Pikmin 3 (Wii U) Walkthrough, Help, Cheats and Strategy Guides

Contents:

The History
The Crash Landing
Day 1 - Alphs Beginnings
Day 2 - Garden of Hope
Day 2 - The search for Brittany
Day 3 - Rescue Brittany
Day 3 - The strange signal
Day 4 & 5 -
Day 6 - The broken bridge
Day 7 - Restoration of the bridge
Day 7-2 - The last shards
Secondary quests: Day 8 - Garden of Hope
Secondary quests: Day 8 - Garden of the encounter (2)
Secondary quests: Day 9 - Garden of Hope
Secondary quests: Day 9 - Garden of the encounter (2)
Day 12 - The road to the captain
Day 12 - The Cave of lost signal
Day 13 - The captain's rescue
Day 13 - The end of the chameleon
Day 14 - The Forest of the beginning
Day 14 - The broken bridge
Day 15 - Completion of the bridge
Day 15-2 - The Spaceman Underwear
Day 16 - Preparations before the boss fight
Day 20 - The reward for the fight
Day 20-2 Mini boss and fruit dispenser
Day 21 - The River of Change
Day 22 - Life of Pikmin Pink
Day 23 - New opportunities
Day 24 - The Blockade of lily pads
Day 25 - Another bridge is broken
Day 26 - The Queen Bee
Day 27 – Rescue of Olimar
Day 28 - The Booty Queen Bee
Day 30 - Restoration of porcelain vase
Day 31 - Access to the signal generator
Day 32 - Area Boss: The ground-pounds
Day 33 - The Tower of Solitude
Day 34 - The road through the cave
Day 35 - The confrontation with the plasma ghost
Day 36 - Rescue of Olimar + credits

The end of Pikmin 3 

The History:

The planet Koppai has been around for long time and looking for raw materials to his planet. The search team has found a planet, 270 light years away, with many commodities.

A crew was dispatched to explore the planet and to transport the raw materials to Koppai. When landing on the planet there was severe turbulence, so that the crew was forced to land.


The Crash Landing:

Charlie awakened and looking around in the area. He found strange yellow creature. Behind the first corner he meets a large group of yellow Pikmins. The following is a brief introduction. Here you will learn how you call, raise and release Pikmins.

Use Pikmins to remove mushrooms. Meanwhile you can go back to the starting area and collect 5 more Pikmins and on the next clearing 10 more yellow Pikmins.

The road to the left side is blocked for the time being. It goes straight into a cave. There you will meet a few horrible creatures that you can eliminate with your Pikmins. It also has two glowing plants.

Day - 1 Alph’s Beginning

On the same day, the adventure begins with Alph. After his dive you walk on land and meet a red Pikmin. Follow him to the next clearing; you'll encounter two more red Pikmins.

Now throw the three Pikmins to the tree to get the ship. Then with the three Pikmins pick up the pieces in order to build the bridge. Here you will find another Pikmin.

After completed the bridge you can go to the other side. There you will find a KopPad. Use it to collect data and to use the map. On the next clearing you come across some flowers. Cast your Pikmins on them and collect their money. The Pikmins can return the device. There you can collect two more Pikmins.

Then across the bridge, keep left. You will meet three maggots. You can convert their carcasses to energy. In the corner you will find a large flower with a 5-coin. Here you will get 10 red Pikmins.

Now grab your 20 Pikmins to push away the big box. Follow the Radar (KopPad) through a small cave. Towards the end you still have to demolish a stone wall to get back to Drake.

Then you will receive a call from Brittany. Leave the Drake / planet, now your onion with the Pikmins following you.


Day 2 - Garden of Hope

Now you are landed with Alph land on the map as well as your onion ship with red Pikmins. Use them to collect the surrounding flower coins in order to get more Pikmins. Then pick up the pieces and rebuild the bridge. A part of the bridge can be found behind the sandstone wall.

