2-Player Battle Mode by opuren2

Version: 1.0 | Updated: 06/08/12 | Printable Version

Pikmin 2

2-Player Battle Mode Guide

In-Depth FAQ

By Joshua Morgan (opuren2)

E-mail: faqs@nreviews.com

Most recent version: Version 1.0 (June 8, 2012)

Copyright 2012 Joshua Morgan. I am the Webmaster of www.nreviews.com. All 
content on www.nreviews.com Copyright 2003-2012 Joshua Morgan.

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


Section 1   (S100): Introduction and Reflections
       -1.1 (S101): Version History
Section 2   (S200): Basics
       -2.1 (S201): What You Need
       -2.2 (S202): Controls
Section 3   (S300): Rules of Play
       -3.1 (S301): Marbles
       -3.2 (S302): Growing Pikmin
       -3.3 (S303): The Playing Area
       -3.4 (S304): Olimar/Louie
       -3.5 (S305): Pikmin
       -3.6 (S306): Sprays
Section 4   (S400): Cherries
       -4.1 (S401): Purple/Red Nectar
       -4.2 (S402): Volatile Dweevil
       -4.3 (S403): Fiery/Watery Blowhogs
       -4.4 (S404): Withering Blowhog
       -4.5 (S405): Swooping Snitchbug
       -4.6 (S406): Marble Recovery
       -4.7 (S407): Boulders
       -4.8 (S408): Flower Pikmin
       -4.9 (S409): +5/+10 Pikmin
       -4.10(S410): Invisibility
Section 5   (S500): Battle Arenas + Strategies
       -5.1 (S501): Battle Field
       -5.2 (S502): War Path
       -5.3 (S503): Carpet Plain
       -5.4 (S504): Angle Maze
       -5.5 (S505): Colosseum
       -5.6 (S506): Rusty Gulch
       -5.7 (S507): Brawl Yard
       -5.8 (S508): Tile Lands
       -5.9 (S509): Dim Labyrinth
       -5.10(S510): Hostile Territory
Section 6   (S600): Questions/Miscellaneous Information
Section 7   (S700): Other Legal/E-mail Information
       -7.1 (S701): Contributors Listing
       -7.2 (S702): Copyright Information
       -7.3 (S703): What It All Means to You
       -7.4 (S704): Conclusion

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

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

Okay, so I decided I should do a guide. I originally was going to a guide 
for Mario Kart DS. I felt that I knew the online mode pretty well. And 
nobody has made an In-Depth FAQ for the topic of online play for that game. 
I got a little discouraged when I realized that a few of the complete 
walkthroughs have pretty extensive sections on the topic anyway. So I 
abandoned the idea, for now (but hey, there's an idea for someone else who 
has more motivation on the topic). But I'll tell you the main reason. I 
needed more knowledge of the way to connect to the Wi-Fi connection, and I 
would feel like reinventing the wheel to make a guide on this topic when 
it's already pretty thoroughly discussed in other guides.

One of my hopes in writing this guide is that this guide really is the most 
thorough guide on this topic. Like my IGPX fan website, I wanted to write 
about something that hadn't been done yet. It took me several years to truly 
complete this guide. It's really kind of amazing that I had as much breaks 
as I did when I was writing this in 2006 and 2007. I really don't know how 
it took me over 3.5 years to get around to doing just two more of the level 
guides. As I write this paragraph as an addition to the introduction that I 
wrote nearly 6 years ago, I am reminded of the work I did back then. I was 
motivated to (mostly) complete this guide today because of the impending 
North American re-release of Pikmin 2 for the Wii. Interestingly, it had 
been out for a few years in all other regions except NA. Nonetheless, the 
timing felt right to actually get around to more or less completing this 

Looking back, it still feel incomplete. What I would like to have done was 
make a map for every single version of every level. Perhaps somebody would 
be interested in taking on the job. I feel right for it considering I know 
of the different versions and know what they look like in my mind. In fact, 
I think I saw a guide somewhere that did a few maps for these levels. 
Unfortunately, the person didn't seem to know about the version differences 
between the levels. In any case, this is an idea for somebody else's guide 
or for someone who wants to contribute to this guide.

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

When it came down to picking the game and topic, I chose from what I've 
already done for my site. My game help site for Pikmin is hardly 
comprehensive; mainly basic stuff. At this point, I don't feel like making a 
guide to the game. There are already plenty. But the 2-P Battle Mode hasn't 
been covered In-Depth, so I hope that I am the only one making this guide 
right now so that I'm not taking away from someone else. We'll see. And 
thanks for reading this rant. Now onto the guide.
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-Version 1.0 (June 8th, 2012): Nearly six years have passed since this guide 
was started. I have finally written enough to consider this version of the 
guide a full version. I hope to continue making little updates including 
editing updates and of course more extensive coverage on parts I skimped on 
(as in the final level's guide). It might also be nice to append this guide 
to add the Wii version's details, which would mainly be control differences 
and any changes in gameplay and design that I may find.
-Version 0.7 (April 21, 2011): After a nearly four year delay, another 
update is made. As much as I could, I tried to edit the general content so 
that sentences read cleaner and more understandably than before. I also 
added the seventh and eighth battle arena guide. Additionally, I revised the 
fourth battle arena guide (Angle Maze) after playing it more extensively. 
Turns out there are 'sub-versions' within each possible 'version'.
-Version 0.6 (December 20, 2007): After a huge delay, I finally make another 
update (I can't believe I made no updates last summer). I added the fourth, 
fifth and sixth battle arena guides. For some reason, I never recorded when 
I did the second and third level guides in the version history. It was 
likely the February 4, 2007 update.
-Version 0.52 (April 1, 2007): This update simply rids the version history 
of the second decimal point. I didn't like it (i.e. This would be version 
0.5.2, but this update gets rid of the second decimal point, so it's truly 
0.52) so I took care of that. I played the 2-P Battle Mode for an hour the 
other day, so believe me, I'll be finishing this soon.
-Version 0.51 (February 4, 2007): Will I EVER finish this guide? Well, I 
updated the e-mail section with a new form that has replaced the former e-
mail address. Sick of spam, that's all.
-Version 0.5 (October 7, 2006): After a two-month hiatus, I decided to 
actually do something to the guide. Finished up the Cherries section, and 
begun the Battle Arenas section with the introduction and the first level.
-Version 0.4 (August 2, 2006): Continued writing Cherries section. Added 
'Threat Level' for each cherry. Slight revisions made for clarification.
-Version 0.3 (July 30, 2006): Finished 'Sprays' subsection. Began Section 4 
with a few of the Cherry symbols explained. Re-formatted guide for proper 
-Version 0.2 (July 29, 2006): Wrote all of Rules of Play section except 
'Sprays' subsection. Wrote Table of Contents.
-Version 0.1 (July 28, 2006): Began guide. Added template for Legal/E-Mail 
Section. Wrote Introduction and formatted the guide. Began Section 2 with 
'What You Need' and 'Controls' subsections.
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= = SECTION 2: BASICS (S200)

