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[[ | {{game icons|p2=y}} | ||
The | {{infobox cave | ||
|image = Subterranean Complex sublevel 6.jpg | |||
|location = Valley of Repose | |||
|sublevels = 9 | |||
|treasures = 16 | |||
|hazards = {{fire}} {{electricity}} {{poison}} {{explosion}} | |||
}} | |||
{{guide}} | |||
The '''Subterranean Complex''' ({{j|地下の秘密基地|Chika no Himitsu Kichi|Subterranean Secret Base}}) is a [[cave]] in the [[Valley of Repose]], and is typically the second cave accessed in the area. It starts out as a snow-covered cave like the [[Emergence Cave]]; however, as one goes deeper into the complex it becomes a rusty, mechanical area with bottomless pits. Many of the enemies here have projectile and explosive attacks – be very careful when handling Pikmin, as explosions will kill them instantly. The [[boss]] of the cave is the [[Man-at-Legs]], a bio-mechanical [[Arachnorb]] specimen armed with a laser-guided machine gun-like weapon. The total value of all the treasure here is {{pokos|1480}} in the US [[Region|version]] and {{pokos|1310}} in the European version, mainly consisting of treasures from the [[Industrial Set]] and [[Hyper-technology Series]]. | |||
==How to reach== | |||
{{location map | width = 246 | height = 411 | image = VoR texture.png | bg = #111 | caption = Location of the cave. | icons = | |||
{{map icon | cave | 200 | 143}} | |||
}} | |||
Like the [[Frontier Cavern]], it is impossible to reach this cave before getting [[Blue Pikmin]]. Use Blue Pikmin to remove the [[clog]] in the first pond and build a [[bridge]] over the second. Once this is done, Pikmin of all types can be brought across. Beside the [[Watery Blowhog]] that is beyond the clump of enemies is a gate covered by [[poison emitter]]s, requiring [[White Pikmin]] to destroy. The cave is located beyond this gate, up a slope that is challenging for Pikmin to climb. Defeating the [[Decorated Cannon Beetle]]s, the various [[Blowhogs]] and the [[Cloaking Burrow-nit]] is recommended, but not strictly necessary. | |||
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 Buds]] until after all treasures have been collected, unless you elected to bring a small squad of [[Purple Pikmin]]. This is because the [[Queen Candypop Buds]] are located on sublevel 8, and the only danger following is the [[Man-at-Legs]]. | |||
{{clear}} | |||
{{Notes|ship=y}} | |||
==Sublevel 1== | |||
[[File:Subterranean Complex sublevel 1.jpg|thumb|Sublevel 1.]] | |||
* '''Theme''': Snow | |||
* '''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}} | |||
{{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== | |||
* '''Theme''': Metal | |||
* '''Music''': ''[[Music in Pikmin 2#Metal 2|Metal 2]]'' | |||
* '''Treasures''': | |||
** {{icon|Network Mainbrain|y}} | |||
** {{icon|Spirit Flogger|y}} (partially buried) | |||
* '''Enemies''': | |||
** {{icon|Careening Dirigibug|y}} × 3 | |||
** {{icon|Mitite|y}} (group of 10) × 0 - 2 (from eggs) | |||
** {{icon|Swooping Snitchbug|y}} × 1 | |||
* '''Obstacles''': | |||
** {{icon|Bomb-rock|y}} × 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) × 6 | |||
** {{icon|Glowstem|y}} (red) × 6 | |||
* '''Others''': | |||
** {{icon|Egg|y}} × 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 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]]. | |||
{{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== | |||
* '''Theme''': Metal | |||
* '''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) × 1 | |||
** {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (surface) × 2 | |||
** {{icon|Mitite|y}} (group of 10) × 0 - 3 (from eggs) | |||
* '''Obstacles''': | |||
** {{icon|Bomb-rock|y}} × 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}} × 6 | |||
* '''Vegetation''': | |||
