Pikmin 2

2-Player Battle Mode Guide

In-Depth FAQ

By Joshua Morgan (opuren2)

E-mail: faqs@nreviews.com

Most recent version: Version 0.6 (December 20, 2007)

Copyright 2006 Joshua Morgan. I am the Webmaster of www.nreviews.com. All 
content on www.nreviews.com Copyright 2000-2006 Joshua Morgan.

This guide is proudly hosted on GameFAQs (www.gamefaqs.com) and NReviews 
(www.nreviews.com). Special thanks to GameFAQs for existing and hosting this 
guide!

= = TABLE OF CONTENTS

Section 1   (S100): Introduction
       -1.1 (S101): Version History
Section 2   (S200): Basics
       -2.1 (S201): What You Need
       -2.2 (S202): Controls
Section 3   (S300): Rules of Play
       -3.1 (S301): Marbles
       -3.2 (S302): Growing Pikmin
       -3.3 (S303): The Playing Area
       -3.4 (S304): Olimar/Louie
       -3.5 (S305): Pikmin
       -3.6 (S306): Sprays
Section 4   (S400): Cherries
       -4.1 (S401): Purple/Red Nectar
       -4.2 (S402): Volatile Dweevil
       -4.3 (S403): Fiery/Watery Blowhogs
       -4.4 (S404): Withering Blowhog
       -4.5 (S405): Swooping Snitchbug
       -4.6 (S406): Marble Recovery
       -4.7 (S407): Boulders
       -4.8 (S408): Flower Pikmin
       -4.9 (S409): +5/+10 Pikmin
       -4.10(S410): Invisibility
Section 5   (S500): Battle Arenas
       -5.1 (S501): Battle Field
       -5.2 (S502): War Path
       -5.3 (S503): Carpet Plain
       -5.4 (S504): Angle Maze
       -5.5 (S505): Colosseum
       -5.6 (S506): Rusty Gulch
       -5.7 (S507): Brawl Yard
       -5.8 (S508): Tile Lands
       -5.9 (S509): Dim Labyrinth
       -5.10(S510): Hostile Territory
Section 6   (S600): Strategies
Section 7   (S700): Questions/Miscellaneous Information
Section 8   (S800): Other Legal/E-mail Information
       -8.1 (S801): Contributors Listing
       -8.2 (S802): Copyright Information
       -8.3 (S803): What It All Means to You
       -8.4 (S804): Conclusion

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= = SECTION 1: INTRODUCTION (S100)

Welcome to my first so-called guide, of FAQ as it is known on GameFAQs. I 
have done a few game help sections for my website, a few being very 
successful. I found it interesting, because whenever I need help in a game 
(which is rare) I turn to GameFAQs. For whatever reason, people tend to use 
search engines for their game questions. That opened my site to tons of 
visitors for my Pokemon Ruby/Sapphire/Emerald game help page and my Sims 
Bustin Out game help page.

I can't even tell you what compelled me to start this guide. Maybe I felt a 
longing for a more complete help page, as most of the stuff that people 
submit to GameFAQs is very thorough. I don't want to do a complete 
walkthrough yet, but it also has to be thorough enough to even be considered 
a guide. That's where GameFAQs In-Depth FAQs come in handy for people like 
me. Not that I would skimp on making a thorough guide, but it's a little 
less work to get a guide going on one subject rather than the whole bundle.

Okay, so I decided I should do a guide. I originally was going to a guide 
for Mario Kart DS. I don't even own the game, but I play off of someone 
else's DS everyday online, and I know the online mode pretty well. And 
nobody has made an In-Depth FAQ for the topic of online play for that game.

I got a little discouraged when I realized that a few of the complete 
walkthroughs have pretty extensive sections on the topic anyway. So I 
abandoned the idea, for now (but hey, there's an idea for someone else who 
has more motivation on the topic). But I'll tell you the main reason. I 
needed more knowledge of the way to connect to the Wi-Fi connection, and I 
would feel like reinventing the wheel to make a guide on this topic when 
it's already pretty thoroughly discussed in other guides.

So, I'll lay it straight. I haven't looked at any other walkthrough for this 
game. So I don't know how thorough anyone else's guide is on the topic of 2-
Player Battle Mode. So I hope that this guide covers everything you can 
think of in terms of this mode.

And going back to the reason I am doing this, I still don't know. I am 
already very busy as it is. But you know, something feels right about making 
this guide. I don't feel like a nerd who is just wasting his time making a 
guide that takes tens of hours to complete. If I help one person, I'm going 
to feel good about having made this. The same goes for my entire website 
(www.nreviews.com). By the way, I am a nerd.

When it came down to picking the game and topic, I chose from what I've 
already done for my site. My game help site for Pikmin is hardly 
comprehensive; mainly basic stuff. At this point, I don't feel like making a 
guide to the game. There are already plenty. But the 2-P Battle Mode hasn't 
been covered In-Depth, so I hope that I am the only one making this guide 
right now so that I'm not taking away from someone else. We'll see. And 
thanks for reading this rant. Now onto the guide.
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= = SECTION 1.1: VERSION HISTORY (S101)

-Version 0.6 (December 20, 2007): After a huge delay, I finally make another 
update (I can't believe I made no updates last summer). I added the fourth, 
fifth and sixth battle arena guides. For some reason, I never recorded when 
I did the second and third level guides in the version history. It was 
likely the February 4, 2007 update.
-Version 0.52 (April 1, 2007): This update simply rids the version history 
of the second decimal point. I didn't like it (i.e. This would be version 
0.5.2, but this update gets rid of the second decimal point, so it's truly 
0.52) so I took care of that. I played the 2-P Battle Mode for an hour the 
other day, so believe me, I'll be finishing this soon.
-Version 0.51 (February 4, 2007): Will I EVER finish this guide? Well, I 
updated the e-mail section with a new form that has replaced the former e-
mail address. Sick of spam, that's all.
-Version 0.5 (October 7, 2006): After a two-month hiatus, I decided to 
actually do something to the guide. Finished up the Cherries section, and 
begun the Battle Arenas section with the introduction and the first level.
-Version 0.4 (August 2, 2006): Continued writing Cherries section. Added 
'Threat Level' for each cherry. Slight revisions made for clarification.
-Version 0.3 (July 30, 2006): Finished 'Sprays' subsection. Began Section 4 
with a few of the Cherry symbols explained. Re-formatted guide for proper 
submission. IF YOU ARE PLANNING ON MAKING A GUIDE, DO NOT PRESS TAB. I 
LEARNED THIS THE HARD WAY TODAY, AND IT'S A GOOD THING I FOUND OUT SOONER 
THAN LATER.
-Version 0.2 (July 29, 2006): Wrote all of Rules of Play section except 
'Sprays' subsection. Wrote Table of Contents.
-Version 0.1 (July 28, 2006): Began guide. Added template for Legal/E-Mail 
Section. Wrote Introduction and formatted the guide. Began Section 2 with 
'What You Need' and 'Controls' subsections.
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= = SECTION 2: BASICS (S200)

Whether you've never picked up a GCN controller or even played Pikmin, the 
goal of this section is to get you familiar with how to play the game. That 
includes the controls and rules of play. The first subsection below will 
help you get started playing.
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= = SECTION 2.1: WHAT YOU NEED (S201)

Here's what you need to play besides the game disc and a working Gamecube 
(or Nintendo Wii).

