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{{game icons|p2=y}}
{{Infobox cave
{{infobox cave
|image    = Subterranean Complex sublevel 6.jpg
|image    = Subterranean Complex sublevel 6.jpg
|location  = Valley of Repose
|location  = Valley of Repose
Line 6: Line 5:
|treasures = 16
|treasures = 16
|hazards  = {{fire}} {{electricity}} {{poison}} {{explosion}}
|hazards  = {{fire}} {{electricity}} {{poison}} {{explosion}}
|obstacles = {{buried}} {{boulder}}
}}
}}
{{guide}}
{{guide}}
The '''Subterranean Complex''' ({{j|地下の秘密基地|Chika no Himitsu Kichi|Subterranean Secret Base}}) is a [[cave]] in the [[Valley of Repose]], and is typically the second cave accessed in the area. It starts out as a snow-covered cave like the [[Emergence Cave]]; however, as one goes deeper into the complex it becomes a rusty, mechanical area with bottomless pits. Many of the enemies here have projectile and explosive attacks – be very careful when handling Pikmin, as explosions will kill them instantly. The [[boss]] of the cave is the [[Man-at-Legs]], a bio-mechanical [[Arachnorb]] specimen armed with a laser-guided machine gun-like weapon. The total value of all the treasure here is {{pokos|1480}} in the US [[Region|version]] and {{pokos|1310}} in the European version, mainly consisting of treasures from the [[Industrial Set]] and [[Hyper-technology Series]].
The '''Subterranean Complex''' is the second [[cave]] located in the [[Valley of Repose]] area.


==How to reach==
You'll have to follow many steps to get to it. First, you may have to kill the [[Dwarf Red Bulborb]] and [[Red Bulborb]] in the arena so they won't eat your [[Pikmin Family|Pikmin]]. You may have to destroy the rock formation in the water and then build a bridge on the other side. Use the [[Decorated Cannon Beetle]]s to kill all of the enemies and then kill the Decorated Cannon Beetles by using their own rocks. If you didn't kill the [[Watery Blowhog]], use your [[Blue Pikmin|Blues]] or [[Purple Pikmin|Purples]] to kill it. Then, use your [[White Pikmin|Whites]] to tear down the [[Gate|poison white gate]] and get rid of the [[gas pipe]]s.
{{location map | width = 246 | height = 411 | image = VoR texture.png | bg = #111 | caption = Location of the cave. | icons =
{{map icon | cave | 200 | 143}}
}}


Like the [[Frontier Cavern]], it is impossible to reach this cave before getting [[Blue Pikmin]]. Use Blue Pikmin to remove the [[clog]] in the first pond and build a [[bridge]] over the second. Once this is done, Pikmin of all types can be brought across. Beside the [[Watery Blowhog]] that is beyond the clump of enemies is a gate covered by [[poison emitter]]s, requiring [[White Pikmin]] to destroy. The cave is located beyond this gate, up a slope that is challenging for Pikmin to climb. Defeating the [[Decorated Cannon Beetle]]s, the various [[blowhog]]s and the [[Cloaking Burrow-nit]] is recommended, but not strictly necessary.
This giant dungeon starts out as a snow-covered cave like the [[Emergence Cave]]; however, as one gets deeper in the complex it becomes a rusty, mechanical area with bottomless pits, with a style similar to [[Rusty Gulch]]. Many of the enemies here have projectile and explosive attacks – be very careful when bringing Pikmin in, as explosions will kill them instantly. Recommended Pikmin types here are 35-40 Red Pikmin, 25-30 Yellow, 10-15 White, and 20-25 Purple.


No water is found in this cave, so your Pikmin squad should not include [[Blue Pikmin]]. The hazards of this dungeon are limited, with more focus being placed on [[bomb rock]] explosions, so minimal care needs to be placed on the proportions of the other Pikmin types. There is little reason to include less than 100 Pikmin in your party to take advantage of the [[Queen Candypop Bud]]s until after all treasures have been collected, unless you elected to bring a small squad of [[Purple Pikmin]]. This is because the [[Queen Candypop Bud]]s are located on sublevel 8, and the only danger following is the [[Man-at-Legs]].
The boss is the [[Man-at-Legs]], an [[Arachnorb]] species armed with a laser-guided machine gun.
The total value of all the treasure here is {{pokos|1480}} in the US [[Region|version]] and {{pokos|1310}} in the European version.


{{clear}}
{{Notes|ship=y}}


{{Notes|ship=y}}
{{Solution}}


==Sublevel 1==
==Sublevel 1==
[[File:Subterranean Complex sublevel 1.jpg|thumb|Sublevel 1.]]
[[File:Subterranean Complex sublevel 1.jpg|thumb|Sublevel 1.]]
* '''Theme''': Snow
*'''Theme''': Snow
* '''Music''': ''[[Music in Pikmin 2#Emergence Cave 2|Emergence Cave 2]]''
*'''Treasures''':
* '''Treasures''':
**{{icon|Exhausted Superstick|y}}
** {{icon|Exhausted Superstick|y}} (partially buried)
**{{icon|Nouveau Table|y}}
** {{icon|Nouveau Table|y}} (fully buried)
*'''Enemies''':
* '''Enemies''':
**{{icon|Bumbling Snitchbug|y}} × 3 (1 drops from the sky in a dead end)
** {{icon|Bumbling Snitchbug|y}} × 3
**{{icon|Hairy Bulborb|y}} × 2
** {{icon|Hairy Bulborb|y}} × 2
**{{icon|Snow Bulborb|y}} × 9
** {{icon|Mitite|y}} (group of 10) × 0 - 2 (from eggs)
*'''Hazards''':
** {{icon|Snow Bulborb|y}} × 9
**{{icon|Poison tube|y}} × 6
* '''Obstacles''':
*'''Others''':
** {{icon|Poison emitter|v=P2|y}} × 6
**{{icon|Egg|y}} × 2 (drop from the sky in dead ends)
* '''Vegetation''':
** None
* '''Others''':
** {{icon|Egg|y}} × 2
 
The cave starts off with the first sublevel having a snowy cave appearance, much like the other caves in the Valley of Repose. However, this is the only sublevel in this cave to have a snowy theme.
 
