of water (to the right of the ledge). Defeat the Cloaking Burrow-nit and then have all of your yellow Pikmin start knocking down the electric gate. Switch back to whoever is watching over the whites’ progress. If they are done collapsing the gate and disabling the fumes, use the block set on the other side to get up on the ledge. You will leave one white behind. Once up on the ledge with the rest of the whites, go forward and locate the CHANCE TOTEM (100), sitting up on the ledge. Once you have Pikmin carrying that back, recall your other whites and switch to the electric gate. It should take a bit to knock down, but if you’re using cooperative teamwork, you won’t be waiting doing noting. Once your yellows are done, dismiss them, or leave them for your other captain to pick up on the other side of the ledge. In the pond ahead you will encounter wild BLUE PIKMIN and the BLUE ONION. Blue Pikmin are the only Pikmin that can breathe underwater and thus won’t panic and drown in it. Don’t bother chasing the WOGPOLES, they won’t hurt you and they are hard to catch. Use the blue Pellet Posies to grow more blue Pikmin. Once you have all of them, have them carry the blue paint tube back to the Ship. This is the DECORATIVE GOO, worth 80 pokos. With your other leader, recollect the lonely yellow Pikmin and head back to where the die (Chance Totem) once rested. Up here, you will find a purple Burgeoning Spiderwort, and a narrow land bridge with an electric gate on the other side. Ignore the berries for now and lead the yellows across to collapse the bridge. Switch leaders, and have your blue Pikmin back at the landing site go into the water behind the red onion. The submerged gate can only be collapsed by blues obviously, or so it seems. There is a rock plug here that can be loosened with your Pikmin. Direct them on to the rock structure and wait for it to break open. This will reveal a small crack in the ground that will drain all the water in this puddle and allow your other Pikmin to knock down the gate. Clever, huh? Ok, hopefully you have a good chunk of day left. Take a lot of red Pikmin with you to rejoin the yellows on the gate you just accessed easily. On the other side of the gate is another cave, the Bulbax Kingdom. If you used your time wisely, you can enter it with half the day left. Most likely though, you won’t have much time afterward. You’ll want around 10 white, 50 red, 20 yellow and 20 purples for this cavern. Bulbax Kingdom is named after the many species of bulborb you will find in here, the boss being one of them that you might recognize... Sublevel 1 starts you off with two news species: ORANGE BULBORBS and DWARF ORANGE BULBORBS. The dwarfs are like any other type of dwarf bulborb, but the full grown Orange Bulborbs are nasty. They behave like any regular large bulborb; they sleep until disturbed and then they will attack your Pikmin. Likewise, they can be defeated just the same. The only problem is, Orange Bulborbs are paranoid creatures will wake up as soon as you get too close to them, as opposed to waiting until you make an attack or stupid move. Even worse, there isn’t much room down here, so just use purple Pikmin for the quick kill. One of the Orange Bulborbs holds the CRYSTAL CLOVER (150). You can now exit this sublevel, or trade in some Pikmin for reds using the CRIMSON CANDYPOP BUD down here. Sublevel 2 is pretty straightforward; use only red Pikmin to collect the TEAR STONE (150), so that the Fiery Dweevils and fire hazards give you no trouble. Just make sure none of the dweevils steals your treasure. Sublevel 3 is rather annoying, probably because of the WITHERING BLOWHOGS. These things act like Puffy Blowhogs, although their breath isn’t as powerful. This, however, is made up for by the noxious withering qualities of the breath that give the blowhog its name. Withering Blowhog breath will instantly turn your Pikmin into leaf Pikmin. Apart from Sheargrubs, there isn’t anything else to worry about down here. You will need your white Pikmin to dig up the OLIMARNITE SHELL (40). If you didn’t bring any, use the Ivory Candypop Bud laying around. Before you leave, try to find a nectar egg to recover some of your flower Pikmin. It gets ugly here. Scout around to lure out the IRIDESCENT GLINT BEETLE and the WOLLYWOG from above. They each hold a treasure. The Iridescent Glint Beetle behaves exactly the same as the Iridescent Flint Beetle, despite its sparkly gold appearance and rare encounters. In any other case, the beetle will produce nectar and two red sprays when flipped over up to three times. Equally, the Wollywog is no different from the yellow species except it can jump farther, making it a more dangerous foe. Before fighting these creatures, use yellow Pikmin to clear away the annoying Anode Beetles and electric hazards. The Wollywog holds the UNKNOWN MERIT (100) while the Iridescent Glint Beetle holds the CRYSTAL KING (110). Use the Violet Candypop Buds before you dive deeper into the cave. You need to face more high-strung Orange Bulborbs down in this next dark sublevel. Additionally, be cautious of falling bomb-rocks. The ANXIOUS SPROUT (50) should be half-buried nearby for you to collect. Now you have only two more sublevels to go here. A dangerous sublevel, you’ll fight dweevils, orange bulborbs (dwarf as well) and fire hazards. But where there is danger there is also treasure. One of the large Orange Bulborbs holds the ETERNAL EMERALD EYE (150), while you will need to excavate the COLOSSAL FOSSIL (140) as well. Candypop Buds down here will let you get more red and purple Pikmin, so use them if you wish (definitely get more purple Pikmin). After all is done, find the exit hole. Ready yourself to fight Bulbax Kingdom’s king, or emperor. Clear away the three fire hazards and you’ll see two protruding eyes in the sand clearing ahead. EMPEROR BULBAX will attack you when you disturb those eyes, seeing as how they are his. Emperor Bulbax, the final boss from the first Pikmin, is much easier to defeat now than he was then, since you don’t need to wait for him to swallow bomb-rocks. He still uses his massive tongue to lick up your Pikmin though, and he can stomp on them as well if they get beneath him. Although he no longer knows his ‘super jump’ technique, he can roar, which will scatter your Pikmin in every which way, something we don’t want. Only his face is weak; his hard shell protects the rest of his body. The key to defeating Emperor Bulbax without losing any Pikmin is to kill him before he can wake up. Spray your Pikmin with red spray, and then toss all of your purple Pikmin at his eyes. By the time Emperor Bulbax will be able to attack, he will have taken so much damage that he will die. Now you can collect the FORGED COURAGE (100) he regurgitated. This robot piece will now make you impervious to fire, which is useful for finishing the rest of this sublevel. Take all of your Pikmin to the opposite side of the sand arena and knock down the dirt gate. On the other side, take red Pikmin around to the right and throw them on to the fiery ledge. Now go around and take the ramp up to the shrine-like area. Don’t worry about the fire; you are now immune to it. Rejoin your Pikmin up here and then throw them to the GYROID BUST (250). Now exit the level, by using the geyser on the left side of the shrine area. There is only one cave left to complete here, but you probably won’t have enough time to explore it. Instead, take some white Pikmin and head over to the potted plants behind and to the left of the Ship. Behind these pots is a ramp that will let you get on top of one of the pots. From there, throw your white Pikmin over to the potted plant that is beyond your reach. They should start digging up the buried treasure, the PILGRIM BULB (55). Dedicate the rest of your day to growing Pikmin. To complete the Awakening Wood area, take all of your blue Pikmin and around 10-15 white Pikmin to where you collected the Geographic Projection a few days ago. Head left from the bridge and use your blue Pikmin to defeat the Yellow Wollywog. There is another one farther in the pond, so take him out as well. Now take them to the island where the two bridges are rolled up. You can’t get on the island yet, so throw your blue Pikmin behind the bridge so that they start unrolling it. Once it’s done, take your white Pikmin to the island and start unrolling the fume-covered bridge. Once they’ve completed it they can disable the fume pipes. With blue Pikmin, head into the water and divide your blues amongst your leaders. To the left of the poisoned bridge, you will see another wooden block (one of those seesaw blocks), so put one leader and half of your blues on it. Now look on the right of the bridge, with your other leader. Throw your remaining blues up onto the block here and it should lower. If not, switch leaders and throw some Pikmin off the first block. Now put a leader on the second with 15 Pikmin. Use your other leader and put at least 16 on the first block, which will raise the second block. Now throw your Pikmin up on the ledge where they will retrieve the AIR BRAKE (100). Now head back to the landing area, but go by way that you came since there is some dangerous wildlife on the other side of the bridge. Assemble an army of 15 purples, 5 whites, 20 blues, a few yellows and 35 reds. Stock up on red spray if you can too. Now head back to the area you just explored, but be careful when transporting vast groups of Pikmin across the narrow bridges. On the other side of the bridges you’ll wake a Burrowing Snagret. Defeat it quickly by tossing purple Pikmin on it when it emerges slowly. It’s actually best if you ignore it, so have your Pikmin knock down the dark gate instead. The area behind the snagret will drop you back at the landing zone, but a Creeping Chrysanthemum lurks in the flowers here. Once the wall is down, enter the cave behind it, the Snagret Hole. Naturally, there are a lot of Burrowing Snagrets in here, but you don’t have to worry for the first few levels. This first sublevel is one of the few sublevels apart from final levels that won’t change in scenery. Head up the path and kill all the Sheargrubs that emerge by the fork. Use purple Pikmin to kill the sleeping Orange Bulborb up the path a bit. The bulborb holds a marble called CRYSTALLIZED TELEKINESIS (120). While that is being returned, take a Pikmin up the path that branches off and upward. The hole is up here, but don’t go without collecting the LEVIATHAN FEATHER. This treasure takes only one Pikmin to carry and is worth 10 pokos. It’s odd how the scenery in a cave can go from a dimly-lit tunnel to a sunny garden. I didn’t even know there was sunlight underground... Anyway, there are two items sitting somewhere around here: the COMBUSTION BERRY (190) and the TASTE SENSATION (40). In order to reach them, and the exit, you’ll have to traverse through plenty of Sheargrubs and Shearwigs, some Cloaking Burrow-nits and a Creeping Chrysanthemum or two. Now the fun really begins. You have to square off against not one, but two Burrowing Snagrets down here. One of them holds the MEAT SATCHEL (40), so the other can be ignored. Of course, they had to add the Swooping Snitchbug to make things tougher for you. Just remember to wait until the snagret pokes its head out of the sand. Collapse the gates all around here to access nectar and a Violet and Ivory Candypop Buds, as well as the exit hole. Another hectic level, your biggest worries here are the edges of the stage so be careful where you throw your Pikmin. You’ll encounter the last plant species to go in your Piklopedia, the GLOWSTEM. Before venturing too far with the Pikmin, take a leader and scout out the area because an Armored Canon Beetle Larva will fall from above. Use yellow Pikmin to disable the many electric hazards and nearby Dwarf Orange Bulborbs. You can use the Cannon Beetles to kill each other and the other creatures around here, like the WATERY BLOWHOGS. These are similar to Fiery Blowhogs, except they spit out water that only blue Pikmin can tolerate. The cannon beetle that drops holds the HEAVY-DUTY MAGNETIZER (150). Also collect the CRYSTALLIZED TELEPATHY (120) and CUPID’S GRENADE (20). You’ll notice as soon as you start playing down on this next sublevel that your radar is going haywire. This is caused by the ANTENNA BEETLE in the area, which emits a noise that disrupts the radar until defeated. Find it at swarm your Pikmin on it. The Antenna Beetle can also jump really high, so just wait for it to land. Additionally, it can make a whistling noise similar to your own whistles that will control your Pikmin! The good news is the beetle won’t use Pikmin against you; it will only stop them from attacking. Just like the last level, be careful of the edges and Dwarf Orange Bulborbs that like to drop down. One of the bulborbs will have swallowed the CRYSTALLIZED CLAIRVOYANCE (120) and the Antenna Beetle has the EMPEROR WHISTLE (75). Collect your rewards and get on with life. Sublevel 6 is evil. Although you no longer have to worry about the edges of the stage, you have to face two more Burrowing Snagrets down here, and one of them has the TRIPLE SUGAR THREAT (60). Sure, it seems easy to simply go scope out for the one who has it using your radar, but another Antenna Beetle so kindly puts that idea down. There is also a lot of water here, but the good news is that there are some Candypop Buds here as well. Get whites with the Ivory Candypop Bud and blues with the new LAPIS LAZULI CANDYPOP BUD. Get more blue Pikmin from the Queen Candypop Bud as well. On top of all that, there are poison spouts for the white Pikmin to disable and you need to find the SCIENCE PROJECT (20), the SALIVATRIX (30) and an Orange Bulborb with the STUPENDOUS LENS (120) that will drop from above. A toughie isn’t it? Feel free to reset if you’ve lost any Pikmin. The final level’s boss is, as expected, a species if snagret, though a much tougher one. Take around 20 red or purple Pikmin and make sure they are flowers, especially the slow purple ones. Use the nectar egg nearby to do so. It also helps to have some Ultra-Spicy Spray on hand. Now huddle all of your other Pikmin into the corner away from the circular arena. Take your fighting team to the middle where you will awaken the PILEATED SNAGRET. This species of snagret will emerge fully from the ground and stand on its single, stubby foot. It behaves identically to the Burrowing Snagret except that it will hop after your Pikmin unless you get away from it or directly behind it. 20% of the time the Pileated Snagret will emerge with only its head poking out before it slowly rises. Using your pumped-up Pikmin, pile them on when it does this. Sprayed Pikmin will do the job in abut five rounds, but you’ll need more spray because the bird doesn’t always come out slowly. If you care not for your Pikmin, an easier way to kill this boss is by rounding up some white Pikmin and feeding them to the snagret. I wouldn’t recommend this though. When defeated, the Pileated Snagret will give you the special treasure, JUSTICE ALLOY (100), which will make your captains stronger against enemy attacks. Take it and the snagret’s head back to the Research Pod, then use all of your Pikmin to break down the gates all around here. You’ll find a lot of nectar, and two Queen Candypop Buds. Get blue Pikmin with them, and then exit this cave. The rest of the day should be spent on growing more blue Pikmin. ============= Chapter 6: Aquatic Phenomenon. ============= You now have all five color Pikmin, so its time to wrap up the Perplexing Pool area. This next section will take you around two or three days to complete, one if you are insane. Hopefully you have a lot of blue Pikmin, as you’ll need them quite a bit. Upon landing, have Olimar grab 15 purples, 10 blues, 30-40 yellows and 15 whites. Louie should grab 20 blue Pikmin. Head out with Olimar and use your purple Pikmin to defeat the Yellow Wollywog and the Shearwigs around the landing site. Now turn left from there and head around the landing area and lure the Water Dumples near the shore to be pummeled by your purple Pikmin. Switch leaders and have Louie direct all of his blue Pikmin on the dark gate behind Olimar and the dumples. With Olimar, head right from the landing zone. You’ll need to dismiss your non-yellow Pikmin and take the yellow Pikmin over to the shore where you will see a long, curved wall across the water. Throw your yellows up on the structure and then whistle them back. Notice how the edges of the structure keep them on there. Now walk down the adjacent land bridge and lead the Pikmin to the end of the bridge where they will rejoin you on safe ground. Use the C Stick to help them move along the wall. If you want, you can have them follow you on the land bridge, but the risk of them falling into water is high. At the end, have them unfurl the bridge. Now switch to Louie, back with his blues. By now or soon they