** {{icon|Glowstem|y}} (green) × 8 | |||
** {{icon|Glowstem|y}} (red) × 8 | |||
** {{icon|Ivory Candypop Bud|y}} × 1 | |||
* '''Others''': | |||
** {{icon|Egg|y}} × 3 | |||
This level has three [[Armored Cannon Larva|Armored Cannon Beetle Larva]]e, along with multiple [[fire geyser]]s. When fighting the beetles, make sure they aren't facing the [[Pit|void]], or else your Pikmin will be tossed into it. Once the threats are cleared, the [[Ivory Candypop Bud]] can be used to make [[White Pikmin]] if desired. Note that because of the way sublevels are generated, the Ivory Candypop Bud might not appear. Treasures here are the [[Superstrong Stabilizer]], the [[Omega Flywheel]] and the [[Coiled Launcher]]. | |||
{{cavegen|scx3}} | |||
{{sublevel technical | |||
|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== | |||
* '''Theme''': Metal | |||
* '''Music''': ''[[Music in Pikmin 2#Relax|Relax]]'' | |||
* '''Treasures''': | |||
** None | |||
* '''Enemies''': | |||
** {{icon|Mitite|y}} (group of 10) × 0 - 6 (from eggs) | |||
* '''Obstacles''': | |||
** None | |||
* '''Vegetation''': | |||
** {{icon|Glowstem|y}} (green) × 10 | |||
** {{icon|Ivory Candypop Bud|y}} × 3 | |||
* '''Others''': | |||
** {{icon|Egg|y}} × 6 | |||
This is a typical [[rest sublevel]]. The only objects worth mentioning are [[egg]]s, [[Candypop Bud]]s, and a [[geyser]] which can be used to return to the [[Valley of Repose]]. There are three Ivory Candypop Buds that can produce [[White Pikmin]]. | |||
{{cavegen|scx4}} | |||
{{sublevel technical | |||
|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== | |||
[[File:Subterranean Complex sub 5.png|thumb|Sublevel 5.]] | |||
* '''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}} × 8 | |||
* '''Obstacles''': | |||
** {{icon|Bomb-rock|y}} × 24 | |||
* '''Vegetation''': | |||
** {{icon|Glowstem|y}} (green) × 6 | |||
** {{icon|Glowstem|y}} (red) × 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}} | |||
{{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== | |||
* '''Theme''': Metal | |||
* '''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}} × 6 | |||
** {{icon|Careening Dirigibug|y}} × 2 | |||
** {{icon|Fiery Dweevil|y}} × 2 | |||
** {{icon|Mitite|y}} (group of 10) × 0 - 1 (from eggs) | |||
** {{icon|Munge Dweevil|y}} × 2 | |||
* '''Obstacles''': | |||
** {{icon|Poison emitter|v=P2|y}} × 3 | |||
* '''Vegetation''': | |||
** {{icon|Glowstem|y}} (green) × 6 | |||
** {{icon|Glowstem|y}} (red) × 6 | |||
* '''Others''': | |||
** {{icon|Egg|y}} × 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 – their treasures will reappear elsewhere. You can also dispose of the [[Anode Beetle]]s by carrying a couple of Pikmin with you to flip them over, and using cleverly lured [[Careening Dirigibug|Dirigibugs]] to drop bombs on them and kill them. The treasures available are the [[Repair Juggernaut]], the [[Vacuum Processor]] and the [[Space Wave Receiver]]. | |||
There is an exit geyser on this sublevel if you need to leave the cave, but there is also a rest stop two sublevels down which can be used to replenish your Pikmin army. | |||
{{cavegen|scx6}} | |||
{{sublevel technical | |||
|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== | |||
* '''Theme''': Metal | |||
* '''Music''': ''[[Music in Pikmin 2#Metal 2|Metal 2]]'' | |||
* '''Treasures''': | |||
** {{icon|Furious Adhesive|y}} | |||
** {{icon|Indomitable CPU|y}} (inside Gatling Groink) | |||
** {{icon|Thirst Activator|y}} (US) / {{icon|Perfect Container|y}} (Europe) / {{icon|Alternative Reactor|y}} (Japan) | |||
* '''Enemies''': | |||
** {{icon|Careening Dirigibug|y}} × 1 | |||
** {{icon|Gatling Groink|y}} (free) × 1 | |||
** {{icon|Gatling Groink|y}} (pedestal) × 1 | |||
** {{icon|Mitite|y}} (group of 10) × 0 - 2 (from eggs) | |||
** {{icon|Volatile Dweevil|y}} × 1 or more | |||
* '''Obstacles''': | |||
