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{{game icons|p2=y|p4=y}}
{{game icons|p2=y}}
[[File:Into the hole.jpg|thumb|200px|Some Pikmin jumping in a cave.]]
{{image|We need an image of entrances to caves that are completed. Also an image of leaders and Pikmin jumping in for the top of the page.}}
'''Caves''' ({{j|洞窟|Dōkutsu|Cave}}) are underground locations in {{p2}} and {{p4}}. Exploring them is important since they contain [[treasure]]s, [[castaway]]s, [[Flarlic]], and wild [[Pikmin family|Pikmin]] inside. Each cave consists of a series of cramped [[#Sublevel|sublevels]] that limit the player's possibilities, with the gameplay and ambiance inside reflecting that fact:
'''Caves''' are the underground areas in ''[[Pikmin 2]]'', of which 14 exist in all. Although there is a large overworld, most [[treasure]]s are found in these caves, so most of the time playing the game is spent down them. All enemies, including bosses, respawn between visits - the only exceptions to this are [[Violet Candypop Bud]]s and [[Ivory Candypop Bud]]s, which, in some caves such as [[Frontier Cavern]] and [[Hole of Beasts]], do not appear once the player has 20 or more [[Purple Pikmin]] or [[White Pikmin]] already; this is to stop the player from gathering large numbers of Purples and Whites with too much ease.
* There are usually only one or two possible paths the player can follow to explore a given sublevel.
* Since there is no access to [[Onion]]s, it is impossible to retrieve more Pikmin, and getting new Pikmin can only be done with [[Candypop Bud]]s, [[Bulbmin]], or wild Pikmin.
* The current [[day]] cannot be ended until the cave is exited.
* The [[music]] in caves is significantly more minimal than the music in outside [[area]]s, and in ''Pikmin 2'' is partially randomly generated following specific parameters, like the terrain.


Caves in both games are composed differently, with sublevels in ''Pikmin 2'' being [[Pikmin 2 cave generation|generated randomly]] each time, but following a specific layout scheme, while sublevels in ''Pikmin 4'' are fixed and focus more on puzzle-solving. The two games also have other minute differences in the way caves work.
The time of [[day]] does not pass while the player is in a cave, and their floors are generated [[Randomness|random]]ly each time, but follow a specific layout scheme. According to earlier versions of the game, this is because the space-time continuum was warped due to the cave's geomagnetic radiation field.<ref>"''A geomagnetic radiation field underground must have warped the space-time continuum.''" "''Even my record of the terrain has been erased.''" &ndash; Early dialog in [http://tcrf.net/Proto:Pikmin_2/Cutscene_Text#Return_to_the_Surface the prototype version of ''Pikmin 2''].</ref> The final version's instruction manual simplifies this and simply calls it "a powerful magnetic field".<ref>"''Because of a powerful magnetic field deep under the surface, time does not pass underground.''" &ndash; Explanation of the time passage in page 25 of the manual.</ref><ref>"''The powerful magnetic field between the surface and underground can have peculiar, unexpected results. You can't rely merely on your memory, as familiar areas can often appear foreign.''" &ndash; Explanation of the caves' random generation in page 26 of the manual.</ref>


Caves are entered through [[#Hole|holes]] in the areas. Similarly, somewhere in the cave is a way to [[#Exiting caves|exit it]], allowing the player to safely return to the surface with all of their collected objects.
Caves are entered though [[#Hole|holes]]. To enter one, the player must press {{button|gcn|A|wii|A}} while near it. If the other leader is alive, it'll instantly join the party, regardless of distance. Any [[Pikmin family|Pikmin]] under the current leader's control will jump down with them, and any that are idle, working, or on an idle leader's group will return safely to their [[Onion]]s. Once the player enters a cave, there is no way to increase Pikmin population save for [[Bulbmin]] and/or [[Queen Candypop Bud]]s. It is not possible to enter a cave without Pikmin.


