Pikmin 2

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[[Category:Challenge Mode Levels]]
{{infobox challenge
The '''Secret Testing Range''' is one of the thirty levels in [[Challenge Mode (Pikmin 2)]]. There are two sublevels and each level involves creatures that have weapons as appendages.
|image={{PAGENAME}}.jpg
|size=250px
|red=10
|yellow=10
|blue=10
|white=10
|purple=10
|bitter=1
|spicy=1
|sublevels=2
|gridcol=5
|gridrow=5
}}
{{guide}}
The '''Secret Testing Range''' is the twenty-fifth level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. There are two sublevels, each involving creatures that have weapons as appendages, including a boss encounter with the [[Man-at-Legs]].


==Level Information==
==Sublevel 1==
*'''[[Red Pikmin]]''': 10
* '''Theme''': Metal
*'''[[Yellow Pikmin]]''': 10
* '''Music''': ''[[Music in Pikmin 2#Metal 3|Metal 3]]''
*'''[[Blue Pikmin]]''': 10
* '''Time''': 100 (200 seconds)
*'''[[White Pikmin]]''': 10
* '''Starting Pikmin''':
*'''[[Purple Pikmin]]''': 10
** {{icon|Red Pikmin|v=P2|y}} × 10 (flower)
*'''Spray'''
** {{icon|Yellow Pikmin|v=P2|y}} × 10 (flower)
**Ultra-Spicy Spray: 1
** {{icon|Blue Pikmin|v=P2|y}} × 10 (flower)
**Ultra-Bitter Spray: 1
** {{icon|Purple Pikmin|v=P2|y}} × 10 (flower)
*Sublevel(s): 2
** {{icon|White Pikmin|v=P2|y}} × 10 (flower)
* '''Treasures''':
** {{icon|Cosmic Archive|y}} × 1
** {{icon|Dream Architect|y}} × 1
** {{icon|Glee Spinner|y}} × 1
** {{icon|Lustrous Element|y}} × 1 (inside Iridescent Glint Beetle)
** {{icon|Prototype Detector|y}} × 1
** {{icon|Stone of Glory|y}} × 1 (inside Gatling Groink)
** {{icon|The Key|y}} × 1 (inside Gatling Groink)
* '''Enemies''':
** {{icon|Gatling Groink|y}} (free) × 2
** {{icon|Iridescent Glint Beetle|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) × 5
** {{icon|Glowstem|y}} (red) × 5
* '''Others''':
** None


==Sublevel 1==
This level is a little hard, but the secret to the easy killing of a [[Gatling Groink]] is to bring all of your [[Pikmin family|Pikmin]], make the [[Purple Pikmin]] be up front and hit its backside. Or you can leave the Pikmin with [[Captain Olimar|Olimar]] or [[Louie]], be the opposite one and make the two Gatling Groinks come close to each other; then go underneath them, running back and forth when the Gatling Groink's life circles are yellow or red.
*'''Time''': 100 seconds
 
