GameCube | Pikmin 2

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Pikmin 2 FAQ/Walkthrough
Copyright 2004 Jim Avery
wehateeveryone2003@yahoo.com or thesounddefense@yahoo.com - pick ONE.

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Table Of Contents

1 - Version History
2 - Basics
  2.1 - Characters
  2.2 - Controls
  2.3 - The Pikmin
3 - Walkthrough (I)
  3.1 - Valley Of Repose
  3.2 - Awakening Wood
  3.3 - The Perplexing Pool
  3.4 - Return To Awakening Wood (N)
  3.5 - Return To Valley Of Repose (N)
  3.6 - Return To The Perplexing Pool (N)
  3.7 - Wistful Wild (N)
4 - Frequently Asked Questions
5 - Thanks To...
6 - Legal Info

(I) = Incomplete
(N) = Not started

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1 - Version History

Version 0.2 (3:58 AM EDT 9/12/2004) - Done up through the first trip to 
Awakening Wood. More to come.

Version 0.4 (10:40 PM EDT 9/21/2004) - An update? *gasp* Yea, I found 
time to complete more stuff today. Next update's ASAP.

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2 - Basics

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2.1 - Characters

Captain Olimar - The hero of the original Pikmin has returned to their 
planet in order to save his failing company.

Louie - Your stereotypical bumbling idiot, Louie botched a really 
important delivery, and needs to aid Olimar in rectifying his mistake.

Shyacho  - The Prez of Hocotate Freight's looking to save his company 
from bankruptcy.

The Ship - Your new ship can talk, and it's got a lot of advice to 
dispense; disregard its yes-man disposition.

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2.2 - Controls

Start - Enter pause menu

Control stick - Move cursor/captain

A - Punch; pluck Pikmin; pick up/throw Pikmin; enter/exit caves

B - Call Pikmin

C-stick - Command Pikmin into certain direction

X - Separate Pikmin/captains

Y - Switch captains

Z - Change camera angle (bird's-eye/third-person)

L - Center camera behind captain

R - Zoom in/out

D-pad up - Use ultra-bitter spray (stun enemy)

D-pad down - Use ultra-spicy spray (speeds up, strengthens Pikmin)

D-pad left/right - Switch Pikmin (while holding one with A)

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2.3 - The Pikmin

Red - The first color you'll find. They're the best fighters, and are 
fire-resistant.

Purple - One of two new colors, these are basically sumo Pikmin. Each 
one has the strength and weight of 10 normal Pikmin, but are really 
slow.

White - The other newcomers. These guys are really fast, poisonous and 
poison-resistant, and can dig up buried treasure when necessary.

Yellow - These guys don't have bomb-rocks to hold anymore, but they're 
now resistant to electricity, and can still be thrown highest.

Blue - They can swim.

Bulbmin - You'll find these Pikmin/Bulborb hybrids in caves. When you 
kill their leader, you can command them with your other Pikmin.

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3 - Walkthrough

While Olimar was trying to survive on Earth in the original Pikmin, his 
company, Hocotate Freight, had to send another employee, Louie, on a 
job delivering golden Pikpik carrots. Unfortunately, a huge space bunny 
devoured the entire load, and Hocotate Freight had to take out a loan 
of enormous proportions, starting them on the road to bankruptcy.

However, upon Olimar's return (shortly after his ship is reposessed), 
they discover that a simple souvenir from the other planet is worth a 
whole 100 pokos! The president of the company sends Olimar and Louie 
back to the planet to get enough treasure to repay the other 10,000 
pokos. And thus our adventure begins...

Note: I was going to organize it so there was one section for each 
level, but I decided to make it so you could read straight through 
without hopping about (since you can't get everything at once in any 
level, except the last). Also, treasures will be listed in this manner:

Proper Name (what it is; ### pokos)

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3.1 - Valley Of Repose

-- The First Day --

You'll end up making a near-crash landing in the Valley of Repose, 
seperating Olimar from Louie. You'll start out as the former, and the 
ship will point out some Pikmin in battle. Call them over with B 
(you'll be instructed), then us the C-Stick to swarm the Bulborb and 
kill it. The ship will then find Louie, so press Y to switch to him.

