Pikmin - Day 18 - UV Lamp
We're back in the Distant Spring and regret not using my full time on previous days to do a little more house cleaning here. But better late than never, right? We still got plenty of time. We'll be grabbing the UV Lamp in this video, which is one of five optional ship parts.
However, since we're here and have plenty of time, we might as well grab it. Right? Let's do it...
DAY 18 - UV LAMP
We've already picked up the three pieces located in the south, which are the Repair-Type Bolt, massage Machine and Interstellar Radio. We've also picked up two pieces in the northwest, which were the Gluon Drive and Zirconium Roto. What's left is for us to pick up the five pieces that are located due north and in the northeast.
The more days you stay here, the more weird stuff will beging to happen. For example, the Shearwigs will appear at the bridge we built near the Massage Machine and begin to dismantle it. So I start off by grabbing 5 Blue Pikmin and pick off those three Shearwigs. I return my Blues and grab 9 Yellow Pikmin, then have them grab the nine Bomb Rocks located in that area.
We're now going to head northeast of camp through opening we made when we tore the stone fence down that was here yesterday. There's about three adult Spotted Bulborgs in this area, each of which has about 3 dwarf bulborgs with it. The dwarves can be killed with just one bomb rock, however the adults will require four.
Hopefully with the nine you have, you should be able to clear the first two families. The third is not quite as important, but if you feel like clearing it as well, you could always grab 4 more bomb rocks located northwest from camp. But as long as we have free reign of that little area northeast of camp, you should be fine.
Increase your Yellow Pikmin to 20. If you head east from the stone gate opening, you'll see a series of ledges. Check the overhead view and chuck all your Yellows into a pit just a head of you. Ideally, they start working on building a climbing stick. Now have Olimar go around and use the ramp a little northwest of here.
Have your Yellows climb up the stick and then have Olimar join them. You should see the UV LAMP on the highest ledge above you. What you need to do is throw your Yellows to the ledge just above you. Then have Olimar go around again and meet them on that ledge.
It helps if you whistle, then use the C-stick to keep them pressed against the wall. Using the overhead view again, throw your Yellows up to the UV Lamp. It only takes ten and can hold a maximum of 20. Have them carry it back to camp.
After that, feel free to try and plan ahead for the future or pick up the spoils to build out your Pikmin ranks. Welp, it's time for us to take a break. Join us next time for 'Day 19 - Bowsprit & Pilot's Seat'.