Pikmin 3 Fruit Analysis Essay

Tropical Wilds (始まりの森?, lit.: "Forest of Beginnings") is the first area in Pikmin 3. It is the area where Alph lands on and discovers the Red Pikmin. As the name would imply, it is a tropical jungle near a beach, with the Sandbelching Meerslug being the boss of this area. All of the fruits in the area give a total of 25.5 cups of juice.

Plot[edit]

After the scene in the prologue with Captain Charlie, it is shown that Alph crashed in a small pond, the S.S. Drake flying unsteadily above him as he first regains consciousness. As Alph gets up to explore, he comes across some Red Pikmin trying to get what he hopes is fruit but is revealed to be the red Onion out of a tree branch. After getting the Onion down, Alph takes the Red Pikmin and sets them to work building a bridge to get over to where his KopPad landed. After this, Alph tracks the signal of the S.S. Drake to a location not far from where he crashed. Taking his Red Pikmin and raising their numbers a bit, Alph sets them to work pushing a large box out of the path to reveal a data file. Alph installs a data file log into the KopPad before setting off again. He makes his way through a cavern, noting the size of the mushrooms and the dirt wall in the way, and on the other side discovers the S.S. Drake, which he is happy about. However, his companions, Brittany and Charlie, are nowhere to be found, so Alph resolves to find them the next day before hastily taking to the skies after the nocturnal predators begin to wake up.

Later, Alph, Brittany, and Charlie return here after Charlie shows them a data file from Olimar's log and subsequently acquire a strong signal emanating from the area, which the Koppaites believe could come from a Hocotatian transmitter. After landing, the three note that the signal is not far off, and they proceed to explore, collecting fruit as they go along. Using their wits and numbers, the Koppaites soon find a cliffside that leads to where the signal is emanating. When Alph, Brittany, and Charlie get to where the signal is, they find out that it was a cell phone emitting the signal all along, which they resolve to take back to the Drake so that they can find Olimar's signal easier. However, as they are about to dig it up, it sinks into the sand and the Sandbelching Meerslug bursts out of the ground. After fighting and defeating the third monstrous beast, the Koppaites are able to get what they name the Folded Data Glutton as well as a small watermelon they name the Crimson Banquet. After the Folded Data Glutton transmitter has been integrated with the Drake, it picks up a signal coming from the north, and the three explorers resolve to explore this area the next day.

Overview[edit]

The Tropical Wilds is a fairly complex area. There are large bits of land, but also a few sub-areas, mostly strung together with corridors, tunnels, and caves. Only a few caves actually make up the destination sub-areas, which is the opposite of the Garden of Hope and the Distant Tundra. The main motif of the area is that of a tropical jungle, with a lot of greenery, sand, and water. Water is in fact one of the most abundant aspects of the area, making this area home to quite a few aquatic and beach-related enemies. There are several bridges needing to be built, and alternate paths needing to be taken in order to cross shores, due to all the water. While most of the sub-areas lead to dead ends, the main section of the area is quite open-ended, even if parts of it are closed off by water or walls. Some of these walls actually belong to platforms on higher terrain that can also be explored – this mostly consists of tree trunk tops.

Key sections[edit]

The main section of the area is an open-ended piece of land in a rough 8-shape, with the two halves split by a river. The landing site is at the southern half of this section. On the following list, all sections of text except for the first two refer to a different sub-area from the main one, meaning that the game performs a transition when going to and from those parts.

Normal landing site

This is where the S.S. Drake lands during a normal exploration day. This half of the main area is mostly covered in water all around it, but there are some strips of land surrounding the perimeter of the area. These strips are also cut off by water, at parts. The actual landing site itself is in a circular base half enclosed by walls. From this part of the whole area, some tunnels and walls provide access to a multitude of different sub-areas. One of the most noteworthy locations here is the waterfall to the east.

Northern half

The first half of the main part of the area is separated from the second by a river, although the two are connected by a swirling pathway on the east, next to the waterfall. A tunnel to the west of the landing site opens a path to a high ledge from which one can drop down to the northern half of the main area, however.

This whole section has a large protrusion in the middle, so the ground-level paths surround it. This protrusion can be accesssed with nearby seesaw blocks, and from it, there is access to a small cave with a Medusal Slurker. To the north is a beach, and to the west, two circular arenas where the Shaggy Long Legs is fought, separated by a short yet insurmountable wall.

Alph's crash site

This is where the first day takes place, on the far southeast of the area. To the south is a small pond, where Alph first awakes. From here on out, the outdoors terrain is all sandy. The first part of this section is at a lower level than the second, and a bridge is needed to go forward. Beyond some more terrain is a small linear cave that leads into the main area. Near the pond, there's a ledge that leads to the main area right away, but to reach it, one leader must toss another; this corridor has the Metal Suit Z on it.

Sandbelching Meerslug path

A simple linear corridor of sand that builds up to the arrival at the arena with the Sandbelching Meerslug.

Sandbelching Meerslug arena

This arena is on the southwest, and is accessible through a path near the landing site, but to reach it, it is necessary to climb up to the walls that surround the southern half of the main area. The arena lies beyond a long corridor, and is actually a large circular sandpit.

Calcified Crushblat's arena

On the lake of the southern half, there is an underwater pathway leading to this remote island, on the western wall. An outer half-ring of land circles the island and contains Candypop Buds needed for the fight. On the island itself resides the Calcified Crushblat.

Medusal Slurker's cave

A very small cave with a Medusal Slurker on the northeastern part of the map can be accessed from the structure taking up the center of the northern half of the main area.

Flighty Joustmite cave

On the western wall of the river that splits the main area in two is an underwater passageway to a small cave with two Flighty Joustmites.

First cave

The first cave entered in this area is a curved path that leads from Alph's crash site to the main landing site.

Objects[edit]

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Suggestions: Add missing numbers.

Fruits[edit]

Enemies[edit]

Plants and fungi[edit]

Guide[edit]

The following article or section contains guides.
The strategies presented may not be the only ones or the best ones.

Basic guide[edit]

This article or section is a stub. You can help Pikipedia by expanding it.

Speed completion[edit]

Just go through the area normally.

Pikmin drawings[edit]

Main article: Pikmin drawing.

Warning: the following text contains major spoilers about the secret drawings in the area.

Quotes[edit]

This article or section is a stub. You can help Pikipedia by expanding it.

