Rumbling Grotto
Rumbling Grotto | |||
---|---|---|---|
![]() | |||
Sublevels | 2 | Ultra-bitter sprays | 3 |
Red Pikmin | 30 | Ultra-spicy sprays | 4 |
Yellow Pikmin | 0 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
Blue Pikmin | 30 | ||
White Pikmin | 0 | ||
Purple Pikmin | 0 | ||
Bulbmin | 0 |
The following article or section contains guides. |
The Rumbling Grotto is the twenty-first level in Pikmin 2's Challenge Mode. Every enemy in this challenge can bury into the ground, culminating with a fight against a Pileated Snagret.
You are given numerous sprays – liberal use will greatly simplify the challenge, especially if used on the boss.
Sublevel 1[edit]
- Theme: Concrete
- Music: Concrete 1
- Time: 170 (340 seconds)
- Starting Pikmin:
Red Pikmin × 30 (flower)
Blue Pikmin × 30 (flower)
- Treasures:
Armored Nut × 3 - 6 (inside Shearwigs)
Crystal King × 1
Gyroid Bust × 1
Lustrous Element × 1 (inside Iridescent Glint Beetle)
Mirrored Element × 2 (inside Creeping Chrysanthemums)
Mirth Sphere × 3 - 6 (inside Male Sheargrubs)
Omniscient Sphere × 3 - 6 (inside Female Sheargrubs)
The Key × 1
Unknown Merit × 3 (inside Cloaking Burrow-nits)
- Enemies:
Cloaking Burrow-nit × 3
Creeping Chrysanthemum × 2
Female Sheargrub × 3 - 6
Iridescent Glint Beetle × 1
Male Sheargrub × 3 - 6
Shearwig × 3 - 6
- Obstacles:
- None
- Vegetation:
- Others:
The Key is out in the open. If you're lucky, it may spawn near the Research Pod, allowing you to go straight to the next sublevel. Otherwise, you'll likely need to fight the enemies to clear a path to it. None of them are particularly threatening, so save your sprays for the next floor.
Almost every enemy has a treasure, so you'll have to defeat all of them if you're going for a high score.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | ch_MAT_crawler | ||||
"Main" object maximum (?) | 21 | ||||
"Treasure" object maximum (?) | 3 | ||||
"Gate" object maximum (?) | 3 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 4 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 4_units_c_e_j_l_conc.txt | ||||
Lighting file (?) | normal_light_cha.ini | ||||
Background (?) | None | ||||
Cave units (?) | |||||
Dead end | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor |
Long corridor | Room with 4 exits | Room with 4 exits and C-shaped wall | Room with 1 exit and a pipe | Room with dead end after U-turn |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() |
1 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 1 | ||
2 | ![]() |
1 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 2 | ||
3 | ![]() |
3 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 3 | ||
4 | ![]() |
1 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 4 | ||
5 | ![]() |
3 | None | "Hard" enemy spots |
6 | ![]() |
3 | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 6 | ||
7 | ![]() |
3 | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 7 | ||
8 | ![]() |
3 | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 8 | ||
Alongside it spawns 3 "main" objects (and their treasures). Chances: | ||||
ID | Object | Chance | Fall method | Spawn location |
6 | ![]() |
33% | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 6 | ||
7 | ![]() |
33% | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 7 | ||
8 | ![]() |
33% | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 8 | ||
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
9 | ![]() |
2 | None | Plant spots |
10 | ![]() |
1 | None | Plant spots |
11 | ![]() |
1 | None | Plant spots |
12 | ![]() |
2 | None | Plant spots |
13 | ![]() |
2 | None | Plant spots |
14 | ![]() |
6 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
15 | ![]() |
1 | None | Treasure spots |
16 | ![]() |
1 | None | Treasure spots |
17 | ![]() |
1 | None | Treasure spots |
Then it spawns 3 "gate" objects. Chances: | ||||
ID | Object | Chance | Fall method | Spawn location |
18 | Gate (4000 HP) | 100% | None | Gate spots |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 2[edit]
- Theme: Concrete
- Music: Concrete 2
- Time: +120 (+240 seconds)
- Treasures:
The Key × 1 (inside Pileated Snagret)
- Enemies:
Pileated Snagret × 1
- Obstacles:
- None
- Vegetation:
- Others:
- None
- See also: Pileated Snagret strategy.
The encounter with the Pileated Snagret can be a little tricky. You should have quite a few sprays – use them generously, especially if you're going for a pink flower. 60 spicy-sprayed Pikmin should be able to do a significant chunk of its health if its head gets stuck while rising out of the floor. Using ultra-bitter spray right when it's about to shake the Pikmin off will allow you to inflict even more damage as well.
If you're playing with two players, this battle can be simplified quite a lot by simply having both players toss Pikmin on its head whenever it rises up – with good aim, enough should latch on that it won't have a chance to attack, instead immediately retreating to the ground. Simply repeat the process until it dies.
There are no other treasures, so head to the geyser and leave after you get The Key.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | ch_MAT_crawler | ||||
"Main" object maximum (?) | 7 | ||||
"Treasure" object maximum (?) | 0 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 1 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | Yes | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 1_units_manh_conc.txt | ||||
Lighting file (?) | normal_light_cha.ini | ||||
Background (?) | None | ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Large circular room with 1 exit |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() |
1 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 1 | ||
2 | ![]() |
1 | None | "Easy" enemy spots |
3 | ![]() |
1 | None | "Easy" enemy spots |
4 | ![]() |
1 | None | "Easy" enemy spots |
5 | ![]() |
1 | None | "Easy" enemy spots |
6 | ![]() |
1 | None | "Easy" enemy spots |
7 | ![]() |
1 | None | "Easy" enemy spots |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Names in other languages[edit]
Language | Name | Meaning |
---|---|---|
土とんの洞窟? | Land Swarmers' Cave | |
Grotte des menaces | Threats cave | |
Grotte des Menaces | Threats Cave | |
Grotte des Donners | Grotto of Thunder | |
Grotta rombante | Rumbling cave | |
Gruta Estruendosa | Rumbling Grotto |