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* '''Normal levels''' usually have a few harmful enemies, and sometimes don't have any treasure.
* '''Normal levels''' usually have a few harmful enemies, and sometimes don't have any treasure.
* '''[[Rest sublevel|Rest levels]]''' either lack enemies or only have harmless enemies (exceptions being [[Doodlebug]]s and [[Bulbmin]]). Rest levels have Pikmin-supporting items, such as [[nectar]], [[ultra-bitter spray]], [[ultra-spicy spray]], or [[Candypop Bud]]s. These levels usually lack treasures, and feature [[Music in Pikmin 2#Relax|special ambient music]]. Most rest levels also have a [[geyser]] available, so the player can return to the surface if they have a low number of Pikmin.
* '''[[Rest sublevel|Rest levels]]''' either lack enemies or only have harmless enemies (exceptions being [[Doodlebug]]s and [[Bulbmin]]). Rest levels have Pikmin-supporting items, such as [[nectar]], [[ultra-bitter spray]], [[ultra-spicy spray]], or [[Candypop Bud]]s. These levels usually lack treasures, and feature [[Music in Pikmin 2#Rest|special ambient music]]. Most rest levels also have a [[geyser]] available, so the player can return to the surface if they have a low number of Pikmin.
* '''Boss levels''' contain one or more large [[boss]]es, are usually the final level of a cave. The only cave without a boss level is the [[Emergence Cave]], and the one with the most is the [[Hole of Heroes]]. When the boss is defeated, it often drops an [[upgrade]] for the [[leader]]s' space suits or ship.
* '''Boss levels''' contain one or more large [[boss]]es, are usually the final level of a cave. The only cave without a boss level is the [[Emergence Cave]], and the one with the most is the [[Hole of Heroes]]. When the boss is defeated, it often drops an [[upgrade]] for the [[leader]]s' space suits or ship.


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In ''Pikmin 2'', the deepest sublevel of every cave receives special attention by the game and is known as the '''final floor''', or the '''final level''' in the European [[region]] of the [[New Play Control! Pikmin 2|''New Play Control!'' version]]. As the player drops into it, the game announces this by playing a distinct jingle, along with displaying the words "FINAL FLOOR!" or "FINAL LEVEL!" in large, yellow letters, before the player regains control. Additionally, on the [[HUD]], the word "SUBLEVEL" in the top-right corner is replaced with the words "FINAL FLOOR" or "FINAL LEVEL" in yellow.
In ''Pikmin 2'', the deepest sublevel of every cave receives special attention by the game and is known as the '''final floor''', or the '''final level''' in the European [[region]] of the [[New Play Control! Pikmin 2|''New Play Control!'' version]]. As the player drops into it, the game announces this by playing a distinct jingle, along with displaying the words "FINAL FLOOR!" or "FINAL LEVEL!" in large, yellow letters, before the player regains control. Additionally, on the [[HUD]], the word "SUBLEVEL" in the top-right corner is replaced with the words "FINAL FLOOR" or "FINAL LEVEL" in yellow.


In ''Pikmin 4'', there is far less attention drawn, simply displaying "FINAL SUBLEVEL" in place of the number as it fades away. For caves with only 1 sublevel ([[Burrow of Beginnings]], [[Last-Frost Cavern]], [[Dream Home]], [[Sightless Passage]]), the distinction does not appear at all.
In ''Pikmin 4'', there is far less attention drawn, simply displaying "FINAL SUBLEVEL" in place of the number as it fades away. For caves with only 1 sublevel ([[Burrow of Beginnings]], [[Last-Frost Cavern]], [[Dream Home]]), the distinction does not appear at all.


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{{clear}}


== Hole ==
== Hole ==
[[File:P4 unavailable cave exit.jpg|thumb|The exit of a cave that has not been completed yet in ''Pikmin 4'', lacking a lid.]]
[[File:P4 unavailable cave exit.jpg|thumb|The exit of a cave that has not been completed yet in ''Pikmin 4''. Notice how it lacks a lid.]]
To enter a cave, the player must get close to a hole and press the [[throw]] button. To go from one sublevel to the next, the same must be done to a similar hole within the sublevel.
To enter a cave, the player must get close to a hole and press the [[throw]] button. To go from one sublevel to the next, the same must be done to a similar hole within the sublevel.


