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{{game icons|p2=y}}
{{Solution}}
{{infobox cave
{{Infobox cave
|image     = Subterranean Complex sublevel 6.jpg
|image=Subterranean Complex sublevel 6.jpg
|location = Valley of Repose
|location=Valley of Repose
|sublevels = 9
|sublevels=9
|treasures = 16
|treasures=16
|hazards   = {{fire}} {{electricity}} {{poison}} {{explosion}}
|hazards={{f}} {{e}} {{p}} {{r}} {{b}}
|obstacles={{buried}}
}}
}}
{{guide}}
The '''Subterranean Complex''' is the second [[cave]] located in the [[Valley of Repose]] level. You'll have to do 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 [[Hazards#Poison|poison pipes]].
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]].


==How to reach==
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.
{{location map | width = 246 | height = 411 | image = VoR texture.png | bg = #111 | caption = Location of the cave. | icons =
 
{{map icon | cave | 200 | 143}}
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 1480 (NTSC), or 1310 (PAL).


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.
{{Notes|ship=y}}


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]].
==Treasures==
*[[Nouveau Table]]
*[[Exhausted Superstick]]
*[[Spirit Flogger]]
*[[Network Mainbrain]]
*[[Superstrong Stabilizer]]
*[[Omega Flywheel]]
*[[Coiled Launcher]]
*[[Mystical Disc]]
*[[Adamantine Girdle]]
*[[Repair Juggernaut]]
*[[Vacuum Processor]]
*[[Space Wave Receiver]]
*[[Indomitable CPU]]
*[[Furious Adhesive]]
*[[Thirst Activator]] (NTSC)/[[Perfect Container]] (PAL)
*[[Stellar Orb]]


{{clear}}
==Enemies==
*[[Anode Beetle]]
*[[Armored Cannon Beetle Larva]]
*[[Bumbling Snitchbug]]
*[[Careening Dirigibug]]
*[[Fiery Dweevil]]
*[[Gatling Groink]]
*[[Hairy Bulborb]]
*[[Munge Dweevil]]
*[[Snow Bulborb]]
*[[Swooping Snitchbug]]
*[[Volatile Dweevil]]
*'''Boss: [[Man-at-Legs]]'''


{{Notes|ship=y}}
====Strategy====
Recommended Pikmin:
35-40 Red,
25-30 Yellow,
10-15 White,
20-25 Purple


==Sublevel 1==
==Sublevel 1==
[[File:Subterranean Complex sublevel 1.jpg|thumb|Sublevel 1.]]
[[File:Subterranean Complex sublevel 1.jpg|thumb|Sublevel 1.]]
* '''Theme''': Snow
''This level's hazard(s): Poison''
* '''Music''': ''[[Music in Pikmin 2#Emergence Cave 2|Emergence Cave 2]]''
* '''Treasures''':
** {{icon|Exhausted Superstick|y}} (partially buried)
** {{icon|Nouveau Table|y}} (fully buried)
* '''Enemies''':
** {{icon|Bumbling Snitchbug|y}} × 3
** {{icon|Hairy Bulborb|y}} × 2
** {{icon|Mitite|y}} (group of 10) × 0 - 2 (from eggs)
** {{icon|Snow Bulborb|y}} × 9
* '''Obstacles''':
** {{icon|Poison emitter|v=P2|y}} × 6
* '''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}}
The player should 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]].
{{sublevel technical
|cave        = tutorial_2
|enemymax    = 19
|itemmax    = 2
|gatemax    = 0
|capmax      = 0
|rooms      = 3
|ctrratio    = 0
|geyser      = No
|unitfile    = 3_MAT_mid1_mid2_uzu1_snow.txt
|lightfile  = tutorial_1_light.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_snow|Dead end
|item_cap_snow|Dead end with item
|way3_snow|Three-way crossing
|way4_snow|Four-way crossing
|wayl_snow|Turning corridor
|way2_snow|Corridor
}}
{{sublevel units
|way2x2_snow|Long corridor
|room_mid1_6_snow|'''Room with 6 exits'''
|room_mid2_3_snow|'''Y-shaped room'''
|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==
==Sublevel 2==
* '''Theme''': Metal
''This level's hazard(s): Explosions''
* '''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]].


