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More:Pikmin: Pikmin

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Get various colored Pikmin

You can get the Red Pikmin when you start the game (Impact Site). You can get Yellow Pikmin when you get to the next area (Forest Of Hope). You can get the Blue Pikmin in the third area (Forest Navel).

Get 25 Pikmin on first day

Go in front of your ship. Go to the left and when he and the Pikmin runs on top of it, there will be a red pellet.

Get more Pikmin

  • Note the color of the pellets when you have the Pikmin carry them to their "Onions." The destination that Pikmin will carry objects to depends on the members of the group. If there are more blue Pikmin than red Pikmin in the group, they will bring it to the blue hive. When the same color pellet is brought to the corresponding hive color it will produce more new Pikmin than if the colors does not match.
  • Use the following trick to get 600 Pikmin in nine days. Before doing this, getting lots of ship parts in as little days as possible.Go to the first level and have at least 30 Blue Pikmin. Go up the bow ramp and break down the wall. You will see clams. Go up to attack them and get the pearl. Do this repeatedly, then keep doing it for nine days

Blue Pikmin

Blue Pikmin are amphibious. They can be on both land and water. They also can serve as lifeguards for drowning Pikmin (Red or Yellow).

Red Pikmin

Red Pikmin cannot be harmed by fire. They work well in the Distant Spring and the Navel areas.

Purple Pikmin

If the Puffstool in the Forest Naval spores your Pikmin, they will become Purple and sprout a mushroom on their heads. They will run around, attacking you and nearby Pikmin. If you are out of it range it will be near the Puffstool. Note: The spores only last for awhile.

Yellow Pikmin

Take a Yellow Pikmin acquired on Day 2 and let any animal that can eat a Pikmin eat one with a bomb. Once this is done, the creature will chew on the Yellow Pikmin, and the bomb will explode inside them, killing it in one hit. This also kills the Yellow Pikmin, but is very effective way to defeat a Bos,s such as the giant bird in area 2, very quickly.

Flower Pikmin

When Flower Pikmin die, they leave a seed behind. It will sprout into a Leaf Pikmin the next day.

Leaf to Flower Pikmin

At the second site, if you have any Leaf or Bud Pikmin, separate them from the Flower Pikmin. Take the Leaf and Bud Pikmin. From Olimar's ship, go forward, then go left. You will see a patch of grass. Use your C-Rush to lead them into the grass and they will start working. After a few seconds, they pull up yellow globs that instantly turns them into Flower Pikmin. Note: Not all of your Pikmin will turn into flowers. Another place that has this effect is in the same area. When you are next to the Red Onion, turn your view to find another patch of grass. Let your Pikmin work over there and they will pull out more nutrients. This trick is useless if your Pikmin have flowers already. Once all or most of your Pikmin have had some of the nutrients, call them back. Do not waste it. This is hard to come by -- do not let the Flower Pikmin have any. This can be done once per day with any color Pikmin.
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Faster Pikmin

If you have a single Pikmin that is slow, hold A. You will pick up your Pikmin and can run at the same speed you move without the Pikmin in your hands.

Keeping Pikmin safe

  • When your Pikmin are carrying things to the ship or Onion and get attacked, lay in front of the monster until they are safe.
  • When collecting part number 1, your Pikmin can get caught in the engine and die. To keep them safe, throw your Pikmin on top of the part. Note: This does not work all the time.

Start with 24 flower Pikmin

At the start of the first day at the Impact Site, notice that you will have no time at the top. Feel free to get all the Pikmin you can into the Onion and then just wait, or run Omar around and practice moves. Because there is no time limit, wait until all your Pikmin grow to the flower stage. This gives you 24 free flower Pikmin to start the game

Save Pikmin from drowning

  • Repeatedly blow your whistle at Pikmin to drag them up onto land.
  • To keep your Red or Yellow Pikmin from drowning, have Blue Pikmin by the border. Do not have them selected. If a Red or Yellow Pikmin falls in the water near your Blue Pikmin, they will go to the Pikmin and throw them on land.
  • If your Yellow or Red Pikmin are drowning, quickly grab your Blue Pikmin and bring them into the water. Ungroup them and they will automatically toss the other Pikmin to safety. Note: You need to be near a ledge or the shore in order for this to work.
  • If you accidentally or intentionally put Red or Yellow Pikmin in the water, you can either press B and try to get them out of danger or you can put a group of nearby Blue Pikmin in the water near the suffering Pikmin and press X to deselect all of them. The Blue Pikmin should throw their fellow Pikmin out of the water towards land.
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  • When your Pikmin are drowning, repeatedly press B to call them out of the water before they die.

Save burning Pikmin

If you whistle at burning Pikmin, you can usually put the fire out.

Get carried to Onion

Press Down and Olimar will lay down. If he has any Pikmin with him, five of them will carry him to the Onion and the rest will stay behind.

Pikmin and Pellet totals obtained from enemies

Note: The number of Pellets may vary if the enemy has a ship part.

Armored Cannon Beetle: 50 Pikmin, may have one or two 5-Pellets, and has a ship part in story mode (Distant Spring).
Beady Long Legs: Four 10-Pellets and a ship part in story mode (The Forest Navel); Has eight 1-Pellets in challenge mode instead.
Breadbug: 3 Pikmin, two 5 Pellets, and a ship part in story mode (the forest navel).
Burrowing Snagrets: Seven 1-Pellets, one 5-Pellet, and a ship part in story mode (Forest of Hope).
Dwarf Bulbear: 5 Pikmin and may have one or two 1-Pellets.
Dwarf Bulborb: 4 Pikmin and may have one or two 1-Pellets.
Emperor Bulblax: Four 5 pellets and a ship part in story mode (Final Trial).
Fiery Blowhog: 8 Pikmin and may have one or two 1-Pellets.
Goolix: Four 5-Pellets.
Honeywisp: Nectar.
Iridescent Flint Beetle: Nectar, 1-Pellets, and 5-Pellets.
Mamuta: 15 Pikmin.
Pearly Clamclamp: 50 Pikmin.
Pellet Posy: 1 Pikmin.
Puffstool: 30 Pikmin.
Puffy Blowhog: Three or four 5-Pellets.
Sheargrub: 2 Pikmin and may have a 1-Pellet.
Shearwig: 4 Pikmin and may have one or two 1-Pellets.
Smokey Progg: 100 Pikmin.
Spotty Bulbear: 15 Pikmin.
Spotty Bulborb: 12 Pikmin.
Swooping Snitchbug: 4 Pikmin and one or two 1-Pellets.
Water Dumple: 5 Pikmin may have one or two 1-Pellets.
Wogpole: 1 Pikmin.
Yellow Wollywog: 8 Pikmin.

Pikmin powers

Pikmin powers are as follows.

Red: Resists fire and stronger than others.
Blue: Can resist water and water-based attacks from predators.
Yellow: Can be thrown higher and can carry bombs.

Sunset

At sunset any Pikmin not in their Onions will be eaten. However, if there are Pikmin in the landing zone or with Captain Olimar they will go to their Onions. Pikmin with Captain Olimar will be dismissed before he heads into his rocket.