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{{ | {{Infobox cave | ||
|image=Subterranean Complex sublevel 6.jpg | |||
|image | |location=Valley of Repose | ||
|location | |sublevels=9 | ||
|sublevels = 9 | |treasures=16 | ||
|treasures = 16 | |hazards={{f}} {{e}} {{p}} {{r}} {{b}} | ||
|hazards | |obstacles={{buried}} | ||
}} | }} | ||
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''' | |||
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. | |||
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 (US), or 1310 (Europe). | |||
{{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 | ||
* ''' | *'''Enemies''': | ||
* | **2 [[Hairy Bulborb]]s | ||
* | **3 [[Bumbling Snitchbug]]s (1 drops from the sky in a dead end) | ||
**9 [[Snow Bulborb]]s | |||
*'''Hazards''': | |||
**6 [[Hazards#Poison gas|poison tubes]] | |||
*'''Treasures''': | |||
**[[Exhausted Superstick]] | |||
** | **[[Nouveau Table]] | ||
* ''' | *'''Others''': | ||
** | **2 [[egg]]s (drop from the sky in dead ends) | ||
* ''' | |||
** | |||
* '''Others''': | |||
** | |||
{{sublevel technical | {{sublevel technical | ||
|cave = tutorial_2 | |cave = tutorial_2 | ||
Line 54: | Line 40: | ||
|capmax = 0 | |capmax = 0 | ||
|rooms = 3 | |rooms = 3 | ||
|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 = None | ||
|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 | |||
|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''' | |||
}} | |||
}} | }} | ||
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 2== | ==Sublevel 2== | ||
* '''Theme''': Metal | *'''Theme''': Metal | ||
* ''' | *'''Enemies''': | ||
**3 [[Careening Dirigibug]]s | |||
** | **1 [[Swooping Snitchbug]] | ||
*'''Hazards''': | |||
* ''' | **9 [[bomb-rock]]s (3 drop from the sky in dead ends) | ||
** | *'''Treasures''': | ||
**[[Network Mainbrain]] | |||
**[[Spirit Flogger]] | |||
* ''' | *'''Plants''': | ||
** | **6 red [[Glowstem]]s | ||
* ''' | **6 green Glowstems | ||
** | *'''Others''': | ||
** | **2 [[egg]]s (in dead ends) | ||
* '''Others''': | |||
** | |||
{{sublevel technical | {{sublevel technical | ||
|cave = tutorial_2 | |cave = tutorial_2 | ||
Line 216: | Line 88: | ||
|capmax = 0 | |capmax = 0 | ||
|rooms = 3 | |rooms = 3 | ||
|geyser = No | |geyser = No | ||
|unitfile = 2_MAT_h335_h447_metal.txt | |unitfile = 2_MAT_h335_h447_metal.txt | ||
|lightfile = metal_light_lv1.ini | |lightfile = metal_light_lv1.ini | ||
|bg = ice | |bg = "ice" (icy cavern) | ||
|clog = No | |clog = No | ||
|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''' | |||
}} | |||
}} | }} | ||
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 main focus on this level is on the various [[bomb-rock]]s. The player should dismiss the Pikmin, and set off all bomb-rocks they 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]] 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]]. | |||
==Sublevel 3== | ==Sublevel 3== | ||
* '''Theme''': Metal | *'''Theme''': Metal | ||
* ''' | *'''Enemies''': | ||
**3 [[Armored Cannon Beetle Larva]]e (1 stuck on the ground) | |||
** | *'''Hazards''': | ||
**6 [[Hazards#Fire|fire geysers]] | |||
**1 [[bomb-rock]] (drops from the sky in a dead end) | |||
* ''' | *'''Treasures''': | ||
** | **[[Omega Flywheel]] | ||
** | **[[Coiled Launcher]] | ||
**[[Superstrong Stabilizer]] (inside burrowed Armored Cannon Beetle Larva) | |||
* ''' | *'''Plants''': | ||
** | **8 red [[Glowstem]] | ||
** | **8 green [[Glowstem]] | ||
* ''' | *'''Others''': | ||
** | **1 [[Ivory Candypop Bud]] | ||
** | **3 [[egg]]s (drop from the sky in dead ends) | ||
* '''Others''': | |||
** | |||
{{sublevel technical | {{sublevel technical | ||
|cave = tutorial_2 | |cave = tutorial_2 | ||
Line 362: | Line 138: | ||
|capmax = 40 | |capmax = 40 | ||
|rooms = 6 | |rooms = 6 | ||
|geyser = No | |geyser = No | ||
|unitfile = 2_MAT_h224_h443_tekiF_metal.txt | |unitfile = 2_MAT_h224_h443_tekiF_metal.txt | ||
|lightfile = metal_light_lv2.ini | |lightfile = metal_light_lv2.ini | ||
|bg = ice | |bg = "ice" (icy cavern) | ||
|clog = No | |clog = No | ||
