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

                 STORY MODE SPEED WALKTHROUGH (8 DAY CHALLENGE)

*******************************************************************************
by bigbadwolf
   bigbadwolf2223@gmail.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) Key points                                   (ctrl-f #2)

      3) 8-Day Challenge Walkthrough                  (ctrl-f #3)
         
         Day 1: Valley of Repose                      (ctrl-f #D1)
         
         Day 2: Valley of Repose                      (ctrl-f #D2)
                          |Emergence Cave|
         
         Day 3: Awakening Wood                        (ctrl-f #D3)
                          |Hole of Beasts|
                          |Garden of White Flowers|
         
         Day 4: Perplexing Pool                       (ctrl-f #D4)
                          |Gluttons Kitchen|
                          |Citadel of Spiders|
         
         Day 5: Awakening Wood                        (ctrl-f #D5)
                          |Bulblax Kingdom|
                          |Snagret Hole|
         
         Day 6: Perplexing Pool                       (ctrl-f #D6)
                          |Submerged Castle|
                          |Shower Room|
         
         Day 7: Valley of Repose                      (ctrl-f #D7)
                          |Frontier Cavern|
                          |Subterranean Complex|
         
         Day 8: Wistful Wilds                         (ctrl-f #D8)
                          |Hole of Heroes|
                          |Cavern of Chaos|
                          |Dream Den|   
                            
      
      4) Unlockable Movies                            (ctrl-f #4)

      5) Credits, Permissions & Legal                 (ctrl-f #5)


-------------------------------------------------------------------------------

                         ==========================
                         FREQUENTLY ASKED QUESTIONS            #1
                         ==========================


Q) What are the different types of Pikmin in this game and what are their 
   abilities?
 
A) Red Pikmin:     Cause more damage when atacking enemies. Immune to fire.
  
   Yellow Pikmin:  Can be thrown further and higher. Immune to electricity. 
                   note there are NO small bomb rocks in this game that yellows
                   can pick up.

   Blue Pikmin:    Can have exposure to water without drowning.

   Purple Pikmin:  Weigh and can carry 10 times the other Pikmin, very slow. 
                   Can stun enemies when thrown onto them for extra damage.
                   Have no Onion but rest in your ship overnight.

   White Pikmin:   Immune to poison, and are poisonous (damage enemies who eat 
                   them). Can uncover buried treasures. Very fast. Have no 
                   Onion but rest in your ship overnight.  

   Bulbmin:        Not strictly Pikmin, but you can control these small Bulborb
                   creatures when you kill their master. You get 10 each time.
                   They are immune to poison, water, fire and electricity but
                   only appear in caves and will stay in there when you leave. 

-------------------------------------------------------------------------------
 
Q) How do you find or grow the new purple and white Pikmin if they have no 
   onions? 

A) They can only be grown in Candypop Buds (flowers) you find in caves. Here're
   descriptions of the various Candypops in the game:

   Violet Candypop Buds: 
         Throw any Pikmin into the bud and it will spit out a purple Pikmin 
         seedling into the ground. This can be repeated 5 times before the bud 
         wilts.

   Ivory Candypop Buds:  
         Throw any Pikmin into the bud and it will spit out a white Pikmin 
         seedling into the ground. This can be repeated 5 times before the bud 
         wilts.

   Crimson Candypop Buds: 
         Throw any Pikmin into the bud and it will spit out a red Pikmin 
         seedling into the ground. This can be repeated 5 times before the 
         bud wilts.

   Golden Candypop Buds: 
         Throw any Pikmin into the bud and it will spit out a yellow Pikmin 
         seedling into the ground. This can be repeated 5 times before the 
         bud wilts.

   Lapis Lazuli Candypop Buds: 
         Throw any Pikmin into the bud and it will spit out a blue Pikmin 
         seedling into the ground. This can be repeated 5 times before the bud 
         wilts. Note: Lapis Lazuli is an azure-blue semiprecious gemstone.
   
   Queen Candypop Buds:  
         Throw any Pikmin into the bud and it will spit out nine Pikmin 
         seedlings corresponding to the colour the bud was when the Pikmin 
         landed in it. The bud will only work once and then wilt.

-------------------------------------------------------------------------------

Q) How many areas and caves are there in the game?

A) Four areas, and fourteen caves spread between them - comprising 105 levels! 

-------------------------------------------------------------------------------
  
Q) What are the berries and sprays for and how do you use them?

A) In the overground areas there are flowers that grow with berries on them.
   Sometimes they are hidden under a fungal growth, and they attract Fuzzy
   Whiskerpill maggots who eat the berries. Swarm Pikmin up the stems and 
   they'll knock off the berries for you to take back to the ship. When you 
   collect 10 berries, you'll be able to use a spray via the D-Pad. There're 
   two colours of berries:

   Red berries are more common, and give you the red spray (Ultra-Spicy Spray) 
   which will boost your 'mins for approx 40 seconds, allowing them to attack, 
   carry and knock walls faster. 

   Purple berries give you the purple spray (Ultra-Bitter Spray) which will 
   petrify (turn to stone) any enemies in front of you for about 8 seconds.
   You can attack them safely whilst petrified.

   You can also occasionally find 'puddles' of the berry juice from defeated 
   enemies or honey rocks that Olimar can drink to gain a spray. In particular,
   Doodlebugs (fart beetles) will give you purple puddles the 2nd and 3rd 
   times you hit them, and Irridescent Flint Beetles (green) give you a red
   spray on the 3rd hit.

   You won't get these unless you've already 'unlocked' the spray by getting 10
   berries, though. If you're doing a speed run, sadly you won't have much time
   to waste collecting berries so don't get used to relying on sprays to kill
   tough enemies!

-------------------------------------------------------------------------------

Q) What are the 'equippable items' and what do they do?

A) These items are usually found by defeating the bosses in the caves. You can
   see which ones you have on one of the game pause screens, and they are the 
   Piklopedia items listed 184-196. Here's the complete listing: (in roughly
   the order you'll get them, locations as area, cave, level).