-2 controllers

Yep, that's it. You don't even need a Memory Card for any part of the mode. 
The mode consists of 10 levels, which are already available right from the 
start. And since there's nothing to save or unlock, you don't need a Memory 
Card. There's very few games that do this. In fact, I can't think of any 
right now. I remember going to Japan and not even being able to play Custom 
Robo with my friend because he didn't have his Memory Card with him. What a 
bummer. You may as well insert a Memory Card because it will load the other 
settings that the game uses, like Surround sound, anti-flicker, etc. Unless 
you're real picky about settings, then you don't really even need to touch 
them in order to play the game. If you can, I'd suggest playing with a 
Surround sound system and putting the game to that setting. Just for 
graphics quality, I'd also suggest leaving the anti-flicker turned on. Other 
than that, this is all you need to play, literally. One reason I love this 
game.
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= = SECTION 2.2: CONTROLS (S202)

Below is a list of the controls used for every aspect of the battle mode. 
Just a heads-up that the player using the controller plugged into Slot 1 
will control Red Pikmin with Olimar. The controller plugged into Slot 2 will 
control Blue Pikmin with Louie. Player 1 plays on the top screen, and Player 
2 plays on the bottom screen.

Control Stick:    -Move Olimar/Louie around.

C Stick:          -Move Pikmin who are under your command in the direction 
that this is pointing.

A Button:         -Throw Pikmin from your army.
                  -Hold button to hold onto one Pikmin and carry with you.
                  -Pick Pikmin out of the ground (when near them). Continue 
pressing A to continue pulling more and more out of the ground without 
slowdowns. Stop pressing A to revert back to normal control of throwing 
Pikmin from your army.

B Button:        -Call all of your Pikmin back to you when they are not 
under your command. The Pikmin within range of your whistle will come back.

Y Button:        -Use a Cherry. Collect one with your Pikmin and wait for 
the roulette to stop on a symbol that will indicate what will occur when you 
press the button (See Section S56352 for info on what each Cherry symbol 
means).

X Button:         -Dismiss Pikmin under your command (See Section S56323 for 
info on idle Pikmin).

Z Button:         -Toggle between an aerial camera and a normal view camera.

L Button:         -Put the camera behind the direction Olimar/Louie is 
facing.

R Button:         -Toggle between three different zoom levels of the camera. 
It is defaulted to a normal view, and can go to a far zoom and close zoom 
and toggle back to normal. Normal or far zoom is recommended.
                  -Hold button to fix camera at a closer, more horizontal 
view.

Up on the + Pad:  -Use purple spray.

Down on the + Pad:-Use red spray.

Start/Pause:      -Pause the game. Use the Control Stick to choose whether 
or not to continue. Nothing else is seen on the Pause Menu, though the 
actual gameplay can be seen, but is faded.
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= = SECTION 3: RULES OF PLAY (S300)

Okay, so let's lay down the rules of the 2P Battle Mode. You begin the game 
with a set amount of Pikmin. The default is 10, but you or your opponent may 
change this by pressing L to decrease by 5 and R to increase by 5 on the 
main menu for the mode. The minimum starting amount is 5, and the maximum 
starting amount is 50. A little more on Pikmin numbers later. This is the 
absolute only thing you can change about the gameplay. Think of it as a 
handicap. One person could have a few more than you if they are beginners, 
or vice versa. Personally, I always play with just 10 Pikmin to start. I 
think 5 Pikmin is a little too low, but for every five Pikmin you increase 
it by, you are lowering the amount of time to play. Then select one of the 
10 levels, and you're ready to begin (Only Player 1 has control of choosing 
the level).

Now that the game has begun, what do you do? A big part of this game is 
growing your Pikmin numbers, but it's not the ultimate goal. You may know 
that in the main game, you use your Pikmin army to find treasures. Sometimes 
these treasures are buried in the ground, and sometimes they are in enemies. 
Well, the treasures you collect in this mode are Marbles.
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= = SECTION 3.1: MARBLES (S301)

Marbles are scattered all over each level. They are all colored yellow, as 
either player may take the marble. But your opponent and you both have a 
marble that is the same color as your Pikmin. Your Pikmin cannot move that 
marble, but your opponent can take it. Here are the two ways you can win:

-Collect four yellow marbles.
-Collect your opponent's marble.

'Collect' means to use your Pikmin to carry the marble back to where yours 
started at. This is also the place where your Pikmin sprout from and grow. 
The game calls it your Onion. Okay, but I'd like to think of this game as 
partially a game of capture the flag, errr...capture the marble. Plus it 
really isn't just your Onion. It is the area around it that feels like your 
own. So I am calling it your base.

Pikmin automatically carry all items back to the same place (your base), and 
are programmed to take the shortest route possible to get there. In most 
levels, the shortest route should be obvious, but I will admit that the 
levels are all big to some extent. There's even one level that is very 
random, and may even be hard for you to remember where you are (See Section 
S34162). This is just a hint if you get lost. You can simply follow your 
Pikmin back to your base.

I should also touch down on the basics of what Pikmin carry. Every item that 
they can carry (except for cherries) has a minimum amount of Pikmin needed 
to even lift it off the ground, and a maximum amount, which allows for 
fastest travel. Each enemy is a little different, but for marbles, you only 
need 1 Pikmin to carry it back to your base. However the maximum is 8, and 
if you're in a hurry, I'd suggest putting that much to the marble.

Once the marble is safely inside the Onion, a symbol will appear to indicate 
that you have one marble. Each player has symbols to indicate how many they 
each have. Use this to your advantage, because if your opponent somehow has 
three yellow marbles, and have none, this may be a good time to plan on 
infiltrating their base and stealing their marble. Why? Because if you get 
it back to your Onion with it, you win.

And when I say you win, there's no catch. That ends the round and you win! 
Sounds pretty good, but there are strategies to doing it. This is only the 
rules section, so see the section on strategies. But keep one thing in mind. 
You cannot move your marble, nor your opponent his. That means if you only 
get halfway back to your base and your opponent attacks you, you may be left 
helpless without any of your Pikmin with you. But here's the good thing. He 
cannot move the marble wherever it is. So your effort to get it halfway 
won't have been in vain. And here's another good thing. Whatever Pikmin your 
opponent's Pikmin defeat go back to your base. You just have to pick them 
out of the ground under your Onion.

So now you know how to win. But you're going to need Pikmin to do it.
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= = SECTION 3.2: GROWING PIKMIN (S302)

There are a few different ways to grow Pikmin. The most obvious and well-
known way is to bring fallen enemies back to your base. You can also use two 
cherries to grow your Pikmin numbers (See Section S537238). There is only 
one restriction on Pikmin numbers.

-You may not have more than 50 of your colored Pikmin anywhere in the field.

That goes for your opponent, so just like the main game, only 100 Pikmin can 
exist in the field at once. And unlike the main game you cannot store Pikmin 
for later in your Onion. So any enemies or cherries you use to increase your 
Pikmin when you have 50 are useless. There are two numbers on the bottom of 
your screen. The first is how many Pikmin are under your command, and the 
second number is how many color of your Pikmin exist somewhere. Keep in mind 
the number includes those in the ground.

The number of Pikmin you theoretically need to win the battle depends on 
you. You will want to spend a little bit of time growing Pikmin to get your 
numbers up, but spending too much time at your base leaves your opponent 
room to take all of the yellow marbles on the field.
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= = SECTION 3.3 THE PLAYING AREA (S303)

Each level is different when it comes to enemies and obstacles. But there 
are some general things you should know. There's only one major thing that 
every level contains, and that is seven yellow marbles. That means there are 
not enough marbles for both you and your opponent to get four each, but 
there is enough for both of you to get three, and the one person to get 
four. This leaves for very interesting rounds, as you may end up fighting 
for the last marble. In some levels, the marbles will be inside of enemies. 
Read the section on levels for specific levels in which that is the case.