** {{icon|Bomb-rock|y}} × 25 | |||
* '''Vegetation''': | |||
** {{icon|Glowstem|y}} (green) × 7 | |||
** {{icon|Glowstem|y}} (red) × 7 | |||
* '''Others''': | |||
** {{icon|Egg|y}} × 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. | |||
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]]. | |||
{{cavegen|scx7}} | |||
{{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== | |||
* '''Theme''': Metal | |||
* '''Music''': ''[[Music in Pikmin 2#Relax|Relax]]'' | |||
* '''Treasures''': | |||
** None | |||
* '''Enemies''': | |||
** {{icon|Mitite|y}} (group of 10) × 0 - 7 (from eggs) | |||
* '''Obstacles''': | |||
** None | |||
* '''Vegetation''': | |||
** {{icon|Glowstem|y}} (green) × 12 | |||
** {{icon|Queen Candypop Bud|y}} × 2 | |||
** {{icon|Violet Candypop Bud|y}} × 3 | |||
* '''Others''': | |||
** {{icon|Egg|y}} × 7 or indefinite amount<ref group="Sublevel 8 note" name="s8n1">The egg "dead end" category entry differs between versions. In the GameCube Japanese and GameCube US versions, it falls from the sky and is also used for filler (for an indefinite egg amount in total). In the Wii Japanese version, it is on the floor and is not used for filler (for a total egg amount of 7). In all other versions, it falls from the sky and is not used for filler (for a total egg amount of 7).</ref> | |||
Another rest level, and in this one, there are two [[Queen Candypop Bud]]s which can help make up for lost Pikmin. There are also three [[Violet Candypop Bud]]s for [[Purple Pikmin]], and a geyser to return to the surface. | |||
{{cavegen|scx8}} | |||
{{sublevel technical | |||
|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}} × 1 | |||
* '''Obstacles''': | |||
** None | |||
* '''Vegetation''': | |||
** {{icon|Glowstem|y}} (green) × 5 | |||
** {{icon|Glowstem|y}} (red) × 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}} | |||
{{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== | |||
[[File:Cave hole edge glitch.png|thumb|The sublevel hole appearing near the edge in sublevel 3.]] | |||
*Because the way the layout generation works, some sublevels, particularly [[#Sublevel 3|sublevel 3]] and [[#Sublevel 8|sublevel 8]], can place the sublevel hole right next to the edge. The player can use the ramped surface of the hole to climb on top of the railing and jump off into the [[pit]]. | |||
*While only the first sublevel is snow-themed, the following two metal-themed sublevels use icy backgrounds to complete the transition, before changing to a stone background. | |||
==See also== | |||
*[[Valley of Repose]] | |||
*[[Man-at-Legs]] | |||
*[[Rest sublevel]] | |||
==References== | |||
{{refs}} | |||
{{Valley of Repose}} | |||
{{p2 caves}} | |||
[[Category:Subterranean Complex| ]] |
Revision as of 06:36, May 15, 2024
Subterranean Complex | |
---|---|
Location | Valley of Repose |
Sublevels | 9 |
Treasures | 16 |
Hazards |
The following article or section contains guides. |
The Subterranean Complex (地下の秘密基地?, lit.: "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 × 1480 in the US version and × 1310 in the European version, mainly consisting of treasures from the Industrial Set and Hyper-technology Series.
How to reach
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 emitters, 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 Beetles, the various Blowhogs and the Cloaking Burrow-nit is recommended, but not strictly necessary.
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 Buds until after all treasures have been collected, unless you elected to bring a small squad of Purple Pikmin. This is because the Queen Candypop Buds are located on sublevel 8, and the only danger following is the Man-at-Legs.
Notes
Ship's dialogs
“Interesting... My metal detectors are reacting violently!