Gallery[edit]

This article or section is in need of more or better images. Particularly:
Get more varied images; at least one of each section of the area, as listed above.
You can help Pikipedia by uploading some images.

  • The full map of the Tropical Wilds.

  • A palm tree found in the area.

  • Overlooking the landing site.

  • Overlooking land with a Burgeoning Spiderwort.

  • The Tropical Wilds while its raining.

  • What Alph says to landing in the Tropical Wilds on day 2.

  • Spatial view of Tropical Wilds.

See more: Tropical Wilds images category.

Trivia[edit]

  • This location's continental shape is based on Antarctica.
  • This area's name, like most Pikmin 3 areas, seems to be imitating the name of another area in the series – namely, the Wistful Wild.
  • If the player tries to enter Tropical Wilds on day 2, they will be denied access and Alph will say "This is where I crash-landed. But exploration will have to wait for later. I need to prioritize finding Brittany first."

Names in other languages[edit]

Language Name Meaning
FrenchBosquet des sourcesForest of springs
GermanWald des AnfangsForest of the Beginning
Spanish (NoE)Bosque de la VidaForest of Life

See also[edit]

Game Introduction and Garden of Hope 1 (Continued)

Day 5

Garden of Hope 1 (Fourth Visit)

Summary: Today marks the game's first major boss fight, a battle against the Armored Mawdad. Killing the Armored Mawdad yields a Cellphone at Spot 8, a corpse, and a Fruit.

Details: Withdraw all of your Rock Pikmin and then fill the rest of your squad with Red Pikmin. Book it to the area where the dark blue bridge Fragments were and then split everyone up. Give the Rock Pikmin to Alph and the Red Pikmin to Brittany. With Alph and his Rock Pikmin, head through the opening where the Dirt Wall was and down the path, leaving Brittany and her Red Pikmin behind. You'll transition to an area leading to the tree. Continue forward and Alph will automatically pick up a Data File from a treasure-seeking Captain Olimar warning that danger looms ahead. Captain Olmar was the main protagonist of the first two Pikmin games.

After some Alph pondering, normal gameplay will resume. Venture into the entrance of the large tree as Alph wonders aloud what made the opening.

Once inside the tree, Alph's Spider-Sense will tingle, warning him of danger. Move a few feet further into the area and debris will start falling from behind you. The camera angle will then change to show some huge centipede-like creature perched above the tree's exit. The creature will glance at you, scuttle down to the ground, and then roar at you, challenging you to a fight.

Boss 1: Armored Mawdad

Location: Garden of Hope

Rewards: Data Glutton, Armored Mawdad corpse, and the Firebreathing Feast

Notes: This boss reminded me of the last form of the next to the last boss in The Legend of Zelda: The Wind Waker. I speak, of course, of the caterpillar form of Puppet Ganon.

Strategy: This is the Armored Mawdad, the game's first boss. It's a monster with a centipede body, gecko legs, a whale face, and curved mandibles. Its body is covered with segments of crystalline armor that renders normal Pikmin attacks useless. You flat-out can't damage an area of its body until the armor covering it have been removed. The armor is, for all intents and purposes, almost exactly like the Large Crystals and the Crystal Walls that you've been breaking with Rock Pikmin. In other words, throwing enough Rock Pikmin at an armor segment will shatter it, revealing the Armored Mawdad's soft, vulnerable flesh. You can then direct Pikmin towards the exposed flesh to have them start attacking and dealing damage.

The Armored Mawdad starts the fight by immediately charging at you in an attempt to trap your Pikmin in the space between its mandibles and its mouth. If any Pikmin get trapped, they'll soon get licked up into the Armored Mawdad's mouth, getting eaten. The second you regain control of Alph, run to either side of the boss to avoid the mandibles. Rotate the camera to face the boss, lock-on, and start throwing Rock Pikmin. Try to aim for the mandibles since they count as part of the crystalline armor and, thus, can be shattered. Shattering the mandibles prevents Pikmin from getting trapped and eaten. Granted, though, the Armored Mawdad can still eat Pikmin if they get too close to its mouth. If Pikmin do get stuck within eating range, throw several Rock Pikmin at the Armored Mawdad to run him off before he can eat them. If the mandibles have been shattered, you can just whistle your Pikmin back to your side and away from danger.

Once the boss starts moving again, whistle your Pikmin, chase the boss down, and then start chucking Pikmin at the armor. It takes several Pikmin throws to shatter an armor segment. Try to get the Armored Mawdad to start charging when you're up against a wall and then move out of the way. The boss will charge at the wall and then stop for a few seconds, giving you a second or two to lob Pikmin at it. With any luck, the boss will then coil around away from you in such a way that the armor segments pass under your cursor. If this happens, you can stand still and continue to throw Pikmin, thus damaging a bunch of armor segments right in a row. As more and more armor segments break, the Armored Mawdad will start moving faster and climbing walls more often.

Once two-thirds of the armor segments have been destroyed, switch to Brittany and have her lead her Red Pikmin into battle. Lock-on to the Armored Mawdad once it stops and charge an exposed part with the Red Pikmin. The Rock Pikmin should have done enough passive damage for the Red Pikmin to be able to finish the job in one cycle. If not, then whistle your Red Pikmin once the boss starts moving again, avoid the Armored Mawdad's mouth until it stops. When it stops again, lock-on and charge at an exposed area. Repeat this process until you activate a cutscene in which the Armored Mawdad dies, spitting up a cell phone and the Garden of Hope Firebreathing Feast 1.

Author's Note: There is an alternate strategy to defeating this boss in a much quicker manner. When the fight starts and the boss prepares to charge, move around to the tail and throw Rock Pikmin at the tail's armor segment, shattering the armor segment and exposing the tail. Once the armor segment breaks, the Armored Mawdad will go up the wall. When it does, it'll leave its bottom half on the ground level. Swarm the exposed tail with a mob of Red Pikmin. The Red Pikmin will latch onto the tail and start doing massive damage. The Armored Mawdad will shake off some, but not all, of the Red Pikmin. The ones that hang on will continue attacking the tail. If all goes well, the boss should die in under a minute.

