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    Pink Flower Challenge Mode FAQ by bigbadwolf

    Version: 1.2 | Updated: 08/15/07 | Printable Version | Search Guide | Bookmark Guide

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                      CHALLENGE MODE PINK FLOWER (PERFECT) FAQ
    
    *******************************************************************************
    by bigbadwolf
       bigbadwolf2223@hotmail.com
    
    version 1.2
    Completion photos (SPOILERS):  http://www.angelfire.com/un/un-ique/pikmin2.html
    -------------------------------------------------------------------------------
    
    Contents:
    
          1) Frequently asked questions       (ctrl-f #1)
    
          2) General tips                     (ctrl-f #2)
    
          3) Arena walkthroughs               (ctrl-f #3, specific eg 9 ctrl-f #A9)
    
          4) Unlockable Movie                 (ctrl-f #4)
    
          5) Credits, Permissions & Legal     (ctrl-f #5)
    
    -------------------------------------------------------------------------------
    
                      ==========================
                      FREQUENTLY ASKED QUESTIONS             #1
                      ==========================
    
    
    Q) Where is Challenge Mode? 
    
    A) You have to unlock it by playing through story mode, but fear not, it's 
       available early on in the game. You need to defeat Beady Long-Legs, the boss
       of 'Citadel of Spiders' - first cave in The Perplexing Spring (area 3) to
       receive the 'key' item. Collecting this will unlock Challenge Mode and it
       will appear as the third option on the title screen. It can be played as one
       or two (co-operative) player.
    
    -------------------------------------------------------------------------------
     
    Q) What do you do in Challenge Mode?
    
    A) You play various Arenas where you have a set numer of Pikmin at your 
       disposal to overcome enemies and find the key in each level to move to the 
       next (or complete the Arena) within a time limit. They have between 1 and 7 
       levels, most with 1 or 2. Beware, you will meet some of the story mode 
       bosses in here and they aren't easy! 
    
    -------------------------------------------------------------------------------
    
    Q) How many Arenas are there?
    
    A) There're 30, and you can always play 5 levels you haven't yet beaten. Thus 
       at the start you can play any of the first 5, and upon completing one of 
       them the 6th will become playable. If you can select an Arena, it will show 
       as a green leaf. If not, a green dot. Once you complete it, it will show as 
       a flower. 
    
    -------------------------------------------------------------------------------
      
    Q) So how do you get the Pink flowers?
    
    A) If you complete an Arena WITHOUT LOSING A SINGLE PIKMIN you'll get a pink 
       flower for that level. If not, you'll only get a white flower. Upon 
       completion, your score for the level will be totalled, comprising your 
       'treasure' score, your Pikmin score (for surviving Pikmin) and a time bonus.
       If no Pikmin died, a banner saying 'Perfect' will show in the corner.
    
    -------------------------------------------------------------------------------
    
    Q) That sounds hard. Is it worth it?
    
    A) Yes, some levels are hard to get perfects on. But easier if you've done the 
       Story mode. And yes, it's worth it - if you Pink ALL 30 Arenas you'll unlock
       another cinema (second to last on the bonuses menu) and it's very funny...
    
    -------------------------------------------------------------------------------
    
    Q) This sound just like the caves in story mode, is it?
    
    A) Slightly, but there are notable differences. You have many more sprays, a 
       time limit on the arenas, and usually far fewer levels. Also worth noting:
       no maps via the start button, no equippable items from story mode, Olimar
       and Louie get health back between levels, and you can't reset to go back
       to a particular level. Details in the levels are randomly placed as in the
       story mode caves but main features are always the same.
    
    -------------------------------------------------------------------------------
    
                      ============
                      GENERAL TIPS                           #2
                      ============
    
    
    (*) Don't kill anything you don't have to!
        If it doesnt hold the key, and isn't between you and the key or the exit, 
        don't bother killing it! Points are irrelevent for Pinking the Arenas.
    
    (*) Know when to use your sprays.
        You'll be using these far more than you did in Story mode, and you'll need 
        to know how to maximise their use; Red spray (Ultra-Spicy Spray) will 
        boost your 'mins for approx 40 seconds, Purple spray (Ultra-Bitter Spray) 
        will petrify any enemies in front of you for about 8 seconds.
    
    (*) Use your captains wisely!
        Use them to scout out the areas for lurking traps, baddies etc. Also some 
        enemies are just as easily beaten with Olimar or Louie, so use them and 
        risk no 'mins! Just don't allow either to die, as you'll fail the level.
    
    (*) Don't use more 'mins than you need to.
        Especially for the bosses, usually using about 10 'mins well is best; 
        using more may beat them faster but greatly increases the chances of some
        dying. Leave the others in a safe place with the second captain. 
    