In ''Pikmin 2'', the holes are round, rocky mounds, with a small hole in them. On the cave entrance hole, if the cave has not been [[#Cave completion|completed]], wisps of steam will come out, and the screen will become foggy when the hole is approached. In contrast, if it has been completed, a simple red flag will be placed near the entrance. Inside a cave, the hole to a next sublevel will always contain steam, but will not fog the screen.
In ''Pikmin 2'', the holes are round, rocky mounds, with a small hole in them. On the cave entrance hole, if the cave has not been [[#Cave completion|completed]], wisps of steam will come out, and the screen will become foggy when the hole is approached. In contrast, if it has been completed, a simple red flag will be placed near the entrance. Inside a cave, the hole to a next sublevel will always contain steam, but will not fog the screen.


In ''Pikmin 4'', the holes are black tubes with colored lids – cyan for normal caves, gray for [[Dandori Challenge]]s, and orange for [[Dandori Battle]]s. They are actually Japanese {{w|curb box}}es, which are plastic tubes that house valves. After completing that cave, a flag appears in the color of the player's spacesuit with the [[Rescue Corps]] logo. When completing [[Burrow of Beginnings]] for the first time, [[Collin]] can be seen placing one such flag down in a cutscene. In addition, some caves have 2 holes, where the player will enter in one side and exit on the other such as the [[Aquiferous Summit]] , the [[Frozen Inferno]] and the [[Engulfed Castle]]. Entering the "Exit" side of the cave (which has no cyan lid) from the surface will slightly change the layout to allow the sublevels to be cleared in reverse order, with an air vent that takes the player back to the "entrance" hole on the first sublevel. Exiting a cave from the [[pause menu]] will take the player back to the hole they entered from.
In ''Pikmin 4'', the holes are black tubes with colored lids – cyan for normal caves, gray for [[Dandori Challenge]]s, and orange for [[Dandori Battle]]s. They are actually Japanese {{w|curb box}}es, which are plastic tubes that house valves. After completing that cave, a flag appears in the color of the player's spacesuit with the [[Rescue Corps]] logo. When completing [[Burrow of Beginnings]] for the first time, [[Collin]] can be seen placing one such flag down in a cutscene. In addition, some caves have multiple holes, where the player will enter in one side and exit on the other such as the [[Aquiferous Summit]] and the [[Engulfed Castle]]. Entering the "exit" side of the cave from the surface will slightly change the layout to allow the sublevels to be cleared in reverse order, with an air vent that takes the player back to the "entrance" hole on the first sublevel. Exiting a cave from the [[pause menu]] will take the player back to the hole they entered from.


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{{clear}}
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|}


[[Treasures]] will not reappear once collected, unless the way the player [[#Exiting caves|exits the cave]] puts them back (escape with the [[Hocotate ship]] in [[Pikmin 2]] or failure). Some Candypop Buds that have a [[Candypop family#Maximum Pikmin requirement|maximum Pikmin requirement]] will also not show up.
[[Treasures]] will not reappear once collected, unless the way the player [[#Exiting caves|exits the cave]] puts them back. Some Candypop Buds that have a [[Candypop family#Maximum Pikmin requirement|maximum Pikmin requirement]] will also not show up.


In ''Pikmin 4'', wild Pikmin, enemy corpses, treasures, and so on will remain in the same state the player left the cave in for a few days, position included, until the cave is completed, at which point the standard rules for respawning everything from scratch described above apply.
In ''Pikmin 4'', wild Pikmin, enemy corpses, treasures, and so on will remain in the same state the player left the cave in for a few days, position included, until the cave is completed, at which point the standard rules for respawning everything from scratch described above apply.
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When the player chooses to exit the current sublevel, all non-[[sprout]] Pikmin, all conscious leaders, and Oatchi will automatically join the group and jump together, regardless of distance.
When the player chooses to exit the current sublevel, all non-[[sprout]] Pikmin, all conscious leaders, and Oatchi will automatically join the group and jump together, regardless of distance.


As explained [[#Pikmin management|below]], when a sublevel is exited, if there are any unplucked sprouts, the game will notify the player about this and ask them if they wish to continue. The same happens if there are any uncollected [[Flarlic]], [[Treasure]]s or [[castaway]]s.
As explained [[#Pikmin management|below]], when a sublevel is exited, if there are any unplucked sprouts, the game will notify the player about this and ask them if they wish to continue. The same happens if there are any uncollected [[Onion]]s, [[Flarlic]], or [[castaway]]s.


=== Exiting caves ===
=== Exiting caves ===
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=== Cave generation ===
=== Cave generation ===
{{see|Pikmin 2 cave generation|t1=''Pikmin 2'' cave generation}}
{{see|Pikmin 2 cave generation|t1=''Pikmin 2'' cave generation}}
In [[Pikmin 4]], caves are not generated randomly and always appear the same if entered from the same hole of the cave.