   Item                 Location        Use
   ~~~~                 ~~~~~~~~        ~~~

Sphere Map              A1 C1 L2        Unlocks area 2 'Forest of Awakening'

Treasure Antenna        A2 C1 L5        Alerts when you're close to treasure.

Pikpik Radar            A2 C2 L5        Hold 'x' for Pikmin to carry you.

Exploration Map         A2 overground   Unlocks area 3 'The Perplexing Spring'

The Key                 A3 C1 L5        Unlocks Challenge Mode.

Anti-Electrocutionizer  A3 C2 L6        Captains immune to electricity.

Flare Guard             A2 C3 L7        Captains immune to fire.

Metal Suit Z            A2 C4 L7        Captains more resistant to attacks.

Pluckaphone             A3 C4 L5        Can whistle 'mins out of the ground.

Mega Tweeter            A3 C3 L7        Whistle has larger area of effect.

Rocket Fist             A1 C4 L5        Captains attacks do more damage.

Dash Boots              A1 C4 L8        Captains run faster.

Solar System            A1 C3 L9        Cave levels are illuminated.


-------------------------------------------------------------------------------

Q) Why don't you have the proper regular treasure names?

A) This FAQ was based on the Japanese version first. The names make no 
   difference, so I haven't changed them.

-------------------------------------------------------------------------------

Q) I need 100 purple Pikmin for an item in area 4! Where should I collect them?

A) Area 1, Cave 2 (Subterranean Complex). Go in with one Pikmin, run straight
   through each level until level 8. Here there're 2 Queen Candypops (=16 more
   Pikmin) and 3 Violet Candypops (=15 purples). Exit via the waterspout here.
   Repeat as necessary. If you follow this faq you'll already have 100 purples
   before you reach area 4...

-------------------------------------------------------------------------------

Q) How can I drain the far end of Area 3? How do I kill the big roller thing
   that drops down after a while in the cave there (Submerged Castle)?

A) You can't drain it; you have to go into the cave only with blues (20 is 
   fine). You can't kill the Waterwraith that drops down in each 
   level until the final floor, level 5. Just avoid it.

-------------------------------------------------------------------------------

Q) I've followed the walkthrough, completing the game and scouring every 
   cave but I'm missing enemies 27/29 from the Piklopedia. Why?

A) No. 27 is the Fuzzy Whiskerpill, a maggot that appears to eat berries after
   you de-fungus the berry plants. As you don't de-fungus any plants in this 
   walkthrough (waste of time), none will have appeared. They don't occur in 
   any caves.

   No. 29 is the Militite, those little critters that sometimes come out of 
   the round honeyrocks when you break them open, and scare the Pikmin. They 
   won't have gone into your Piklopedia unless you killed any, which is worth
   doing anyway as they give nectar when they die. Throw Pikmin on them to kill
   them (purples work a treat here for multi-deaths).

   It's possible you may be missing some of 59-69 as well, these are just
   plants, flowers etc that you may not have brushed up against. They're pretty
   dull anyway, so no big loss! 

-------------------------------------------------------------------------------

Q) Nice title screen - any classic Nintendo touches here?

A) Sure are - press R and the 'mins will reform to make the word 'Nintendo'.
   Press L to make them form back into 'Pikmin 2'. Press X and a Red Bulborb'll
   appear; control it with the C-stick and press Z to eat Pikmin! Press Y and 
   an Irridescent Flint Beetle will wander on, you can control it with the 
   C-stick as well.

-------------------------------------------------------------------------------

                         ==========
                         KEY POINTS                            #2
                         ==========

(*) Why so fast?

The timings and techniques in this walkthrough are intended for speed runs.
I wouldn't recommend trying this unless you've already completed the game once,
otherwise you may get stuck on easier sections I've glossed over, or get lost 
on the levels. However, as a reference guide it's still just as valid to find
tips on a particular section. 

In particular this is a guide to the strategies you'll need to use to complete
the game in the minimum number of days possible, 8 DAYS. This involves doing
area 1 in 3 days, area 2 in 2 days, area 3 in 2 days, and area 4 in 1 day!

If you're not doing a speed run just ignore the rushing around and limited 
numbers of Pikmin etc. It took me 36 days to complete the first time through 
so there's no rush unless you want a challenge! 


(*) Save the Pikmin!

This is also based on a ZERO DEATH run; I've completed all the parts in the
walkthrough without losing any Pikmin so that's what I've based strategies
around. If you don't care about losing a few 'mins you can go a lot faster
(and less resets!) through the caves, although that won't affect the number
of days taken in total. If more die, you'll have to waste time breeding 'mins
to replace them, too.


(*) Beware of the credits.

The first target to work towards is 10,000 pokos. At this point whichever day
you're on will end (once you're overground) and take you to the credits. This
means unless you time it correctly, a day will be wasted and your speed run 
will be shot! 10,000 pokos needs to be hit at the end of a day once everything
you needed to collect on that day has been collected.

Luckily, this seems to naturally fall at a good time at the end of day 6.
The maximum possible pokos from items in 5 days is 7645. Add on enemies 
killed underground and this is about 8400, but nowhere near 10,000. Therefore
this must be achieved on day 6. To make sure it is not reached too early on
day 6, the safest way is to NOT COLLECT TOO MANY BODIES underground. 

It's fine to collect all the bodies the first time through caves, but this
walkthrough involves revisiting caves multiple times, so just to be safe
don't collect any bodies in these revisits. At the end of day 6 the max from
items is 9815, so only 185 coins from bodies is actually needed. Word from
the wise: don't try to complete Valley of Repose on day 6. The items there
are worth more than Perplexing Pool, and the credits will come early!


(*) Lots of 'mins.

The overall target is collection of all 201 treasures in as few days as 
possible. Apart from the 10,000 problem, another thing to be wary of is the 
fact that there's an item in area 4 that requires 100 purple Pikmin, so you'll
need to revisit dungeons quickly at the end of some days to get enough. The 
run'll be ruined if you have to waste a day going back to another area to 
get enough purples.

There are other overworld tasks that are Pikmin-intensive, so you'll need to
get as many as you can via the day 2 breeding trick, revisiting Queen
Candypops underground etc. Keep a close eye on the total Pikmin numbers at
the end of each day; if you go too far adrift from these you'll probably
run into problems.

 
(*) Here's the day-overview:


**Day 1: Valley of Repose     (introduction)

**Day 2: Valley of Repose     (target: Collect half-Globe to unlock area 2)

**Day 3: Awakening Wood       (target: Collect half-Globe to unlock area 3)

**Day 4: Perplexing Pool      (target: get yellow Pikmin)

**Day 5: Awakening Wood       (target: get blue Pikmin and complete area)

**Day 6: Perplexing Pool      (target: complete area to unlock area 4)

**Day 7: Valley of Repose     (target: complete area, 100 purples)

**Day 8: Wistful Wilds        (target: complete area to complete game)


The first 5 days are predetermined; to do the fastest run you have to do this
order. Perplexing Pool 2nd day is very tight for time so is best to do on
day 6 as the enemies you killed there on day 4 will still be dead. And for 
dramatic effect the game should really be completed with the final items
coming from the last boss in the Wistful Wilds!


(*) Enjoy the view.

With almost no exception, the best view to use is the most zoomed out overhead
one (press Z once and R once). This lets you see the largest area, but it can
sometimes make judging angles harder. Nevertheless, get used to using it.


(*) Know how to fight!

There are three ways to kill enemies; with Pikmin, with Olimar (and Louie, and
the Pres) or with cunning!

Pikmin - Either throw onto the top of the enemy (which often does more damage)
         or swarm them via the c-stick all around the enemy. If you have loads
         this is often fine, but otherwise can lead to deaths. Each enemy will
         have a best way to kill it. Figure these out!

Olimar - For some really annoying enemies (Bulbears, Silver Wollywogs) it may 
         be worth fighting with your captains to avoid Pikmin deaths. Learn 
         when their attacks are to avoid them. Some really weedy enemies are 
         best tackled in this way too, eg Dweevils.

Cunning- This means using the Bomb rocks etc to turn the game on itself! In 
         particular, Dirigibugs (bomb guys), Groinks (gun fish), Cannon Beetles
         and Bomb Dweevils can be used to kill other enemies or themselves. Of
         course, the best way to use cunning is to figure out which enemies 
         you don't have to bother killing at all!


(*) Cave tactics.

You'll be spending most of the time in caves, so learn the tricks to make this 
easier. Should any Pikmin die on a level, you can just reset the game to start
on that level again (sounds obvious, but I didn't realise this my first time
through!). Do this if one of your captains dies as well, as that can make later
levels harder.

Another important note is that you don't have to take all the Pikmin to the
exit in order to take them all to the next level. Just do it with one if the
route to the exit is tricky to navigate (eg over water, or past enemies you
don't need to kill), and keep the others with the other captain in a safe
place.


(*) Save tactics.

If you're actually doing a speed run, ALWAYS use two save files, in case 
something goes wrong. Keep one saved at the beginning of each day and use the
other one to work through the day. If you ever want to quickly save the things
you've completed on an area, just take one Pikmin into a cave and exit it 
(from the pause menu) straight away. This'll save, and don't worry - the Pikmin
will come out alongside you!


-------------------------------------------------------------------------------

                         ===========================
                         8-DAY CHALLENGE WALKTHROUGH           #3
                         ===========================

-------------------------------------------------------------------------------


                         ***********************
                         Day 1: Valley of Repose               #D1
                         ***********************


Day objectives:   1) Compress paper bag barrier
                  2) Collect Battery (this ends the day)


Whistle the Pikmin off the Dwarf Bulborb, then throw them back on to kill it. 
Don't worry, this is a special training Bulborb that can't hurt you or the 
'mins. Then take them over to the paper bag and throw them on - it tells you 
you need 10 more to squash it down. 

Press Y to switch to Louie, and go to the red onion, but wait (about 4 minutes)
for the Pikmin to flower before you pull it out and laugh at the cutscreen! Use
the min to bash the Pellet Posies and carry them back to the onion. Once again,
wait for them to flower before picking them. This will make a breeding trick on
the next day much easier. 

Grab all the Pikmin and go round to the other side of the paper bag, throw them
on. Now bring the Bulborb body to the onion to grow the last Pikmin (flower 
these, too) to be able to carry the Battery (280 pokos) out of the snow back to
the ship. The day will end automatically here.
 

                         ------------
                         End of Day 1
                         ------------
                
                         Pokos (coins):   280

                         Treasures:       1
                
                         Pikmin:          Red:    20


-------------------------------------------------------------------------------


                         ***********************
                         Day 2: Valley of Repose               #D2
                         ***********************


Day objectives:   1) Breed red Pikmin
                  2) Compress the paper bag
                  3) Knock down the barrier
                  4) Collect the Crushed Can
                  5) Use breeding trick to grow more Pikmin
                  
                  6) Complete 'Emergence Cave' (this ends the day)


With Olimar take out 6 Pikmin. Run out and round to the left and set 2 on each
of the Posies where the red onion was in the last day. Switch to Louie, and
take out the rest of the reds. Set them on the the Posies in front of the 
other Paper Bag, and the posies by the onions.

Once that's all done, take the Pikmin round to the bag that needed 35, 
and squash it. Kill the Dwarf Bulborb and take all the Pikmin round behind the
sleeping Bulborb, throw them on constantly until it dies; you shouldn't lose 
any 'mins. Collect the bodies and the pellets that also appear, and get the
extra '5' Posie that has grown on the ledge by the red onion. 

Pluck out the Pikmin grown (unflowered, now time's an issue) and take all
Pikmin (should be 70) round to the barrier where the Bulborb was. Herd them 
into it so they beat it down. Now with them all under your control take them
over to the Crushed Can (170) to carry that back. Now just take one Pikmin
with Olimar and get ready to enter the cave beyond the broken barrier.

Now instead of entering and completing the cave, time for a breeding trick!
As soon as the Can is back in the ship, dismiss all Pikmin except the one
with Olimar, and take him into the cave. Don't worry about the others idle
in the area; when you enter a cave they all return safely to the onions.

     ##TIME CHECK: You should be entering the cave before mid-day.##

Now for the trick: once in the cave with one Pikmin, select to exit the cave
straight away. It asks you if you want to leave without your Pikmin, but 
selecting yes DOESN'T take the Pikmin with you. So exit, and once you're
back at the ship you'll notice some of the Pellet Posies have regrown...

With Olimar take out 7 reds, throw 2 each on the Posies by the onion, and
2 on the one by the paper bags. Now run with the last one to the cave. 
Switch back to Louie so you can see when all 6 new 'mins have sprouted.
You have to wait for the leaves to glow, not just the number to tick up.

Enter the cave, exit and repeat. Each time you'll get 6 more Pikmin in the
ground. I managed this 7 times before the last hour of the day, when you'll
have to stop. Pull out all the seeded Pikmin, and go into the cave one last
time, but with all the 40ish Pikmin out of the onion. 

Doing this trick means you'll have around 42 more Pikmin than you would have
done, which will make future areas less tight. Note how useful it was having
some of the reds flowered! Now the first cave, this time you're doing it for
real. 


                         ==============
                         Emergence Cave
                         ==============

**Level 1**
Kill the Dwarf Snow Bulborbs, and carry the 7-Up Cap (100) and the Satsuma 
(180) back to the nosecone along with the bodies. Hear that powering down
sound when you've carried back both items? That tells you you've cleared the
level. Remember you can take your time in the caves as no above-ground time
passes down here. Go down to the next level.

**Level 2**
Kill the Dwarf Bulborbs. Go to the next room with the Violet Candypop Buds,
and throw 5 red Pikmin into them in one go. Each will wilt after seeding 5
purple Pikmin. Wait for the purples to flower before you pick them - 
unflowered purple Pikmin are so slow it's actually painful! Now go back to
the Sphere Map (200) and carry it to the nosecone. 

This is the first special 'equippable item', which will unlock the next area,
Awakening Wood. Collecting this item is also the trigger that ends the
day; it will end as soon as you go back overground. Your equippable items
appear on one of the pause menus. Go to the waterspout and...


                         =========
                         Exit Cave
                         =========


The day will now end automatically, as you collected the Sphere Map, but if 
you did the breeding trick well you should only have seconds left anyway.


                         ------------
                         End of Day 2
                         ------------
                
                         Pokos:           952

                         Treasures:       5             

                         Pikmin:          Red:     102
                                          Purple:  10


-------------------------------------------------------------------------------


                         *********************
                         Day 3: Awakening Wood                 #D3
                         *********************


Day objectives:   1) Break down first barrier    
                  2) Collect 10 red berries
                  3) Complete 'Hole of Beasts'
                  4) Collect the Strawberry
                  5) Redo 'Hole of Beasts' (5 more purples)
                  
                  6) Compress the Paper Bag  
                  7) Complete 'The Garden of White Flowers'
                  8) Redo 'The Garden of White Flowers'(15 more whites)
                  9) Break down poison wall behind 'Garden of White Flowers'
                 10) Collect the Bulb

                 11) Break down other poison wall
                 12) Collect 10 purple berries
                 13) Collect the Dice
                 14) Unfurl bridge by Exploration Map