    (*) Enjoy the view!
        As with story mode no-death runs, using the most zoomed out overhead view
        lets you see the largest area, so you'll want to use this (press Z once 
        then R once to get this view).
    
    (*) Emergency exit!
        The exits are often blocked in the arenas, just swarm Pikmin on them to 
        break them open. But make sure you're comfortable with positioning Olimar
        and the cursor correctly to exit a level; I promise you at least one time
        you'll get to the exit of a levl with about 2 seconds left and throw a 
        Pikmin instead of selecting the exit...
    
    (*) Sneak away...
        You only need to be in control of one Pikmin when you exit to successfully
        take them all to the next level. Just have Olimar control the others in a
        safe place while Louie takes one to the exit. Handy in watery levels!
    
    
    In case it's not obvious, here's the ordering system I've used (the same order 
    the levels are unlocked)
    
    
           1      2      3      4      5
    
           6      7      8      9     10
    
          11     12     13     14     15
    
          16     17     18     19     20
    
          21     22     23     24     25    
    
          26     27     28     29     30
    
    
    
    Difficulty: (*)         Piece of cake.
                (**)        If you're unlucky one may die, but not hard.
                (***)       Can be tricky but generally straightforward.
                (****)      You'll need to be pretty good to pink these.
                (*****)     Even when you know how, these will take a few resets.
    
    
    
    -------------------------------------------------------------------------------
    
                      =============================
                      ARENA PINK FLOWER WALKTHROUGH          #3 
                      =============================
    
    -------------------------------------------------------------------------------
    
    
                      ------------------------
                      Arena 1: Explorer's Cave               #A1
                      ------------------------
    
    Pikmin: 50 Reds
    Sprays: 2 Red, 2 Purple
    Floors: 2
    Difficulty: (*)
    
    **Level 1**
    Very easy, just pick up the key and then go into the exit of level 1. 
    
    **Level 2**
    The Red Bulborb has the key. Use sprays to be safe, and kill any Dwarf 
    Bulborbs you need to. Break open the exit et voila! Your first Pink!
    
    
    
    
                      ------------------------
                      Arena 2: Novice Training               #A2
                      ------------------------
    
    Pikmin: 30 Whites
    Sprays: 3 Red
    Floors: 2
    Difficulty: (*)
    
    **Level 1**
    Change a couple of whites to purple and get the key. 
    
    **Level 2**
    The Puffy Blowhog has the key (this is where the purples make things easier!) 
    so kill it and exit, making sure not to poison any purples. Use the red spray 
    to speed life up a bit.
    
    
    
    
                      ---------------------
                      Arena 3: Lost Toy Box                 #A3
                      ---------------------
    
    Pikmin: 100 Yellows
    Sprays: 2 Red, 2 Purple
    Floors: 2
    Difficulty: (**)
    
    **Level 1**
    Pick off any Dwarfs you have to, but the big Bulborb has the key. Careful not
    to throw the yellows too far. Don't be afraid to use a purple spray if you 
    need to.
    
    **Level 2**
    The big Orange Bulborb here has the key - remember these guys become alert
    faster than the spotty red ones. Using both colour sprays it's very hard to 
    lose any 'mins here!
    
    
    
    
                      -------------------------
                      Arena 4: Creator's Garden              #A4
                      -------------------------
    
    Pikmin: 50 Blues
    Sprays: 2 Red, 1 Purple
    Floors: 1
    Difficulty: (***)
    
    **Level 1**
    Tricksy enemies here, Water Dumples, Yellow Wollywogs and Hermit Crawmads. Go
    slowly as you don't have many sprays, and don't be afraid to use the captains
    to kill stuff if you're not well practiced. The Fiery Blowhog has the key 
    (typical, when you don'thave reds!) but remember whistling burning Pikmin
    saves them instantly. Don't kill things you don't have to here; you'll waste
    time.
    
    
    
    
                      -------------------
                      Arena 5: Green Hole                    #A5 
                      -------------------
    
    Pikmin: 10 Reds, 10 Blues, 10 Yellows 
    Sprays: 1 Red, 1 Purple
    Floors: 2
    Difficulty: (***)
    
    **Level 1**
    There are 20 Bulbmin here to be had (little leafy Bulborbs you can control)
    once you've killed their masters. These guys eat Pikmin fast so you might
    find it easiest to use Olimar and Louie. Flower up the 'mins before you grab
    the key and exit.
    
    **Level 2**
    Now you'll apreciate the Bulbmin - they're immune to fire! (and water, poison
    and electricity). Use them and the reds to kill the Fiery Bulblax here, but
    petrify him with a spray first. Notice he stays on fire though. He'll give
    you the key to exit with. Don't worry that the Bulbmin stay behind, pink
    flowers are awarded for no deaths, not how many exit. So keep them alive!
     
