Pikmin 2

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{{infobox challenge
{{infobox challenge
|image=CrypticCavernImag.JPG
|image=Cryptic Cavern sub5.jpg
|size=200px
|size=250px
|red=5
|red=5
|white=5
|white=5
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|bitter=2
|bitter=2
|sublevels=5
|sublevels=5
|gridcol=1
|gridrow=3
}}
}}
The eleventh level in Challenge mode in [[Pikmin 2]]. There are 5 sublevels, each with one enemy.
{{guide}}
'''Cryptic Cavern''' is the eleventh level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. There are 5 [[sublevel]]s, each with one [[enemy]] in the same basic layout.


== Sublevel 1 ==
==Sublevel 1==
The [[Doodlebug]] is hidden in the middle of the level; it may be poisonous, but it's very easy to beat. As soon as it's hit on the top, it'll disappear. Grab the key and hurry to the next level. There isn't much time to waste.If you have much time find the regal dimond
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Toy|Toy]]''
* '''Time''': 50 (100 seconds)
* '''Starting Pikmin''':
** {{icon|Red Pikmin|v=P2|y}} × 5 (flower)
** {{icon|White Pikmin|v=P2|y}} × 5 (flower)
* '''Treasures''':
** {{icon|Regal Diamond|y}} × 1 (fully buried)
** {{icon|The Key|y}} × 1 (inside Doodlebug)
* '''Enemies''':
** {{icon|Doodlebug|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None


== Sublevel 2 ==
The [[Doodlebug]] is hidden in the middle of the second room; it may be poisonous, but is very easy to beat. As soon as it takes a hit from the top, it'll disappear. Grab [[The Key]] and hurry to the next level. If it re-hides before you get The Key, search around the middle of the level, particularly closer to the research pod; you should find it again.
A [[Watery Blowhog]]. Kill it quick, grab the key, and off to the hole.


== Sublevel 3 ==
{{cavegen|cc1}}
An [[Anode Dweevil]]. Only use you're Captains as matters of attacking.
{{sublevel technical
|cave        = ch_MAT_t_hunter_enemy
|enemymax    = 1
|itemmax    = 1
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MAT_north_boss_tsuchi.txt
|lightfile  = normal_light_cha.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
}}
{{sublevel units
|room_north_1_mat_tsuchi|'''Circular room with 1 exit'''
}}
}}
{| 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|Doodlebug|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Regal Diamond|y}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 2==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Soil 1|Soil 1]]''
* '''Time''': +75 (+150 seconds)
* '''Treasures''':
** {{icon|Pink Menace|y}} × 1 (fully buried)
** {{icon|The Key|y}} × 1 (inside Watery Blowhog)
* '''Enemies''':
** {{icon|Watery Blowhog|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None
 
A [[Watery Blowhog]]. Kill it quickly, grab The Key, and off to the hole.
 
{{cavegen|cc2}}
{{sublevel technical
|cave        = ch_MAT_t_hunter_enemy
|enemymax    = 1
|itemmax    = 1
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MAT_north_tsuchi.txt
|lightfile  = normal_light_lv0.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_tsuchi|Dead end
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
}}
{{sublevel units
|way2x2_tsuchi|Long corridor
|room_north_1_tsuchi|'''Circular room with 1 exit'''
}}
}}
{| 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|Watery Blowhog|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Pink Menace|y}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 3==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Concrete 2|Concrete 2]]''
* '''Time''': +65 (+130 seconds)
* '''Treasures''':
** {{icon|Memorial Shell|y}} × 1 (fully buried)
** {{icon|The Key|y}} × 1 (inside Anode Dweevil)
* '''Enemies''':
** {{icon|Anode Dweevil|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None
 
An [[Anode Dweevil]]. This can be defeated relatively easily with [[leader]]s, is hard to hit with [[Pikmin family|Pikmin]], and kills them instantly if it attacks, so attacking with leaders is often the safer option.
 
{{cavegen|cc3}}
{{sublevel technical
|cave        = ch_MAT_t_hunter_enemy
|enemymax    = 1
|itemmax    = 1
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MAT_north_tsuchi.txt
|lightfile  = normal_light_lv1.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_tsuchi|Dead end
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
}}
{{sublevel units
|way2x2_tsuchi|Long corridor
|room_north_1_tsuchi|'''Circular room with 1 exit'''
}}
}}
{| 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|Anode Dweevil|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Memorial Shell|y}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 4==
[[File:Cryptic Cavern 4.jpg|thumb|The Fiery Bulblax on the fourth sublevel.]]
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Soil 2|Soil 2]]''
* '''Time''': +40 (+80 seconds)
* '''Treasures''':
** {{icon|The Key|y}} × 1 (inside Fiery Bulblax)
* '''Enemies''':
** {{icon|Fiery Bulblax|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None
{{see also|Fiery Bulblax#Strategy|t1=Fiery Bulblax strategy}}
 
A [[Fiery Bulblax]]. Take the 5 [[Red Pikmin]] and use both kind of [[spray]]s, or else you are almost guaranteed to lose Pikmin. You will make it just before the Bulblax turns normal. After its defeat, advance to the last sublevel. There are no buried treasures to look for.
 