                 15) Collect Exploration Map


A lot to do today; ideally do everything possible without blue or yellow 'mins
(you can't get them yet). If this walkthrough is too fast just land again the 
next day, it doesn't matter as there's no day limit. First get all the red 
Pikmin out you can, which is 95. Why not 100? Because (although you can't get
them yet) there are another 5 blues playing around in this area.

Go straight over to the right and set all 95 on the barrier here. Once down,
grab the Honeywisp nectar, and swarm the 'mins onto the two Berry Flowers to
knock off 10 berries. 10 'min will take these back to the ship, and give you 
the Ultra-Spicy Spray ability. You won't have time to pick more Red berries,
but you'll get ones for free every now and again anyway.

With the 85 left, Swarm the Cloaking Burrow-nit when it comes out of the 
ground. To the left side is a Creeping Chrysanthemum hiding as a flower, lure
it out then swarm it when it falls over. Don't collect the bodies, just run 
round to the left and enter the cave on your right.



                         ==============
                         Hole of Beasts
                         ==============

**Level 1**
Kill all the Sheargrubs (careful of the darker females, they can eat Pikmin)
and carry the D-Pad (100) to the nosecone. Go to the next hole.

**Level 2**
More Violet Candypop Buds here, throw 10 reds in (non-flower ones to be most
efficient). Don't bother leaving them in the ground to flower as there should
be plenty of honey rocks around to break. Note these Candypop buds won't 
reappear here so you cannot just revisit this early cave to get lots of 
purples! 

**Level 3**
Make sure you disable fire flumes with red Pikmin, and collect the Domino 
(150) and Floppy Disk (230).

**Level 4**
Disable fires and kill the Bulborb with reds, you'll find another Violet 
flower (5 more purple Pikmin and the flower here does reappear) as well. 
Collect the Bulborbs Game & Watch (280) and the Playing Card (140). Next
level is the first boss...

**Level 5**

                         BOSS: EMPRESS BULBLAX

Take about 10 Purples roud to the Empress, and throw one on her head to wake 
her (whistle it back quick!). Go round to the head end, go right up to the 
head and quick fire the purples on. She'll curl a bit and look in pain, then
come back to face the front - whistle your guys off NOW as she'll shake them
off otherwise. She'll roll around now, but kill none of your Pikmin as you 
whistled them back, right?! 

After 3 rolls she'll face front again, so repeat the cycle. Do this about 4 
times and she'll die. Collect the Love Tester (200). Now you have the 
equippable item 'Treasure Antenna', it'll let you know if items are close and 
it'll turn off once you've cleared a room (as it should now). 


                         =========
                         Exit Cave
                         =========


Get 10 more reds out to be have 95 Pikmin ouside. Now run over in front of the
ship and kill the Dwarf Bulborbs, and the large Red Bulborb (with purples 
first to stun him). Collect the bodies, and the Strawberry (170) on the ledge.
Run around to the right and collect the Posies and Sheargrub bodies too. 

Notice the handy trick here: by having max Pikmin outside, when you collect
bodies the Pikmin grown stay inside the onions so you don't have to waste time
pulling them out of the ground! Now run all your 'mins back round to the 
'Hole of Beasts' and redo the cave to get another 5 purples (level 4). Don't
bother killing & collecting the enemies this time. 

OK, once back at the ship you can go back to that paper bag where the Burrow
nit was and chuck all the purple Pikmin on. It'll collapse, and there's 
another Burrow-nit behind to swarm. Don't worry about the body. The next cave
is behind it; take all 95 Pikmin in. 

You need to get white Pikmin from in here to be able to knock down the two 
poison-gas walls in this area. In fact, you'll need to do this cave twice to
get enough whites. Notice upon entry the cave shows the 'poison' symbol...


                         ===========================
                         The Garden of White Flowers
                         ===========================

**Level 1**
Kill the Sheargrubs, and collect the Kiwi Shoe Polish (80) (more product 
placement!) then exit.

**Level 2**
Use reds only to kill the Fiery Blowhogs (swarm them) and collect the 
Gemstone (100) and the Dr Pepper bottlecap (100).

**Level 3**
Ivory Candypop Buds here, so get your first 15 white Pikmin! Around the
edge of the room are Honeywisps to flower your new 'min. Using the whites, 
move around the exit of the room until your item-meter is going crazy - 
now your whites should show their special digging ability and uncover
the buried Tape Roll (80).

**Level 4**
Use the whites to disable the poison gas flumes in here, and when they're all
destroyed collect the Milk Cap (30)and Mushroom (30). Not worth much, are they?

**Level 5**

                         BOSS: BURROWING SNAGRET

I'm sure you remember this guy from the first game. He's no harder now. Use
about 25 reds, and go to his nest. When he emerges, he either comes straight
out, or he pokes head first and then slowly comes up. 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. Woohoo! Collect the
reward, the Glove (100). This gives you the equippable item 'Pikpik Radar', you
can now get the Pikmin to carry you home by holding x. Answers on a postcard as
to when this is ever useful - I've certainly never had to use this pointless
ability! Break the honey rocks if you lost any flowers.


                         =========
                         Exit Cave  
                         =========


You'll appear back at the ship with all the Pikmin, whistle them all and go
back and re-enter the last cave AGAIN. Why? So you'll have 30 white Pikmin to
knock down the walls faster. The three Ivory flowers won't appear a third time
though, so you can't redo it again to get 45. Don't ever bother killing enemies
or collecting bodies when you redo caves.

When you've done that, whistle all the min (30 white, 15 purple, 50 red) and
leave 5 whites and 5 reds with Louie here. Run with the others round to the 
poison wall behind the cave you just went in. Knock this down with white 'mins
only, they'll then destroy the gas flumes too. 

     ##TIME CHECK: You should begin breaking the barrier before mid-day.##

While they're doing this, switch to Louie and take the 5 reds, 5 whites round
to the flowerpots to the left of the ship. From the first pot throw the 'mins
onto the second pot. The whites will uncover the Bulb (55) and the reds will
help carry it back to the ship. Run Louie over to the others. 

Once they barrier and poison flumes are destroyed, with Olimar take the whites
and purples over to the other poison wall near the first cave. Set the whites 
onto it. Switch back to Louie, and go and stand on the lower block behind where
the barrier was. Throw one red onto the higher block and then throw all the
rest up onto the higher ledge ahead. Once all thrown, the block Louie is on 
will raise him up.

Swarm the reds onto the Purple berry flower here, so 5 are taken back to the
ship, then throw some more up to the Dice (100) to take that back to the ship.
Switch back to Olimar, the poison wall should be pretty much down now. Once
down, lure the Chrysanthemum out of the ground and throw purples onto it when
it falls over. Set the purples and whites onto the bridge to unfurl it.

Now swarm the whites and purples onto the equippable item 'Exploration Map' 
(200) and flower body to take them to the ship. The Map will unlock area 3,
'Perplexing Pool'. Switch to Louie, swarm the berry flower again to get
another 5 berries (which should have regrown by now) and take the rest of the
reds over to the Exploration Map being carried to lend a hand.

There won't be much time left now, so just grab any Pellet posies you have time
to, along with Sheargrub bodies to grow a few more reds. 


                         ------------
                         End of Day 3
                         ------------
                
                         Pokos:           3,167

                         Treasures:       22            

                         Pikmin:          Red:     114
                                          Purple:  30
                                          White:   30


-------------------------------------------------------------------------------

 
                         **********************
                         Day 4: Perplexing Pool                #D4
                         **********************


Day objectives:   1) Kill the Fiery Bulblax
                  2) Break down the poison wall
                  3) Find and breed the yellow Pikmin
                  4) Unfurl the bridge in front of the ship
                  5) Collect the Opener
                  
                  6) Collect the Bottle Top
                  7) Unfurl the bridge by the pond
                  8) Break down the electric wall
                  9) Complete 'Gluttons Kitchen'
                 10) Complete 'Citadel of Spiders'

                 11) Redo 'Gluttons Kitchen' (5 more purples, yellows)
                 12) Redo 'Citadel of Spiders' (5 more whites, yellows)
                 

Onto the next area now, and you'll get yellow Pikmin here, but still no blue
ones so do everything in this level that can be done without them. Take out 40
red Pikmin and all 30 whites and go out of the landing enclave and round to the
left with both captains. Swarm the Shearwigs in front of the landing area and
in front of the curled up bridge ahead, and swarm the Wollywog to the left to
kill him but don't bother about the bodies. 

On the way a Spray juice rock should fall. When you're round to the raising
blocks, stand on the lower block and throw that 1 onto the higher block, then
throw all the other Pikmin up to the area above. Now take the red 'mins, kill
the Swooping Snitch and go round to the right and kill the other one. Kill the
Fiery Bulblax - this may lead to reset if you're unlucky. 

With Olimar, set the whites on the poison wall. Switch to Louie and use the
reds to kill the Fiery Blowhog around the corner and unfurl the nearby bridge.
Once the whites have finished, throw 5 on the Bulblax body and 5 on the '10'
yellow Pellet Posie. Dismiss the others, go into the area behind and whistle
the yellow Pikmin off the tree. Use them to get the posies, and grow more 
yellows. 

     ##TIME CHECK: You should have the Posies collected before mid-day.##  

Use yellows to grab the nearby bodies (Bulblax, Snitches) too. Once the reds
are done on the bridge, throw 5 up to wait by the stump with the Opener on it,
and throw 5 to wait by where the Blowhog was. Leave 5 by the yellows to go into
the cave with them. Take 8 yellows away to the stump and throw three up to get
down the Opener (50) up there. Once it's down, take the yellows off and set the
reds to carry it.

Go round to the area where the Blowhog was. Go up the platforms here and use
the yellows to get down the Bottle Top (30). Once again, call the yellows off
when it's down and set the reds to carry it. Set all the yellows out (30) on
the electric wall to the left of the blocks you came up on. 

Take the rest of the reds around the side of the pond to the right (throw them
up to the part above and herd them around) and set them on the bridge here.
Once both tasks are done, take the 30 yellows and 5 reds into the cave behind
where the electric wall was.  



                         ================
                         Gluttons Kitchen
                         ================

**Level 1**
Polish off the Dwarf Bulbears one by one before getting the Crayon (30).
Remember throwing rather than swarming works best here, and they'll be alert
to you before you can crosshair them.

**Level 2**
There's a Burrow-nit and the Sheargrubs round the outside here, so be careful
when collecting items. If a Breadbug is also stealing one, pile Pikmin on and
you'll drag him along. If he gets one into his hole you'll have to kill him to
make it reappear. Once it's all clear, collect the Cookie (25) and the Bottle
Top (30).

**Level 3**
Kill the Anode Beetles (throw onto them to flip them over) and drag the 
Breadbugs to their doom! You'll need to get the Puffy Blowhog first if it's
nearby. Collect the Castanets (120) and the Compass (100).

**Level 4**
This is a nasty one - due to the Bulbear. You'll need to get it to chase you 
round to separate it from the smaller ones. Then pile onto it continously, 
be prepared to reset the level if you lose any Pikmin! Once dead, make sure
to collect the body quickly as it regenerates. Kill the Smaller ones one by
one. Collect the Bottle Top (30), Cake (60) and Mug (130).

**Level 5**
This one's great fun. Send out Olimar on his own to lure the Armoured Cannon
Beetles to fire rocks into the Dwarf Bulbears and do your work for you! Then
use a small group of yellows to kill the Cannons avoiding the rocks, and 
find the Violet Candypop Bud (use the reds here). You'll need the purples to
collect the Ariel (150) and Makeup Box (150). In one of the alcoves a Queen
Candypop should also fall, get more yellows.

**Level 6**

                         BOSS: GIANT BREADBUG

Not much of a boss here, just drag the Giant Breadbug while it's holding 
onto one of the items like any normal Breadbug. Make sure you leave the 
purples by the nosecone so they don't get fried! Tasty items here, Egg 
(100), Doughnut (40), Ham (35) and the special item Rubber (100). 

This gives the equippable item 'Anti-Electrocutionizer' (rubber is a good
insulator after all!) which means your captains are now immune to electricity.
Use the yellows to kill the Anode Beetles and the electric traps. Job done.


                         =========
                         Exit Cave  
                         =========


Swap the purples for some whites in the ship, and get out 40 reds. Now take 
all these over to the left of where you killed the Yellow Wollywog and go 
into the cave.


                         ==================
                         Citadel of Spiders
                         ==================


**Level 1**
Kill the Shearwigs and Skitterleaves and collect the Tomato (40). Nowt else to
do here.

**Level 2**
Use the reds to disable the firetraps and kill the Fiery Dweevils. Take care
with the Wollywogs to wait for their first jump before swarming. Collect
the Bottle Top (30), Lolly Stick (50) and Duck Head (80).

**Level 3**
Use the yellows to kill the Anode Beetles and Swooping Snitches. It's worth 
bashing the walls down in here because a Queen Candypop Bud will drop down - 
use a red to get some more yellows (shame it won't give blues...). Collect the
Salmon Tin (130) and the Shell (100), which you'll have to dig up with whites.

**Level 4**
Careful with the Water Dumples here, throw plenty of reds on to kill them 
quick or you'll lose a Pikmin. Lure the Hermit Crawmad out with your captain 
then swarm it on its way back. Collect the Locket (70), Chocolate (15) and 
Matchbox (10). Turn reds into whites with the Ivory Candypop bud here; don't
use yellows, you don't have so many to spare.

**Level 5**

                         BOSS: BEADY LONGLEGS

Take about 15 reds into the main room and throw them onto Beady's body when
he rests between stomps, whistle them off just before he spins them away.
It only takes 3-4 times and he's a gonner. He leaves the Key (100) which will
now unlock Challenge Mode for you! You can select it from the title menu.
Don't forget to use whites to dig up the Gem (100) before you leave, and get
a red spray from the Irridescent Flint Beetle here (3 hits).


                         =========
                         Exit Cave
                         =========


You should have time to run back to the Gluttons Kitchen to get 5 more purples,
and quickly nip back in to the Citadel of Spiders to get some more Pikmin
(yellows and whites). You can't get any more items here yet. 50% to 10,000
Pokos - well done!


                         ------------
                         End of Day 4
                         ------------
                
                         Pokos:           5,322

                         Treasures:       49            

                         Pikmin:          Red:     102
                                          Yellow:  104
                                          Purple:  40
                                          White:   40


-------------------------------------------------------------------------------


                         *********************
                         Day 5: Awakening Wood                 #D5
                         *********************


Day objectives:   1) Collect the Bottle Top
                  2) Break down the electrified barrier
                  3) Find and breed the blue Pikmin
                  4) Collect the Paint Tube
                  5) Break down the 2nd electrified barrier

                  6) Complete 'Bulblax Kingdom'
                  7) Unfurl the 1st bridge
                  8) Collect the Shuttlecock
                  9) Unfurl the poison bridge
                 10) Break down the Snagret Hole wall
                 
                 11) Complete 'Snagret Hole'
                 12) Redo 'Snagret Hole' (24 more Pikmin)


Finally you can get the blue Pikmin to complete the set! The aim is to clear 
out the rest of this level in one day... tough, but possible. It's best to 
divide the tasks into two halves to use the caves as savepoints. Take out 85
yellows and go through the area to the right of the landing area just with
Olimar. Throw 5 onto the stump on the RHS to collect the Bottle Top (30) on the
way.

Throw the rest up to the area in front of the blue onion area on the left, 
then walk round the side and control them to swarm the Burrow-nit here. Don't 
take the body, just set them on the electrified wall. Switch to Louie, put the
