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{{game icons|p2=y}}
{{Solution}}
{{infobox cave
{{Infobox cave
|image    = P2 Hole of Beasts Sublevel 4.png
|location=Awakening Wood
|location = Awakening Wood
|sublevels=5
|sublevels = 5
|treasures=6
|treasures = 6
|hazards=Fire
|hazards   = {{fire}}
}}
}}
{{guide}}
The '''Hole of Beasts''' is one of the first caves that you will likely go in first in the [[Awakening Wood]], and is slightly harder and deeper than the [[Emergence Cave]], but still very easy, this cave's potential hazard is the element of fire.
The '''Hole of Beasts''' ({{j|けだものの穴|Keda Mono no Ana|Hole of Beasts}}) is a [[cave]] in the [[Awakening Wood]] in {{p2}}. It is likely the second cave one will enter in the game, and has a fairly short length and low difficulty. This cave contains the a number of [[Hazard generator#Fire geyser|fire geysers]], and its boss is an [[Empress Bulblax]]. There is a total of {{pokos|1,100}} worth of treasure in this cave.


==How to reach==
In order to get to the Hole of Beasts, you need to have destroyed the black gate near the two [[Ultra-spicy spray|Ultra-spicy berry]] bearing [[Burgeoning Spiderwort|Burgeoning Spiderworts]], and then pass or defeat the few enemies in your way, you should go forward in the opposite direction of the crushable bag, and find the entrance in a dark corner. If you have played the [[Pikmin 1|first Pikmin game]], you will recognize it's location; in the exact same place where the [[Extraordinary Bolt]] was.
{{location map | width = 242 | height = 334 | image = AW texture.png | bg = #111 | caption = Location of the cave. | icons =
{{map icon | cave | 54 | 113}}
}}
Near the landing site is a pair of [[Burgeoning Spiderwort]]s bearing ultra-spicy berries. Beyond is a [[Cloaking Burrow-Nit]] and [[Creeping Chrysanthemum]]. Following the path both are on and turning right leads to the cave, located in the spot where the [[Extraordinary Bolt]] was found in {{p1}}.


Like the [[Emergence Cave]], very few Pikmin are likely available to you, and your squad is thus equally limited. Bringing all [[Purple Pikmin]] available to you, and filling the remainder of your squad with as many [[Red Pikmin]] as you can is recommended.
==Treasures==
*[[Stone of Glory]]
*[[Cosmic Archive]]
*[[Strife Monolith]]
*[[Dream Architect]]
*[[Luck Wafer]]
*[[Prototype Detector]]


{{clear}}
==Enemies==
{{Notes|ship=y}}
*[[Female Sheargrub]]
*[[Male Sheargrub]]
*[[Mitite]]
*[[Red Bulborb]]
*'''Boss: [[Empress Bulblax]]'''


==Sublevel 1==
==Complete Guide==
[[File:P2 Hole of Beasts Sublevel 1 Map.jpg|thumb|This is the layout for the first sublevel in the Hole of Beasts; the way the land is distributed will always remain close to the same, though some portions may be fragmented or slightly different.]]


* '''Theme''': Soil
===Sublevel 1===
* '''Music''': ''[[Music in Pikmin 2#Soil 1|Soil 1]]''
[[Image:HOBsub1.JPG|thumb|right|This is the layout for the first sublevel in the Hole of Beasts; the way the land is distributed will always remain close to the same, though some portions may be fragmented or slightly different.]]
* '''Treasures''':
** {{icon|Stone of Glory|y}}
* '''Enemies''':
** {{icon|Female Sheargrub|y}} × 6
** {{icon|Male Sheargrub|y}} × 4
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Clover|y}} × 4
** {{icon|Figwort|y}} (small brown) × 2
** {{icon|Horsetail|y}} × 2
* '''Others''':
** None
{{listen|filename=HoB sub 1.ogg|title=Excerpt of the level's music}}
{{listen|filename=HoB sub 1.ogg|title=Excerpt of the level's music}}


The first sublevel of the Hole of Beasts is relatively simple, with only a few Sheargrubs to worry about, all in the room after the landing site. Only the [[Male Sheargrub]]s need defeating, as the others are harmless. Once that has been done, it is time to retrieve the Stone of Glory, the sublevel's only treasure.
The first sublevel of the Hole of Beasts is relatively simple, with only a few [[Sheargrub|Sheargrubs]] to worry about, all in the next room. There are equal numbers of both genders; only the [[Male Sheargrub|males]] need defeating. Once that has been completed, it is time to retrieve the [[Stone of Glory]], the sublevel's only treasure.
 