Once the boss dies, the leaders will examine the cell phone and want to transport it to the Drake for analysis. Like almost all other enemies in this game, the Armored Mawdad will leave behind a harvestable corpse. In all likelihood, there were some Rock Pikmin casualties, so put twenty Rock Pikmin on the corpse to carry it back to the Onion to generate replacement Rock Pikmin. Divide your remaining Pikmin among the other two items. It will take the Pikmin about two minutes to get everything back back to base. Unless you used the alternate, quicker strategy for the fight, you're probably running low on time. Search the Spotcaps to find two Data Files hinting at how to kill the Armored Mawdad. Each boss arena has at least two Data Files that point you in the right direction in terms of fighting the boss. Now, round up any inactive Pikmin and then head back to base.

After the Drake absorbs the cell phone, it will analyze it and call it the “Data Glutton.” This obsolete cell phone was the source of the radar signal that was coming from the Armored Mawdad's lair.

When the Onion sucks up the Armored Mawdad's body, you'll probably see a cutscene in which the leaders notice that the Onion stopped throwing out sprouts once the number of Pikmin in the field hits 100. You'll then obtain an Exploration Note that says that any additional Pikmin are born inside of the Onion.

At the end of the Day, the Drake will convert the Fruit that you got from the boss into two and a half bottles of Juice, the leaders will drink Day 3's lemon juice with no ill effects, you'll see the nightly data screen. You'll notice that the Rock Pikmin that the boss's corpse produced made up for the number of Rock Pikmin that got eaten. Moving on, you'll see that Brittany is writing tonight's journal entry. She writes that Alph think that the Data Glutton can “increase the Drake's communication range” and that he is busy examining the device. Save the game and continue on to Day 6.

Fruit Available on Day 5

Firebreathing Feast 1

Real Fruit: Dragonfruit

In-game Image:

Map Marker: Spot 7

Weight: 10

Yield: 2.5 Juice Bottles

Garden of Hope Requirement: 50 Reds and 50 Rocks

Garden of Hope Location: Kill the Armored Mawdad.

Exploration Notes Available on Day 5

Armored Mawdad #1

"Its exoskeleton is made of crystal. Use Rock Pikmin to smash it."

Area: Garden of Hope

Location: The Data File is in the Armored Mawdad's arena, it is in a small alcove closed off by Spotcaps. The camera will change view near it.

Armored Mawdad #2

"It's soft on the inside."

Area: Garden of Hope

Location: The Data File is in the Armored Mawdad's arena. It is hidden in a Spotcap on the outer rim of the arena, towards the upright.

Pikminology #8

"There can only be 100 Pikmin on the surface at any one time, but more can sprout inside the Onion."

How to Obtain: The Data File is obtained once there are 100 Pikmin on the field but more inside the Onion.

Day 6

Garden of Hope 1 (Fifth Visit)

Summary: Today is spent farming Pikmin, finishing the Armored Mawdad fight if it isn't finished, and finding a single Fruit. This Fruit was technically available once Alph rescued Brittany, but the Armored Mawdad fight had the possibility of depleting the Pikmin count. As such, today can serve as wiggle room to replenish the Pikmin supply as well as obtaining a single Fruit.

Details: If you delivered the Armored Mawdad's cell phone to the Drake yesterday, then today will start with Alph using the cell phone to upgrade the Drake's radar sensitivities. The Drake then picks up a radar signal coming from a snowy area. This area is the same area in which Charlie landed and then met those yellow creatures. The Distant Tundra will then be unlocked.

As tempting as it may be to go lumbering around in this forsaken tundra, ignore it and move your cursor back over to the Garden of Hope. Land there for the last time for a while.

Pluck or withdraw at least twelve Pikmin and then head to the area where the two Yellow Wollywogs reside and then tear down the Dirt Wall near there if you haven't already done so. Past the wall is a sidescrolling area with a massive scale puzzle involving four different Elevator Platforms.

To get the Garden of Hope Zest Bomb 1, you only need to concern yourself with the first two Elevator Platforms. The other two are behind an Electric Gate.

To get to the lime, you need to first throw five Pikmin onto one of the Elevator Platform, switch to your leader, and throw him or her onto the Elevator Platform as well. Then, move to the other Elevator Platform and throw at least seven Pikmin onto this Elevator Platform. The 7-Pikmin platform should now be weighted down enough to elevate the 5-Pikmin platform up to the top of the center brick.

Switch to your other leader, whistle the five Pikmin, step onto the brick, face the Fruit, and then throw your five Pikmin up into the alcove to have them start transporting the lime to the Drake.

Whistle your inactive Pikmin and then exit the area. Head left down the shoreline to the area with the Skitter Leaves. You'll see a plant with red berries on it.

This is a Burgeoning Spiderwort and its berries are important. Swarm it and your Pikmin will climb the plant and knock the berries off. The Pikmin will then jump off of the plant and haul the berries to the Drake. Once the Pikmin deliver the cargo, the Drake will send you an analysis of the berries, reporting that they aren't edible and are called “Ultra-Spicy Berries.” At this point, the Pikmin will return to the Burgeoning Spiderwort just as they do when on Fragment duty. You need for the Drake to analyze more berries in order to find a use for them. The berries will regenerate in a bit, so go harvest some Pellet Posies in the meantime. Note, though, that this particular Burgeoning Spiderwort only appears on this Day, the Day that the Distant Tundra is first unlocked. On any other Day, this Burgeoning Spiderwort will be gone.

During berry duty, some idiot Pikmin might fall into the water and start drowning.

You'll then see an Exploration Note saying that you can save “panicking” Pikmin by whistling at them. “Panicking,” in this context is a catch-all term for the various states of potential danger that enemies and hazards can inflict on Pikmin. Such dangers include drowning, being on fire, and getting shocked by electricity. Simply whistle the endangered Pikmin to save them.

After the Drake receives ten berries, it'll convert them into a dose of Ultra-Spicy Spray. You'll then see an Exploration Note telling you to press “Up” on the D-Pad to spray the Pikmin.

Spraying Pikmin with Ultra-Spicy Spray increases their movement speed, attack speed, and attack power (if they're not Red Pikmin), and instantly upgrade them to flower Pikmin. This can be used to get tasks done faster if sundown is upon you. It is also extremely useful for some boss fights. The spray's effects last for 40 seconds. The drawback is that a dying/panicking Pikmin under the effects of the Ultra-Spicy Spray will die more quickly than an unsprayed Pikmin. You'll also occasionally find red blobs of Ultra-Spicy Spray on the ground. Walk into the blobs to collect them. Each blob contains one dose of Ultra-Spicy Spray.

