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{{infobox challenge
{{infobox challenge
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|size=285px
|red=10
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|yellow=10
|yellow=10
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|spicy=1
|spicy=1
|sublevels=2
|sublevels=2
|gridcol=5
|gridrow=5
}}
}}
{{guide}}
The '''Secret Testing Range''' is one of the thirty levels in the [[Challenge Mode (Pikmin 2)|Challenge Mode]] for ''[[Pikmin 2]]''. There are two sublevels and each level involves creatures that have weapons as appendages.
The '''Secret Testing Range''' is the twenty-fifth level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. There are two sublevels, each involving creatures that have weapons as appendages, including a boss encounter with the [[Man-at-Legs]].


==Sublevel 1==
==Sublevel 1==
* '''Theme''': Metal
This level is a little hard, but the secret to the easy killing of a [[Gatling Groink]] is to bring all of your [[Pikmin (species)|Pikmin]] and make the [[Purple Pikmin]] be up front and hit it's backside. Alternatively you can leave the [[Pikmin (species)|Pikmin]] with [[Captain Olimar|Olimar]] or [[Captain Louie|Louie]], control the opposite one and make the two [[Gatling Groink]]s come close to each other; then go underneath them, running back and forth when the [[Gatling Groink]]s' life circles are yellow or red.
* '''Music''': ''[[Music in Pikmin 2#Metal 3|Metal 3]]''
* '''Time''': 100 (200 seconds)
* '''Starting Pikmin''':
** {{icon|Red Pikmin|v=P2|y}} × 10 (flower)
** {{icon|Yellow Pikmin|v=P2|y}} × 10 (flower)
** {{icon|Blue Pikmin|v=P2|y}} × 10 (flower)
** {{icon|Purple Pikmin|v=P2|y}} × 10 (flower)
** {{icon|White Pikmin|v=P2|y}} × 10 (flower)
* '''Treasures''':
** {{icon|Cosmic Archive|y}} × 1
** {{icon|Dream Architect|y}} × 1
** {{icon|Glee Spinner|y}} × 1
** {{icon|Lustrous Element|y}} × 1 (inside Iridescent Glint Beetle)
** {{icon|Prototype Detector|y}} × 1
** {{icon|Stone of Glory|y}} × 1 (inside Gatling Groink)
** {{icon|The Key|y}} × 1 (inside Gatling Groink)
* '''Enemies''':
** {{icon|Gatling Groink|y}} (free) × 2
** {{icon|Iridescent Glint Beetle|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) × 5
** {{icon|Glowstem|y}} (red) × 5
* '''Others''':
** None


This level is a little hard, but the secret to the easy killing of a [[Gatling Groink]] is to bring all of your [[Pikmin family|Pikmin]], make the [[Purple Pikmin]] be up front and hit its backside. Or you can leave the Pikmin with [[Captain Olimar|Olimar]] or [[Louie]], be the opposite one and make the two Gatling Groinks come close to each other; then go underneath them, running back and forth when the Gatling Groink's life circles are yellow or red.
*'''Time''': 100 seconds
 