Whether you've never picked up a GCN controller or even played Pikmin, the 
goal of this section is to get you familiar with how to play the game. That 
includes the controls and rules of play. The first subsection below will 
help you get started playing.
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Here's what you need to play besides the game disc and a working Gamecube 
(or Nintendo Wii).

-2 controllers

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

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

Control Stick:    -Move Olimar/Louie around.

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

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

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

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

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

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

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

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

Up on the + Pad:  -Use purple spray.

Down on the + Pad:-Use red spray.

Start/Pause:      -Pause the game. Use the Control Stick to choose whether 
or not to continue. Nothing else is seen on the Pause Menu, though the 
actual gameplay can be seen, but is faded.
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Okay, so let's lay down the rules of the 2P Battle Mode. You begin the game 
with a set amount of Pikmin. The default is 10, but you or your opponent may 
change this by pressing L to decrease by 5 and R to increase by 5 on the 
main menu for the mode. The minimum starting amount is 5, and the maximum 
starting amount is 50. A little more on Pikmin numbers later. This is the 
absolute only thing you can change about the gameplay. Think of it as a 
handicap. One person could have a few more than you if they are beginners, 
or vice versa. Personally, I always play with just 10 Pikmin to start. I 
think 5 Pikmin is a little too low, but for every five Pikmin you increase 
it by, you are lowering the amount of time to play. Then select one of the 
10 levels, and you're ready to begin (Only Player 1 has control of choosing 
the level).

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

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

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

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

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

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

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

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

So now you know how to win. But you're going to need Pikmin to do it.
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There are a few different ways to grow Pikmin. The most obvious and well-
known way is to bring fallen enemies back to your base. You can also use two 
cherries to grow your Pikmin numbers (See Section S537238). There is only 
one restriction on Pikmin numbers.

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

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

The number of Pikmin you theoretically need to win the battle depends on 
you. You will want to spend a little bit of time growing Pikmin to get your 
numbers up, but spending too much time at your base leaves your opponent 
room to take all of the yellow marbles on the field.
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Each level is different when it comes to enemies and obstacles. But there 
are some general things you should know. There's only one major thing that 
every level contains, and that is seven yellow marbles. That means there are 
not enough marbles for both you and your opponent to get four each, but 
there is enough for both of you to get three, and the one person to get 
four. This leaves for very interesting rounds, as you may end up fighting 
for the last marble. In some levels, the marbles will be inside of enemies. 
Read the section on levels for specific levels in which that is the case.

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

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

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

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

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

-Walls to break down.
-Water of any kind, and no fire spouts (though fiery/watery blowhogs can 
appear from enemies' cherries. See Section S403).
-Other colors of Pikmin.
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What rules apply to Olimar and Louie? Not much. You are hardly restricted to 
anything, except a few cases where your Pikmin can venture off into areas 
not accessible to you because of mini-walls, and etc. But there are a few 
ways they can get injured, listed below.

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

There are also a few ways you cannot get hurt.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

There are a few other things to note. The condition wears off after about 40 
seconds. Also keep in mind that Pikmin who engage enemies and are shaken off 
of them will lose the condition faster than the rest of the Pikmin. It's 
similar to the gradual loss of flowers on Pikmin when getting shaken off of 
an enemy.
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Cherries are lying around every level, and are always regenerating. They mix 
up the game-sometimes they just annoy the opponent, but at opportune times, 
they can very drastically change the game. Cherries are very lightweight, 
and only take one Pikmin to carry back to your Onion. One is actually the 
minimum and maximum amount; that is to say, you cannot even put two Pikmin 
on one cherry to carry one back. Cherries can travel very fast back to the 
Onion, usually fast enough to dodge enemies that they might pass by. 
However, they may brush by enemies, disturbing them. And if it's a big 
Bulborb, that could be very bad. Naturally, a flower Pikmin will travel 
faster back with a cherry.

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

There are certain spots in a level that cherries will generate and 
regenerate. Typically, only a few cherries can appear at one time in any 
particular spot. However, there can be upwards of six available. They will 
stop regenerating when there are too many there. Where you find cherries 
differs on each level, but usually where you find one, you can find more 
regenerate there in the future. But once they are stored in the Onion, they 
will continue to regenerate randomly. Another cherry appears about every 10 
seconds, so you could easily spare a Pikmin every time you find a cherry to 
bring it back to the Onion and get heavily rewarded. In fact, I would highly 
recommend taking back all cherries that you find. The rest of this section 
covers what each symbol does, and how to use the symbols, and etc. A few of 
the symbols were combined since they are very similar in effect.

Each description for the cherries uses these categories.