In ''Pikmin 2'', stages in [[Challenge Mode (Pikmin 2)|Challenge Mode]] and [[2-Player Battle]] also take place in caves, but this article focuses on the caves in [[Story Mode]], which includes [[Dandori Challenge]] and [[Dandori Battle]] stages. The other {{pg}} do not have caves per se, but have underground locations regardless. {{p1}} has [[The Forest Navel]], {{p3}} has underground sections within its main areas, and {{hp}} has some cave-themed levels.
Inside a cave, if both leaders lose all their [[health]] or all Pikmin die, the research pod will cancel the expedition, losing the collected treasures in the process, and then bring them to the overworld. A mission can also be aborted manually by using the [[Menu#Pause|pause menu]].


== List of caves ==
The [[Music in Pikmin 2#Caves|music in caves]] is significantly more minimal than the music in outside [[area]]s, and in ''Pikmin 2'', cave music is also randomly generated following a specific layout, like the terrain.
=== ''Pikmin 2'' ===
 
{| class="responsive-col" style="width:100%"
''[[Pikmin (game)|Pikmin]]'' and ''[[Pikmin 3]]'' do not have caves like the ones in ''Pikmin 2'', but have underground locations regardless. ''Pikmin'' has [[The Forest Navel]] while some [[area]]s in ''Pikmin 3'' have sections inside caverns.
 
==Sublevels==
The caves are split into several [[sublevel]]s. The shortest cave has two sublevels and the longest has fifteen. Each sublevel usually has at least one treasure for the player to find, and almost always one or more enemies. To enter a new sublevel, {{button|gcn|A|wii|A}} must be pressed near a [[#Hole|hole]]; all Pikmin and live leaders will fall down the hole, and planted Pikmin will remain. This is also true for the exit [[geyser]]s that allow exiting the cave safely.
 
Every time a sublevel is entered, the game is [[Saved game|saved]], so if the player turns the game off and then back on, they'll start over in the same sublevel, but with a different layout, if it's not fixed. Sublevels can be roughly categorized into three types:
 
'''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 a [[Music in Pikmin 2#Rest|special musical ambience]].
 
'''Boss levels''' 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]]. They hold one large [[Enemy#Boss|boss enemy]] (although in some rare circumstances there may be up to three) and maybe a few normal enemies, and the boss, when defeated, often drops an item which upgrades the [[leader]]s' space suits or ship.
 
== Hole ==
[[File:Cave.png|thumb|The hole used to go down to the next sublevel. These look the same as entrances to caves above ground.]]
To enter a cave, the [[leader]]s and Pikmin must dive into a hole. To go from one sublevel to the next, they must also go down a similar hole.
 
The holes are round, rocky mounds, with a small hole in them. On the cave entrance hole, if the dungeon still has uncollected treasure, wisps of steam will come out, and the screen will become foggy when the hole is approached. Inside a cave, the hole to a next sublevel will always contain steam, but will not fog the screen.
 
To enter a hole, the player must simply press {{button|gcn|A|wii|A}} when their leader is close to it.
 
{{clear}}
== Floor designs ==
Each cave floor is comprised of several [[Cave units|units]], organized in a [[Randomness|random]] fashion, but commonly following a theme. The following is a list of existing themes, judging from the naming scheme of the units' internal game files.
 
;Concrete walls
: [[File:Concrete Maze.jpg|thumb|left|120px|[[Concrete Maze]].]] This design features plants, sandy floors, and concrete walls. [[Egg]]s and [[bomb-rocks]] will occasionally fall from the cave ceiling.
{{clear}}
 
;Garden
: [[File:Three Color Training.jpg|thumb|left|120px|[[Three Color Training]].]] This type of design appears as if the party is outside. These type of designs always have harmful enemies in them, save [[Mitite]]s, and can be found in caves such as the [[Snagret Hole]] and in [[Challenge Mode (Pikmin 2)|Challenge Mode]]. The second to last level in Challenge mode, the [[Sniper Room]], is the only nighttime garden level.
{{clear}}
 
;Metal
: [[File:Dream Den-sub5.jpg|thumb|left|120px|[[Dream Den]].]] This design has metal floors and low walls, making it possible to [[throw]] Pikmin and ward some enemies out of bounds. It frequently contains [[Careening Dirigibug]]s, [[Gatling Groink]]s, or [[Lithopod]]s, with [[bomb-rocks]] appearing on occasion. The first area with a floor like this is the first sublevel of the [[White Flower Garden]].
{{clear}}
 