Harvest berries and Pellet Posies until the Day ends. Juice the Garden of Hope Zest Bomb 1, advance through the screens, and then read Brittany's journal entry about Rock Pikmin. Save the game afterwards.

Fruit Available on Day 6

Zest Bomb 1

Real Fruit: Lime

In-Game Image:

Map Marker: Spot 6

Weight: 5

Yield: 1.5 Juice Bottles

Garden of Hope Requirement: 20 Rocks and at least two leaders

Garden of Hope Location: Go to the area where the two Yellow Wollywogs reside and then tear down the Dirt Wall near there. Past the wall is a sidescrolling area with a massive scale puzzle involving four different Elevator Platforms.

To get the Garden of Hope Zest Bomb 1, you only need to concern yourself with the first two Elevator Platforms. The other two are behind an Electric Gate.

To get to the lime, you need to first throw five Pikmin onto one of the Elevator Platform, switch to your leader, and throw him or her onto the Elevator Platform as well. Then, move to the other Elevator Platform and throw at least seven Pikmin onto this Elevator Platform. The 7-Pikmin platform should now be weighted down enough to elevate the 5-Pikmin platform up to the top of the center brick.

Switch to your other leader, whistle the five Pikmin, step onto the brick, face the Fruit, and then throw your five Pikmin up into the alcove to have them start transporting the lime to the Drake.

Distant Tundra 2

Day 7

Distant Tundra 2 (First Visit)

Summary: This day is spent starting (and possibly finishing) a two section bridge across a river that divides the map. The day starts with the trapped Brittany discovering Yellow Pikmin. Alph can also find a single Fruit today.

Details: Today starts the second most annoying part of the game. Land in the Distant Tundra and you'll see a cutscene in which Alph loses control of the Drake, causing Brittany to get ejected into a cave. Alph then properly lands in the Area.

Brittany then wakes up in a small area where time doesn't pass. After some lamenting, you gain control of her. Head southwest and you'll see some Yellow Pikmin acting as an electrical link for an incomplete circuit.

To your right, you'll see three Yellow Pikmin sprouts next to a downed Onion. Pluck the sprouts and toss them into place alongside the two other Pikmin in the electricity. The five will then complete the circuit, power up a lightbulb, and, thus, cause the Onion and the cave's Pellet Posies to spring to life.

To the right of the circuit is an Iron Ball that required 20 Pikmin to move it. Your goal is to roll the ball down the icy slope and through the rock wall. Only then can you taste freedom.

There are five 1 Pellet Posies, two Data Files, and two 5 Pellet Posies in this cave. The maximum number of Yellow Pikmin that you can obtain here is 25. Start by whistling your Yellow Pikmin, going back to the spot where Brittany landed, and getting the 5 Pellet Posy there. Next, get the two Pellet Posies near the circuit, then sweep the outer rim of the area for 1 Pellet Posies. Then, go to where the second Data File is and throw your Yellow Pikmin onto the high ledge. As the Data File said, Yellow Pikmin can be thrown further and higher than other Pikmin types.

Once you have 25 Yellow Pikmin, swarm the Iron Ball to roll it through the rock wall. Whistle your Pikmin and exit the cave.

Once outside the cave, you'll see a cutscene in which Alph and Brittany realize that they're on opposite sides of a river and that the bridge is incomplete. You're then tasked with channeling the obscure video game “ilomilo” and reunite the two by fixing the bridge.

Author's Note:Up until now, things have been relatively straightforward; the two piles of the bridge Fragments that you've needed have been close to one another. This is far from the case here in the Distant Tundra. The bridge is divided by a dark blue half and a brown half. Each color is further divided into two piles of Fragments. Two of the Fragment piles, the brown ones, are on Brittany's side of the river while Alph's side of the river has two piles of dark blue Fragments. There just flat isn't a concrete way of building the bridge; you can handle the piles in any order. Though, one of the brown Fragment piles requires Alph to throw some Rock Pikmin over to Brittany at an area where the stream isn't very wide. I've added custom-made Map Markers to the online maps of the games' Areas. You can view this and other maps in this guide's “Areas” section.

Each of the four piles require some Pikmin to access.

Dark Blue F1 requires Rock Pikmin to break a Crystal Wall and Red Pikmin to kill the Pyroclasmic Slooches.

One of the fire slugs holds the Distant Tundra Sunseed Berry 3.

Dark Blue F2 is behind a Dirt Wall and up ledge that requires hopping onto a Bouncy Mushroom to get to. An Amprat guards it. You can also break the crystal blocking a geyser near Dark Blue F1, ride it up, grab the Data File in the crystal, kill the Fiery Blowhog, and then head west to find the Fragments and another Data File.

Brown F1 somewhat requires Rock Pikmin to break a crystal blocking the slide. You can just throw Yellow Pikmin onto the Fragments. Two Joustmites guard the area. Look near the crystal for a Data File.

Brown F2 requires Rock Pikmin to break two Crystals covering geysers. A Whiptongue Bulborb and a pair of Artic Cannon Larva guard the pile. Head east to find a Data File.

Author's Note:The following is a summary of the path that I took to complete the bridge in a Day and a half. Again, nothing is set in stone here; feel free to practice different paths to find one that works for you.

With Brittany, head west from the cave and destroy the Electric Gate past the Swooping Snitchbug while Alph withdraws 30 Reds and 30 Rocks. Running past the bug saves time. Fighting the bug gives him the opportunity to pick your Pikmin up and then bury them in the ground as sprouts. Shatter the Crystal Wall to the base's south. Use Red Pikmin to kill the Pyroclasmic Slooches. Throw a few Rock Pikmin at the crystal blocking the geyser, then swarm Dark Blue F1 with your Pikmin. Throw three Pikmin at the Sunseed Berry 3 that popped out of one of the fire slugs. Switch back to Brittany.

U-turn back with Brittany and head to Brown F1 to the east of the cave. Kill the Joustmites by swarming their backs. Circle around the flower pot to see a slope leading to Brown F1 on top of the flower pot. Swarm the Fragments and go back to Alph.

As Alph, deposit the Rock Pikmin and take the Red Pikmin up the geyser near where Dark Blue F1 was.. Kill the Fiery Blowhog. Book it west to Dark Blue F2. Sic the Red Pikmin on those. Have both leaders call their Pikmin before sundown. This should have gotten three-fourths of the total Fragments done in one Day.