I can only conclude that there may be some sort of machine below, but that seems illogical...”Sublevel 1
- Theme: Snow
- Music: Emergence Cave 2
- Treasures:
- Exhausted Superstick (partially buried)
- Nouveau Table (fully buried)
- Enemies:
- Bumbling Snitchbug × 3
- Hairy Bulborb × 2
- Mitite (group of 10) × 0 - 2 (from eggs)
- Snow Bulborb × 9
- Obstacles:
- Poison emitter × 6
- Vegetation:
- None
- Others:
- Egg × 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 Snitchbugs if they happen to be an annoyance. The Snow Bulborbs and Hairy Bulborbs 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.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum (?) | 19 | ||||
"Treasure" object maximum (?) | 2 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 3 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 3_MAT_mid1_mid2_uzu1_snow.txt | ||||
Lighting file (?) | tutorial_1_light.ini | ||||
Background (?) | None | ||||
Cave units (?) | |||||
Dead end | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor |
Long corridor | Room with 6 exits | Y-shaped room | Room with spiraling trunk |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | Hairy Bulborb | 1 | None | "Hard" enemy spots |
2 | Hairy Bulborb | 1 | None | "Hard" enemy spots |
3 | Bumbling Snitchbug | 1 | None | "Hard" enemy spots |
4 | Snow Bulborb | 1 | None | "Hard" enemy spots |
5 | Snow Bulborb | 3 | None | "Easy" enemy spots |
6 | Snow Bulborb | 3 | None | "Easy" enemy spots |
7 | Snow Bulborb | 2 | None | "Easy" enemy spots |
8 | Bumbling Snitchbug | 1 | None | "Hard" enemy spots |
9 | Poison emitter | 1 | None | "Hard" enemy spots |
10 | Poison emitter | 5 | None | Cave unit seams |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
11 | Exhausted Superstick | 1 | None | Treasure spots |
12 | Nouveau Table | 1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
13 | Egg | 1 | Falls from the sky | Dead ends |
14 | Bumbling Snitchbug | 1 | Falls from the sky | Dead ends |
15 | Egg | 1 | Falls from the sky | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 2
- Theme: Metal
- Music: Metal 2
- Treasures:
- Network Mainbrain
- Spirit Flogger (partially buried)
- Enemies:
- Careening Dirigibug × 3
- Mitite (group of 10) × 0 - 2 (from eggs)
- Swooping Snitchbug × 1
- Obstacles:
- Bomb-rock × 6 or 9[Sublevel 2 note 1]
- Vegetation:
- Others:
- Egg × 2
From this sublevel onwards, the snow is gone and each sublevel is a metal maze where throwing a Pikmin over the edge will make it fall into the pit.
The main focus on this sublevel is on the various bomb-rocks. You should dismiss the Pikmin, and set off all bomb-rocks you can find. The Careening Dirigibugs will be armed by now, but they will not be as troublesome as the bomb-rocks that were on the ground.
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.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum (?) | 10 | ||||
"Treasure" object maximum (?) | 2 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 3 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 2_MAT_h335_h447_metal.txt | ||||
Lighting file (?) | metal_light_lv1.ini | ||||
Background (?) | ice ( icy cavern)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Room with blue ledge | Room with large blue circle |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | Careening Dirigibug | 3 | None | "Hard" enemy spots |
2 | Swooping Snitchbug | 1 | None | "Hard" enemy spots |
3 | Bomb-rock | 2 | None | "Hard" enemy spots |
4 | Bomb-rock | 1 | None | "Easy" enemy spots |
5 | Bomb-rock | 1 | None | "Easy" enemy spots |
6 | Bomb-rock | 2 | None | "Easy" enemy spots |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
7 | Glowstem (red) | 6 | None | Plant spots |
8 | Glowstem (green) | 6 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
9 | Network Mainbrain | 1 | None | Treasure spots |
10 | Spirit Flogger | 1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
11 | Egg | 2 | None | Dead ends |
12 | Bomb-rock | 3[Sublevel 2 note 1] | Falls from the sky | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 3
- Theme: Metal
- Music: Metal 1
- Treasures:
- Coiled Launcher
- Omega Flywheel (partially buried)