;Snow
: [[File:Cave of Pain.jpg|left|thumb|120px|[[Cave of Pain]].]] A common sublevel design in the [[Valley of Repose]], these sublevels are blanketed with snow, and have stone &ndash; and occasionally brick &ndash; walls. The floors are commonly littered with dying [[Figwort]]s. [[Hairy Bulborb]]s and [[Snow Bulborb]]s are often present here.
{{clear}}
 
;Soil
: [[File:Emperor's Realm.jpg|thumb|left|120px|[[Emperor's Realm]].]] This theme represents a very basic type of cave, with soil floors and stone walls.
{{clear}}
 
;Toybox
: [[File:Lost Toy Box.png|left|thumb|120px|[[Lost Toy Box]].]] These cave designs are in caves such as [[Glutton's Kitchen]] and the [[Dream Den]]. These levels are often filled with giant toys and treasures that are used for food, entertainment, and office supplies. The borders of the sublevels are smaller toys that Pikmin and [[Enemy|enemies]] can cross, but not [[leader]]s. They sometimes can be covered with a large carpet that stretch for the entirety of the floor.
{{clear}}
 
;Tiles
: [[File:The Giant's Bath.jpg|thumb|left|120px|[[The Giant's Bath]].]] Tiles cover nearly the whole sub-level and many [[hazard]]s are found on these types of design. [[Wogpole]]s will sometimes fall from the cave ceiling.
{{clear}}
 
==List of caves==
{| style="width: 100%;"
| style="width: 25%; vertical-align: top;" |
| style="width: 25%; vertical-align: top;" |
;[[Valley of Repose]]:
;[[Valley of Repose]]:
* [[Emergence Cave]]
* [[Emergence Cave]]
* [[Frontier Cavern]]
* [[Subterranean Complex]]
* [[Subterranean Complex]]
* [[Frontier Cavern]]
| style="width: 25%; vertical-align: top;" |
| style="width: 25%; vertical-align: top;" |
;[[Awakening Wood]]:
;[[Awakening Wood]]:
Line 40: Line 90:
|}
|}


