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Pikmin 1 6 day guide

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Nov 3rd, 2017
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  1. 6 DAY ROUTE GUIDE
  2.  
  3. Disclaimer: This route is very difficult and inconsistent. It helps to have experience in running Pikmin already.
  4. See the 8 Day Route for a more consistent/ starter route
  5.  
  6. FOREST OF HOPE
  7.  
  8. Growth stage:
  9. Put 24/25 reds on the gate, use 1 to grow using the 2 pellets
  10. Flower 28 pikmin. If you only get 23-28 move on anyway, less than 20 you should flower more
  11. Any leaf pikmin should be thrown onto the 10 pellet, otherwise collect the 10 pellet
  12. Kill and collect bulborbs and 4 pellets
  13. Using the 8 pikmin put them on the longer bridge to Sagittarius
  14. Pluck 2 reds then collect the food, put 4 piks on the short bridge
  15. Pluck up to 42 piks, put on yellow onion gate, pluck the rest (77 minimum)
  16. Grow 15 yellows using 5 yellow pellets and nearby dwarf (92 minimum)
  17. Collect nearby bombs
  18. Bomb wall to snagrets and throw piks onto the box, whistle them then run to the end of the box to push
  19. (you must have 4 bombs minimum)
  20. AS A MINIMUM NOON SHOULD HAPPEN BETWEEN THESE STEPS
  21. Second half:
  22. Kill snagret furthest from box, flower all pikmin with nearby grass
  23. Collect 5 more bombs and EFD
  24. Bomb landing site stone wall, bulborb and black gate
  25. Collect piks from landing site, you should have minimum 55 piks in party, go to nova blaster
  26. Throw red onto wall, wake bulborb, collect 15 bombs, collect nova blaster
  27. Throw 2 bombs onto the wall to destroy the water gate
  28. Throw 4 bombs up ledge to Armoured Cannon Beetle
  29. Use remaining 9 bombs on black gate to Extraordinary Bolt
  30. Collect piks from landing site, collect EB and radar
  31. Throw remaining 26 minimum piks up to ACB ledge
  32. Bomb ACB gate, collect Radiation Canopy without killing ACB
  33. Collect piks from LS, throw all but 8 up ledge to Shock Absorber
  34. Use 8 + 12 from bridge to collect Sag
  35. Collect SA without killing bulborb
  36. END DAY ALL 8 PARTS COLLECTED
  37.  
  38. FOREST NAVEL:
  39.  
  40. Call out minimum 77 reds, 15 yellows
  41. Kill the nearest Fiery Blowhog, use pellet drop to hurt breadbug at least once then carry breadbug back to base with 2 reds
  42. Kill 4 shearwigs
  43. Throw 75+ reds onto Gravity Jumper bridge, collect 15 bombs from nearby pipe
  44. 25 reds collect GJ
  45. Lure wollywog away from path waypoints near puffstool
  46. Bomb gate to Beady Long Legs, kill puffstool with 30 reds, collect Omega Stabiliser
  47. Kill BLL with 20 reds, collect Guard Satellite
  48. Take your 15 yellows back to landing site area, 6 bomb closest stone wall to ship, whistle reds from GJ
  49. With your 40 total, use 3 bombs on black lattice gate leading to Libra and Analog Computer, place 25 reds on gate (93 pikmin in field maximum)
  50. Move blowhog and shearwig corpses closer to Blue Onion, throw yellows up to stick to Automatic Gear
  51. Grow 7 blues, collect blowhog, place 25 reds on bridge to libra
  52. Collect shearwigs for 40 blues minimum, run to landing site and put away 33 reds, collect GJ
  53. Withdraw 33 blues, flower them with honeywisp near landing site
  54. Put 15 yellows on libra bridge, take 40 blues 20 reds to AC, collect AC with 20 reds
  55. Put 15 yellows on libra, switch 15 yellows for 15 reds
  56. Collect Anti Dioxin Filter with 40 blues
  57. Switch 13 yellows 10 reds for 23 blues from ADF when out of water
  58. Take 23 blues 2 yellows to Ionium Jet #1, collect 2 bombs then IJ1
  59. Bomb gate in IJ1's path, place 2 yellows on IJ1
  60. END DAY ALL 9 PARTS COLLECTED
  61.  
  62. IMPACT SITE 2:
  63.  
  64. Using 40 blues and 5 yellows, collect 5 bombs
  65. Bomb gate to Positron Generator
  66. Bomb clam-clamp over the wall
  67. Collect pearl with 6 pikmin for blue growth
  68. Kill clam-clamp in one cycle, collect PG
  69. Withdraw reds, collect pearl, deposit reds after "100 pikmin in field" textbox
  70. Flower 50 blues (90 blues minimum)
  71. Collect PG
  72. END DAY ALL 2 PARTS COLLECTED
  73.  
  74. DISTANT SPRING:
  75. This day is the same as the 8 day route, except there are 2 snitchbugs
  76. Use either TheUrbanDear's or Gh0stly's guide to collect all parts in this area, however watch for snitchbugs
  77. When you encounter snitchbugs, kill them
  78.  
  79. Snitchbugs:
  80. The first should appear at the gate near the bridges about 1/2 of the time. A lot of times the position will be unfavourable, such as near the blowhog, or the other side of the gate. Important: Angle your camera with the zoomed out, behind view. Then you can see if he is behind the gate. Watch for his shadow. Then you can make a judgment call to chase him down if you see him. Usually, I go for it if the wollywogs near ZR won't possibly affect the situation, then i sort out the bridges in reverse order in that case, making sure to keep the first wollywog out of the way. I promise that most of the time the snitchbug is further away than that (and facing the other direction) evem if you don't chase him down, the bridge pikmin will be fine.
  81. If you simply dont see it, move on.
  82. The optimal case for the second snitchbug is to have it come through the black gate just after bombing it. Next is just after you run past the 2 sleeping bbears and bhog. You dont want to fight it in that mess of enemies, so you need to lure it away from there, and away from the water. This can be tricky, but you get used to it. Your c sticking needs to be good so as not to drown, to properly lure, and to avoid enemies. Keep your camera zoomed out and behind if you have to search for any bugs.
  83. If the 1st bug isnt dead yet, you will likely fight it around when you throw pikmin onto the bowsprit bridge. It's possible to fight both at once. Thats a good thing.
  84. The best method to fight them is to stand still with oli, aim forwards towards it, then swarm your pikmin around you. That way it will go in a straight line, and to the middle of the group. The way it AI works is that it aims for the furthest pikmin away that is still in its swoop range (super trolly i know). Wait for it to be right above oli, then throw a few pikmin. Take your time. If you panic, you'll throw pikmin everywhere and it'll swoop as far away from you as possible, only making it worse. While killing it, there is a chance it will shake off pikmin. Ensure you always have 1 pikmin ready to throw at the snitchbug again, incase it manages to shake them off. Doing this will stunlock it.
  85. Sometimes the bugs can be in weird spots, such as at the landing site (good, just kill it), above the water near yellow candypop (kill it with 25 blues before pilot seat, or risk killing it after getting chronos reactor down, which is technically faster but cause trouble before then), and lastly my favourite is when a bug is near the ZR white wall. Simply let it pick up a yellow pikmin that is holding a bomb. When it throws the bomb down it detonates, killing itself and the pikmin (unless it goes over water). That's fine anyway, you should have more than enough yellows and it's actually a super optimal and swag strat, especially considering the best route will have intentional deaths anyway. It doesn't really matter. Just make sure you have 11+ yellows at the end of DS.
  86.  
  87. GOOD LUCK WITH THE 6 DAY ROUTE!
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