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Pikmin 2 - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Pikmin 2 - Strategy Guide (Page 01).

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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