will have collapsed the gate. If not, switch captains because the yellows should have now unfurled the bridge. Have them start collapsing the electric gate here and then head back for the blues you left with your whites and purples. Switch to Louie and hope that the gate is down. Across the gate you will fight a Yellow Wollywog. Further in are two Water Dumples and some Skitter Leafs to kill. Now just wait for the yellows to finish their job. When they do, take Olimar and the blues to where the yellow Pikmin are and have them go into the tiled enclosure where a rock is plugging the water. Use the blue Pikmin to unplug the rock, which will reveal a new cave and drain all of the water from that half of the area. You can now reclaim your yellow, purple and white Pikmin and safely explore the dry land. Near the landing area in the water you will see a TOADY BLOYSTER. This sea slug-like creature moves slowly, but it can eat your Pikmin if they are in front of its tentacle-rimmed mouth. Its only weakness is its flower-like gills sticking from its back. Throw purple Pikmin on the gills for a quicker victory. The bloyster will reveal some large pellets and the AQUATIC MINE (80). Have some blues take that back, and then keep moving deeper in with your remaining Pikmin. Defeat the two Wollywogs here as well. Somewhere around here you can use your radar to find the buried FORTIFIED DELICACY (60), hence why you needed white Pikmin. Once all that is done, head back to the landing zone with Olimar. Louie should still be behind the landing zone where it is still wet. With Olimar, take 10 or so of your white Pikmin and head down the path behind your ship that leads to a ledge. Throw all of your Pikmin up onto the sandy part of the ledge. Switch leaders and use your whistle to have the whites join Louie on the island. They will start digging up the ONION REPLICA (30). Once they do, have the blues Louie has with him take it back to the landing zone. Throw the whites back up to Olimar and have both captains rejoin at the landing zone with all of your Pikmin. That took most of the day didn’t it? Now take a team of mostly red Pikmin, but some of every other color as well and take them to the cave you unplugged earlier. Try not to enter the Shower Room with 100 Pikmin; since there are Queen Candypop Buds down here you can use to get more anyway. It’s raining Wogpoles! Ignore them for the most part, but beware of rocks that also fall and can crush your Pikmin. If you see a shadow and hear a falling whistle noise, get your Pikmin away from the shadow. Also you will need to clear away some electric hazards and defeat Watery Blowhogs and a Wollywog. Use your purple Pikmin to kill them, and then collect the MERCILESS EXTRACTOR (90). Down one more sublevel, you’ll find more tile lands. Your white Pikmin will need to disable some poisonous gas fumes before you can explore too far. You should see a new enemy floating around, the LESSER SPOTTED JELLYFLOAT. Jellyfloats drift lazily in the air, though they will seek out any nearby Pikmin. They attack your Pikmin by sucking them up into their gelatinous body. After a while, Pikmin locked inside a jellyfloat will die, so defeat them in reasonable time. Attack them like you would a Puffy Blowhog; throw Pikmin at it until it falls to the ground, and then swarm it for the kill. Kill the Dwarf Orange Bulborbs and the full-grown Orange Bulborb as well, and collect the DURABLE ENERGY CELL (another battery, 160) and the SUD GENERATOR. Watch for falling rocks again. Sublevel 3 is similar to the last but a notch higher in difficulty. Water Dumples replace bulborbs and there are a lot more jellyfloats to contend with, including one GREATER SPOTTED JELLYFLOAT. This pink species differs from the smaller blue kind because it can inhale your leaders as well. This one holds the MIRRORED STAGE (140). Although there are no more falling rocks here, the presence of water and the Hermit Crawmad will still make life dangerous for you. A Wollywog may even drop down while you collect treasure, so watch for that as well. Collect the SCRUMPTIOUS SHELL (60) and the VORPAL PLATTER (60) before you go. Fancy that, a rest level. This place is kind of creepy, but all you’ll find here are flitterbies to kill and two Queen Candypop Buds to max out your Pikmin. The only treasure here is the ARBOREAL FRIPPERY (10), a plant that oddly resembles a marijuana leaf...but isn’t. Don’t worry about the running water in one of the larger pipes; it’s shallow enough for your non-blue Pikmin to wade in safely. Okay, now the action starts back up again. There are a few Dwarf Orange Bulborbs hanging around, plus annoying Withering Blowhogs, Fiery and Watery Blowhogs and another Wollywog. Fire Hazards and gates should keep your Pikmin busy when they aren’t battling or hauling treasure. One of your treasures will be resting in a drainpipe on top of a sand pile, so you will need your blue Pikmin. The three treasures are the PONDERING EMBLEM (100), the BROKEN FOOD MASTER (90) and the ENDLESS REPOSITORY (130). Sublevel 6 has the same old scenery, but a few new enemies. Defeat the dangerous Orange Bulborb and the Wollywog, as well as the many Orange Bulborbs in here. You’ll also find an Ivory Candypop Bud sometimes, and a DOODLEBUG, another relative of the Iridescent Flint Beetle. This foul species farts every time it moves, and the noxious flatulence is poisonous to all but your white Pikmin. But as it is the most dangerous of the three beetle species (although it’s not very), it will spit up purple spray the third time you flip it over. Collect the RUBBER UGLY (90), the ABSTRACT MASTERPIECE (30) and the BEHEMOTH JAW (100). As you collect treasure and try to escape the level, you’ll be harassed by three new dweevils, the MUNGE DWEEVIL, the ANODE DWEEVIL and the VOLATILE DWEEVIL. Munge Dweevils are purple and expel poison gas when provoked, so attack them with white Pikmin. They otherwise behave exactly like Fiery Dweevils. Same with Anode Dweevils, except these yellow types will attack with a jolt of electricity. Electric shock instantly kills non-yellows, so use extra caution when battling these with non-yellow Pikmin. Volatile Dweevils differ from the other types of dweevil because they don’t try to attach themselves to your treasure, because they already come attached to bomb-rocks! These dangerous species will also actively hunt you down, something normal dweevils won’t do. These kamikaze species usually lurk in drainpipes or fall from above. Another new insect enemy is the BUMBLING SNITCHBUG. Similar to the Swooping type, this species dive-bombs you, but instead of snitching your Pikmin it will grab your leaders! Shake the control stick and press A when a Bumbling Snitchbug grabs you. After you collect your goodies and acquaint yourself with the wildlife, you can exit the level. As expected, the boss of the Shower Room is an aquatic beast. Take about 20 red or purple Pikmin and break down the gates that lead to the main room, where you’ll see the massive RANGING BLOYSTER. A larger version of the Toady Bloyster, this boss is actually quite simple. Just make sure you still have both captains with you, because defeating this thing alone is near impossible. The bloyster’s only weakness is its gill structure, but it will defend itself by eating your Pikmin with the tentacles around its mouth. The bloyster is attracted to both of your captains, and will use its radar-like eyes to try and find whichever captain you are currently using. Split the Pikmin amongst Louie and Olimar, or just send all of them with one leader. When the bloyster sees you, it will slither to you. Put your other captain behind the bloyster. When it starts to face one leader, switch to the other (on the opposite end of the bloyster) and start throwing Pikmin at the creature’s gills. When you make the switch, the bloyster will be puzzled momentarily before turning on you. Switch to the other captain to get his attention away from the Pikmin. When he’s not facing them, switch again and repeat. Make sure you make fast switches to confuse the bloyster and to make sure he doesn’t eat any of your Pikmin. He will try and shake off your Pikmin from time to time, but as long as you use your whistle before he turns, this battle will be a piece of cake. The Ranging Bloyster had ingested the AMPLIFIED AMPLIFIER (100), a special item that increases the range of your whistle for both your leaders. Collect the gills and the treasure and then break down the gate that leads to the geyser. You’ll probably be done with the day once you exit this level. If not, start on the next day’s tasks (see next paragraph) or simply grow more Pikmin. When you start off your next day, have Olimar take out 80 blue Pikmin and have Louie take out 20 purple Pikmin. Take Olimar left of the landing area and head down the river towards the direction of Glutton’s Kitchen. Kill the Yellow Wollywog and head past it to a dark gate. Have all of your blue Pikmin start working on collapsing it. Now take Louie to the right of the landing zone and across the bridge and use the purples to kill any shearwigs, blowhogs and snitchbugs from there to the Research Pod. When all has been secured, head back to the landing zone and exchange the purples for some yellow Pikmin. Head over to where Olimar is, but not all the way. Notice that a short bridge behind Citadel of Spiders needs to be unrolled. This is so that you can get yellow Pikmin across so that you can throw them into the enclosed area blocked of by the submerged electric gate. To save time, skip that bridge and walk until you see a root that acts as a bridge to the enclosed area. Carefully walk your yellows across, whistling any that fall in the water. Throw them over the edge of the root enclosure, then whistle them and direct them to knocking down the electric gate from the dry side. By now, Olimar’s blue Pikmin should have collapsed the gate. Take the Pikmin to the other side, and kill the two Hermit Crawmads, two Water Dumples and the Withering Blowhog. Now have one leader take 15 blue Pikmin back to the yellows and wait for them to finish. When they do, make sure they are on dry land, and then have the blues take the OPTICAL ILLUSTRATION (140) back to the Ship. You can just leave the yellow Pikmin here, since they will go back to the onion atomically when you enter a hole, which is one of today’s goals. Now retrieve the blues and head back to your other leader where your remaining blues await. Here you will see a complex puzzle of those annoying seesaw blocks. Each block corresponds to the one that it does not touch. So the one farthest to the left will correspond with the second one from the right, and the one farthest right corresponds with the second one from the left. It’s rather hard to explain this next part without labeling the blocks. Toss a Pikmin on to block #4, assuming the farthest right (the one closest to the crawmads) is #1, then #2, 3 and 4. This will lower it so that Louie can now stand on it. Switch back to Olimar and put two Pikmin onto block #4. Now have Louie move to block #3. Throw a Pikmin onto block #1 and move Louie to #2. Throw two onto #4 and move Louie onto block #1. Throw 25 Pikmin onto #3 and then 20 onto #1. Now with Louie, take control of the Pikmin and walk down the ledge until you find the treasure. Throw your Pikmin up and collect the MASSAGE GIRDLE (100). Now by the end of the day you should round up your 80 blue Pikmin and enter the Submerged Castle. Despite the fact that you have to get past all four elemental hazards in the Submerged Castle, its location ensures that only blue Pikmin may enter it. Even the boss of this cave is immune to any of your Pikmin’s attacks except for purple ones. Don’t worry though, as you will have opportunities to acquire other types through Candypop Buds and you will even have a chance to use a new type of special ‘Pikmin’ that is invulnerable to all of the elements. Although this cave is short, its boss, the WATERWRAITH, will appear in the first four sublevels after a minute or two and wander about the arena. The Waterwraith is a liquid frog-like beast that travels on stone steamrollers that will plaster anything in its path. It can only be harmed by purple Pikmin, so until you can get them on the final floor, you will just have to learn to avoid its crushing rollers. The good news is the Waterwraith will actually make your job somewhat easier because anything it rolls over will die. This includes fire, electric and poison hazards, as well as tougher enemies like Wollywogs and Bulbaxes. To avoid the Waterwraith, simply remember that it won’t go into corners or tight spots, so you can hide there when it’s near and start working when it’s gone. The wraith will also be lured by your leaders, so you can lead him away or towards other enemies if you want. Now, let the fun begin. Sublevel one is filled with fire hazards, Fiery Blowhogs and a Fiery Bulbax. The Waterwraith will clean them all out, but you may as well get some of them out of the way while you are waiting. Definitely leave the bulbax for the Waterwraith but take out some of the blowhogs. If you really want to hurry you can always lure the Fiery Bulbax (he holds one of the treasures) into water so that its flames will go out, but it will eat too many Pikmin unless you have Ultra-Bitter Spray at hand. After the Waterwraith appears and kills everything else, collect the BUG BAIT (15), PASTRY WHEEL (35) and DIET DOOMER (25). If you want to you can nectar up your Pikmin before you leave too by using the eggs. There is also a geyser down here, but obviously don’t use it. On sublevel 2, which always has the same environment and treasure placement, you must break down a few dark gates because the Waterwraith won’t knock them down. You’ll also find a BULBMIN and its offspring wandering around. Bulbmin are a parasitic species of Pikmin that have infected and hijacked the mind and body of an ordinary bulborb. Defeat the mother bulbmin like you would any other bulborb, but use sprays to help you not lose any Pikmin. When the bulbmin is defeated, you can use your whistle to take control of the babies! Bulbmin under your control can do anything a regular Pikmin can do, but better. Probably because they are protected by the host bulborb’s body, bulbmin are not harmed by fire, water, poison or electricity. They can also carry treasure, knock down walls, fight enemies and even turn into bud or leaf Pikmin. Although they seem like wonder Pikmin, you can only find them underground and you cannot bring them back with you to the surface. If you’re determined to keep them, use them on the Candypop Buds you find in this cave to get regular Pikmin, which you can take back with you. The bulbmin you defeated had the COMFORT COOKIE (10). When you collect the CHOCOLATE CUSHION (40) that is situated deep in a pipe behind a sand hill, watch out for lurking dweevils that will attempt to steal your prize as you bring it back. You’ll also have to fight some Dwarf Orange Bulborbs and a CAREENING DIRIGIBUG. These maniacal insects float on balloons and drop bomb-rocks on your Pikmin just for fun. Throw Pikmin at it but be ready to whistle them back to safety if one of its bombs goes awry. Break down the other dark gate on the other side of the Research Pod to collect the CONFECTION HOOP (60) resting on the ledge. As usual, avoid the Waterwraith and make for the exit once you have all three treasures. Sublevel 3 is considerably larger than the last two, and this time there are a few electric hazards thrown in to make life tougher. Fret not however, because you have bulbmin and there are more bulbmin families wandering about that will supply up to ten each. You can also wait for the Waterwraith to disable the electric hazards and kill most of everything, like that deadly Wollywog and the Anode Dweevils. To protect your blue Pikmin, throw them up onto the raised platform nearby the Research Pod where nothing will be able to reach them (except for the Withering Blowhog). Use the Ivory Candypop Bud to turn five bulbmin (NOT Pikmin) into white Pikmin. The Waterwraith cannot kill the Withering Blowhog or the Anode Beetles, so you should use the bulbmin to kill them. Collect the ACTIVITY AROUSER (100), which falls from the blowhog, the SUCCULENT MATTRESS (50) and the COMPELLING COOKIE (10). Watch out for an additional Withering Blowhog what drops down from an alcove. The white Pikmin you just got will help with the poison spouts in Sublevel 4, but you should first scout out the area for falling rocks and Volatile Dweevils. There are some more insane Dirigibugs here as well, and an Iridescent Glint Beetle that will cough up the PALE PASSION (25). Watch out for the bulbmin here too. You probably won’t need any more, so you will only have to fight the lone mothers. There really is no real need to wait for the Waterwraith, so try and hurry to get the PROTON AA (90) and the DRONE