5 yellows now idle at the ship back into the onion, and run up to the area
below where Olimar is.

When the barrier is knocked down swarm the yellows back down again and control
them with the Louie. With Olimar, go into the blue's pond and whistle them up.
Get all the Pellets, and the Burrow-nit body plus the pellets from killing it.
Don't bother with the Tadpoles. You should now have 20 blues out and 11 in the
onion. Collect the Paint Tube (80) with all 20 blues. 

With Louie, meanwhile, take the yellows to the raising blocks and throw all but
one up. Then throw the one on the other block so Louie gets lifted. Go over to 
the ledge above the ship and throw 20 yellows down. Go up the log and set the
60 left on the next electrified wall. Switch to Olimar, run back to the ship
and swap those 20 yellows for 20 reds, and throw them up to Louie.

Thus you don't need to bother knocking down the watery wall. With Louie in 
charge of them all, as soon as the barrier is down go in the cave. 

     ##TIME CHECK: You should be going into the next cave before mid-day## 


                         ===============
                         Bulblax Kingdom  
                         ===============

**Level 1**
Tough start, you need to be agile to kill the two Orange Bulborbs here. Lure 
them awake with Olimar, then as they lose interest and return, round up the 
'mins and pummel them. Don't let them eat any 'mins. Collect the Gem Broach
(150) and kill the Dwarf Bulborbs.

**Level 2**
Use reds to kill the Fiery Dweevils (or smack them yourself) and collect the
Gem (150).

**Level 3**
The Withering Blowhogs here are annoying, as are the Sheargrubs but neither 
can kill you so take your time. Change some yellows into whites with the Ivory
Candypop bud here to dig up the Ammonite (40).

**Level 4**
Watch for the falling Wollywog and the Giant Flint Beetle here (golden), you 
can tell when you're close as they carry the Coin (100) and Gem (110). Some
Anode Beetles to exercise your yellows here, and a Violet Candypop too so 
get some purples using yellows.

**Level 5**
Another tiring Orange Bulborb-fest here, so be careful. Collect the Pinecone
(50), and search the alcoves as a Violet Candypop sometimes falls down.

**Level 6**
More Orange Bulborbs to kill, and Dweevils. Some Crimson candypops, so swap 5
yellows for reds. Do get more purples as well, with yellows (remember you'll
need 100 by area 4!). Collect the Broach (150) and the Skull (140).

**Level 7**

                         BOSS: EMPEROR BULBLAX

The trick here is to kill the Emperor before he's even into the battle. Take
all purples and reds and throw them (purples first) right between his eyes.
He'll rise up, but if it's done right he'll die instantly. You'll get the Robot
Body (100) which gives you the equippable item 'Flare Guard', and your captains
are now safe from fire damage. Use reds in the next room to get the Statue 
(250), notice the (now easy) walk through the flame spouts! 


                         =========
                         Exit Cave
                         =========


This last half of the day is hectic so be prepared for resets if necessary! 
Put back in yellows to leave you with 15, put in all purples, get out whites
until you have 24, and 30 reds also plus all 31 blues. So you should have 100
total. Now peg it over the bridge in front of the landing area and round to
the water. Dismiss the 'mins and just take the blues. 

Kill both Yellow Wollywogs, be careful of poison gas for the second. Do this
by waiting for them to jump, then swarm them. Now go up and use the blues to
unfurl the bridge. Once done, go down to the raising blocks in the water with
both captains and all blues. Throw 15 on to the raised block by the cliff
(under the item we want!). 

Now move Louie onto it when it drops, switch to Louie and whistle to 15 blues
to control them on the block. Switch back to Olimar and throw the other blues
onto the other block so Louie gets raised (this is why you need 31!). Louie can
chuck his 15 up to the Shuttlecock (100) so they carry it away. 

As you unfurled the bridge, they'll go that way (the other way over the poison
bridge leads to muchos baddies). Grab the whites and set them on the poison
bridge. With Louie, whistle the idle Pikmin so they don't all help the blues
carry, but throw a some reds on to help. 

Once the bridge is done and depoisoned, collect all Pikmin around there (should
be about 75 now) and take them over the bridge, and curl around to the left to
approach the wall in the tree from the far side; slink up to it and start
knocking it down. By going around like this, you wan't wake the... 

                         BOSS: BURROWING SNAGRET

here. No need to waste time on him. When the blues are back at the ship, put 
them in the onions with Louie. The wall should fall before the timer is 
counting down, so get into the cave quick! Don't take more than 76 in, though.


                         ============
                         Snagret Hole  
                         ============


**Level 1**
Swarm the Female Sheargrubs here and lure the Bulborb to where you can smack
him up. He was hiding the Marble (120). Go up to the top where the exit is and
collect the Feather (10). A Snagrets, I assume?

**Level 2**
Nasty one here; keep an eye out for flowers that blink! Kill both Creeping
Chrysanthemums carefully (lure them into falling over, then swarm) and swarm
the Burrow-nits and Shearwigs. Watch out for the narrow bridge, you don't want
a careless death crossing it. Once the level is clear, collect the Strawberry
(190) and Sushi (40).

**Level 3**
Hope you perfected earlier techniques as you'll need them again...

                         BOSS: BURROWING SNAGRET X 2

At least they're separate. Use the same 'wait till they come up slow' 
technique. Kill the Swooping Snitch first if he's bugging you. Knock down the 
walls to get 5 purples, 5 whites and flower them up. One of the Snagrets had
eaten a Sausage (40)!

**Level 4**
Use the Armoured Cannon Beetles here (a second will drop somewhere in the 
level) to kill the Bulborbs, Spitty Blowhogs and (if possible) each other.
I love these guys! Pick off the survivors and collect the Cherry (20), 
Magnet (150) and Marble (120). Clear the electric traps first.

**Level 5**
The item-meter is going nuts here as the Antenna Beetle disrupts it. He's 
actually simple to kill, so pile them on and get the Whistle (75). Lots of
Orange Dwarf Bulbears drop here, but one has the Marble (120) so get them 
all.

**Level 6**
Ohh, I hate this level. Navigating water, Snagrets, pfff. Convert reds to 
blues here as you don't have many overall, and you'll need them in the next
few days. Get blues from the Queen Candypop too. Use them to kill the...

                         BOSS: BURROWING SNAGRET X 2

the same way as before. There's also another Antenna Beetle, and a Bulborb 
hiding a Symbol (120). One of the Snagrets had a Cocktail Snack (60). 
There's also a Bottle Top (30) and Cloverleaf (20) here. You'll need to 
carefully escort whites around to pick off the Poison flumes, but just use
blues to collect items just to be safe. 

**Level 7**

                         BOSS: PILEATED SNAGRET

A what? For those ignorant of bird biology, pileated means it has a crest along
its pileum (the top of its head). Put most of the 'mins safely off in a corner
and just use about 30 fast ones. It's the same Snagret technique here; about
every one in four times the Snagret will emerge much slower, and you can throw
all the Pikmin on so by the time it's out it won't eat any.

It's a lot hardier though, so you'll need to repeat this about 10 times. Refill
the 'mins with honey from the edges regularly as it helps when it comes up fast
and you have to peg it. Kill it to get the Robot Body (100), this gives you the
'Metal Suit Z', ie a tougher Olimar! Use the Queen Candypops around the edge to
get more blues. You should be leaving this cave with 24 more Pikmin than you
came in with!   


                         =========
                         Exit Cave
                         =========

Now quickly change your Pikmin Troupe for 70 reds and 1 white. Run back to the
Snagret Hole and redo it, getting another 5 whites, 5 purples, 5 blues and 
get blues with all three Queen Candypops. Make sure you avoid the Snagret on
the final floor. Once completed, you probably won't have any time left here,
but if you do just grow a couple more blues from the Posies by the ship. That's
the area cleared - good job!


                         ------------
                         End of Day 5
                         ------------
                
                         Pokos:           8,272

                         Treasures:       77            

                         Pikmin:          Red:        63
                                          Yellow:     74
                                          Blue:       111
                                          Purple:     65
                                          White:      60


-------------------------------------------------------------------------------


                         **********************
                         Day 6: Perplexing Pool                #D6
                         **********************


Day objectives:   1) Break down the far watery barrier
                  2) Break down the near watery barrier
                  3) Break down the left electrified barrier
                  4) Break down the right electrified barrier
                  5) Collect the Nut  

                  6) Collect the Battery
                  7) Unplug the near pond
                  8) Complete the 'Submerged Castle' 
                  9) Dig up and collect the Onion
                 10) Dig up and collect the Conch Shell
                 
                 11) Kill the Bloyster and collect the Stopcock
                 12) Complete the 'Shower Room'
                 13) Reach 10,000 Pokos


Well, we've cleared the Wood now so let's do the same here! No two ways 
about it, completing this in one day is tough, and very tight for time. 
You have to know exactly what you can skip to save time and how many 'mins
to take to each task or you'll be shafted. Luckily I'll tell you exactly 
that! 

You want to reach 10,000 pokos exactly at the end of today, too early and
the day ends automatically to play the credits, too late and the speed
challenge will be mucked up. If you've been collecting all the bodies of
enemies the first time through caves, you should be fine (ie entering 
the last cave on this day with 9,300 or so and passing 10,000 underground).

You picked off all the tasks do-able without blues on day 1 of this area, 
so the remaining ones are very blue-intensive. If you've followed this 
guide you should have over 100 blues, if you've a few more even better, but 
you MUST have at least 70 or you'll take too long to knock down the walls.

So here we go... with Olimar take out 57 blues and run out forwards and left
round by the stream, straight past the Yellow Wollywog (you don't need to kill
him), ignore the Skitterleaf and swarm them all onto the wall to knock it down.
You can tell when they're all working as your Pikmin counter goes to zero.

Now with Louie take out another 20 blues and 23 yellows. Run out to the 
front and separate the 'mins; take just the blues round to the left side, and
round behind the landing area. Hug the wall on the left and swarm the 'mins 
onto the wall here, past the Water Dumples. As you run away they should ignore
the 'mins and chase you off. They shouldn't attack the Pikmin here once you've
gone away.

Now take Louie back round to the yellows you left, throw 13 of them away so 
you're controlling 10. Now run round to the right and over the narrow bridge. 
As you've just taken 10, you don't need to do the whole 'throw them up above
and swarm them round' as you can (skillfully) walk them round the pathway. If 
any fall in you'll have to reset. Once round set them on the electric wall 
here.

Now take Louie back through the pond to the 13 yellows left. Take these round 
to the side of the stream just before the Wollywog, you'll see a branch you 
can walk across. A couple of yellows will fall in, but just whistle these out.
Now throw the yellows over into the stump area, and swarm them round to attack
the electric wall. 

Thought you had to do that last part by killing Shearwigs, Wollywogs and 
unfurling another bridge? Well you thought worng! This way is much quicker!
Now use Louie to lure the Wollywog away from the wall, and then go and join 
Olimar. You'll only have to wait 10 seconds or so and the wall you set 57 
blues on will fall.

Now control Olimar, Louie and all 57 blues. Dimiss them to the left and lure 
the Hermit Crawmad out, then whistle them onto it to kill it. Repeat with 
the other one (take care not to dismiss them near bodies or they'll start 
running off with them). Swarm the two Water Dumples here, luring them one at 
a time if you can. Then lastly to clear this area, pummel the Withering 
Blowhog.

Now for the raising block puzzle. Imagine they are labelled A B C D from left
to right as you face them at the top of the map. They start with A and D 
raised. Separate the captains so Olimar controls all Pikmin, Louie controls
none. Here's the solution:

1) Throw one 'min onto D. Switch to Louie, move him onto D.
2) Throw two 'mins onto B. Move Louie onto C.
3) Throw one 'min onto A. Move Louie onto B.
4) Throw two 'mins onto D. Move Louie onto A.
5) Throw 25 'mins onto C. 
6) Throw 20 'mins onto A. Be careful; it's easy to miss A.

Now control the 'mins on A with Louie, and run up and throw them onto the 
Nut (100). With Olimar round up the others, and throw another 10 or so onto
the Bolt so it goes at max speed with 30 carrying it. They'll take it via the
central area where you found the Yellow Onion - it's clear as you killed the 
baddies there on day 4. 

Leaving Louie by the blocks area, take Olimar with the other 27 round past the
Wollywog. Just about now the yellows there should bust down the wall (this is
why you used 13 here, any more and they'll knock down the wall too quickly and
one will die chasing the Wollywog. If Olimar is round here it won't). Run over
whistling the yellows with you, go behind the Battery (140) here and dismiss
them. Control the blues and swarm the max of 20 onto it. 

Now take the 7 remaining blues and run to the other electric wall back by the
pond. You should hear the sound about now that tells you they've completed 
their task. Take the blues past the idle yellows here and throw them onto the 
plugged cave. Now run back to the ship, the bolt should be nearly here now. 

Whistle the blues from it, and take the ones with flowers through the central 
area and throw them onto the slab at the back of it. Switch to Louie and 
whistle these 20-ish blues, and go wait by the cave at the back.

Waiting for three things here - the Battery to arrive at the ship, the 20 blues
to finish the side wall (listen for the sound), and the 7 blues to unplug the
pond (you'll get a cut scene). 

     ##TIME CHECK: You should be entering Lookout Ruins before 9 hours gone.##

If you don't finish this part with all Pikmin alive and with MORE than 3 hrs
left don't bother entering the cave, you need to try again and work faster!
The last part of this level is pushed for time too, and you'll need to start it
at around the bell-time. Note the only enemies you have to have killed are the
five at the far end of this level, don't waste time on the others. 


                         =================
                         Submwerged Castle 
                         =================


In each of the first four levels in this cave, a large watery creature on stone
rollers (!) will appear after a few minutes and start steaming around the 
level. General points:
1) He'll kill (most) enemies in his path, and disable traps. Use this fact.
2) He doesn't go right into corners. Hide there.
3) He'll vaguely follow your captains, so you can lure him around.
4) Try and get far-away items before he drops to make life easier.
5) He can't be harmed by blues and will squash them, so keep away.

**Level 1**
You can kill the Fiery Blowhogs and disable the flame spouts with blues, just
be careful to whistle any that catch on fire. Leave the Fiery Bulblax to be 
steam rollered to drop his item! Collect the Doughnut (35), Chocolate (25) 
and Cookie (15). Take your time once the Waterwraith is around, there's no
rush.

**Level 2**
Break the wall to the long tunnel to the drains first, and go down killing 
all on the way. There's a Bulbmin here - a leafy Bulborb with 10 little 'mins
following him. Kill him (easiest with Olimar as he eats Pikmin fast) and 
whistle to control the Bulbmin. He'll drop the Cookie (10). These guys are 
ultra useful as they are immune to fire, electricity, water and poison. 
However, you can't take them out of dungeons so use them in the Candypops you
find.

Kill the Careening Dirigibug (bomb guy) fast and go up the drain tunnel and
round to collect the Doughnut (40). Fiery Dweevils might nab this when you
pass the drains but just smack them off (Olimar can easily do this). Knock
down the other wall by the ship and go into the other area. The Waterwraith
should drop about now. Use one of the captains to lure him down to the 
completed drain section while you work here. 

Break the exit open, kill any Dwarf Bulborbs here and throw 'mins over the gap
to the Tape (60). Make sure you whistle them away if the Roller gets too close.
Once all bodies are collected, back to the exit.

**Level 3**
There's an Ivory Candypop Bud here, so change some Bulbmin into whites. Kill
the Bulbmin leaders here to get another 20 Bulbmin, and use these to disable
electricity traps and kill the Anode Beetles and Withering Blowhog. Leave
the Wollywog for the Waterwraith, as he can be tricky without losing 'mins.
Whilst avoiding the Waterwraith, use the Bulbmin to collect the Bottletop 