*'''Enemies''':
{{cavegen|str1}}
**[[Gatling Groink]] x2
{{sublevel technical
**[[Iridescent Glint Beetle]]
|cave        = ch_MUKI_houdai
*'''Treasure'''
|enemymax    = 3
**[[Cosmic Archive]]
|itemmax    = 4
**[[Dream Architect]]
|gatemax    = 0
**[[Glee Spinner]]
|capmax      = 0
**[[The Key]]
|rooms      = 1
**[[Lustrous Element]]
|ctrratio    = 0
**[[Prototype Detector]]
|geyser      = No
**[[Stone of Glory]]
|unitfile    = 1_units_houdai_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_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|Gatling Groink|y}} (free)
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Gatling Groink|y}} (free)
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|Stone of Glory|y}}
| colspan="3" | Carried inside entry with ID 2
|-
| 3
| {{icon|Iridescent Glint Beetle|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Lustrous Element|y}}
| colspan="3" | Carried inside entry with ID 3
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Glowstem|y}} (red)
| 5
| None
| Plant spots
|-
| 5
| {{icon|Glowstem|y}} (green)
| 5
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Dream Architect|y}}
| 1
| None
| Treasure spots
|-
| 7
| {{icon|Prototype Detector|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Cosmic Archive|y}}
| 1
| None
| Treasure spots
|-
| 9
| {{icon|Glee Spinner|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==
==Sublevel 2==
This floor is very hard. Note you can lure the Man-at-legs out of the water to make use of all of your Pikmin.
[[File:Pikmin range.jpg|thumb|The second floor of the level.]]
* '''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Metal 2|Metal 2 (alternate)]]''
* '''Time''': +150 (+300 seconds)
* '''Treasures''':
** {{icon|Favorite Gyro Block|y}} × 1
** {{icon|Fond Gyro Block|y}} × 1
** {{icon|Lost Gyro Block|y}} × 1
** {{icon|Memorable Gyro Block|y}} × 1
** {{icon|Remembered Old Buddy|y}} × 1
** {{icon|The Key|y}} × 1 (inside Man-at-Legs)
* '''Enemies''':
** {{icon|Man-at-Legs|y}} × 1
** {{icon|Mitite|y}} (group of 10) × 0 - 1 (from eggs)
* '''Obstacles''':
** {{icon|Electrical wire|y}} × 2
** {{icon|Fire geyser|y}} × 2
** {{icon|Poison emitter|v=P2|y}} × 2
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) × 3
** {{icon|Glowstem|y}} (red) × 3
* '''Others''':
** {{icon|Egg|y|l=Nectar egg|n=Egg}} × 1
{{see also|Man-at-Legs#Strategy|t1=Man-at-Legs strategy}}
 
This floor is very hard. Note you can lure the Man-at-Legs out of the water to make use of all of your Pikmin.
 
One useful technique (as depicted in the linked video below) is to stand close to the Man-at-Legs, just outside the circular ridge that the creature starts on.  Position your Pikmin behind the ridge, in the water.  If done correctly, the Man-at-Legs laser will target you, but its shots will hit the top of the ridge and do zero damage to your captain and your Pikmin.
 
The music on this sublevel, a remix of ''[[Music in Pikmin 2#Metal 2|Metal 2]]'', is unique and does not play anywhere else.
 
{{cavegen|str2}}
{{sublevel technical
|cave        = ch_MUKI_houdai
|enemymax    = 7
|itemmax    = 5
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 1_units_houdai2_metal.txt
|lightfile  = houdai_light.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_houdai2_1_metal|'''Man-at-Legs watery 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|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 4
| {{icon|Fire geyser|y}}
| 2
| None
| Cave unit seams
|-
| 5
| {{icon|Poison emitter|v=P2|y}}
| 2
| None
| Cave unit seams
|-
| 6
| {{icon|Electrical wire|y}}
| 2
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Glowstem|y}} (red)
| 3
| None
| Plant spots
|-
| 3
| {{icon|Glowstem|y}} (green)
| 3
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Remembered Old Buddy|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Fond Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 9
| {{icon|Lost Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 10
| {{icon|Favorite Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 11
| {{icon|Memorable Gyro Block|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 12
| {{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]].''
 
==Walkthrough video==
{{#widget:YouTube|id=YEsVr1Nui6U|width=480}}
 
==Names in other languages==
{{Foreignname
|Jap=秘密兵器実験場<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt -->
|JapM=Secret Weapon Testing Zone
|SpaA=Zona de Pruebas Secretas
|SpaAM=Secret Testing Zone
|SpaAN=This name implies the tests are secret, not the zone.
|FraA=Camp d'entraînement
|FraAM=Training camp
|FraE=Camp d'Entraînement
|FraEM=Training Camp
|Ger=Geheimes Testgelände
|GerM=Secret Testing Range
|Ita=Area collaudi segreti
|ItaM=Secret testing area
|notes=y
}}


*'''Time''': 150 seconds
{{CM}}
*'''Enemy''':
**[[Man-at-Legs]]
*'''Treasure''':
**[[Favorite Gyro Block]]
**[[Fond Gyro Block]]
**[[The Key]]
**[[Lost Gyro Block]]
**[[Memorable Gyro Block]]
**[[Remembered Old Buddy]]