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

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

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

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

-Always Immediately: Should always be executed immediately.
-Usually Immediately: Should be executed immediately, but sometimes is 
better to be held.
-Depends: Sometimes it should be used right away, but may be best to be 
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Looks Like: Purple goo and Red goo (Two different types of symbols); exact 
shape is the yellow nectar that is typically found in most matches.
Effect: Adds one spray to each respective type
Threat Level: Medium
When it should be used: Always Immediately
Notes: These should be pretty straight-forward. There's no reason to hold 
onto these cherries (you may of course want to wait to use the actualy 
sprays themselves), as you'll want/need all the sprays you can get. See 
Section S306 for info on the purple and red sprays. The threat level is 
considered Medium because even just one additional spray can mean a victory 
in a Pikmin-on-Pikmin battle.
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Looks Like: A bomb spider
Effect: Drops a dweevil right on your opponent, and will set off a timer for 
a bomb explosion if it spots movement.
Threat Level: Varies
When it should be used: Depends
Notes: Really the only time you absolutely shouldn't use it if you are 
engaging your opponent and his Pikmin. You could also wait it out, and use 
it when your opponent has the most Pikmin with him. It's also smart to use 
this when your opponent is in a small area or a corner. Usually you can 
outrun the spider if you call your Pikmin right away and keep running, so 
it's not the most effective cherry. There is one little catch to it. If you 
drop it on your opponent, and your opponent runs away fast enough, he can 
actually escape it before it sees him and sets off the bomb. Of course, it 
will not go away, and it will follow anything it sees moving. So if it is 
dropped between you and your opponent, and your opponent runs away, the 
spider may just decide to come back to you rather than chase after the 
opponent. Just be careful, and it could be very effective, if you're lucky. 
That is why the threat level varies-it could be devastating or do little to 
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Looks Like: Two fat white things, one with a red spout, one with a blue 
Effect: Drops a fiery or watery blowhog at your opponent's base. If your 
opponent has red Pikmin, it will be a watery blowhog. If your opponent has 
blue Pikmin, it will be a fiery blowhog. Lasts for 50 seconds.
Threat Level: Medium
When it should be used: Usually Immediately
Notes: This little monster will spray water or fire, depending on which one 
would kill the opponent's Pikmin. Since it is dropped at the base, it could 
end up killing stray Pikmin that may have been taking something back to the 
Onion. This one depends a little on timing, though you can usually use it 
immediately and be safe. It could be just as bad for your opponent when he 
is at the base than when he isn't at the base.

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

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

But what if it happens to you? Usually, it is unwise to interrupt what you 
are doing to go back to your base to save a few Pikmin. But if you are 
caught at your base with one, it may be wise to destroy it quickly as to not 
impede your progress. And keep in mind that you and your opponent can send 
in as many of these guys as the cherries will allow.
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Looks Like: A big orange puffy balloon.
Effect: Drops an orange blowhog at your opponent's base; blows Pikmin making 
them stumble and lose their flowers, if they have any. Lasts for 50 seconds.
Threat Level: Low
When it should be used: Usually Immediately
Notes: This enemy will become a problem for your opponent if he is at the 
base. But either way, stray Pikmin at the base will lose their flowers, 
which will make it harder on your opponent.

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

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

Though they are annoying, they can't kill Pikmin, so the threat level is 
low. This is also because it isn't too hard to either get a flower symbol 
from a cherry or find yellow nectar to bring your Pikmin back to flowers, if 
affected by this enemy. And besides all of that, he isn't too hard to take 
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Looks Like: A bee with two legs, dark-brownish to black color.
Effect: Flies in the air waiting for nearby Pikmin. Makes a quick swoop down 
to attempt to grab one, and can occasionally get two at once. If not touched 
for about 10 seconds, it will shoot the Pikmin into the ground, where it 
must be picked again, and will lose flowers/red spray capabilities. Lasts 
for 50 seconds.
Threat Level: Low
When it should be used: Always Immediately
Notes: These enemies can become major pests to your opponent. Regardless of 
where your opponent is, it's common knowledge that a few Pikmin will 
eventually end up at the base. And it can swoop down to get both idle 
Pikmin, and Pikmin under your opponent's command. Because it goes after 
bigger groups of Pikmin rather than stray Pikmin who are near no other 
Pikmin, it will go after your opponent's group. That can also irritate him 
and not only cause his Pikmin's amounts to deplete, but may also cause him 
to attack the Swooping Snitchbug, wasting his time.

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

And finally, it is recommended to be used right away. Even though there may 
be no Pikmin there, the threat level isn't very high. In fact, this may be 
one of the worst cherries you can get. They are too slow to do major damage, 
and would probably be a hindrance to you if you held onto this cherry if you 
have other cherries waiting
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Looks Like: A marble with an arrow coming out of it, indicating retrieval.
Effect: Your marble will automatically be brought back to your base, 
regardless of where it is (the only exception is if it underground, and that 
can only happen at Dim Labyrinth. See Section S509).
Threat Level: Varies
When it should be used: Depends
Notes: Okay, this is the major cherry symbol that can really help you out. 
Your opponent can move your marble back to his Onion and win the game. But 
you cannot use your Pikmin to move your marble, so if he gets halfway to his 
base with it, it's stuck there until he moves it.