But your base is very unique in that there are always a few things you can 
count on at your base. Below is an outline of what you can find there at the 
beginning of each match.

-Your Onion (never moves)
-Your Marble (an opponent can move it)
-Eggs (contains nectar of some sort; anyone can break it, including 
yourself)
-A few Pellet Posies (A few pellets grow in them, and can help you start 
growing your Pikmin army.
-Yourself (Where you always begin)

Later on you may also find these things at your base.

-Enemies (Unless you lured an enemy there, your opponent used a cherry to 
drop them there. They disappear 50 seconds after dropped there)
-Pikmin sprouts (from enemies you brought back to your Onion, from Pikmin 
defeated by your opponents Pikmin, or from a cherry)
-Your opponent (Who is likely trying to steal your marble)

Except for the last level, there aren't really any obstacles to run into in 
the game. In fact, let's review a few things you won't find in any level.

-Walls to break down.
-Water of any kind, and no fire spouts (though fiery/watery blowhogs can 
appear from enemies' cherries. See Section S403).
-Other colors of Pikmin.
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SECTION 3.4: OLIMAR/LOUIE (S304)

What rules apply to Olimar and Louie? Not much. You are hardly restricted to 
anything, except a few cases where your Pikmin can venture off into areas 
not accessible to you because of mini-walls, and etc. But there are a few 
ways they can get injured, listed below.

-an enemy (such as biting)
-boulders, from enemies and cherries.
-bombs, from enemies and bomb spiders from cherries.
-electricity (in the last level. See Section S510).

There are also a few ways you cannot get hurt.

-Fire or water (shot from a fiery blowhog or watery blowhog).
-Opponent's Pikmin.

Though you will not get physically hurt by opposing Pikmin, they can become 
annoying when they are all over you. Rotate the Control Stick to shake them 
off. They will continue to follow you, so best to get some of your Pikmin to 
help you out. Or a sneaky thing to do (if you have time, and see Section 
S6278 for more on this before you think about it) is to feed them to 
Bulborbs.

The reason I point out that you can get hurt is that it is also possible to 
lose the match in two different ways, in addition to the fact that you can 
win two ways. Below are the two ways you can lose a match.

-Your health is fully depleted.
-All of your available Pikmin die.
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= = SECTION 3.5: PIKMIN (S305)

There are a few things you should know about the Pikmin. One important thing 
that you may know from the main game is that red Pikmin are a little 
stronger than blue Pikmin. In this mode, to keep things fair, they are both 
of the same strength. There are also many ways they can die. Here are the 
all the ways.

-defeated by opposing color Pikmin
-eaten by an enemy
-squashed by a boulder or some enemies
-a bomb explosion
-taken underground by a Breadbug
-falling off of the course
-electricity

Remember, for specific levels that have these enemies and obstacles, see the 
Section for Battle Arenas. It is possible to give Pikmin flowers on their 
heads instead of just leaves. They start out as leaves when first picked, 
and the ones you start the game with you. The only benefit of Pikmin with 
flowers instead of leaves is that they travel faster, but it does help to 
have this. There are a few ways to change their leaves into flowers.

-Any Pikmin who touches yellow nectar (can be from eggs, or in specific 
cases from enemies. See Section S306 for the special case on nectar from 
enemies).
-From a cherry symbol (See Section S408)
-Growing for extended periods of time in the ground.

In addition, there are a few ways they can lose their flowers, and go back 
to leaves.

NOTE: Instant Loss means the condition causes the flowers to go away 
immediately. Gradual Loss means the condition causes the flowers to go away 
after repeated exposure to the condition.

-Caught in a wind from an orange blowhog dropped at your base (Instant Loss)
-Caught in a wind from a big puffy, blue blowhog (Gradual Loss)
-Shaken off by an enemy (Gradual Loss)
-Forced into sprouts by your opponent's purple spray (Instant Loss)
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= = SECTION 3.6: SPRAYS (S306)

Part of the rules is being allowed to use sprays. There are two types of 
sprays: red and purple. You use the + Pad to use a spray (See Section S202). 
In most levels, you begin with two of each kind, but in War Path you begin 
with just one of each (See Section S502 for info on War Path). There are a 
few ways to get more of the sprays.

-Find purple or red nectar.
-Use a cherry that corresponds to an additional purple or red spray (See 
Section S401)

I'll start by talking about the purple spray. This spray is used in the main 
game to freeze enemies. In Battle Mode, you can also use it to freeze your 
opponent's Pikmin, and that's probably how you should use it. If you decide 
to freeze enemies, you can defeat them without problem. If you defeat 
enemies while they are frozen, instead of their body being there, you will 
be left with nectar. Usually it is yellow nectar, but occasionally it is 
purple or red nectar, which increases your sprays by one depending on the 
color. Simply walk over it with Olimar/Louie to get it.

When I say freeze your opponent's Pikmin, you are really putting them into 
the ground. They will stay underground for about 10 seconds. It doesn't seem 
like long, but it really works well when your opponent is left helpless.

During the time that they are underground, your opponent can try to pick a 
few out of the ground. But after 10 seconds, all affected Pikmin will simply 
pop right back up. Remember that since they have been put underground, they 
lose any flowers they have. Here's another good thing. If they were 
supercharged from a red spray and you use a purple spray, that condition 
also disappears. It will make your opponent feel like he wasted a red spray, 
and that's a good thing.

Now onto red sprays. All Pikmin under your command will be supercharged when 
you use the red spray. When they are supercharged, the following conditions 
apply:

-Run a little faster than flower Pikmin (regardless of whether they are 
flowers or leaves, they all run with the same speed).
-Fight much stronger (Enemies and opponent's Pikmin stand little chance).

There are a few other things to note. The condition wears off after about 40 
seconds. Also keep in mind that Pikmin who engage enemies and are shaken off 
of them will lose the condition faster than the rest of the Pikmin. It's 
similar to the gradual loss of flowers on Pikmin when getting shaken off of 
an enemy.
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= = SECTION 4: CHERRIES (S400)

Cherries are lying around every level, and are always regenerating. They mix 
up the game, but never very drastically. Cherries are very lightweight, and 
only take one Pikmin to carry back to your Onion. One is actually the 
minimum and maximum amount. They can travel very fast back to the Onion, 
usually fast enough to dodge enemies. They may brush by enemies, disturbing 
them. And if it's a big Bulborb, that could be very bad. Of course, a flower 
Pikmin will travel faster back with a cherry.

When a cherry reaches the Onion, a roulette will spin for about 5 seconds 
and stop on a symbol. This section details what every symbol means and what 
to expect from each one. But you may find more than one cherry at one time. 
Well, every additional cherry that you receive from the roulette is stored 
and marked by a red dot. The roulette appears on the right side of the 
screen, and the red dots appear above the roulette. When you use a cherry 
(by pressing Y) the condition takes place immediately, and the roulette will 
spin again until there are no more red dots (additional cherries stored). 
Then the roulette will disappear until another cherry is stores in the 
Onion. You can have a maximum of five stored. That's four plus the one the 
roulette stopped on. You shouldn't have more than two or three at one time, 
anyway. The only way you might have four stored is if you are holding onto 
one and collect four more.

Only four cherries can appear at one time in a level. Of course, they will 
regenerate forever until there are four present somewhere in the level. 
Where you find cherries differs on each level, but usually where you find 
one, you can find more regenerate there in the future. But once they are 
stored in the Onion, they will continue to regenerate randomly. Another 
cherry appears every 10 seconds, so you could easily spare a Pikmin every 
time you find a cherry to bring it back to the Onion and get heavily 
rewarded. The rest of this section covers what each symbol does, and how to 
use the symbols, and etc. They are ordered based off of the cherry symbols 
in the game's rules off of the main menu. A few of the symbols were combined 
since they are very similar in effect.