Start by destroying the poison pipes and defeating some [[Bumbling Snitchbug]]s if they happen to be an annoyance. The [[Snow Bulborb]]s and [[Hairy Bulborb]]s can then be dealt with, preferably using [[Purple Pikmin]]. There are two treasures in this level: the [[Nouveau Table]], which should be buried, and the [[Exhausted Superstick]].


{{cavegen|scx1}}
{{sublevel technical
{{sublevel technical
|cave        = tutorial_2
|cave        = tutorial_2
Line 54: Line 43:
|capmax      = 0
|capmax      = 0
|rooms      = 3
|rooms      = 3
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 3_MAT_mid1_mid2_uzu1_snow.txt
|unitfile    = 3_MAT_mid1_mid2_uzu1_snow.txt
|lightfile  = tutorial_1_light.ini
|lightfile  = tutorial_1_light.ini
|bg          =
|bg          =  
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =
{{sublevel units
{{sublevel units
|cap_snow|Dead end
|cap_snow|Dead end
|item_cap_snow|Dead end with item
|item_cap_snow|Dead end with item
|way3_snow|Three-way crossing
|way3_snow|Three-way crossing
|way4_snow|Four-way crossing
|way4_snow|Four-way crossing
|wayl_snow|Turning corridor
|wayl_snow|Turning corridor
|way2_snow|Corridor
|way2_snow|Corridor
}}
}}
{{sublevel units
{{sublevel units
|way2x2_snow|Long corridor
|way2x2_snow|Long corridor
|room_mid1_6_snow|'''Room with 6 exits'''
|room_mid1_6_snow|'''Room with 6 exits'''
|room_mid2_3_snow|'''Y-shaped room'''
|room_mid2_3_snow|'''Y-shaped room'''
|room_uzu1_1_snow|'''Room with spiraling trunk'''
|room_uzu1_1_snow|'''Room with spiraling trunk'''
}}
}}
}}
}}
{| 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|Hairy Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Hairy Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Bumbling Snitchbug|y}}
| 1
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Snow Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Snow Bulborb|y}}
| 3
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Snow Bulborb|y}}
| 3
| None
| "Easy" enemy spots
|-
| 7
| {{icon|Snow Bulborb|y}}
| 2
| None
| "Easy" enemy spots
|-
| 8
| {{icon|Bumbling Snitchbug|y}}
| 1
| None
| "Hard" enemy spots
|-
| 9
| {{icon|Poison emitter|v=P2|y}}
| 1
| None
| "Hard" enemy spots
|-
| 10
| {{icon|Poison emitter|v=P2|y}}
| 5
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Exhausted Superstick|y}}
| 1
| None
| Treasure spots
|-
| 12
| {{icon|Nouveau Table|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 13
| {{icon|Egg|y}}
| 1
| Falls from the sky
| Dead ends
|-
| 14
| {{icon|Bumbling Snitchbug|y}}
| 1
| Falls from the sky
| Dead ends
|-
| 15
| {{icon|Egg|y}}
| 1
| Falls from the sky
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 2==
The cave starts off with the first sublevel being a snowy cave appearance, much like the Frontier Cavern. However, this is the only sublevel in the cave to take on this appearance.
* '''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Metal 2|Metal 2]]''
* '''Treasures''':
** {{icon|Network Mainbrain|y}}
** {{icon|Spirit Flogger|y}} (partially buried)
* '''Enemies''':
** {{icon|Careening Dirigibug|y}} × 3
** {{icon|Mitite|y}} (group of 10) × 0 - 2 (from eggs)
** {{icon|Swooping Snitchbug|y}} × 1
* '''Obstacles''':
** {{icon|Bomb-rock|y}} &times; 6 or 9<ref group="Sublevel 2 note" name="s2n1">In the GameCube version, there are 9 bomb rocks total. In the Wii version, the sublevel data does not contain the 3 bomb rocks that spawn in dead ends.</ref>
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 6
** {{icon|Glowstem|y}} (red) &times; 6
* '''Others''':
** {{icon|Egg|y}} &times; 2


From this sublevel onwards, the snow is gone and each sublevel is a metal maze where [[throw]]ing a Pikmin over the edge will make it fall into the [[pit]].
Start by destroying the poison pipes, and defeating some [[Bumbling Snitchbug]]s if they happen to be an annoyance. There are two treasures in this level: the [[Nouveau Table]], which should be buried, and the [[Exhausted Superstick]]. The [[Snow Bulborb]]s and [[Hairy Bulborb]]s can then be dealt with, preferably using [[Purple Pikmin]].


The main focus on this sublevel is on the various [[Bomb rock|bomb-rocks]]. You should [[dismiss]] the Pikmin, and set off all bomb-rocks you can find. The [[Careening Dirigibug]]s will be armed by now, but they will not be as troublesome as the bomb-rocks that were on the ground.
==Sublevel 2==
 
*'''Theme''': Metal
The enemies should now be attacked one by one. The [[Swooping Snitchbug]] here has a high tendency to throw Pikmin in the gaps that are between the larger expanses. This still doesn't make it as big of a threat as the Dirigibugs, but it still shouldn't be completely ignored. The treasures here are the [[Spirit Flogger]] and the [[Network Mainbrain]].
*'''Treasures''':
**{{icon|Network Mainbrain|y}}
**{{icon|Spirit Flogger|y}}
*'''Enemies''':
**{{icon|Careening Dirigibug|y}} &times; 3
**{{icon|Swooping Snitchbug|y}} &times; 1
*'''Hazards''':
**{{icon|Bomb-rock|y}} &times; 9 (3 drop from the sky in dead ends)
*'''Plants''':
**{{icon|Glowstem|y}} (green) &times; 6
**{{icon|Glowstem|y}} (red) &times; 6
*'''Others''':
**{{icon|Egg|y}} &times; 2 (in dead ends)


