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{{game icons|p2=y|p4=y}} | {{game icons|p2=y|p4=y}} | ||
{{game help|p4}} | |||
[[File:Into the hole.jpg|thumb|200px|Some Pikmin jumping in a cave.]] | [[File:Into the hole.jpg|thumb|200px|Some Pikmin jumping in a cave.]] | ||
'''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''' ({{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: | ||
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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. | 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. | ||
Caves are entered | Caves are entered though [[#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. | ||
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. | 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. | ||
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;[[Rescue Command Post]]: | ;[[Rescue Command Post]]: | ||
* [[Burrow of Beginnings]] | * [[Burrow of Beginnings]] | ||
* [[Trial of the Sage Leaf]] | |||
| style="width: 25%; vertical-align: top;" | | | style="width: 25%; vertical-align: top;" | | ||
;[[Sun-Speckled Terrace]]: | ;[[Sun-Speckled Terrace]]: | ||
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| style="width: 25%; vertical-align: top;" | | | style="width: 25%; vertical-align: top;" | | ||
;[[Primordial Thicket]]: | ;[[Primordial Thicket]]: | ||
* [[The Mud Pit]] | * [[The Mud Pit]] | ||
* [[Subterranean Swarm]] | * [[Subterranean Swarm]] | ||
* [[Cavern for a King]] | |||
|- | |- | ||
|} | |} | ||
==== Dandori | ==== Dandori Caves ==== | ||
{| class="responsive-col" style="width:100%" | {| class="responsive-col" style="width:100%" | ||
| style="width: 25%; vertical-align: top;" | | | style="width: 25%; vertical-align: top;" | | ||
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* [[Hotshock Canyon]] | * [[Hotshock Canyon]] | ||
* [[Rockaway Cellars]] | * [[Rockaway Cellars]] | ||
* [[Ice-Cross Course]] | |||
* [[Test Tubs]] | * [[Test Tubs]] | ||
* [[Hefty Haulway]] | * [[Hefty Haulway]] | ||
* [[Strategic Freezeway]] | * [[Strategic Freezeway]] | ||
* [[Aerial Incinerator]] | * [[Aerial Incinerator]] | ||
* [[Planning Pools]] | * [[Planning Pools]] | ||
* [[Oasis of Order]] | |||
* [[Toggle Training]] | * [[Toggle Training]] | ||
* [[Cliff-Hanger's Hold]] | * [[Cliff-Hanger's Hold]] | ||
| style="width: 25%; vertical-align: top;" | | | style="width: 25%; vertical-align: top;" | | ||
;[[Dandori Battle]]: | ;[[Dandori Battle]]: | ||
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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. | 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. | ||
While sublevels in ''Pikmin 2'' are fairly generic, they can be roughly categorized into three types: | |||
* '''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# | * '''[[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. | ||
''Pikmin 4'' | In ''Pikmin 4'', sublevels are also simplistic for the most part, but their layout and objects are placed with purpose as to provide the players with a curated challenge, usually in the form of a puzzle or some tricky exploration. Some bits of the layout are references to or outright reworkings of [[cave units]] originally from ''Pikmin 2'', such as <code>room_hitode4x4_3_metal</code> and <code>room_dan4x4i_3_conc</code>. | ||
=== Final floor === | === Final floor === | ||
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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 | 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. | ||
{{clear}} | {{clear}} | ||
== Hole == | == Hole == | ||
[[File: | [[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 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 | 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 boxes}}, 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. | ||
{{clear}} | {{clear}} | ||
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|} | |} | ||
[[Treasures]] will not reappear once collected, unless the way the player [[#Exiting caves|exits the cave]] puts them back | [[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. | ||
=== Entering caves === | === 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'' | 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. | 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. | ||
