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{{guide}} | |||
The '''Subterranean Lair''' is the twenty-second level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. There is only one [[sublevel]], but the amount of active [[Spotty Bulbear]]s and [[Dwarf Bulbear]]s makes this a very tricky cave. | |||
==Sublevel 1== | |||
* '''Theme''': Tiles | |||
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]'' | |||
* '''Time''': 90 (180 seconds) | |||
* '''Starting Pikmin''': | |||
** {{icon|Red Pikmin|v=P2|y}} × 20 (flower) | |||
** {{icon|Yellow Pikmin|v=P2|y}} × 20 (flower) | |||
** {{icon|Blue Pikmin|v=P2|y}} × 20 (flower) | |||
* '''Treasures''': | |||
** {{icon|Crystal Clover|y}} × 1 | |||
** {{icon|Eternal Emerald Eye|y}} × 1 | |||
** {{icon|Future Orb|y}} × 1 | |||
** {{icon|Mirth Sphere|y}} × 4 (inside Dwarf Bulbears) | |||
** {{icon|Petrified Heart|y}} × 1 | |||
** {{icon|Tear Stone|y}} × 2 (inside Spotty Bulbears) | |||
** {{icon|The Key|y}} × 1 (inside Spotty Bulbear) | |||
* '''Enemies''': | |||
** {{icon|Dwarf Bulbear|y}} × 4 | |||
** {{icon|Spotty Bulbear|y}} × 3 | |||
* '''Obstacles''': | |||
** None | |||
* '''Vegetation''': | |||
** None | |||
* '''Others''': | |||
** None | |||
{{see also|Spotty Bulbear#Pikmin 2|t1=Spotty Bulbear strategy}} | |||
As there are only 2 sprays, but there are 3 Spotty Bulbears, it is required to lure two together. If you can, lure together all three. | As there are only 2 sprays, but there are 3 Spotty Bulbears, it is required to lure two together. If you can, lure together all three. This is easier when done in 2-player mode. Squeezing the parents and their offspring together is recommended so that all can be petrified with one [[ultra-bitter spray|bitter spray]]. The rest should be defeated with the second spray, and [[Ultra-spicy spray|spicy sprays]] are also available to make treasure collection afterwards a quicker affair, if they haven't already been used against the enemies. | ||
=== | {{cavegen|sl1}} | ||
{{sublevel technical | |||
|cave = ch_MAT_route_rover | |||
|enemymax = 7 | |||
|itemmax = 4 | |||
|gatemax = 0 | |||
|capmax = 0 | |||
|rooms = 1 | |||
|ctrratio = 0 | |||
|geyser = Yes | |||
|unitfile = 1_units_bunki_2_tile.txt | |||
|lightfile = normal_light_lv0.ini | |||
|bg = | |||
|clog = No | |||
|hiddenfloor = 0 | |||
|units = | |||
{{sublevel units | |||
|item_cap_pipe|Dead end with item | |||
|way3_pipe|Three-way crossing | |||
|way4_pipe|Four-way crossing | |||
|wayl_pipe|Turning corridor | |||
|way2_pipe|Corridor | |||
|way2x2_pipe|Long corridor | |||
}} | |||
{{sublevel units | |||
|room_bunki7x7_8_tile|'''Large square room with 5 exits''' | |||
}} | |||
}} | |||
{| 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|Spotty Bulbear|y}} | |||
| 1 | |||
| None | |||
| "Hard" enemy spots | |||
|- | |||
| - | |||
| {{icon|The Key|y}} | |||
| colspan="3" | Carried inside entry with ID 1 | |||
|- | |||
| 2 | |||
| {{icon|Spotty Bulbear|y}} | |||
| 1 | |||
| None | |||
| "Hard" enemy spots | |||
|- | |||
| - | |||
| {{icon|Tear Stone|y}} | |||
| colspan="3" | Carried inside entry with ID 2 | |||
|- | |||
| 3 | |||
| {{icon|Spotty Bulbear|y}} | |||
| 1 | |||
| None | |||
| "Hard" enemy spots | |||
|- | |||
| - | |||
| {{icon|Tear Stone|y}} | |||
| colspan="3" | Carried inside entry with ID 3 | |||
|- | |||
| 4 | |||
| {{icon|Dwarf Bulbear|y}} | |||
| 2 | |||
| None | |||
| "Easy" enemy spots | |||
|- | |||
| - | |||
| {{icon|Mirth Sphere|y}} | |||
| colspan="3" | Carried inside entry with ID 4 | |||
|- | |||
| 5 | |||
| {{icon|Dwarf Bulbear|y}} | |||
| 2 | |||
| None | |||
| "Easy" enemy spots | |||
|- | |||
| - | |||
| {{icon|Mirth Sphere|y}} | |||
| colspan="3" | Carried inside entry with ID 5 | |||
|- | |||
! colspan="5" | Then it spawns these "treasure" objects: | |||
|- | |||
! ID !! Object !! Amount !! Fall method !! Spawn location | |||
|- | |||
| 6 | |||
| {{icon|Petrified Heart|y}} | |||
| 1 | |||
| None | |||
| Treasure spots | |||
|- | |||
| 7 | |||
| {{icon|Eternal Emerald Eye|y}} | |||
| 1 | |||
| None | |||
| Treasure spots | |||
|- | |||
| 8 | |||
| {{icon|Crystal Clover|y}} | |||
| 1 | |||
| None | |||
| Treasure spots | |||
|- | |||
| 9 | |||
| {{icon|Future Orb|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]].'' | |||
==Names in other languages== | |||
{{Foreignname | |||
|Jap=地底警備室<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt --> | |||
|JapM=Subterranean Security Office | |||
|SpaA=Cubil Subterráneo | |||
|SpaAM=Subterranean Lair | |||
|FraA=Repaire souterrain | |||
|FraAM=Subterranean lair | |||
|FraE=Repaire Souterrain | |||
|FraEM=Subterranean Lair | |||
|Ger=Unterirdischer Bau | |||
|GerM=Subterranean Lair | |||
|Ita=Rifugio sotterraneo | |||
|ItaM=Subterranean shelter | |||
}} | |||
{{CM}} | {{CM}} |