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.
The snow and poison have vanished here. Pikmin might fall off the course when thrown; as such, extra care should also be taken when attempting to activate the hole to the next sublevel.


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]].
The main focus on this level is on the various [[bomb rocks]]. The player should dismiss the Pikmin, and set off all bomb rocks he or she can find. The [[Careening Dirigibug]]s will be armed now, but this will not be as troublesome as the bomb rocks that were on the ground. The enemies should now be attacked one by one. Both [[Spray|spray types]] can help defeat the creatures ''very'' well here. The [[Swooping Snitchbug]]s here have a high tendency to throw Pikmin in the gaps that are between the larger expanses. This still doesn't make them as big as a threat as the Dirigibugs, but they still shouldn't be completely ignored. The treasures here are the [[Spirit Flogger]] and the [[Network Mainbrain]].
 
{{cavegen|scx2}}
{{sublevel technical
|cave        = tutorial_2
|enemymax    = 10
|itemmax    = 2
|gatemax    = 0
|capmax      = 0
|rooms      = 3
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_MAT_h335_h447_metal.txt
|lightfile  = metal_light_lv1.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_hitode3x3_5_metal|'''Room with blue ledge'''
|room_hitode4x4_7_metal|'''Room with large blue circle'''
}}
}}
{| 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}}
| 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
''This level's hazard(s): Fire''
* '''Music''': ''[[Music in Pikmin 2#Metal 1|Metal 1]]''
* '''Treasures''':
** {{icon|Coiled Launcher|y}}
** {{icon|Omega Flywheel|y}} (partially buried)
** {{icon|Superstrong Stabilizer|y}} (inside Armored Cannon Beetle Larva)
* '''Enemies''':
** {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (buried) &times; 1
** {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (surface) &times; 2
** {{icon|Mitite|y}} (group of 10) &times; 0 - 3 (from eggs)
* '''Obstacles''':
** {{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|Fire geyser|y}} &times; 6
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 8
** {{icon|Glowstem|y}} (red) &times; 8
** {{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}}
This level has three [[Armored Cannon Beetle Larva]]e, along with multiple [[Hazards#fire|fire geysers]]. 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]].
{{sublevel technical
|cave        = tutorial_2
|enemymax    = 10
|itemmax    = 2
|gatemax    = 0
|capmax      = 40
|rooms      = 6
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_MAT_h224_h443_tekiF_metal.txt
|lightfile  = metal_light_lv2.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_hitode4x4_tekiF_3_metal|'''Circular room with blue ledge'''
|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
''This level's hazard(s): None''
* '''Music''': ''[[Music in Pikmin 2#Relax|Relax]]''
* '''Treasures''':
** None
* '''Enemies''':
** {{icon|Mitite|y}} (group of 10) &times; 0 - 6 (from eggs)
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 10
** {{icon|Ivory Candypop Bud|y}} &times; 3
* '''Others''':
** {{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]].
This is a typical [[caves#rest level|Rest Level]]. The only objects worth mentioning are [[Eggs]], [[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.
 