{{cavegen|hob1}}
{{sublevel technical
|cave        = forest_1
|enemymax    = 10
|itemmax    = 1
|gatemax    = 0
|capmax      = 50
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_units_cent3_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_cent3_4_tsuchi|'''Circular room with 4 exits'''
}}
}}
{| 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|Male Sheargrub|y}}
| 4
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Female Sheargrub|y}}
| 2
| None
| "Easy" enemy spots
|-
| 3
| {{icon|Female Sheargrub|y}}
| 2
| None
| "Easy" enemy spots
|-
| 4
| {{icon|Female Sheargrub|y}}
| 2
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 5
| {{icon|Clover|y}}
| 4
| None
| Plant spots
|-
| 6
| {{icon|Horsetail|y}}
| 2
| None
| Plant spots
|-
| 7
| {{icon|Figwort|y}} (small brown)
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 8
| {{icon|Stone of Glory|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]].''
 
{{clear}}
 
==Sublevel 2==
[[File:P2 Hole of Beasts Sublevel 2 Map.jpg|thumb|This is the layout for the second sublevel; again, it is always the same.]]
 
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Relax|Relax]]''
* '''Treasures''':
** None
* '''Enemies''':
** {{icon|Mitite|y}} (group of 10) × 0 - 2 (from eggs)
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Common Glowcap|y}} × 6
** {{icon|Figwort|y}} (small brown) × 2
** {{icon|Violet Candypop Bud|y}} × 2 (if [[Candypop Bud#Maximum Pikmin requirement|max Pikmin requirement]] is met)
* '''Others''':
** {{icon|Egg|y}} × 2


If 20 or more [[Purple Pikmin]] have been collected, the two [[Violet Candypop Bud]]s here will not show up, leaving the sublevel nearly completely empty. This is possible only if the 10 Purples in [[Emergence Cave]] have been obtained twice or more. If that is the case, besides the two [[egg]]s that provide [[nectar]] and [[spray]], there is nothing to do here.
===Sublevel 2===
[[Image:HOBsub2.JPG|thumb|right|This is the layout for the second sublevel; again, it is always the same.]]
If 20 or more [[Purple Pikmin]] have been collected, the two [[Violet Candypop Bud]]s here will not show up, leaving the [[sublevel]] nearly completely empty. This is possible only if the 10 purples in [[Emergence Cave]] have been obtained twice or more. If that is the case, besides the two [[egg]]s that provide [[nectar]] and [[spray]], there is nothing to do here.


{{cavegen|hob2}}
===Sublevel 3===
{{sublevel technical
[[Image:HOBsub3.JPG|thumb|right|Sublevel 3 has, again, a relatively similar layout each time.]]
|cave        = forest_1
|enemymax    = 2
|itemmax    = 0
|gatemax    = 0
|capmax      = 100
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_units_cent2_tsuchi.txt
|lightfile  = muraon_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_cent2_4_tsuchi|'''Circular room with 4 exits'''
}}
}}
{| 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|Violet Candypop Bud|y}}
| 2
| None
| "Special" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Common Glowcap|y}}
| 6
| None
| Plant spots
|-
| 3
| {{icon|Figwort|y}} (small brown)
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Egg|y}}
| 2
| None
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


{{clear}}
==Sublevel 3==
[[File:P2 Hole of Beasts Sublevel 3 Map.jpg|thumb|Sublevel 3 has, again, a relatively similar layout each time.]]
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Fire|Fire]]''
* '''Treasures''':
** {{icon|Cosmic Archive|y}}
** {{icon|Strife Monolith|y}}
* '''Enemies''':
** None
* '''Obstacles''':
** {{icon|Fire geyser|y}} × 14
* '''Vegetation''':
** {{icon|Common Glowcap|y}} × 8
* '''Others''':
** None
{{listen|filename=HoB sub 2.ogg|title=}}
{{listen|filename=HoB sub 2.ogg|title=}}


This sublevel has no enemies, but may be the first place where you are introduced to the game's most common [[hazard]]: fire. As long as you have at least 15 [[Red Pikmin]], this sublevel should pose no problems. If any [[Purple Pikmin|Purple]] or other non-Red Pikmin catch on fire, just [[whistle]] them to save them.
This sublevel has no enemies, but may be the first place where you are intoduced to the game's most common [[hazards|hazard]]: fire. As long as you have at least 15 [[Red Pikmin]], which should've been brought, this dungeon should pose no problems. If any [[Purple Pikmin|purple]] or other non-red Pikmin catch on fire, just whistle them to save them. Take only Red Pikmin through into the next room and swarm them to pick up the [[Strife Monolith]], which is in the fireplace-like dark space, and the [[Cosmic Archive]], located near the entrance to the next sublevel.