(30), Cookie (50) and Meringue (10).

**Level 4**
Be very careful of the dropping Bombs and Bomb Dweevils here, scout around with
Olimar first. Use Bulbmins to knock downthe walls and kill the Dirigibugs here.
You'll need to find and hit a Flint Beetle here as well to get the Chocolate 
(25). Disable the poison flumes and hide spare Pikmin in pipes whilst 
collecting the Battery (90) and Beans Tin (130) here. Now to show that pesky 
Waterwraith who owns who...

**Level 5**

                         BOSS: WATERWRAITH

Knock down the walls and use the Violet Buds to change 10 Bulbmin into purples.
Nectar them up, then go into the large circular area. After all this trouble, 
this guy is a piece of cake. Throw purples onto him and he'll freeze and turn 
purple. Whistle them off and throw again - he shouldn't get to move. Very 
quickly his rollers will break and he'll run around helplessly. 

Take your time, he can't hurt you now. Throw more purples on to finish him off 
and get the equippable item 'Pluckaphone' (100). Now you can whistle 'mins 
out of the ground and don't have to manually pluck them out any more! Leave the
cave, and say goodbye to the Bulbmin as they'll hang around. 


                         =========
                         Exit Cave  
                         =========


Now for the last part of this area, which'll take just over 3 (Pikmin) hours. 
Dismiss any Pikmin on Olimar and get 10 whites out of the ship, and 50 reds. 
Run around the side of the drained pond next to the landing area and swarm 
the Yellow Wollywog closest to the ship. Make sure to whistle all 'mins when
it's dead so they don't carry stuff off.

Switch to Louie, put the Purples back in the ship and take out another 5 whites.
Take the 10 whites (5 from Submerged Castle, right?) just behind the ship and
throw them onto the lowered section of wall. Now run back and grab the blues 
you came out of the last cave with, and get more from the onion so you have 30
(should all be flowered). Run round the left of the landing area past the 3
Dumples, behind and past the Wollywog and dismiss them the other side of the
sandbank. 

Whistle the 10 whites from the ledge and throw them onto the middle of the 
island (wait for the Skitterleaf to run off), they'll start digging for an 
item. Now switch back to Olimar, and take his group over to swarm the other
Wollywog here. Then take them up to the corner where your antenna is going 
crazy and swarm the whites around so they start digging.

Switch back to Louie, and whistle the whites off the item. Dismiss them by the
wall and take the 30 blues and swarm them on the Onion (30) to dig it out and 
carry it back. They'll take it round via where Olimar is. Now run over to the
left edge of the pond here where the two Water Dumples are and lure them out 
of the Onions path with Louie. Just before they attack him, switch to Olimar.
He should naturally dodge them EVEN when you're not controlling him!

As Olimar, finish digging up the Conch Shell (60) here and set 30 guys to carry
it. Take the other 30 down to the Bloyster, and approaching it from behind throw
'mins onto his tail. He should die fast and eat no 'mins. Set 6 of them to carry
back the Stopcock (80). All three items should be moving back to the ship now, 
BEFORE the hurry-up signal starts. Go back with Olimar and gradually return idle
'min to the onions, taking out yellows along with the idle blues.

Make sure you also have a good selection of reds and at least one white, and 
run over to the last cave you drained earlier in the day. Wait until the last 
of the items is sucked into the ship (it'll probably be almost the 10-second 
countdown now!) and go into the cave. Congratulations if you've made it this
far death free, this day is pretty much done.


                         ===========
                         Shower Room
                         ===========

**Level 1**
Watch out for falling rocks here, and an annoying Wollywog. If you really 
have problems killing these without losing 'mins you can always use Olimar. 
Polish off the Spitty Blowhogs and Wagpoles and Collect the Saucepan (90) and
the bodies.

**Level 2**
Use whites to disable the poison gas flumes and then kill all the Dwarf 
Bulborbs. Leave the big one until last. The Lesser Spotted Jellyfish here
will seek you out pretty fast, so kill him when he does. Collect the Battery
(160) and the Soap (60).

**Level 3**
Try and take the Lesser and Greater Jellyfish here one at a time. Swarm the
Dumples (or Oli-bash them) and Crawmad. Grab the Makeup (140), Can lid (60)
and Seashell (60). Watch out for a Wollywog that sometimes falls in the
alcoves.

**Level 4**
Nice relaxing level here, follow the pipes to the large circular areas and 
kill the Unmarked Spectrands (butterflies!). Throw reds into the two Queen
Candypops here to get 18 Pikmin, just get reds unless you are lacking in 
other areas. Collect the Leaf (10) from a drainpipe and you're done here.

**Level 5**
Harder one here, and if you don't have 20 blues you'll need to reset this 
level until a lighter item is underwater. The Blowhogs and Jellyfish 
shouldn't be problems but be careful with the Wollywog. Use reds to disable
the firetraps, then use blues to get an item out of the water-drain. 

Polish off the Dwarf Bulborbs and collect the bodies, Spoonhead (80), Bottletop
(30) and ICC Tin (130). There is sometimes a Violet Candypop here, if so use
it, particularly on the Wollywog.

**Level 6**
Kill the Bulborbs and Wollywog here, and then use Olimar to scout by the pipes
and lure out and kill the Anode and Munge (poison) Dweevils here so they don't
bother you later. Then collect all the bodies and the Duck (90), Bottletop (30)
and Teeth (!!100). You need to have AT LEAST 9,885 pokos by the end of this 
level or your speed run is screwed.

**Level 7**

                         BOSS: RANGING BLOYSTER

Split up so Olimar has 10 reds, Louie has 10 reds (or similar). Knock down a 
wall to enter the main section, and run round the back of the Bloyster with 
one of them. He'll light up (the captains colour) and turn to chase. Just as 
he is turned, swicth captains. He'll be confused for a second, then light up
the other colour and turn to face the other captain.

Repeat again but this time each switch throw some Pikmin on his tail before
he turns, and make sure the captains are opposite sides of him. Also switch
fast so he never does his eat-attack. Whistle off Pikmin once he's shaken
them away so they're out of danger. It's actually quite straightforward to 
kill the Bloyster once this technique is mastered, even with no deaths. You
can even just keep all 20 Pikmin with one of the captains.

When it dies collect the equippable item 'Mega Tweeter' (100), which enlarges
the area of effect of your whistles. Collect his tail also. Now you should 
have over 10,000 pokos (credits wait until you are above ground) - but as 
Perplexing Pool is now 100% done (right?!) it's fine for the day to be
auto-ended.


                         =========
                         Exit Cave
                         =========


As you're returned to the ship (for the last few seconds of the day) the 
ship nosecone should announce your 10,000 poko feat and drag you out to 
the credits. Enjoy. But it's not nearly over yet...


                         ------------
                         End of Day 6
                         ------------
                
                         Pokos:           10,666

                         Treasures:       109

                         Pikmin:          Red:        79
                                          Yellow:     74
                                          Blue:       111
                                          Purple:     80
                                          White:      70


-------------------------------------------------------------------------------


                         ***********************
                         Day 7: Valley of Repose               #D7
                         ***********************


Day objectives:   1) Break down the watery barrier
                  2) Dig up and collect the Ring
                  3) Unplug the puddle
                  4) Unfurl the long bridge
                  5) Dig up and collect the Bud 

                  6) Break down the poison wall
                  7) Collect the Crown
                  8) Unfurl the short bridge
                  9) Complete the 'Frontier Cavern' 
                 10) Kill the Fiery Bulblax and collect the Watch
                 
                 11) Collect the Bear Statue
                 12) Complete the 'Subterranean Complex'
                 13) Redo the 'Subterranean Complex' (16 more Pikmin)


Brand new shiny golden ship, new area unlocked (Land of Promise) but no Louie!
So now as the second character the President joins you to collect items. Also
note now the Piklopedia of items and creatures is sorted and each entry is 
allocated a number. Now you've reached 10,000, you don't need to collect 
bodies in caves any more. I have done here just for completeness but there is
no reason you need to do so.

It's been a while, but now it's time to return to the wintry valley to complete
this area. Remember that you'll need 100 purple Pikmin by the end of this level
to be able to speed through Area 4 smoothly. If you've been lucky so far you 
may well have 80 already, which is fine (as there're 20 in the two caves left
in this area). 

If you have between 65 and 80, you'll have to enter Subterranean Complex a
second time to pick up another 15 at the end of the day. If you have less than
65 you're a bit screwed - you should have followed the faq more closely! It
would be tough to complete this level fast enough to visit the Complex for a
third time.

To start, take out 25 whites and 75 blues and go out and round to the right 
with both captains. Swarm the Dwarf Red Bulborb, but you can leave the large 
one sleeping. Dismiss the Pikmin on the right side by the lowered ledge and 
just take Olimar and the blues onwards through the broken barrier here and 
past the Cave of Emergence. Set them on the submerged barrier. 

Now switch back to the President, control the whites and throw 5 of them up 
onto the ledge, and take the rest round and dismiss them by the waters edge. 
Go up the path on the right to where the 5 whites are, straight past the...

                        BOSS: BURROWING SNAGRET

... whom you don't have to worry about. Swarm the 5 whites where the path 
bended and they'll start digging. They'll uncover the Ring (100) here and take
it back, the Snagret won't get them. Take the President back to his other 
whites and then switch back to Olimar just in time for the blues to have 
finished the barrier. Move them through and set them on the plug on the right.

The area will drain, now take the blues on the left through the water, 
swarming the two Dumples on the way. They'll munch a couple of Pikmin but as 
long as you kill them fast the 'mins won't actually die. Go out the other side,
carefully past the Cannon Beetles and Blowhogs and set the blues on the bridge.
You may have to whistle and reset them if a Blowhog is close, but don't worry.

As they're unfurling the bridge, take Olimar and use the Cannon Beetles to 
kill the Fiery Blowhogs, Burrow-nit and each other! Try and use the one on the
left to also kill one of the two Dumples by the waters edge nearby. Practice 
this part so you're quite fast, as it can be done quite speedily. Go back to
the bridge and get the blues, take them past the bodies and kill the Spitty 
Blowhog in front of the poison wall.

Switch back to the President and take the 20 whites through the drained area; 
on the other side is a patch of snow with a buried item. Throw 4 Pikmin 
slightly left of the centre of this area and they should start digging, they'll
uncover and carry back the Bud (50). Take the remaining 16 whites over the 
bridge, and set them on the poison wall by the blues. 

Now with both captains take the blues through to the next section. Go to the 
side of the Withering Blowhog and pelt him until he dies. Now take the 
President on his own and go up the steep path around the snowman and lure the 
Armoured Cannon Beetle into firing in the opposite direction to the Snowman. 
The rocks will break early and won't hurt Louie, and the Beetle will ignore the
'mins!

Take the blues up the hill with Olimar and throw them onto the head of the 
snowman, you'll have to move round both sides to get 30 on to carry the Crown
(120). Don't be tempted to use the c-stick to swarm here or some 'mins will
attack the Beetle. Now make sure 40 'mins are on the Crown, use the other 35
blues to unfurl the short bridge nearby. 

Now take these 35 past the other carrying the crown all the way back to the
ship, and put 25 back in the onion. Put away the 9 whites waiting in front of
the ship, and get out 20 reds and 10 yellows. Now run with these 49 'mins
to the top of the area to the cave up there. Don't enter until the crown is
back at the ship. The poison wall will also be down by now, so pick up the idle
whites here on your way to the cave.

     ##TIME CHECK: You should enter Frontier Cavern before 8 hours gone.##


                        ===============
                        Frontier Cavern   
                        ===============


**Level 1**
You'll need to use the whites here, firstly to kill the annoying farting
Doodlebugs and secondly to uncover the buried Bauble (100) and Ruby (70) here.
Avoid having to kill the snowy Bulborbs here, if you can get past them do so.

**Level 2**
Use the Cannon Beetles here to kill as many Bulborbs as you can, then 
themselves. Collect the Boot (85) and the Present (60).

**Level 3**
Evil Spotty Bulbears again here, you have to kill it though to collect the 
Bell (120). Try to get the Bulbmin first here, and use them with whites near
any poison traps. Take out the Dwarfs separately first, and if you're worried 
you can always use Olimar to kill the big one. This is one body you do need to 
collect or the Bulbear'll come back to life. Once clear collect the Candle (75)
and the buried Ring (100).

**Level 4**
Use the yellows and Bulbmin here to wander round killing the Anode Beetles and
Snitches (both Swooping and Bumbling) first. Then Collect the Star (100) and 
Marble (85).

**Level 5**
Nice relaxing level here, use the Mamutas to replant your 'mins (and flower 
them) before you kill them. You might also get some nectar from the Unmarked 
Spectrands (butterflies). One of the Mamutas will give you the equippable item
'Rocket Fist' which gives the captains more powerful attacks. Make sure you use
the Violet Candypop here, and convert all Bulbmin (whites or blues).

**Level 6**
Scout with Olimar first to get 10 more Bulbmin, and use the Cannon Beetles to
help clear the Dumples, flame spouts and other Cannon Beetles here. Note the 
Bulbmin won't be killed by enemy attacks while their master is still alive. 
Use the blues and Bulbmin to collect the Chess Rook (80) and Bishop (80) from
the water here. To get to the exit remember tha fact that you don't have to 
actually take all 'mins on the level to the exit to take them all down.

**Level 7**
Quite a hard level here, walk round first to get an idea of where the large
orange Bulborbs and items are, and set off the falling rocks (fun for Bulborb
targetting!). Use purples and reds to kill the Bulborbs; stun the big ones to
avoid risking deaths. They'll still cause a reset every now and then...
Once done Collect the Yoyo (120) and Bell (120). Use Bulbmin to get whites.

**Level 8**

                        BOSS: EMPRESS BULBLAX

She's harder now than the first time you met her as she's obviously been up 
to no good and is giving birth to Larvae at an incredible rate! To start, 
throw the 5 purples up to the ledge above. Now take just Olimar and walk round 
the paths (killing the larvae you pass) all the way past the Empress and round 
to the purples. Then turn and fight the swarm of Larvae following you.

Now quickly grab the purples and throw them onto the Empress. She'll turn and 
writhe in pain then straighten up again - this is your sign to whistle them
off and run back a bit; you'll need to kill a couple more Larva while the 
Empress rolls around and kills some more. Now just repeat the throwing
process, you shouldn't have to worry about the Larva any more.

After about five times she'll die, now dismiss the purples and quickly scout
around killing any more Larva, they can eat 'mins if you're not careful. 
You'll get the equippable item 'Dash Boots' (100) for your troubles. Now 
Olimar can run around faster (and only the flowered whites can keep up).


                        =========
                        Exit Cave   
                        =========


Time for some Pikmin swapping to get the last two area items before venturing
into the last cave. Put back the purples and all but 5 whites, get out another 
25 yellows and another 30 blues (so you have 40 blue, 35 yellow, 20 red, 5 
white). Run up to the area past the bridge, and dismiss the mins so you can
just take the blues around to the pond on the left, Swarm the Dumples here.

Now this may seem cheap, but the fastest non-death way to kill the Fiery 
Bulblax is to use the captains. Otherwise you have to do some annoying red
hopping over the islands or lure the Bulblax into the water and use blues 
(but he won't stay in for long). With the captains, stay behind him punching
fast and back off when he shakes. It doesn't take very long.

Round up the 40 blues to carry the Watch (110) home (they'll go past the Red 
Bulborb sleeping in the previous section, don't worry). Now go back and round
up the 35 yellows, and throw 30 of them up to the ledge high up before the 
waters edge. They'll run along and collect the Bear Statue (160) item. With 
the remaining 'mins (20 red, 5 yellow, 5 white) go to the cave past where the
poison wall was.