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

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

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

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

Looks Like: A brown rock.
Effect: Drops boulders onto your opponent.
Threat Level: Varies
When it should be used: Usually Immediately
Notes: A lot of the threat of this symbol depends on whether or not your 
opponent can escape it. Nevertheless, it should be used almost always 
immediately. The threat level is usually low, as your opponent can escape 
it. But if you're lucky, and he's standing still (like drinking purple or 
red nectar) and a boulder may fall right on top of him or his Pikmim army. 
Most of the time, it's better to get rid of it and move on to another 
symbol. And unless you're standing right next to your opponent, then it's 
best to use it immediately.
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Looks Like: A white flower.
Effect: Changes all of your active Pikmin into flower Pikmin instantly.
Threat Level: Low
When it should be used: Depends
Notes: It can be very helpful to have all of your Pikmin who are in the 
field to travel at the same speed as you. When they are not flower Pikmin, 
they can't always keep up with you. It's best to use this cherry when there 
are enough Pikmin on the field to take maximum advantage of this. If your 
opponent has frozen your Pikmin and/or many of your Pikmin are buried in the 
ground, then you should pick some out and then use cherry. Also remember 
this little tidbit-Pikmin who are not completely out of the ground when you 
use the cherry will not take the effect. A Pikmin is fully out of the ground 
when it is standing on its two feet, and more noticeably, the bar on the 
bottom part of your screen indicates one more Pikmin has sprouted.
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= = SECTION 4.9: +5/+10 PIKMIN (S409)

Looks Like: A Pikmin leaf sprout with a +5/+10 symbol.
Effect: Adds 5/10 more Pikmin to your base and total Pikmin count (up to the 
point where total Pikmin count is 50).
Threat Level: Varies
When it should be used: Usually Immediately
Notes: This is pretty self-explanatory. Just go back to your base to pick 
some more Pikmin out. The only thing that should be noted is that this 
shouldn't be used of you have 50 Pikmin. But, you may also be under the 
circumstances of needing to get rid of a cherry. Also understand that just 
five Pikmin could mean a lot of damage to your opponent. The threat level 
always varies because it's not always the most threatening cherry. The only 
case you may not want to use this right away is if you are fighting an enemy 
and anticipate losing some Pikmin and you already had 50 Pikmin. If you lose 
5 or 10 to an enemy, then this cherry will help you get back up to 50 
Pikmin. Otherwise, you should always use this immediately.
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Looks Like: A light blue, ghost-like Pikmin figure.
Effect: Makes all of your Pikmin, and Olimar/Louie invisible. Lasts for 55 
Threat Level: Medium
When it should be used: Always Immediately
Notes: I honestly cannot think of a situation not to use this cherry 
immediately. The threat level can be decent if you sneak by your opponent. 
But there are some minor effects of this cherry that need to be noted. Your 
Pikmins' footsteps are noticeable, so once you get somewhat close to your 
opponent for a surprise attack, don't hang back because they may notice and 
attack you first. But if you keep charging your opponent, he won't have 
additional time to react to noticing your Pikmin this way. Another thing to 
note is that the pink glow of Pikmin with red spray on them is always 
visible. This little wrinkle shouldn't be much of a problem, as your attack 
with sprayed Pikmin should go rather well regardless of invisibility. 
Invisibility takes effect on all of your Pikmin, even ones grown after you 
started using the cherry. The effect lasts for 55 seconds, which also 
contributes to the threat level.
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It's time to explore the game's ten levels for 2-Player Battle Mode. What 
makes this game's mode so interesting is that the levels are not the same 
every time. In fact, you'd be hard-pressed to play the same exact level with 
everything in the same exact position twice. Each of the ten, while varied, 
still has its own unique style that even with some variants and differences 
between each version of the level, the levels still hold a common theme. No 
matter which version of Hostile Territory you get, for example, you'll 
always have to encounter electricity. This is just one of many examples that 
you'll find. In each section, I'll try to describe the level a little, 
including the variations, but the main goal is to point out key things about 
each level that can help you win. Most of the levels have multiple versions, 
which are detailed in no particular order. However, what I do is try to 
explain the general information of the level, then go into the first version

There are enemies you should know about (besides your opponent's Pikmin). 
Here is a brief explanation of each enemy, so when I use the names of the 
enemy, you'll know what I am talking about (in order of appearance in 
-Dwarf Red Bulborb: The small version of the Red Bulborb. These are the 
little guys with red coating, and white spots. The easiest of all bulborbs 
to defeat. Simply throw a Pikmin on one, or the usual attacking of many 
-Female Sheargrub: The little white bugs that cause no damage, and live 
underground. Simply use a few Pikmin to take it down. It will go back 
underground if nothing is near it. These enemies do not hurt Pikmin, so 
there are no worries.
-Snow Bulborb: The small version of the Hairy Bulborb. As the name suggests, 
these little guys are white-colored. They pose the same threat as the Dwarf 
Red Bulborbs, which is small, anyway. As with the Dwarf Red Bulborbs, simply 
pop a Pikmin on top of it to kill it instantly.
-Dwarf Orange Bulborb: This bulborb has slightly better senses than the Snow 
and Dwarf Red Bulborbs. The other two bulborbs, you could get really close 
and throw a Pikmin on top for a quick kill. This bulborb will sense you from 
a bigger distance, so doing that won't be as easy unless you're much 
quicker. These guys also have slightly higher health which makes it a more 
formidable foe.
-Puffy Blowhog: This blue flying balloon moves swiftly when it spots Pikmin. 
It will face you and move backwards the direction you are moving as to get a 
good angle to blow your Pikmin away. He can also knock you down if you're 
not careful. These guys can be brought down if you shoot a lot of Pikmin to 
the bottom of him, where the Pikmin will attach and fight. If there are few 
Pikmin attacking it, it will easily shake them off. Once it is brought down 
by a lot of Pikmin, you can then attempt to swarm it. Be warned that it will 
shake them away and rise back into the air in only a few seconds, so be 
quick. An annoying and strong enemy.
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Battle Field begins the big list of levels available for 2-Player Battle 
Mode. Being the first level means that a lot of the difficulty that one may 
encounter in later levels isn't here. This level really does act as a basic 
level for beginners, but the cool thing is that there is enough variety for 
veterans to keep playing it.