                    
    
    
                      ------------------
                      Arena 6: Hot House                     #A6
                      ------------------
    
    Pikmin: 1 Red, 1 Blue, 1 Yellow
    Sprays: 2 Red, 1 Purple
    Floors: 2
    Difficulty: (**)
    
    **Level 1**
    Kill the various Dwarf Bulborbs here and use the three Queen Candypop Buds to
    bump your clan to 27 Pikmin. Get 9 of each colour.
    
    **Level 2**
    And this is why you need each colour! Use yellows to disable the electric 
    traps, reds to kill the Fiery Blowhog, and blues to kill the Spitty Blowhog 
    who gives you the key. Or you can just play dirty and use sprays and just 
    swarm them! You don't have to use the other Queen Candypop here, it doesn't 
    affect the pink flower being awarded.
    
    
    
    
                      ---------------------
                      Arena 7: Brawny Abyss                  #A7
                      ---------------------
    
    Pikmin: 50 Blues
    Sprays: 1 Red, 1 Purple
    Floors: 2
    Difficulty: (***)
    
    **Level 1**
    Scout ahead with Olimar and lure the Armoured Cannon Beetle into doing all 
    your work for you, ie killing the Blowhog and Bulborbs around! Then bring your 
    blues over and throw them onto him, just remember to whistle the ones he 
    throws off into the rock's path. Use sprays to speed this up. He'll give you
    the key.
    
    **Level 2**
    More Cannon Beetle luring here, but now the red kind. The rocks he fires will
    follow you so be careful, but you can still use them to kill Bulborbs. If he's
    in a wide enough space, you can even make the rocks turn full cirle and kill
    him! He'll cough up the key for you to exit with.   
    
    
    
    
                      -------------------
                      Arena 8: Red Chasms                    #A8
                      -------------------
    
    Pikmin: 40 Reds
    Sprays: 4 Red, 3 Purple
    Floors: 1
    Difficulty: (***)
    
    **Level 1**
    Hasty indeed; there's not a lot of time here, and many Spotty Bulborbs to 
    kill. Use red sprays continuously, and a purple on each of three of the
    large Bulborbs. Try to lure the Dwarfs away first so they don't bother you
    and throw, don't swarm the big guys. One of them has the key but it's pot
    luck which one.
    
    
    
    
                      ------------------------
                      Arena 9: Trampled Garden               #A9
                      ------------------------
    
    Pikmin: 40 Reds, 20 Purples, 20 Whites
    Sprays: none
    Floors: 1
    Difficulty: (*) 
    
    **Level 1**
    What a load of junk there is here! The enemies are a mere annoyance (the
    Withering Blowhogs will blow your leaves off and the Mamutas will replant
    them) so you may as well just go and pick up the key which is lying around.
    Kill them first if you want, but you don't need to.
    
    
    
    
                      -------------------------
                      Arena 10: Twilight Garden              #A10
                      -------------------------
    
    Pikmin: 50 Yellows
    Sprays: 1 Red
    Floors: 1
    Difficulty: (***)
    
    **Level 1**
    
                      BOSS: BEADY LONG-LEGS
    
    Ah, the first challenge mode boss fight! Scout ahead with Olimar to find 
    where the Sheargrubs and Dwarf Bulborbs are, and to lure Beady down. Then go
    back with the yellows, clearing the way until you get back to him. He'll
    stamp around, then stop and lower his body for a breather every so often.
    Take this as your chance to run in and throw 20 or so yellows onto the body.
    Use a red spray first for extra-fast damage. 
    
    Whistle them off as soon as he builds up to spin them off, and retreat to a
    safe distance until he lowers again. Repeating this a few times will soon
    finish him off, and give you the key. Make your way to the exit, being 
    careful to swarm any rogue Sheargrubs (especially the darker females) as soon
    as they appear. 
    
    
    
    
                      ------------------------
                      Arena 11: Cryptic Cavern               #A11
                      ------------------------
    
    Pikmin: 5 Reds, 5 Whites
    Sprays: 3 Red, 2 Purple
    Floors: 5
    Difficulty: (****)
    
    **Level 1**
    Scout around to lure the Doodlebug out (bet you miss that treasure antenna now, 
    huh) and throw a white on his back to get the key. Not much time here.
    
    **Level 2**
    Kill the Spitty Blowhog to get the key. He's actually quite easy to polish 
    off without blues, just whistle thrown-off 'mins out of the water spit path.
    
    **Level 3**
    The Anode Dweevil has the key here. To save sprays, just use the two 
    captains to kill it (as electricity is an instant 'min killer). The whites
    might start digging stuff up but as it's not the key we don't care.
    
    **Level 4**
    Use a red spray on your red Pikmin, use a purple one on the sleeping Fiery
    Bulblax and hurl them on. They should kill him before he recovers, and he'll
    cough up the key.
    