{{cavegen|scx2}}
{{sublevel technical
{{sublevel technical
|cave        = tutorial_2
|cave        = tutorial_2
Line 216: Line 93:
|capmax      = 0
|capmax      = 0
|rooms      = 3
|rooms      = 3
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 2_MAT_h335_h447_metal.txt
|unitfile    = 2_MAT_h335_h447_metal.txt
Line 224: Line 100:
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =
{{sublevel units
{{sublevel units
|item_cap_metal|Dead end with item
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_hitode3x3_5_metal|'''Room with blue ledge'''
|room_hitode4x4_7_metal|'''Room with large blue circle'''
}}
}}
}}
{{sublevel units
 
|room_hitode3x3_5_metal|'''Room with blue ledge'''
The snow and poison have vanished here. Pikmin might fall off the floor when [[throw]]n; as such, extra care should also be taken when attempting to activate the hole to the next sublevel.
|room_hitode4x4_7_metal|'''Room with large blue circle'''
 
}}
The main focus on this level is on the various [[bomb-rock]]s. You should [[dismiss]] the Pikmin, and set off all bomb-rocks you can find. The [[Careening Dirigibug]]s will be armed by now, but this will not be as troublesome as the bomb-rocks that were on the ground.
}}
 
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
The enemies should now be attacked one by one. The [[Swooping Snitchbug]] here has a high tendency to throw Pikmin in the gaps that are between the larger expanses. This still doesn't make it as big of a threat as the Dirigibugs, but it still shouldn't be completely ignored. The treasures here are the [[Spirit Flogger]] and the [[Network Mainbrain]].
! 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|Careening Dirigibug|y}}
| 3
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Swooping Snitchbug|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Bomb-rock|y}}
| 2
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Bomb-rock|y}}
| 1
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Bomb-rock|y}}
| 1
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Bomb-rock|y}}
| 2
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Glowstem|y}} (red)
| 6
| None
| Plant spots
|-
| 8
| {{icon|Glowstem|y}} (green)
| 6
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 9
| {{icon|Network Mainbrain|y}}
| 1
| None
| Treasure spots
|-
| 10
| {{icon|Spirit Flogger|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Egg|y}}
| 2
| None
| Dead ends
|-
| 12
| {{icon|Bomb-rock|y}}
| 3<ref group="Sublevel 2 note" name="s2n1"/>
| Falls from the sky
| Dead ends
|}
<references group="Sublevel 2 note"/>
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 3==
==Sublevel 3==
* '''Theme''': Metal
*'''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Metal 1|Metal 1]]''
*'''Treasures''':
* '''Treasures''':
**{{icon|Coiled Launcher|y}}
** {{icon|Coiled Launcher|y}}
**{{icon|Omega Flywheel|y}}
** {{icon|Omega Flywheel|y}} (partially buried)
**{{icon|Superstrong Stabilizer|y}} (inside the burrowed Armored Cannon Beetle Larva)
** {{icon|Superstrong Stabilizer|y}} (inside Armored Cannon Beetle Larva)
*'''Enemies''':
* '''Enemies''':
**{{icon|Armored Cannon Beetle Larva|y}} &times; 3 (1 stuck on the ground)
** {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (buried) &times; 1
*'''Hazards''':
** {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (surface) &times; 2
**{{icon|Bomb-rock|y}} &times; 1 (drops from the sky in a dead end)
** {{icon|Mitite|y}} (group of 10) &times; 0 - 3 (from eggs)
**{{icon|Fire geysers|y}} &times; 6
* '''Obstacles''':
*'''Plants''':
** {{icon|Bomb-rock|y}} &times; 0 or 1<ref group="Sublevel 3 note" name="s3n1">In the GameCube version, there is a bomb rock. In the Wii version, the sublevel data does not contain that entry.</ref>
**{{icon|Glowstem|y}} (green) &times; 8
** {{icon|Fire geyser|y}} &times; 6
**{{icon|Glowstem|y}} (red) &times; 8
* '''Vegetation''':
**{{icon|Ivory Candypop Bud|y}} &times; 1
** {{icon|Glowstem|y}} (green) &times; 8
*'''Others''':
** {{icon|Glowstem|y}} (red) &times; 8
**{{icon|Egg|y}} &times; 3 (drop from the sky in dead ends)
** {{icon|Ivory Candypop Bud|y}} &times; 1
* '''Others''':
** {{icon|Egg|y}} &times; 3
 
This level has three [[Armored Cannon Larva|Armored Cannon Beetle Larva]]e, along with multiple [[fire geyser]]s. When fighting the beetles, make sure they aren't facing the [[Pit|void]], or else your Pikmin will be tossed into it. Once the threats are cleared, the [[Ivory Candypop Bud]] can be used to make [[White Pikmin]] if desired. Note that because of the way sublevels are generated, the Ivory Candypop Bud might not appear. Treasures here are the [[Superstrong Stabilizer]], the [[Omega Flywheel]] and the [[Coiled Launcher]].


{{cavegen|scx3}}
{{sublevel technical
{{sublevel technical
|cave        = tutorial_2
|cave        = tutorial_2
Line 362: Line 145:
|capmax      = 40
|capmax      = 40
|rooms      = 6
|rooms      = 6
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 2_MAT_h224_h443_tekiF_metal.txt
|unitfile    = 2_MAT_h224_h443_tekiF_metal.txt
Line 370: Line 152:
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =
{{sublevel units
{{sublevel units
|item_cap_metal|Dead end with item
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_hitode4x4_tekiF_3_metal|'''Circular room with blue ledge'''
|room_hitode2x2_4_metal|'''Pathway with tubes'''
}}
}}
}}
{{sublevel units
 