Each description for the cherries uses these categories.

-Looks Like: What the symbol looks like.
-Effect: What the symbol does when executed.
-Threat Level: The level of threat to your opponent when used or vice versa.
-When it should be used: When the cherry should be executed.
-Notes: Additional descriptive notes on effects and on recommended usage.

Below are the definitions of each description for 'Threat Level'.

-Low: Won't affect your opponent too much.
-Medium: Can cause some negative effects on your opponent.
-High: Will drastically affect your opponent.
-Varies: Can sometimes do Low-High threats. Read Notes for additional 
information.

Below are the definitions of each description for 'When it should be used'.

-Always Immediately: Should always be executed immediately.
-Usually Immediately: Should be executed immediately, but sometimes is 
better to be held.
-Depends: Sometimes it should be used right away, but may be best to be 
held.
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= = SECTION 4.1: PURPLE/RED NECTAR (S401)

Looks Like: Purple goo and Red goo (Two different types of symbols)
Effect: Adds one spray to each respective type
Threat Level: Medium
When it should be used: Always Immediately
Notes: These should be pretty straight-forward. There's no reason to hold 
onto these, as you'll want/need all the sprays you can get. See Section S306 
for info on the purple and red sprays. The threat level is considered Medium 
because even just one additional spray can mean a victory in a Pikmin-on-
Pikmin battle.
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= = SECTION 4.2: VOLATILE DWEEVIL (S402)

Looks Like: A bomb spider
Effect: Drops a dweevil right on your opponent, and will set off a timer for 
a bomb explosion if it spots movement.
Threat Level: Varies
When it should be used: Depends
Notes: Really the only time you absolutely shouldn't use it if you are 
engaging your opponent and his Pikmin. You could also wait it out, and use 
it when your opponent has the most Pikmin with him. It's also smart to use 
this when your opponent is in a small area or a corner. Usually you can 
outrun the spider if you call your Pikmin right away and keep running, so 
it's not the most effective cherry. There is one little catch to it. If you 
drop it on your opponent, and your opponent runs away fast enough, he can 
actually escape it before it sees him and sets off the bomb. Of course, it 
will not go away, and it will follow anything it sees moving. So if it is 
dropped between you and your opponent, and your opponent runs away, the 
spider may just decide to come back to you rather than chase after the 
opponent. Just be careful, and it could be very effective, if you're lucky. 
That is why the threat level varies-it could be devastating or do little to 
nothing.
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= = SECTION 4.3: FIERY/WATERY BLOWHOGS (S403)

Looks Like: Two fat white things, one with a red spout, one with a blue 
spout.
Effect: Drops a fiery or watery blowhog at your opponent's base. If your 
opponent has red Pikmin, it will be a watery blowhog. If your opponent has 
blue Pikmin, it will be a fiery blowhog. Lasts for 50 seconds.
Threat Level: Medium
When it should be used: Usually Immediately
Notes: This little monster will spray water or fire, depending on which one 
would kill the opponent's Pikmin. Since it is dropped at the base, it could 
end up killing stray Pikmin that may have been taking something back to the 
Onion. This one depends a little on timing, though you can usually use it 
immediately and be safe. It could be just as bad for your opponent when he 
is at the base than when he isn't at the base.

Let's consider both opportunities. If your opponent isn't at his base, you 
should only use it if you know there are stray Pikmin there to be affected 
by the enemy. However, it may be in your best interest to just use it and 
move on to another cherry.

But what if your opponent is there? He may be trying to pick some Pikmin out 
of the ground, and with the rest of his army running crazy from fire/water, 
it can be hectic for him. And stalling him can be a good thing. The enemy 
isn't too hard to defeat, so the threat level remains at Medium.

But what if it happens to you? Usually, it is unwise to interrupt what you 
are doing to go back to your base to save a few Pikmin. But if you are 
caught at your base with one, it may be wise to destroy it quickly as to not 
impede your progress. And keep in mind that you and your opponent can send 
in as many as the cherries will allow it.
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= = SECTION 4.4: WITHERING BLOWHOG (S404)

Looks Like: A big orange puffy balloon.
Effect: Drops an orange blowhog at your opponent's base; blows Pikmin making 
them stumble and lose their flowers, if they have any. Lasts for 50 seconds.
Threat Level: Low
When it should be used: Usually Immediately
Notes: This enemy will become a problem for your opponent if he is at the 
base. But either way, stray Pikmin at the base will lose their flowers, 
which will make it harder on your opponent.

It may be helpful to hold onto it until your opponent comes by his base, or 
when you are away form the base, but since it isn't a huge burden either 
way, it's usually best to simply execute it right away. It will also cause 
your opponent to fall down, so it will be more effective if your opponent is 
there. Then again, you could use it when your opponent isn't there, and 
there will be an unpleasant surprise waiting for him when he gets back. But 
to move onto another cherry, for you, it's probably best to use it right 
away.

If this beast is in your base, it may be worth your time to bring it down. 
Of course, if all of your Pikmin are leaves anyway, then maybe waiting it 
out is best. But usually, you'll find these guys' annoyances too much to 
keep alive.

Though they are annoying, they can't kill Pikmin, so the threat level is 
low. This is also because it isn't too hard to either get a flower symbol 
from a cherry or find yellow nectar to bring your Pikmin back to flowers, if 
affected by this enemy. And besides all of that, he isn't too hard to take 
on.
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= = SECTION 4.5: SWOOPING SNITHCBUG (S405)

Looks Like: A bee with two legs, dark-brownish to black color.
Effect: Flies in the air waiting for nearby Pikmin. Makes a quick swoop down 
to attempt to grab one, and can occasionally get two at once. If not touched 
for about 10 seconds, it will shoot the Pikmin into the ground, where it 
must be picked again, and will lose flowers/red spray capabilities. Lasts 
for 50 seconds.
Threat Level: Low
When it should be used: Always Immediately
Notes: These enemies can become major pests to your opponent. Regardless of 
where your opponent is, it's common knowledge that a few Pikmin will 
eventually end up at the base. And it can swoop down to get both idle 
Pikmin, and Pikmin under your opponent's command. Because it goes after 
bigger groups of Pikmin rather than stray Pikmin who are near no other 
Pikmin, it will go after your opponent's group. That can also irritate him 
and not only cause his Pikmin's amounts to deplete, but may also cause him 
to attack the Swooping Snitchbug, wasting his time.

Once again, if you are plagued with one at your base, and you are there, I 
would suggest destroying it real quick. They are a bit agile at times, so if 
you choose to engage it, try doing so when it is holding Pikmin. They don't 
move as fast when holding Pikmin, because they are more concerned about 
where to place it in the ground than about other things.

And finally, it is recommended to be used right away. Even though there may 
be no Pikmin there, the threat level isn't very high. They are too slow to 
do major damage, and would probably be a hindrance to you if you held onto 
the symbol.
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= = SECTION 4.6: MARBLE RECOVERY (S406)

Looks Like: A marble with an arrow coming out of it, indicating retrieval.
Effect: Your marble will automatically be brought back to your base, 
regardless of where it is (the only exception is if it underground, and that 
can only happen at Dim Labyrinth. See Section S509).
Threat Level: Varies
When it should be used: Depends
Notes: Okay, this is the major cherry symbol that can really help you out. 
Your opponent can move your marble back to his Onion and win the game. But 
you cannot use your Pikmin to move your marble, so if he gets halfway to his 
base with it, it's stuck there until he moves it.

