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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. 

*******************************************************************************


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                  ============================
                  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

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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.

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