Run up the slope to encounter the red Onion. Pluck the Pikmin that 
appears with A, then have it knock down all of the flowers around the 
Onion and produce more Pikmin. Once you've got 11, head down the other 
path (past the battery, which the ship will make a fuss over) to the 
paper bag. Throw all of your Pikmin on, then switch to Olimar and have 
him throw his on.

Reunited, have the Pikmin take the Bulborb to the Onion to produce just 
enough Pikmin to dig the battery out and carry it back to the ship; it 
will be appraised as the Courage Reactor (280 pokos). So ends day one.

-- All Proceeding Days --

The next day, take your Pikmin and gather more from all of the flowers 
in the area. Once you're done (you should have 42), take them to the 
other paper bag and flatten it. Swarm the Dwarf Bulborb to kill it, 
then sneak up behind the large Bulborb and throw Pikmin on its back 
unitl it dies (you shouldn't lose any). Take their bodies back for more 
Pikmin if you'd like, then go back and grab the Utter Scrap (crushed 
can; 170 pokos).

Take them all back and order them toward the stick wall to break it 
down. Head toward the hole in the ground and the ship will make a 
remark, then go up to it and press A to enter the Emergence Cave.

-- Emergence Cave --

Necessary Pikmin: red

Sublevel 1: Separate all the Pikmin and go up to the hole in the next 
area with just Olimar to see a cutscene (to prevent the beasts from 
getting your Pikmin). Go back and get them, then kill all of the beasts 
and bring them back to the pod (they're worth something), along with 
the Quenching Emblem (bottle cap; 100 pokos) and the Citrus Lump 
(orange; 180 pokos). Continue to the next floor.

Sublevel 2: Swarm two Bulborbs, then pass the globe (you need 101 
Pikmin for it) and continue on until you reach the purple Candypop 
Buds. Throw 5 Pikmin into each one, and they'll come out as purple 
Pikmin; each one has the strength of 10 Pikmin. Pluck them all, then go 
back and retrieve the Spherical Atlas (globe; 200 pokos), which will 
become the Sphere Chart and let you access the next area. Grab the rest 
of the beasts, then go to the geyser and press A to exit the cave.

--

Outside the cave again, the ship will make a big fuss, then the day 
will end. You're done getting treasure here until a bit later.

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3.2 - Awakening Wood

Upon landing, grab your red Pikmin and kill all of the Bulborbs in the 
area in front of the ship. Once that's done, get the Sunseed Berry 
(strawberry; 170 pokos) from the elevated area. Go up the slope near 
the ship and use the Pikmin to grab the berries from the plants there; 
ten of them will get you an Ultra-Spicy Spray that can temporarily 
strengthen and speed up your Pikmin. Go back and knock down the wall, 
then kill the enemy behind the wall by swarming it. Take the left path 
(watch out for the giant plant enemy) and go right to find the Hole of 
Beasts.

-- Hole Of Beasts --

Necessary Pikmin: red, purple

Sublevel 1: A simple level. Go forward and kill the sheargrubs that 
appear, then grab the Stone Of Glory (d-pad; 100 pokos) and go on to 
the next floor.

Sublevel 2: Only things here are two more purple Candypop Buds; get 
yourself 10 more purple Pikmin and head on down.

Sublevel 3: There are fire spouts all over the place; take your fire-
resistant red Pikmin to disable them all, then get the Strife Monolith 
(Mah-Jong tile; 150 pokos) and the Cosmic Archive (floppy disk; 230 
pokos).

Sublevel 4: You'll need your red Pikmin to take out fire spouts here. 
Kill the Bulborb here to get the Dream Architect (Game and Watch; 280 
pokos), then get the Luck Wafer (playing card; 140 pokos) near the 
Candypop Bud (5 more purple Pikmin).

