Master Day 4 of Pikmin 3 Deluxe's Distant Tundra! Learn to meet Yellow Pikmin, reunite Brittany and Alph, and claim four essential fruits with this detailed walkthrough.
Walkthrough
- 1Start by following the cave forward. You will meet the Yellow Pikmin. Use them to connect an electrical circuit to light up the room.
- 2Collect all nearby pellets. Throw Yellow Pikmin to get used to their higher throwing range. Once you have 20 Pikmin, push the nearby ball down the ramp to create an exit.
- 3Back outside, you need to reunite Brittany and Alph. Brittany is on the right side of the river. Run her down the ramp to a fenced area in the river – this is the swap point.
- 4Swap to Alph. Call an equal number of Red and Rock Pikmin to his side. Swap half of each color for half of Brittany's Yellow Pikmin.
- 5Have Alph attack the Dirt Gate to his left. Have Brittany and her Yellow Pikmin attack the electricity gate.
- 6Run Brittany back to the bridge and take the other path to find a pile of bridge parts on top of a flower pot.
- 7Before collecting the bridge parts, deal with the two Joustmites around the base of the flower pot. Their vulnerable spot is their rear. Charge them to defeat them.
- 8Gather the bridge pieces.
- 9While Alph's Pikmin are clearing the Dirt Gate, deal with the Bearded Ampra. Lure it into an attack, then charge it after its static discharge. Yellow Pikmin are effective.
- 10Use the red mushroom to launch Pikmin up to a pile of bridge pieces. Collect them.
- 11Return to Brittany. Gather your Pikmin and take them back to the electric gate.
- 12Use Rock Pikmin to free up the hot spring, allowing access to higher areas.
- 13Encounter an Arctic Cannon Larva. Charge it, then whistle Pikmin off after a second, wait for its 'shrug' animation, and charge again.
- 14Take the next hot spring.
- 15Defeat the Whiptongue Bulborb by aiming for its eyes. Its ranged attack requires a quick offensive.
- 16Work on the pile of bridge pieces nearby.
- 17Return to Alph. Head 'behind' the landing zone to find a glass wall with Pyroclasmic Slooch behind it. Smash the wall and use Red Pikmin to defeat the slugs.
- 18Collect the final pile of bridge pieces and the nearby strawberry (Sunseed Berry).
- 19To potentially reach the Vehemoth Phosbat and save the captain, send Alph and twenty Pikmin up a ledge to the left of a 'face' in the wall. Alph can dislodge the 'nose' to break a hole in the wall below.
- 20Grab the cherry (Cupid's Grenade) by lobbing one Pikmin up onto a ledge.
- 21Head to where you fought the Whiptongue Bulborb. Face back 'into' the level to find the 'Velvety Dreamdrop' hanging from a branch. Dislodge it with Pikmin.
- 22Find the cherry (Cupid's Grenade) by the ship. Turn around to spot a snowman on an upper ledge with a cherry on top. Use a Yellow Pikmin to dislodge it.
- 23Focus on hoarding spoils and opening shortcuts, such as the electric gate behind your ship, using Rock and Red Pikmin to claim nearby foes.
Tips
- Yellow Pikmin can be thrown higher than other types.
- Joustmites are vulnerable to a direct charge on their rear.
- Bearded Amprats are vulnerable to Yellow Pikmin and can be stunned after their static discharge.
- Arctic Cannon Larvae are best dealt with by charging, retreating, and charging again when they 'shrug'.
- Whiptongue Bulborbs are weak to attacks aimed at their eyes.
- Pyroclasmic Slooch are vulnerable to Red Pikmin after their protective wall is broken.
- Opening shortcuts is crucial for efficient traversal.
- Four Fruits: Sunseed Berry, Cupid's Grenade (x2), Velvety Dreamdrop.
- Potential to reach Vehemoth Phosbat and save the Captain (Speedrunner Goal).
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