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Pikmin 2 - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Pikmin 2 - Strategy Guide (Page 02).

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).

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