SUPPLIES (130). Now its time to rid the world of the troublesome Waterwraith once and for all. Because this is the last sublevel, the wraith will not drop down this time no matter how long you wait. As mentioned earlier, it can only be harmed by purple Pikmin. Knock down all the gates around the pod and throw your remaining bulbmin into the two Violet Candypop Buds, giving you 10 purple Pikmin. By throwing in the bulbmin, you get to keep them when you exit this cave and increase the amount of Pikmin you have. Now use the nectar eggs to flower up your purple Pikmin. Hide the blue and white ones with Louie in a corner, and then set out to the arena where the Waterwraith will drop down once you approach the center. Don’t be so quick to nab that nectar in the center or your Pikmin will die trying to get it. Just wait until after the battle because it’s likely that fighting the Waterwraith will cause your Pikmin’s flowers to turn to leafs. The Waterwraith will do its usual noisy cantering around the place, but if you keep it busy it shouldn’t leave the arena and bother your other Pikmin. Compared to the annoyance and tediousness that this boss has caused in the last four sublevels, he is quite easy to defeat. Avoid the rollers and throw the purple Pikmin at his watery body. He should turn a solid purple and stop moving. Keep throwing Pikmin at him and he will take damage fairly quickly. He will try and shake them off but for the most part he will simply cower under your Pikmin’s attacks. Keep hurting him and he won’t be able to recover. If he does, he will roar and start rolling again, but just throw more Pikmin at him. Pretty quickly his life meter will drop and his rollers will break. Although he gets an all new life meter, he is completely harmless. So harmless that it’s rather pathetic to watch him run desperately away from your vicious Pikmin... He does run fairly quickly, but he will need to stop and catch his breath. Catch up to him and keep throwing purple Pikmin on him until he dies. He will give you the PROFESSIONAL NOISEMAKER (100). This special ‘Pluckaphone’ item lets you use your whistle to pluck buried Pikmin, a truly useful ability. Use any remaining nectar eggs on your Pikmin, break down the wall to the exit and kiss the bulbmin you had left goodbye. ============= Chapter 7: Life without Louie. ============= Completing the Submerged Castle should have put you past the 10000 poko mark. When this happens your day will end automatically and the game will end...somewhat. The Ship announces that Hocotate Freight’s debt has been repaid and that they can now return safely to Hocotate. As they leave the planet of the Pikmin however, Olimar looks back to realize he forgot Louie! Watch the credits to see what happened to him. He probably fell asleep somewhere when the Ship was blasting off. After the credits you can view your statistics from the game so far. Select ‘yes’ when the game asks whether or not you want to resume your expedition and return to the planet and you will get a new cinematic that shows you Olimar telling the President of Hocotate Freight that there is even more treasure on the Pikmin’s planet. Because of this and having to rescue Louie, the President decides that he will join Olimar on his return quest to the planet. So from now on you will play as the President (whose name is Shyacho) in place of Louie. There is no difference between the two game play wise, so not much will change other than the fact that you no longer need to reach 10,000 pokos. Your goal now is to collect all the remaining treasure and look for Louie. Also note how your Ship got a fancy new gold paint job. When you enter the area selection screen, you will unlock a new area, the Wistful Wild. This area is the combination of the first and last areas Olimar explored in the original Pikmin (Impact Site and Final Trial). Before you get a chance to explore there however, it would be ideal if you finished up the Valley of Repose, the place where it all started here. This section of your game should take a couple of days to complete. You should work on clearing the above-ground objectives first, and then completing the two caves. When you land, take out about 20 whites and 80 blue Pikmin. Have them go around to where the Emergence Cave is located. When you pass the Red and Dwarf Red Bulborbs, ignore them or kill them if they are in the way. Head past that and direct your blue Pikmin to knock down the gate in the water. When they are finished, have them unplug the hole in the water that will drain this part of the area. You can now bring your white Pikmin out. Now with your white Pikmin, locate the small path on the bank near Emergence Cave. Walk up the path, but ignore the surprise attack from a Burrowing Snagret. If the snagret is in your way, back off until it digs under again and then run past it. At the top of the path, where the bird won’t be able to reach you, your white Pikmin will start digging for the PINK MENACE (100). Switch to using blues while that is taken care of. Where the pond was unplugged, you should see a bridge on the other side of the river that needs to be unrolled. Take the blues across the river and to the left, where a few Water Dumples may try and harass you. When you climb up the bank, try not to bother any of the enemies here unless they are too close. Now start unrolling the bridge. When they complete that task, take both leaders and all of your Pikmin back to the landing site and get 20 of each color Pikmin. Here’s a weird little trick: get 20 of each color Pikmin with you and they will hum a different tune as they march behind you. Not really important but anyway... Take the Pikmin back to where the gate was collapsed. Before you cross the ice archway that leads to the bridge you just unfurled, take ten of your white Pikmin and walk up to the icy ledge to the right of the path and they will start digging for the SPINY ALIEN TREAT (50). You should probably let Pikmin of another color carry them back (like red) since you will need a lot of whites soon. With the rest of your Pikmin, head across the bridge but dismiss them before you get too far. Here, in addition to blowhogs and burrow-nits, you’ll see two DECORATED CANNON BEETLES. These red versions of the Armored Cannon Beetle Larvae shoot magnetized rocks that track down metallic sources, like your captains’ space suits. Using this fact, you can ‘lure’ the rocks towards all of the other enemies here. You can even make the rock turn all the way around to kill its very own originator! When the area is clear take Pikmin to the left of the beetle area and locate the wooden bear perched on a ledge to the left of the pond (kill any Water Dumples near the shore). You can see that in order to reach the bear, you need to toss your Pikmin up the icy slide so that they will end up at the bear. Use yellows, since they have nothing better to do. The bear is a treasure called FOSSILIZED URSIDAE (160). Now take your blue Pikmin into the pond and kill any remaining Water Dumples. On the other side of the bridge you should find a sleeping Fiery Bulbax. Blue Pikmin won’t be able to defeat it unless you lure it into the water. When it chases you into water, its flames will go out and you can now attack it. Use purple spray as necessary and collect the TEMPORAL MECHANISM (110) that the bulbax drops. You probably don’t have much time in your day left, so after you get those four treasures you can head home and call it a day. If you still have some time, you can have your Pikmin work on opening up the way to the two caves you will explore tomorrow. Start off the next day with about 50 white Pikmin. Use other types if you don’t have that many, but make sure you bring all the whites you can. Take your Pikmin to the area where the Decorated Cannon Beetles where hanging around. They should be gone now, so take your Pikmin to the right of the clearing and set them on the poisonous gate on the right bank. If you have to fight a blowhog, make sure you kill it and it won’t drown any of your Pikmin. The gate shouldn’t take long to collapse. When that is done, turn and walk around until you find a Withering Blowhog. Defeat it and start unrolling the bridge. Like the gate, this should only take a second. On the other side of both the gate and the bridge is a hole; the two remaining holes to complete this area. Before you go in however, take all of your Pikmin and walk up the icy ramp that leads to the glittering crown behind the unrolled bridge. A green cannon beetle will drop down and challenge you, and the icy, sloped terrain can make it difficult to swarm it effectively. Most Pikmin that it throws off will slide off at an angle and be able to avoid the beetle larva’s rocks. When he is gone, take your Pikmin to the top of the slippery path and throw them all up to the UNSPEAKABLE WONDER (120) sitting above. This treasure is a pain to get because the angle that it rests on doesn’t give your Pikmin much room so they simply slide off the hill instead of grabbing the treasure. Once you get it, head back to the landing area and get the Pikmin you need for the two caves. You should explore Frontier Cavern first (the one that the bridge got you to), so take a good combination of colors, especially around 20 purples. Frontier Cavern is a beast of a cave, but the boss is nothing new to you. The first sublevel in this cave is covered in red weeds that can obscure some of the smaller enemies from sight, like the Snow Bulborbs. There are also three Doodlebugs that you can use your whites on to replenish your Ultra-Bitter Spray Supplies. Each Doodlebug releases up to two droplets of the purple spray, and a lot of nectar. That’s six bottles of spray! Use purple Pikmin on the two HAIRY BULBORBS. Apart from the delicate white hair on these bulborbs’ backs, these enemies are pretty much identical to red bulborbs. Use your white Pikmin to dig up the ESSENCE OF RAGE (70) and ESSENTIAL FURNISHING (100). There are red Decorated Cannon Beetles in Sublevel 2 that will easily kill all of the Snow and Hairy Bulborbs for you, then each other. They probably won’t be able to kill every one of the smaller Snow Bulborbs, but you should have no problem with them. Collect the festive ICON OF PROGRESS (85) and JOY RECEPTACLE (60) treasures. Sublevel 3 is tough; a Spotty Bulbear and a Bulbmin will make life tough for you. The bulbmin at least can be taken out rather easily with purple pikmin, and you do get ten new bulbmin if you have the room for them. As for the bulbear, use the purple spray you just got from the Doodlebugs on Sublevel 1. If you do conserve your sprays, remember to collect the bulbear’s body as it will revive over time. The bulbear holds the DANGER CHIME (120). There is an Ivory Candypop Bud you can spend your new bulbmin on here, but don’t use the flower until you take the bulbmin to clear away all of the electric, poison and fire hazards. Watch out for any Dwarf Bulbears and collect the FLEETING ART FORM (75) and the GEMSTAR HUSBAND (100), which you will need to dig up with white Pikmin. If you really want, there is a geyser you can use as well to escape. But why would you do that? The scenery of Sublevel 4 is similar to the last one, but the enemies here are more annoying than dangerous. Separate your Pikmin and take your bulbmin and yellow Pikmin out to defeat the Anode Beetles, Swooping and Bumbling Snitchbugs and disable the electric hazards. The snitchbugs are all you really need to worry about as long as you stick to using only yellows and bulbmin. Collect INNOCENCE LOST (100) and OMNISCIENT SPHERE (85). Oh joy, a rest level! Not only do you get two new additions to your Piklopedia, but you also get Unmarked Spectralids to get nectar and spray from, Candypop Buds (blue, white and purple) and a new special treasure. Convert your remaining bulbmin into purple Pikmin. You will also see a few lopsided beings called MAMUTAS, which are reminiscent of large rocks or statues. These peaceful creatures love flowers, but they won’t take too kindly to you. Although they won’t hurt your Pikmin, they will pound them into the ground and instantly convert them into flowers. If you have any leaf or bud Pikmin, let the Mamuta pound them and then use your new Pluckaphone that you got from the Submerged Castle to get them all back as speedy flowers. One of the Mamutas needs to be killed, as it has the BRUTE KNUCKLES (100). This item allows Olimar and the President to use the Rocket Punch by pressing A Button repeatedly three times. Basically this means you can bash your enemies harder. There are also a few CAUSTIC DWEEVILS, the blue water type dweevils that only blue Pikmin are completely safe from. Chase the butterflies, ignore the geyser and move on to the next level. This next sublevel is pretty fun, with the Decorated Cannon Beetles and all. Scout out the area and use the beetles to kill the Water Dumples, the Bulbmin and each other. You probably won’t have any room for additional baby bulbmin, but if you do you can use them on the many fire traps and the watery terrain you must cross. Collect the black and white chess pieces; PRICELESS STATUE (80) and WORTHLESS STATUE (80). Sublevel 7 is rather tough mainly because of the Orange Bulborbs and the boulders falling all over the place. Scout out the area to dislodge all of the rocks safely, and maybe lure some bulborbs into walking underneath a falling rock. The Dwarf Orange Bulborbs shouldn’t give you much trouble unless they are near a larger one. If you want you can use the Ivory Candypop Bud and the geyser, though I don’t think you need either. Find the SPOUSE ALERT (120) and dig up the FLAME TILLER (120). Congratulations, you’ve reached the end of this tough cave. Unfortunately, you still have to get past an old acquaintance of yours... Throw any purple Pikmin you’ve got up onto the ledge next to the pod. Dismiss the rest, and then take a lone captain to meet them on the other side. You’ll notice a few new creatures. These white, maggot- like bulborbs are BULBORB LARVAE. These guys mark the start of a whole world of bad news. Larvae can easily be killed by your captain’s punches, but they are dangerous Pikmin eaters so keep them away. You will soon notice something horribly wrong; no matter how many larvae you kill, more seem to keep coming. Kill them all and continue up the dirt path. You can take shortcuts through the narrow rocks as well. Keep killing larvae until you reach the top. Here is the source of your troubles, Empress Bulbax. You’ve already defeated her before, but this time the battle will be extra tough because of the fact that she’s reproducing. Empress Bulbax will pop out a brand new Bulborb Larva every few seconds. Go past her, down the path and past the geyser to meet up with your purple team. Go back with them to fight the Empress, but dismiss them so that you can kill of any larvae that have accumulated. Now throw all of your purple Pikmin at her face and she will start to twist in pain, just like last time. Fortunately, it gets easier now, because the battle will be pretty much the same as last time. Don’t worry about the larvae; when she rolls she will crush them as they try and reach you. Just remember to whistle off your Pikmin in time so you have no casualties. When you defeat her, she will drop the REPUGNANT APPENDAGE (100). This special item goes well with your Brute Knuckles, doesn’t it? It allows your leaders to run faster, but unfortunately it won’t speed your Pikmin up. Additionally, it gives your leaders resistance to Puffy Blowhog wind. After you’ve collected you may want to go through and kill any larvae that have escaped your purge. When they die, they leave behind nectar, so flower up your Pikmin before leaving. Upon reentering the surface of the Valley of Repose, switch out your Pikmin to purple, yellow, red and white. Bring around 15 of each. Take them all the way to the poisoned gate that you collapsed earlier, not too far from the entrance to Frontier Cavern. On the other side of this area is the Subterranean Complex, the other cave in this area. Try not to bring any more than 80 Pikmin, but then again bring at least 15 to be turned into purple Pikmin. Sublevel 1 starts you fresh with some poison spouts, snow and hairy bulborbs and snitchbugs of the bumbling kind. Use whites to clear the paths of gas and use your reds and purples to deal with the larger bulborbs. The snitchbugs are annoying and disruptive, so take them out quickly. You’ll also need your whites to locate and excavate the NOUVEAU TABLE (100). The EXHAUSTED SUPERSTICK (50) is also lying around somewhere. This next sublevel is somewhat hazardous in the explosive department; Careening Dirigibugs, scattered bomb-rocks and whatnot. There is even a Swooping Snitchbug thrown in to assault your Pikmin, but apart from the explosives your only real worry is accidentally throwing a Pikmin over the edge of the stage. Collect the SPIRIT FLOGGER (70) and the NETWORK MAINBRAIN (100), and then leave. Ugh, another level without safe edges. There are a few green cannon beetle larvae hanging out here, including one that will emerge from its underground nest that must be defeated because it holds the Superstrong Stabilizer (60). Try to get the beetles to shoot each other and the fire hazards if possible, and use purple Pikmin on the rest as to avoid having them throw your Pikmin off the stage. Collect the OMEGA FLYWHEEL (60) and the COILED LAUNCHER (70), but be careful of bomb-rocks that fall from the alcoves. Take a break from the action with this nice rest level. You don’t really need any more white Pikmin so just ignore the Ivory Candypop Buds. If you wanted to you could get up to 15, but save your Pikmin for the next rest level later on in this cave. You should still break open all the nectar eggs incase you find red or purple spray droplets or if your Pikmin need flowering. As usual, you’ll find a geyser, but take the hole instead. Sublevel 5 is somewhat maze-like in form. Before doing anything with your Pikmin, thoroughly scout out the area because there are a lot of falling bomb-rocks and evil Volatile Dweevils that will drop in on your treasure hunting. Break the bomb-rocks on the ground as well, and leave no corner unscouted. Once the area is safe, collect the MYSTICAL DISC (75) and the ADAMANTINE GIRDLE (70). A another evil level, Sublevel 6 is crowded with Fiery and Munge Dweevils, Careening Dirigibugs, Anode Beetles and poisonous spouts. There isn’t much room to maneuver, and the awkward necessity of different Pikmin types doesn’t help much. Olimar or the President can kill the dweevils themselves so that they won’t attach to your treasure when you’re trying to haul it back. If they do grab on to a treasure, try and scare them off the stage so that they fall into nothingness. Don’t worry about the lost treasure; it will reappear almost instantly. Try and lure the dirigibugs into blowing up the hazards and any remaining enemies. Use your yellow Pikmin if there are any Anode Beetles in between the treasure and the Research Pod. You need to collect the VACUUM PROCESSOR (100), SPACE WAVE RECEIVER (80) and REPAIR JUGGERNAUT (85). If you luck out, one of the treasures might be right next to the pod. It seems like you’ve ended up in a military testing range, and your under fire. This level is littered with bomb-rocks, and you’ll also find a dirigibug somewhere in the vastness of this place. More importantly you’ll meet a brand new nasty, the GATLING GROINK. This half-fish, half-machine creature is one of the toughest creatures to defeat, hence why purple spray might be handy. Groinks usually wander about the area looking for whatever Gatling Groinks tend to look for. When they see you or a Pikmin nearby, they will stick out a weapon launcher and fire explosive projectiles at an arched angle. Groink grenades are powerful, though they only kill if they land a direct hit. Any other time and your Pikmin will simply be knocked backwards. A groink is most easily defeated by throwing Pikmin (preferably purple ones) on its back end, as it seems to have a weak spot there. The creature’s face is protected by a windshield that deflects your Pikmin. When you defeat a groink, make sure you collect its body (unless you used purple spray) or it will regenerate just like the Spotty Bulbears. There are two Gatling Groinks here. The one walking around can fortunately be beaten easily by luring it near bomb-rocks and exploding them. The second is stationary and perched on a heightened structure, giving it an evil sniper effect. This groink holds the INDOMITABLE CPU (100). Use purple spray on him or try to get him to concentrate his fire on one captain while the other attacks from behind. With the groinks defeated you can explore the rest of this war zone to collect the FURIOUS ADHESIVE (60) and the THIRST ACTIVATOR (300, nice), but be careful of the occasional Volatile Dweevil. Take advantage of this rest level because not only is it the last level before the boss, but it’s also the best place to get purple Pikmin by using the three Violet Candypop Buds. The reason you shouldn’t have brought any more than 80 or so Pikmin is because there are two Queen Candypop Buds here as well. Use them up (it doesn’t matter what color) and then throw those new Pikmin into the Violet Candypop Buds to get 15 purple Pikmin. You should have a total of 100 purple Pikmin or more by now, which is necessary for the next area. If you don’t you’ll have to come back after the boss battle (or now by using the geyser) to get 15 more purple Pikmin. Flower up your new Pikmin with the nectar and prepare for the deadliest weaponry on a boss you’ve seen yet. Now that your Pikmin are all flowered up, you can fight this area’s boss and complete the Valley of Repose. Start off by walking around the arena until you find a 3-sided barrier. Hide all your Pikmin here with a captain, and then take out your red Pikmin. Make sure your other Pikmin are safely huddled against the barrier before you fight the boss in the center of the stage. Now take your red team (no more than 20 is best) to awaken the boss. MAN-AT-LEGS is one tough cookie. This mechanized spider lacks the crushing feet of its cousin, Beady Long Legs, but it more than makes up for this with its awesome firepower. Keep yourself up on the raised platform in the middle, otherwise you won’t be able to hit Man-at-legs’ body. After he takes damage, he will wind up to throw off your Pikmin. Be sure to call back your Pikmin before this and be sure to run straight away. At this point Man-at-legs will open up and activate his laser-targeting system. You will probably be able to see the red laser try and pinpoint your Pikmin. Once his target has been acquired, he will fire powerful bursts of machine gun fire. This weapon will rip your team apart in no time so find a place to hide before he begins shooting. A good thing to know here is that the bullets fire along a low trajectory, so any obstacle here will protect you Pikmin. It’s best to have no more than 20 because otherwise they will be difficult to hide. Once Man-at-legs has retracted his laser (after a few rounds) you can come out and attack once again. Keep to the middle and remember to hide every time his laser comes out. After five or six times, Man-at-legs explodes and reveals the STELLAR ORB (100). This light bulb will brighten up any caves you explore from now on, and you should be able to notice how bright it got in here. Regroup with your other Pikmin and escape. You’re done now with this area, so if you have any time left just try and grow Pikmin of whatever color you are lacking. Remember, if you have 85-99 purple Pikmin, re-enter the Subterranean Complex with any two Pikmin and bolt through the cave until you reach Sublevel 8. Turn your two Pikmin into 18 Pikmin with the two Queen Candypop Buds there and throw them into the Violet Candypop Buds, pluck them, flower them, and escape using the geyser. Repeat as many times as necessary, as long as the time left in the day allows it. Of course, if you followed this guide correctly, you won’t need to revisit the cave because you would have already gotten 100 purple Pikmin (assuming you haven’t lost a single Pikmin). You could also reenter Frontier Cavern and use the Doodlebugs on Sublevel 1 to refill your Ultra-Bitter Spray supplies. ============= Chapter 8: Bosses Unite. ============= Now that all three of the previous areas have been 100% cleared, its time to start exploring the Wistful Wild area to regain all of your treasure and find out what Louie got himself into. By now you should have 100 purple Pikmin. Additionally, you’ve encountered every enemy in the game so far, with the exception of the final three bosses. Also, you’ve collected all of the special items, so defeating bosses and collecting their treasure won’t upgrade your abilities anymore. Still, there are 56 other treasures to collect. Once you land, start off by taking out the 100 purple Pikmin you should have by now. Notice that the landing area is where Olimar fought Emperor Bulbax on his last visit. Anyway, take them away from the landing area and turn left when you exit. Kill the two Dwarf Red Bulborbs and follow your radar to the blue weight. This treasure is called the DOOMSDAY APPARATUS. It needs 1000 Pikmin (100 purple Pikmin) to lift and is worth a whopping 3000 pokos! Even with 100 purple Pikmin on it, the sluggishness of the Pikmin means it will take a while for the part to reach home. While you are waiting, explore the area in front of the landing site and make the red cannon beetle kill itself. Sometimes a Gatling Groink will wander in, but it usually hangs around in a different area. When the weight is collected, put them back in and take out 50 blues and 50 yellows. Watch out for the snitchbug and make your way past where the red cannon beetle was. To the right is a black metal structure that you can use to get to the other side, but watch out for the Hermit Crawmad near the water. After you kill it, use your blue Pikmin to collapse the gate behind it. On the other side is a clearing with three Burgeoning Spiderworts covered in mold. Before that however, you need to unplug the water by breaking the rock covering nearby. This will let your yellows to cross safely. You can break open the molds if you want, but first take out the Shearwigs, Watery and Fiery Blowhogs that guard them. In the back of the area, where the Shearwigs were, use your yellow Pikmin to start collapsing the electric gate. Meanwhile, your blue Pikmin can unclog the berries and haul the bodies of the creatures back to their onions. On the other side of the yellow gate are the CONIFER SPIRE (15) and a green cannon beetle. Kill and collect, then take all your Pikmin back to the landing area to assemble a team for the next cave. Take about 15 of each color, except for red (take 20) and proceed down to the area in front of the landing area. Behind the metal wall is a hole called Cavern of Chaos. You should probably enter it with enough time left in your day to do a few other things. Sublevel 1 is another annoying drop-off level, infested with Careening Dirigibugs and built with electric hazards. There are also bomb-rocks lying around and a few blowhogs, so scout first to blow them up. After you kill the dirigibugs and blowhogs, collect the ENAMEL BUSTER (60) and the MIRTH SPHERE (85). The next floor is very similar to the arena in which you battled Man- at-legs, but three Fiery Bulbaxes and some Swooping Snitchbugs live here instead, which aren’t any less nasty. Worst of all, you have to kill all three of the bulbaxes, as each of them has a treasure. Kill the snitchbugs first, and then use your red Pikmin on the bulbaxes. I recommend purple spray for all three. Hopefully you will get the spray back when you defeat them and they leave behind their nectar or spray. The three treasures held by them are the FROSTY BAUBLE (100), GEMSTAR WIFE (100) and ESSENCE OF DESPAIR (80). Cavern of Chaos is well named; these sublevels are pretty tough. Don’t let the peaceful Mamutas and flowers fool you as the real danger lies within the flowers that blink back at you. Break down any dark gates and use purple Pikmin to get rid of the Creeping Chrysanthemums but watch out for rock falls. Let the Mamutas flower up your Pikmin before you kill them and collect the INFERNAL VEGETABLE (30) lying around here. You also need to dig up the CHILD OF THE EARTH (40) before you go. A boss you’ve fought before slumbers within this next sublevel. Keep your Pikmin in a safe corner and scout ahead to find which Emperor Bulbax has the treasure, but do not blow up any bomb-rocks. There is a much easier way to defeat the emperor now; instead of tossing Pikmin at his face you can simply have him swallow the bomb-rocks, just like in the original Pikmin. When he’s dazed you could throw Pikmin at his face but you may as well have him eat up more bomb-rocks so that he dies. He will spit out the MYSTERIOUS REMAINS (150) when he’s finished, so have some blue Pikmin (because of the water) take it back. Be careful of fire hazards and the other Emperor Bulbax though. You also need to collect the MILK TUB (60) and find a Queen Candypop Bud, so break down any walls to get those. What better way to celebrate victory over a boss than a rest level? There are Violet, Ivory and Queen Candypop Buds, but you only really need to use the Queen as you won’t ever need so many purple Pikmin anymore. Use the few Iridescent Flint Beetles to get nectar and red spray. There isn’t any treasure here or anything else too special, so just go through the hole. Wollywogs, Water Dumples...ugh. You’ll need to find which Wollywog has the PRINCESS PEARL (100) so you can kill it. Use yellow Pikmin to disable electric hazards and blues if you need to cross water. To be safe, you can kill the Wollywogs and the Water Dumples with Olimar, but only kill what is necessary. Also collect the half-buried GROWSHROOM (50). Don’t take any Pikmin with you when you exit so that you won’t endanger any. This next sublevel is long but not too difficult. There are poison spouts for your white Pikmin to work on, and plenty of gates to knock down. Be wary of the many Cloaking Burrow-nits in the area as well. The Withering Blowhogs are pure annoyance but it’s one of the blue Puffy Blowhogs that holds the IMPENETRABLE COOKIE (25). Now that you’ve found the Rush Boots in the Frontier Cavern, Puffy Blowhog breath won’t affect you. This place is pretty big so you may have to go out far to find the FUEL RESERVOIR (120), another battery. Another rest level? I wish... In fact, Sublevel 8 is quite horrible. There are a zillion Dwarf Red Bulborbs here and not one, but two Gatling Groinks. Try and lure both the groinks to blowing each other up and remember to collect their bodies if you don’t use spray. Use Olimar to kill any bulborbs that might attack you when you try and collect the FRUIT GUARD (130), thankfully the only treasure here. Both captains teamed together with their rocket punches can kill a bulborb pretty quick. Compared to the last level, this floor isn’t too bad, and it’s the last one before the boss fight. Poison spouts will put your white Pikmin to work, and you should use them to collect the WIGGLE NOGGIN (85) and the MATERNAL SCULPTURE (55). The only enemies you find here are Bumbling Snitchbugs and Careening Dirigibugs, but you needn't defeat them since the snitchbugs will leave your Pikmin alone and the dirigibugs are too slow to worry about. You do need to be careful of the water though, since you can’t whistle back your drowning Pikmin due to the ledge. The nice thing about this boss is that you start off in an enclosed area where it’s impossible for the Pikmin you aren’t using to get hurt, just so long as you aren’t in there. Unfortunately the boss is no cakewalk. Take around 20 red Pikmin and approach the center of the stage. The boss, the SEGMENTED CRAWBSTER, will drop down and begin its attack. This beast will roll into a ball and go for your captains, similar to the rocks fired by Decorated Cannon Beetles. The crawbster is impervious to Pikmin unless you get him to flip over. The trick is to have him roll into a wall so that he keels over on his back for a few seconds to expose his bright red belly. The catch is he causes a rock fall when he hits walls so you need to spend some time avoiding the boulders before you can attack. If you keep your Pikmin close to the flipped crawbster’s body, the rocks won’t hit you but make sure you don’t have too many Pikmin or they will be hard to control. After you deal some damage, the Segmented Crawbster will right itself again and shake off your Pikmin with its massive claw. Whistle your Pikmin before he starts rolling again. Use sprays if needed and repeat the process a few times before he dies. Collect his body and the highly disturbing severed doll’s head, the SILENCER. No, it doesn’t do anything special but it is worth a beautiful 670 pokos. If you have any time left in your day, put in your new red Pikmin so that you once again have 20 of them and 15 of any other type. Hole of Heroes is located past where you got the pinecone (Conifer Spire) earlier today. Walk up the ramp behind it and it will take you to a stump with some nectar eggs and the hole. Grab the nectar only if you have time, which I doubt. Hole of Heroes contains every other boss you’ve fought before, excluding any new ones from this area, the Giant Breadbug and the Waterwraith. Even then, you must defeat a brand new boss at the end of this 15-floored cave. Every sublevel in this cave contains only one treasure. NOTE: All Nintendo Gyro Blocks are worth 80 pokos. The first floor is small and easy, but watch out for Creeping Chrysanthemums, Cloaking Burrow-nits and Skitter Leafs. Sheargrubs and Shearwigs will also emerge and a Dwarf Orange Bulborb may drop from above so