*'''Enemies''':
{{cavegen|str1}}
**[[Gatling Groink]] x2
{{sublevel technical
**[[Iridescent Glint Beetle]]
|cave        = ch_MUKI_houdai
*'''Treasure'''
|enemymax    = 3
**[[Cosmic Archive]]
|itemmax    = 4
**[[Dream Architect]]
|gatemax    = 0
**[[Glee Spinner]]
|capmax      = 0
**[[The Key]]
|rooms      = 1
**[[Lustrous Element]]
|ctrratio    = 0
**[[Prototype Detector]]
|geyser      = No
**[[Stone of Glory]]
|unitfile    = 1_units_houdai_metal.txt
|lightfile  = houdai_light.ini
|bg          = build
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_houdai_1_metal|'''[[Man-at-Legs]] dry 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|Gatling Groink|y}} (free)
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Gatling Groink|y}} (free)
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|Stone of Glory|y}}
| colspan="3" | Carried inside entry with ID 2
|-
| 3
| {{icon|Iridescent Glint Beetle|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Lustrous Element|y}}
| colspan="3" | Carried inside entry with ID 3
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Glowstem|y}} (red)
| 5
| None
| Plant spots
|-
| 5
| {{icon|Glowstem|y}} (green)
| 5
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Dream Architect|y}}
| 1
| None
| Treasure spots
|-
| 7
| {{icon|Prototype Detector|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Cosmic Archive|y}}
| 1
| None
| Treasure spots
|-
| 9
| {{icon|Glee Spinner|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==
==Sublevel 2==
[[File:Pikmin range.jpg|thumb|The second floor of the level.]]
This floor is very hard. Note you can lure the Man-at-legs out of the water to make use of all of your Pikmin.
* '''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Metal 2|Metal 2 (alternate)]]''
* '''Time''': +150 (+300 seconds)
* '''Treasures''':
** {{icon|Favorite Gyro Block|y}} × 1
** {{icon|Fond Gyro Block|y}} × 1
** {{icon|Lost Gyro Block|y}} × 1
** {{icon|Memorable Gyro Block|y}} × 1
** {{icon|Remembered Old Buddy|y}} × 1
** {{icon|The Key|y}} × 1 (inside Man-at-Legs)
* '''Enemies''':
** {{icon|Man-at-Legs|y}} × 1
** {{icon|Mitite|y}} (group of 10) × 0 - 1 (from eggs)
* '''Obstacles''':
** {{icon|Electrical wire|y}} × 2
** {{icon|Fire geyser|y}} × 2
** {{icon|Poison emitter|v=P2|y}} × 2
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) × 3
** {{icon|Glowstem|y}} (red) × 3
* '''Others''':
** {{icon|Egg|y|l=Nectar egg|n=Egg}} × 1
{{see also|Man-at-Legs#Strategy|t1=Man-at-Legs strategy}}
 
This floor is very hard. Note you can lure the Man-at-Legs out of the water to make use of all of your Pikmin.


One useful technique (as depicted in the linked video below) is to stand close to the Man-at-Legs, just outside the circular ridge that the creature starts on.  Position your Pikmin behind the ridge, in the water.  If done correctly, the Man-at-Legs laser will target you, but its shots will hit the top of the ridge and do zero damage to your captain and your Pikmin.
*'''Time''': 150 seconds
*'''Enemy''':
**[[Man-at-Legs]]
*'''Treasure''':
**[[Favorite Gyro Block]]
**[[Fond Gyro Block]]
**[[The Key]]
**[[Lost Gyro Block]]
**[[Memorable Gyro Block]]
**[[Remembered Old Buddy]]


The music on this sublevel, a remix of ''[[Music in Pikmin 2#Metal 2|Metal 2]]'', is unique and does not play anywhere else.


{{cavegen|str2}}
[[File:Pikmin_range.jpg|thumb|The 2nd floor of the range.]]
{{sublevel technical
|cave        = ch_MUKI_houdai
|enemymax    = 7
|itemmax    = 5
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 1_units_houdai2_metal.txt
|lightfile  = houdai_light.ini
|bg          = ice
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_houdai2_1_metal|'''Man-at-Legs watery 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|Man-at-Legs|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 4
| {{icon|Fire geyser|y}}
| 2
| None
| Cave unit seams
|-
| 5
| {{icon|Poison emitter|v=P2|y}}
| 2
| None
| Cave unit seams
|-
| 6
| {{icon|Electrical wire|y}}
| 2
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Glowstem|y}} (red)
| 3
| None
| Plant spots
|-
| 3
| {{icon|Glowstem|y}} (green)
| 3
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Remembered Old Buddy|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Fond Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 9
| {{icon|Lost Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 10
| {{icon|Favorite Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 11
| {{icon|Memorable Gyro Block|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 12
| {{icon|Egg|y}}
| 1
| None
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Walkthrough video==
==Walkthrough Video==
{{#widget:YouTube|id=YEsVr1Nui6U|width=480}}
[[File:Pikmin 2 Strategies 2|425]]
 
==Names in other languages==
{{Foreignname
|Jap=秘密兵器実験場<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt -->
|JapM=Secret Weapon Testing Zone
|SpaA=Zona de Pruebas Secretas
|SpaAM=Secret Testing Zone
|SpaAN=This name implies the tests are secret, not the zone.
|FraA=Camp d'entraînement
|FraAM=Training camp
|FraE=Camp d'Entraînement
|FraEM=Training Camp
|Ger=Geheimes Testgelände
|GerM=Secret Testing Range
|Ita=Area collaudi segreti
|ItaM=Secret testing area
|notes=y
}}


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

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