== Oddities ==
== Oddities ==
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=== Cave entrance leader mixup ===
=== Cave entrance leader mixup ===
{{main|Glitches in Pikmin 2#Cave entrance leader mixup}}
When entering the first sublevel of a cave in ''Pikmin 2'', the game may or may not switch the player's active leader. This does not happen when the player goes from one sublevel to the next, making it mysterious as to why the leader changes seemingly randomly when going to the first sublevel.
When entering the first sublevel of a cave, the game may or may not switch the player's active leader. It depends on the last leader the player used to jump to a non-first sublevel.
 
In reality, this happens because of a simple glitch. In order to decide what leader to turn active whenever a sublevel is entered (be it the first or not), the game reads a variable in memory. This variable is also saved onto the [[Saved game|save game data]] and loaded from it. It is set whenever the player goes from one sublevel to the next, which explains why, when the next sublevel is loaded, the game selects the correct leader. However, this variable never gets set when the cave itself is entered. This means that when the first sublevel is finished loading, the game reads the variable, and uses an outdated value, last updated when a sublevel hole was entered. This glitch was not fixed for the ''New Play Control!'' or Nintendo Switch rerelease.
 
It can also be noted that [[Challenge Mode (Pikmin 2)|Challenge Mode]] uses a different behavior, without a glitch, and that the default value of the variable is 0, meaning that at the start of the game, before the player goes from one sublevel to the next, the game will make Olimar the active leader when entering a cave.


=== Hole entrance grunt mixup ===
=== Hole entrance grunt mixup ===
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P2 Cave Entrance Artwork.png|Artwork of a cave entrance.
P2 Cave Entrance Artwork.png|Artwork of a cave entrance.
Emergence Cave Location.png|A completed cave.
Emergence Cave Location.png|A completed cave.
Cave.png|The entrances to caves above ground. These look the same as the holes used to go down to the next sublevel in ''Pikmin 2''.
Cave.png|The hole used to go down to the next sublevel in ''Pikmin 2''. These look the same as entrances to caves above ground.
</gallery>
</gallery>


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* All story mode caves in ''Pikmin 2'', besides the caves in the [[Wistful Wild]], have some hint of some part of their contents as background scenery nearby. Examples of this would be the concrete block near the [[Citadel of Spiders]] (hinting towards the concrete theme), the ceramic tiling near the [[Frontier Cavern]] (hinting towards the brick wall designs) and the [[Shower Room]] being enclosed in a tiled tub (hinting towards the tile theme used in said cave).
* All story mode caves in ''Pikmin 2'', besides the caves in the [[Wistful Wild]], have some hint of some part of their contents as background scenery nearby. Examples of this would be the concrete block near the [[Citadel of Spiders]] (hinting towards the concrete theme), the ceramic tiling near the [[Frontier Cavern]] (hinting towards the brick wall designs) and the [[Shower Room]] being enclosed in a tiled tub (hinting towards the tile theme used in said cave).
* In "dirt"-styled sublevels, it is possible to see [[dig|buried]] treasure through the floor, in some angles.{{cite web|https://www.reddit.com/r/Pikmin/comments/nitcv2/tfw_you_realize_you_can_see_buried_treasure/|Post|reddit|published={{date|22|May|2021}}|retrieved={{date|3|May|2022}}}}
* In "dirt"-styled sublevels, it is possible to see [[dig|buried]] treasure through the floor, in some angles.{{cite web|https://www.reddit.com/r/Pikmin/comments/nitcv2/tfw_you_realize_you_can_see_buried_treasure/|Post|reddit|published={{date|22|May|2021}}|retrieved={{date|3|May|2022}}}}
* If the player somehow gets to an exit hole before the cave is completed, it can't be entered{{source needed}}


== Names in other languages ==
== Names in other languages ==
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|ItaM=Cave
|ItaM=Cave
|ItaI=Cava
|ItaI=Cava
|Kor=동굴
|KorR= Dong-gul
|KorM=Cave
|Spa=Cueva
|Spa=Cueva
|SpaM=Cave
|SpaM=Cave
}}
}}
{| class="responsive-col"
{|
|- style="vertical-align:top"
|- style="vertical-align:top"
|'''Sublevel'''
|'''Sublevel'''
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|Ita=Livello
|Ita=Livello
|ItaM=Level
|ItaM=Level
|Kor=층
|KorR=Cheung
|KorM=Floor
|Spa=Nivel/Sub Nivel
|Spa=Nivel/Sub Nivel
|SpaM=Level/Sub Level
|SpaM=Level/Sub Level

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