watch yourself. The only treasure here is the CORPULENT NUT (80). When you land in the next sublevel you’ll find your radar going spastic, meaning an Antenna Beetle lurks nearby. After you kill it, kill all the other bugs lurking in here. You’ll find Anode Beetles, Bumbling and Swooping Snitchbugs and Careening Dirigibugs. You’ll probably need to knock down some gates in order to find your treasure. Watch out for bomb-rocks as you collect the ESSENCE OF TRUE LOVE (60), which you’ll need white Pikmin to dig up. All four blowhog species await you in Sublevel 3, as well as some Volatile Dweevils that hide in the alcoves. Ideally you would kill the Fiery and Watery Blowhogs with their corresponding color, but you have enough Pikmin so that you can just swarm everything. The airborne blowhogs are just as annoying as always, but not dangerous. Try to keep as many red Pikmin as possible flowered up because you need them for the boss battle next. Break down the gates and collect the yellow LOVE SPHERE (85). Your first boss battle within the Hole of Heroes is against the Pileated Snagret. The difference this time is that your battle takes place inside of a sand whirlpool that will suck you and your Pikmin to the center. Although your Pikmin won’t die if they reach the center, its tough enough fighting the snagret without the pit messing up your strategy. If you can, stay out of it and whistle back any Pikmin that get too far. With your red Pikmin, use the same strategy here as you did before and wait for the occasional time where the Pileated Snagret will only poke its head out. Use a red spray or two as well. Also, you’ll want to stay away from the other side of the whirlpool because a Burrowing Snagret will attack you here as well. Reset the game if you have to incase your Pikmin die. For your efforts you will get the valuable LUSTROUS ELEMENT, a gold coin worth 1000 pokos. To recuperate from your boss battle you get a nice rest level. Shoot down the Unmarked Spectralids for nectar and spray and use the Mamutas to put flowers on your Pikmins’ heads. Even without the Mamutas, there are a ton of Honeywisps here to give you more nectar. You’ll also want to use the Queen Candypop Bud to get more red Pikmin, and the golden Iridescent Glint Beetles for nectar and spray. Do not exit this cave until all of your Pikmin are flowered. Not a very pretty level here. You’re pretty much stranded on the large stump until you can kill some of the wildlife and the water around you is filled with Hermit Crawmads, both types of Wollywog, Water Dumples and Wogpoles. You probably need go through water to collect the NUTRIENT SILO (130) so if you need to you can get more blue Pikmin with the Lapis Lazuli Candypop Bud here. Try resetting the level to see if the layout works better for you. When you exit the level, take some Pikmin with you to the hole to unplug it. You remember your old buddy, the Ranging Bloyster, right? He won’t be any more difficult to beat this time as long as you use the exact same strategy as before; split up and alternate back and forth between captains to confuse the bloyster while the other captain attacks his gills. Before you fight however, trigger all of the falling rocks and use the cannon beetles (both colors) to kill each other and themselves. Unfortunately you can’t kill the bloyster with them, but that doesn’t make him any less easy to beat. Finish him off and collect all of the bodies and the JOYLESS JEWEL (100). Those gates along the far wall are pretty pointless as it doesn’t seem they block anything. Another rest level, but get rid of the Bulbmin mother before it kills anything. Use up all of the bulbmin on the Queen Candypop Bud (get whatever color you are lacking most) and the two Crimson Candypop Buds. Locate and harass the Doodlebugs here for purple spray droplets and nectar as well. You should be able to leave here with 100 non-bulbmin Pikmin. This next level can be tough but don’t even bother using a spray on the Spotty Bulbear because there is a simple trick to avoiding him. Post a captain on the other side of the wall where he is and he will walk towards him and into the wall but obviously since he can’t go through walls so he will be stuck there. All other species of bulborb can be found here, including the Fiery Bulbax with the DIMENSIONAL SLICER, worth 100 (that had to give it serious heart burn...). Knock down the gates you have to and exit before any of the other bulborbs wake up or the Spotty Bulbear realizes its stupidity (not likely). There are a few poison spouts you should take care of before moving on in this sublevel. Using a lone captain, scout out the surrounding area to find out where the TREASURED GYRO BLOCK lies within its captor. You would also do well to flush out the two swarms of Mitites to avoid scattered Pikmin when you’re fighting the boss. Take your red or purple Pikmin and locate the Emperor Bulbax with the treasure. Spray them up and then pile them onto Bulbax’s eyes, even before he emerges. If done correctly, Bulbax will croak before he even gets a chance to do anything. Try to avoid fighting the other Emperor Bulbax, because the sublevels won’t get any easier from here. This sublevel can be pretty tough. The bad news: you have to fight Empress Bulbax again. The good news: this is your last time you have to fight her outside of Challenge Mode. Unfortunately, having to fight her is only the tip of the iceberg in bad news. Like last time, she’s birthing larvae every few seconds, but this time you start off at her tail end, meaning it will be challenging to get to her vulnerable head without risking Pikmin to the larvae. To minimize the death toll, use one leader (preferably your healthier one) to distract the larvae while you use your other leader to collapse the dark gate at the far end of the room. Switch leaders, and then take out the swarming larvae. Remember that one hit from your captain’s punch will kill the larvae. Now with your other leader, spray the Pikmin with red juice and then lob them all onto Empress Bulbax’s head. Now things will get easy, but only after your captains have rejoined at the Empress’s head. Use the same strategy to defeat her as you did last time; when she rolls she will kill any larvae trying to reach you. Just remember to blow the whistle before she starts to shake her head. The twist this time is that she causes a rock slide when she rolls into the walls, so keep the majority of your Pikmin by the hole. After a few more repeats, the Empress falls and reveals the FAVORITE GYRO BLOCK. Now you can exit the sublevel. This level is another rest level, but you still have to find a piece of treasure. There are three beetles running around here, but it’s the golden Iridescent Glint Beetle holding the LOST GYRO BLOCK. Use the Iridescent Flint Beetle and the Doodlebug to stock up on red and purple spray supplies. Also, if you’ve lost any Pikmin you can use the Queen Candypop Bud to get more before moving on. It would be best if you got blue Pikmin. This tough level requires only blue Pikmin. Have one leader safely huddle all of your other Pikmin behind a wall and then have the other take your blue Pikmin to the center of the arena. This second battle against Man-at-legs is slightly tougher because of the ring of water around the center structure where he sleeps. This prevents the use of your stronger red Pikmin, so make sure you use a spray or two to spice up your Pikmin. Other than that, this battle is pretty much the same as the last one. Whistle off your Pikmin when he winds up to shake them off, and then run behind any obstacle you can find, preferably the walls in front of the Research Pod. Wait until Man-at-legs has turned off his laser targeting before you move out again, and make sure you hide quickly when he starts shooting or you’ll lose Pikmin fast. Hopefully he won’t go after your other hiding Pikmin, but you shouldn’t worry about that if you can keep him busy with blues. After you’ve defeated the spider, it gives you the yellow MEMORABLE GYRO BLOCK. With all Pikmin accounted for, exit the level. This next sublevel is the second of three where you must defeat a spider boss. You should probably ignore the dozen or so dweevils here, but defeating the ones closest to the Research Pod will minimize the chance of them nabbing your treasure after you defeat Beady Long Legs. The water all around this level means you will have to use blue Pikmin. When Beady drops down, start throwing the Pikmin at his round body. After he takes a lot of damage he will shake them off and scatter your Pikmin. Whistle them before that happens, and stay clear of his feet. Like last time, this battle shouldn’t be too difficult. Beady will cough up the FOND GYRO BLOCK after you’ve finished him off. Now keep all of your Pikmin with one leader while the other goes to find the hole to the next sublevel. Finally, the last floor! Start of by knocking down any walls and feeding your Pikmin nectar. Now head out to the arena, but prepare to get rid of four jellyfloats (two of each kind). At least they can’t kill your Pikmin too quickly, but they are annoying. After that is all settled with, take about 20-30 red Pikmin and coax out the cave’s boss from its spider web lair. RAGING LONG LEGS is a fat, purple version of Beady Long Legs, only tougher and with bigger Pikmin-stomping feet. It moves rather slowly, so use any red sprays you have and start attacking its mid-section. As expected, it will soon attempt to shake you off. When it does so, make sure to call back your Pikmin before they are sent flying, and make sure you get away fast! Raging Long Legs will start stomping madly around, and much quicker. If you’re having trouble getting around his feet, remember that he tends to use them in order. Stay well away from him until he calms down again, and then repeat the process. Even without spray, you should be able to drop his health down by a quarter with only 20 red Pikmin each round. When you’ve defeated Raging Long Legs, you get the REMEMBERED OLD BUDDY (250), another Nintendo device. Now take the geyser and escape this cave. NOTE: This may not be the last time you face the Long Leg bosses. If you ever plan to revisit the Perplexing Pool, either Beady or Raging Long Legs might confront you outside the landing area, but only after you’ve played a certain amount of days (30 I believe). Additionally, you can fight Raging Long Legs in the 2-P Battle arena, Angle Maze. Of course, every boss except for the Segmented Crawbster and the final boss can be faced in Challenge Mode. ============= Chapter 9: The King of Bugs. ============= Only one cave remains and that is the final cave where Louie happens to be. Before you explore it however, you need to clear a path there and you need to finish collecting three other treasures that still remain on the surface of the Wistful Wild. This should take the bulk of your next day, so hopefully you completed the Hole of Heroes at the end of your previous day or at the very start of this day. Swap in your crew for 20 of each color and head out to the left of the landing zone. Walk up the path and kill the little bulborbs in your way. You can’t go any further because of the water, so use blue Pikmin for this next part. To your right is a Yellow Wollywog. Kill it or lure it away from shore. On the other side of the pond are a Fiery Blowhog and a Cloaking Burrow- nit. Kill the burrow-nit first as he’s more dangerous, then work on the blowhog and use your whistle as necessary. Now start unrolling the bridge here. If you hadn’t defeated the Gatling Groink earlier, now is the time to do it. Use purple spray to be safe (you should have a nice stockpile by now from the many Doodlebugs in Hole of Heroes). When the bridge is unrolled, start working on the poisoned gate with your whites. Leave them there for now and take the rest of your Pikmin down the path to the right. This is the exact area where Olimar crash-landed on his last trip, and it’s also the area you saw beyond the Hole of Heroes. Kill the Creeping Chrysanthemums first, and then take out the Withering Blowhogs. A chrysanthemum holds the ARMORED NUT (60). To your left is another poisoned bridge, but it doesn’t have to be collapsed. Now go back to your white Pikmin and let them collapse the gate and detoxify the entrance to the area beyond. Behind you’ll find two nasty Orange Bulborbs and an equally unwanted Withering Blowhog. It’s pretty hard to avoid the sleep-deprived Orange Bulborbs, but even if you could you have to defeat the far one because it holds the SEED OF GREED (70). Keep moving to find the last hole, the Dream Den, which is surrounded by a nest of nectar eggs. The ANTI- HICCUP FUNGUS (30) also lies half-buried nearby, so take that back with you. Now with the 20 of each color Pikmin you have, go back and enter the Dream Den. This isn’t the team you should fight the final boss with, so after you complete all but the final level you can use the geyser to assemble a team suitable for fighting the final boss. The Dream Den contains 14 sublevels. Although some of the final ones are insanely difficult to do without losing Pikmin, the earlier ones shouldn’t give you too much trouble. If they do, you shouldn’t be here. Sublevel 1 isn’t too bad. A combination of poison fumes, Lesser Spotted Jellyfloats, Hermit Crawmads and a ton of Dwarf Orange Bulborbs isn’t peachy, but it could be worse. Luckily the only thing to collect here is the DISGUISED DELICACY (40). Kill what you need to get your treasure. You’ll also need to bring some Pikmin with you to bust open the sealed hole. You’ll hear the distinctive chirping noises of the Gatling Groink as soon as you start off in Sublevel 2. Once again he is stationary but attacking you sniper-style from his outpost. You should try to get him to shoot some of the Snow Bulborbs, as well as the larger Hairy Bulborb. The groink must be defeated if you want to acquire the MANUAL HONER (130). That and the IMPLEMENT OF TOIL (55) are the only two treasures in this floor. You shouldn’t even bother collecting the groink’s carcass, as you should be gone by the time he comes around. In this next sublevel you’ll find some poison and electric hazards and a bunch of Dwarf Bulbears getting excited over apparently nothing. Pound them with Olimar and then approach the area with your Pikmin. A Spotty Bulbear will descend, explaining the dwarfs’ excitement. Use up an Ultra-Bitter Spray and kill the bulbear, which holds the GLEE SPINNER (140). You should know what that treasure is, seeing as how you’ll probably have your thumb on one right now. Ignore the dirigibugs and make for the exit. Sublevel 4 is similar to Sublevel 5 from the Subterranean Complex, only the bombs and Volatile Dweevils have been replaced by poison spouts and Armored Cannon Beetle Larvae (the green kind). Take the time to use Olimar and the President to bash up the beetles to avoid them squashing your Pikmin or bucking them offstage. To avoid your captains getting hurt, know when to step away from the beetle as it’s about to try and shake you off. You can also use the beetle larvae to do the whites’ work for them and have them shoot the poison spouts. The Anode Beetles are simply unwanted nuisances. When all is calm, collect the MIRRORED ELEMENT (300). Watch it burn... This next level is filled with fiery red things including the following: fire hazards, Fiery Blowhogs, a Fiery Bulbax and a few non-fiery Red Bulborbs and a Withering Blowhog. Surprisingly there aren’t any Fiery Dweevils but the Fiery Bulbax alone is enough to be getting on with. As usual, it’s got an item and in this case it’s the INSECT CONDO (40). If you’re lucky, the bulbax will be near the pod so you won’t have to meddle with anything else. Woo-hoo! Another sand whirlpool, just like the one back in Hole of Heroes. You don’t have to worry about any snagrets this time, but you still have to kill a few cannon beetles and jellyfloats. The beetles can kill each other as usual and if you’re lucky you can get them to hit a floater, but don’t waste too much time. The shifting sand here can actually make it tougher to position yourself so that the beetles’ aim will go where you want them to. As for the jellyfloats, it’s the Greater Spotted Jellyfloat that has the FUTURE ORB (200, check out its cool flip-view effect). Spend some time collecting beetle corpses and knocking down the gates along the edge for nectar and the exit hole. Here we have quite a few of the games finest annoyances; Puffy Blowhogs, Careening Dirigibugs and Bumbling Snitches. One of the blowhogs has the ESSENCE OF DESIRE (90) in its bowels, but first take the time to kill anything near the starting point. You needn't waste your time killing everything or collecting bodies, but make sure to take some Pikmin with you to break open the exit hole. Sublevel 8 is basically Dweevilopolis. All four elemental types of dweevil (that is to say, excluding Volatile Dweevils) can