{{cavegen|scx4}}
{{sublevel technical
|cave        = tutorial_2
|enemymax    = 6
|itemmax    = 0
|gatemax    = 0
|capmax      = 50
|rooms      = 4
|ctrratio    = 0.05
|geyser      = Yes
|unitfile    = 1_units_hit224_metal.txt
|lightfile  = metal_light_lv0.ini
|bg          = test
|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_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|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.]]
''This level's hazard(s): Explosions''
* '''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Metal 1|Metal 1]]''
* '''Treasures''':
** {{icon|Adamantine Girdle|y}}
** {{icon|Mystical Disc|y}} (partially buried)
* '''Enemies''':
** {{icon|Volatile Dweevil|y}} &times; 8
* '''Obstacles''':
** {{icon|Bomb-rock|y}} &times; 24
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 6
** {{icon|Glowstem|y}} (red) &times; 6
* '''Others''':
** 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}}
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. 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 move along.
{{sublevel technical
|cave        = tutorial_2
|enemymax    = 30
|itemmax    = 2
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_units_nobo2_metal.txt
|lightfile  = metal_light_lv1.ini
|bg          = test
|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_nobo2_4_metal|'''Zigzagging corridors'''
}}
}}
{| 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
''This level's hazard(s): Explosions, Fire, Poison, Electricity''
* '''Music''': ''[[Music in Pikmin 2#Metal 3|Metal 3]]''
* '''Treasures''':
** {{icon|Repair Juggernaut|y}}
** {{icon|Space Wave Receiver|y}}
** {{icon|Vacuum Processor|y}}
* '''Enemies''':
** {{icon|Anode Beetle|y}} &times; 6
** {{icon|Careening Dirigibug|y}} &times; 2
** {{icon|Fiery Dweevil|y}} &times; 2
** {{icon|Mitite|y}} (group of 10) &times; 0 - 1 (from eggs)
** {{icon|Munge Dweevil|y}} &times; 2
* '''Obstacles''':
** {{icon|Poison emitter|v=P2|y}} &times; 3
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 6
** {{icon|Glowstem|y}} (red) &times; 6
* '''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.
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. Treasures availible are the [[Repair Juggernaut]], the [[Vacuum Processor]] and the [[Space Wave Receiver]].


{{cavegen|scx6}}
There is an exit geyser on this sublevel if the player needs to leave the cave, but there is also a rest stop two sublevels down at which can be used to replenish one's Pikmin army.
{{sublevel technical
|cave        = tutorial_2
|enemymax    = 15
|itemmax    = 3
|gatemax    = 0
|capmax      = 0
|rooms      = 3
|ctrratio    = 0
|geyser     = Yes
|unitfile    = 5_units_mid2_cent_hit4_hit5_nor2_metal.txt
|lightfile  = chikahimi_metal_light_lv4.ini
|bg          = test
|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_cent_4_metal|'''4-way purple-floored room'''
|room_mid2_3_metal|'''Y-shaped room'''
|room_hitode3x4_4_metal|'''Roughly plus-shaped room'''
|room_north2x2_1_metal|'''T-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==
==Sublevel 7==
* '''Theme''': Metal
''This level's hazard(s): Explosions''
* '''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.
This level contains [[Gatling Groink]]s. There is a strategy for them that is similiar to that of the [[Ranging Bloyster]]. They are capable of shooting mortars from retractable cannons, giving them a far range of attack. Their metal shield makes it hard to attack them from the front. There are 2 here. One walking about, and the other on a pillar. The walking one should chase the active captain, so they can be defeated more easily with this tactic: The captains need to be separated. One of them should have all Pikmin, and the one without any should lure the creature over to the one with all Pikmin. When the captains are switched, the game should automatically move the idle captain away. The captain that is now active and has all Pikmin can attack the enemy from behind. Once defeated, the Groink needs to be carried back to the pod, as it can regenerate its life energy, making it necessary to defeat it again. This can also be bypassed when it is defeated while [[Ultra-bitter spray|petrified]]. For the other one on the pillar, the tactic can be repeated. After these battles, the [[Indomitable CPU]], the [[Furious Adhesive]] and the [[Thirst Activator]] need to be collected. One of the treasures may be in a corner. When this one is picked up, bomb rocks are likely to fall from the sky.


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]].
Another way to defeat the Gatling Groinks is to take a lone captain and run around behind them tapping A, easily jabbing them to low health. Then you can either bring Pikmin to finish the job or finish it off yourself and send Pikmin in to carry it away.