=== ''Pikmin 4'' ===
==Technical discrepancies==
{| class="responsive-col" style="width:100%"
Even though the cave and sublevel information is present in human-readable format within the game's files, some of their settings appear to make no sense, as the values in the files don't match up to what happens in-game. The following assumed discrepancies have been noted:
| style="width: 25%; vertical-align: top;" |
*Property {f002} (敵最大数, meaning "Maximum number of enemies") of a sublevel indicates the maximum number of enemies (plants, hazards and other things included) that can appear. This value, however, doesn't always seem to make sense. The same applies to property {f014} (キャップ最大数, meaning "Maximum number of dead ends").
;[[Rescue Command Post]]:
*The objects in a cave's sublevel are specified in a list, with the number of instances after the object's name. This number is quite erratic, often deviating from any sort of pattern. This can even lead to numbers that appear to indicate the existence of at least some objects of a certain type, when in fact, none appear. An example of this would be the first floor of [[Hazard Training]], which claims to have "11" eggs, but has none. There is another property, connected to all objects, named "type", but even that property's values don't follow any pattern. Examples of erratic numbers include:
* [[Burrow of Beginnings]]
**"2" small dying [[Figwort]]s actually means 2 (sublevel 1 of the [[Twilight Garden]], line 62 of ch_MUKI_damagumo.txt)
| style="width: 25%; vertical-align: top;" |
**"20" small dying [[Figwort]]s actually means 2 (sublevel 1 of the [[Twilight Garden]], line 48 of ch_MUKI_damagumo.txt)
;[[Sun-Speckled Terrace]]:
**"20" [[Fiery Blowhog]]s actually means 2 (sublevel 2 of the [[White Flower Garden]], line 78 of forest_2.txt)
* [[Last-Frost Cavern]]
**"12" [[Common Glowcap]]s actually means 12 (sublevel 1 of the [[Red Chasm]], line 43 of ch_MAT_limited_time.txt)
* [[Crackling Cauldron]]
*Property {f013} (隠し床, meaning "Hidden floor") of a sublevel indicates whether there's ground under the [[cave units]] or if it should be simulated. This is due to the fact that toybox and garden levels' units do not contain ground. However, sublevel 4 of [[Snagret Hole]] has this value set to 1 as well, despite the fact that soil-type units always have a ground.
* [[Aquiferous Summit]]
*Sublevel 8 of the [[Dream Den]], sublevels 1 and 2 of the [[Hot House]] and sublevels 1, 2, 4, 5, 6 and 7 of the [[Collector's Room]] all have their property {f00A} (VRBOX, the "skybox" model) set to "vrbox". Both sublevels of the [[Green Hole]] have that property set to "f010". Both of these values are invalid, and the game defaults to having no "skybox".
* [[Industrial Maze]]
**In addition, the folder that contains the models for the skyboxes, <code>/user/Kando/map/vrbox/</code> also contains a file for a "meck" skybox, <code>meck.szs</code>. This skybox is not used in the game, and it contains no model or any other file, just an empty folder.
* [[Hectic Hollows]]
*The final sublevels of the [[Subterranean Complex]], the [[Hole of Beasts]] and the [[Bulblax Kingdom]] all have property {f010} (階段を壊す岩で隠す(0=オフ 1=オン)) set to 1. This property decides whether the hole to the next sublevel should be [[clog]]ged or not. The oddity here is that the final sublevel does not have a hole.
| style="width: 25%; vertical-align: top;" |
*The final sublevels in the [[Cave of Pain]], [[Red Chasm]], [[Collector's Room]] and the [[Breeding Ground]] all have property {f007} (帰還噴水(1=あり)) set to 0. This property decides whether a level contains an escape [[geyser]] or not. Naturally, all final sublevels contain one in-game, so the fact that these sublevels have that property set to 0 is a mystery.
;[[Blossoming Arcadia]]:
* [[Drafty Gallery]]
* [[Secluded Courtyard]]
* [[Sightless Passage]]
* [[Kingdom of Beasts]]
| style="width: 25%; vertical-align: top;" |
;[[Serene Shores]]:
* [[Seafloor Resort]]
* [[Subzero Sauna]]
* [[Below-Grade Discotheque]]
* [[Engulfed Castle]]
|-
| style="width: 25%; vertical-align: top;" |
;[[Hero's Hideaway]]:
* [[Doppelgänger's Den]]
* [[Frozen Inferno]]
* [[Plunder Palace]]
| style="width: 25%; vertical-align: top;" |
;[[Giant's Hearth]]:
* [[Ultimate Testing Range]]
* [[Dream Home]]
* [[Cradle of the Beast]]
| style="width: 25%; vertical-align: top;" |
;[[Primordial Thicket]]:
* [[Cavern for a King]]
* [[The Mud Pit]]
* [[Subterranean Swarm]]
|-
|}
 
==== Dandori caves ====
{| class="responsive-col" style="width:100%"
| style="width: 25%; vertical-align: top;" |
;[[Dandori Challenge]]:
* [[Dandori Day Care]]
* [[Hotshock Canyon]]
* [[Rockaway Cellars]]
* [[Test Tubs]]
* [[Ice-Cross Course]]
* [[Hefty Haulway]]
* [[Strategic Freezeway]]
* [[Aerial Incinerator]]
* [[Planning Pools]]
* [[Toggle Training]]
* [[Cliff-Hanger's Hold]]
* [[Oasis of Order]]
* [[Trial of the Sage Leaf]]
| style="width: 25%; vertical-align: top;" |
;[[Dandori Battle]]:
* [[Trial Run]]
* [[Battle in a Box]]
* [[Dandori Castle]]
* [[Leafy Showdown]]
* [[Hot Sandy Duel]]
* [[Final Battle]]
|}