Wait for both treasures to be sucked up into the ship before entering. If you
need to visit the next cave twice (ie have less than 85 purples) then you 
have to enter the cave BEFORE the 10 second countdown, or you won't manage it.


                        ====================
                        Subterranean Complex 
                        ====================


**Level 1**
Take care of the poison flumes, and any of the snowy Bulborbs in your way.
There's a Bumbling Snitch flying around as well. Once clear, get the Tape 
(50) and the buried Dialler (100).

**Level 2**
Careening Dirigibugs here, and a Swooping Snitch as well as plenty of bombs
lying around. Be careful not to throw Pikmin off the edges here - get an angle
so you know you aren't throwing them close. Grab the NCL Valve (100) and Cog
(70).

**Level 3**
Try and set the Armoured Cannon Beetles on each other her to save you some 
time. When you're killing what's left (as one has an item), just make sure to
whistle the ones thrown (into the direction it's facing) out of the way. You'll
get the Bolt (60), and also collect the Spring (70) and the Cog (60). Watch out
for bombs that fall on items just as you pick them up (happens a lot in this 
cave!)

**Level 4**
Nothing to do here, you could get more whites (15 in fact) if you wanted from
the Ivory Candypops here, but you shouldn't need many more. Plenty of honey 
rocks here though so flower up any leafy 'mins, and also bear in mind those
rocks may contain red or purple sprays.

**Level 5**
I like this level - looks like one of those games you roll balls down or 
something. This is the ultimate scouting level (wander round with Olimar first)
as all kinds of explosive stuff is lying around or will fall. Smack all the 
bomb rocks and Bomb Dweevils, and make sure you walk all over the paths to 
trigger any falling things.

Once clear, take the Pikmin around and collect the Nut (70) and Watch Face 
(75), being careful of booby trapped items again.

**Level 6**
Lots of Dirigibugs and Anode Beetles here, but don't worry as you can walk 
past most of them with the items you need to carry. Kill the Fiery and Munge
Dweevils with Olimar first, and collect the FEE Valve (100), Dial (80) and
Bolt (85). As long as you carry them fast (plenty of 'mins on) you can get 
past the Dirigibugs fine. Only kill any Anodes you have to.

**Level 7**
This level's quite fun too - it's a bit of a firing range though! There's a 
Gatling Groink wandering around (whom you can kill easily by luring it into
bomb rocks) and one fixed on a raised area hiding an item. Clear any bombs
near him first, then use the technique of putting one captain right up close
to it to draw fire while you pelt him from the other side.

Make sure you collect the Groink bodies as they regenerate otherwise. Then 
collect the Valve (100), Tape (60) and Battery (300). Don't bother with the
Dirigibug or the many bomb rocks, just walk past.

**Level 8**
Ah, the hallowed purple Pikmin collection level! Two Queen Candypop Buds here,
and it doesn't matter which colours you go for as you'll be throwing 15 of 
them into the three Violet Candypops here. Fill up on nectar before you leave,
and if you're lucky you'll also find a spray here.

**Level 9**

                        BOSS: MAN-AT-LEGS

Pimin goes all shoot-em-up now! Safely huddle away all the Pikmin in a corner
here, and then take the reds with Olimar to the middle. The Man-at-legs 
will be lured out and stamp around before either (1) resting and lowering its
body, or (2) get ready to shoot you. If it's going to shoot, it steams more
and the body opens up, a gun emerges and a red laser starts tracking.

When this happens quickly run away and behind any nearby protrusion from the
ground. As the weapon fires at a low angle, you'll be protected behind any
barrier as long as you huddle up behind it. Wait until the laser turns off 
before you come out of hiding, as the shots are usually in 2 or 3 groupings.
Then run back to the raised centre section.

Try and stay just out from under the boss, but on the centre section. Now 
when he rests and lowers his body, you'll have a height advantage (as his legs
will be on the lower part) and will be able to throw most of the reds on.
Whistle them off just before he spins them away, and then run and look for 
hiding as he'll get ready to fire.

Repeat this five or so times and the job'll be done. For your troubles you'll
be given the equippable item 'Solar System' which lights up all the dungeons.
You should be able to notice the difference straight away.


                        =========
                        Exit Cave 
                        =========


You should land back at the ship just before the 10 second countdown starts, 
so if you need any more purples (up to 15) time to peg it back to the Complex.
Whistle them and run straight away all the way there; only the flowered whites
will be able to keep up but that's fine - enter the cave with those few 
whites. 

In fact it's worth doing even if you have 100 purples, as you'll still get
another 16 'mins and the chance of more sprays from the honey rocks on levels 4
and 8. Go straight to the exit in each level until level 8, where you can get
another 15 purples for free (Queen Buds here as well) and exit via the
waterspout here. 

Unless you actually want to have to fight the Man-at Legs again! When you get
back to the ship the timer will run out, and you should have over 100 purples 
(which should be all be flowered if you were careful). You'll need them to pick
up an item in Area 4 with a weight of 1,000.


                         ------------
                         End of Day 7
                         ------------
                
                         Pokos:           14,430

                         Treasures:       145

                         Pikmin:          Red:        89
                                          Yellow:     82
                                          Blue:       110
                                          Purple:     100
                                          White:      80


-------------------------------------------------------------------------------


                         ********************
                         Day 8: Wistful Wilds                  #D8
                         ********************


Day objectives:   1) Break down the watery barrier
                  2) Unplug the puddle
                  3) Unfurl the bridge
                  4) CAVE-SAVE
                  5) Break down the electrified barrier

                  6) Break down the poison wall
                  7) Collect the Fircone
                  8) Kill the Creeping Chrysanthemum and collect the Acorn
                  9) CAVE-SAVE 
                 10) Collect the Dumbell
                 
                 11) Kill the Orange Bulborb and collect the Chestnut
                 12) Collect the Mushroom
                 13) Complete the 'Hole of Heroes'
                 14) Complete the 'Cavern of Chaos'
                 15) Complete the 'Dream Den' 


On to the last area now, so make sure you have those 100 purples. To follow my 
strategy here you'll also need at least 100 blues, and 65 yellows. It's very 
tight to do this all in one day - so much so it's necessary to use sprays to
speed up certain parts. As long as you got the spray abilities early on in the
game, even without collecting any more berries you should have a few of each
colour just from honeyrocks and Flint Beetles.

It's best to split the tasks here into three parts, finishing with the caves at
the end. To be able to do this without the agony of having to reset a day you
were 15 mins into, you need to use the technique of cave-saving.

CAVE-SAVING is when you dismiss all the active Pikmin and then take one and
enter a cave with it... and the exit straight away. Note this DOESN'T leave 
the Pikmin in the cave, although it says it will. This achieves two things:
 1) The game is saved when you exit, so it acts as a useful savepoint
 2) All the other Pikmin outside in the area are returned to the ship. If you
    needed to do this anyway, this will be much faster than walking them there.

First of all take out 100 blues, and use a red spray on them. This'll eliminate
the problem of some of them only being leaves, making them run and fight 
faster. Run straight out and set them on the two Dwarf Red Bulborbs. Then take
them past the Dumbell (avoid the rocks here or you'll have to whistle Pikmin
off them) and dismiss them before Hermit Clawmad range. Lure it out and then
swarm it. Set them on the barrier here. 

While the 'mins are working, take Olimar and Pres. down into the area below
and lure the Cannon Beetle into killing itself. This takes two shots into it's
back, or one into it's face. If the Gatling Groink is here use a purple spray
on it, then make the beetle kill it (see later section on the Groink). By the 
time you're done the blues will be too. Go back to them and use a red spray.

Take them quickly to the left to unplug the puddle (cue annoying cutscene), 
then back down past the Beetle corpse, killing the Snitch here on the way. 
Go up the other side, swarming the three Dwarf Bulborbs here, and through 
the water to the other side (avoiding the Wollywog; he's no harm there). 

There's a Gatling Groink in this area that can be problematic. It may be near
the ship, the Cannon Beetle or (most commonly) over the unfurled bridge. Once
dead, a Groink will regenerate slowly and then come back to life unless you 
take the body back to the ship in time. How to solve this? 

The hard way: Kill it normally, and carry it to the ship before it regenerates.
The easier way: Kill it normally, and ignore it then cave-save (it'll vanish).
The easy way: Use a purple spray on it, and kill it while it's petrified. This
              way NO body will remain, just a nectar puddle!   

As you might guess, use the easy way! You should be able to use one purple 
spray here to petrify both the Groink and the Burrow-nit here. No bodies will
remain after you've swarmed them dead (so no Groink regeneration), and if
you're lucky you may even get a spray puddle. Set the blues on the bridge, 
but whistle one off and take it around to the cave nearest to the ship (Den 
of Chaos). Once the bridge is finished, use the single 'min to cave-save.

     ##TIME-CHECK: You should cave-save here before 3 hours gone.##

You'll appear again at the ship with just the one blue 'min with you, all the
rest back in the onions (handy technique, huh?). Get out 35 whites, put the 
blue away, and get out 65 yellows. Use a red spray on them, and run over to 
where the watery barrier was. Separate the yellows off, and take them with
Olimar over to kill the Spitty Blowhog (leave the fiery one) and the three
Shearwigs behind it. Red spray them, and set them on the electrified barrier. 

Switch to Pres and take the whites round over the bridge the blues unfurled, 
and set them on the poison wall. Switch back to Olimar; the yellows should
be done about now. Take the yellows through and swarm the Armoured Cannon
Beetle after he fires, then set 15 yellows on the Fircone (15) and run the
rest along the bamboo passage into the tree-stump with a cave in. 

Take them down to the next area, dismiss them to the right (if necessary wait
until the coast is clear of Withering Blowhogs), and lure the Chrysanthemum
out. Once it's out, purple spray it (try and spread the spray to get a blowhog
if one is close) and swarm it with the yellows. Then take them safely over on
the right hand side, luring any blowhogs nearby over there too.

Thought you'd collect the item here with the yellows? Wrong. Whites are much
faster, and it really makes a difference here as the item is far from the ship.
Switch to the Pres, and take 9 whites off the poison wall team. Run round and
set 8 of them on the Acorn (60). You need to make sure they don't get blown 
off. Recognise this area? Very similar to the 'landing site' in Pikmin 1...

With the last white, run round and lure the Wollywog away from the bank the
Acorn will go past. Once it's past, run with the white down to the Den of Chaos
and wait. The poison wall should fall (listen for the sound) about the same
time the Acorn makes it back to the ship. Now use that white to cave-save.

     ##TIME-CHECK: You should cave-save here before 7 hours gone.##

If you're doing really well, you can cave-save here at mid-day. When you
reappear, you'll be back at the ship with the one white. Put it away and take
out all 100 purples (hopefully flowered) and take them round to the ultimate
item: the Dumbell (3,000 !!). Interestingly, it's a 1Kg Dumbell, which takes
100 purples, or 1,000 normal Pikmin to carry. So a Pikmin can carry 1g worth
of weight. Well I thought it was interesting... 

This'll take nearly three hours to get back to the ship, so you may as well 
do something useful with the Captains. Take them over the bridge into the area
behind where the poison wall was, and go and kill the two Bulborbs here. Start
with the one at the back, and be careful not to wake the front one. Each'll 
take just under 1hr to kill, so once you're done you have time to return to
the ship in time to watch the Dumbell being sucked up.

Now put all 100 purples back in the ship, and (just) with Olimar take out 25
whites. Run them through to the Bulborbs you just killed, red-spray them and
kill the Withering Blowhog here. Then throw 15 on the Chestnut (70), and take
the other 10 down to dig up and collect the Mushroom (50). While they're
carrying them back, switch to the Pres.

Take out 26 reds, 20 blues, 10 yellows and 10 whites and take these 66 'mins
through the area to the cave on the far right in the tree-stump. Once both
items are safely in the ship (notice the radar switch off), enter the cave.
Slap yourself on the back, too - the hard timing of this day is done. Just 
a small matter of the three hardest caves to do now!

    ##TIME-CHECK: You should enter the cave here before 11 hours gone.##
  


                        ==============
                        Hole of Heroes
                        ==============


**Level 1**
Longest cave (with 15 levels) here, so get comfy! You don't need to collect 
any more bodies underground, but I've collected some just for completion. For
tough enemies though, it's not worth it - avoid having to fight them. Avoid the
Creeping Chrysanthemums here (easily spotted as they only have three flowers)
and swarm any Burrow-nits and Sheargrubs you have to to collect the Acorn (80).

**Level 2**
You'll need to kill the Antenna Beetle here to be able to find the buried Gem
(60) easily. Use yellows to kill the Anode Beetles and Dirigibugs to clear the
way, and the annoying Snitches. The Bumbling ones (with red eyes) go for the 
captains, so be careful of that. Watch out for falling bombs on honeyrocks!

**Level 3**
A Blowhog menagerie here; all four types (Fiery, Spitty, Puffy, Withering).
Take your time here, but it's quite easy really. You shouldn't lose any 'mins,
but plenty of flowers! Careful of falling Bomb Dweevils. Collect the Marble
(85).

**Level 4**

                        BOSS: PILEATED SNAGRET
                              
                        BOSS: BURROWING SNAGRET

As if taking on a Pileated Snagret next to a sand whirlpool wasn't hard
enough, they throw in another Snagret too! But don't worry, you only have
to kill the Pileated one (red crested) to collect the Gold Coin (1,000), so
just avoid the side the Burrower is on. As usual, take the reds to do the 
task and wait for the Snagret to emerge slowly before attacking it.

When it comes out fast, just run away. Also try to throw parallel to the sand
pit here, so any 'min that miss don'tgo too far away. This battle may take a
reset or two...

**Level 5**
Now for a relax, chase the butterflies if you want here, get reds in the Queen
Candypop and use the honeywisps or Mamutas to flower them all. No items.
 
**Level 6**
All the watery enemies come out here, both kinds of Wollywogs, Water Dumples,
Wagpoles and Hermit Crawmads. Only kill the ones directly between you and the
Corned Beef (130), but remember how far the silvery Wollwogs will jump.
Needless to say, use blues here, and just take the one Pikmin to the exit that 
you have to.

**Level 7**

                        BOSS: RANGING BLOYSTER

The slight twist here is the presence of Cannon Beetles; lure them into 
shooting each other (kill the green Armoured ones first). Make sure the 'mins
are safe in a corner while you do this. Then fight the Bloyster as normal; 
split into two teams of reds with the captains and switch fast enough to 
confuse the Bloyster into spinning round so he doesn't eat any. Collect the
Ring (100).

**Level 8**
Another rest here. Kill the Bulbmin master with your captains, then use the 
Crimson Candypops to convert them into reds. Chase the Doodlebug with your
whites for some nectar and purple spray puddles.

**Level 9**
Tough level here, due to the Spotty Bulbear. All the other Bulborbs are here
(plus dwarfs) but it's the Fiery Bulblax who has the item you want. Use one
captain to lure the Bulbear into the corner away from the barrier. He'll 
stay here walking into the corner (not very bright!) so you can avoid fighting
him.

Use reds to kill any Bulborbs you need to to get to the Bulblax. Reds and 
whites are easy, orange a bit harder so avoid him if you can. Make sure you
approach the sleeping Bulblax from behind and throw all 30 on. Collect the 
Bottlecap (30) you get and exit. Remember you only have to take one 'min to 
the exit to take them all through.

**Level 10**

                        BOSS: EMPEROR BULBLAX (X2)

First scout with Olimar not only to tell which Bulblax has the item, but also
to lure out the two sets of Militites that are buried on this level which 
will otherwise scatter your 'mins. Take the reds to the Bulblax you need to 
dispatch and throw them rapidly on his eyes. With a touch of luck by the time
he rises and gets ready to attack, he'll be dead! Collect the Nintendo Block 
