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{{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''' | '''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. | ||
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.''" – 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.''" – 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.''" – Explanation of the caves' random generation in page 26 of the manual.</ref> | |||
Caves are entered | 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. | ||
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]]. | |||
== | 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 | |||
{| | ''[[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. | |||
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== 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. | |||
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;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]]. | |||
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;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 – and occasionally brick – 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. | |||
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;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. | |||
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;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. | |||
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==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]] | ||
| style="width: 25%; vertical-align: top;" | | | style="width: 25%; vertical-align: top;" | | ||
;[[Awakening Wood]]: | ;[[Awakening Wood]]: | ||
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|} | |} | ||
=== '' | ==Technical discrepancies== | ||
{ | 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: | ||
*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"). | |||
*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: | |||
* [[ | **"2" small dying [[Figwort]]s actually means 2 (sublevel 1 of the [[Twilight Garden]], line 62 of ch_MUKI_damagumo.txt) | ||
**"20" small dying [[Figwort]]s actually means 2 (sublevel 1 of the [[Twilight Garden]], line 48 of ch_MUKI_damagumo.txt) | |||
**"20" [[Fiery Blowhog]]s actually means 2 (sublevel 2 of the [[White Flower Garden]], line 78 of forest_2.txt) | |||
* | **"12" [[Common Glowcap]]s actually means 12 (sublevel 1 of the [[Red Chasm]], line 43 of ch_MAT_limited_time.txt) | ||
* [[ | *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. | ||
*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". | |||
* | **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. | ||
* | *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. | ||
*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. | |||
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== | == Glitches== | ||
{{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. | |||
== Trivia== | |||
{{todo|Get source for this claim about keeping the treasures when leaving via pause.}} | |||
*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]]. | |||
*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. | |||
== | |||
When entering a cave or sublevel hole | |||
* 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. | |||
== 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'')]] | ||
== References == | == References == | ||
{{refs}} | {{refs}} | ||
{{ | {{caves}} | ||
[[Category:Caves| ]] | [[Category:Caves| ]] |