    **Level 5**
    
                      BOSS: BURROWING SNAGRET
    
    If you've not had loads of Snagret practice in story mode you may find this 
    tough. Don't worry, there's an easy technique to beat him. When he emerges, 
    he either comes straight out, or he pokes head first and then slowly comes 
    up (usually about one time in four). When he comes up quickly, run away, and 
    wait for him to rebury. 
    
    When he emerges slowly, fire all the Pikmin onto his head; by the time 
    he's fully out he'll be hurt and so won't eat any Pikmin. Do this about
    3 times and he's beaten with no 'mins lost. Use the red sprays liberally but
    don't bother with a purple until he's fully out or it doesn't seem to damage
    him that much. He'll give you the key. 
    
    
    
     
                      -----------------------
                      Arena 12: Concrete Maze                #A12
                      -----------------------
    
    Pikmin: 2 Whites
    Sprays: none
    Floors: 3
    Difficulty: (***)
    
    **Level 1**
    I hate these levels. Wandering around finding the key and retrieving it within
    a strict time limit is not much fun. Don't worry about the walls, they fall 
    down instantly. If you're lucky the key may be quite close to the start.
    
    **Level 2**
    Even more annoyingly, bombs and Bomb Dweevils drop down here. And it's a 
    larger maze. Pfff. Hope the exit appears somewhere you recognise.
    
    **Level 3**
    Nothing much to do here, use the Queen Candypops if there are any walls 
    you'll have to knock down, and get the key. Want any chess pieces? Me 
    neither.
    
    
    
     
                      --------------------------
                      Arena 13: Collector's Room             #A13
                      --------------------------
    
    Pikmin: 50 Whites
    Sprays: 3 Red, 2 Purple
    Floors: 7 
    Difficulty: (****)
    
    **Level 1**
    The Spotty Bulborb has the key here, quickly kill him. Don't waste a spray.
    Make sure you throw starting behind him so he has to turn before even 
    thinking of eating any Pikmin. As with all these Bulborbs, throw Pikmin on
    thick and fast so they have to stop and shake rather than bend down and eat.
    
    **Level 2**
    Same here for the Orange Bulborb. He'll awake before you're as close though,
    so use a red spray first.
    
    **Level 3**
    See level 1!
    
    **Level 4**
    It's a white fluffy Bulborb here, same process though. Shouldn't need a 
    spray.
    
    **Level 5**
    The Spotty Red one here may be awkwardly placed, so if need be use a red 
    spray first.  
    
    **Level 6**
    Another Orange Bulborb here, use a purple spray to be sure of killing him
    with no losses.
    
    **Level 7**
    Use the remaining purple spray on the Gatling Groink here, or if you've used 
    it a red one should still be OK. Take a moment to check out all the Nintendo 
    goodies in here before you leave (the arena is called 'Collector's Room' after 
    all!) 
    
    
    
    
                      ------------------------
                      Arena 14: Dweevil's Nest               #A14
                      ------------------------
    
    Pikmin: 25 Reds, 25 Blues, 25 Yellows, 25 Whites
    Sprays: none
    Floors: 1
    Difficulty: (**)
    
    **Level 1**
    If this arena name did have an English text version, I'm sure it would be
    something like 'Dweevil City' as there's about 10 of them here! It may feel
    cheap but by far the safest way to do this level is by using Olimar and 
    Louie to kill the Dweevils by the key and exit (it will appear where no items
    are in a side section), just remember they don't have Flare Guard suits etc 
    here! 
    
    
    
    
                      -------------------------
                      Arena 15: Cavernous Abyss              #A15
                      -------------------------
    
    Pikmin: 25 Reds, 25 Whites
    Sprays: 2 Red
    Floors: 1
    Difficulty: (***)
    
    **Level 1**
    Use the reds to disable the fire traps, then change to controlling the whites
    and kill the Munge Dweevils hiding in the pipes. Now take the 'mins up to the
    room ahead...
    
                      BOSS: RAGING LONG-LEGS
    
    This guy's slower than Beady but has bigger feet. Same idea, use a red spray 
    first then wait for him to rest. Throw the glowing Pikmin on fast and watch 
    his health drop. Whistle them off just before he spins them, and then back 
    off as he'll do some fast-stomping before resting again. Should only take a 
    couple of repeats.
    
    If you didn't clear the Dweevils first, be prepared for some fun and games
    taking the key back! 
    
    
    
    
                      -------------------
                      Arena 16: Snack Pit                    #A16
                      -------------------
    
    Pikmin: 5 Reds, 5 Blues, 5 Yellows, 5 Whites, 5 Purples 
    Sprays: none
    Floors: 1
    Difficulty: (**)
    
    **Level 1**
    
                      BOSS: GIANT BREADBUG
    
    Ignore the normal Breadbugs here, just worry about the Giant one as he has the
    key. Wait until he grabs an item and then swarm it so you win the tug o' war 
    and drag him back to your ship nosecone. This'll take off half his life so
    repeat once to kill him. If this method goes wrong you can also flip him over
    with purples but this takes much longer. 
    