After the bridge you will come across a beetle. Slowly approaches you, attack its eyes. Then take its remains to get more Pikmins, breaks the next stone wall. Run to the hill and then you will discover Brittany in the prison. Now you can collect some fruits and bring them to your spaceship.

Day 2 - The search for Brittany

You come to a place with crystal glass walls - take the cave. There you will come across jellyfish. Defeat it with your Red Pikmins and then collect the black rock Pikmins. So now you can break the crystal glass.

Here you will find a black onion, a few coins and a Pikmin document hide under the crystals. Now return to the Drake. If you have enough time quickly get to Brittany. Otherwise, wait until the next day.


Day 3 - Rescue Brittany

Back on the planet, gather your Pikmins to combine red and black onion. Now you can pretend you against the crystal walls and explore new areas. But go first to Brittany’s prison. To do this you must use your Pikmins to break the glass walls and here you can also form a second team.

Brittany yard on the other side of the prison and you throw 10 more Pikmins. Now move with [Y] to Brittany and calls the Pikmins with her and you can also throw the Pikmins to get the lemon. Then collect your Pikmins and Alph again and continue to the right. There you will find a bridge that serves as a shortcut to the spaceship and the onion.

But first you have to destroy some bugs that are armored with a crystal then you have to build the bridge.


Day 3 - The strange signal

Back to the base, you go through the glass wall. Here you will receive a radio signal that could have come from Captain Charlie. Here you will encounter fire-breathing enemies use your fire resistant red Pikmins to fight back. After the fight you can get a big 5er Pikmin coin.

Then throw Brittany on the shore and you give a couple of Pikmins. Brittany can now pick up from the side of the blue fragments she throws a pair of rock-Pikmin over. So that they can destroy a crystal of which the remaining shards are blue.


Day 4 & 5

Back on the planet, you grab the best Pikmin and go towards sandstone wall where you can pick up the signal. Behind the wall you will find more data on someone else. As you go through the cave you'll encounter a boss fight in the clearing.

First, you should go to the left corner and get the data. Now you let the best stand and the red Pikmin grab your rock Pikmin. Now, focus fire with the black Pikmin on a body part. Once you have exposed it brings you the red Pikmin and pick up right at this point. You should always approach it laterally, never from the front!

Once it has injured it will climb on the wall back and forth and getting rest for a moment. This is your chance to attack and more than 50% injury will lead to rest on the wall, but to completely destroy it, attack when it stands there motionless.


Once you defeat it you will get fruit and a phone, which can use to analyze Drake. At the end of the day Alph is to expand the range of the signal-Drake. As a result, you can travel to another place to the place where the captain Charlie has landed.


Day 6 - The broken bridge

The flight through a snowstorm is accidentally activated and Brittany thrown from the Drake.

When Brittany comes to herself, she finds herself in a dark cave. For light: a little further ahead you will find three yellow Pikmins. You have to throw this in order to complete the electrical circuit. The generator is on, and the light bulb will light up.

Now looking at the area and collect all the coins. The last 5-coin can be found on the mountain. Now, you can throw the yellow Pikmin. With 20 Pikmins, you can bring to a rolling stone ball, creating an exit from the cave. Once you go out you will see the other side of the river. Now you have to find both sides of the missing fragments to restore the bridge.


To your right, you can destroy an electric fence. But, take the first rock Pikmin and go through the cave. Break crystal. Then slide down to the other side and again break crystal. Now you can pick up a few pieces and bring to the bridge. But the second half is still missing.

Now break the electric fence with yellow Brittany’s Pikmin and then break the rock Pikmin crystal wall. Here you will find 2 kiwis. You cannot bring them to the ship yet, because the bridge is not completely repaired. You may be able to talk but get to the bridge in order to save time later. Collect all of your remaining Pikmins, so that no one is lost overnight.


Day 7 - Restoration of the bridge

Here you will find 30 blue shards. Collect them and repaired the bridge, on the side of Alph. But be careful. On the path to the camp there is a dangerous lightning beast. Attack them only when they are no longer lit. You can use this road and shortcut by using Jump fungus.