{{cavegen|scx7}}
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.
{{sublevel technical
|cave        = tutorial_2
|enemymax    = 28
|itemmax    = 2
|gatemax    = 0
|capmax      = 50
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|unitfile    = 3_MAT_ari_h446_h443_tower_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_ari1_3_metal|'''Circular room with gaps'''
|room_hitode4x4_6_metal|'''Room with hatch'''
|room_hitode4x4_tower_3_metal|'''Circular room with tower'''
}}
}}
{| 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
''This level's hazard(s): None''
* '''Music''': ''[[Music in Pikmin 2#Relax|Relax]]''
* '''Treasures''':
** None
* '''Enemies''':
** {{icon|Mitite|y}} (group of 10) &times; 0 - 7 (from eggs)
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 12
** {{icon|Queen Candypop Bud|y}} &times; 2
** {{icon|Violet Candypop Bud|y}} &times; 3
* '''Others''':
** {{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.
Another rest level, and here 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 9 (Final level)==
{{sublevel technical
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.
|cave        = tutorial_2
|enemymax    = 11
|itemmax    = 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>
|rooms      = 6
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 1_units_hit224_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_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|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==
[[File:P2 Unactivated Man-at-Legs.jpg|thumb|The Man-at-Legs, in the center of its arena.]]
* '''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Common boss battle|Boss]]'' (only when combating)
* '''Treasures''':
** {{icon|Stellar Orb|y}} (inside Man-at-Legs)
* '''Enemies''':
** {{icon|Man-at-Legs|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 5
** {{icon|Glowstem|y}} (red) &times; 5
* '''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}}
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.
{{sublevel technical
|cave        = tutorial_2
|enemymax    = 1
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 1_units_houdai_metal.txt
|lightfile  = houdai_light.ini
|bg          = build
|clog        = Yes (despite being non-existent)
|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|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==
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.
 
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.
 
==Gallery==
<gallery>
Subterranean Complex Location.png|The cave entrance.
Subterranean Complex Entrance.png|The entrance when foggy.
</gallery>
 
==Names in other languages==
{{Foreignname
|Jap=地下の秘密基地
|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==
Once the enemy has stood up, it should start shooting at the Pikmin. Its red aiming laser will make it a bit easier to avoid. The player should now run away behind any barrier. The shots are low and can't go through the metal. Of course, this requires some distance, or else the Man-at-Legs could shoot over the obstacle. One could also dismiss the Pikmin a distance away from the creature while it prepares to fire, then run tight circles around its legs, causing the Man-at-Legs to fire at [[Olimar]] and miss. This stratagy is more effective if the player has already obtained the [[Rush Boots]], as it will be easier to avoid the shots. The creature makes some short pauses from shooting sometimes, which won't last longer than one second, and then it starts firing again; the player needs to be sure to know when it's done completely. In this longer pause, it is possible to run in and attack. This process needs to be repeated until it is defeated. It is also possible to attack while the enemy is firing, but this is only advisable when all Pikmin can be thrown onto the creature before it continues to fire. When defeated, it will leave a lightbulb; its name is [[Stellar Orb]], and it will light the area up. In every cave. It will get very helpful in large caves with patrolling enemies; a good example would be the [[Cavern of Chaos#Sublevel 8|8th sublevel of the Cavern of Chaos]].
[[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==
==Note==
*[[Valley of Repose]]
This is also an excellent cave to get [[Purple Pikmin]] and [[White Pikmin]]. At least 22 of any Pikmin color 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.
*[[Man-at-Legs]]
*[[Rest sublevel]]


==References==
By using the Queen Candydpops, the new Pikmin generated can be used for the Violet Candypops. The eggs scattered about the level will provide nectar for the leaf Pikmin. The cave can then be exited via the geyser. This process can be repeated infinitely, as the Candydpops are not limited to a certain number of White or Purple Pikmin total.
{{refs}}


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

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