After the usual end-of-the-Day screens, Alph will blame himself for Brittany's predicament, and then go to bed.

Fruit Available on Day 7

Sunseed Berry 3

Real Fruit: Strawberry

In-game Image:

Map Marker: Spot 3

Weight: 3

Yield: 1.0 Juice Bottles

Distant Tundra Requirement: 30 Reds and 20 Rocks

Distant Tundra Location: Kill one of the Pyroclasmic Slooches near Dark Blue F1.

Exploration Notes Available on Day 7

Yellow Pikmin #1

"Yellow Pikmin can conduct electricity."

Area: Distant Tundra

Location: The Data File is right next to the Electrical Circuit where the Yellow Pikmin are found.

Yellow Pikmin #3

"Yellow Pikmin can be thrown very high into the air!"

Area: Distant Tundra

Location: The Data File is in the cave where Yellow Pikmin are found, near the 5 Pellet on the high ledge.

Yellow Pikmin #2

"Yellow Pikmin are shock resistant."

Area: Distant Tundra

Location: The Data File is on a ledge next to a single Bouncy Mushroom that leads to Dark Blue F2.

Yellow Pikmin #4

"Yellow Pikmin are good at digging."

Area: Distant Tundra

Location: The Data File is in a Crystal Nodule guarded by a Fiery Blowhog right outside of the base.

Charging

"While locked on, attack with 'Shaking nunchuck'/B!"

Area: Distant Tundra

Location: The Data File is on the other side of the tunnel behind the Drake.

Parting gift

"We've found a snow sculpture in this frozen tundra. It looks like the face of a middle-aged man--one that I know all too well. The more I look at it, the more I think it looks like the president of Hocotate Freight. Especially that nose..." -Captain Olimar

Area: Distant Tundra

Location: The Data File is near the Arctic Cannon Larva on the highest portion of the hill. Either carefully walk down to it or throw a leader on to the short ledge it is located on.

Day 8

Distant Tundra 2 (Second Visit)

Summary: Today is spent finishing the giant bridge and reuniting with Brittany. Two Fruit are available today.

Details: Start the Day by having the self-blaming Alph throw 30 Red Pikmin and 15 Rock Pikmin to Brittany over at the area to the west of under the dark blue bridge. Then, give 15 Yellow Pikmin to Alph. Have Alph use the Yellow Pikmin to destroy the Electric Gate near base.

With Brittany, go to the area that was behind yesterday's Electric Gate. Throw 5 Yellows onto the half-buried 5 Pellet, and then break the first geyser with Rocks. Ride the geyser up to find an Artic Canon Larva. It can encase your Pikmin in rolling snowballs, sending them tumbling everywhere. Swarm it and break the other geyser crystal. Ride this geyser up to find Dark Brown F2 and a Whiptongue Bulborb. There's a tiny ledge with the half-buried Distant Tundra Cupid's Grenade 1 in it. Throw three Pikmin at it. They'll unbury it and get it to the Drake once the bridge is done.

Quickly start throwing Rock Pikmin at the Whiptongue Bulborb to stun-lock it to death. Start on Brown F2 once the enemy dies. Once the last Fragment has been set, you'll see a cutscene in which the bridge snaps into place.

Once the bridge is done, look east from Brown F2 to see the Distant Tundra Velvety Dreamdrop 1.

Lock-on to it and throw at least five Yellow Pikmin onto it. They'll pull it down to the ground and start moving it to the Drake.

If you haven't already done so, clear out the two Tunnels to create shortcuts. The first Tunnel is to the south from base. It cuts through the snowy wall containing the second Cupid's Grenade.

The other Tunnel is to the left of the Dirt Wall near Dark Blue F2. A Data File sits near it.

By now, time is probably running short. With the bridge complete and with a loquat, plus at least one cherry in the Drake, round up any inactive Pikmin and end the Day. Tomorrow, you'll be exploring this place extensively, gathering Fruit, and starting preparations to fight the game's second boss.

Fruit Available on Day 8

Cupid's Grenade 1

Real Fruit: Cherry

In-game Image:

Map Marker: Spot 7

Weight: 1

Yield: 0.5 Juice Bottles

Distant Tundra Requirement: 20 Reds and 30 Rocks

Distant Tundra Location: Go to the east of Brown F2 to find a small ledge in which this Fruit is half-buried in. Throw three Pikmin onto the ledge. They'll dig the Fruit up and take it to the Drake.

Velvety Dreamdrop 1

Real Fruit: Loquat

In-Game Image:

Map Marker: Spot 6

Weight: 5

Yield: 1.0 Juice Bottles

Distant Tundra Requirements: 10 Yellows

Distant Tundra Location: Look to the east from Brown F2 to see this Fruit hanging from a tree. Lock-on to it and throw five Yellow Pikmin onto it. They'll detach the Fruit and start transporting it to the Drake.

Day 9

Distant Tundra 2 (Third Visit)

Summary: Today is spent gathering Fruit and opening the path to the game's second boss. Four Fruit are available today.

Details: At today's start, Alph and Brittany will rejoice over being reunited, then restate that they need to find the captain.

Land in the Distant Tundra and withdraw 25 to 30 of each Pikmin type. Go through the tunnel to the south, lock onto the Distant Tundra Cupid's Grenade 1 that sits atop the snowman's head, and then throw a Yellow Pikmin up to it.

Now, head to the exact spot where Brittany landed in the Yellow Pikmin cave to find a Large Crystal. Shattering it with Rock Pikmin reveals both halves of the Distant Tundra Disguised Delicacy 1.

Throw five Pikmin onto each half, then exit the cave.

Go east towards the area that had Brown F1 In it. Near the flower pot that has Brown F2 on it is a stump with a slope coiled around it. A Climbing Stick sits near the stump while the Distant Tundra Dapper Blob 1 sits on the stump's top. Throw a leader onto the bottom of the slope, throw six Pikmin onto the stick so that can fix and climb the stick, walk your other leader up the slope to the Fruit, and then sic the Pikmin onto the Fruit. They'll take it down a nearby slide and to the Drake.

Go back down the slope to reunite everyone and then head west to the geysers that led to Brown F2. Go up the geysers and to the east where you found the Distant Tundra Cupid's Grenade 2. Throw a leader and 20 Pikmin onto the ledge. Switch to your other leader, whistle control of the 20 Pikmin, and then head east to see an Iron Ball stuck in the snow. Swarm it with your Pikmin to get it unstuck. It'll start rolling down and into a rock wall.