In the cave of 2 Kiwis you can exchange Pikmins, Black and red against Yellow. Then go right through the broken electric fence and climb the mountain. To do this you need the geysers expose the rock Pikmin. But watch out the worms. The shake off your Pikmin and shoot snowballs. Now you can dig up and seize the remains of the carcass of a yellow Pikmin 5er coin.


Day 7-2 - The last shards

On the mountain, you come across a large beetle. Simply grab it from behind, and then grab the brown body. On the side of Alph you go through the shortcut in the small mountain through the broken crystal wall. The road is blocked by Magma-worm. So grab your Red Pikmin and attack them.

Then bring the pieces and complete the bridge. Now, gather all scattered Pikmin and go to the ship.


Secondary quests: Day 8 - Garden of Hope

With the yellow Pikmin you can complete the 2 map, the electric fences. The first one directly behind the camp and fire-coatis leads you to a cave. There you will find a dark grape shrub. Push the 10 cardboard to the side as you come across another mini-boss enemy, attack the eyes with Pikmins. Then it flips around and offers it soft belly to attack.


Secondary quests: Day 8 - Garden of the encounter (2)

As prey for the mini-boss you get two star-fruits, and it remains. It it difficult to attack them because they are in the water. Attack them on land or pass them by. Go back to Drake to stock up your supplies and the energy for the Pikmin.

Exit of the cave back to the spot where you found Brittany. But for this you have to remove another electric fence.


Secondary quests: Day 9 - Garden of Hope

Still in the garden of hope, here you have to destroy another electric fence. Go directly to the first bridge and kill the beetle.  Behind it there is another creature. It's hidden deep in the ground. The best diggers are the yellow Pikmins. Take them and dig out the huge orange. Then bring it to Drake.

Then you walk through the broken crystal wall. Directly on the shore you will find another file with useful information. Your next objective is to destroy the sandstone wall.


Secondary quests: Day 9 - Garden of the encounter (2)

While your Pikmin can destroy the sandstone wall explore the water. There you will find another file. Go behind the ruined wall to the small area with some logic commuting.

The first puzzle is straightforward. Shipyard Brittany and 6 Pikims on one of the two pendulum pages, then allow at least 7 Pikmins to pull it to the other side of the yard. Then take Brittany and throw 5 Pikmins to lime.

To get to the second puzzle you must first destroy the electric fence. There you will find another file.


Day 12 - The road to the captain

Grab enough of each variety of Pikmins and then run to the hill, on Brittany's side. At the point where the beetle and the pieces are still hanging a peach that you can achieve with the Yellow Pikmin. Then run right and take the small path. To get up you have to throw one of the leaders and give it at least 20 Pikmins. So that the stone can be made to roll and a cave is exposed.

In the cave you block some magma worms. Defeat them with the Red Pikmin and then go to the circuit. Then use your Yellow Pikmin to close the circuit and lit the cave. This will then open the flowers. Now when you use the output you come out on the side where the captain has landed.


Day 12 - The Cave of the Lost signal

If the wall is made of crystals destroy as go into the cave where the captain's signal is off. Attack the little chicks and touch the mushrooms to light. The next mushroom is a nest that constantly spits out new chicks. Destroy it and give your Pikmins to eat something from the nectar. You can find links to a tree when you throw Pikmin. Power and then climbs up to the Pikmin to collect another dark grape.

Since I did not have enough Yellow Pikmin with me anymore I left the area and went to the previous cave. There you will find a tangerine. Simply ask at the flowers on the wall and throw up with Yellow Pikmins. You can pick a cherry on the other side of Brittany. There the pieces lay before the flower pot.


Day 13 - The captain's rescue

Take enough Yellow Pikmin with you this time and run back to the cave of the captain. Use 10 Yellow Pikmins to close the circuit and light the cave. There is a flying chameleon visible. Light more flowers and follow it deeper into the cave.