== Sublevel ==
== Glitches==
Each cave is divided into a number of sublevels. Each sublevel consists of a small isolated location, and will usually have at least one [[treasure]] or [[castaway]] and a few enemies. The player can only play on one sublevel at a time, and there can't be any Pikmin activity outside the current sublevel or cave. The shortest cave in ''Pikmin 2'' &ndash; [[Emergence Cave]] &ndash; has two sublevels and the longest &ndash; [[Hole of Heroes]] &ndash; has fifteen.
{{todo|Confirm the glitch where the Pikmin don't jump down and remain idle. If confirmed, add it to the glitches page.}}
*[[Glitches in Pikmin 2#Cave hole glitch|Cave hole glitch]]: It is possible for a leader to end up inside the cave hole's geometry, if he's placed on the hole's spawning point before it spawns.
*[[Glitches in Pikmin 2#Cave death count glitch|Cave death count glitch]]: If a Pikmin is suffering from a hazard and the player chooses to go to the next sublevel, the Pikmin will still have the suffering animation when jumping down the hole. If they made that last cry, they will nevertheless be alive on the next sublevel, but the total Pikmin lost count will increase.
*[[Glitches in Pikmin 2#Instant Pikmin extinction|Instant Pikmin extinction]]: By entering a cave and [[dismiss]]ing at the same time, the game will let the player enter the cave with no Pikmin.
*There is a glitch that can happen when proceeding to the next sublevel. In the animation where everybody jumps into the hole, some Pikmin may appear idle and won't jump in. Thankfully, these Pikmin that don't jump in will appear on the next sublevel.


When a cave is entered, the player will land in its first sublevel, and will be able to proceed through that cave's sublevels in order through the use of [[#Hole|holes]]. Some sublevels have [[#Exiting caves|a way to exit]] safely while keeping all collected objects.
== Trivia==
 
{{todo|Get source for this claim about keeping the treasures when leaving via pause.}}
Every time a sublevel is entered the game is [[Saved game|saved]], so if the player turns the game off and then back on again, they will start in the same sublevel. In the case of ''Pikmin 2'', the sublevel will be generated randomly again.
*In an earlier version of ''Pikmin 2'', the player could leave caves with half of the collected treasure if they leave through the [[Menu#Pause|pause menu]]. However, all Pikmin would be lost in doing so.
 
*For some reason, when entering the first sublevel of a cave, the game automatically switches to a specific leader. If the player has [[Olimar]] and [[Louie]], Olimar will always become the active leader upon entering. If it's [[Olimar]] and [[The President]], then the President will. This does not happen in ''[[New Play Control! Pikmin 2]]'', so presumably, it is a [[mistake]].
Sublevels in ''Pikmin 2'' can generally be categorized into 3 types, those being:
*When entering a cave or sublevel hole, each leader grunts as he jumps. However, the first leader to jump will always make Olimar's sound effect, and the one behind will always make Louie's, regardless of the existing leaders and their order. The only exception is if the second leader is fallen, at which point only the first leader will grunt, still with Olimar's voice.
 
*The [[Music in Pikmin 2#Enter cave|fanfare]] that plays when jumping into the first sublevel of a cave is played again on organ during the [[Music in Pikmin 2#Enter new sublevel|fanfare]] that plays when a deeper sublevel is entered.
* '''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.
* '''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.
 
''Pikmin 4'' has a greater emphasis on puzzles and exploration, with all sublevels having fixed layouts, compared to ''Pikmin 2''{{'s}} random generation on most of its sublevels. Some sections of some layouts are references to or outright reworkings of [[cave unit]]s originally from ''Pikmin 2'', such as <code>room_hitode4x4_3_metal</code> and <code>room_dan4x4i_3_conc</code>.
 
=== Final floor ===
[[File:Finallevel.png|thumb|The cutscene that plays when a final level is reached in the European [[region]] of the [[New Play Control! Pikmin 2|''New Play Control!'' version]]. In all other versions of the game, the text says "FINAL FLOOR!" instead.]]
Since at the final sublevel of a cave there is nowhere else to go, all final floors contain a [[geyser]] or air vent for the player to [[#Exiting caves|return to the surface]] and end their cave mission.
 
Typically, final sublevels have something grand to them. In ''Pikmin 2'', the final floor of all caves except the [[Emergence Cave]] is a boss level, and in ''Pikmin 4'', most caves have a [[castaway]] to rescue at the final sublevel.
 
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.
 
{{clear}}
 
== 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.]]
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 4'', the holes are black tubes with colored lids &ndash; 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.
 