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

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

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

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

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

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

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

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

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

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

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

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

First Version: This level features bases with several inlets that contain a 
few goodies like an enemy or an egg. There is a house object that is the 
forms the corner of the path to one main area adjacent to your base. Heading 
90 degrees to the right will lead you to your opponent's adjacent main area. 
Once in your opponent's main area, heading 90 degrees left will lead to your 
opponent's base. Obviously, stealing a marble is a bit tricky with this 
version. In these two main areas, you'll have to contend with a puffy 
blowhog. There are also additional inlets that contain marbles. Sometimes, 
marbles are farther away from the central areas and you can't even use the 
C-Stick to reach them-you'll have to press the A button

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

Strategies: This level only has two versions (unless I've never got the 
third version, which I doubt), which makes explaining strategies a little 
easier. With either version, you'll likely have to deal with the puffy 
blowhog. I would suggest using the enemies that are there as objects you can 
take back to the Onion to grow more Pikmin. In fact, I would recommend 
taking a bit of time to get grow some Pikmin. I would also recommend using 
those Pikmin to quickly take down the puffy blowhog. I think it's easier in 
this level to get rid of the puffy blowhog in your area and then collect a 
few marbles. You might only have three in your area, so get some sprays and 
Pikmin ready to get a fourth marble in your opponent's main area.
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= = SECTION 5.4: ANGLE MAZE (S504)

The name comes from the sharp turns and tight spaces that feature more 
enemies and slightly harder navigation. Not a huge level, but can prove 
intimidating in its mysteriousness. Angle Maze also features more varied 
versions of the same level than the other levels sport. Please read the 
versions carefully because of some big differences.

General: This level continues the slight increase in difficulty by providing 
several of the bigger red bulborbs. Dwarf Bulbears are also introduced, 
which can see your Pikmin from quite a distance and are usually located 
around the bigger bulborbs. There are some rather interesting variations 
within the three 'Versions', so I also want to describe the sub-versions 
that some versions have.

First Version: Players' bases are on white dirt and contain the usual pellet 
posies and an egg. This version has a square center of brown dirt. It 
spirals down (with right edges, not circular spirals) to the center of the 
level, which is sunken in. There are three physical levels or planes to the 
spiral. The first/top level can be navigated to get to your opponent's base. 
There is also one long path of white dirt that leads to marbles and a sort 
of backdoor path to your opponent's base. The enemies are located in all 
levels the spiral area. Occasionally, the level will spawn a red bulborb, a 
yellow marble and a cherry spot all in the same location. Because of this, 
the red bulborb will never go to sleep, although he will try to if he senses 
no activity near him. This is likely a glitch, but something players should 
keep in mind.

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

Third Version: This version is very different from the first two, as it is 
basically a maze. There is no central area. Let me explain each area-this 
version is comprised of, firstly, the two player's bases. Then, there is the 
"1st area" an area that is immediately adjacent to each of the player's 
bases. There is the "Middle Path" between these two "1st areas". Finally, 
there is a "2nd area" that is near each player's "1st area", with more 
marbles. To make it clear, there are a total of two "1st areas", which is one 
for each player. There is only one "2nd area", which, as I said, is near each 
player's "1st area". These 'areas' are square-ish shaped, and have a middle 
portion that usually has a yellow marble in the ground and enemies around 
the outer portions of this square.

Keeping these terms in mind, here are the sub-versions:

Sub-version 1: This is simply the level as described above. Both players 
have access from their respective "1st area" to the level's "2nd area".

Sub-version 2: The same as Sub-version 1, except that there is a path of 
white dirt (note how the rest of the level has brown dirt) from your "1st 
area" to your opponent's "1st area". This is on the other side of the "Middle 
Path", opposite the side that would have the "2nd area". There will be one, 
two or even three marbles on this path, and also some cherry spots.

Sub-version 3: The same as Sub-version 1, but with an evil twist-one of the 
player's "1st area" will NOT have a path that connects with the level's "2nd 
area". What this means is that, say you are the player without that path 
from your "1st area", you will have to travel to your opponent's "1st area" 
(and if you are following, you would have to go there via the "Middle 
Path"), and then find the opening from their "1st area" to proceed to the 
"2nd area". These matches inevitably end up with encountering your opponent.

The bases always contain an elevation that requires walking up a ramp, but 
the actual Onions may or may not be on this elevated portion. Although this 
version seems compact, it is about the same size as the other versions that 
have the big center to it.

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

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

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

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

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

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

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

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

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

Strategies: What's great about this level is that if you end up playing it 
enough, you'll find what I found-every version in and of itself never 
changes. What that means is that the position of cherry spots and enemies 
within each version doesn't vary. There are three versions, but each version 
is different. The last version will prove to be the most challenging and 
haphazard depending on which side you end up on. I would say that the side 
from which I described the intersection being close to has the advantage 
because of the path that leads from the top of the level with the two yellow 
marbles. On the other hand, because your opponent has less of a walk with 
that shortcut to your base, it could go either way. I would stick with going 
after the yellow marbles no matter what version you get. In the second 
version, you can probably avoid the gatling groinks. In the first version, 
you and/or your opponent will pretty much have to destroy the gatling 
groink, even if you decide to steal your opponent's marble instead of 
getting the yellow ones. Because of the closeness of the yellow marbles in 
the first two versions, and the narrow inter-connecting paths of the third, 
chances are you'll have to engage your opponent. There's not much 
opportunity for Pikmin growth in this stage, so look for those cherries if 
you want to increase your chances of more Pikmin and other goodies. Of 
course, if you take back a gatling groink, you'll get a lot of Pikmin, so 
keep that in mind if you're really short on troops and can somehow fight it 
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= = SECTION 5.7: BRAWL YARD (S507)

This is probably my least favorite level in the game. There are red enemies 
called Decorated Cannon Beetles (will be called red cannon beetles). These 
guys look like red versions of the green cannon beetles found in Colosseum. 
However, their rocks actually target you, rather than go in just one 
straight direction. These guys can prove devastating, but they also contain 
yellow marbles, so keep that in mind. Each of the versions has four red 
cannon beetles, and three buried yellow marbles. The layout may seem 
confusing, too, but I'll do my best to explain each one fully.

General: This level looks like a grass field with some yellow flowers here 
and there. The entire level has the same terrain, and has some tougher 
enemies than what you may have encountered before. There are four red cannon 
beetles in each version, and each one contains a marble, which will prove 
important if you want to obtain four yellow marbles instead of your 
opponent's marble.