|room_hitode4x4_tekiF_3_metal|'''Circular room with blue ledge'''
This level has three [[Armored Cannon Beetle Larva]]e, along with multiple [[fire geyser]]s. When taking them down, make sure the beetles aren't facing the [[Pit|void]], or else your Pikmin will be tossed into it. Once the threats are cleared, the [[Ivory Candypop Bud]] can be used to make [[White Pikmin]] if desired. Treasures here are the [[Superstrong Stabilizer]], the [[Omega Flywheel]] and the [[Coiled Launcher]].
|room_hitode2x2_4_metal|'''Pathway with tubes'''
}}
}}
{| 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|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (buried)
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|Superstrong Stabilizer|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (surface)
| 1
| None
| "Special" enemy spots
|-
| 3
| {{icon|Ivory Candypop Bud|y}}
| 1
| None
| "Special" enemy spots
|-
| 4
| {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (surface)
| 1
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Fire geyser|y}}
| 5
| None
| "Hard" enemy spots
|-
| 6
| {{icon|Fire geyser|y}}
| 1
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Glowstem|y}} (red)
| 8
| None
| Plant spots
|-
| 8
| {{icon|Glowstem|y}} (green)
| 8
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 9
| {{icon|Omega Flywheel|y}}
| 1
| None
| Treasure spots
|-
| 10
| {{icon|Coiled Launcher|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Egg|y}}
| 3
| Falls from the sky
| Dead ends
|-
| 12
| {{icon|Bomb-rock|y}}
| 1<ref group="Sublevel 3 note" name="s3n1"/>
| Falls from the sky
| Dead ends
|}
<references group="Sublevel 3 note"/>
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 4==
==Sublevel 4==
* '''Theme''': Metal
*'''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Relax|Relax]]''
*'''Treasures''':
* '''Treasures''':
**None
** None
*'''Enemies''':
* '''Enemies''':
**None
** {{icon|Mitite|y}} (group of 10) &times; 0 - 6 (from eggs)
*'''Hazards''':
* '''Obstacles''':
**None
** None
*'''Plants''':
* '''Vegetation''':
**{{icon|Glowstem|y}} (green) &times; 10
** {{icon|Glowstem|y}} (green) &times; 10
**{{icon|Ivory Candypop Bud|y}} &times; 3
** {{icon|Ivory Candypop Bud|y}} &times; 3
*'''Others''':
* '''Others''':
**{{icon|Egg|y}} &times; 6 (3 in dead ends)
** {{icon|Egg|y}} &times; 6
 
This is a typical [[rest sublevel]]. The only objects worth mentioning are [[egg]]s, [[Candypop Bud]]s, and a [[geyser]] which can be used to return to the [[Valley of Repose]]. There are three Ivory Candypop Buds that can produce [[White Pikmin]].


{{cavegen|scx4}}
{{sublevel technical
{{sublevel technical
|cave        = tutorial_2
|cave        = tutorial_2
Line 506: Line 189:
|capmax      = 50
|capmax      = 50
|rooms      = 4
|rooms      = 4
|ctrratio    = 0.05
|geyser      = Yes
|geyser      = Yes
|unitfile    = 1_units_hit224_metal.txt
|unitfile    = 1_units_hit224_metal.txt
Line 514: Line 196:
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =
{{sublevel units
{{sublevel units
|item_cap_metal|Dead end with item
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_hitode2x2_4_metal|'''Pathway with tubes'''
}}
}}
}}
{{sublevel units
 
|room_hitode2x2_4_metal|'''Pathway with tubes'''
This is a typical [[rest sublevel]]. The only objects worth mentioning are [[egg]]s, [[Candypop Bud]]s and a [[geyser]], which can be used to get to the surface. There are three Ivory Candypops that can produce White Pikmin.
}}
}}
{| 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|Ivory Candypop Bud|y}}
| 3
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Egg|y}}
| 3
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 3
| {{icon|Glowstem|y}} (green)
| 10
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Egg|y}}
| 3
| 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==
==Sublevel 5==
[[File:Subterranean Complex sub 5.png|thumb|Sublevel 5.]]
[[File:Subterranean Complex sub 5.png|thumb|right|Sublevel 5.]]
* '''Theme''': Metal
*'''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Metal 1|Metal 1]]''
*'''Treasures''':
* '''Treasures''':
**{{icon|Adamantine Girdle|y}}
** {{icon|Adamantine Girdle|y}}
**{{icon|Mystical Disc|y}}
** {{icon|Mystical Disc|y}} (partially buried)
*'''Enemies''':
* '''Enemies''':
**{{icon|Volatile Dweevil|y}} &times; 8 (2 drop from the sky)
** {{icon|Volatile Dweevil|y}} &times; 8
*'''Hazards''':
* '''Obstacles''':
**{{icon|Bomb-rock|y}} &times; 24 (9 drop from the sky)
** {{icon|Bomb-rock|y}} &times; 24
*'''Plants''':
* '''Vegetation''':
**{{icon|Glowstem|y}} (green) &times; 6
** {{icon|Glowstem|y}} (green) &times; 6
**{{icon|Glowstem|y}} (red) &times; 6
** {{icon|Glowstem|y}} (red) &times; 6
*'''Others''':
* '''Others''':
**None
** None
 
In this sublevel, it is recommended to first dismiss the Pikmin into the corner behind the Research Pod, and to take a leader around the whole floor and disarm all the [[bomb rock]]s and [[Volatile Dweevil]]s. This is because it's much safer to have them explode while nothing is around, rather than when the Pikmin are busy. Once everything is cleared, Whites should be used to collect the [[Mystical Disc]] and the [[Adamantine Girdle]]. More [[Dweevil family|Dweevils]] and [[Bomb rock|bomb-rocks]] will fall when the Pikmin carry the treasures, so follow them carefully. Note that, although rare, it is possible for a bomb rock to fall near the starting location.{{cite web|https://clips.twitch.tv/BetterStrangeKathyJonCarnage|Twitch clip|Twitch|published={{date|14|August|2018}}|retrieved={{date|17|August|2018}}}}