    
    
    
                      -------------------------------
                      Arena 17: Three Colour Training        #A17
                      -------------------------------
    
    Pikmin: 30 Yellows, 15 Whites, 15 Purples 
    Sprays: 2 Red
    Floors: 1
    Difficulty: (***)
    
    **Level 1**
    This one can be very tricky unless you know the right technique - then it 
    becomes pretty simple. Take the Pikmin to a safe corner away from too many
    Anode Beetles and with Louie (and no Pikmin) go and stand right up against
    the tower the Gatling Groink is on, on the non-raised part. Now with Olimar
    take the yellows only around to the raised part. The Groink should stay
    focussed on Louie and keep bombing him, but the shots won't hit (too close).
    
    So with Olimar simply keep throwing the yellows up to the Groink, he'll buck
    them a few times but just whistle them back and throw again. When finished
    you'll get the key. Be careful of poison flumes on your way to the exit, that's
    what the whites are there for. Groinks regenerate but you won't be hanging 
    around here long enough to worry about that!    
    
    
    
    
                      -------------------------
                      Arena 18: Hazard Training              #A18
                      -------------------------
    
    Pikmin: 25 Reds, 25 Blues
    Sprays: 1 Red, 1 Purple
    Floors: 2
    Difficulty: (***) 
    
    **Level 1**
    The Fiery Bulblax has the key here, so make a beeline for him. Petrify him
    while he sleeps, then pile on the reds. Watch for fire traps on your blues.
    
    **Level 2**
    The big orange Bulborb has the key on this level, so fire up your 'mins (red
    spray) and let 'em fly! Clear any Dwarf Bulborbs nearby, and again be 
    careful of the flumes. Sometimes the enemy placement on this level means you
    have to use blues more, but the ideas are the same. Remember the orange 
    Bulborbs sense you farther away than the red ones.
    
    
    
    
                      ------------------------
                      Arena 19: Cave of Snarls               #A19  
                      ------------------------
    
    Pikmin: 20 Reds, 25 Blues, 5 Purples
    Sprays: 2 Purple
    Floors: 2
    Difficulty: (***) 
    
    **Level 1**
    The Withering Blowhog (orange one) here has the key, but there's also a Puffy
    Blowhog and Sheargrubs around to annoy you. It's likely you'll have to cross
    some water to get to the exit, but instead of fiddling around throwing Pikmin
    from island to shore just take one blue to the exit and they'll all be
    transported to the next level. Yes, this works!
    
    **Level 2** 
    Once again the Withering Blowhog has the key, and the same baddies are around 
    to annoy you. This time the level's in the rusty metal 'zone' though, so it's
    easier. Use the purple sprays on the Blowhogs in these levels if you feel 
    like it, but you really don't need to.
    
    
    
    
                      --------------------------
                      Arena 20: The Giant's Bath             #A20
                      --------------------------
    
    Pikmin: 50 Blues
    Sprays: 5 Red
    Floors: 2
    Difficulty: (****) 
    
    **Level 1**
    The Bloyster has the key here, although the Greater Spotted Jellyfish and
    Bumbling Snitch may seek you out first. If you have to fight any Hermit
    Crawmads use Olimar to lure them then swarm them. Wait until the Bloyster 
    is facing the other way and throw blues constantly onto his tail, it shouldn't 
    take long.
    
    **Level 2**
    
                      BOSS: RANGING BLOYSTER
    
    Ah, so this is what the giant keeps in his bath! You're given plenty of time
    to kill the Bloyster here, so no rushing. Split the blues up and give half
    to either captain. Now with one, go to the the far side of the Bloyster. He'll
    glow whichever colour you are, and turn to face you. Just as he has done 
    turning, switch to the other captain.
    
    The Bloyster'll spend a few seconds dithering then switch colours and turn 
    around again. Keep repeating, but every time you switch quickly go right up to 
    his tail and throw some blues on. He'll turn and shake them off, but as long as 
    you switch fast enough he'll never do his 'eating' attack so no 'mins will die.
    You've enough red sprays to keep the 'mins fired up so use them frequently.
    Don't dither too much between attacks as he'll regenerate health (slowly). 
    
    
    
    
                      -------------------------
                      Arena 21: Rumbling Grotto              #A21
                      -------------------------
    
    Pikmin: 30 Reds, 30 Blues
    Sprays: 4 Red, 3 Purple 
    Floors: 2
    Difficulty: (*****)
    
    **Level 1**
    Cave of Rumblings as everything here rumbles out of the ground at you! These
    are generally the annoying enemies, Cloaking Burrow-nits, Creeping
    Chrysanthemums and Sheargrubs (mostly the 'min-eating female kind). Luckily,
    the key is just lying around on this level so if you're feeling lazy, reset
    until it appears right next to the ship and you'll breeze through! 
    