First Version: In this version, one player will begin in what would probably 
be considered the central area of the level. It is signified by an upside-
down red bucket. There will either be a yellow marble or a cherry spot 
there. The other player is somewhat far from this area, and there will only 
be one path to and from that player's base. The player who begins in the 
main area is very close to many enemies, and should be careful. Players will 
be likely to find each other in this version-it would be near impossible to 
win otherwise.

Second Version: This version does not feature a central area, and therefore 
no red bucket thingy. The level is basically symmetrical-the player's bases 
are equidistant, but to get to them, you'll have to travel in a kind of 
square-ish 'circle' along somewhat narrow paths. The level will feel very 
compact, and is in fact the smallest version of the level. Occasionally, 
players will begin in somewhat fortified bases, where there are rock walls 
surrounding the base (small rock walls, mind you, but they are there). The 
player and his Pikmin can go over the rocks from one direction, but not the 

Third Version: This version is somewhat similar to the second version, 
except that in one of the corners of the paths that would connect your bases 
is a bigger central area instead of just a path. There is no red bucket, but 
there should be plenty of enemies.

Fourth Version: This is the only level with a fourth version (if you don't 
count the sub-versions in Angle Maze). In this version, players are 
equidistant to a central area with the upside-down red bucket. This level is 
also somewhat compact; both player's bases are very close to this central 

Strategies: This is my least favorite level, so I cannot offer too much 
advice. Keep in mind that the red cannon beetles shoot 'homing' rocks. While 
this can kill many of your Pikmin, you can also use the rocks to target you 
and then you can sort of guide the rocks to enemies, or perhaps even your 
opponent's Pikmin if they happen to be nearby. The rocks will actually 
disappear after a while, and they can't make extremely sharp turns, so don't 
try anything too crazy with that. You will definitely want to kill some of 
these red guys because they all have marbles inside of them. Because there 
are so many versions, it's difficult to say whether or not to attack your 
opponent, though it may be inevitable in some circumstances.
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= = SECTION 5.8: TILE LANDS (S508)

Tile Lands is the eighth battle arena, but perhaps one of the more 
conventional ones.

General: This level is just like the name-full of tiles.

First Version: This version has a bunch of connected square-like areas, and 
is generally compact. You'll notice a darker gray-black path right near your 
onion and also some Pellet Posies. This is sort of a backdoor to the central 
areas, and contains one yellow marble. Adjacent to the bigger central areas 
are "smaller areas" that can contain between zero and two yellow marbles. 
Just to note, neither player will both have zero marbles in their respective 
"smaller areas". There are usually enemies here, too, but there is sometimes 
a Pellet Posy instead of enemies here. You can reach your opponent's base 
through a direct connection of the two central areas that are directly 
adjacent to each player's bases. The level is basically symmetrical, and 
isn't too surprising.

Second Version: Like the first version, there is a gray-black path that 
leads to a yellow marble. However, this is also a backdoor to your 
opponent's base. Both players have access to a big sunken-in central area 
with some yellow frogs. There is one ramp leading out of this 'tub', and 
there are two yellow marbles located in this 'tub'. The other four yellow 
marbles are near the ramp, in the smaller little areas that look similar to 
the ones found in the first version. There should be some dwarf snow 
bulborbs and blue monsters in here.

Third Version: In this third version, both players begin in a sunken-in tub-
like area. The ramp out will have a yellow frog. There is a path elevated 
above and around the tub, with some enemies and eggs, but no marbles. There 
are two narrow paths that are accessible to both players. Both paths will 
lead to your opponent's base, but also contains all of the marbles, cherries 
and more yellow frogs. The paths themselves are only accessible near the 
players' bases; that is to say, there is no direct connection to either of 
these two paths. However, they are parallel to each other. There are 
smaller, dark little caves that you can find on these narrow paths. Some of 
these little inlets have yellow marbles-look carefully to find the ones that 
do. This version is also basically symmetrical.

Strategies: While this isn't my least favorite level, like Brawl Yard, I 
don't tend to play this level very often. For being the eighth level, it is 
also not too difficult. While the enemies are different, they are not too 
difficult to overtake.

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This is my absolute favorite level. It's a dimly lit level that was 
described in another FAQ as a "titanic-sized" level. 
General: This level contains breadbugs and some sheargrubs. The breadbugs 
play an important role and will be described below.

All Versions: I suppose one could say this level has infinite versions. You 
will never get the same layout twice, but if it can be believed, there do 
seem to be some patterns. I feel my only job here would be to describe as 
best I can my findings based on playing this level seemingly hundreds of 
Let's talk about things that are for certain. Obviously, there are seven 
yellow marbles. One of the most important other certain things (and 
basically the only other certain thing about this level) is that there are 
always four breadbugs. No more, no less. If you don't know what a breadbug 
is from this game or the original Pikmin, it would be very important to 
familiarize yourself with what they do and how they operate. Breadbugs are 
red creatures that don't directly attack your Pikmin in any way. Instead, 
what they do is go after anything on the ground that your Pikmin can carry. 
The only object they cannot carry are cherries. The breadbug will then store 
that thing underground in their own hole. Because there are four breadbugs, 
there are four of these holes. They are very easy to identify-they are 
circular with some green leaf-like things surrounding the blackish part 
which the breadbug enters and exits. The breadbug only enters the hole when 
it is carrying something. It will exit the hole shortly after entering it. 
The breadbugs will walk around forever in this match until they are killed 
(or until the match ends, of course).

