World 3 of 6
Pikmin 3 Deluxe: Distant Tundra walkthrough
Charlie's brief opening, the Yellow Onion, a river that keeps two captains apart, and the Vehemoth Phosbat's dark cave.
- About 66 min in the videos
- 4 parts · 9 steps
- 1 boss
Compiled from 1 playthrough video and 12 guides · checked Oct 19, 2026
What each player can do here
- Left half of the split screen, leading their own captain and squad.
- On the river day, one player's captain stays on each bank: Brittany on one side, Alph on the other.
- Right half of the split screen, and free to drop in or out mid-game. Either player can open the radar, hints or Onion menu, which pauses the game for both.
- Pikmin can be thrown across the river even though captains cannot, so the two sides trade Pikmin at the throwing spot.
If your skill levels differ: Split the day's jobs rather than sharing one squad; that is how Nintendo pitches the second player. For a newer player, Deluxe adds lock-on targeting and optional hints that can be switched on. How to split the roles
Yellow Pikmin
Part 1 of 4. Wake the Yellow Onion.
- BothCharlie's short opening: he finds a group of Yellow Pikmin, and his part ends when he walks into a cave.
- BothThrow Yellow Pikmin at the electrode by the dormant Onion to bring it to life.
- BothGrow at least twenty Yellow Pikmin to roll the iron ball down and break through.
Reuniting the captains
Part 2 of 4. Build the double bridge.
- BothCaptains cannot cross the river, but Pikmin thrown at the crossing point can.
- BothEach side has two fragment piles; the bridge has two halves and needs both before the captains meet.
- BothYellow Pikmin can tear down the electric gate beside where the ship lands, opening the way to another fragment pile.
Where people tend to fall
- Pikmin head back to the flowerpot after dropping off fragments; intercept them.
- Until the two meet, Brittany cannot get back to the ship at night and goes without food.
Toward Charlie
Part 3 of 4. Reach the Vehemoth Phosbat's cave.
- BothTwenty Pikmin push another iron ball off a ledge, opening a cave.
- BothThrow Yellow Pikmin at the cave's electrode so the Bloominous Stemples bloom into a path.single source
Where people tend to fall
- Fire creatures wait in the hidden cave: send Red Pikmin, which fire cannot hurt.
The dark cave
Part 4 of 4. Beat the Vehemoth Phosbat.
- BothTwenty Yellow Pikmin on the big battery light the whole cave.
Boss
Vehemoth PhosbatThe dark-cave boss
- Lights: It hates light: Yellow Pikmin switch on the bulbs around the cave and the glare knocks it to the ground.
- Pods: Lit bulbs make its pods release baby Phosbats; destroy the pods to stop them.
- Vortex: It inhales Pikmin in front of it; whistle them back out of the pull.
- Grounded: In the air, Yellow Pikmin thrown onto it weigh it down; on the ground, pile on with Rock and Red Pikmin.
- With two captains, one can keep the boss busy while the other gets Pikmin onto the battery bridge.
- After rising it lets off a dust that chokes nearby Pikmin for a moment without killing them.
Extras and notes
- Beating it frees Charlie, who joins as the third captain.
Sources (13)
Steps compiled from 1 playthrough video and 12 text guides, checked Oct 19, 2026, and written in our own words. We did not play the game for this guide. A step marked “single source” rests on one guide so far.
- BeardBear: Pikmin 3 Deluxe - Full Game 100% Walkthrough (Distant Tundra from 2:25)
- Pikipedia: Pikmin 3 Deluxe
- Nintendo: Pikmin 3 Deluxe (store page)
- Nintendo World Report: Pikmin 3 Deluxe review
- Stevivor: Pikmin 3 Deluxe review
- Pikipedia: Distant Tundra
- IGN: Day 1 - Charlie's Crash Site
- IGN: Day 5 - Frozen Tundra
- IGN: Day 6 - Frozen Tundra
- IGN: Day 7 - Vehemoth Phosbat
- IGN: Day 8 - Vehemoth Phosbat
- Pikipedia: Vehemoth Phosbat
- Pikipedia: Olimar's Assignment