    If not, try to avoid the enemies you can (flowers with eyes!) and don't be
    afraid to use the purple sprays on them.
    
    **Level 2**
    More rumbling...
    
                      BOSS: PILEATED SNAGRET 
    
    This one's quite a toughy to do with no loss, so I hope you saved those red
    sprays! And in case you were wondering, 'pileated' means having a crest upon
    the pileum, a birds head. The general idea here is the same as for the 
    Burrowing Snagret; about every one time in five the Snagret will emerge 
    slower, just poking out at first. 
    
    When he does, piling on the (red sprayed) Pikmin will cause him so much damage 
    he won't peck any at all, and will throw them off and re-burrow. So when he 
    comes up fast, just run away and circle behind him so he goes straight back 
    down. When he flings the 'mins off, you have to be very fast to whistle them
    back or he'll get them next time. He won't regenerate health, so don't rush.
    
    
    
    
                      ---------------------------
                      Arena 22: Subterranean Lair            #A22
                      ---------------------------
    
    Pikmin: 20 Reds, 20 Blues, 20 Yellows 
    Sprays: 2 Red, 2 Purple
    Floors: 1
    Difficulty: (*****) 
    
    **Level 1**
    Pure evil, this level is: be prepared for some resets! Three full grown Spotty
    Bulbears stamping around with four Dwarf Bulbears following them. As soon as 
    the level starts, zoom out and above (press Z, press R) as they can start right
    next to you. To beat this level you need a bit of luck; you need only one 
    large Bulbear to start near you, and you need it to be the one that gives the
    key (1 in 3 not bad odds, though). 
    
    So red spray your 'mins, petrify the Bulbear (and with a bit of skill any 
    Dwarfs following it) and pummel it. Grab the key and hope the exit appears 
    away from the others, if not you'll have to lure them away then race back 
    and break the exit open. My advice is to reset the level until you start
    with the right conditions, otherwise it's incredibly frustrating.  
    
    
    
    
                      ---------------------------
                      Arena 23: The Hidden Garden            #A23
                      ---------------------------
    
    Pikmin: none (!)
    Sprays: none
    Floors: 1
    Difficulty: (*) 
    
    **Level 1**
    OK, so you do start with some Pikmin but actually they're Bulbmin. Like
    Pikmin, but immune to fire, poison, water and electricity. Pretty useful then.
    This level is just a nice rest, really, it's pretty much impossible to lose
    any Pikmin here. Go into the main room and two Queen Candypop Buds will drop
    down, throw the Bulbmin into these (doesn't matter which colour) and you'll
    have 18 Pikmin to chase after the Unmarked Spectrands (butterflies). 
    
    When you're bored of that, start hunting doen the Skitterleaves as one of 
    these has the key, but you have plenty of time. That's it. No, really.
    
    
    
    
                      ------------------------
                      Arena 24: Abduction Cave               #A24
                      ------------------------
    
    Pikmin: 30 Reds, 30 Yellows
    Sprays: 2 Red, 1 Purple
    Floors: 1
    Difficulty: (***)
    
    **Level 1**
    Annoying enemies ahoy here - Bumbling Snitches, Fiery Dweevils, Careening
    Dirigibugs (bomb guys). The Greater Spotted Jellyfish has the key though, 
    and handily he can usually be lured to a safe area to kill. Petrify him to
    make him satisfyingly thud to the ground. If a Snitch picks you up, twirl
    the control stick and press the A button to free yourself. 
    
    
    
    
                      ------------------------------
                      Arena 25: Secret Testing Range         #A25
                      ------------------------------
    
    Pikmin: 10 Reds, 10 Blues, 10 Yellows, 10 Whites, 10 Purples
    Sprays: 1 Red, 1 Purple
    Floors: 2
    Difficulty: (****)
    
    **Level 1**
    You could do with a bit of luck here; there are two Gatling Groinks and you
    only want to have to kill one, using the purple spray (save the reds for the
    next level...). So hope it's the one with the key! You can use the Groink - 
    luring technique to kill them without sprays but it's faster to reset to get 
    lucky.
    
    **Level 2**
    Now the firing range starts for real!
    
                      BOSS: MAN-AT-LEGS
    
    OK, secure a safe spot in a corner from traps (use reds or whites) and huddle
    all the 'mins there with Louie, and give Olimar the blues to fight this guy 
    with. Red-spray them up, and go over to the suspicious orb in the centre to
    lure the boss out. He'll stamp around a bit then open up his body section 
    (use the steaming as a signal for this) and follow you with a laser targetting
    red beam.
    
