Pikmin 2 - Strategy Guide (Page 01)
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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.
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