This would be a good time for a paragraph break because you should be 
leaning forward a little bit now that I said that they can be killed. But 
before I get into that, it would be important for you to know how they 
operate in regards to going after objects. These objects include marbles, 
dead bodies of the small sheargrubs and pellets from defeated Pellet Posies. 
They cannot go after yellow marbles that are still buried slightly 
underground. Once a marble is unearthed, it is fair game for the breadbug. 
There are two important factors to consider. One of those is that the 
breadbug will only go after an object if he is sure he can take it back to 
his hole. In other words, he will NEVER go after an object that he knows he 
cannot get. The other factor is that he will NEVER let go of an object that 
he has begun to take back to his hole unless attacked properly, which we 
will get to in a minute. 
You're probably asking the most logical question. That question would be 
along the lines of, "What is the factor that determines whether a breadbug 
will go after an object or not?" The factor is the amount of Pikmin 
currently carrying the object in proportion to the maximum amount of Pikmin 
that can carry that object. If the proportion is such that there is an 
amount of Pikmin that is greater than 50% of the maximum allowed amount for 
that object, Pikmin will be able to take that object back to their base 
unharmed by the wandering breadbugs. Let's use the most common example, 
which is a marble. The maximum amount of Pikmin that can carry a marble is 8 
Pikmin. If 0-4 Pikmin are currently carrying a marble, then a breadbug can 
(and probably will) go after that marble. He knows he can get that marble 
back to his hole if nobody interferes with it. If 5-8 Pikmin are currently 
carrying that marble, no breadbug will go after it. One thing to note is 
that if we are talking about the case of 0-4 Pikmin carrying a marble, when 
a breadbug gets back to his hole with a grabbed marble, all Pikmin attached 
to that marble will also go down in the hole and never come back (as in they 
If you are following, then you may have discovered a way to overtake a 
breadbug who is currently carrying something. Just keep adding more Pikmin 
to the amount that is currently carrying that same object that the breadbug 
grabbed. He will be overtaken and dragged along with the object towards the 
Pikmin's Onion. All you need to do is add enough so that it is over 50% of 
the maximum allowed for that object. To give an example, let's say 2 Pikmin 
were carrying a marble and a breadbug plumps along (I don't know if plump is 
a verb, but I just made it into one) and bites onto that marble and decides 
he wants to take it back along to his little hole home with your 2 Pikmin. 
You only need to add 3 more Pikmin to those 2, and then they will start to 
overtake the breadbug and move towards their Onion. Remember the rules that 
I mentioned so far-one of them was that a breadbug will never let go out of 
the object unless you interfere. Unfortunately, adding Pikmin does not count 
as interfering with the breadbug. He won't let it go so easily. However, if 
you attack him, he will. 
And here begins the explanation of how a breadbug can die. Since you can't 
surround him to attack him, you'll have to use a different method. That is 
not all too difficult. Simply throw a Pikmin somehow on top of his back. If 
done correctly, the Pikmin will bounce off of him, the breadbug will yell 
out briefly, and roll to the side and then back upright again. During this 
process, he will let go of any objects he is carrying. Remember the rules of 
the breadbug, and you'll know that at this point the breadbug will not go 
after that marble again (let's continue to assume we're talking about a 
marble, here) if there are 5 Pikmin still on it. Besides that, though, 
you'll notice that the breadbug has sustained some damage-1/8 of his entire 
health, to be exact. If you attack it using this method, it will take seven 
more well-aimed Pikmin on the breadbug's back to defeat it. Another indirect 
way of damaging the breadbug is allowing him to be carried by your Pikmin 
back to the Onion. The breadbug will sustain 7/8 damage in this way, so you 
would be quite close to defeating it. He will seemingly go up into the Onion 
with the object it was trying to carry, and then fall back down sustaining 
the damage (and yell out briefly and roll over, as if you had thrown a 
Pikmin on its back). During these moments that the breadbug has sustained 
damage, he will stop moving for a few seconds. This is a good opportunity to 
continue to throw Pikmin on its back to hurt it more. 
Well, that's enough about breadbugs for now. Let's talk about the level. As 
stated before, the layout is rather random. However, there seems to be one 
pattern that the game follows when it uses its programmed algorithm to 
deliver the level's layout. For starters, the players' bases always seem to 
be a certain distance from each other. That distance might be great or 
small, but it is certainly there. Let's assume that there is a straight line 
between the two bases. The level then creates a second line that begins from 
the middle of the first line and juts out toward one direction (let's say 
the right side; this of course depends on the players' perspective). The 
second line is roughly the same distance as the first line. Then the level 
creates two additional lines that connect to the ends of the first line. If 
you erase the second line (and if you followed this illustration fully), 
you'll see that the level is sort of triangular shaped. 
Along these three lines of this triangle-shaped figure are the many twisting 
paths along with the objects and creatures that the level contains. The 
paths along the straight-ish line to your opponent's base will not contain 
so many yellow marbles. The yellow marbles tend to be concentrated near the 
center of the level, which is more to the right side of that straight line, 
as this is where the other two lines will meet. This is an obvious choice by 
the developers to try to keep things relatively even despite the layout 
being rather random. When you play this level, you'll likely not feel that 
it is triangular. It will likely appear to take no shape at all. However, 
this is more or less the basis behind the design of the level. 
One thing that is unknown (hope to test it someday) is regarding the size of 
the level that is generated. It seems that they range from somewhat big to 
rather large (i.e. "titanic-sized"). What I seemed to notice is that the 
actual area of the all of the paths combined seems to be the same. But even 
considering this fact, the levels can range in size. How can that be? We can 
think about it similar to designing a roller coaster. Let's say that the 
game has a preset amount of straight paths and turning paths. Think of it 
like pieces of a puzzle. These will all be connected somehow in the end. As 
one may note, there really isn't any completely open areas. Sure, there are 
areas that feel more open because a lot of paths converge, but it is only 
because paths converge that it feels open. We can assume that each of these 
puzzle pieces is one square foot (or meter, for everyone else who uses the 
better Metric system). Let's say the total amount of all these paths is 100 
square feet. The game connects these paths, but whether or not the connected 
paths are adjacent to others is part of how to describe how the size 
changes. See, the game will connect these paths somehow. If they are close 
to each other, then the total area is 100 square feet. But what if these 
connected paths branch out far and wide? The game will fill in any gaps 
between any of these paths with black space. If you include all of the black 
space with these 100 or so 1-square-foot paths, the actual size of the level 
is much bigger. So while I believe the amount of walkable space is 
unchanged, the level's size isn't completely determined by that. This is 
evidenced by the occasional situation where the level creates a long path 
leading from one player's base to the other player's base. It is not a 
direct path, mind you, but it may seem rather convenient.