(80).

**Level 11**

                        BOSS: EMPRESS BULBLAX

Same old Empress, but much harder here as you start at the tail end, and now
she causes a rockfall when she rolls. The key to a no-death run here is a good
start. Use Pres to kill the first Larva and lure the next to the right. Then 
run round the left with Olimar to the head end, and set them on the wall. 
Switch back to the Pres and fight the Larvae.

When the wall falls, swarm the 'mins into the safe part behind and take 10 
reds and throw them on the Empress. Whistle them off as soon as she faces
back to the front again, and run back to the wall. She'll roll, rocks will
fall. Switch to the Pres and run back up to the others. That's the hard
part over, just repeat until she dies, she'll squash the Larvae now.

Collect the Nintendo Block (80) and exit.

**Level 12**
Beetle hunting here, the Giant (golden) one has the Nintendo Block you want
(80). The Irridescent one will give you nectar, then nectar, then a red spray.
The Doodlebug gives nectar, then two purple sprays (usually). It's probably
worth resetting this short level to get the max sprays, just make sure not to
throw any Pikmin over the edge! Another Queen Candypop here, to take you to the
100 limit (hence entering with 66 'mins).

**Level 13**

                        BOSS: MAN-AT-LEGS

The slight twist here is the ring of water around the boss, so use blues 
only. Put the others in a safe place and lure him out. There's a wall right
next to him so use this to dash behind. Don't bother to wait for it to lower
and rest, just use the height of the centre to throw on him, then whistle off
and run behind the wall. Rinse and repeat to get (another!) Ninty Block (80).

**Level 14**

                        BOSS: BEADY LONG-LEGS

Plenty of Dweevils wandering around here but ignore them and lure Beady down.
Use blues in this watery level, and just wait for beady to rest and lower 
before throwing the 'mins on. If any Dweevils hijack the Nintendo Block (80) 
he gives you just smack them off with Olimar.

**Level 15**

                        BOSS: RAGING LONG-LEGS

First take the reds around the edge and kill the Greater and Lesser Jellfish, 
then lure Long-legs down. Similar to Beady, but bigger feet to avoid and 
easier to hit. When he rests run in and throw the reds on, but make sure to 
whistle well before he throws them off as he'll stamp around fast for a short
while. Pretty easy boss, really. Get the NES Robot Head (250) and exit.


                        =========
                        Exit Cave         
                        =========


No time to rest, put some Pikmin back in the onions so you have 30 reds, 
20 blues, 20 yellows and 10 whites. Run out the front and enter the cave just
down in the area below. You've probably just about broken through 20,000 pokos
now but, well, no-one gives a stuff anymore. Such is life.



                        ===============
                        Cavern of Chaos
                        ===============


**Level 1**
Lots of Dirigibugs here along with the Blowhogs, but these can simply be 
avoided. The bombs they drop are too slow to get Pikmin carrying an object
fast so just plough on. Take out electric traps & bombs first, before
collecting the Cupcake (60) and Marble (85).

**Level 2**
This may be the Man-at-Legs arena but don't worry, he ain't here. Hope you're
good against Fiery Bulblax's though, you have to kill all three here (the 30
reds you have are enough). Avoid the Snitches, and kill the Bulblax's from
behind them. Collect the Gem (80), Gold Ring (100) and Silver Ring (100).

**Level 3**
Now to prove you can handle Chrysanthemums. Lots here, but kill them the 
same way - lure them to rise and snap with Olimar, then when they topple over
swarm all your 'mins on them. Use the Mamutas to flower any Pikmin, and 
get the Capsicum (30) and buried (natch) Potato (40).

**Level 4**

                        BOSS: EMPEROR BULBLAX (X2)

If you want to kill them fast, lure an Emperor out, make him swallow a bomb
and then use blues on him when he's stunned. On the other hand, lure him into
licking up 7 bombs (there're plenty here) and he'll die anyway. Collect the
Milk Carton (60) and Milk Cap (30). Search around the edges here; sometimes
a Queen Candypop'll drop down. If so, get reds.

**Level 5**
A rest level here. Get reds in the Queen bud, and some purples if you want.
You don't need any more whites. Flower up with the Irridescent Flint Beetles
here, and remember to hit them three times to get a red spray puddle.

**Level 6**
Unfortunately the Wollwogs here can't just be avoided (I hate these guys) as 
one of them has the Pearl Earring (100). Use purples if you got some in the 
previous level. Clear the way to the Mushroom (50) of Dumples and Anode 
Beetles.

**Level 7**
Plenty of poison flumes here to keep the whites busy, and swarm any of the
Cloaking Burrow-nits close to the Puffy Blowhogs, as one of these has the
Cookie (25). Try to save a few flowers from the Withering 'hogs, and get
the Battery too (120).

**Level 8**
Quite tough, but a fun level here - tens of Dwarf Red Bulborbs stuck in a 
firing range with two Gatling Groinks! The best way to do this is to lure
the Groinks together and then get them to fire on each other to death. 
Just make sure to keep it even so the last one can be polished off quickly
by Olimar. Keep your 'mins safely out of the way.

Once done, be sure to collect the bodies so they don't come back alive, and
clear the way of Bulborbs to the Tinned Shellfish (130).

**Level 9**
Dirigibugs and Snitches here guarding the items, but with some well planned
timing you don't need to kill any to retrieve the Cat Toy (85) and Bottle
Teat (55). More poison flumes, too.

**Level 10**

                        BOSS: SEGMENTED CRAWBSTER

Nasty one here to do in a no-death run, but luckily if you get it right it's
very quick. Take all your reds with Olimar round to the right hand side of the
room (avoid the middle). Now with the Pres lure the boss down and into the
wall on the right when he rolls. Switch to Olimar, run up close and throw all
the reds quickly onto his weak underbelly.

Here's where you need the luck, you don't have time to wait for the rockfall,
so just hope one doesn't fall on the 'mins. If it does, reset. If it doesn't,
the sheer number of reds will kill this thing in one go, or possibly two. Nice.
Collect the Doll Head (670 now, but 666 in the JPN version - how freaky is
this?) and pat yourself on the back.


                        =========
                        Exit Cave 
                        =========


Quick Pikmin swaps and it's off to the final cave. Put any purples in, get out
more whites so you have 20, and swap the reds for 40 flowered ones (put them in
then take them out). This is the team you'll be taking on the final boss with:
40 reds, 20 blues, 20 yellows, 20 whites. 

It'd be lovely and poetic to take 20 of each (they'll even sing a different
song to normal if you do, J-pop-tastic stuff!) but although purples may make
some of the cave easier they're a liability for the boss battle, so leave 'em
out. On your way over note the Orange Bulborb that held the Chestnut will have
reappeared (as do any enemies that previously held items), just lure him out of
the way and run down to the cave entrance. Cue drum roll! 


                        =========
                        Dream Den
                        =========


**Level 1**
Quite a gentle start here, lots of orange Dwarf Bulborbs to swarm, Crawmads 
to lure out and Lesser Jellies, but not much to stop you retrieving the Kiwi
Fruit (40).

**Level 2**
You can tempt the Gatling Groink here into shooting all the snowy Bulborbs, 
but the main thing is just to kill it so do the old trick of standing right
next to the tower with one captain drawing the fire, and then throwing 'mins
on from behind with the other. It'll give up the Pencil Sharpener (130) with
which you could sharpen the N64 Pencil (55) lying around!

**Level 3**
Hmm, lots of Dwarf Bulbears here, where's the big one? Ah, he'll fall down if
you go past with a Pikmin! Luckily, there are also Careening Dirigibugs on 
this level who are more than happy to blow him up, so use this fact. It makes
things much easier. Collect the Cube Control Stick (140) and exit the level
before it wakes up!

**Level 4**
This level can be quite frustrating but if you take it slow it's actually
quite easy. Whenever possible, lure the Armoured Cannon Beetles into shooting
each other, and disabling the poison traps. Check where the Silver Coin (300)
and exit are, and clear the way with yellows. The only real danger here is
Cannon Beetles throwing 'mins over the edge, so whistle them off early.

**Level 5**
Real fiery level here - Fiery Blowhogs, lots of flamespouts, a Withering 
Blowhog, Red Bulbmin and of course a Fiery Bulblax with the item. Use all 40 
reds to kill him once the area is secure, and collect the Apple (40).

**Level 6**
Kill the Greater Jelly here to get the Crystal Ball (200), try to stay around
the edge but away from the Cannon Beetles. It's worth breaking a few walls to
get into the outer parts as there're some nectar rocks that fall here.

**Level 7**
The Bumbling Snitches can be annoying here, remember to spin the stick if you
get picked up. Try to avoid the Dirigibugs and lure the Puffy Blowhogs to you;
one of these has the Gem (90) you want. Just run to the exit with one Pikmin 
if you need to be safe.

**Level 8**
Dweevil maze! It's easiest to kill the Dweevils with Olimar first, then 
disable the traps with a few of the relevent colour Pikmin, before killing
the Antenna Beetle that's annoying your radar. Once it's all done, retrieve
the Pumpkin (180) and Russian Doll (150). If they're wobbling around, it
means you missed a Dweevil...

**Level 9**
A nice rest here, and there're some Beetles to hunt down for nectar and berry
juice. Just remember to only use whites on the Doodlebug. The next three levels
are pretty evil so enjoy the break!

**Level 10**
This is one nasty level. Lots of water, a Gatling Groink, Wollywogs et al.
It's best if the Groink starts nearby so you can get that out of the way
first. Use one captain to draw fire and throw blues on with the other. Kill
any Fiery Blowhogs and Water Dumples nearby, and take your chances with
the Wollywogs. To be safe you can kill them with Olimar but it's slow...

It's one of the Lesser Jellies here that has the item, but it never seems
to start near you. Take note of the route your 'mins will carry the Box (90)
back with and make sure they won't lure any Dumples or a Wollywog over. This
one took me a few resets, so don't worry if you're the same.

**Level 11**
This is tough too, as the many Burrow-nits, Fiery and Spitty Blowhogs and 
Dwarf Bulbears are very closely positioned. One thing that may help is the
fact that the Breadbug will happily collect the items for you (if they're
on ground level), so wait for this and it may mean you can cut out most of
the level. 

Try to lure enemies over one by one if you have to kill them, or it's easy to
lose 'min here. Once done, collect the Bottle Top (30) and Wooden Token (110).

**Level 12**
Bad things come in threes too: this is also a toughie. Two large orange 
Bulborbs here, one has an item and another buried one but the Antenna Beetle
will stop your radar helping. If the Bulborbs are badly positioned, near 
Wollywogs etc you may even want to use Olimar to kill them. And you can also
scout the sand patches with one white to find the buried Ring (100). 

If you get this and the Tinned Clams (130 - eurgh), even though the radar
won't turn off trust me - there are no other items, so you can exit! Just 
take one 'min to the exit if need be.

**Level 13**
2 large Reds, Whites and Orange Bulborbs here but it's always one of the 
oranges who has the Milk Top (30). In actual fact, the most important thing
to do on this level is make sure you flower up as many of the Pikmin as you
can, the boss battle is next and this'll come in handy.

**Level 14**

                        #########################
                        #########################
                        
                        FINAL BOSS: TITAN DWEEVIL

                        #########################
                        #########################


Well, here it is: the final five items of the game for you to get. Just one
last baddie in the way. Hope you have a spare half hour...

As you approach the pile of junk with Louie in the middle, the Titan Dweevil
will rise out of the ground and equip himself with the four 'weapons' that
were lying there. You have to attack each one with your Pikmin and damage it 
so it falls off the Dweevil. Trouble is, he'll use them to defend himself
and they're pretty powerful.

When you're halfway to destroying one it'll start to smoke and the attacks from
that weapon will increase in effect. The Dweevil will tend to use that weapon
when he selects one to fire at you. They stun Olimar (but don't hurt him) but
only one Pikmin type is immune to each one. Here're the culprits:

Negative Ion Converter
         This is at the front of the Dweevil and when used, launches electric
         nodes and runs a current through them seconds later. This will kill
         any non-yellow Pikmin on touch, but only has medium range. When 
         smoking, the nodes electrify instantly when thrown.

Flare Cannon
         This is on the Dweevils left side and sprays a short range arc of 
         flames in the direction of Olimar. Only reds are immune to this. The
         damaged version has larger range and sweeps in a bigger arc.

Monster Pump
         This tap-resembling pump shoots out large droplets of water all
         around the arean, even to the edge. Only blues are immune. When it's
         smoking the number and speed of droplets launched increases.

Chemical Weapon
         This is at the rear of the Dweevil and sprays three arcs of poison
         gas on a circle reaching to the edge of the lower area. Only whites
         are immune. The powered up attack sprays four arcs and is faster.

As 100 Pikmin are a bit unwieldy to run around with, and ideally you want to be
attacking a weapon using Pikmin imune to its attacks, you want to leave some
by the safe exit. Trouble is, the water attack reaches all over the arena, so
you can only leave the blues there. Take the other 80 with you.

Although the weapons can be beaten in any order, the above reason means you 
want to get the water pump first, then the electric bulb as this is the only
attack that is instant 'min death (the others can be whistled out of danger).
Then it's best to polish off the flame cannon as you have plenty of reds, 
and leave the poison pump until last when he can't hurt you any more (just
use whites). 

He'll rest and lower every now and then, which makes throwing Pikmin on 
easier, but he will fire a weapon instead if you're too close. This 'safe'
distance gets further away as he loses his weapons, so try not to get too
frustrated and run in all the time.

Don't bother to try any cunning petrification techniques on him, when you use
your purple sprays although he'll solidify attacks on the weapons don't seem
to do any damage. Save them for emergency escapes when he's about to use a
weapon you weren't expecting!

Just before he rises, use a red spray on the 80 'mins with you, and go to the
side where the water pump is. Start throwing Pikmin on as soon as he's 
lifting. With a bit of luck, he'll attack with electricity and you can just
KEEP throwing 'mins on the tap, just avoid the nodes. If this works, the
tap will fall off almost straight away - it's worth resetting to get this
best possible start.

Still using all 80, and keeping them red-sprayed (as you will have got some
more from beetles etc in this cave) now attack the electric weapon at the
front. It's easier to lure him to the edge and stand up a ramp so you get
the height. With sprayed Pikmin attacking, this shouldn't take long.

Once off, take the Pikmin to safety and leave the whites and yellows with
the blues and just use reds to destroy the flame cannon. He'll use his poison
attack every now and then but just run out of the arena when he does.

When he's down to the last weapon, you're laughing - he can't hurt you now.
With your 20 whites, just walk right up to him and keep throwing them on. It
doesn't matter that he'll fire it constantly; in fact it helps, as you can 
throw them onto it even WHILE it's being fired! Easy. 

Once the last one's off, it's just like any other weedy Dweevil. Grab all your
'mins, throw them onto him and finish the job. Collect the four weapons (each
1,000) and Louie (10). Interestingly the Piklopedia lists him as the 'King of 
Bugs'...


                        =========
                        Exit Cave         
                        =========


All done now, once you appear back at the ship the game will finish, so sit
back and enjoy the Treasure Completion cinema! Before you ask, no, you don't 
seem to get anything special for completing it in only 8 days. Not that I've
found yet, anyway :(



                         ------------
                         End of Day 8
                         ------------
                
                         Pokos:           28,256

                         Treasures:       201  !GAME COMPLETE!

                         Pikmin:          Red:        109
                                          Yellow:     102     
                                          Blue:       110
                                          Purple:     105
                                          White:      85





-------------------------------------------------------------------------------


                         =================
                         UNLOCKABLE MOVIES                     #4
                         =================


Cinema                           How to unlock
~~~~~~                           ~~~~~~~~~~~~~