That's where this symbol comes very handy. Simply use it, and no matter how 
far away your marble is, it will come bouncing back to your base. This 
includes instances where your opponent's Pikmin are carrying it. If they are 
carrying it, they'll automatically drop it. So the time to use it depends. 
If you want the marble back, you could wait until your opponent gets close 
to his Onion and use it. But here's something.

Holding onto this symbol (and making sure your opponent knows) basically 
ensures that they won't go after it. I know people who will hold onto this 
symbol the whole battle and hope that you don't go after their marble. Of 
course, there's something else to that. If they don't notice that you are 
taking their marble, you can still win, even if they are holding onto this 
symbol. After all, the symbol is useless until you use it. Kind of like 
money.

But anyway, it really depends on when to use it. You may want to hold it for 
protection, but then you'll be at a loss for future cherry uses. So, if it's 
early in the game, you may want to simply use it to get rid of it. But if 
you see your opponent stealing your marble, you may want to hope that this 
symbol comes up, if you can't easily attack them.

The threat level also varies, because it could make or break the game for 
your opponent. The threat level almost goes both ways, because not using 
this symbol properly could mean a loss for you, too. Dim Labyrinth will 
really make you think about when to use this, but it's a very sneaky case 
that is described in that section (Section S509).
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= = SECTION 4.7: BOULDERS (S407)

Looks Like: A brown rock.
Effect: Drops boulders onto your opponent.
Threat Level: Varies
When it should be used: Always Immediately
Notes: A lot of the threat of this symbol depends on whether or not your 
opponent can escape it. Nevertheless, it should always be used immediately. 
The threat level is usually low, as your opponent can escape it. But if 
you're lucky, and he's standing still (like drinking purple or red nectar) 
and a boulder may fall right on top of him or his Pikmim army. Either way, 
it's better to get rid of it and move on to another symbol. And unless 
you're standing right next to your opponent, then it's best to use it 
immediately.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = SECTION 4.8: FLOWER PIKMIN (S408)

Looks Like: A white flower.
Effect: Changes all of your active Pikmin into flower Pikmin instantly.
Threat Level: Low
When it should be used: Depends
Notes: It can be very helpful to have all of your Pikmin who are in the 
field to travel at the same speed as you. When they are not flower Pikmin, 
they can't always keep up with you. It's best to use this cherry when there 
are enough Pikmin on the field to take maximum advantage of this. If your 
opponent has frozen your Pikmin and/or many of your Pikmin are buried in the 
ground, then you should pick some out and then use cherry. Also remember 
this little tidbit-Pikmin who are not completely out of the ground when you 
use the cherry will not take the effect. A Pikmin is fully out of the ground 
when it is standing on its two feet, and more noticeably, the bar on the 
bottom part of your screen indicates one more Pikmin has sprouted.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = SECTION 4.9: +5/+10 PIKMIN (S409)

Looks Like: A Pikmin leaf sprout with a +5/+10 symbol.
Effect: Adds 5/10 more Pikmin to your base and total Pikmin count (up to the 
point where total Pikmin count is 50).
Threat Level: Varies
When it should be used: Usually Immediately
Notes: This is pretty self-explanatory. Just go back to your base to pick 
some more Pikmin out. The only thing that should be noted is that this 
shouldn't be used of you have 50 Pikmin. But, you may also be under the 
circumstances of needing to get rid of a cherry. Also understand that just 
five Pikmin could mean a lot of damage to your opponent. The threat level 
always varies because it's not always the most threatening cherry. 
Otherwise, you should always use this immediately.
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= = SECTION 4.10: INVISIBILITY (S410)

Looks Like: A light blue, ghost-like Pikmin figure.
Effect: Makes all of your Pikmin, and Olimar/Louie invisible. Lasts for 55 
seconds.
Threat Level: Medium
When it should be used: Always Immediately
Notes: I honestly cannot think of a situation not to use this cherry 
immediately. The threat level can be decent if you sneak by your opponent. 
But there are some minor effects of this cherry that need to be noted. You 
are your Pikmins' footsteps are noticeable, so once you get somewhat close 
to your opponent for a surprise attack, don't hang back because they'll 
notice and attack you first. But if you keep charging your opponent, he 
won't have additional time to react to noticing your Pikmin this way. 
Another thing to note is that the pink glow of Pikmin with red spray on them 
is always visible. This little wrinkle shouldn't be much of a problem, as 
your attack with sprayed Pikmin should go rather well regardless of 
invisibility. Invisibility takes effect on all of your Pikmin, even ones 
grown after you started using the cherry. The effect lasts for 55 seconds, 
which also contributes to the threat level.
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= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = SECTION 5: BATTLE ARENAS (S500)

It's time to explore the game's ten levels for 2-Player Battle Mode. What 
makes this game's mode so interesting is that the levels are not the same 
every time. In fact, you'd be hard-pressed to play the same exact level with 
everything in the same exact position twice. Each of the ten, while varied, 
still has its own unique style that even with some variants and differences 
between each version of the level, the levels still hold a common theme. No 
matter which version of Hostile Territory you get, for example, you'll 
always have to encounter electricity. This is just one of many examples that 
you'll find. In each section, I'll try to describe the level a little, 
including the variations, but the main goal is to point out key things about 
each level that can help you win. Most of the levels have multiple versions, 
which are detailed in no particular order. However, what I do is try to 
explain the general information of the level, then go into the first version

There are enemies you should know about (besides your opponent's Pikmin). 
Here is a brief explanation of each enemy, so when I use the names of the 
enemy, you'll know what I am talking about (in order of appearance in 
levels).
-Dwarf Red Bulborb: The small version of the Red Bulborb. These are the 
little guys with red coating, and white spots. The easiest of all bulborbs 
to defeat. Simply throw a Pikmin on one, or the usual attacking of many 
Pikmin.
-Female Sheargrub: The little white bugs that cause no damage, and live 
underground. Simply use a few Pikmin to take it down. It will go back 
underground if nothing is near it. These enemies do not hurt Pikmin, so 
there are no worries.
-Snow Bulborb: The small version of the Hairy Bulborb. As the name suggests, 
these little guys are white-colored. They pose the same threat as the Dwarf 
Red Bulborbs, which is small, anyway. As with the Dwarf Red Bulborbs, simply 
pop a Pikmin on top of it to kill it instantly.
-Dwarf Orange Bulborb: This bulborb has slightly better senses than the Snow 
and Dwarf Red Bulborbs. The other two bulborbs, you could get really close 
and throw a Pikmin on top for a quick kill. This bulborb will sense you from 
a bigger distance, so doing that won't be as easy unless you're much 
quicker. These guys also have slightly higher health which makes it a more 
formidable foe.
-Puffy Blowhog: This blue flying balloon moves swiftly when it spots Pikmin. 
It will face you and move backwards the direction you are moving as to get a 
good angle to blow your Pikmin away. He can also knock you down if you're 
not careful. These guys can be brought down if you shoot a lot of Pikmin to 
the bottom of him, where the Pikmin will attach and fight. If there are few 
Pikmin attacking it, it will easily shake them off. Once it is brought down 
by a lot of Pikmin, you can then attempt to swarm it. Be warned that it will 
shake them away and rise back into the air in only a few seconds, so be 
quick. An annoying and strong enemy.
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= = SECTION 5.1: BATTLE FIELD (S501)

Battle Field begins the big list of levels available for 2-Player Battle 
Mode. Being the first level means that a lot of the difficulty that one may 
encounter in later levels isn't here. This level really does act as a basic 
level for beginners, but the cool thing is that there is enough variety for 
veterans to keep playing it.

General: The level is sandy/rocky ground with just a few Dwarf Red Bulborbs 
here and there, and those are the hardest enemies you'll find. Female 
Sheargrubs should cause little problems, distractions at most. That also 
leads to noting that there's also less opportunity for growing Pikmin. 
However, you won't need too many Pikmin here, anyway.