{{cavegen|cc4}}
{{sublevel technical
|cave        = ch_MAT_t_hunter_enemy
|enemymax    = 1
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MAT_north_tsuchi.txt
|lightfile  = normal_light_lv2.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_tsuchi|Dead end
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
}}
{{sublevel units
|way2x2_tsuchi|Long corridor
|room_north_1_tsuchi|'''Circular room with 1 exit'''
}}
}}
{| 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|Fiery Bulblax|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 5==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]''
* '''Time''': +70 (+140 seconds)
* '''Treasures''':
** {{icon|The Key|y}} × 1 (inside Burrowing Snagret)
* '''Enemies''':
** {{icon|Burrowing Snagret|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None
{{see also|Burrowing Snagret#Strategy|t1=Burrowing Snagret strategy}}
 
A [[Burrowing Snagret]] resides here in the last sublevel. Use all the sprays you have left. Always aim for the head, its weak point. When it buries itself in the ground, wait for it to get stuck on emerging, so you have time to aim at the head. When its head is being attacked by a number of Pikmin, the creature will stop attacking to retreat.


== Sublevel 4 ==
{{cavegen|cc5}}
A [[Fiery Bulblax ]]. Don't worry. Take you're 5 Red and use both kind of sprays, or else you are almost guaranteed to lose Pikmin. You will make it ''just'' before the Bulblax turns normal. If not before, your Whites should have started digging something up after walking around the cave.
{{sublevel technical
|cave        = ch_MAT_t_hunter_enemy
|enemymax    = 1
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 1_MAT_north_boss_tsuchi.txt
|lightfile  = normal_light_lv0.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
}}
{{sublevel units
|room_north_1_mat_tsuchi|'''Circular room with 1 exit'''
}}
}}
{| 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|Burrowing Snagret|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Names in other languages==
{{Foreignname
|Jap=かくしもちの洞窟<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt -->
|JapM=Treasure Keeper's Cave
|SpaA=Caverna Críptica
|SpaAM=Cryptic Cavern
|FraA=Terres des mystères
|FraAM=Mystery lands
|FraE=Terres des Mystères
|FraEM=Mystery Lands
|Ger=Höhle der Geheimnisse
|GerM=Cave of Secrets
|Ita=Grotta misteriosa
|ItaM=Mysterious Cave
}}


== Sublevel 5 ==
{{CM}}
Alright... a [[Burrowing Snagret]] vs. not 2, not 7, but 10 Pikmin. Use all the sprays you have left. Always aim for the head, thats it's weakpoint. When it buries, wait for it to come up while it get's stuck, so you have time to aim at the head (thats the reason why we had to collect time). When it's head is full of Pikmin, it won't attack. Should all Pikmin have survived, congrats! Another Pink Flower.

Latest revision as of 18:12, April 16, 2024

Cryptic Cavern
Sublevel 5 of the Cryptic Cavern.
Sublevels 5 Ultra-bitter sprays 2
Red Pikmin 5 Ultra-spicy sprays 3
Yellow Pikmin 0
P2 challenge mode flower.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
Blue Pikmin 0
White Pikmin 5
Purple Pikmin 0
Bulbmin 0

The following article or section contains guides.
The strategies shown are just suggestions.

Cryptic Cavern is the eleventh level in Pikmin 2's Challenge Mode. There are 5 sublevels, each with one enemy in the same basic layout.

Sublevel 1[edit]

  • Theme: Soil
  • Music: Toy
  • Time: 50 (100 seconds)
  • Starting Pikmin:
  • Treasures:
  • Enemies:
  • Obstacles:
    • None
  • Vegetation:
    • None
  • Others:
    • None

The Doodlebug is hidden in the middle of the second room; it may be poisonous, but is very easy to beat. As soon as it takes a hit from the top, it'll disappear. Grab The Key and hurry to the next level. If it re-hides before you get The Key, search around the middle of the level, particularly closer to the research pod; you should find it again.