Reunite your leaders, grab the Data File to the east, and then head down and into the opening.

You'll emerge in a dark cave inhabited by Pyroclasmic Slooches. Use Red Pikmin to kill the fire slugs, then venture deeper into the cave to find an incomplete Electrical Circuit. Throw ten Yellow Pikmin onto it to complete the circuit and light things up. Whistle your Pikmin afterwards. Go back near the cave's entrance to see that some mushrooms have woken up, creating platforms. Cross the platforms about hallway and look left to see the Distant Tundra Citrus Lump 1.

Throw five Yellows onto the Fruit and then exit the cave via the southwest exit.

You'll now be in the area where Charlie crash-landed on Day 1. Throw Rock Pikmin onto the various crystals nearby to clear a path and free some Pellets. What lies beyond here is complicated and time-consuming. If you have extra time, lump the first part of this guide's Day 10 section into the rest of today. Otherwise, end the Day, go through the screens, and then cringe at Alph's poetry in the nightly journal entry.

Fruit Available on Day 9

Cupid's Grenade 2

Real Fruit: Cherry

In-game Image:

Map Marker: Spot 2

Weight: 1

Yield: 0.5 Juice Bottles

Distant Tundra Requirement: 3 Yellows

Distant Tundra Location: From base, go south until you see a wall of snow. Cupid's Grenade 1 sits atop a snowman there. Throw three Yellow Pikmin onto the Fruit to transport it to the Drake.

Disguised Delicacy 1

Real Fruit: Green Kiwi

In-Game Image:

Map Marker: Spot 8

Weight: 10 (five Pikmin times two halves)

Yield: 1.5 Juice Bottles

Distant Tundra Requirement: 20 Rocks

Distant Tundra Location: This Fruit is in a crystal in the part of the Yellow Pikmin cave where Brittany landed. Use Rock Pikmin to break the crystal, freeing the Fruit's two halves. Distribute ten Pikmin among the two halves to start the transport process.

Dapper Blob 1

Real Fruit: Mangosteen

In-Game Image:

Map Marker: Spot 5

Weight: 3

Yield: 1.0 Juice Bottles

Distant Tundra Requirement: 3 Pikmin and at least two leaders

Distant Tundra Location: Near the flower pot that has Brown F2 on it is a stump with a slope coiled around it. A Climbing Stick sits near the stump. Throw a leader onto the bottom of the slope, throw six Pikmin onto the stick so that can fix and climb the stick, walk your other leader up the slope to the Fruit, and then sic the Pikmin onto the Fruit. They'll take it down a nearby slide and to the Drake.

Citrus Lump 1

Real Fruit: Either a Tangerine or a Mikan

In-Game Image:

Map Marker: Spot 9

Weight: 5

Yield: 1.5 Juice Bottles

Distant Tundra Requirement: 20 Reds, 30 Rocks, 20 Yellows, and at least two leaders

Distant Tundra Location: Inside the very first area you transition to after entering the non-Yellow Pikmin cave is an Electrical Circuit, some mushrooms, and the first Citrus Lump. Use Yellow Pikmin to complete the circuit. This awakens the mushrooms so you can walk on them. Get an inch away from the raised mushroom, face the southeast to see the Fruit, and throw five Yellow Pikmin onto it to get it moving to the Drake.

Exploration Notes Available on Day 9

Parting gift

"We've found a snow sculpture in this frozen tundra. It looks like the face of a middle-aged man--one that I know all too well. The more I look at it, the more I think it looks like the president of Hocotate Freight. Especially that nose..." -Captain Olimar

Area: Distant Tundra

Location: The Data File is near the Arctic Cannon Larva on the highest portion of the hill. Either carefully walk down to it or throw a captain on to the short ledge it is located on.

Day 10

Distant Tundra 2 (Fourth Visit)

Summary: Today is spent exploring the cave and starting the first part of the Vehemoth Phosbat fight as well as getting the Anti-Electrifier. One Fruit is available today.

Details: Head to the Distant Tundra and withdraw a decent number of Rock Pikmin and a bunch of Yellow Pikmin. Head to the archway that was blocked by crystals. Go through ant turn right. Go forward until you see the can where Charlie first recruited the Yellow Pikmin. You'll see three odd eggs on top of the can. Throw some Pikmin at the eggs and they'll break them open to reveal some nectar. If a non-flower Pikmin touches nectar, they'll drink some of it to instantly become flower Pikmin. Each blob of nectar can feed up to ten Pikmin.

After feeding your Pikmin the nectar, whistle them and head further up. Throw Brittany out of the crowd, switch to her, pick up the Data File in the pool of water, and then reunite with Alph. Continue on to find Charlie's crash site, a snowy mound, and an Artic Cannon Larva. Kill the Artic Canon Larva, then disperse your squad near the mound. Eventually, they'll uncover the Anti-Electrifier.

This is the first of the game's four Suit Upgrades. As the name suggests, this thing protects the leaders from electrical shocks. Once your Pikmin have dug up the Anti-Electrifier, they'll start moving it to the Drake. Unlike with Fragments and Ultra-Spicy Berries, the Pikmin won't return to the spot after delivery. As a rule, Pikmin will stay at the Drake if the series of objects that they're carrying requires two or more carriers. If a series of objects has one Pikmin carrier per part, then the Pikmin carriers will return to the spot.

Once the Anti-Electrifier is in motion, turn around and head southeast to another familiar area: Charlie's sidescrolling segment. Head through it and into the cave where Charlie disappeared.

Head about a third of the way into the cave, then look left to see a Climbing Stick leading to the Distant Tundra Dusk Pustules 1.

Throw a leader and 20 Pikmin onto the Climbing Stick, go forward a bit, and then throw ten Yellows onto the Electric Circuit to complete it. You'll see a glimpse of the Vehemoth Phosbat, the second boss in the game. The boss will then haul it away from the light and out of the room. Next, cross the awakened mushrooms, pick up the Data File, and then head through the next opening with several Rock Pikmin and several Yellow Pikmin.