{{cavegen|scx5}}
{{sublevel technical
{{sublevel technical
|cave        = tutorial_2
|cave        = tutorial_2
Line 594: Line 234:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_units_nobo2_metal.txt
|unitfile    = 1_units_nobo2_metal.txt
Line 602: Line 241:
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =
{{sublevel units
{{sublevel units
|item_cap_metal|Dead end with item
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_nobo2_4_metal|'''Zigzagging corridors'''
}}
}}
}}
{{sublevel units
 
|room_nobo2_4_metal|'''Zigzagging corridors'''
Here, it is advisable to dismiss the Pikmin into the corner behind the pod and to take a captain. The main objective now is to make all the bomb-rocks and [[Volatile Dweevil]]s that spawn from the ceiling fall; you want them to fall now instead of later, when the Pikmin are busy. Every bomb that is in sight should be set off as well. Once everything is cleared, Whites should be used to collect the [[Mystical Disc]] and the [[Adamantine Girdle]]. More [[Dweevil family|Dweevils]] will fall when the Pikmin carry the treasures.
}}
}}
{| 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|Volatile Dweevil|y}}
| 3
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Volatile Dweevil|y}}
| 3
| Falls from the sky
| "Hard" enemy spots
|-
| 3
| {{icon|Bomb-rock|y}}
| 3
| None
| "Easy" enemy spots
|-
| 4
| {{icon|Bomb-rock|y}}
| 2
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Bomb-rock|y}}
| 2
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Bomb-rock|y}}
| 2
| None
| "Easy" enemy spots
|-
| 7
| {{icon|Bomb-rock|y}}
| 3
| Falls from the sky
| "Hard" enemy spots
|-
| 8
| {{icon|Bomb-rock|y}}
| 1
| Falls from the sky
| "Easy" enemy spots
|-
| 9
| {{icon|Bomb-rock|y}}
| 1
| Falls from the sky
| "Easy" enemy spots
|-
| 10
| {{icon|Bomb-rock|y}}
| 1
| Falls from the sky
| "Easy" enemy spots
|-
| 11
| {{icon|Bomb-rock|y}}
| 1
| Falls from the sky
| "Easy" enemy spots
|-
| 12
| {{icon|Bomb-rock|y}}
| 1
| Falls from the sky
| "Easy" enemy spots
|-
| 13
| {{icon|Bomb-rock|y}}
| 1
| Falls from the sky
| "Easy" enemy spots
|-
| 14
| {{icon|Bomb-rock|y}}
| 2
| None
| "Easy" enemy spots
|-
| 15
| {{icon|Bomb-rock|y}}
| 2
| None
| "Easy" enemy spots
|-
| 16
| {{icon|Bomb-rock|y}}
| 2
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 17
| {{icon|Glowstem|y}} (red)
| 6
| None
| Plant spots
|-
| 18
| {{icon|Glowstem|y}} (green)
| 6
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 19
| {{icon|Mystical Disc|y}}
| 1
| None
| Treasure spots
|-
| 20
| {{icon|Adamantine Girdle|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 21
| {{icon|Volatile Dweevil|y}}
| 2
| Falls from the sky
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 6==
==Sublevel 6==
* '''Theme''': Metal
*'''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Metal 3|Metal 3]]''
*'''Treasures''':
* '''Treasures''':
**{{icon|Repair Juggernaut|y}}
** {{icon|Repair Juggernaut|y}}
**{{icon|Space Wave Receiver|y}}
** {{icon|Space Wave Receiver|y}}
**{{icon|Vacuum Processor|y}}
** {{icon|Vacuum Processor|y}}
*'''Enemies''':
* '''Enemies''':
**{{icon|Anode Beetle|y}} &times; 6
** {{icon|Anode Beetle|y}} &times; 6
**{{icon|Careening Dirigibug|y}} &times; 2
** {{icon|Careening Dirigibug|y}} &times; 2
**{{icon|Fiery Dweevil|y}} &times; 2
** {{icon|Fiery Dweevil|y}} &times; 2
**{{icon|Munge Dweevil|y}} &times; 2
** {{icon|Mitite|y}} (group of 10) &times; 0 - 1 (from eggs)
*'''Hazards''':
** {{icon|Munge Dweevil|y}} &times; 2
**{{icon|Gas pipe|y}} &times; 3
* '''Obstacles''':
*'''Plants''':
** {{icon|Poison emitter|v=P2|y}} &times; 3
**{{icon|Glowstem|y}} (green) &times; 6
* '''Vegetation''':
**{{icon|Glowstem|y}} (red) &times; 6
** {{icon|Glowstem|y}} (green) &times; 6
*'''Others''':
** {{icon|Glowstem|y}} (red) &times; 6
**{{icon|Egg|y}} &times; 1 (in a dead end)
* '''Others''':
** {{icon|Egg|y}} &times; 1


Many enemies spawn close to each other in this level, including [[Careening Dirigibug]]s, [[Dweevil]]s and some [[Anode Beetle]]s. The enemies spawn in different positions each time, and as such, not much advice can be given, but killing the creatures that are a little off from the groups first is usually a safe tactic. Since [[electricity]] is the most dangerous hazard, using [[Yellow Pikmin]] is also a good idea. The Dweevils can also be chased near an edge, and chances are they will walk off the side &ndash; their treasures will reappear elsewhere. You can also dispose of the [[Anode Beetle]]s by carrying a couple of Pikmin with you to flip them over, and using cleverly lured [[Careening Dirigibug|Dirigibugs]] to drop bombs on them and kill them. The treasures available are the [[Repair Juggernaut]], the [[Vacuum Processor]] and the [[Space Wave Receiver]].
There is an exit geyser on this sublevel if you need to leave the cave, but there is also a rest stop two sublevels down which can be used to replenish your Pikmin army.
{{cavegen|scx6}}
{{sublevel technical
{{sublevel technical
|cave        = tutorial_2
|cave        = tutorial_2
Line 794: Line 282:
|capmax      = 0
|capmax      = 0
|rooms      = 3
|rooms      = 3
|ctrratio    = 0
|geyser      = Yes
|geyser      = Yes
|unitfile    = 5_units_mid2_cent_hit4_hit5_nor2_metal.txt
|unitfile    = 5_units_mid2_cent_hit4_hit5_nor2_metal.txt
Line 802: Line 289:
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =
{{sublevel units
{{sublevel units
|item_cap_metal|Dead end with item
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
|way2x2_metal|Long corridor
}}
}}
{{sublevel units
{{sublevel units
|room_cent_4_metal|'''4-way purple-floored room'''
|room_cent_4_metal|'''4-way purple-floored room'''
|room_mid2_3_metal|'''Y-shaped room'''
|room_mid2_3_metal|'''Y-shaped room'''
|room_hitode3x4_4_metal|'''Roughly plus-shaped room'''
|room_hitode3x4_4_metal|'''Roughly plus-shaped room'''
|room_north2x2_1_metal|'''T-shaped room'''
|room_north2x2_1_metal|'''T-shaped room'''
|room_hitode2x3_5_metal|'''X-shaped room'''
|room_hitode2x3_5_metal|'''X-shaped room'''
}}
}}
}}
}}
{| 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|Careening Dirigibug|y}}
| 2
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Poison emitter|v=P2|y}}
| 2
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Anode Beetle|y}}
| 6
| None
| "Easy" enemy spots
|-
| 4
| {{icon|Fiery Dweevil|y}}
| 1
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Fiery Dweevil|y}}
| 1
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Munge Dweevil|y}}
| 1
| None
| "Easy" enemy spots
|-
| 7
| {{icon|Munge Dweevil|y}}
| 1
| None
| "Easy" enemy spots
|-
| 8
| {{icon|Poison emitter|v=P2|y}}
| 1
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 9
| {{icon|Glowstem|y}} (red)
| 6
| None
| Plant spots
|-
| 10
| {{icon|Glowstem|y}} (green)
| 6
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Vacuum Processor|y}}
| 1
| None
| Treasure spots
|-
| 12
| {{icon|Space Wave Receiver|y}}
| 1
| None
| Treasure spots
|-
| 13
| {{icon|Repair Juggernaut|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 14
| {{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]].''