Generate sample map →

Technical sublevel information
Internal cave name ch_MAT_t_hunter_enemy
"Main" object maximum (?) 1
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_MAT_north_boss_tsuchi.txt
Lighting file (?) normal_light_cha.ini
Background (?) None
Cave units (?)
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
way2x2_tsuchi
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_north_1_mat_tsuchi
Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Doodlebug Doodlebug 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2 Regal Diamond Regal Diamond 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2[edit]

  • Theme: Soil
  • Music: Soil 1
  • Time: +75 (+150 seconds)
  • Treasures:
  • Enemies:
  • Obstacles:
    • None
  • Vegetation:
    • None
  • Others:
    • None

A Watery Blowhog. Kill it quickly, grab The Key, and off to the hole.

Generate sample map →

Technical sublevel information
Internal cave name ch_MAT_t_hunter_enemy
"Main" object maximum (?) 1
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_MAT_north_tsuchi.txt
Lighting file (?) normal_light_lv0.ini
Background (?) None
Cave units (?)
cap_tsuchi
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_tsuchi
room_north_1_tsuchi
Long corridor Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Watery Blowhog Watery Blowhog 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2 Pink Menace Pink Menace 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3[edit]

An Anode Dweevil. This can be defeated relatively easily with leaders, is hard to hit with Pikmin, and kills them instantly if it attacks, so attacking with leaders is often the safer option.

Generate sample map →

Technical sublevel information
Internal cave name ch_MAT_t_hunter_enemy
"Main" object maximum (?) 1
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_MAT_north_tsuchi.txt
Lighting file (?) normal_light_lv1.ini
Background (?) None
Cave units (?)
cap_tsuchi
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_tsuchi
room_north_1_tsuchi
Long corridor Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Anode Dweevil Anode Dweevil 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2 Memorial Shell Memorial Shell 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 4[edit]

The Fiery Bulblax in the fourth sublevel of Cryptic Cavern.
The Fiery Bulblax on the fourth sublevel.
  • Theme: Soil
  • Music: Soil 2
  • Time: +40 (+80 seconds)
  • Treasures:
    • The Key The Key × 1 (inside Fiery Bulblax)
  • Enemies:
  • Obstacles:
    • None
  • Vegetation:
    • None
  • Others:
    • None
See also: Fiery Bulblax strategy.

A Fiery Bulblax. Take the 5 Red Pikmin and use both kind of sprays, or else you are almost guaranteed to lose Pikmin. You will make it just before the Bulblax turns normal. After its defeat, advance to the last sublevel. There are no buried treasures to look for.

Generate sample map →

Technical sublevel information
Internal cave name ch_MAT_t_hunter_enemy
"Main" object maximum (?) 1
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_MAT_north_tsuchi.txt
Lighting file (?) normal_light_lv2.ini
Background (?) None
Cave units (?)
cap_tsuchi
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_tsuchi
room_north_1_tsuchi
Long corridor Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Fiery Bulblax Fiery Bulblax 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 5[edit]

  • Theme: Soil
  • Music: Concrete 3
  • Time: +70 (+140 seconds)
  • Treasures:
    • The Key The Key × 1 (inside Burrowing Snagret)
  • Enemies:
  • Obstacles:
    • None
  • Vegetation:
    • None
  • Others:
    • None
See also: Burrowing Snagret strategy.

A Burrowing Snagret resides here in the last sublevel. Use all the sprays you have left. Always aim for the head, its weak point. When it buries itself in the ground, wait for it to get stuck on emerging, so you have time to aim at the head. When its head is being attacked by a number of Pikmin, the creature will stop attacking to retreat.

Generate sample map →

Technical sublevel information
Internal cave name ch_MAT_t_hunter_enemy
"Main" object maximum (?) 1
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 1_MAT_north_boss_tsuchi.txt
Lighting file (?) normal_light_lv0.ini
Background (?) None
Cave units (?)
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
way2x2_tsuchi
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_north_1_mat_tsuchi
Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Burrowing Snagret Burrowing Snagret 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
For details on how objects are spawned, and how some may fail to spawn, see here.

Names in other languages[edit]

Language Name Meaning
Flag of Japan Japanese かくしもちの洞窟? Treasure Keeper's Cave
Flag of Québec French (NoA) Terres des mystères Mystery lands
Flag of France French (NoE) Terres des Mystères Mystery Lands
Flag of Germany German Höhle der Geheimnisse Cave of Secrets
Flag of Italy Italian Grotta misteriosa Mysterious Cave
Flag of Mexico Spanish (NoA) Caverna Críptica Cryptic Cavern