be found scurrying about this maze, waiting to nab your precious treasures. The Antenna Beetle here doesn’t really need to be bothered because the POSSESSED SQUASH (180) and the EXTREME PERSPIRATOR (150) are both pretty obvious, but keep in mind that the beetle’s whistle will confuse your Pikmin. You can first go and use Olimar or the President to kill the dweevils, as only the Caustic (water) Dweevils can hurt you. After you kill them, take yellow, red and white Pikmin to deal with the electric, fire and poison hazards scattered around. This level is pretty easy and rather fun, but they will start getting tougher soon. This is the last rest level you’ll be visiting, so make the most of it. Track down the Iridescent Flint Beetle, the Iridescent Glint Beetle and the two Doodlebugs for spray and nectar. The first two give red spray droplets on their second and third hit (flints only give red spray on their last hit) while the Doodlebugs give purple spray droplets on their last two hits. As usual, there isn’t anything to collect so skedaddle after you stock up on spray and nectar. The next level is just plain evil... Nasty! Nasty! Nasty! The toughness of Sublevel 10 can make one cry and you have to be lucky in order to pull off a non-casualty run. The only treasure here is the TALISMAN OF LIFE (90), hidden inside the body of one of the Lesser Spotted Jellyfloats in the back. You’ll also be assaulted by a Gatling Groink, Wollywogs, Water Dumples and Fiery Blowhogs and not to mention you start off in the middle of a pond of water. Try to start off by moving all of your Pikmin to the safer sandy edge of the arena, but make sure there isn’t anything to kill you here. Wait for the groink to come to you and douse it with Ultra-Bitter Spray. You can kill everything else save the jellies with Olimar and the President, but you probably have enough spray now that you can just take the easy way through with whatever is in your way. Reset and redo this level incase you find a situation that works best for you. Once you complete that level you can pat yourself on the back as you have defeated all of the Gatling Groinks you need to in the game. Unfortunately the same cannot be said for Wollywogs, but at least none are in this level. The lack of water makes things easier, but the electric hazards, poison fumes, Fiery and Watery Blowhogs, Bumbling Snitchbugs, Dwarf Bulbears and Cloaking Burrow-nits still make it a tough one. The Breadbug will try and steal some of your treasure, but let it so that you don’t have to do as much. Pick off your enemies one by one to be safest and collect the YELLOW TASTE TYRANT (100) and the BOSS STONE (110). The exit is sealed, so take at least one Pikmin with you when you go to leave. The 12th sublevel is also pretty tough, as the Wollywogs, Orange Bulborbs and Antenna Beetle have made sure of. You’ll need your white Pikmin to disable the many spouts here before doing anything, plus you should scout ahead to trigger the boulders that would otherwise crush your Pikmin. The Wollywogs and Orange Bulborbs are nasty, so use purple (spray or Pikmin) on them. One of the bulborbs has the STRINGENT CONTAINER (130). You’ll need your whites again to find the buried UNIVERSAL COM (100), but good luck finding it before you fix your radar. Knock down the gates and collect the bodies if you wish. Sublevel 13 is small and cramped, containing two Red and Orange Bulborbs and one Hairy Bulborb. There are plenty of alcoves here to soup up your Pikmin with nectar before you move on, but first there’s the treasure business to be taken care of. One of the Orange Bulborbs (again) has the HYPNOTIC PLATTER (100), and often times he is nice and isolated. If not, wake them all up to see if they fall asleep in an easier location. Make sure to grab as much nectar as possible and say your nice long goodbyes to the bulborbs because the final boss is next. This is it, the setting to the final showdown against the game’s toughest enemy. Here you will find your final five treasures and your last Piklopedia entry. Don’t even attempt to confront your new opponent unless you have 100 flowered Pikmin. Your blue and purple Pikmin, although useful for reaching this place, won’t really help out in battle so take the geyser back to the surface and assemble a team of 40 red Pikmin, 30 yellow Pikmin and 30 white Pikmin. When you pass through the Dream Den a second time, don’t waste too much time in any of the upper floors, especially the nastier ones. When you get to Sublevel 9 however, make sure you track down the Doodlebugs and the Iridescent Flint and Glint Beetles for nectar and spray. You especially want a few Ultra-Spicy Sprays, since Ultra-Bitter Spray won’t help out as much. When you come back to the final floor, make sure that all 100 of your Pikmin are flowered. This GCN-shaped arena is fairly large, but as you’ll soon find out you can’t really hide your Pikmin very well. Keep the ones you don’t want on the outside of the circular ring, but not somewhere where you won’t be able to call them quickly incase of an emergency. When you approach the heap of treasure in the center, the Ship will point out the obvious in saying that Louie has been found. Louie is unconscious, but in order to rescue him you need to get past an evil dweevil that rises from the soil. The TITAN DWEEVIL towers high above you, holding Louie captive. Like any other species of dweevil, the Titan Dweevil can assimilate objects and attempt to mimic them. In this case, the Titan Dweevil has attached the four other objects that Louie was sitting on to itself. Each of these objects will turn out to be a treasure, but for the dweevil they are powerful weapons that only a certain type of Pikmin can survive against. Just as if a regular dweevil had stolen a treasure, you need to get them off him before you can do any damage to him. The good news is the weapons will only stun, rather than harm Olimar or the President. The bad news is the weapons get upgraded when you’re halfway to destroying them. To break off a weapon from the Titan Dweevil’s body, you need to toss Pikmin on it until they do enough damage to knock it off. The only problem is, the dweevil will use any weapon it still has on it, and they are all dangerous. You can tell what weapon the Titan Dweevil is about to implement because its color will change accordingly (Metroid Prime anyone?). Let’s start with the SHOCK THERAPIST. This electrical weapon, when fired, scatters several small metal nodes across the arena and then connects them with an electrical current about a second later, which will instantly zap any non-yellow Pikmin. When the weapon upgrades, the nodes will connect even before they hit the ground, giving you less of a chance to react. The Shock Therapist is the only weapon that will instantly kill your Pikmin, so try and take it out at least second. Next is the FLARE CANNON. This scorching Bunsen burner weapon acts as a flamethrower that sweeps an arc of flame across the stage that will ignite your Pikmin. Only red Pikmin are immune to this weapon, but keep in mind you can use your whistle to save your burning Pikmin. The upgraded Flare Cannon fires a more arched flame that reaches farther. Although quite potent, the Flare Cannon should be dealt with once you establish a safe place to hide your unused Pikmin, which would be after destroying the MONSTER PUMP. Only blue Pikmin are safe from this watery weapon; in fact any other Pikmin is a target no matter where it is because the Monster Pump has the farthest reach of any of the weapons, capable of hitting Pikmin outside the circular arena. This weapon shoots large water droplets at high speeds and will drown your Pikmin if you don’t rescue them. When upgraded, the Monster Pump shoots faster and even farther. Because it can hit Pikmin no matter where they are, disabling this weapon should be your first priority. Finally, there is the COMEDY BOMB. This toxic object expels a gas that will poison your Pikmin and eventually kill them. As expected, only white Pikmin can handle the fumes, and any other Pikmin can be saved by using the whistle. The Comedy Bomb shoots out three arcs of poison, and when upgraded it will shoot four. So now that you know what you are up against, its time to take this bad boy down. You can knock off the four weapons in any order you want, but as mentioned it would be wisest to take out the Monster Pump so that the Pikmin outside of the arena won’t be in danger of its extensive range. The Shock Therapist should be dealt with quickly as well, since it kills Pikmin instantly. The Flare Cannon and the Comedy Bomb should be saved for last because once the Titan Dweevil is down to only one weapon, he will only be able to use that weapon and you can use the color Pikmin that it is immune to it so that you are guaranteed to walk out without any casualties. Use red Pikmin for the Monster Pump as well, since it would have been best to leave blue Pikmin behind. When a weapon breaks off the Titan Dweevil, he won’t be able to reattach it or use the weapon anymore. Although it would be sensible to wait until after the battle to salvage the weapons, they can get in the way so you may as well grab them once they fall. Each of the four weapons is a treasure that will require 30 Pikmin to carry and is worth 1000 pokos. Use up all your red sprays, especially when taking out the Monster Pump. Remember that the dweevil will use any weapon it has left, not just the ones you are focusing on. Once it is deprived of all four weapons it will lose its metallic appearance and all offensive and defensive capabilities. Defeating it now is just like defeating any other standard enemy; toss Pikmin at it until its life meter drops. When you’ve finally toasted the oversized monstrosity, he will surrender the final treasure...Louie. Yep, Louie is a treasure worth a whole ten pokos, except he goes by the name of KING OF BUGS. He’s unconscious now, so I’m sure he won’t mind the Ship’s cargo hold. Once you have your four weapons and Louie, you can exit the cave and end your game. Congratulations! You beat Pikmin 2. You can continue playing through the game, using both Olimar and the President. Nothing has really changed, but as noted before, if you play a certain amount of days you might encounter enemies that normally wouldn’t appear, like Beady Long Legs, Raging Long Legs and Spotty Bulbears in the Perplexing Pool area (see ‘Bonus’ below for additional details). Anyway, by beating the game and collecting all of the treasures, you can view the Treasure Completion Cinema in the bonuses menu. You will also get a rather funny addition to the Piklopedia; pressing Y will have Louie give you tips on how to cook creatures! They are pretty funny. Although beating this game was certainly not easy, you won’t have truly mastered Pikmin 2 until you beat Challenge Mode. BONUS: As mentioned above, after Day 30, exclusive enemy encounters happen in certain areas. Some of the better known and already-mentioned encounters include the apparition of Beady Long Legs just outside the landing area in the Perplexing Pool. Unconfirmed rumors of Raging Long Legs also exist. Additionally, nasty Spotty Bulbears will be found wandering the grounds. The most interesting new enemies however, are the unnamed golden beetles that appear in the back areas of the Wistful Wild. These illusory swarming bugs will compel your Pikmin to harvest them as they would nectar rock clusters. Unlike the rocks however, these insects release massive (and I mean massive) amounts of Ultra- Spicy and Ultra-Bitter Spray, as well as nectar. The catch is that these bugs sometimes poison your Pikmin in defense, so be ready with the whistle. In one swarm, you can obtain spray amounts into the teens. These bugs are a truly amazing and elusive secret to the game. ----------------------------------------------------------------------- Challenge Mode. Challenge Mode is a fun addition to Pikmin 2 that can be accessed from the Main Menu. To unlock Challenge Mode, you need to collect The Key, a treasure in 1P mode. The point of Challenge Mode is to find and collect the key hidden within the level. The different Challenge Mode arenas are similar to the caves you explore in 1P mode. You start with a predetermined number of Pikmin and colors, as well as sprays. Your goal is to collect the key, which will reveal a hole to the next floor. Arenas can have anywhere from 1-7 floors, but usually average around 2. Once you reach the final level, the key will reveal the geyser that will let you complete the arena. You’re scored depending on how much treasure you collect during your expedition, how much time was remaining when you completed the level, and how many Pikmin successfully escaped with you at the end. When selecting which arena to chose, only 5 will be available. One will unlock every time you complete a previous one until you unlock all 30. An arena shown with a green dot means its one you haven’t unlocked. A leaf represents an arena you have unlocked, but haven’t completed. A white flower means you’ve completed the arena and a pink flower means you completed the arena with a perfect score. In order to get a perfect score, you need to have all of your Pikmin survive during the arena. The point of this walkthrough is to help you get pink flowers on all 30 Challenge Mode arenas. Doing this will unlock you the Louie’s Dark Secret cinematic in the bonus menu. EXPLORER’S CAVE. (2 floors, 50 red Pikmin, 2 Ultra-Spicy Sprays, 2 Ultra-Bitter Sprays.) The first sublevel can’t be any easier; the key is sitting nearby and there aren’t any enemies to worry about. You may as well collect some of the other treasures here as well. The second sublevel isn’t much tougher, but you should still be cautious of the Dwarf Red Bulborbs. The sleeping Red Bulborb (the big one) has swallowed the key, so defeat him to get it. Throw Pikmin at his back while he is sleeping, and attack from behind. Once you have the key, you need to break open the geyser to exit the level because it’s covered by a rock plug. Well that was easy... NOVICE TRAINING. (2 floors, 30 white Pikmin, 3 Ultra-Spicy Sprays.) Those fruits look tempting, but they are nothing more than a waste of your time. Use the nectar eggs to flower up your Pikmin and use them to disable the poison spouts. After the poison is no more, use the three Violet Candypop Buds to get some purple Pikmin. You’ll find the key lying somewhere, and you may also disturb some beetles, each holding a coin (ignore them). The second and final floor is similar; use your white Pikmin to disable any poison spouts and watch out for beetles or Mitites that will pop out of the ground. The Puffy Blowhog floating around here has the key, so use purple Pikmin as they are too heavy to be affected by its breath. If you want to, you can dig up the bulbs in this area before you leave. LOST TOY BOX. (2 floors, 100 yellow Pikmin, 2 Ultra-Spicy Sprays, 2 Ultra-Bitter Sprays.) This level is the only one where you get 100 Pikmin of a same color, but you don’t have much time to waste. The Red Bulborb has the key, so use spray to kill him quickly and watch out for his dwarf minions. More bulborbs, but this time they are orange. The larger Orange Bulborb has the key, so use your remaining purple spray to waste him. Be careful that he doesn’t wake up and eat your Pikmin, since Orange Bulborbs are a little more edgy than other species and don’t take much to wake. You have a bit more time now, so collect the other treasures if you want a better score. CREATOR’S GARDEN. (1 floor, 50 blue Pikmin, 2 Ultra-Spicy Sprays, 1 Ultra-Bitter Spray.) Your blue Pikmin seem appropriate here with all of the watery enemies (Hermit Crawmads, Yellow Wollywogs and Water Dumples) and water, but it’s the Fiery Blowhog that holds the key. Use sprays as needed, especially for the Pikmin-gobbling dumples or the nasty crawmads. The blowhog shouldn’t give you much trouble as long as you rescue any burning Pikmin. GREEN HOLE. (2 floors, 10 red Pikmin, 10 yellow Pikmin, 10 blue Pikmin, 1 Ultra- Spicy Spray, 1 Ultra-Bitter Spray.) Ignore the treasures in the alcoves but make sure you find and kill the two Bulbmin mothers so that you can use your whistle to control the babies. Bulbmin are a species of Pikmin infected into a bulborb body. They are immune to all of the elemental hazards. The mothers can eat Pikmin, so pile them fast so that they never get a chance to attack. The key is lying around here somewhere, but if you’re determined to collect more treasure, snag the Bulbmin bodies and the sapphires they drop. Since you’re stuck with a bunch of leaf Pikmin, use the nectar eggs to juice them up. The sleeping Fiery Bulbax has the key, so use bulbmin and red Pikmin, plus a purple and red spray to make short work of it. Be careful of the dwarf bulborbs here though. Bulbmin, even though they stay behind when you exit the level, can’t be killed if you want a