==Sublevel 7==
Many enemies spawn close to each other in this level, and consist of [[Careening Dirigibug]]s, [[Dweevil]]s and some [[Anode Beetle]]s. The enemies spawn in different positions each time, and as such, not much advice can be given, but killing the creatures that are a little off from the groups first is usually a safe tactic. The Dweevils can also be chased near an edge, and chances are they will walk off the side &ndash; their treasures will reappear elsewhere. You can also dispose of the [[Anode Beetle]]s by carrying a couple of Pikmin with you to flip them over, and using cleverly lured [[Careening Dirigibug|Dirigibugs]] to drop bombs on them and kill them. Treasures available are the [[Repair Juggernaut]], the [[Vacuum Processor]] and the [[Space Wave Receiver]].
* '''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Metal 2|Metal 2]]''
* '''Treasures''':
** {{icon|Furious Adhesive|y}}
** {{icon|Indomitable CPU|y}} (inside Gatling Groink)
** {{icon|Thirst Activator|y}} (US) / {{icon|Perfect Container|y}} (Europe) / {{icon|Alternative Reactor|y}} (Japan)
* '''Enemies''':
** {{icon|Careening Dirigibug|y}} &times; 1
** {{icon|Gatling Groink|y}} (free) &times; 1
** {{icon|Gatling Groink|y}} (pedestal) &times; 1
** {{icon|Mitite|y}} (group of 10) &times; 0 - 2 (from eggs)
** {{icon|Volatile Dweevil|y}} &times; 1 or more
* '''Obstacles''':
** {{icon|Bomb-rock|y}} &times; 25
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 7
** {{icon|Glowstem|y}} (red) &times; 7
* '''Others''':
** {{icon|Egg|y}} &times; 2
{{see also|Gatling Groink#Strategy|t1=Gatling Groink strategy}}


This large sublevel contains [[Gatling Groink]]s, one walking about, and the other on a pillar. After you clear the enemies, the [[Indomitable CPU]], the [[Furious Adhesive]] and the [[Thirst Activator]] need to be collected. One of the treasures may be in a corner, and when this one is picked up, bomb-rocks are likely to fall from the sky. Make sure to be especially cautious collecting treasures here.
There is an exit geyser on this sublevel if you need to leave the cave, but there is also a rest stop two sublevels down which can be used to replenish your Pikmin army.


A good way to get rid of the walking Gatling Groink is to lure it over a gap which causes it to fall and instantly die. To note is that, due to the way cave sublevels are generated, the stationary Gatling Groink may not appear, and as such, you can miss out on the Indomitable CPU, as detailed [[Pikmin 2 cave generation|here]] and [[Mistake#Missing sublevel objects|here]].
==Sublevel 7==
*'''Theme''': Metal
*'''Treasures''':
**{{icon|Furious Adhesive|y}}
**{{icon|Indomitable CPU|y}} (inside stationary Gatling Groink)
**{{icon|Thirst Activator|y}}
*'''Enemies''':
**{{icon|Careening Dirigibug|y}} &times; 1
**{{icon|Gatling Groink|y}} &times; 2 (1 stationary on pillar)
**{{icon|Volatile Dweevil|y}} &times; 1 (drops from the sky)
*'''Hazards''':
**{{icon|Bomb-rock|y}} &times; 25
*'''Plants''':
**{{icon|Glowstem|y}} (green) &times; 7
**{{icon|Glowstem|y}} (red) &times; 7
*'''Others''':
**{{icon|Egg|y}} &times; 2 (in dead ends)


{{cavegen|scx7}}
{{sublevel technical
{{sublevel technical
|cave        = tutorial_2
|cave        = tutorial_2
Line 957: Line 335:
|capmax      = 50
|capmax      = 50
|rooms      = 4
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 3_MAT_ari_h446_h443_tower_metal.txt
|unitfile    = 3_MAT_ari_h446_h443_tower_metal.txt
Line 965: Line 342:
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =
{{sublevel units
{{sublevel units
|item_cap_metal|Dead end with item
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_ari1_3_metal|'''Circular room with gaps'''
|room_hitode4x4_6_metal|'''Room with hatch'''
|room_hitode4x4_tower_3_metal|'''Circular room with tower'''
}}
}}
}}
{{sublevel units
 
|room_ari1_3_metal|'''Circular room with gaps'''
{{see also|Gatling Groink strategy|l1=Gatling Groink#Strategy}}
|room_hitode4x4_6_metal|'''Room with hatch'''
 
|room_hitode4x4_tower_3_metal|'''Circular room with tower'''
This level contains [[Gatling Groink]]s, one walking about, and the other on a pillar. After you clear the enemies, the [[Indomitable CPU]], the [[Furious Adhesive]] and the [[Thirst Activator]] need to be collected. One of the treasures may be in a corner, and when this one is picked up, bomb-rocks are likely to fall from the sky. Make sure to be especially cautious collecting treasures here.
}}
 