{{clear}}
 
== Mechanics ==
=== Passage of time ===
In ''Pikmin 2'', the time of [[day]] does not pass while the player is in a cave. According to earlier versions of the game, this is because the space-time continuum was warped due to the cave's geomagnetic radiation field.{{cite web|quote=A geomagnetic radiation field underground must have warped the space-time continuum. / Even my record of the terrain has been erased.|http://tcrf.net/Proto:Pikmin_2/Cutscene_Text#Return_to_the_Surface|Proto:Pikmin 2/Cutscene Text|The Cutting Room Floor}} The final version's instruction manual simplifies this and simply calls it "a powerful magnetic field".{{cite quote|Because of a powerful magnetic field deep under the surface, time does not pass underground.|Explanation|page 25 of the manual}}{{cite quote|The powerful magnetic field between the surface and underground can have peculiar, unexpected results. You can't rely merely on your memory, as familiar areas can often appear foreign.|Explanation|page 26 of the manual}}
 
In ''Pikmin 4'', time does pass while underground, but only at a sixth of its normal speed. If the overworld time reaches the [[sunset]] countdown while the player is exploring a cave, nothing will happen and the player will be free to continue inside the cave for as long as they want, but as soon as they leave the cave the sunset countdown will begin. Caves also cannot be entered during the sunset countdown.
 
=== Object spawning ===
Some objects respawn between visits to the same cave, including [[enemies]]. The rules are as follows:
 
{| class="wikitable"
! rowspan="2" | Object
! colspan="2" | Respawns
|-
! {{p2}}
! {{p4}}
|-
| [[Treasure]]s
| Never
| Never
|-
| [[Enemies]]
| Always
| If cave is 100% complete
|-
| [[Obstacles]]
| Always
| Never
|}
 
[[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.
 
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.
 
=== Entering caves ===
Once the player chooses to enter a cave from a [[#Hole|hole]], a confirmation menu appears with some information about the cave. In ''Pikmin 2'', it shows the kinds of [[hazard]]s inside, and in ''Pikmin 4'', the first page lets the player pick a sublevel to land on from previously visited sublevels, and the second page shows the [[Onion menu]] so the player can pick which Pikmin join them inside.
 
If the player accepts, the current leader, the other leader or [[Oatchi]], and the [[squad]] of [[Pikmin family|Pikmin]] will all jump inside in a brief [[cutscene]]. For [[Dandori Challenge]] and [[Dandori Battle]] caves, the Pikmin will refuse to go inside, however. The other leader or Oatchi will join in regardless of distance, and in ''Pikmin 4'', the player's character and Oatchi will also join in even if they are knocked out, despite the entering cutscene not showing it.
 
When entering a cave, any Pikmin that do not go in will be safely returned to their [[Onion]]s. In ''Pikmin 2'', Pikmin in an idle leader's group will not be a part of the Pikmin that go in, even if the idle leader enters.
 
Any leader and Oatchi will regain full [[health]] when entering a cave. In ''Pikmin 2'', it is impossible to explore a cave without Pikmin, and while it is possible in ''Pikmin 4'', the game shows a confirmation dialog stating that it's hard to explore without any.
 
=== Entering sublevels ===
To go to the next sublevel in the cave, the player must find a hole similar to the one used to get in the cave in the first place.
 
Unlike entering a cave, leaders and Oatchi will not regain any [[health]] when a deeper sublevel is entered. In ''Pikmin 4'', certain sublevels will force Oatchi to fall in a spot far away from the rest of the crew, which usually results in the player having to solve some problem in the sublevel to reunite everyone.
 
=== Exiting sublevels ===
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.
 
=== Exiting caves ===
Like when entering a cave, the process of exiting a cave in any way restores the [[health]] of any leader or Oatchi, unless otherwise specified.
 
==== Safe exit ====
The standard way of exiting a cave is by finding a [[geyser]] in ''Pikmin 2'' or an air vent in ''Pikmin 4''. Either one will shoot leaders, Oatchi, and Pikmin back up to the surface. In ''Pikmin 2'', the player is returned to the landing site while in ''Pikmin 4'' they come out from a hole &ndash; usually the hole they went in from, but some caves have a different hole from which they are exited.
 