perfect score. HOT HOUSE. (2 floors, 1 red Pikmin, 1 yellow Pikmin, 1 blue Pikmin, 2 Ultra-Spicy Sprays, 1 Ultra-Bitter Spray.) You only start off with one of each of the original color Pikmin, but that’s okay because there are three Queen Candypop Buds here that you throw them in to turn them into 9 sprouts of whatever color the Queen Candypop Bud happened to be on when you threw the Pikmin in. As there are three of these colorful flowers, use them to get 9 of each color (red, blue and yellow) for a total of 27. If you need to kill any of the dwarf bulborbs before you can use the Candypop Buds, remember that a direct throw of one Pikmin to the beast’s back will instantly kill them. The key is just lying around so collect that and take some nectar for your Pikmin. You’ll need yellow Pikmin to disable the electric hazards and red and blue Pikmin to deal with the Fiery and Watery Blowhogs. The Watery one has the key so if you want you can use the additional Queen Candypop Bud to get more blue Pikmin. Use up your sprays here as well. Once you have your key, find the exit. BRAWNY ABYSS. (2 floors, 50 blue Pikmin, 1 Ultra-Spicy Spray, 1 Ultra-Bitter Spray.) Leave all of your Pikmin by the starting point and scout ahead to lure out the Armored Cannon Beetle Larva. This green grub can shoot boulders that will crush Pikmin and other enemies, so use that to kill the Snow Bulborbs and the Fiery Blowhog. You’ll need to come back with Pikmin so that you can defeat him however, as he has the key. Use sprays to avoid any Pikmin pancakes. A slightly larger level, though this time you need to battle a Decorated Cannon Beetle, a variation of the regular that shoots magnetized boulders that will track you down. This is actually better for you as you can lead the boulders into other creatures or you can even have it loop right around and kill the cannon beetle. He has the key, so take it and exit the level. RED CHASM. (1 floor, 40 red Pikmin, 3 Ultra-Spicy Sprays, 4 Ultra-Bitter Sprays.) You’ll definitely need all the spray you got, since its impossible to tell which Red Bulborb has the key and which ones have the Petrified Hearts without killing them. Watch out for the dwarfs as well, and hope that you get lucky on your first try. Red Bulborbs aren’t too difficult, but they can gobble up your Pikmin quickly and suddenly, especially when they are in such close quarters of each other. The exit will probably need unplugging as well. TRAMPLED GARDEN. (1 floor, 40 red Pikmin, 20 white Pikmin, 20 purple Pikmin.) All sorts of treasures, including the key, are lying around here to grab. The Withering Blowhogs and Mamutas may make things irritating, but there is nothing here to kill your Pikmin. Just remember planted Pikmin sprouts (due to the Mamutas) must be picked if you want a pink flower. TWILIGHT GARDEN. (1 floor, 50 yellow Pikmin, 1 Ultra-Spicy Spray.) The enemies here are for the most part pretty easy. Dwarf Red Bulborbs and Sheargrubs can eat your Pikmin, but you should have no problem. Simply ignore the female Sheargrubs; even though they attack your Pikmin, they can’t harm them. The only true threat is the Beady Long Legs that will ambush you somewhere here. Beady has the key, so take all 50 of your Pikmin, spray them up and start pummeling him. With red spray, this battle should be quick, but remember to avoid the spider’s crushing feet. You’ve obviously faced Beady Long Legs before, because you needed to defeat him in regular 1P mode to unlock Challenge Mode. You can collect some of the other goodies lying around, but remember to save some time because the geyser needs unplugging. CRYPTIC CAVERN. (5 floors, 5 red Pikmin, 5 white Pikmin, 3 Ultra-Spicy Sprays, 2 Ultra- Bitter Sprays.) Five floors, five white Pikmin, five red Pikmin, five sprays...aw, how poetic. This arena isn’t as difficult as it sounds, but hopefully you’ve practiced dealing with snagrets. Each sublevel is basically identical as they are fairly small and simple and each contains one different enemy. Your white Pikmin may dig up treasures buried underground, but the key in each floor is hidden inside the creature you find. You don’t have a lot of time at first, so hunt down the Doodlebug with your white Pikmin (to avoid fart poisoning) and grab your key. The second floor contains a Watery Blowhog. Don’t bother using any type of spray, as you’ll need them later. Save any drowning bubble-headed Pikmin and you will be fine. The lonely Anode Dweevil has your key here, but because it’s eclectically based, it can instantly kill your Pikmin when it releases it self-defensive jolt. Use your captains’ punches to deal with it and exit. Things get tougher down here, as the Fiery Bulbax can only be harmed by the five red Pikmin you own. Use one of each spray and collect your key. There isn’t any other treasure buried here, so don’t even bother hunting. The final floor is home to another boss, the snake-bird hybrid, Burrowing Snagret. Defeating snagrets can be difficult as they can peck up your Pikmin in no time. What you need to know is that when a snagret emerges from the soil, it can do so all at once or it will peek out by sticking out only its head. It will continue to rise, though slower. When it does its slow rise (about one in five times), throw your red- sprayed Pikmin at its head and the snagret will be forced to go back under before it can attack due to the damage you gave it. Repeat this and run away if he rises fast, and use purple spray if you need to. You can also take the easy way out and feed the snagret your poisonous white Pikmin, but that will get you a pink flower sometime in the near never. Once again, no other treasure to bother with, though you can collect the snagret’s head. CONCRETE MAZE. (3 floors, 2 white Pikmin.) Ack! You have such little time and only two white Pikmin! The good news is that the gates here fall instantly, but you will be pressed for time to find the key in this labyrinth. It’s actually easier to find a friend and try this one on 2P mode, and have both players split up with one Pikmin each. If you have no friends, well tough luck. What really kills here is not only finding the key and bringing it back, but also finding the exit hole. Sublevel 2 is even worse because the area is much larger, and there are bomb-rocks and Volatile Dweevils that drop from above. You get more time though, and the gates are as weak as ever. Luckily, the third sublevel gives you more time. Use the Queen Candypop Buds if you want and collect the key lying around here. COLLECTOR’S ROOM. (7 floors, 50 white Pikmin, 3 Ultra-Spicy Sprays, 2 Ultra-Bitter Sprays.) This level is the longest in the game, but the sublevels go fast (probably due in part to your white Pikmins’ speed). Kill the Red Bulborb in the first floor for the key, but don’t waste your sprays just yet. You don’t have any time to collect the other treasures so hurry up on that bulborb. Scattered amongst the random treasures here is the Orange Bulborb with the key. Orange Bulborbs, being nastier than your average red one, may take a red spray to take down safely. The Red Bulborb once again has the key and you can collect some of the other treasures since they are close to the Research Pod, but leave the one that is half-buried as it may take too much time. Sublevel 4 is bigger than the others so don’t waste too much time. You probably already guessed that the lone Hairy Bulborb holds the key. Hopefully you haven’t been wasting your sprays because you need them for the Orange Bulborbs to come, and the final floor. Another Red Bulborb...yay. Repeat the same thing you’ve been doing and collect your key. This sublevel contains a tough Orange Bulborb, so spray up your troops before you get too close. We’ve also got a rubber duck, a milk tub, a spoon, a mug and a bar of soap lying around. If you made it through all of those bulborbs with no deaths, good work, but now you have to face the Gatling Groink in this final level. Use up your purple sprays for this thing. It attacks you by launching grenades that will kill your Pikmin if they land a direct hit. Gatling Groinks also auto-revive their bodies after a while, so collect it if you plan on salvaging the many Nintendo artifacts here. Unplug the exit before you run out of time and have to restart this whole mess. DWEEVIL NEST. (1 floor, 25 red Pikmin, 25 yellow Pikmin, 25 blue Pikmin, 25 white Pikmin.) The Fiery, Caustic, Anode and Munge Dweevils here can be avoided for the most part, but make sure to kill any near the key. Each alcove here contains a treasure, and you may as well grab a few of the unguarded ones before you go. They include such treasures as the Paradoxical Enigma, Wiggle Noggin, Leviathan Feather, etc. Really hard to lose Pikmin here, ruling out stupidity. CAVERNOUS ABYSS. (1 floor, 25 red Pikmin, 25 white Pikmin, 2 Ultra-Spicy Sprays.) A fairly simple level, start off by killing a few of the dweevils that lurk in the pipes along the corridor to the next spider web room. You’ll need your red Pikmin to disable the fire hazards too. On the other side of the stage you’ll need to lure down Raging Long Legs because he has the key. Raging Long Legs is similar to Beady Long Legs, although he is slower but tougher and has huge feet. Use up a spray and start attacking his mid-section. When he winds up to shake off your Pikmin, whistle them all back to safety because Raging Long Legs will start stomping around faster and more dangerously. He isn’t much tougher than Beady Long Legs, but that won’t stop him from landing a foot on your Pikmin and ruining your pink flower. The dweevils will try and steal your key so use your white Pikmin to carry it back as they are faster. You’ll need to unplug the exit too. SNACK PIT. (1 floor, 5 red Pikmin, 5 yellow Pikmin, 5 blue Pikmin, 5 white Pikmin, 5 purple Pikmin.) Food fight anyone? This chamber is littered with cookies and other assorted dessert items, but don’t collect any as you’ll need them in order to tug-of-war the Breadbugs and Giant Breadbug. Concentrate on the boss (Giant Breadbug) but make sure the smaller ones leave at least one other treasure because you need to damage the giant twice to kill him and get the key. If all else fails, toss purple Pikmin directly at the Breadbugs to kill them (eventually) so that you have something for the Giant Breadbug to fight you for. You can attack the giant as well, but he’s much tougher to kill. The only way a Pikmin can die here is if you are stupid enough to let the breadbugs drag them into their nests. THREE COLOR TRAINING. (1 floor, 30 yellow Pikmin, 15 white Pikmin, 15 purple Pikmin, 2 Ultra- Spicy Sprays.) Nasty level here, as the Gatling Groink is positioned high above on its sniper tower. It won’t go anywhere, but its height advantage makes it all the more deadly. Use white Pikmin for the poison spouts in the area but try and avoid the Anode Beetles. Use only yellow Pikmin for battling the groink as they can reach its tower easiest. Since you don’t have any purple spray you need to distract the groink with one captain while the other attacks. Position him right next to the tower while the other goes behind and attacks the groink from the elevated platform around the tower. Use your red sprays here to speed things up a bit. Yes, the groink will try and throw off your Pikmin, but that’s life. Collect your key from the groink, and anything else you might want and exit. HAZARD TRAINING. (2 floors, 25 red Pikmin, 25 blue Pikmin, 1 Ultra-Spicy Spray, 1 Ultra- Bitter Spray.) There is a lot of treasure to get here, but the key lies inside the gut of the slumbering Fiery Bulbax in the back of the room. You’ll need the red Pikmin to clear the way of the fire hazards en route to him, and to defeat him. Use up your purple spray to be safe. Watch out for water, blowhogs, dwarf bulborbs and dweevils that will pick off your treasure as you head home. More blowhogs (including the annoying Withering Blowhog), dwarf bulbears and hazards down here. Again, watch out for rogue dweevils as you battle the Orange Bulborb for the key. You have a lot of time here so go ahead and take anything else lying around. CAVE OF SNARLS. (2 floors, 20 red Pikmin, 25 blue Pikmin, 5 purple Pikmin, 2 Ultra- Bitter Sprays.) Another pretty simple level. Start by taking out the Sheargrubs, and then attack the blowhogs. The Withering Blowhog has the key so try and avoid the Puffy one. If you need to cross water or fire to get to the exit, take only a lone captain and leave the Pikmin somewhere safe. The bottom floor also contains a Puffy and a Withering Blowhog, and once again it’s the orange one that needs to be defeated. The Sheargrubs on this level hold feathers, whereas they held four-leaf clovers in the previous level. Who cares? Use your purple sprays on anything that gets in your path. THE GIANT’S BATH. (2 floors, 50 blue Pikmin, 5 Ultra-Spicy Sprays.) Most of the opposition here is aquatic based, including the Toady Bloyster, Hermit Crawmads and the Greater Spotted Jellyfloat. There is also a Bumbling Snitchbug here as well. The bloyster has your key, so steer away from most of the other enemies. To defeat the bloyster, toss Pikmin at its gills (its tail), but watch out since it can eat your Pikmin. There is also a load of other treasure in the area, but the enemies are best left alone so leave it. Oh look, you made momma mad. The boss of this level is the Ranging Bloyster, a massive mollusk that’s basically a large Toady Bloyster with an added twist. It loves bright objects so it will always try and head for whichever captain you are using. You fight this thing twice in 1P mode, so you should know how to kill it. Lure the bloyster towards a captain and then switch to your other one to attack its tail. It will then try and attack you but you can switch back to your lone captain to confuse it. As long as you time your attacks and switches, it should never get a chance to eat any of your Pikmin. If you plan on snagging any other treasure you need to use the Ivory Candypop Bud to get white Pikmin so that they can dig up the rubber duck head, diamond and the ring. RUMBLING GROTTO. (2 floors, 30 red Pikmin, 30 blue Pikmin, 3 Ultra-Spicy Sprays, 4 Ultra-Bitter Sprays.) Every enemy here will attack you from underground once you step on its turf, including Sheargrubs (both genders), Shearwigs, Cloaking Burrow- nits, Iridescent Glint Beetles and the nasty Creeping Chrysanthemums. Knock down any necessary gates and pick up the key. If you need to use sprays, try to limit yourself to purple sprays because you’ll need the red ones for the boss next. The evil Pileated Snagret has the key and defeating him won’t be easy. Use your red Pikmin, as they are more powerful than the blue ones. Like the Burrowing Snagret, the Pileated Snagret has a pattern in where he emerges from the ground either quickly or slowly with only his head sticking out at first. Wait for the one in five chance of the head- poking emergence and toss your Pikmin at its head and hope that it does enough damage so that the snagret won’t attack you once it has fully emerged. The main difference here is that the snagret can hop around and it will chase you if you are directly in front of it. Use up your red sprays for this thing as well. The snagret is a pretty tough old bird (literally) so winning a pink flower may take a try or two. SUBTERRANEAN LAIR. (1 floor, 20 red Pikmin, 20 yellow Pikmin, 20 blue Pikmin, 2 Ultra- Spicy Sprays, 2 Ultra-Bitter Sprays.) This level is possibly the hardest in the game. Its only one nice, open sublevel, but there are thee Spotty Bulbears roaming around here, each tailed by their own family of Dwarf Bulbears. You need a large amount of luck to get out of here alive. Obviously, it’s one of the larger bulbears that has the key, so just cross your fingers and pray it’s the one nearest you. Use a red and purple spray and kill it quick, then collect your key. If the prize bulbear isn’t nearest you, restart the level. Once you have the key, mad-dash to the exit, unplug it and exit before the other bulbears know what you are up to. Don’t even think about collecting anything else, and use your other sprays on anything that gets too close. THE HIDDEN GARDEN. (1 floor.) No Pikmin or sprays in this sublevel, but you don’t need them because you start with 2 bulbmin. Travel through the pipes to reach the main room. Use the two Queen Candypop Buds to turn your bulbmin into 18 Pikmin, either red, yellow or blue. Hunt down the nearby Skitter Leafs to get the key. Chase the flitterbies if you want and find the geyser and unplug it. That was nice and easy wasn’t it? ABDUCTION CAVE. (1 floor, 30 red Pikmin, 30 yellow Pikmin, 2 Ultra-Spicy Sprays, 1 Ultra-Bitter Spray.) This cave is well named as everything here attacks by abducting you or your Pikmin. Have fun with the snitchbugs (of both kinds) and the Greater Spotted Jellyfloat, as well as the fire hazards, dweevils and Careening Dirigibugs that have