|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''' | |||
}} | |||
}} | }} | ||
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 4== | ==Sublevel 4== | ||
* '''Theme''': Metal | *'''Theme''': Metal | ||
* ''' | *'''Enemies''': | ||
* ''' | **None | ||
** None | *'''Hazards''': | ||
* ''' | **None | ||
** | *'''Treasures''': | ||
* ''' | **None | ||
** | *'''Plants''': | ||
* ''' | **10 green [[Glowstem]]s | ||
** | *'''Others''': | ||
**3 [[Ivory Candypop Bud]]s | |||
**6 [[egg]]s (3 in dead ends) | |||
** | |||
{{sublevel technical | {{sublevel technical | ||
|cave = tutorial_2 | |cave = tutorial_2 | ||
Line 506: | Line 182: | ||
|capmax = 50 | |capmax = 50 | ||
|rooms = 4 | |rooms = 4 | ||
|geyser = Yes | |geyser = Yes | ||
|unitfile = 1_units_hit224_metal.txt | |unitfile = 1_units_hit224_metal.txt | ||
|lightfile = metal_light_lv0.ini | |lightfile = metal_light_lv0.ini | ||
|bg = test | |bg = "test" (cavern) | ||
|clog = No | |clog = No | ||
|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''' | |||
}} | |||
}} | }} | ||
This is a typical [[Cave#Sublevel|Rest Level]]. 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. | |||
==Sublevel 5== | ==Sublevel 5== | ||
*'''Theme''': Metal | |||
* '''Theme''': Metal | *'''Enemies''': | ||
* ''' | **8 [[Volatile Dweevil]]s (2 drop from the sky) | ||
* ''' | *'''Hazards''': | ||
** | **24 [[bomb-rock]]s (9 drop from the sky) | ||
*'''Treasures''': | |||
* ''' | **[[Mystical Disc]] | ||
** | **[[Adamantine Girdle]] | ||
* | *'''Plants''': | ||
* | **6 green [[Glowstem]]s | ||
* ''' | **6 red [[Glowstem]]s | ||
** | |||
** | |||
{{sublevel technical | {{sublevel technical | ||
|cave = tutorial_2 | |cave = tutorial_2 | ||
Line 594: | Line 224: | ||
|capmax = 0 | |capmax = 0 | ||
|rooms = 1 | |rooms = 1 | ||
|geyser = No | |geyser = No | ||
|unitfile = 1_units_nobo2_metal.txt | |unitfile = 1_units_nobo2_metal.txt | ||
|lightfile = metal_light_lv1.ini | |lightfile = metal_light_lv1.ini | ||
|bg = test | |bg = "test" (cavern) | ||
|clog = No | |clog = No | ||
|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''' | |||
}} | |||
}} | }} | ||
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 6== | ==Sublevel 6== | ||
* '''Theme''': Metal | *'''Theme''': Metal | ||
* ''' | *'''Enemies''': | ||
* | **2 [[Careening Dirigibug]]s | ||
* | **6 [[Anode Beetle]]s | ||
**2 [[Fiery Dweevil]]s | |||
**2 [[Munge Dweevil]]s | |||
*'''Hazards''': | |||
**3 [[Hazard#Poison gas|gas pipes]] | |||
** | *'''Treasures''': | ||
**[[Vacuum Processor]] | |||
** | **[[Space Wave Receiver]] | ||
**[[Repair Juggernaut]] | |||
* ''' | *'''Plants''': | ||
** | **6 red [[Glowstem]]s | ||
* ''' | **6 green [[Glowstem]]s | ||
** | *'''Others''': | ||
** | **1 [[egg]] (in a dead end) | ||
* ''' | |||
** | |||
{{sublevel technical | {{sublevel technical | ||
|cave = tutorial_2 | |cave = tutorial_2 | ||
Line 794: | Line 272: | ||
|capmax = 0 | |capmax = 0 | ||
|rooms = 3 | |rooms = 3 | ||
|geyser = Yes | |geyser = Yes | ||
|unitfile = 5_units_mid2_cent_hit4_hit5_nor2_metal.txt | |unitfile = 5_units_mid2_cent_hit4_hit5_nor2_metal.txt | ||
|lightfile = chikahimi_metal_light_lv4.ini | |lightfile = chikahimi_metal_light_lv4.ini | ||
|bg = test | |bg = "test" (cavern) | ||
|clog = No | |clog = No | ||
|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''' | ||
}} | }} | ||
}} | }} | ||
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 available are the [[Repair Juggernaut]], the [[Vacuum Processor]] and the [[Space Wave Receiver]]. | |||
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 which can be used to replenish one's Pikmin army. | |||
==Sublevel 7== | |||
*'''Theme''': Metal | |||
*'''Enemies''': | |||
**2 [[Gatling Groink]]s (1 stationary on pillar) | |||
**1 [[Careening Dirigibug]] | |||
**1 [[Volatile Dweevil]] (drops from the sky) | |||
*'''Hazards''': | |||
**25 [[bomb-rock]]s | |||
*'''Treasures''': | |||
**[[Indomitable CPU]] (inside stationary Gatling Groink) | |||
**[[Thirst Activator]] | |||
**[[Furious Adhesive]] | |||
*'''Plants''': | |||