Sublevel 5: This'll be your first boss, the Empress Bulblax. Take your 
purple Pikmin and throw a few on her to wake her up. Throw some on her 
face; then call them off when she tries to shake them off. Once she 
starts shaking wildly, call them off and keep them off until she stops 
rolling around. She'll die eventually, and will leave behind the 
Prototype Detector (Love Tester; 200 pokos); the ship will derive from 
it the Treasure Gauge, which will alert you when treasure is near. Head 
outside.

--

Back out, head back along the path toward the Hole of Beasts, but 
instead of taking a left past the old wall, head forward and flatten 
the paper bag. Kill the enemy here, then head into the next cave, the 
White Flower Garden.

-- White Flower Garden --

Necessary Pikmin: red, purple

Sublevel 1: Watch out when throwing Pikmin around here, they can fall 
to their deaths. Swarm all of the sheargrubs around here, then grab the 
Alien Billboard (shoe polish; 80 pokos).

Sublevel 2: Go around with your red Pikmin and take out the Fiery 
Blowhogs here, then throw some Pikmin down (if necessary) to the 
Petrified Heart (jewel; 100 pokos) and grab the Drought Ender (bottle 
cap; 100 pokos).

Sublevel 3: Nothing here but three white Candypop Buds; throw some red 
Pikmin into these to get white Pikmin back out. Once you've got 15, use 
your Treasure Gauge to track down a treasure, and the white Pikmin will 
dig it up. Haul the Superstick Textile (masking tape; 80 pokos) back to 
the pod.

Sublevel 4: Use your white Pikmin to take out the poison spouts, then 
grab the Survival Ointment (chapstick; 90 pokos) and the Toxic 
Toadstool (mushroom; 30 pokos).

Sublevel 5: Prepare yourself for the easiest boss fight ever. Take a 
smallish number of red Pikmin (like 25) into the next area, and the 
Burrowing Snagret should pop out. If he comes out all at once (up to 
the neck), run away. If he pokes his beak out, throw your Pikmin on 
him. Rinse and repeat. He'll go down like a sack of potatoes. You get 
from him the Five-man Napsack (glove; 100 pokos), which in turn becomes 
the Napsack; hold X to take a nap, and a couple of Pikmin will take you 
back ot the Onion. I, like most of the world, am mystified by what 
purpose this could possibly serve. humber_pig@hotmail.com suggests: 
"The nap function I have found very usefull it allows me to send one of 
the leaders back to the ship or onions with out leading him there. so I 
can continue useing the other one."

--

Once you're outside again, take your army (reds, purples, whites) and 
head back to where the White Flower Garden was. Have your white Pikmin 
break down the wall and destroy the poison spouts (note: it takes 15 
Pikmin forever squared to knock down a wall). Go over to the blocks and 
throw a single red on the raised block, then stand on the lower one and 
throw all of the others on the ledge. The lower block will eventually 
rise, so call your Pikmin and head forward to some purple berries. Have 
some Pikmin gather these, and have a few more get the Chance Totem 
(die; 100 pokos) from the ledge. After a bit, the berries will grow 
back, so pick them again and you'll get a helping of Ultra-Bitter Spray 
to paralyze the enemy.

Get all of your Pikmin (don't forget that one red) and head back to the 
Hole of Beasts and go the opposite way at the T-split to find another 
poison wall; use whites to knock it down. Bring the rest along to roll 
out a bridge (watch out for a Creeping Chrysanthemum), and you can 
transport the Geographic Projection (globe; 200 pokos) to the ship, 
creating the Survey Chart and opening up The Perplexing Pool. This 
should exhaust your options for this area without yellow or blue 
Pikmin. No, you can't get the blue Pikmin yet.

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3.3 - The Perplexing Pool

This place seems like a later form of Pikmin's Distant Spring. Anyway, 
our first task is getting ourselves some yellow Pikmin. If you go 
forward a bit, the ship will alert you to their presence. Grab all your 
whites and maybe 50 reds. Go down the slope, then left. Sneak up on the 
Yellow Wollywog and throw Pikmin on until he turns around, then run. 
Your Pikmin will kill him by the time he lands. Continue on to the 
blocks; throw a red on one, throw the rest on the ledge. Take the 
Pikmin on the ledge and go forward to the Fiery Bulblax (if a Snitchbug 
takes your Pikmin, throw more Pikmin on it, then swarm).