First Version: Your base and your opponent's are a short walk from each 
other directly straight leading out of your base. The only obstacles are the 
bulborbs, basically. There are four marbles are in the four corners of the 
main arena, and three more spread out in the middle.

Second Version: Instead of being able to directly walk to your opponent's 
base, the main portion is like a donut. Simply walk on either side of the 
circle that separates the otherwise straight walk. Halfway around each side 
of the circle are a few inserts with marbles inside. Again, a few marbles 
are spread elsewhere.

Third Version: In this version the main portion requires you to head 
straight out of you base, and then make a 90-degree turn to a long hallway 
that connects you with your opponent's base. Halfway to your opponent's 
base, you can make another 90-degree turn into the main portion of the level 
with a few marbles lying around. Of course, you'll notice a few marbles in 
that hallway up for grabs, as well. The bulborbs are located in the main 
portion, as usual.

Strategies: I would suggest simply going after the marbles. You should be 
able to get two before running into your opponent, unless you are on the 
third version, where the marbles are closer together. Keep in mind that the 
enemies are a minor hindrance in this level, so if you have a lot of Pikmin, 
don't bother killing them. Unless your opponent is extremely distracted and 
you can really sneak by, I wouldn't go for his marble. If you can get two 
marbles, then win in a possible fight over the last ones, you should turn 
out the victor!
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= = SECTION 5.2: WAR PATH (S502)

War Path is a small level, like the first level, Battle Field. However, in 
this level, because of the closer quarters to your opponent, you begin with 
one of each spray, instead of two like other levels (See Section S306 for 
info on sprays). You'll find that you can also use this level as a way to 
have a bit quicker of a battle than the other levels.

General: Another level with sandy ground. Stone walls and some stone floors 
also make up the level. There are several female sheargrubs, and in two 
versions, there are some snow bulborbs. Obviously, that only slightly 
increases the level difficulty from the first level. Because of the tight 
space, you'll find the battles lasting a bit shorter than usual. You won't 
need to grow many Pikmin here to get the job done.

First Version: Both bases are square shaped, with the usual Pellet Posies 
waiting near your Onion for come early Pikmin growing. There is one main, 
sandy path that curves once 90 degrees, intersects with other stony paths 
and leads to your opponent's base. This main intersection is where the 
cherries fall to. Depending on which side of the level you got, there will 
be either three or four paths leading from your base. One of those is the 
main path. That leads two or three curvy stoned paths. Two should lead to 
your opponent. If you have the third one, it is simply an alternate route to 
the main intersection. The marbles are located on these paths. There are 
also eggs located on these paths.

Second Version: In this version, there is one curvy stoned path that leads 
directly to your opponent's base. Otherwise, you can enter the main area, 
not available in the other two versions. This main area is triangularly 
shaped, with the hypotenuse of the triangle acting as a wall. This main area 
features some of the snow bulborbs, and should contain a few marbles.

Third Version: This is the famed version. If you get this version, your base 
and your opponent's base are literally right next to each other. There are 
two stone paths that curve 90 degrees from your base to your opponent's 
base, at different sides. Your bases are also cut diagonally on opposite 
ends. This is the smallest version of this level. Look for the marbles near 
cut-out corners of your base, and in the two curved stone paths.

Strategies: Despite the differences in the versions, there should always be 
an opportunity when your opponent goes elsewhere and you can sneak by to get 
to his marble. However, the differences in versions will determine if you 
can easily get back to the base or not. In the second version, you can get 
by your opponent without him ever seeing his stolen marble. That's because 
there are ultimately two paths to get to your opponent's base-the main area, 
or the curvy stoned path. So, if you see your Pikmin walking toward the 
direction of your opponent, you may want to call them back. Also bear in 
mind that the level is small in any of the versions, so stealing the marble 
may depend more on the number of Pikmin you have over your opponent, or how 
effectively you use your sprays. In the first and third versions, you'll be 
hard-pressed to get by your opponent without him noticing. That's because 
the first version makes your Pikmin go through the main intersection, which 
your opponent will likely notice; and, the third version is so small that 
they really have to not be looking. On the other hand, because the third 
version is so small, you may be able to pull a fast steal and win. If 
stealing your opponent's marble isn't your thing, you can still win by 
quickly pursuing the half-buried yellow marbles. Like the first level, you 
should be able to get two marbles, and fight for the last ones. Just go into 
the level knowing where they are to have the advantage.
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= = SECTION 5.3: CARPET PLAIN (S503)
Carpet Plain starts the series of big-sized levels, and this one is fairly 
big. This level is a small step up in the scale of difficulty. There are 
more enemies to contend with, and a more fearful size and distance from your 
opponent. I would consider this a veteran's level.

General: The land is carpet, and the walls are toy items, like wooden 
blocks. This is no kid's level, though. A few dwarf orange bulborbs make 
their appearance, along with some dwarf red bulborbs and a puffy blowhog. 
Under some yellow marbles are also male sheargrubs, who can fly and eat 
Pikmin. There are a few boulders that can fall if you step over certain 
parts of the level. Finally, the size is rather large, so be prepared for a 
longer fight than the first two levels would render. The level is certainly 
harder than previous affairs.

First Version: This level features bases with several inlets that contain a 
few goodies like an enemy or an egg. There is a house object that is the 
forms the corner of the path to one main area adjacent to your base. Heading 
90 degrees to the right will lead you to your opponent's adjacent main area. 
Once in your opponent's main area, heading 90 degrees left will lead to your 
opponent's base. Obviously, stealing a marble is a bit tricky with this 
version. In these two main areas, you'll have to contend with a puffy 
blowhog. There are also additional inlets that contain marbles.

Second Version: In this version, the bases are huge. The two main areas are 
still present. However, one path directly from your base will lead you over 
two wooden ramps that leads to your opponent's adjacent main area. Heading 
straight through that area leads to your opponent's base. It's not any 
quicker to get there, but it is a bit more clandestine. Essentially, that 
boils down to the fact that you don't have to go through two main areas to 
get to your opponent's marble. Alternatively, you can travel through your 
main area and simply slip over to your opponent's main area, which is 
visible and right next to your main area. There are two small paths that 
lead from your base to your main area, two small paths that connect each 
main area, and your opponent will likewise have two small paths with which 
to enter. That's not including the bonus path that I mentioned that connects 
from their base to your main area and vice versa. It's a bit more 
complicated, but all makes sense when seen.

Strategies: This level only has two versions (unless I've never got the 
third version, which I doubt), which makes explaining strategies a little 
easier. With either version, you'll likely have to deal with the puffy 
blowhog. I would suggest using the enemies that are there as objects you can 
take back to the Onion to grow more Pikmin. In fact, I would recommend 
taking a bit of time to get grow some Pikmin. I would also recommend using 
those Pikmin to quickly take down the puffy blowhog. I think it's easier in 
this level to get rid of the puffy blowhog in your area and then collect a 
few marbles. You might only have three in your area, so get some sprays and 
Pikmin ready to get a fourth marble in your opponent's main area.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = SECTION 5.4: ANGLE MAZE (S504)
The name comes from the sharp turns and tight spaces that feature more 
enemies and slightly harder navigation. Not a huge level, but can prove 
intimidating in its mysteriousness. Angle Maze also features more varied 
versions of the same level than the other levels sport. Please read the 
versions carefully because of some big differences.

General: This level continues the slight increase in difficulty by providing 
several of the bigger red bulborbs. Dwarf Bulbears are also introduced, 
which can see your Pikmin from quite a distance and are usually located 
around the bigger bulborbs.

