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|sublevels=5
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{{guide}}
'''Cryptic Cavern''' is the eleventh level in [[Challenge Mode (Pikmin 2)|Challenge Mode]] in ''[[Pikmin 2]]''. There are 5 [[sublevel]]s, each with one [[:Piklopedia|enemy]], each with the same layout.
'''Cryptic Cavern''' is the eleventh level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. There are 5 [[sublevel]]s, each with one [[enemy]] in the same basic layout.


==Sublevel 1==
== Sublevel 1 ==
* '''Theme''': Soil
The [[Doodlebug]] is hidden in the middle of the level; it may be poisonous, but is very easy to beat. As soon as it takes a hit from the top, it'll disappear. Grab [[The Key]] and hurry to the next level.
* '''Music''': ''[[Music in Pikmin 2#Toy|Toy]]''
* '''Time''': 50 (100 seconds)
* '''Starting Pikmin''':
** {{icon|Red Pikmin|v=P2|y}} × 5 (flower)
** {{icon|White Pikmin|v=P2|y}} × 5 (flower)
* '''Treasures''':
** {{icon|Regal Diamond|y}} × 1 (fully buried)
** {{icon|The Key|y}} × 1 (inside Doodlebug)
* '''Enemies''':
** {{icon|Doodlebug|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None
 
The [[Doodlebug]] is hidden in the middle of the second room; it may be poisonous, but is very easy to beat. As soon as it takes a hit from the top, it'll disappear. Grab [[The Key]] and hurry to the next level. If it re-hides before you get The Key, search around the middle of the level, particularly closer to the research pod; you should find it again.
 
{{cavegen|cc1}}
{{sublevel technical
|cave        = ch_MAT_t_hunter_enemy
|enemymax    = 1
|itemmax    = 1
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MAT_north_boss_tsuchi.txt
|lightfile  = normal_light_cha.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
}}
{{sublevel units
|room_north_1_mat_tsuchi|'''Circular room with 1 exit'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Doodlebug|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Regal Diamond|y}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 2==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Soil 1|Soil 1]]''
* '''Time''': +75 (+150 seconds)
* '''Treasures''':
** {{icon|Pink Menace|y}} × 1 (fully buried)
** {{icon|The Key|y}} × 1 (inside Watery Blowhog)
* '''Enemies''':
** {{icon|Watery Blowhog|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None


== Sublevel 2 ==
A [[Watery Blowhog]]. Kill it quickly, grab The Key, and off to the hole.
A [[Watery Blowhog]]. Kill it quickly, grab The Key, and off to the hole.


{{cavegen|cc2}}
== Sublevel 3 ==
{{sublevel technical
An [[Anode Dweevil]]. This can be defeated relatively easily with [[captain]]s, is hard to hit with [[Pikmin family|Pikmin]], and kills them instantly if it attacks, so attacking with captains is often the safer option.
|cave        = ch_MAT_t_hunter_enemy
|enemymax    = 1
|itemmax    = 1
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MAT_north_tsuchi.txt
|lightfile  = normal_light_lv0.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_tsuchi|Dead end
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
}}
{{sublevel units
|way2x2_tsuchi|Long corridor
|room_north_1_tsuchi|'''Circular room with 1 exit'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Watery Blowhog|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Pink Menace|y}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 3==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Concrete 2|Concrete 2]]''
* '''Time''': +65 (+130 seconds)
* '''Treasures''':
** {{icon|Memorial Shell|y}} × 1 (fully buried)
** {{icon|The Key|y}} × 1 (inside Anode Dweevil)
* '''Enemies''':
** {{icon|Anode Dweevil|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None
 
An [[Anode Dweevil]]. This can be defeated relatively easily with [[leader]]s, is hard to hit with [[Pikmin family|Pikmin]], and kills them instantly if it attacks, so attacking with leaders is often the safer option.
 