}}
A good way to get rid of the walking Gatling Groink is to lure it over a gap which causes it to fall and instantly die.
{| 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}} (pedestal)
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|Indomitable CPU|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Gatling Groink|y}} (free)
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Careening Dirigibug|y}}
| 1
| None
| Cave unit seams
|-
| 4
| {{icon|Bomb-rock|y}}
| 4
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Bomb-rock|y}}
| 3
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Bomb-rock|y}}
| 3
| None
| "Easy" enemy spots
|-
| 7
| {{icon|Bomb-rock|y}}
| 3
| None
| "Easy" enemy spots
|-
| 8
| {{icon|Bomb-rock|y}}
| 3
| None
| "Easy" enemy spots
|-
| 9
| {{icon|Bomb-rock|y}}
| 3
| None
| "Easy" enemy spots
|-
| 10
| {{icon|Bomb-rock|y}}
| 3
| None
| "Easy" enemy spots
|-
| 11
| {{icon|Bomb-rock|y}}
| 3
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 12
| {{icon|Glowstem|y}} (red)
| 7
| None
| Plant spots
|-
| 13
| {{icon|Glowstem|y}} (green)
| 7
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 14
| {{icon|Thirst Activator|y}} (US)<br>{{icon|Perfect Container|y}} (EU)<br>{{icon|Alternative Reactor|y}} (JP)
| 1
| None
| Treasure spots
|-
| 15
| {{icon|Furious Adhesive|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 16
| {{icon|Egg|y}}
| 2
| None
| Dead ends
|-
| 17
| {{icon|Volatile Dweevil|y}}
| 1
| Falls from the sky
| Dead ends
|-
! colspan="5" | Then it spawns "dead end" objects in as many dead ends as it can. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 17
| {{icon|Volatile Dweevil|y}}
| 100%
| Falls from the sky
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 8==
==Sublevel 8==
* '''Theme''': Metal
*'''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Relax|Relax]]''
*'''Treasures''':
* '''Treasures''':
**None
** None
*'''Enemies''':
* '''Enemies''':
**None
** {{icon|Mitite|y}} (group of 10) &times; 0 - 7 (from eggs)
*'''Hazards''':
* '''Obstacles''':
**None
** None
*'''Plants''':
* '''Vegetation''':
**{{icon|Glowstem|y}} (green) &times; 12
** {{icon|Glowstem|y}} (green) &times; 12
**{{icon|Queen Candypop Bud|y}} &times; 2
** {{icon|Queen Candypop Bud|y}} &times; 2
**{{icon|Violet Candypop Bud|y}} &times; 3
** {{icon|Violet Candypop Bud|y}} &times; 3
*'''Others''':
* '''Others''':
**{{icon|Egg|y}} &times; 7 (1 drops from the sky in a dead end)
** {{icon|Egg|y}} &times; 7 or indefinite amount<ref group="Sublevel 8 note" name="s8n1">The egg "dead end" category entry differs between versions. In the GameCube Japanese and GameCube US versions, it falls from the sky and is also used for filler (for an indefinite egg amount in total). In the Wii Japanese version, it is on the floor and is not used for filler (for a total egg amount of 7). In all other versions, it falls from the sky and is not used for filler (for a total egg amount of 7).</ref>


Another rest level, and in this one, there are two [[Queen Candypop Bud]]s which can help make up for lost Pikmin. There are also three [[Violet Candypop Bud]]s for [[Purple Pikmin]], and a geyser to return to the surface.
{{cavegen|scx8}}
{{sublevel technical
{{sublevel technical
|cave        = tutorial_2
|cave        = tutorial_2
Line 1,140: Line 383:
|itemmax    = 0
|itemmax    = 0
|gatemax    = 0
|gatemax    = 0
|capmax      = 0 or 80<ref group="Sublevel 8 note">The dead end probability is 0 in the Japanese GameCube and US GameCube versions, and is 80 everywhere else.</ref>
|capmax      = 80
|rooms      = 6
|rooms      = 6
|ctrratio    = 0
|geyser      = Yes
|geyser      = Yes
|unitfile    = 1_units_hit224_metal.txt
|unitfile    = 1_units_hit224_metal.txt
Line 1,150: Line 392:
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =
{{sublevel units
{{sublevel units
|item_cap_metal|Dead end with item
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_hitode2x2_4_metal|'''Pathway with tubes'''
}}
}}
}}
{{sublevel units
 
|room_hitode2x2_4_metal|'''Pathway with tubes'''
Another rest level, and in this one, there are two [[Queen Candypop Bud]]s which can help make up for lost Pikmin. There are also three [[Violet Candypop Bud]]s for [[Purple Pikmin]], and a geyser to return to the surface.
}}
 
}}
{{todo|Elaborate on the glitch and add it to the glitches page.}}
{| 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.}}
Interestingly, if you keep resetting, it might be possible for the hole to the next sublevel to appear under a low ceiling. If so, you can use it to climb out of bounds. You will just reappear elsewhere after a bit.
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Queen Candypop Bud|y}}
| 2
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Violet Candypop Bud|y}}
| 3
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Egg|y}}
| 2
| None
| "Easy" enemy spots
|-
| 4
| {{icon|Egg|y}}
| 2
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Egg|y}}
| 2
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Glowstem|y}} (green)
| 12
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Egg|y}}
| 1
| None or falls from the sky<ref group="Sublevel 8 note" name="s8n1"/>
| Dead ends
|-
! colspan="5" | Then it spawns "dead end" objects in as many dead ends as it can. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 7
| {{icon|Egg|y}}
| N/A or 100%<ref group="Sublevel 8 note" name="s8n1"/>
| Falls from the sky
| Dead ends
|}
<references group="Sublevel 8 note"/>
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 9==
==Sublevel 9==
[[File:P2 Unactivated Man-at-Legs.jpg|thumb|The Man-at-Legs, in the center of its arena.]]
*'''Theme''': Metal
* '''Theme''': Metal
*'''Treasures''':
* '''Music''': ''[[Music in Pikmin 2#Common boss battle|Boss]]'' (only when combating)
**{{icon|Stellar Orb|y}} (inside the Man-at-Legs)
* '''Treasures''':
*'''Enemies''':
** {{icon|Stellar Orb|y}} (inside Man-at-Legs)
**{{icon|Man-at-Legs|y}} &times; 1
* '''Enemies''':
*'''Hazards''':
** {{icon|Man-at-Legs|y}} &times; 1
**None
* '''Obstacles''':
*'''Plants''':
** None
**{{icon|Glowstem|y}} (green) &times; 5
* '''Vegetation''':
**{{icon|Glowstem|y}} (red) &times; 5
** {{icon|Glowstem|y}} (green) &times; 5
*'''Others''':
** {{icon|Glowstem|y}} (red) &times; 5
**None
* '''Others''':
** None
{{see also|Man-at-Legs#Strategy|t1=Man-at-Legs strategy}}