First Version: Players' bases are on white dirt and contain the usual pellet 
posies and an egg. This version has a square center of brown dirt. It 
spirals down to the center of the level, which is sunken in. The spiral is 
also formed around the square. There are three levels to the spiral. The 
first/top level can be navigated to get to your opponent's base. There is 
also one long path of white dirt that leads to marbles and a sort of 
backdoor path to your opponent's base. The enemies are located in the spiral 
area.

Second Version: This is more related to the first version that the third 
version is. This version has a circular center and it's a straight path to 
the opponent. However, this version is the only version of any 2P Battle 
Mode level that features a boss. If someone steps in the dead center of the 
arena, a big black spider will appear (I've forgotten the name right now). 
It has fat legs that will stomp your Pikmin for an instant death. It's kind 
of a secret, because it won't appear unless someone steps in the center. 
This version still features the powerful bulbears and bulborbs. Player's 
bases may contain bulbears/bulborbs or on the path leading out. Marbles are 
located in inlets around the spherical center, and are usually surrounded by 
enemies. This version also contains the most possibilities for variations. 
It's possible to have a backdoor path from your base to the spherical 
center, but unlike the first version, there will never be a backdoor path 
directly to your opponent's base. This version is without a doubt the 
hardest of the three.

Third Version: This version is very different from the first two, as it is 
basically a maze. There is no central area-instead there are several twists 
and turns that will somehow get you to your opponent. It's more likely that 
in this version you won't encounter your opponent than in the other two. The 
bases always contain an elevation that requires walking up a ramp, but the 
actual Onions may or may not be on this elevated portion. There is one 
section off of what can be considered the main path to your opponent's base 
that contains more marbles than what is regularly strewn about. Although 
this version is compact, it is about the same size as the other versions 
that have the big center to it.

Strategies: They vary greatly for this level because of the vast differences 
in the versions. If you have the second version, a big difference is the 
inclusion of the spider boss. If both players are aware if the second 
version, it's possible to avoid the center for the entire match. Just 
remember that the Pikmin themselves may bring the creature out by walking in 
the center carrying an item. The other two versions don't have that problem, 
but still contain the somewhat difficult enemies (that being the bulbears 
and bulborbs). You'll have to clear some enemies away to get four marbles, 
or to even safely steal your opponent's marble no matter which version you 
get. A lot of the difficulty also depends on how well your opponent handles 
the enemies and the level's layout. Like I mentioned in my description of 
the versions, you'll likely run into your opponent in the first two 
versions, so be prepared for a fight. In the third version, it's still very 
possible to run into your opponent, but timing will also help you avoid your 
opponent if necessary. I would suggest sticking to the straightforward 
collecting of yellow marbles. I would simply add a precaution to watch your 
Pikmin, and possibly your base.
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= = SECTION 5.5: COLOSSEUM (S505)
While none of the versions are massive, this level is a bit bigger than 
others and sports the name likely due to the enemies being centered toward 
one area. It is also dark and secluded, having a sort of dungeon like feel 
to it. The entire level is white and introduces monsters that shoot out rock 
cannon balls. It is also required that some enemies die as random enemies 
contain marbles. Get ready for a battle here at the colosseum.

General: As mentioned above, the level is entirely white ground. The level 
follows some distinct patterns no matter which version you get. There are 
two green monsters that spit rock balls in the level, but no harder enemy 
than that. It's no short walk to your opponent's base and the feeling of 
seclusion will likely keep you near your Pikmin, anyway. While the sheer 
number of enemies can quickly lead to tough battles, it will also lead to 
growing your Pikmin amount very quickly. It's easy to build bigger armies of 
Pikmin here. Also, there are only three buried yellow marbles here, and the 
rest are randomly placed inside of the enemies. You'll have to defeat 
enemies to find which ones have the additional yellow marbles. Each version 
can be distinguished by what your base looks like.

First Version: This version is the one with a tree stump at the base, and a 
circular ramp leading up to the stump, although there is no connection to 
the top of the stump for you. If you walk out to the first section, there 
will be a number of bulborbs, along with a rock opening and a brown dirt 
inlet that leads nowhere. If you head right, you'll come to the middle 
section which contains a tree ramp that leads to a high wooden section that 
will contain some enemies. You can throw Pikmin to this upper section and 
then use the C Stick after calling them to lead them up and around to the 
tall portion. This section may only be necessary to access if the yellow 
marbles are not in other enemies that are already on the ground. This 
version can give favor to one side because the enemies who happen to contain 
yellow marbles may all be in one area. That area could be the first section 
of either player's base. So there is luck to winning this version, but one 
who is diligent and quick in navigating through should be able to claim 
victory. Also, the two green monsters are randomly placed in the three 
sections, so it's possible that you'll have two green monsters in a spot 
where your opponent simply has bulborbs.

Second Version: This version is the one with several inlets at the base that 
contain eggs. One of those supposed inlets leads out to the first section, 
which contains the tall wooden section that in the first version of this 
level was described to have a some enemies and only navigable for Pikmin. 
Because this is the first section, your opponent will have one of these 
wooden sections, too. Because that tall wooden section is seen quicker than 
the other version, the central area is already different. This middle 
section is bigger than the one featured in the first version. It features an 
accessible white ramp that sometimes contains additional enemies, or a 
buried marble. The ramp is closer to one of the player's bases than the 
other. Many of the enemies conjoin in the center, and that increases the 
possibility of finding many yellow marbles. Finally, luck plays a similar 
role in this version, as the green monsters can be near your base, your 
opponent, or in the middle.

Third Version: This version is the one where both bases contain that big 
white ramp found in the center of the second version. Your onion is between 
the decline of the ramp, and the narrow path that leads to the center. That 
big middle section found in the second version is duplicated, so this is the 
biggest of the three versions. You can choose to go left or right out of 
your base. It will then curve the opposite direction 90 degrees and will 
lead you to your opponent's base. The section in between these two paths is 
the same 'first section' found in the second version, with the tall wooden 
section that is in all three versions. Because both bases have two paths out 
and they both lead to the opponent's side, there are two different ways to 
get to your opponent. The strategy comes into play when you consider the 
possibility of sneaking by your opponent and to his base down a different 
path than where your opponent is. If you zoom out the camera (toggled with 
the R button) all the way and head to the edge of your big base area, you 
can see a bit of your opponent's side. Otherwise, the enemies are the same 
and so are the strategies.

Strategies: I like the way this level was designed because although there 
are three versions, it is very uniform in its layout. And although the 
positions of the enemies that contain the yellow marbles are random, the 
level is predictable in its approach. I would suggest going after the 
bulborbs by throwing a Pikmin on top of them to bop them in the head. Don't 
be scared by the white bulborbs, either-they're about the same as the red 
ones. If you happen to have a green monster near your base and you need to 
fight it to pass through, be careful as your Pikmin number is likely low at 
that point. I would suggest a rinse and repeat method of throwing the Pikmin 
on the guy, calling them back when he throws them off, but before he rolls 
the rock over them. Growing Pikmin here is fast because of the amount of 
enemies, so don't take too much effort in growing. I would suggest throwing 
the minimal amount of Pikmin to carry the enemies back. That's three Pikmin 
for the bulborbs and seven for the big green monster. There's no rush after 
you have a good 20 or so Pikmin. You can always go back to your base when 
you need more. You also may not have to engage your opponent. All the 
battling of bulborbs you do should give you enough yellow marbles. Then 
again, it is random where all the marbles are, so be diligent no matter 
what.
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= = SECTION 5.6: RUSTY GULCH (S506)
The level's name comes from all the paths being rusted metal, and there 
being a big drop that if Pikmin fall down will disappear forever. This level 
features few enemies, but longer paths. Not the most fun of levels to play, 
but can prove challenging nevertheless. While there are three different 
versions, each version itself never changes its layout or yellow marble 
positions.