{{cavegen|cc3}}
{{sublevel technical
|cave        = ch_MAT_t_hunter_enemy
|enemymax    = 1
|itemmax    = 1
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MAT_north_tsuchi.txt
|lightfile  = normal_light_lv1.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_tsuchi|Dead end
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
}}
{{sublevel units
|way2x2_tsuchi|Long corridor
|room_north_1_tsuchi|'''Circular room with 1 exit'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Anode Dweevil|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Memorial Shell|y}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 4==
[[File:Cryptic Cavern 4.jpg|thumb|The Fiery Bulblax on the fourth sublevel.]]
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Soil 2|Soil 2]]''
* '''Time''': +40 (+80 seconds)
* '''Treasures''':
** {{icon|The Key|y}} × 1 (inside Fiery Bulblax)
* '''Enemies''':
** {{icon|Fiery Bulblax|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None
{{see also|Fiery Bulblax#Strategy|t1=Fiery Bulblax strategy}}


== Sublevel 4 ==
A [[Fiery Bulblax]]. Take the 5 [[Red Pikmin]] and use both kind of [[spray]]s, or else you are almost guaranteed to lose Pikmin. You will make it just before the Bulblax turns normal. After its defeat, advance to the last sublevel. There are no buried treasures to look for.
A [[Fiery Bulblax]]. Take the 5 [[Red Pikmin]] and use both kind of [[spray]]s, or else you are almost guaranteed to lose Pikmin. You will make it just before the Bulblax turns normal. After its defeat, advance to the last sublevel. There are no buried treasures to look for.
[[File:Cavern.jpg|thumb|The 4th sublevel, which has a Fiery Bublax.]]


{{cavegen|cc4}}
== Sublevel 5 ==
{{sublevel technical
A [[Burrowing Snagret]] resides here in the last sublevel. Use all the sprays you have left. Always aim for the head, its weak point. When it buries itself in the ground, wait for it to get stuck while emerging, so you have time to aim at the head. When its head is being attacked by enough Pikmin, the creature will stop attacking to retreat.
|cave        = ch_MAT_t_hunter_enemy
|enemymax    = 1
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MAT_north_tsuchi.txt
|lightfile  = normal_light_lv2.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_tsuchi|Dead end
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
}}
{{sublevel units
|way2x2_tsuchi|Long corridor
|room_north_1_tsuchi|'''Circular room with 1 exit'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Fiery Bulblax|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 5==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]''
* '''Time''': +70 (+140 seconds)
* '''Treasures''':
** {{icon|The Key|y}} × 1 (inside Burrowing Snagret)
* '''Enemies''':
** {{icon|Burrowing Snagret|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None
{{see also|Burrowing Snagret#Strategy|t1=Burrowing Snagret strategy}}


A [[Burrowing Snagret]] resides here in the last sublevel. Use all the sprays you have left. Always aim for the head, its weak point. When it buries itself in the ground, wait for it to get stuck on emerging, so you have time to aim at the head. When its head is being attacked by a number of Pikmin, the creature will stop attacking to retreat.
{{cavegen|cc5}}
{{sublevel technical
|cave        = ch_MAT_t_hunter_enemy
|enemymax    = 1
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 1_MAT_north_boss_tsuchi.txt
|lightfile  = normal_light_lv0.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
}}
{{sublevel units
|room_north_1_mat_tsuchi|'''Circular room with 1 exit'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Burrowing Snagret|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Names in other languages==
{{Foreignname
|Jap=かくしもちの洞窟<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt -->
|JapM=Treasure Keeper's Cave
|SpaA=Caverna Críptica
|SpaAM=Cryptic Cavern
|FraA=Terres des mystères
|FraAM=Mystery lands
|FraE=Terres des Mystères
|FraEM=Mystery Lands
|Ger=Höhle der Geheimnisse
|GerM=Cave of Secrets
|Ita=Grotta misteriosa
|ItaM=Mysterious Cave
}}


{{CM}}
{{CM}}
[[Category:Pikmin 2 Challenge Mode]]
[[Category:Pikmin 2]]
[[Category:Caverns]]

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