The final floor of the cave contains the boss, the [[Man-at-Legs]]. Initially it appears as an orb in the middle of the arena. Rapidly throwing Pikmin at it before it gets up, preferably [[Purple Pikmin]], will deal a lot of damage to the boss, though not as much in ''[[New Play Control! Pikmin 2]]'', as the creature is invincible while it is getting up. Defeat the boss as per the strategy, recover the Stellar Orb, and return to the surface.
{{cavegen|scx9}}
{{sublevel technical
{{sublevel technical
|cave        = tutorial_2
|cave        = tutorial_2
Line 1,259: Line 432:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = Yes
|geyser      = Yes
|unitfile    = 1_units_houdai_metal.txt
|unitfile    = 1_units_houdai_metal.txt
Line 1,267: Line 439:
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =
{{sublevel units
{{sublevel units
|item_cap_metal|Dead end with item
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_houdai_1_metal|'''Man-at-Legs dry arena'''
}}
}}
}}
{{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|Man-at-Legs|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Stellar Orb|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|Glowstem|y}} (red)
| 5
| None
| Plant spots
|-
| 3
| {{icon|Glowstem|y}} (green)
| 5
| None
| Plant spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Purple Pikmin and White Pikmin farming==
{{see also|Man-at-Legs strategy|l1=Man-at-Legs#Strategy}}
The Subterranean Complex is an excellent cave to increase the populations of [[Purple Pikmin]] and [[White Pikmin]]. On the third sublevel there will be a lone [[Ivory Candypop Bud]]. (Should it not be there, resetting the game and reloading the level should make it appear eventually.) The next sublevel contains three Ivory Candypops. On the eighth sublevel there will be three [[Violet Candypop Bud]]s and two [[Queen Candypop Bud]]s.
 
Looking around this level will reveal some metal switches and walls sticking out of the ground. There is an orb in the middle, which is the boss. However, it should not be attacked with normal Pikmin. Purples will inflict additional damage when they land on it while it is still dormant. The [[Man-at-Legs]] should have lost up to half of its health or more. This strategy is no longer possible in ''[[New Play Control! Pikmin 2]]'', as the creature is invincible while it is getting up from its dormant state.
 
Other than that, defeat the boss as per the strategy, recover the Stellar Orb, and go to the surface.
 
==Note==
This is also an excellent cave to get [[Purple Pikmin]] and [[White Pikmin]]. At least 22 of any Pikmin type other than White or Purple should be brought along into the cave. On the third sublevel there will be a lone [[Ivory Candypop Bud]]. Should it not be there, resetting the game and reloading the level should make it appear eventually. The next sublevel spawns three Ivory Candypops. On the eighth sublevel there will be three [[Violet Candypop Bud]]s and two [[Queen Candypop Bud]]s.


To get large numbers of both types, at least 22 of any Pikmin type other than White or Purple should be brought along into the cave, and used for every Candypop Bud available. If just Purple Pikmin are desired, only 1 Pikmin needs to be brought into the cave, and the player can run to the hole in the first 7 sublevels to reach the eighth, where the Queen Candypop Buds can be used to generate Pikmin for the Violet Candypop Buds. The eggs scattered about this sublevel will provide nectar for the [[Maturity|leaf and bud]] Pikmin. The cave can then be exited via the geyser. This process can be repeated infinitely, as the Candypop Buds are not [[Candypop Bud#Maximum Pikmin requirement|limited]] to a certain number of White or Purple Pikmin total.
By using the Queen Candypops, the new Pikmin generated can be used for the Violet Candypops. The eggs scattered about the level will provide nectar for the leaf and bud Pikmin. The cave can then be exited via the geyser. This process can be repeated infinitely, as the Candypops are not limited to a certain number of White or Purple Pikmin total.


==Gallery==
==Gallery==
<gallery>
<gallery>
Subterranean Complex Location.png|The cave entrance.
File:Subterranean Complex Entrance.png|The entrance to the cave.
Subterranean Complex Entrance.png|The entrance when foggy.
</gallery>
</gallery>


==Names in other languages==
==Names in other languages==
{{Foreignname
{{Foreignname
|Jap=地下の秘密基地
|Jap=地下の秘密基地<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > BgmList_Tutorial.txt -->
|JapR=Chika no Himitsu Kichi
|JapM=Subterranean Secret Base
|SpaA=Complejo Subterráneo
|SpaAM=Subterranean Complex
|Fra=Complexe Souterrain
|FraM=Subterranean Complex
|Ita=Roccaforte Segreta
|ItaM=Secret Stronghold
|Ger=Mysteriöses Gebiet
|GerM=Mysterious Area
|ChiTrad=地下的秘密基地
}}
}}
==Trivia==
[[File:Cave hole edge glitch.png|thumb|The sublevel hole appearing near the edge in sublevel 3.]]
*Because the way the layout generation works, some sublevels, particularly [[#Sublevel 3|sublevel 3]] and [[#Sublevel 8|sublevel 8]], can place the sublevel hole right next to the edge. The player can use the ramped surface of the hole to climb on top of the railing and jump off into the [[pit]].
*While only the first sublevel is snow-themed, the following two metal-themed sublevels use icy backgrounds to complete the transition, before changing to a stone background.
==See also==
*[[Valley of Repose]]
*[[Man-at-Legs]]
*[[Rest sublevel]]
==References==
{{refs}}


{{Valley of Repose}}
{{Valley of Repose}}
{{p2 caves}}
{{Caves}}
[[Category:Subterranean Complex| ]]
[[Category:Subterranean Complex| ]]

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