==== Failure ====
If the player is no longer able to explore due to a serious problem, the expedition will be cancelled, collected treasures will be lost in the process, and then any leaders or Oatchi will be brought to the overworld, a process which leaves the Pikmin behind if any were alive. In ''Pikmin 4'', the game gives the player the option to [[rewind]] time instead of letting this happen. A cave's exploration can be cancelled for the following reasons:
* In ''Pikmin 2'', both leaders lose all their [[health]]. This also results in the day ending immediately afterwards.
* In ''Pikmin 2'', the player loses all Pikmin.
* In ''Pikmin 4'', the player's character and Oatchi lose all their health.
 
Losing all Pikmin (or all Pikmin of a single type) in ''Pikmin 4'' simply results in a cutscene, a reminder to rewind time, and the possibility of continuing exploration regardless.
 
==== Manual abortion ====
In either game, a cave expedition can also be aborted manually in a controlled manner by using the [[pause menu]]. This will result in the leaders, Oatchi, and the Pikmin to hop inside the [[research pod]] or the [[S.S. Beagle]] and fly out. Doing this in ''Pikmin 2'' will result in the treasures being left behind, but not in ''Pikmin 4''.
 
=== Pikmin management ===
In ''Pikmin 2'', the [[Pikmin limit]] is respected even inside caves, while in ''Pikmin 4'' the player can have as many Pikmin as they want inside the cave, and even from more than 3 types, though the Pikmin they can bring in from the surface must still respect those two limits. Also in ''Pikmin 4'', if the cave is exited with surplus Pikmin, any extras will simply be brought to the Onion when the player chooses what Pikmin types to take with them once they land.
 
If any Pikmin happen to be currently [[sprout|buried]], attempting to leave a sublevel will prompt the game to warn you about abandoning the sprouts, showing a confirmation dialogue. What happens when a sprout is left behind a sprout works differently in the two games: While sprouts left behind are permanently lost in both games, they are only considered to be actual deaths in ''Pikmin 2''; in ''Pikmin 4'', they will not be considered as casualties in the [[Tablet#Status Report|Status Report]] screen.
 
=== Completion ===
A cave is considered "complete" if all major treasures within it have been collected. A cave that has achieved completed status will stop emitting mist, and a flag will be placed next to it. This is a small red flag with no symbol in ''Pikmin 2'', and a larger flag with the [[Rescue Corps]] symbol and colour in ''Pikmin 4''. A flag icon will also appear on the symbol used to mark the cave on the [[radar]].
 
In ''Pikmin 4'', [[obstacle]]s will be permanently destroyed, and [[raw material]] piles will be permanently collected. However, these are not considered for cave completion.
 
=== 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 ==
{{todo|Move these to [[glitches in Pikmin 2]] and link to them.}}
 
=== Cave entrance leader mixup ===
{{main|Glitches in Pikmin 2#Cave entrance leader mixup}}
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.
 
=== Hole entrance grunt mixup ===
When entering a cave or sublevel hole in ''Pikmin 2'', each leader grunts as he jumps. However, the first leader to jump will always make Olimar's sound effect, and the one behind will always make Louie's, regardless of the existing leaders and their order. The only exception is if the second leader is fallen, at which point only the first leader will grunt, still with Olimar's voice.
 
== Glitches ==
=== ''Pikmin 2'' ===
{{game help|p2|Confirm the glitch where the Pikmin don't jump down and remain idle. If confirmed, add it to the glitches page.}}
* [[Glitches in Pikmin 2#Cave hole glitch|Cave hole glitch]]: It is possible for a leader to end up inside the cave hole's geometry, if he's placed on the hole's spawning point before it spawns.
* [[Glitches in Pikmin 2#Cave death count glitch|Cave death count glitch]]: If a Pikmin is suffering from a hazard and the player chooses to go to the next sublevel, the Pikmin will still have the suffering animation when jumping down the hole. If they made that last cry, they will nevertheless be alive on the next sublevel, but the total Pikmin lost count will increase.
* [[Glitches in Pikmin 2#Fake Pikmin extinction|Fake Pikmin extinction]]: By entering a cave and [[dismiss]]ing at the same time, the game will let the player enter the cave with no Pikmin. It then instantly announces a Pikmin extinction.
* There is a glitch that can happen when proceeding to the next sublevel. In the animation where everybody jumps into the hole, some Pikmin may appear [[idle]] and won't jump in. Thankfully, these Pikmin that don't jump in will appear on the next sublevel.
 