Separate your Pikmin and take your reds to the Bulblax, then 
continually throw them on until he dies. You can have reds haul stuff 
back if you want, then take your white Pikmin and knock down the poison 
wall. Once they're done, go forth alone to the tree with the yellow 
Pikmin; call them down, then have them get all of the yellow flowers 
here to generate a total of 24 yellows. Go back and get your reds, then 
take them past the entrance to the yellow Pikmin area, toward a Fiery 
Blowhog. Defeat it, then have them unfurl the bridge.

Take a few yellow Pikmin (10 at least) to the bridge and go toward the 
large stump near it. Go around until you're up higher, then throw the 
Pikmin up to the Impediment Scourge (bottle opener; 50 pokos) and 
they'll bring it back. Go back there with yellows, to the weird 
platforms, and go to the very left, near a ramp. Throw the yellow 
Pikmin up, then walk up the ramp. Carefully walk along the left edge 
until you come to a dead end, then throw the Pikmin up to the Gherkin 
Gate (pickle jar top; 100 pokos).

Go back once again with all of your yellow Pikmin and walk back toward 
where the blocks were, then knock down the nearby electric fence. Once 
it's all down, get some more Pikmin (reds, purples, maybe) and enter 
the Glutton's Kitchen.

-- Glutton's Kitchen --

Necessary Pikmin: yellow
Recommended Pikmin: red, purple

Sublevel 1: Interesting level...anyway. Dwarf Bulbears are everywhere. 
Kill them however you wish (I prefer throwing purples on them), then 
grab the Master's Instrument (crayon; 30 pokos).

Sublevel 2: The Breadbug makes his reapparance here. He'll try to steal 
your stuff, but if you swarm the item he's carrying you can drag him 
back to the ship and do serious damage (do not try this with 
Sheargrubs). Otherwise, just throw Pikmin on him. If he drags a Pikmin 
back to his hole, it will die, but if you kill the Breadbug, its hole 
will disappear, and sometimes treasure will come out. Grab the 
Imperative Cookie (swirly cookie; 25 pokos) and the Massive Lid (bottle 
cap; 100 pokos).

Sublevel 3: You'll want to run around with your yellows for a bit, 
destroying electric traps and killing Anode Beetles (throw them on). 
There's also a Puffy Blowhog, and more Breadbugs. Here's a strategy: 
kill anode beetle, bring it near ship, have Breadbug grab, swarm, kill 
Breadbug. One of the Breadbugs is holding a treasure, either the 
Harmonic Synthesizer (castanets; 120 pokos) or the Director Of Destiny 
(broken compass; 100 pokos).

Sublevel 4: Some Breadbugs are running around, as well as a Bulbear and 
some Dwarfs. Kill them off, and get the Happiness Emblem (bottle cap; 
100 pokos); the Bulbear will come back to life unless you bring him to 
the ship quickly. There's also an Invigorator (coffee mug; 130 pokos) 
outside the boundaries a little, and a White Goodness (white chocolate; 
60 pokos) up on a ledge; use yellows to get it.

Sublevel 5: Some Cannon Beetles are wandering about; using their rocks 
to kill enemies is always fun. Afterward, take care of them (throw 
Pikmin in front of them between rocks), then collect the Boom Cone 
(party hat; 100 pokos) and the Sulking Antenna (portable antenna; 150 
pokos).

Sublevel 6: The boss level pits you against a Giant Breadbug. You can 
lure him back to your ship, as always, but use only yellows due to the 
electric traps and beetles; two whacks will do it. Also kill the Anode 
Beetles and Breadbugs for cash and perhaps treasure. Treasures here 
include the Hideous Victual (egg; 100 pokos), the Sweet Dreamer (donut; 
40 pokos), the Meat Of Champions (ham; 35 pokos), and the Dream 
Material (eraser; 100 pokos) which comes out of the Giant Breadbug. 
This will give you the Anti-electrifier, making you invincible to 
electric attacks. Once done, leave.