    As soon as this happens, he's about to shoot so run behind a barrier fast! The 
    shots are fast and damaging but very on very shallow trajectories, so only a 
    small barrier will save your 'mins. Make sure you wait until he puts his gun
    away, as he often fires in two or more bursts. Then he'll stamp some more
    (don't worry, his legs won't hurt), and lower his body and rest like all long
    legged bosses!
    
    As usual, this is your opportunity to throw the blues onto his body to give
    him a smack. Whistle them off before he flings them away, as he'll probably
    start firing soon after. You'll need to repeat this cycle a fair few times 
    as stingily you only have 10 blues, and with the water in the middle I 
    wouldn't risk it with the other colours.
    
    
    
    
                      --------------------------
                      Arena 26: Breeding Grounds             #A26
                      --------------------------
    
    Pikmin: 4 Reds 
    Sprays: 3 Red, 2 Purple
    Floors: 3
    Difficulty: (***)
    
    **Level 1**
    Five Queen Candypops here to build up some forces, but watch out for those
    pesky Creeping Chrysanthemums! You don't need to get all the Queens, four
    is fine, so you have 36 Pikmin. You don't really want to fight more than one 
    flower, cause you'll probably need to use a purple spray. The key is lying
    around somewhere. Remeber pink flowers are given on no deaths, not how many
    Pikmin you can get.
    
    **Level 2**
    Plenty more Queens here, so get a good mix of each colour before making an
    exit. 76 in total is a reasonable target. If you need to kill the two Red
    Bulborbs in here to get to them (or the key) use a red spray first.
    
    **Level 3** 
    This is why you needed a good mix - electricity and fire traps, and some
    water too. There are a few Fiery Blowhogs running around between the bells (?)
    and one of these has the key so once it's safe finish these guys off. 
    
    
    
    
                      -------------------------
                      Arena 27: Dogfight Cavern              #A27
                      -------------------------
    
    Pikmin: 50 Reds
    Sprays: 1 Red, 1 Purple
    Floors: 1
    Difficulty: (***)
    
    **Level 1**
    All kinds of rubbish will fall on you here so make sure you scout around
    with Olimar before you move the Pikmin. Rocks, bombs, Bomb Dweevils, a 
    Snowy Bulborb and a Fiery Bulblax will all descend to name a few. Kill the 
    Bulborb (red spray) and the Bulblax (purple spray) if need be, and then 
    finally pick up the key and exit. 
    
    
    
    
                      -------------------
                      Arena 28: Bully Den                    #A28
                      -------------------
    
    Pikmin: 25 Purples
    Sprays: 2 Red, 2 Purple
    Floors: 1 
    Difficulty: (****)
    
    **Level 1**
    Well, if you didn't like Submerged Castle in the Perplexing Pool in story mode, 
    you won't like this arena!
    
                      BOSS: WATERWRAITH (X2) 
    
    When the timer hits 270, they'll both drop down and start rolling around. A 
    few other enemies drop, too (Yellow Wollywog, Anode Beetle). The key to 
    beating them without too much hassle here is to divide and conquer: you don't
    know which has the key so destroy both Wraiths, and hope the first one you
    finish when they're roller-free is the key one. If not, it'll take a bit 
    longer.
    
    Don't knock walls down at the start, they can be handy in separating the 
    bosses. Just watch the timer, and lure out some Dweevils from the pipes if you
    want. Once they've dropped, remember you can crowd into corners to save 'mins, 
    and wait for a good shot then throw purples on one of them. With so many, they
    die pretty quick. Leave the first one running around while you de-roller the
    other.
    
    Be careful of the Anode Beetles etc that fall (remember they don't get 
    crushed), and finish off the running Waterwraiths. One has the key, the other
    gives that freaky baby head item (666 points in the JPN version, freaky).
    
    
    
    
                      ---------------------
                      Arena 29: Sniper Room                  #A29
                      ---------------------
    
    Pikmin: 30 Yellows, 20 Purples
    Sprays: 1 Red, 1 Purple
    Floors: 1
    Difficulty: (****) 
    
    **Level 1**
    Lots of enemies in this night-time garden, and several are tricky ones. Scout
    through the level first and figure out the ones you actually need to kill to
    retreive the key. Then use luring techniques to get the Cannon Beetles and 
    Gatling Groink (on the upturned bucketand spade!) to help you kill a few by
    getting them to fire rocks etc around. You have time to be careful here.
    
    Finally with all your 'mins polish off any remaining. For the Groink, use the
    same technique as arena 17 - use one captain to draw his fire and throw the 
    yellows on with the other. For the Cannon Beetles, just make sure you whistle 
    back the 'mins they fling into the rock paths. Purples should make light 
    work of any Bulborbs remaining. Once the path is cleared, get the key and 
    make your way to the exit and prepare for the final Arena!
    
