Pikmin 2

2-Player Battle Mode Guide

In-Depth FAQ

By Joshua Morgan (opuren2)

E-mail: [email protected]

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
guide!

= = TABLE OF CONTENTS

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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= = SECTION 1: INTRODUCTION AND REFLECTIONS (S100)

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
guide.

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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= = SECTION 1.1: VERSION HISTORY (S101)

-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
submission. IF YOU ARE PLANNING ON MAKING A GUIDE, DO NOT PRESS TAB. I
LEARNED THIS THE HARD WAY TODAY, AND IT'S A GOOD THING I FOUND OUT SOONER
THAN LATER.
-Version 0.2 (July 29, 2006): Wrote all of Rules of Play section except
'Sprays' subsection. Wrote Table of Contents.
-Version 0.1 (July 28, 2006): Began guide. Added template for Legal/E-Mail
Section. Wrote Introduction and formatted the guide. Began Section 2 with
'What You Need' and 'Controls' subsections.
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= = SECTION 2: BASICS (S200)

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

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

-2 controllers

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

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

Control Stick:    -Move Olimar/Louie around.

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

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

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

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

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

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

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

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

Up on the + Pad:  -Use purple spray.

Down on the + Pad:-Use red spray.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

There are also a few ways you cannot get hurt.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Cherries are lying around every level, and are always regenerating. They mix
up the game-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
information.

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

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

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.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = SECTION 4.2: VOLATILE DWEEVIL (S402)

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

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

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

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

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

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

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

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

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

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

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

And finally, it is recommended to be used right away. Even though there may
be no Pikmin there, the threat level isn't very high. 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
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = SECTION 4.6: MARBLE RECOVERY (S406)

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

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

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

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

The threat level also varies, because it could make or break the game for
your opponent. The threat level almost goes both ways, because not using
this symbol properly could mean a loss for you, too. Dim Labyrinth will
really make you think about when to use this, but it's a very sneaky case
that is described in that section (Section S509).
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = 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.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = SECTION 4.8: FLOWER PIKMIN (S408)

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

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

Looks Like: A light blue, ghost-like Pikmin figure.
Effect: Makes all of your Pikmin, and Olimar/Louie invisible. Lasts for 55
seconds.
Threat Level: Medium
When it should be used: Always Immediately
Notes: I honestly cannot think of a situation not to use this cherry
immediately. The threat level can be decent if you sneak by your opponent.
But there are some minor effects of this cherry that need to be noted. 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.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = SECTION 5: BATTLE ARENAS (S500)

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

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

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

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

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

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

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

Strategies: I would suggest simply going after the marbles. You should be
able to get two before running into your opponent, unless you are on the
third version, where the marbles are closer together. Keep in mind that the
enemies are a minor hindrance in this level, so if you have a lot of Pikmin,
don't bother killing them. Unless your opponent is extremely distracted and
you can really sneak by, I wouldn't go for his marble. If you can get two
marbles, then win in a possible fight over the last ones, you should turn
out the victor!
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = 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.
</pre><pre id="faqspan-2">
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.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = SECTION 5.3: CARPET PLAIN (S503)
Carpet Plain starts the series of big-sized levels, and this one is fairly
big. This level is a small step up in the scale of difficulty. There are
more enemies to contend with, and a more fearful size and distance from your
opponent. I would consider this a veteran's level.

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

First Version: This level features bases with several inlets that contain a
few goodies like an enemy or an egg. There is a house object that is the
forms the corner of the path to one main area adjacent to your base. Heading
90 degrees to the right will lead you to your opponent's adjacent main area.
Once in your opponent's main area, heading 90 degrees left will lead to your
opponent's base. Obviously, stealing a marble is a bit tricky with this
version. In these two main areas, you'll have to contend with a puffy
blowhog. There are also additional inlets that contain marbles. 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.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = 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.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = SECTION 5.5: COLOSSEUM (S505)

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.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = SECTION 5.6: RUSTY GULCH (S506)

The level's name comes from all the paths being rusted metal, and there
being a big drop that if Pikmin fall down will disappear forever. This level
features few enemies, but longer paths. Not the most fun of levels to play,
but can prove challenging nevertheless. While there are three different
versions, each version itself never changes its layout or yellow marble
positions.

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

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

Third Version: This version is a unique version of this level because, like
the other two versions, the layout is always the same, but it is not uniform
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
off.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = 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
other.

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
area.

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.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = 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.

= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = SECTION 5.9: DIM LABYRINTH (S509)

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
times.

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
die).

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
somewhere.

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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= = SECTION 5.10: HOSTILE TERRITORY (S510)

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,
either.

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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= = SECTION 6: QUESTIONS/MISCELLANEOUS INFORMATION
(S600)

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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= = SECTION 7: OTHER LEGAL/E-MAIL INFORMATION (S700)

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

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

I have set up this form through my website that filters out a ton of spam. I
was getting an insurmountable amount of spam e-mails when I was giving out
an e-mail address to people. The form on the website goes to my e-mail
address, but it requires that somebody fill out the form manually every
time. Spam doesn't work that way, so this should solve my problem. Oh, and
you may search my site and find a few other e-mail addresses that go to my
site. I will likely regard it as spam if it isn't sent using the form
provided at the web address above. So, just use the form and we'll be
square. Oh, and remember to write "Pikmin 2" somewhere in the subject line.
That just lets me know that it is for that game. Thanks.
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= = SECTION 7.1: CONTRIBUTORS LISTING (S701)

None so far!
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= = SECTION 7.2: COPYRIGHT INFORMATION (S702)

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.

www.gamefaqs.com
www.nreviews.com

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

All trademarks and copyrights used in this guide are owned by their
respective trademark and copyright holders.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = SECTION 7.3: WHAT IT ALL MEANS TO YOU (S703)

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).

www.gamefaqs.com
www.nreviews.com

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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= = SECTION 7.4: CONCLUSION (S704)

Well, thank you for reading this guide. Once again, this is my first guide, </pre><pre id="faqspan-3">
so also feel free to write in comments and suggestions for this guide. I
hope to do some future guides, and I will use this guide as a basis for
future guides. So, if there's something that really irritated you, or
something you really liked, let me know. I hope you enjoyed it, and I hope
you visit my website at www.nreviews.com and see what else I've been doing
as webmaster of NReviews for the last four years.

-Josh