been added to the fray. The jellyfloat, the fire and the dirigibugs are the only things that can really kill you here, but the fire can be whistled off and the dirigibugs and dweevils are too slow to pose much of a threat. That works out well since it’s the jellyfloat that holds your key. Use your sprays on it so that it can’t inhale any of you Pikmin. Once he’s gone, you need to take your Pikmin through hostile territory so that they can unplug the exit for you. SECRET TESTING RANGE. (2 floors, 10 red Pikmin, 10 yellow Pikmin, 10 blue Pikmin, 10 white Pikmin, 10 purple Pikmin, 1 Ultra-Spicy Spray, 1 Ultra-Bitter Spray.) You get ten of each color Pikmin and one of each spray here. The first level has a pair of Gatling Groinks, and one of them holds the key so use your purple spray on it and hope he's the one with your prize. If you need to kill the other one attack it fast and make sure your Pikmin don’t get hit directly by the groink’s explosives. Collect their bodies as they regenerate. Although this is the stage you fight Man-at-legs in 1P mode, he’s nowhere to be found, right? Wrong. You must face Man-at-legs in the bottom floor, but the nasty part is that you are in the arena you had to fight him in Hole of Heroes, so the water moat around Man-at-legs’ location means only blue Pikmin can participate in this fight. Leave all of your red, yellow, white and purple Pikmin safely in a corner with Louie while Olimar (or vise versa) take the blue Pikmin to the center island, where Man-at- legs sleeps. Man-at-legs is a mechanical version of Beady Long Legs. Although he can’t crush your Pikmin, he moves faster and he can obliterate them with his heavy-duty artillery. Start off by using the red spray you have. Stay up on the center structure and throw the Pikmin up at his body. Eventually he will want to shake them off, so whistle before he does so. When he shakes them off he will then stick out his machine gun and activate a laser targeter that will target you or any Pikmin nearby. Hide quickly behind anything elevated (like the walls between the starting point and Man-at-legs) because the spider will now fire a few rounds of machine-gun fire. This weapon can wipe out a lot of Pikmin at once, and you don’t have much time once he activates the laser. If Man-at-legs is far enough away from the middle you can even hide behind the center structure for protection. Man-at- legs always fires three or four rounds, so wait until you see him raise his gun before you come out of your hidey-hole. Repeat this process and he will eventually pop out the key. If you plan on grabbing anything else you will need white and yellow Pikmin to clear away the electric and poison hazards. This one is tough, but practice makes perfect. BREEDING GROUND. (3 floors, 4 red Pikmin, 3 Ultra-Spicy Sprays, 2 Ultra-Bitter Sprays.) Toss your four red Pikmin into the Candypop Buds so that you get at least 25 or more. You should get at least 9 of each color as well so that you can get by the next floors easily. Watch out for the Creeping Chrysanthemums lurking in the area and don’t be afraid to petrify them if needed. The key is lying around doing nothing so collect it and get out before any more chrysanthemums are roused. If you want more Pikmin, collapse the gates and gain access to even more Queen Candypop Buds. You may need to use a spray or just get a lot of Pikmin to defeat the Red Bulborbs. Then again, they are keyless so ignore them when possible. Once you get the key, find the exit hole. Use your three appropriate colors to deal with the fire and electric hazards, as well as the water. One of the blowhogs has the key, so use up all of your sprays in trying to get it. You can also grab a Danger Chime (bells) since there are quite a few here. CAVE OF PAIN. (1 floor, 50 red Pikmin, 1 Ultra-Spicy Spray, 1 Ultra-Bitter Spray.) All seems calm until everything starts to fall on you. Bomb-rocks, boulders and Volatile Dweevils are expected, but not in this quantity. Even an Anode Dweevil, a Snow Bulborb and a Fiery Bulbax will drop in on you. Use your sprays on them since everything else will kill itself. The key is lying in plain sight, but it’s no fun trying to doge an attacking Volatile Dweevil only to have a bulbax gobble them up. Avoid anything else that falls as you make for the exit of this cave. BULLY DEN. (1 floor, 25 purple Pikmin, 2 Ultra-Spicy Sprays, 2 Ultra-Bitter Sprays.) You have a bit of time before the timer reaches 270 seconds, so start collapsing the gates and baiting the Volatile Dweevils to blow themselves up. You can also collect the small treasures located here and there. When the time comes, two Waterwraiths will drop down and start rolling around the place. These liquefied frogs travel on heavy stone rollers that will crush anything in the way, including Pikmin and other enemies. If you have to avoid them, hide your Pikmin in a corner or along a wall where they can’t reach you. Fight them one at a time, throwing your Pikmin at them so that they freeze and turn purple. Keep throwing Pikmin at it until its first life meter drops and its stone rollers break. Now it will run around, harmless. Chase it down and continue throwing Pikmin at it until it dies. Only one Waterwraith has the key; the other holds a disturbing doll head. Often times when you fight the Waterwraiths, a Wollywog or some Anode Beetles will drop down as well, but the wraiths can squash them. SNIPER ROOM. (1 floor, 30 yellow Pikmin, 20 purple Pikmin, 1 Ultra-Spicy Spray, 1 Ultra-Bitter Spray.) Another nasty single-floor arena, but at least nothing drops down on you except a Careening Dirigibug. Well, then again there is the Gatling Groink on its sniper post raining death upon your Pikmin. The good news is he doesn’t have the key as its lying around somewhere, but you still have to fight past both green and red cannon beetles and bulborbs; dwarf ones and an orange one. The cannon beetles can be used against each other and the other enemies however, since you can guide their rocks towards other things. Once the path to the key is safe, retrieve the key and escape. EMPEROR’S REALM. (5 floors, 20 red Pikmin, 20 blue Pikmin, 10 purple Pikmin, 2 Ultra- Spicy Sprays, 2 Ultra-Bitter Sprays.) Well it looks like you made it to your last Challenge Mode arena. This one is pretty tough and long, not to mention you have to face two bosses along with pretty much every other bulborb species imaginable. You need to use your sprays wisely however, so use purple Pikmin to deal heavy damage to bigger enemies. Start off here by finding the Hairy Bulborb; he’s got the key. Apart from him you’ll find Dwarf Red Bulborbs, Snow Bulborbs and a sleeping Red Bulborb. Use you reds if you need to clear away the fire hazards. More fire, but much nastier enemies. The Spotty Bulbear has the key, and as usual he’s got his mini-cronies, the Dwarf Bulbears. You need a purple spray to secure a pink flower here, but first let the bulbears come to you so that you don’t have to worry about the fire or the sleeping Orange Bulborb (surrounded by a few Dwarf Orange Bulborbs). Nothing will actively attack you right away in Sublevel 3, and they even give you three Queen Candypop Buds to increase your army. You still probably need to clear away the fire hazards before you can reach them or the nectar eggs. Now back to business. The Fiery Bulbax is across water, so try to lure him into water and use the blues once his fire is out or lure him out of the water again to use reds. Either way, you should use your last Ultra-Bitter Spray on him. Don’t take any Pikmin with you when you exit since you don’t need to endanger them if the hole is across water. Look who is back, your old friend, Empress Bulbax. I bet by now your right about sick of her. With the exception of the added fire hazards (you should be used to them by now) Empress Bulbax’s battle is similar to the one in Frontier Cavern. She keeps birthing hungry Bulborb Larva every few seconds, and they want food. Your Pikmin can swarm them but they eat faster than any other creature and can deplete your Pikmin numbers in seconds. Use Olimar and Louie to kill any larvae that you see initially as their punches kill them in one hit. To kill the empress (who obviously has the key), toss your purple Pikmin at her head until she starts to squirm. When she shakes them off, whistle them back so that they don’t get sent backwards. You probably know what she does now; she rolls and kills anything, including her larvae, in her path. Hopefully you whistled back your Pikmin before she could roll over them. When she stops, she will resume birthing larvae and you can resume attacking. If you repeat these steps quickly, you won’t have to worry about the larvae as she will roll them all over before they can reach you. Use one of your red sprays on her to kill her quicker. Once she dies, kill any remaining larvae and grab the key and the fallen empress’s body. The larvae don’t leave bodies but they do leave behind nectar so use it if you have any leaf Pikmin. Even though the Titan Dweevil is now the final boss of this game, at least Emperor Bulbax gets to be the final boss of Challenge Mode. Just like in the first Pikmin, you can use bomb-rocks to kill him by having him lick them up. You can do this while leaving you Pikmin in a corner but you still need some luck because there are actually three emperors here. You can also use your sprays and attack their eyes before they even wake so that they die before they can attack. Emperor Bulbax will lick up your Pikmin if they happen to be in front of it, and it can stomp on any that are under its feet. Only its face is vulnerable to attack, unless you plan on using the bomb-rock technique. The only other thing about him to watch for is his roar, which will scatter your Pikmin in panic and awaken any other sleeping emperors. Once you grab your key, watch out for the other bomb-rocks, the water and the fire hazards. Just for curiosity’s sake, the other two emperors have the gold and silver coins. By obtaining your final pink flower, you’ve beaten Challenge Mode and unlocked the cinematic, Louie’s Dark Secret, which tells what really lead Hocotate Freight to near bankruptcy. It’s a fairly short clip, but it’s funny. Once you beat Challenge Mode and complete the 1P section with no deaths, you have fully mastered Pikmin 2. ----------------------------------------------------------------------- Appendixes. Piklopedia. 1. Red Bulborb 2. Hairy Bulborb 3. Orange Bulborb 4. Dwarf Red Bulborb 5. Snow Bulborb 6. Dwarf Orange Bulborb 7. Spotty Bulbear 8. Dwarf Bulbear 9. Bulborb Larva 10. Fiery Bulbax 11. Water Dumple 12. Bulbmin 13. Fiery Blowhog 14. Watery Blowhog 15. Armored Cannon Beetle Larva 16. Decorated Cannon Beetle 17. Puffy Blowhog 18. Withering Blowhog 19. Gatling Groink 20. Iridescent Flint Beetle 21. Iridescent Glint Beetle 22. Doodlebug 23. Female Sheargrub 24. Male Sheargrub 25. Shearwig 26. Cloaking Burrow-nit 27. Ravenous Whiskerpillar 28. Anode Beetle 29. Mitite 30. Hermit Crawmad 31. Swooping Snitchbug 32. Bumbling Snitchbug 33. Careening Dirigibug 34. Antenna Beetle 35. Lesser Spotted Jellyfloat 36. Greater Spotted Jellyfloat 37. Fiery Dweevil 38. Anode Dweevil 39. Caustic Dweevil 40. Munge Dweevil 41. Volatile Dweevil 42. Toady Bloyster 43. Yellow Wollywog 44. Wollywog 45. Wogpole 46. Lapis Lazuli Candypop Bud 47. Crimson Candypop Bud 48. Golden Candypop Bud 49. Violet Candypop Bud 50. Ivory Candypop Bud 51. Queen Candypop Bud 52. Creeping Chrysanthemum 53. Skitter Leaf 54. Unmarked Spectralids 55. Honeywisp 56. Mamuta 57. Breadbug 58. Pellet Posy 59. Common Glowcap 60. Clover 61. Figwort 62. Dandelion 63. Seeding Dandelion 64. Horsetail 65. Foxtail 66. Glowstem 67. Margaret 68. Fiddlehead 69. Shoot 70. Empress Bulbax 71. Burrowing Snagret 72. Beady Long Legs 73. Emperor Bulbax 74. Giant Breadbug 75. Pileated Snagret 76. Man-at-legs 77. Ranging Bloyster 78. Waterwraith 79. Segmented Crawbster 80. Raging Long Legs 81. Titan Dweevil Treasures. 1. Cupid’s Grenade 2. Sunseed Berry 3. Combustion Berry 4. Seed of Greed 5. Disguised Delicacy 6. Insect Condo 7. Citrus Lump 8. Spiny Alien Treat 9. Anxious Sprout 10. Child of the Earth 11. Love Nugget 12. Infernal Vegetable 13. Anti-hiccup Fungus 14. Toxic Toadstool 15. Growshroom 16. Onion Replica 17. Science Project 18. Pilgrim Bulb 19. Arboreal Frippery 20. Conifer Spire 21. Armored Nut 22. Corpulent Nut 23. Meat of Champions 24. Hideous Victual 25. Meat Satchel 26. Taste Sensation 27. Triple Sugar Threat 28. Compelling Cookie 29. Impenetrable Cookie 30. Bug Bait 31. Imperative Cookie 32. Comfort Cookie 33. Succulent Mattress 34. King of Sweets 35. Enamel Buster 36. Diet Doomer 37. Pale Passion 38. White Goodness 39. Chocolate Cushion 40. Sweet Dreamer 41. Confection Hoop 42. Pastry Wheel 43. Possessed Squash 44. Fossilized Ursidae 45. Colossal Fossil 46. Leviathan Feather 47. Olimarnite Shell 48. Fortified Delicacy 49. Scrumptious Shell 50. Memorial Shell 51. Mysterious Remains 52. Crystal King 53. Future Orb 54. Gyroid Bust 55. Unknown Merit 56. Lustrous Element 57. Mirrored Element 58. Vorpal Platter 59. Invigorator 60. Milk Tub 61. Merciless Extractor 62. Broken Food Master 63. Utter Scrap 64. Decorative Goo 65. Master’s Instrument 66. Manual Honer 67. Implement of Toil 68. Heavy-duty Magnetizer 69. Harmonic Synthesizer 70. Emperor Whistle 71. Director of Destiny 72. Sud Generator 73. Flame of Tomorrow 74. Impediment Scourge 75. Dimensional Slicer 76. Time Capsule 77. Lip Service 78. Mirrored Stage 79. Behemoth Jaw 80. Joy Receptacle 81. Fleeting Art Form 82. Danger Chime 83. Spouse Alert 84. Innocence Lost 85. Essential Furnishing 86. Icon of Progress 87. Temporal Mechanism 88. Mystical Disc 89. Vacuum Processor 90. Indomitable CPU 91. Network Mainbrain 92. Space Wave Receiver 93. Sulking Antenna 94. Nouveau Table 95. Omega Flywheel 96. Spirit Flogger 97. Superstrong Stabilizer 98. Repair Juggernaut 99. Adamantine Girdle 100. Massage Girdle 101. Superstick Textile 102. Exhausted Superstick 103. Furious Adhesive 104. Petrified Heart 105. Eternal Emerald Eye 106. Regal Diamond 107. Tear Stone 108. Princess Pearl 109. Crystal Clover 110. Unspeakable Wonder 111. Essence of Rage 112. Essence of Despair 113. Essence of True Love 114. Essence of Desire 115. Pink Menace 116. Joyless Jewel 117. Frosty Bauble 118. Gemstar Wife 119. Gemstar Husband 120. Universal Com 121. Omniscient Sphere 122. Crystallized Telepathy 123. Love Sphere 124. Crystallized Telekinesis 125. Mirth Sphere 126. Crystallized Clairvoyance 127. Maternal Sculpture 128. Extreme Perspirator 129. Rubber Ugly 130. Paradoxical Enigma 131. Silencer 132. Wiggle Noggin 133. Coiled Launcher 134. Boom Cone 135. Flame Tiller 136. Doomsday Apparatus 137. Aquatic Mine 138. Stupendous Lens 139. Air Brake 140. Worthless Statue 141. Priceless Statue 142. Boss Stone 143. Luck Wafer 144. Talisman of Life 145. Strife Monolith 146. Chance Totem 147. Dream Architect 148. Stone of Glory 149. Glee Spinner 150. Cosmic Archive 151. Remembered Old Buddy 152. Fond Gyro Block 153. Memorable Gyro Block 154. Lost Gyro Block 155. Favorite Gyro Block 156. Treasured Gyro Block 157. Proton AA 158. Durable Energy Cell 159. Courage Reactor 160. Fuel Reservoir 161. Drone Supplies 162. Patience Tester 163. Endless Repository 164. Fruit Guard 165. Nutrient Silo 166. Stringent Container 167. Survival Ointment 168. Healing Cask 169. Abstract Masterpiece 170. Optical Illustration 171. Thirst Activator 172. Yellow Taste Tyrant 173. Salivatrix 174. Gherkin Gate 175. Alien Billboard 176. Activity Arouser 177. Hypnotic Platter 178. Massive Lid 179. Pondering Emblem 180. Happiness Emblem 181. Quenching Emblem 182. Drought Ender 183. Creative Inspiration 184. Spherical Atlas 185. Geographic Projection 186. Prototype Detector 187. Five-man Napsack 188. Brute Knuckles 189. Repugnant Appendage 190. Stellar Orb 191. Forged Courage 192. Dream Material 193. Justice Alloy 194. Amplified Amplifier 195. Professional Noisemaker 196. The Key 197. Shock Therapist 198. Flare Cannon 199. Comedy Bomb 200. Monster Pump 201. King of Bugs Exploration Kit. 1. Mega Tweeter: Increases the range of your whistle. 2. Pluckaphone: Use your whistle to pluck Pikmin sprouts from the ground. 3. Solar System: Illuminates caves. 4. Metal Suit Z: Captains more resistant to creature attacks. 5. Scorch Guard: Captains immune to fire. 6. Anti-Electrifier: Captains immune to electricity. 7. Rush Boots: Captains can run faster. 8. Rocket Fist: Press A with your captains three times to execute a more powerful punch. 9. Treasure Gauge: Detects treasure nearby using gauge on bottom- right screen. Deactivates when there is no treasure in the area. 10. Sphere Chart: Unlocks Awakening Wood area. 11. Survey Chart: Unlocks Perplexing Pool area. 12. Napsack: Dismiss Pikmin, and then press X to take a nap. Any idle Pikmin near you will carry you to the onion or pod. Copyright 2005 Ryan Parra-Merrell