You'll emerge in a huge, dark area with Electrical Circuits scattered all over. There are two piles of tan Fragments in this room as well as an incomplete bridge leading to a car battery. The Vehemoth Phosbat also lurks in here. In order to make the boss vulnerable, you need to light up the entire room. There is a nifty sequence break you can do that skips the need for lighting up the room's various minor Electrical Circuits and making it so that you only need to activate the car battery. The trick requires both leaders and for at least one set of Fragments to be set into place. The east set of Fragments, Tan F1, is on a tall area with the pathway being behind a Large Crystal.

The west set of Fragments, Tan F2, is on a tall area with the pathway being a Climbing Stick.

Ignore the Fragments, grab the Data File, and then exit the room via the north exit.

You'll come out at the southeast part of the Distant Tundra's main area. Your path will be blocked by a shopping bag. Throw ten Pikmin at the bag. They'll push it down, thus creating a shortcut to the Vehemoth Phosbat's lair.

Whistle your Pikmin, then switch to Brittany.

By this time, the grape-duty Pikmin should have returned from delivering the grapes to the Drake. Whistle them before the sun sets.

Go through your end-of-Day screens, read the nightly journal entry in which Alph hypothesizes that there's a connection between Charlie's disappearance and the Vehemoth Phosbat, save the game, and then continue on to Day 11.

Fruit Available on Day 10

Dusk Pustules 1

Real Fruit: Red Grapes

In-Game Image:

Map Marker: Spot 11

Weight: 20 (1 Pikmin times 20 Parts)

Yield: 1.0 Juice Bottles

Distant Tundra Requirements: 20 Yellows

Distant Tundra Location: Go to the cave-like room right before the Vehemoth Phosbat fight room and, when facing the mushrooms, look left. You'll see a Climbing Stick leading to some grapes. Send your Pikmin up the stick and onto the Fruit. The Pikmin will then start a round trip, delivering the grapes and then returning to the spot.

Exploration Notes Available on Day 10

Pellet Posy

"After a pellet has been harvested, another one will eventually grow in its place."

Area: Distant Tundra

Location: The Data File is in the base. Get the Pellet on the right most side of the small cliff.

Pikminology #13

"When Pikmin consume nectar, they blossom into flower Pikmin."

How to Obtain: Feed the Pikmin some nectar.

To the survivors

"Looks like someone took a tumble here in the fresh snow... Perhaps someone else is stranded here! If anyone is reading this, there are several electrical contraptions in this area. I've buried something here in the snow. Hopefully it's useful!" -Captain Olimar

Area: Distant Tundra

Location: The Data File is near Charlie's Crash Site, which is in the opposite direction of the Vehemoth Phosbat's arena.

Vehemoth Phosbat #1

"The Vehemoth Phosbat hates the light!"

Area: Distant Tundra

Location: The Data File is in the cave where the Vehemoth Phosbat is first encountered, on the ledge accessible by the Bloominous Stemples.

Vehemoth Phosbat #2

"Take refuge in brightly lit areas!"

Area: Distant Tundra

Location: The Data File is in the corner of the Vehemoth Phosbat's arena, in the middle of three Blue Glowcaps.

Day 11

Distant Tundra 2 (Fifth Visit)

Summary: Today is spent fighting the Vehemoth Phosbat. One Fruit is available today.

Details: Land in the Distant Tundra and withdraw 40 Red Pikmin and 60 Yellow Pikmin. You might be tempted to haul it straight to the Vehemoth Phosbat's lair, but there are three enemies that stand on the path that the Pikmin will take when carrying the boss's corpse and Fruit back to base. These enemies will attack the Pikmin carriers and stop the transportation process.

Pikmin in tow, go through the southern tunnel and hang a left. You'll see the first enemy: a Joustmite.

Get behind it and swarm it to kill it. Leave the body there for the moment and then head back to area where the Pyroclasmic Slooches that had the Distant Tundra Sunseed Berry 3 were. Disperse your squad and then take your Red Pikmin up the geyser to find a Fiery Blowhog.

Use your Reds to kill it. Leave the body alone for now, reunite everyone, and then head across the archway above where the Crystal Wall was. You'll then encounter a second Joustmite.

Kill it, ignore the body, and then head forward, up the shortcut ramp, and into the boss's lair.

Boss 2: Vehemoth Phosbat

Location: Distant Tundra

Rewards: Charlie, Vehemoth Phosbat corpse, and the Heroine's Tear

Notes: It puzzles me how the Phosbat seems to have bioluminescent hair when it is very clearly weakened by light.

Once inside the Vehemoth Phosbat's lair, immediately find one of the room's two Fragment piles and send your squad on Fragment duty. Have one leader stay there while the other one runs around the room to distract the Vehemoth Phosbat while the Pikmin safely finish Fragment duty.

Once the Fragments are down, reunite everyone and then head to the end of the half-finished bridge. Throw at least 20 Yellow Pikmin and a leader across the gap. This sequence break saves you the hassle of completing the bridge and activating the room's minor Electrical Circuits.

Once you've thrown your Pikmin and leader, take your remaining Pikmin to the spot south of the bridge that is dead between two pink Glowcaps. Switch to your thrown leader, whistle your Pikmin, and then start throwing them onto the car battery. The Pikmin will start completing an Electrical Circuit on top of the car battery.

Once the Electrical Circuit is complete, the giant lightbulb will light up the entire room, knocking the Vehemoth Phosbat to the ground. The actual combat part of the boss fight starts now.

Switch to your other leader, lock-on to the downed boss, and then charge with your Pikmin to get some free, cheap damage in at the very start.

From here on out, all of the game's bosses will have at least two different attacks. In this case, the Vehemoth Phosbat has two different attacks. The first attack involves giving off some purple powder that disorients Pikmin, causing them to scatter. The Vehemoth Phosbat only does this when it is getting up from being attacked on the ground. Whistle your Pikmin to snap them back to reality if they get powdered.

The Vehemoth Phosbat's second attack, and the one that it can use at any time, is a vacuum attack similar to the one that Bowser uses in Mario & Luigi: Bowser's Inside Story. This attack creates a vortex of wind around Pikmin, causing them to spin around. As the vortex spins, up to six Pikmin will fly into the Vehemoth Phosbat's mouth. Quickly whistle the spinning Pikmin before they get inhaled.

Killing the Vehemoth Phosbat is simple once the major lighting system is on. Just chase it down, throw Yellow Pikmin at it to bring it down to the ground, swarm it for a tiny bit, and then whistle the Pikmin that get hit with its powder attack.