- Superstrong Stabilizer (inside Armored Cannon Beetle Larva)
- Enemies:
- Armored Cannon Beetle Larva (buried) × 1
- Armored Cannon Beetle Larva (surface) × 2
- Mitite (group of 10) × 0 - 3 (from eggs)
- Obstacles:
- Bomb-rock × 0 or 1[Sublevel 3 note 1]
- Fire geyser × 6
- Vegetation:
- Glowstem (green) × 8
- Glowstem (red) × 8
- Ivory Candypop Bud × 1
- Others:
- Egg × 3
This level has three Armored Cannon Beetle Larvae, along with multiple fire geysers. When fighting the beetles, make sure they aren't facing the 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.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum (?) | 10 | ||||
"Treasure" object maximum (?) | 2 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 40 | ||||
Number of rooms (?) | 6 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 2_MAT_h224_h443_tekiF_metal.txt | ||||
Lighting file (?) | metal_light_lv2.ini | ||||
Background (?) | ice ( icy cavern)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Circular room with blue ledge | Pathway with tubes |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | Armored Cannon Beetle Larva (buried) | 1 | None | "Special" enemy spots |
- | Superstrong Stabilizer | Carried inside entry with ID 1 | ||
2 | Armored Cannon Beetle Larva (surface) | 1 | None | "Special" enemy spots |
3 | Ivory Candypop Bud | 1 | None | "Special" enemy spots |
4 | Armored Cannon Beetle Larva (surface) | 1 | None | "Hard" enemy spots |
5 | Fire geyser | 5 | None | "Hard" enemy spots |
6 | Fire geyser | 1 | None | "Easy" enemy spots |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
7 | Glowstem (red) | 8 | None | Plant spots |
8 | Glowstem (green) | 8 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
9 | Omega Flywheel | 1 | None | Treasure spots |
10 | Coiled Launcher | 1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
11 | Egg | 3 | Falls from the sky | Dead ends |
12 | Bomb-rock | 1[Sublevel 3 note 1] | Falls from the sky | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 4
- Theme: Metal
- Music: Relax
- Treasures:
- None
- Enemies:
- Mitite (group of 10) × 0 - 6 (from eggs)
- Obstacles:
- None
- Vegetation:
- Glowstem (green) × 10
- Ivory Candypop Bud × 3
- Others:
- Egg × 6
This is a typical rest sublevel. The only objects worth mentioning are eggs, Candypop Buds, 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.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum (?) | 6 | ||||
"Treasure" object maximum (?) | 0 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 50 | ||||
Number of rooms (?) | 4 | ||||
Corridor-to-room ratio (?) | 0.05 | ||||
Escape geyser (?) | Yes | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 1_units_hit224_metal.txt | ||||
Lighting file (?) | metal_light_lv0.ini | ||||
Background (?) | test ( cavern)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Pathway with tubes |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | Ivory Candypop Bud | 3 | None | "Hard" enemy spots |
2 | Egg | 3 | None | "Easy" enemy spots |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
3 | Glowstem (green) | 10 | None | Plant spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
4 | Egg | 3 | None | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 5
- Theme: Metal
- Music: Metal 1
- Treasures:
- Adamantine Girdle
- Mystical Disc (partially buried)
- Enemies:
- Volatile Dweevil × 8
- Obstacles:
- Bomb-rock × 24
- Vegetation:
- 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 rocks and Volatile Dweevils. 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 Dweevils and 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.[1]
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum (?) | 30 | ||||
"Treasure" object maximum (?) | 2 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 1 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 1_units_nobo2_metal.txt | ||||
Lighting file (?) | metal_light_lv1.ini | ||||
Background (?) | test ( cavern)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Zigzagging corridors |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | Volatile Dweevil | 3 | None | "Hard" enemy spots |
2 | Volatile Dweevil | 3 | Falls from the sky | "Hard" enemy spots |