Take only Red Pikmin through into the next room and [[swarm]] them to pick up the Strife Monolith, which is in the fireplace-like dark space, and the Cosmic Archive, located near the hole to the next sublevel.
===Sublevel 4===
 
[[Image:HOBsub4.JPG|thumb|right|This is the layout for the fourth sublevel in the Hole of Beasts; the way the land is distributed will usually stay the same, but the twisted alcove may be attached on a different one of the alcoves.]]
{{cavegen|hob3}}
{{sublevel technical
|cave        = forest_1
|enemymax    = 14
|itemmax    = 2
|gatemax    = 0
|capmax      = 0
|rooms      = 3
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_ABE_norhiba_blkhiba_tsuchi.txt
|lightfile  = normal_light_lv2.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_tsuchi|Dead end
|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_hiba_tsuchi|'''Circular room with 1 exit'''
|room_block1_3_hiba_tsuchi|'''Room with hole in wall'''
}}
}}
{| 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|Fire geyser|y}}
| 7
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Fire geyser|y}}
| 7
| None
| "Special" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 3
| {{icon|Common Glowcap|y}}
| 8
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Cosmic Archive|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Strife Monolith|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]].''
 
{{clear}}
 
==Sublevel 4==
[[File:P2 Hole of Beasts Sublevel 4 Map.jpg|thumb|This is the layout for the fourth sublevel in the Hole of Beasts; the way the land is distributed will usually stay the same, but the twisted alcove may be attached on a different one of the alcoves.]]
 
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Soil 2|Soil 2]]''
* '''Treasures''':
** {{icon|Dream Architect|y}} (inside Red Bulborb)
** {{icon|Luck Wafer|y}}
* '''Enemies''':
** {{icon|Mitite|y}} (group of 10) × 1 (from the ground)
** {{icon|Mitite|y}} (group of 10) × 0 - 2 (from eggs)
** {{icon|Bulborb|y|n=Red Bulborb}} × 1
* '''Obstacles''':
** {{icon|Fire geyser|y}} × 4
* '''Vegetation''':
** {{icon|Common Glowcap|y}} × 6
** {{icon|Violet Candypop Bud|y}} × 1
* '''Others''':
** {{icon|Egg|y}} × 2
{{listen|filename=HoB sub 3.ogg|title=}}
{{listen|filename=HoB sub 3.ogg|title=}}


Find the [[Bulborb|Red Bulborb]] and throw [[Purple Pikmin]] at it to defeat the enemy and get the Dream Architect. Then take your Pikmin to the curved alcove to find the Luck Wafer, a very light, but valuable treasure. Nearby is a [[Violet Candypop Bud]]; this one never disappears no matter how many Purples you possess.
Find the [[Red Bulborb]], where its location may vary, and pound it with [[Purple Pikmin]] to vanquish the beast and get the [[Dream Architect]], likely an extremely remembered item in our world. Then take your Pikmin to the curved alcove to find the [[Luck Wafer]], a very light, but valuable piece, nearby is a [[Violet Candypop Buds|Violet Candypop Bud]], luckily, this one never disapears no matter how many purples you possess. Also in one of the alcoves not containg any of the two or so [[Eggs|eggs]] found here, there will be a swarm of [[Mitite|Mitites]] that reveal themselves and will scuttle around, use your Purple Pikmin to defeat them to get in some cases, much needed [[nectar]]. After your thorough scavenging is complete, proceed to the final sublevel of this cave.


In one of the alcoves not containing any of the [[egg]]s found here, there will be a swarm of [[Mitite]]s that reveal themselves before scuttling around. [[Throw]] your Purple Pikmin to defeat them in order to get, in some cases, much-needed [[nectar]]. After your scavenging is complete, proceed to the final sublevel of this cave.
===Sublevel 5 (Final Floor)===
[[Image:HoB creature.jpg|thumb|left|The imprint on the floor at the start of sublevel 5.]]
[[Image:HOBsub5.JPG|thumb|right|This is the layout for the last (fifth) sublevel in the Hole of Beasts, the way the land is distributed will always remain the same.]]


{{cavegen|hob4}}
'''BOSS: [[Empress Bulblax]]'''
{{sublevel technical
|cave        = forest_1
|enemymax    = 6
|itemmax    = 1
|gatemax    = 0
|capmax      = 50
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_ABE_mid1_nor3_tsuchi.txt
|lightfile  = normal_light_lv3.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_mid1_6_tsuchi|'''Room with 6 exits'''
|room_north3_1_tsuchi|'''Room with long dead end'''
}}
}}
{| 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|Bulborb|y|n=Red Bulborb}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Dream Architect|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Violet Candypop Bud|y}}
| 1
| None
| "Special" enemy spots
|-
| 3
| {{icon|Fire geyser|y}}
| 4
| None
| "Hard" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Common Glowcap|y}}
| 6
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 5
| {{icon|Luck Wafer|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Mitite|y}} (group of 10)
| 1
| None
| Dead ends
|-
| 7
| {{icon|Egg|y}}
| 2
| None
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 5==
[[File:P2 Hole of Beasts Sublevel 5 Map.jpg|thumb|This is the layout for the last (fifth) sublevel in the Hole of Beasts. The way the land is distributed will always remain the same.]]
 