First Version: Your base will contain a couple inlets (one with pellet 
posies), and three paths that lead outward. You'll know it's this version 
because of a circle made of turquoise pebbles at each base. This version has 
a middle section containing a Gatling Groink, who will shoot projectiles up 
in the air. Direct hits will instantly kill Pikmin, and even nearby 
bulborbs. He's a tough enemy; refer to the enemy section at S500 to read 
more. The seven marbles are near the center of the level, one being right 
next to the foe. This version is uniform and mirrored on each side, in the 
sense that the layout is exactly the same on both sides if you put a mirror 
in between you and your opponent.

Second Version: This is the only version where your base is marked by pink 
pebbles. Both bases are circular, and every 90 degrees is a path. One of 
those is an inlet leading nowhere, while the other three lead to your 
opponent. Instead of there being a center with one Gatling Groink, the two 
side paths each contain one Gatling Groink that is elevated. This is the 
easiest version because there are five marbles in the center, and one by 
each gatling groink. The center is simply a straight path to your opponent. 
Like the first version, this version is an exact mirror on both sides.

Third Version: This version is a unique version of this level because, like 
the other two versions, the layout is always the same, but it is not uniform 
in any way. I will describe it from one perspective, but either player could 
begin from this side. Both player's bases contain what looks like a bunch of 
turquoise pebbles, surrounded by a circular brown metal mall that sinks down 
as you leave the base. As you leave if you turn left, you'll come across a 
dead end. It will curve slightly to the right and then back to the left for 
an inlet, but that's it. However, that slight curve to the left connects to 
a path that is higher up. Your opponent can use this path to come down to 
your base quickly. To get up to that point, go back the way you came (toward 
your base) and follow the path to a ramp. Turn left at the 90 degree corner 
to go down the ramp, and turn left again and you'll come to an intersection. 
If you ignore the intersection and keep going straight, you'll go up a 
gradual incline, and come to the spot that I was talking about earlier where 
you can drop down quick to get down to your base. Going the opposite 
direction will lead to your opponent's base. A gradual incline and then a 
gradual decline before another turn will signal the path to your opponent. 
Now about that intersection-that path is a long ramp up that leads to two 
marbles. This is the highest point of the level, and you can see the entire 
rest of the level from the top of here. Both you and your opponent have two 
marbles near your base, and the seventh marble is in the middle path that 
connects the two bases. This version is always the same, so it is the most 
predictable of all the levels.

Strategies: What's great about this level is that if you end up playing it 
enough, you'll find what I found-every version in and of itself never 
changes. So there are three versions, but each version is different. The 
last version will prove to be the most challenging and haphazard because of 
which side you end up on. I would say that the side from which I described 
the intersection being close to has the advantage because the path that 
leads from the top of the level with the two yellow marbles. On the other 
hand, because your opponent has less of a walk with that shortcut to your 
base, it could go either way. I would stick with going after the yellow 
marbles no matter what version you get. In the second version, you can 
probably avoid they gatling groinks. In the first version, you and/or your 
opponent will pretty much have to destroy the gatling groink, even if you 
decide to steal your opponent's marble instead of getting the yellow ones. 
Because of the closeness of the yellow marbles in the first two versions, 
and the narrow inter-connecting paths of the third, chances are you'll have 
to engage your opponent. There's not much opportunity for Pikmin growth 
here, so look for those cherries if you want to increase your chances of 
more Pikmin and other goodies. Of course, if you take back a gatling groink, 
you'll get a lot of Pikmin, so keep that in mind if you're really short and 
can somehow fight it off. 
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= = SECTION 7: QUESTIONS/MISCELLANEOUS INFORMATION
 (S700)

Nothing so far!
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= = SECTION 8: OTHER LEGAL/E-MAIL INFORMATION (S800)

You may e-mail me if you think there is an error in the guide, or for 
contributions to this guide. I know there are a lot of strategies or 
alternate ideas to mine, and I like bouncing ideas off of you guys, so don't 
be shy when e-mailing stuff like that. You may also send in any questions 
pertaining to Pikmin 2. If it's relevant, and I haven't covered it in the 
guide, I may just write the answer right into the guide. Otherwise, I won't 
reply. In fact, I may not reply to you directly at all. I may just post the 
information in here. All contributors will receive credit. That means most 
of the time, your handle name will appear as a credit, though I will use 
real name, if you allow it and/or prefer it. Contributors to this guide are 
listed in the section below. The website for the e-mail form is:

http://www.nreviews.com/faqs/form.html

I have set up this form through my website that filters out a ton of spam. I 
was getting an insurmountable amount of spam e-mails when I was giving out 
an e-mail address to people. The form on the website goes to my e-mail 
address, but it requires that somebody fill out the form manually every 
time. Spam doesn't work that way, so this should solve my problem. Oh, and 
you may search my site and find a few other e-mail addresses that go to my 
site. I will likely regard it as spam if it isn't sent using the form 
provided at the web address above. So, just use the form and we'll be 
square. Oh, and remember to write "Pikmin 2" somewhere in the subject line. 
That just lets me know that it is for that game. Thanks.
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= = SECTION 8.1: CONTRIBUTORS LISTING (S801)

None so far!
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= = SECTION 8.2: COPYRIGHT INFORMATION (S802)

This guide is copyright 2006-2007 Joshua Morgan. This guide is for personal 
and private use only. The following two websites below are the only two 
sites that may host this guide.

www.gamefaqs.com
www.nreviews.com

This guide may not be placed on any other website or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
website other than the two listed above or as a part of any public display 
is strictly prohibited and a violation of copyright.

All trademarks and copyrights used in this guide are owned by their 
respective trademark and copyright holders.
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= = SECTION 8.3: WHAT IT ALL MEANS TO YOU (S803)

Basically, this guide can be used for any purpose that you feel you may need 
it for, like beating someone in 2-P Battle Mode. But don't go posting it 
around the net. And I would really appreciate if you let me know if you find 
this guide anywhere else but the two sites listed above. I may as well 
repeat them in case you're too lazy to scroll up (plus it reminds you of my 
website, if you're reading this on GameFAQs).

www.gamefaqs.com
www.nreviews.com

Get it? So this guide existing on some other site is very bad. Once again, 
please let me know using the form at http://www.nreviews.com/faqs/form.html 
to inform me of any instances of this guide being somewhere else. That would 
be copyright infringement, and will be dealt with seriously.

Okay, here's one I get a lot: requests to put on other sites. At this time, 
I am not accepting ANY requests to put this guide on any other site. And to 
be honest, it's not necessary. It's already on two sites that are reliable 
on server uptime and it's not too hard to link to my site at 
www.nreviews.com (GameFAQs doesn't allow links directly to the guides).

And finally, all copyrights and trademarks related to Pikmin 2, as in the 
title, and the published work as a whole, is the sole copyrights and 
trademarks of the owner (I'm assuming it's just Nintendo). Thanks for making 
an excellent game, Nintendo!
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= = SECTION 8.4: CONCLUSION (S804)

Well, thank you for reading this guide. Once again, this is my first guide, 
so also feel free to write in comments and suggestions for this guide. I 
hope to do some future guides, and I will use this guide as a basis for 
future guides. So, if there's something that really irritated you, or 
something you really liked, let me know. I hope you enjoyed it, and I hope 
you visit my website at www.nreviews.com and see what else I've been doing 
as webmaster of NReviews for the last four years.

-Josh