Once the Vehemoth Phosbat's health meter depletes, you'll see a cutscene in which the boss gets up, shakily flies around the room, and then bonks its head on the giant lightbulb, thus electrocuting itself to death and causing a Fruit to fall from the ceiling.

After the Vehemoth Phosbat breathes its last breath, Captain Charlie will free himself from the boss's mouth in a scene reminiscent of either a certain spoiler-laden scene from a certain title from the Paper Mario series, or the story of Jonah from The Bible.

As with all three instances, it stumps me as to how the imprisoned character can survive being inside the digestive system of a large creature without either dying of starvation, thirst, body heat, or being chewed up and digested.

Once Charlie escapes, Alph will bring him up to speed about the missing cosmic-drive key. Charlie will then show him a Data File that he found inside the Vehemoth Phosbat's stomach that indicates that Captain Olimar found the key and intends to keep it as a souvenir for his son. The crew then states their new mission: find Captain Olimar and get the cosmic-drive key back.

Author's Note:At this point, I'd like to point out a continuity error in the Pikmin series. In the Data File that Charlie found, it says that Olimar is looking for gold. Yet, in Pikmin 2, when Olimar and his partner find a Sacagawea dollar, Olimar writes this in his journal:

"This rare, alien metal doesn't exist on Hocotate. When I gaze at it, I'm gripped with an overpowering sense of greed. On Hocotate, there is a valuable metal with a stunning sheen that has a similar effect. Perhaps this alluring metal is responsible for many of this planet's woes."

In Pikmin 2, Olimar flat-out states that gold doesn't exist on his home planet of Hocotate, yet, in Pikmin 3, he's searching PNF-404 for gold. To make matters even more confusing, the President of Hocotate Freight, the company at which Olimar works at, has a gold-plated ship.

Back with normal gameplay, have your Pikmin start carrying the boss's body and the Distant Tundra Heroine's Tear 1 back to base. Since the Joustmites and the Fiery Blowhog are dead, the path back should be safe.

Exit the cave via the north.

Once outside, go down to where the second dead Joustmite is and then look southeast to see an incomplete Climbing Stick.

Send some Pikmin onto the Joustmite and some onto the Climbing Stick. This Climbing Stick will be important tomorrow. Once the Pikmin have completed the stick, whistle them back. Spend the remaining time looking for any lost Pikmin to whistle out of harm's way.

After the usual end-of-Day screens, Alph will recap today's events in the nightly journal entry, and then go to bed.

Fruit Available on Day 11

Heroine's Tear 1

Real Fruit: Mango

In-Game Image:

Map Marker: Spot 12

Weight: 10

Yield: 2.5 Juice Bottles

Distant Tundra Requirement: 40 Reds and 60 Yellows

Distant Tundra Location: Kill the Vehemoth Phosbat.

Exploration Notes Available on Day 11

Journal Entry #5

"I found a key today. It says something about a cosmic drive on it. I doubt it's worth much, but it'll be a nice souvenir for my son if I ever get back to Hocotate. So my search for treasure continues... I'll stop at nothing to find the ultimate prize. I just know there's gold on this planet somewhere!" -Captain Olimar

Area: Distant Tundra

Location: The Data File is obtained automatically once the Vehemoth Phosbat is defeated and Charlie is rescued.

Day 12

Distant Tundra 2 (Sixth Visit)

Summary: Today is spent picking clean the last of the Distant Tundra and getting the Dodge Whistle.

Details: Land in the Distant Tundra even though the game opens the day with some celebration and the statement that you need to go to the Tropical Wilds to check out another radar signal. Once you land, have one leader withdraw at least 25 Rock Pikmin, then go to the spot in front of the Yellow Pikmin cave. Use the “Go Here” function to do this.

Next, have your two other leaders withdraw at least 40 more Rock Pikmin and a small number of Yellow Pikmin. Manually take them to the shortcut ramp that leads to the dead Vehemoth Phosbat's cave.

Switch back to your other group and take the 25 Rock Pikmin down to the flower pot that had Brown F1 on it. Kill the two Joustmites, then head up the flower pot to find a Burgeoning Spiderwort. Have your Rock Pikmin start removing the plant's Ultra-Spicy Berries and taking them back to base.

Back with the two leaders, face the shopping bag, and then turn right to see a Bouncy Mushroom between you and another Suit Upgrade. Throw a Pikmin onto the mushroom. The Pikmin will bounce across the gap and over to the upgrade.

Throw your second leader and the rest of your Pikmin over to the upgrade. Ten or so Pikmin will then pick up the upgrade and start moving it to the Drake.

Switch to your third leader, whistle your Pikmin, then jump down off of the ledge. To one side will be another Burgeoning Spiderwort. To your other side will be two Swooping Snitchbugs, the Distant Tundra Dawn Pustules 1, and a Data File.

Kill the Swooping Snitchbugs by nailing them with Rock Pikmin. Once they're both dead, put ten Pikmin on Burgeoning Spiderwort duty and twenty Pikmin on grape duty. Grab the nearby Data File.

Sometime during your fight with the Swooping Snitchbugs, the Drake would have finished scanning the Suit Upgrade. This upgrade is the Dodge Whistle, a device that allows leaders and Pikmin to do a Dark Souls-type dodge roll by pressing either left or right on the D-Pad.

Throughout the Day, periodically switch to the leader that is near the first Burgeoning Spiderwort and have him or her reswarm the plant again to start harvesting more berries. Spend the rest of the Day harvesting Ultra-Spicy Berries.

As the Day ends, halt your Pikmin with your whistle, and then round up and stragglers. Once the Day ends, go through the routine screens and then rejoice because you're done with this headache of an Area for a long while.

Fruit Available on Day 12

Dawn Pustules 1

Real Fruit: Green Grapes

In-Game Image:

Map Marker: Spot 14

Weight: 20 (1 Pikmin times 20 pieces)

Yield: 1.0 Juice Bottles

Distant Tundra Requirement: 35 Rocks and at least two leaders

Distant Tundra Location: This Fruit is on the far end of the ground under the ledge containing the Dodge Whistle. Bounce a leader across the Bouncy Mushroom and ten Pikmin. The ten will pick up the Dodge Whistle and start moving it to the Drake. Next, bounce at least twenty more Pikmin over the mushroom and have your other leader whistle control of them. Go down the ledge and head west to the grapes. Two Swooping Snitchbugs patrol the area, so either beware or kill them. There's also a Data File nearby.

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