Use the same Yellow Pikmins to close the right power circuit. As a result, the boss is just shocked now attack it. To your left you can repeat the same. To do this you have to throw some Yellow Pikmins.

After this phase, open some nests and bring it into the field of small babies. On the other side you can find the nearest light source for your opponent to attack.

Now go back to the second light source and uses your Pikmin around the tree trunk to pull out of the ground. Let them climb it to get to a bridge.


Day 13 - The end of the chameleon

Have you collected all pieces and completed the bridge, and get to the last part of the cave. There you will find a large battery. Light the whole cave with 20 Yellow Pikmins, attack it once.

In the last phase of the attack, it is constantly trying to swallow and absorb your Pikmins, attack it from the back.

Once you destroy the chameleon you will get an apple. In addition, the captain crawls out of his mouth and gives you a file. Now gather your troops and bring the remains of the boss to Pikmin; Onion and also the apple of Drake. Leave the cave on the other side and slide the cardboard box with 10 Pikmins to the side to open.


Day 14 - The Forest of the begining

Now go back. Right next to the spaceship there is a very hard stone wall that is indestructible with Pikmins. Behind the spaceship you will find a cave that leads to the area of Alph. On the other side of the stone wall you will find a file hidden in bushes. The best way to get it through a broken bridge. Take a leader and some Pikmins. Right behind it you will find the first shards of the bridge, and a file.

Next follow the path to river here you will find a hole to dig. At the next tree root you will find a new file. Behind a small valley with magma worm you will find brown shards. Dig more and take the shortcut to the base.


Day 14 - The broken bridge

After passing the wall use the two stone bombs from above and go further as you come to another brown shard for the second bridge. Right next to the broken houses one of beetles guard the electric fence. Attack it and then remove the electric fence. Then switch back to the leader at the base and remove the sandstone wall. Attack the beetle behind it and dig out the orange.

Change back to the other two leaders, behind the electric fence, attack the mini-boss and get the file.


Day 15 - Completion of the bridge

Now, you can finish the bridge. To do this you need one leader to throw over the bridge and go through the already damaged electric fence.

Waiting behind a flying enemy, you can defeat it with the Yellow and Black Pikmins. Right next to it you will find the remaining shard of the bridge. There is also a fruit to be exhumed and a file.


Day 15-2 - The Spaceman Underwear

Once you unlock transitions, there is a small passage behind the bridge that leads to your spaceship. There you will get a leader purely by throwing another. Give it some Pikmins and follow the path. In the next section you will find spaceman equipment. Throw a few Pikmins and brings the equipment to Drake. So if you continue to follow the path you come to the place where Alph has landed. Defeat the beetle and bring the fruit.


Day 16 - Preparations before the boss battle

You will face another boss battle here. You should prepare for it. Best spent one day Pikmin collection and kill monsters and take their remains to Pikmin Onion. In my opinion, you better use the Yellow Pikmin.

Look for some stone bombs and take the fight. Ideally, two to four, the more the better.

Before you run into the middle of the boss area you should run around outside once to find where the files are hidden.


Are you ready for the upcoming boss battle so grab your Pikmin army and go to the war? Once you approach the phone, it comes out of the ground shot and swallowed it. Thus the battle begins.

In the first phase, there are two actions: it digs around you, and either goes deep into the ground, attempting to devour you and your Pikmins or it rises up and bombards you with stones. Once it rises, you should move in front of it and attack it with Yellow Pikmins. Once the rock fall on you make the dodge roll (with Control Pad left / right).

If some Pikmins come into its vortex you can save them with repeated calls.

In the next phase, it often makes a really big swirl of almost the entire field covered. You stay away as far as possible from it. Losses are inevitable here. Use Yellow Pikmins in this fight.


Day 20 - The reward for the fight

After this exhausting fight your Pikmin reserves are probably exhausted and must be replenished. So go back to the boss area and grab its prey, only once. Among them are the main quest Object: The Mobilephone. To take everything you ever needed at least 66 Pikmins.