3 | Bomb-rock | 3 | None | "Easy" enemy spots |
4 | Bomb-rock | 2 | None | "Easy" enemy spots |
5 | Bomb-rock | 2 | None | "Easy" enemy spots |
6 | Bomb-rock | 2 | None | "Easy" enemy spots |
7 | Bomb-rock | 3 | Falls from the sky | "Hard" enemy spots |
8 | Bomb-rock | 1 | Falls from the sky | "Easy" enemy spots |
9 | Bomb-rock | 1 | Falls from the sky | "Easy" enemy spots |
10 | Bomb-rock | 1 | Falls from the sky | "Easy" enemy spots |
11 | Bomb-rock | 1 | Falls from the sky | "Easy" enemy spots |
12 | Bomb-rock | 1 | Falls from the sky | "Easy" enemy spots |
13 | Bomb-rock | 1 | Falls from the sky | "Easy" enemy spots |
14 | Bomb-rock | 2 | None | "Easy" enemy spots |
15 | Bomb-rock | 2 | None | "Easy" enemy spots |
16 | Bomb-rock | 2 | None | "Easy" enemy spots |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
17 | Glowstem (red) | 6 | None | Plant spots |
18 | Glowstem (green) | 6 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
19 | Mystical Disc | 1 | None | Treasure spots |
20 | Adamantine Girdle | 1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
21 | Volatile Dweevil | 2 | Falls from the sky | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 6
- Theme: Metal
- Music: Metal 3
- Treasures:
- Enemies:
- Anode Beetle × 6
- Careening Dirigibug × 2
- Fiery Dweevil × 2
- Mitite (group of 10) × 0 - 1 (from eggs)
- Munge Dweevil × 2
- Obstacles:
- Poison emitter × 3
- Vegetation:
- Others:
- Egg × 1
Many enemies spawn close to each other in this level, including Careening Dirigibugs, Dweevils and some Anode Beetles. 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 – their treasures will reappear elsewhere. You can also dispose of the Anode Beetles by carrying a couple of Pikmin with you to flip them over, and using cleverly lured 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.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum (?) | 15 | ||||
"Treasure" object maximum (?) | 3 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 3 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | Yes | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 5_units_mid2_cent_hit4_hit5_nor2_metal.txt | ||||
Lighting file (?) | chikahimi_metal_light_lv4.ini | ||||
Background (?) | test ( cavern)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
4-way purple-floored room | Y-shaped room | Roughly plus-shaped room | T-shaped room | X-shaped room |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | Careening Dirigibug | 2 | None | "Hard" enemy spots |
2 | Poison emitter | 2 | None | "Hard" enemy spots |
3 | Anode Beetle | 6 | None | "Easy" enemy spots |
4 | Fiery Dweevil | 1 | None | "Easy" enemy spots |
5 | Fiery Dweevil | 1 | None | "Easy" enemy spots |
6 | Munge Dweevil | 1 | None | "Easy" enemy spots |
7 | Munge Dweevil | 1 | None | "Easy" enemy spots |
8 | Poison emitter | 1 | None | Cave unit seams |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
9 | Glowstem (red) | 6 | None | Plant spots |
10 | Glowstem (green) | 6 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
11 | Vacuum Processor | 1 | None | Treasure spots |
12 | Space Wave Receiver | 1 | None | Treasure spots |
13 | Repair Juggernaut | 1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
14 | Egg | 1 | None | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 7
- Theme: Metal
- Music: Metal 2
- Treasures:
- Furious Adhesive
- Indomitable CPU (inside Gatling Groink)
- Thirst Activator (US) / Perfect Container (Europe) / Alternative Reactor (Japan)
- Enemies:
- Careening Dirigibug × 1
- Gatling Groink (free) × 1
- Gatling Groink (pedestal) × 1
- Mitite (group of 10) × 0 - 2 (from eggs)
- Volatile Dweevil × 1 or more
- Obstacles:
- Bomb-rock × 25
- Vegetation:
- Others:
- Egg × 2
- See also: Gatling Groink strategy.
This large sublevel contains Gatling Groinks, one walking about, and the other on a pillar. After you clear the enemies, the Indomitable CPU, the Furious Adhesive and the Thirst Activator need to be collected. One of the treasures may be in a corner, and when this one is picked up, bomb-rocks are likely to fall from the sky. Make sure to be especially cautious collecting treasures here.