    
    
    
                      -------------------------
                      Arena 30: Emperor's Realm              #A30
                      -------------------------
    
    Pikmin: 20 Reds, 20 Blues, 10 Purples
    Sprays: 2 Red, 2 Purple
    Floors: 5
    Difficulty: (*****)
    
    **Level 1**
    In this first level, the Snowy Bulborb has the key so use the purples to 
    bash him first, and then finish off any Dwarfs (or the big Red) that are
    in the way. Try not to waste any sprays yet.
    
    **Level 2**
    Argh - Bulbears! Use a purple spray on him quick (and try to angle it so you 
    also get the Dwarf Bulbears) and kill to get the key. Use reds to disable the
    firetraps here and exit. You shouldn't have to kill the orange Bulborbs, just
    avoid them (by a good distance).
    
    **Level 3**
    Use the Queen Candypops here to get another 27 reds, and flower them up with
    the honey rocks around. Now, send the blues and purples into a safe corner, 
    and with Louie lure the Fiery Bulblax out of the water. Then switch to Olimar
    with all the reds and purple spray him quick. Pile them on and you'll soon
    have the key.
    
    To exit you'll probably have to cross the water, but don't bother careful
    throwing across, just remember that you don't have to take all your Pikmin to
    the exit to get them to the next level. Just take the blues, control the 
    others in a safe place with the other captain.
    
    **Level 4**
    
                      BOSS: EMPRESS BULBLAX
    
    This boss is no tougher than when you meet her for the second time in story
    mode, so if you've done that you should be fine. Grab the purples, and run 
    right up to her face. Throw them on, and she'll curl up and act hurt. Then 
    she'll straighten up again. That's the signal to whistle them off, as she's 
    about to roll (and kill her larva - ha!)
    
    Repeat this about four times and she's done. Don't worry about the fire traps
    nearby, just don't let any purples start attacking them. Once dead, be 
    careful to finish off any surviving Larvae as they eat 'mins fast. Now you
    can use the reds to take care of the flame traps before exiting.
    
    **Level 5**
    
                      BOSS: EMPEROR BULBLAX (X3)
    
    This would be rock hard in this time limit if it weren't for the careful
    scattering of bomb-rocks on this level. This makes the Emperors much easier,
    just lure one of them out of the ground and into licking up a bomb (you can
    even nudge these around). When it explodes in his mouth, he'll be dazed for
    a fair while; switch to Louie in control of the purples and a few reds and
    lob them on. 
    
    Use red sprays as well if you have them left, it all saves time. In the 
    worst case scenario you may have to kill all three to get the key, as it's
    random which one has it. As you won't want to reset now (and have to do all
    4 previous levels again) you just have to work fast. Make sure you tempt them
    well away from the water so no Pikmin drown.
    
    When you get the key, be careful of the bombs, water and flame traps (and any
    slumbering Emperors) and exit for the final pink flower in Challenge Mode.
     
     
    
    
    -------------------------------------------------------------------------------
    
                      ================
                      UNLOCKABLE MOVIE                       #4
                      ================
    
    Congratulations! (not for reading through the faq, for pinking all 30 levels.
    you've done that now, right?).
    
    So what go you get to show for it? Another movie unlocked in the 'bonuses'
    section, the bottom option on the title screen. It's the second to last entry
    on the bonuses menu, it's called 'Louie's Dark Secret' and is very funny, it 
    explains why Hocotate lost all their money...
    
    Bear in mind it's much funnier if you can see the pictures too!
    
    
                      ===================
                      Louie's Dark Secret
                      ===================
    
    *******************************************************************************
    
          The President entrusted Louie with the Golden Pikpik carrots.
    
                But Louie couldn't suppress his powerful hunger...
    
                      And he ate every last one.
    
                Then he falsified his report to the President...
    
          ...Which lead to Hocotate Freight accruing an insurmountable debt. 
    
    *******************************************************************************
    
    
    -------------------------------------------------------------------------------
    
                      ============================
                      CREDITS, PERMISSIONS & LEGAL           #5
                      ============================
    
    CREDITS:
          Nintendo for making such a brilliant game
          Gamefaqs and NTSC-UK boards for discussing stuff
          My gf for putting up with such a geek :)
          Metal Conker and Taoku Stryker for the US version arena names
    
    -------------------------------------------------------------------------------
    
    PERMISSIONS:
          This faq is only permitted to be hosted on Gamefaqs. Nowhere else is
          permitted to use it, so don't even try.
    
    -------------------------------------------------------------------------------
    
    LEGAL:
    
          This may be not be reproduced under any circumstances except for
          personal, private use. It may not be placed on any other 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.
    
          Copyright 2004.
    
    -------------------------------------------------------------------------------