Day 20-2 mini boss and fruit dispenser

Have you returned the loot from the boss fight to Drake to collect the remaining time or energy for use Pikmin or even to go on search for more hidden fruits. To do this you have to go to the previously omitted mini-boss, the strutting around in the clearing near your base. Just take a few Pikmins to attack it. Grab the melon pieces he has guarded well as the two kiwis. Bring them quickly to the ship before midnight.


Day 21 - The River of Change

Once you reach to the river of change you will see an onion on the other side of the river. However, to get there you have to build a bridge. So follow the path past two beetles and continue. On the next page you will find the first 20 Blue shards hidden in a crystal. Here you have to use your black rock-Pikmin. (You will also come across 30 Blue shards in this area)


Day 22 - Life of Pikmin Pink

Now, you have the second bundle shards, you can go into the water and then pick the file. With the help of rock Pikmins destroy the crystal and get the fruit. Then go with enough Yellow Pikmins into the previously exposed cave then use them to bring a little light into the darkness by closing the circuit. This will then open two flowers and the way to the last blue shards.

You will find another film under the water here. This is the corner that leads to a spider web with three raspberries. Now collect your Pikmins and complete the bridge. Then run over and take the file. Then go to the net and attack the spider. Now the onion is clear. In the corner you will find another file. Here you will find some pink Pikmins.


Day 23 - New opportunities

The new wing Pikmin offers you many new possibilities and combinations. Once you have collected them enough go through water with wing-Pikmin. Here you will come across a spider, destroy it and collect the three raspberries and the last shards.


Day 24 - The Blockade of lily pads

To go further in the story you have to go back to the place where the pink onion stood at the beginning. Use 10 Wing Pikmins to lift the trunk. Here you will also find a file.

Remove the cardboard box 10 and use direct path, go back to the anchor point and walk on the boardwalk. Then destroy the sandstone wall and behind the big beetle. Also beware the leaf monsters.

On the other side of the beetle's nest with wing Pikmins you can pull up a goal, and then steal the tomato. Destroy the electric fence with Yellow Pikmins and then run to the left. Sneak past the monsters and remove the cardboard box to open the path.


Day 25 - Another bridge is broken

To get to the next area you have to fix another bridge. But first defeat the monster bill and get the Apple. The first fragments of the bridge you will find the second berth. First defeat a few bees then run through the water and get 24 shards.

Now kill the spider and then open the second terminal board (right). Among them are 15 more brown shards. Then you kill the spider with your wing Pikmin. To get to the last shards you need two leaders.

With the rock-Pikmin you can destroy the crystal that contains two kiwis. At the end of the path there is another spider. Defeat it with wing-Pikmin to get the last 13 brown shards. Once the bridge is finished you can go to the tree trunk to the next boss.


Day 26 - The Queen Bee

Once at the top of the tree you will find Olimar. It is dragged away by small bees and the queen bee will come to attack you. Here you have to use well-trained Pikmins.

The combat against the queen bee is divided into several phases. The first phase is swirling around you. They used their smaller bees as a shield. Although attacks with the Yellow Pikmin and Pikmin-wing cause no damage but reduce the number of smaller bees.

In phase 2 it attacks you directly with other bees. They collect all the bees in one spot and then attack. You can escape from this attack easily by run around the arena and keep as much distance as possible.

In the phase 3, after the queen flies around defenseless and has no bees in her defense. Here you can attack her with Yellow or Wing-Pikmin. Once you have don enough damage it briefly goes to the ground. Here you can take advantage of her and throw your other Pikmins. Preferably black, as they cause the most damage.


Day 27 - Rescue of Olimar

The more damage you have done to the queen bee the more difficult the phase 2. At first she still shoots like an arrow. Then the bees form a lineup. 30 bees to 5 rows are fired sequentially and cover almost the entire field. It is very difficult to get out without loss.