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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. | 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'' | 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 === | === 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. | 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 [[ | 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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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. | 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. | ||
When exiting the current sublevel, [[sprout]]s will remain behind and be lost forever; the game will even show a confirmation dialog about this if that is the case. Oddly, in ''Pikmin 4'', the game will not consider these Pikmin as dead within the [[Status Report]] screen. | |||
=== Completion === | === Completion === | ||
{{game help|p4}} | |||
As mentioned [[#Hole|above]], caves that are completed will have a small flag right next to their entrance. | |||
In ''Pikmin 4'', [[ | In ''Pikmin 2'', a cave is considered "complete" if all treasures within it have been collected. | ||
In ''Pikmin 4'', a completed cave's icon on the [[radar]] will show a hole with the lid open and a small golden flag next to it, while uncompleted caves show a closed lid. | |||
=== Cave generation === | === Cave generation === | ||
{{see|Pikmin 2 cave generation|t1=''Pikmin 2'' cave generation}} | {{see|Pikmin 2 cave generation|t1=''Pikmin 2'' cave generation}} | ||
== Oddities == | == Oddities == | ||
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=== Cave entrance leader mixup === | === 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. | |||
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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* [[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. | * [[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. | * 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. | ||
== Caves in ''Pikmin 4''== | |||
{{game help|p4}} | |||
Four distinct types of cave floors can be seen in the February and June trailers: one that looks like a standard dirt cave, another that's themed around metal and seems to take place inside of a shed, one with a muddy floor and brick walls, one taking place over metal platforms in a dark void, one taking place in an enclosed area with blue tiles on the walls and floor, and one that appears to take place inside what is presumably either a display terrarium in an aquarium/a pet store or a science museum's water table. Notable content that can be seen includes: | |||
* Dirt cave: | |||
** Muddy floors. | |||
** Dirt walls. | |||
** Tiny fungi. | |||
** Dead leaves scattered about. | |||
* Shed: | |||
** Metal rings and dirt on the floor. | |||
** An LED {{w|dot matrix}} display, showing a number. All trailer footage just shows the number "01". | |||
** In the cave's background, what is either the sunlight shining from the slits on the door of the shed, or some {{w|fluorescent lamps}} that are on. | |||
** Support beams in the background, possibly made of wood. | |||
* Brick cave: | |||
** Muddy floor. | |||
** Brick walls. | |||
** Green mold. | |||
* Display area: | |||
** Sandy floors. | |||
** Rocks and fake plants. | |||
** Lit up by lamps. | |||
** A wall with an ocean painted on it. | |||
** Glass walls. | |||
** Fake logs with what appears to be {{w|astroturf}} on top of them. | |||
** In the background, cylindrical aquariums built into pillars can be seen, along with blurry visages of soda fountains behind them. What appears to be a blurry exit sign and a vending machine can also be briefly seen. | |||
<gallery> | |||
Pikmin 4 oatchi sniffing 2.jpg|Dirt cave. | |||
Pikmin 4 arachnorb.jpg|Shed. | |||
Pikmin 4 Empress Bulblax Behind.png|Brick cave. | |||
P4 Display Area Cave.png|Display area. | |||
</gallery> | |||
== Gallery == | == Gallery == | ||
<gallery> | <gallery> | ||
Emergence Cave Location.png|A completed cave. | Emergence Cave Location.png|A completed cave. | ||
</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}}}} | ||
== Names in other languages == | == Names in other languages == | ||
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|ItaM=Cave | |ItaM=Cave | ||
|ItaI=Cava | |ItaI=Cava | ||
|Spa=Cueva | |Spa=Cueva | ||
|SpaM=Cave | |SpaM=Cave | ||
}} | }} | ||
{| | |||
{| | |||
|- style="vertical-align:top" | |- style="vertical-align:top" | ||
|'''Sublevel''' | |'''Sublevel''' | ||
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|Ita=Livello | |Ita=Livello | ||
|ItaM=Level | |ItaM=Level | ||
|Spa=Nivel/Sub Nivel | |Spa=Nivel/Sub Nivel | ||
|SpaM=Level/Sub Level | |SpaM=Level/Sub Level |