A good way to get rid of the walking Gatling Groink is to lure it over a gap which causes it to fall and instantly die. 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 here and here.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum (?) | 28 | ||||
"Treasure" object maximum (?) | 2 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 50 | ||||
Number of rooms (?) | 4 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 3_MAT_ari_h446_h443_tower_metal.txt | ||||
Lighting file (?) | houdai_light.ini | ||||
Background (?) | build ( steel)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Circular room with gaps | Room with hatch | Circular room with tower |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | Gatling Groink (pedestal) | 1 | None | "Special" enemy spots |
- | Indomitable CPU | Carried inside entry with ID 1 | ||
2 | Gatling Groink (free) | 1 | None | "Hard" enemy spots |
3 | Careening Dirigibug | 1 | None | Cave unit seams |
4 | Bomb-rock | 4 | None | "Hard" enemy spots |
5 | Bomb-rock | 3 | None | "Easy" enemy spots |
6 | Bomb-rock | 3 | None | "Easy" enemy spots |
7 | Bomb-rock | 3 | None | "Easy" enemy spots |
8 | Bomb-rock | 3 | None | "Easy" enemy spots |
9 | Bomb-rock | 3 | None | "Easy" enemy spots |
10 | Bomb-rock | 3 | None | "Easy" enemy spots |
11 | Bomb-rock | 3 | None | "Easy" enemy spots |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
12 | Glowstem (red) | 7 | None | Plant spots |
13 | Glowstem (green) | 7 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
14 | Thirst Activator (US) Perfect Container (EU) Alternative Reactor (JP) |
1 | None | Treasure spots |
15 | Furious Adhesive | 1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
16 | Egg | 2 | None | Dead ends |
17 | Volatile Dweevil | 1 | Falls from the sky | Dead ends |
Then it spawns "dead end" objects in as many dead ends as it can. Chances: | ||||
ID | Object | Chance | Fall method | Spawn location |
17 | Volatile Dweevil | 100% | Falls from the sky | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 8
- Theme: Metal
- Music: Relax
- Treasures:
- None
- Enemies:
- Mitite (group of 10) × 0 - 7 (from eggs)
- Obstacles:
- None
- Vegetation:
- Glowstem (green) × 12
- Queen Candypop Bud × 2
- Violet Candypop Bud × 3
- Others:
- Egg × 7 or indefinite amount[Sublevel 8 note 1]
Another rest level, and in this one, there are two Queen Candypop Buds which can help make up for lost Pikmin. There are also three Violet Candypop Buds for Purple Pikmin, and a geyser to return to the surface.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum (?) | 11 | ||||
"Treasure" object maximum (?) | 0 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 0 or 80[Sublevel 8 note 2] | ||||
Number of rooms (?) | 6 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | Yes | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 1_units_hit224_metal.txt | ||||
Lighting file (?) | houdai_light.ini | ||||
Background (?) | build ( steel)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Pathway with tubes |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | Queen Candypop Bud | 2 | None | "Hard" enemy spots |
2 | Violet Candypop Bud | 3 | None | "Hard" enemy spots |
3 | Egg | 2 | None | "Easy" enemy spots |
4 | Egg | 2 | None | "Easy" enemy spots |
5 | Egg | 2 | None | Cave unit seams |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
6 | Glowstem (green) | 12 | None | Plant spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
7 | Egg | 1 | None or falls from the sky[Sublevel 8 note 1] | Dead ends |
Then it spawns "dead end" objects in as many dead ends as it can. Chances: | ||||
ID | Object | Chance | Fall method | Spawn location |
7 | Egg | N/A or 100%[Sublevel 8 note 1] | Falls from the sky | Dead ends |
- ^ a b c 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).
- ^ The dead end probability is 0 in the Japanese GameCube and US GameCube versions, and is 80 everywhere else.
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 9
- Theme: Metal
- Music: Boss (only when combating)
- Treasures:
- Stellar Orb (inside Man-at-Legs)
- Enemies:
- Man-at-Legs × 1
- Obstacles:
- None
- Vegetation:
- Others:
- None
- See also: 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.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum (?) | 1 | ||||
"Treasure" object maximum (?) | 0 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 1 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | Yes | ||||
Clogged hole (?) | Yes (despite being non-existent) | ||||
Cave units file (?) | 1_units_houdai_metal.txt | ||||
Lighting file (?) | houdai_light.ini | ||||
Background (?) | build ( steel)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Man-at-Legs dry arena |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | Man-at-Legs | 1 | None | "Hard" enemy spots |
- | Stellar Orb | Carried inside entry with ID 1 | ||
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
2 | Glowstem (red) | 5 | None | Plant spots |
3 | Glowstem (green) | 5 | None | Plant spots |
- For details on how objects are spawned, and how some may fail to spawn, see 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 Buds and two Queen Candypop Buds.
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 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 limited to a certain number of White or Purple Pikmin total.
Gallery
Names in other languages
Language | Name | Meaning |
---|---|---|
Japanese | 地下の秘密基地? Chika no Himitsu Kichi |
Subterranean Secret Base |
Chinese (traditional) |
地下的秘密基地 | |
French | Complexe Souterrain | Subterranean Complex |
German | Mysteriöses Gebiet | Mysterious Area |
Italian | Roccaforte Segreta | Secret Stronghold |
Spanish (NoA) | Complejo Subterráneo | Subterranean Complex |
Trivia
- Because the way the layout generation works, some sublevels, particularly sublevel 3 and 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
References
- ^ Twitch clip on Twitch, published on August 14th, 2018, retrieved on August 17th, 2018
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