There are a couple of other things to note, if I haven't lost you 
completely. Some paths lead to dead-ends. This is inevitable as the game 
simply has to place the paths somewhere in the level, but doesn't have to 
make them completely accessible from every angle that we might prefer. The 
algorithm used for this level does prevent any of these 'pieces' to be 
placed completely isolated from the rest of the level. This is obviously to 
prevent players from not having access to enough marbles, and so on. So if 
you see some marbles down a path that seems inaccessible, try to find where 
the path leads out to, because it will certainly be accessible from 
Strategies: I hope to post some concrete strategies someday, but as it 
stands with the randomness of each potential layout, it's difficult to give 
a strategy that will work every single time you play. I typically work on 
marbles that are close to my base because I know I get can get them sooner 
in the match. Later in the match, my opponent will have inevitably made his 
way close to my base. A lot of strategy comes with carefully getting the 
marbles that are most advantageous to you. Sometimes, this may mean going 
after a marble that may be closer to your opponent's base than yours.

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Likely the most frustrating level, with a plethora of enemies and obstacles.

General: You will wish you had yellow Pikmin when you deal with the 
electrical obstacles and enemies that float slightly high above the level. 
Be careful not to accidentally send Pikmin off the sides of the level, 
First Version: In this version, the bases are straight across from each 
other. There is only one way in and out of each base. Walking out of your 
base reveals a slightly larger area connected to your base. Likewise, your 
opponent has their own version of such an area. These two areas are 
connected by two paths, one on either side of the area. Be careful of your 
opponent who may walk down one path while you are on another. This version 
of this level is not terribly big. 

Second Version: This is a bigger version of the level than the first 
version. Players' bases are straight across from each other, but have two 
larger areas connecting on to them. There are two ways out of the base area, 
and a few more paths in between the 'main' areas. The base area itself is 
also twice as large as the first version and will likely contain a few 
enemies in close proximity to the Onion. The two connecting 'main' areas, if 
you will, contain a light blue circle in the middle with the ground sunken 
in a little bit. There are many enemies, and usually also a lot of cherries. 
These slightly circular areas may contain yellow marbles near the level's 
edge. Be careful not to accidentally throw Pikmin off. 
Third Version: In this third version, the players' bases are not straight 
across (at least not in the same sense as the other two versions) and take a 
little bit longer to access. The level is more spread out, but it's actually 
not all too big. The paths are long and somewhat narrow, and there doesn't 
seem to be any 'main' area. Both players have three paths that lead out of 
their base, but all three of those paths connect in one central area marked 
by a purple circle that comes out of the ground slightly in the exact center 
of this level. One of the three paths leads to a mini area of sorts before 
connecting to the main purple circle area in the middle. Again, none of 
these areas being described are terribly big. The base is about the same 
size as the first version, and may in fact be a bit smaller. 
Strategies: One unknown fact about this level is that it is possible to grab 
onto the bombs as the player. This is not even possible in single player 
mode, so it's quite the surprise. It can be difficult to judge the distance, 
but it may be fun to give it a try. Simply walk in front of the bomb slowly 
pushing it for about a second to grab onto it. Then, simply press A to throw 
it. It will explode in only a few seconds, so be careful to get away from 
it, yourself. Also note that you can even pick up bombs that are about to 
explode, such as bombs dropped by enemies.

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No questions so far!! 
-It is possible to back out after pressing A to choose a level. You must 
press B very quickly after pressing A to choose a level in order to back 
out. Otherwise, the level will begin to load. You can always just have the 
level begin and quit using the pause menu. Of course, if anyone backs out of 
the match by pressing Start and quitting, the score will not be tallied 
either way.

-The font for the name for "Brawl Yard" on the level select screen appears 
to be a little smaller sized than the font for the other levels for some 
unknown reason other than nobody noticed.

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


I have set up this form through my website that filters out a ton of spam. I 
was getting an insurmountable amount of spam e-mails when I was giving out 
an e-mail address to people. The form on the website goes to my e-mail 
address, but it requires that somebody fill out the form manually every 
time. Spam doesn't work that way, so this should solve my problem. Oh, and 
you may search my site and find a few other e-mail addresses that go to my 
site. I will likely regard it as spam if it isn't sent using the form 
provided at the web address above. So, just use the form and we'll be 
square. Oh, and remember to write "Pikmin 2" somewhere in the subject line. 
That just lets me know that it is for that game. Thanks.
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None so far!
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This guide is copyright 2006-2012 Joshua Morgan. This guide is for personal 
and private use only. The following two websites below are the only two 
sites that may host this guide.


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

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


So this guide existing on some other site is very bad. Once again, please 
let me know using the form at http://www.nreviews.com/faqs/form.html to 
inform me of any instances of this guide being somewhere else.

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

And finally, all copyrights and trademarks related to Pikmin 2, as in the 
title, and the published work as a whole, is the sole copyrights and 
trademarks of the owner (I'm assuming it's just Nintendo). Thanks for making 
an excellent game, Nintendo!
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Well, thank you for reading this guide. Once again, this is my first guide, 
so also feel free to write in comments and suggestions for this guide. I 
hope to do some future guides, and I will use this guide as a basis for 
future guides. So, if there's something that really irritated you, or 
something you really liked, let me know. I hope you enjoyed it, and I hope 
you visit my website at www.nreviews.com and see what else I've been doing 
as webmaster of NReviews for the last four years.