Opening Cinema                   Start Story mode

Debt Repayment Cinema            Collect 10,000 pokos of treasure
Credits                          Collect 10,000 pokos of treasure
Goal Completion Cinema           After 10,000 reached, continue playing

Treasure Completion Cinema       Collect all 201 treasures (including Louie!)

Louie's Dark Secret              Complete all 30 Challenge mode arenas without
                                 any Pikmin dying (30 Pink flowers)



                         --------------
                         Opening Cinema
                         --------------
                  
*******************************************************************************

Hocotate Freight is a long-haul, deep-space shipping company.
One day, its only employee of any merit, Captain Olimar...
...crashed on an uncharted planet while on an interstellar vacation.
There he was aided by indigenous creatues which he called Pikmin.
In the end, Capt. Olimar escaped. He returned home...
But in Olimars absence, his employer, Hocotate Freight...
ran into financial difficulties...

Captain Olimar                                           (shows Olimar in ship)
Planet Hocotate                                       (shows planet from space)
President of Hocotate Freight, and local employee, Louie.  (shows them waiting)

(President:)
Olimar! I'm so glad you're safe! Yes, very glad. Quite glad. But...
Sadly, I have an announcement that is not so glad:
Our company is going under. Yes. We're finished...
On his first mission, Louie here met a ravenous space bunny...
And his entire load of golden Pikpik branded carrots was eaten!
I took out an enormous loan to repay the debt from this loss!
I decided to sell off corporate assets to repay the loan...
But the only asset we had to sell was your ship, the S.S.Dolphin.
As for the rest of the loan...                             (10,100 pokos shown)
We have no means to repay it!
Olimar! What is that?                                  (Olimar drops bottlecap)
You brought that back as a souvenir for your kid?

(Spaceship:)
Treasure!Treasure!Treasure!Money!Money!Money!Money!
Initiating valuation of recovered treasure. This artifact is worth...
100 Pokos!                                              (debt drops to 10,000)

(President:)
That thing's worth 100 Pokos?! That's more than a years salary!
WHAT?!? There are MORE on that planet? They can repay our debt!
Louie! You dolt! Look alive! You must depart immediately!
... With Captain Olimar!

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



                         ---------------------
                         Debt Repayment Cinema
                         ---------------------

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

(Spacehip announces 10,000 Pokos reached)
(Captains see Presidents face on around a star in the sky)
(See ship take off, looks back at the Earth with red, blue, yellow Pikmin faces
 on it)
(Olimar turns in the cockpit, sees Louie is not there!)

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



                         -------
                         Credits
                         -------

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

(see various garden and plant scenes with louie wandering around in them)
(ends with Louie looking into the sky and then back at the camera)

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



                         ----------------------
                         Goal Completion Cinema
                         ----------------------

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

(President:)
Thanks to you, our company has been saved!
What?!? There's still more treasure?
If we collect it all, we'll be filthy rich!
Louie!
He's not here!
What?! You lost him?
In that case...
I will go! 

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



                         --------------------------
                         Treasure Completion Cinema
                         --------------------------

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

(see Spaceship take off)
(Olimar looks back at planet, sees spots of light as red, blue, yellow Pikmin
 start glowing all over the world)
(see the red, blue, yellow onions flying up alongside you)
(fullscreen image of the earth) 

PIKMIN 2

THE END 

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



                         -------------------
                         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
      Codejunkies for helping us importers
      Taoku Stryker for some US localisation updates      

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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.

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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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