--

Okay, you're back outside. There's a cave right next to the landing 
site, the Citadel of Spiders. Get some reds, whites, yellows, and 
purples and head in.

-- Citadel of Spiders --

Necessary Pikmin: red, yellow
Recommended Pikmin: white

Sublevel 1: Not much here; some Sheargrubs, and some leaf enemies 
(throw one Pikmin on and it dies). The only treasure around is the Love 
Nugget (tomato; 40 pokos).

Sublevel 2: I recommend running around with reds to take out the flame 
traps. There are a couple of Wollywogs around, not too much trouble; 
one's holding a Creative Inspiration (bottle cap; 100 pokos). Some 
flame Dweevils (spiders) will be lurking about, picking up treasures. 
Get the Lip Service (lipstick; 50 pokos) and the Paradoxical Enigma 
(duck head; 80 pokos). Break down the wall to get to the exit.

Sublevel 3: A level for yellows. Anode Beetles and Snitchbugs abound. 
The treasures are the Patience Tester (water chestnuts can; 130 pokos) 
and the Memorial Shell (shell; 100 pokos).

Sublevel 4: We've got some blue enemies going round that pretty much 
instantly kill Pikmin; I used Olimar to kill them. I also used him to 
kill the crab-thing (lure him out, attack his butt). Otherwise, fire 
spouts make red Pikmin excellent for exploring. You can find a Flame of 
Tomorrow (matchbox; 10 pokos), and there's a Time Capsule (locket; 70 
pokos) somewhere, and one of the crabs is holding a King of Sweets 
(dark chocolate; 15 pokos).

Sublevel 5: This final level pits you against a Beady Longlegs. About 
15 Pikmin (try not to use whites) should suffice. Take them and throw 
them on his body when he rests, then call them off before he spins. 
Don't let him squish your Pikmin. He'll drop The Key (key; 100 pokos), 
which will unlock Challenge Mode. Use your white Pikmin to dig up a 
Regal Diamond (diamond; 100 pokos) on a ledge, then leave.

--

You're done with the Perplexing Pool for now.

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3.4 - Return To Awakening Wood

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3.5 - Return To Valley Of Repose

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3.6 - Return To The Perplexing Pool

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3.7 - Wistful Wild

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4 - Frequently Asked Questions

Q: What are those sprays?
A: The ultra-spicy spray temporarily strengthens and speeds up your 
Pikmin. The ultra-bitter spray temporarily paralyzes an enemy.

Q: How do I get through a cave sublevel really fast?
A: Leave most of your Pikmin with one captain, and take one or two with 
the other. Have the captain with less Pikmin go and find the entrance 
to the next level, then when he enters, all the Pikmin will go along.

Q: How do I know which Onion an enemy is coming back to?
A: Whatever color the numbers change is the one. Purple/white Pikmin 
take it to alternating Onions.

Q: How do I know which Pikmin the leader is going to throw?
A: At the bottom, a particular Pikmin will appear next to the counts; 
you'll throw that one. Also, the arrow above your cursor turns the 
color of the Pikmin.

Q: Can I host your walkthrough on my website?
A: E-mail me that question and I'll give you my answer.

Q: You forgot to mention this./I have a tip for doing this./How do I do 
this, because it's not in your FAQ, but should be?
A: E-mail me concerning any of the above situations. Remember to put 
'Pikmin 2' somewhere in the subject line so I know what you're talking 
about. Always double-check to make sure my FAQ doesn't answer your 
question, because 90% of the time, based on what I've seen, it does. If 
you e-mail me asking a question that's not in my FAQ because that 
particular section is incomplete...just don't, because the odds are my 
answer is 'I don't know.' Soon I will know all, and you can e-mail me 
then.

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5 - Thanks To...

Shigeru Miyamoto for creating the best games the world's ever seen.

Nintendo for making this game.

Wal-Mart for being the only place to have the blasted game.

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6 - Legal Info

This may not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise 
distributed publicly without advance written permission. Use of this 
guide on any other web site or as a part of any public display is 
strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by 
their respective trademark and copyright holders.