The last part of the phase looks like that all the remaining bees surround you and make the circle smaller and smaller. Now you have the best break on one side with your Pikmins. Otherwise, almost all of them would be impaled.

However, towards the end of the fight is easier. Many of their bees are destroyed.


Day 28 - The Booty Queen Bee

Once the Queen Bee is defeated her body will down, a pear and the sleeping Olimar. Bring all three things back to Drake and Pikmin Onion. To be able to carry everything you need 10 Pikmin for the bulb, 10 Pikmin for the remains of the queen bee and another 5 for the sleeping Olimar Pikmin.

The ship arrived Olimar is analyzed only once by Drake. He is identified as residents of Hocotate. Currently, he is in deep sleep. Spend the rest of the day refreshing your Pikmins.



The next morning

Once you back on the ship, the crew members from Koppai try to wake the sleeping residents. Since it seems to be impossible, all be awakened by an explosion. Only storms Charly suddenly landed from the ship. Then Alph, the notes here that Captain Olimar and the ducks are gone.

Run in the direction where you have seen Olimar runining. Now have access to a completely new area. Give your Pikmins first time the command to destroy the sandstone wall. In the meantime, you can explore the water. There are some files herer.


Day 30 - Restoration of porcelain vase

There is a connection between your new area and the water of the old area. So destroy the sandstone wall underwater, with the Blue Pikmin. If you still kill the three squid as your Blue Pikmins can carry away 30 blue white body. Then grab yourself a leader with some blue and some wing-Pikmin. Then again raises the gate up behind the bridge.


Day 31 - Access to the signal generator

Take the excavated fruit, and directly on the other side you'll find a crystal with blue shards. Go over the crab to dig out the remaining shards. In the meantime, you can fight with the crab then you can take the remains of the crab and the fruit for Drake. Collect your Pikmins and then go to the next area.

Run to the side and get the files with useful information about the boss. Once you are ready you have the crystal in the middle attack with the rock Pikmin.


Day 32 - Area Boss

Here it's best to use Red, Yellow or Blue Pikmins.


Day 33 - The Tower of Solitude

The inhabitants of Hocotate appeared as Dolphin, not Olimar. However, you will find out where is Olimar. Take 20 Pikmins with you and climb to the top of the tower. At the top, you find the golden life of Olimar. Defeat it and then grab Olimar.


Day 34 - The road through the cave

The next day you can climb the mountain. Olimar is back intact at the top of the tower. Grab it and go inside the cave. Once in the middle you can destroy the sandstone wall. Here you can dig up for the remaining shards. Do this in order to complete the bridge. The path behind the sandstone wall is just an alternative. Once you crossed the bridge will come across a spider and at the entrance you’ll find two files.

With a few stone bombs you can blow up the massive rock wall and create a shortcut to the entrance.


Day 35 - The confrontation with the plasma ghost

Take 20 Pikmin and climb the mountain. Then you grab Olimar and enter the cave. Once you have entered the cave divides your team. Team 1 (primary leader) runs into the cave in a circle around the boss to distract. Team 2 will go deeper into the cave and look for light sources.


Day 36 - Rescue of Olimar + credits

The enemy is waiting down in the clearing. Now it throws special parts. You have to destroy it completely, so that it does not heal. Each of the part that he can take the following forms:

Cube = only vulnerable from the rock-Pikmin
Bubble = Should only be attacked from the Blue Pikmin
An oil field including ball = Can only be attacked by the Red Pikmin
An electric rod = Can only be attacked by the Yellow Pikmin

So it requires a lot of coordination of the Pikmin.

With the defeat of the plasma ghost saves the Olimar. This gives you the light thanks to the key.


The end of Pikmin 3

With the defeat of the plasma ghost and rescue Olimar our heroes have returned to their planet. But the game has not yet over. Your result has been recorded in the world ranking. How fast you were, how much fruit you have collected and how much Pikmins have found and lost.

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