== Gallery ==
<gallery>
P2 Cave Entrance Artwork.png|Artwork of a cave entrance.
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''.
</gallery>
 
== Trivia ==
[[File:Cave hole edge glitch.png|thumb|If the hole to the next sublevel spawns right next to the edge, leaders and Pikmin can climb it and fall off.]]
* Leaving a cave will always make the game switch to Captain Olimar, regardless of whatever leader the player had active before leaving.
* In an earlier version of ''Pikmin 2'', the player could leave caves with half of the collected treasure if they leave through the [[pause menu]]. However, all Pikmin would be lost in doing so.{{cite web|quote=Escape without your Pikmin? (Retain 1/2 of treasure found.)|https://tcrf.net/Pikmin_2/Early_English_Script#Pause_Menu|Pikmin 2/Early English Script|The Cutting Room Floor}}
* The [[Music in Pikmin 2#Enter cave|fanfare]] that plays when jumping into the first sublevel of a cave is played again on organ during the [[Music in Pikmin 2#Enter new sublevel|fanfare]] that plays when a deeper sublevel is entered.
* On the [[Subterranean Complex]]'s third sublevel, and possibly similar levels too, it is possible for the sublevel's hole to spawn on the zigzagging path instead of dead end or somewhere in the open. Since this place is so tight, it spawns a bit on the edge, and makes it possible for leaders or Pikmin to climb up the hole's mound and fall off the stage.{{cite youtube|cDQP8AxcwsE|of a hole close to the edge|m=56|s=42}}
* 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}}}}
* 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 ==
{{Foreignname
|Jap=洞窟
|JapR=Dōkutsu
|JapM=Cave
|Fra=Grotte
|FraM=Cave
|Ger=Höhle
|GerM=Cave
|Ita=Caverna (''Pikmin 2'')<br>Cava (''Pikmin 4'')
|ItaM=Cave
|ItaI=Cava
|Kor=동굴
|KorR= Dong-gul
|KorM=Cave
|Spa=Cueva
|SpaM=Cave
}}
 
'''Hole'''
{{Foreignname
|Jap  = たて<ruby>穴<rt>あな</rt></ruby>
|JapR = Tate ana
|JapM = Vertical hole
|JapN = It is the same name as [[dirt-mound]]s
|notes = y
}}
 
{| class="responsive-col"
|- style="vertical-align:top"
|'''Sublevel'''
{{Foreignname
|Jap=地下
|JapR=Chika
|JapM=Underground
|Fra=Sous-niveau
|FraM=Sublevel
|Ger=Sublevel
|GerM=-
|Ita=Livello
|ItaM=Level
|Kor=층
|KorR=Cheung
|KorM=Floor
|Spa=Nivel/Sub Nivel
|SpaM=Level/Sub Level
}}
 
|'''Final floor'''
{{Foreignname
|Jap=最終階
|JapR=Saishū-kai
|JapM=Last Floor
|Fra=Dernier Niveau
|FraM=Last Level
|Ger=Letzter Level
|GerM=Last Level
|Ita=Livello Finale
|ItaM=Final Level
|SpaA=Último Nivel
|SpaAM=Last Level
|SpaE=Nivel Final<br>Último Nivel (GameCube version's "Final floor" warning)
|SpaEM=Final Level<br>Last Level
}}
|}


== See also ==
== See also ==
* [[Area]]
*[[Area]]
* [[The Forest Navel]]
*[[The Forest Navel]]
* [[Challenge Mode (Pikmin 2)|Challenge Mode (''Pikmin 2'')]]
*[[Challenge Mode (Pikmin 2)|Challenge Mode (''Pikmin 2'')]]
* [[Dandori Challenge]]
* [[Dandori Battle]]


== References ==
== References ==
{{refs}}
{{refs}}


{{p2 caves}}
{{caves}}
{{p4 caves}}
[[Category:Caves| ]]
[[Category:Caves| ]]

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