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Common boss battle|Boss]]'' (only when combating)
* '''Treasures''':
** {{icon|Prototype Detector|y}} (inside Empress Bulblax)
* '''Enemies''':
** {{icon|Empress Bulblax|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Common Glowcap|y}} × 8
* '''Others''':
** None
{{see also|Empress Bulblax#Strategy|t1=Empress Bulblax strategy}}


The last sublevel of the Hole of Beasts holds a very strange and large creature, an Empress Bulblax. This is the only enemy in the sublevel, and unlike later Empress Bulblaxes in the game, it does not produce [[Bulborb Larvae]], and it also has less health. To defeat it, throw Pikmin onto its head, and then whistle them to prevent them from being shaken off when necessary. Do not attempt to pursue it from the side though, as it has a dangerous rolling attack that can crush Pikmin. Once defeated, it will drop the [[Prototype Detector]], a treasure that will make finding other treasures much easier. Collect it and leave the cave via the [[geyser]].
The last sublevel of the Hole of Beasts holds a very strange and large creature, an Empress Bulblax, as the name suggests, it is a female matriarch, making it seem simple why it is a boss. This one though, out of the several you are yet to see, ''does not'' produce the small, aggravating vermin known as [[Bulborb Larva|Bulborb Larvae]]. If you know what these are beforehand, you should be relieved that you will not find them ''in this sublevel''. Simple, just follow the instructions on how to defeat this, and you are done. Throw Pikimn onto its head to pummel the beast, and then call your Pikmin to prevent them from being shaken off when necessary. It will roll around in attempt to squash your Pikmin, luckily, it can only roll horizontally.  However,''' DO NOT''' attempt to pursue it with your army, as you will and your Pikmin can not attack it if it is in movement. Also, attempting to throw Pikmin at it will result in them flying off her and landing right in the track of the Empress, giving the Pikmin a low chance of survival.  Also, any pikmin thrown off will continue to attempt to attack the Empress and will more than likely be squashed.  However, should you be standing in her track you will still have time to swarm your Pikmin against a small, but noticeable indent in the wall to prevent you and the Pikmin from being smashed. When you defeat it, it will drop one of the most reknown treasures in the game, the [[Prototype Detector]], a device allowing you to unlock the [[Treasure Gauge]], a very important machine that will track down '''''any''''' treasure in this world, very useful indeed you may say. Once you accomplish this last dungeon and rejoice maybe, you may exit via the geyser and leave to do possibly the next task, which may be going to the [[White Flower Garden]].
 
{{cavegen|hob5}}
{{sublevel technical
|cave        = forest_1
|enemymax    = 1
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 1_units_boss_tsuchi.txt
|lightfile  = qchap_light.ini
|bg          =
|clog        = {{tt|Yes|Even though the game claims there is a clog on the hole, there is none – there is no hole either.}}
|hiddenfloor = 0
|units      =
{{sublevel units
|room_boss_1_tsuchi|'''Empress Bulblax arena'''
}}
}}
{| 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|Empress Bulblax|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Prototype Detector|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Common Glowcap|y}}
| 8
| None
| Plant spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
{{clear}}
 
==Gallery==
<gallery>
Hole of Beasts Location.png|The cave entrance.
P2 Hole of Beasts Sublevel 1.png|Sublevel 1.
P2 Hole of Beasts Sublevel 2.png|Sublevel 2.
P2 Hole of Beasts Sublevel 3.png|Sublevel 3.
P2 Hole of Beasts Sublevel 4.png|Sublevel 4.
P2 Hole of Beasts Empress Bulblax Imprint.png|The imprint on the floor at the start of sublevel 5.
P2 Hole of Beasts Sublevel 5.png|Sublevel 5.
</gallery>
 
==Names in other languages==
{{Foreignname
|Jap=けだものの穴
|JapR=Keda Mono no Ana
|JapM=Hole of Beasts
|SpaA=Sima de las Bestias
|SpaAM=Chasm of the Beasts
|Ger=Höhle der Bestien
|GerM=Cave of Beasts
|Fra=Gîte des Bêtes
|FraM=Shelter of Beasts
|Ita=Covo di Bestie
|ItaM=Lair of Beasts
|ChiTrad=野獸洞穴
}}
 
==See also==
*[[Awakening Wood]]
*[[Prototype Detector]]


{{Awakening Wood}}
{{Caves}}
{{p2 caves}}
[[Category:Hole of Beasts| ]]

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