**7 red [[Glowstem]]s | |||
**7 green [[Glowstem]]s | |||
*'''Others''': | |||
**2 [[egg]]s (in dead ends) | |||
{{sublevel technical | {{sublevel technical | ||
|cave = tutorial_2 | |cave = tutorial_2 | ||
Line 957: | Line 325: | ||
|capmax = 50 | |capmax = 50 | ||
|rooms = 4 | |rooms = 4 | ||
|geyser = No | |geyser = No | ||
|unitfile = 3_MAT_ari_h446_h443_tower_metal.txt | |unitfile = 3_MAT_ari_h446_h443_tower_metal.txt | ||
|lightfile = houdai_light.ini | |lightfile = houdai_light.ini | ||
|bg = build | |bg = "build" (steel) | ||
|clog = No | |clog = No | ||
|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''' | |||
}} | |||
}} | }} | ||
This level contains [[Gatling Groink]]s. There is a strategy for them that is similar to that of the [[Ranging Bloyster]]. They are capable of shooting mortars from retractable cannons, giving them a far range of attack. Their tough shield makes it hard to attack them from the front, and 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, 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. | |||
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 [[HP|health]]. Then you can either bring Pikmin to finish the job or finish it off yourself and send Pikmin in to carry it away. | |||
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 8== | ==Sublevel 8== | ||
* '''Theme''': Metal | *'''Theme''': Metal | ||
* ''' | *'''Enemies''': | ||
**None | |||
** None | *'''Hazards''': | ||
* ''' | **None | ||
** | *'''Treasures''': | ||
* ''' | **None | ||
** None | *'''Plants''': | ||
* ''' | **12 green [[Glowstem]]s | ||
** | *'''Others''': | ||
**2 [[Queen Candypop Bud]]s | |||
**3 [[Violet Candypop Bud]]s | |||
* '''Others''': | **7 [[egg]]s (1 drops from the sky in a dead end) | ||
** | |||
{{sublevel technical | {{sublevel technical | ||
|cave = tutorial_2 | |cave = tutorial_2 | ||
Line 1,140: | Line 373: | ||
|itemmax = 0 | |itemmax = 0 | ||
|gatemax = 0 | |gatemax = 0 | ||
|capmax = | |capmax = 80 | ||
|rooms = 6 | |rooms = 6 | ||
|geyser = Yes | |geyser = Yes | ||
|unitfile = 1_units_hit224_metal.txt | |unitfile = 1_units_hit224_metal.txt | ||
|lightfile = houdai_light.ini | |lightfile = houdai_light.ini | ||
|bg = build | |bg = "build" (steel) | ||
|clog = No | |clog = No | ||
|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_hitode2x2_4_metal|'''Pathway with tubes''' | |room_hitode2x2_4_metal|'''Pathway with tubes''' | ||
}} | |||
}} | }} | ||
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. | |||
[[ | |||
==Sublevel 9 (Final Floor)== | |||
*'''Theme''': Metal | |||
*'''Enemies''': | |||
**1 [[Man-at-Legs]] | |||
*'''Hazards''': | |||
**None | |||
*'''Treasures''': | |||
**[[Stellar Orb]] (inside the Man-at-Legs) | |||
*'''Plants''': | |||
**5 red [[Glowstem]]s | |||
**5 green [[Glowstem]]s | |||
{{sublevel technical | {{sublevel technical | ||
|cave = tutorial_2 | |cave = tutorial_2 | ||
Line 1,259: | Line 416: | ||
|capmax = 0 | |capmax = 0 | ||
|rooms = 1 | |rooms = 1 | ||
|geyser = Yes | |geyser = Yes | ||
|unitfile = 1_units_houdai_metal.txt | |unitfile = 1_units_houdai_metal.txt | ||
|lightfile = houdai_light.ini | |lightfile = houdai_light.ini | ||
|bg = build | |bg = "build" (steel) | ||
|clog = Yes (despite being non-existent) | |clog = Yes (despite being non-existent) | ||
|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''' | |||
}} | |||
}} | }} | ||
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. | |||
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 strategy 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 the [[Stellar Orb]], and it will light up the area 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]] and the entirety of the [[Submerged Castle]]. | |||
==Note== | |||
This is also an excellent cave to get [[Purple Pikmin]] and [[White Pikmin]]. At least 21 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. | |||
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. | |||
==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 --> | ||
}} | }} | ||
{{Caves}} | |||
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