Latest revision as of 00:22, May 18, 2024

Secret Testing Range
Secret Testing Range.jpg
Sublevels 2 Ultra-bitter sprays 1
Red Pikmin 10 Ultra-spicy sprays 1
Yellow Pikmin 10
P2 challenge mode flower.png
P2 challenge mode dot.png
P2 challenge mode dot.png
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P2 challenge mode dot.png
P2 challenge mode dot.png
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P2 challenge mode dot.png
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P2 challenge mode dot.png
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P2 challenge mode dot.png
P2 challenge mode dot.png
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P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
Blue Pikmin 10
White Pikmin 10
Purple Pikmin 10
Bulbmin 0

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

The Secret Testing Range is the twenty-fifth level in Pikmin 2's Challenge Mode. There are two sublevels, each involving creatures that have weapons as appendages, including a boss encounter with the Man-at-Legs.

Sublevel 1[edit]

This level is a little hard, but the secret to the easy killing of a Gatling Groink is to bring all of your Pikmin, make the Purple Pikmin be up front and hit its backside. Or you can leave the Pikmin with Olimar or Louie, be the opposite one and make the two Gatling Groinks come close to each other; then go underneath them, running back and forth when the Gatling Groink's life circles are yellow or red.

Generate sample map →

Technical sublevel information
Internal cave name ch_MUKI_houdai
"Main" object maximum (?) 3
"Treasure" object maximum (?) 4
"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_houdai_metal.txt
Lighting file (?) houdai_light.ini
Background (?) build (P2 VRBOX build.png steel)
Cave units (?)
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
way2x2_metal
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_houdai_1_metal
Man-at-Legs dry arena
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Gatling Groink Gatling Groink (free) 1 None "Special" enemy spots
- The Key The Key Carried inside entry with ID 1
2 Gatling Groink Gatling Groink (free) 1 None "Special" enemy spots
- Stone of Glory Stone of Glory Carried inside entry with ID 2
3 Iridescent Glint Beetle Iridescent Glint Beetle 1 None "Hard" enemy spots
- Lustrous Element Lustrous Element Carried inside entry with ID 3
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
4 Glowstem Glowstem (red) 5 None Plant spots
5 Glowstem Glowstem (green) 5 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
6 Dream Architect Dream Architect 1 None Treasure spots
7 Prototype Detector Prototype Detector 1 None Treasure spots
8 Cosmic Archive Cosmic Archive 1 None Treasure spots
9 Glee Spinner Glee Spinner 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2[edit]

The second sublevel of the Secret Testing Range.
The second floor of the level.
See also: Man-at-Legs strategy.

This floor is very hard. Note you can lure the Man-at-Legs out of the water to make use of all of your Pikmin.

One useful technique (as depicted in the linked video below) is to stand close to the Man-at-Legs, just outside the circular ridge that the creature starts on. Position your Pikmin behind the ridge, in the water. If done correctly, the Man-at-Legs laser will target you, but its shots will hit the top of the ridge and do zero damage to your captain and your Pikmin.

The music on this sublevel, a remix of Metal 2, is unique and does not play anywhere else.

Generate sample map →

Technical sublevel information
Internal cave name ch_MUKI_houdai
"Main" object maximum (?) 7
"Treasure" object maximum (?) 5
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 1_units_houdai2_metal.txt
Lighting file (?) houdai_light.ini
Background (?) ice (P2 VRBOX ice.png icy cavern)
Cave units (?)
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
way2x2_metal
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_houdai2_1_metal
Man-at-Legs watery arena
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Man-at-Legs Man-at-Legs 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
4 Fire geyser Fire geyser 2 None Cave unit seams
5 Poison emitter Poison emitter 2 None Cave unit seams
6 Electrical wire Electrical wire 2 None Cave unit seams
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Glowstem Glowstem (red) 3 None Plant spots
3 Glowstem Glowstem (green) 3 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
7 Remembered Old Buddy Remembered Old Buddy 1 None Treasure spots
8 Fond Gyro Block Fond Gyro Block 1 None Treasure spots
9 Lost Gyro Block Lost Gyro Block 1 None Treasure spots
10 Favorite Gyro Block Favorite Gyro Block 1 None Treasure spots
11 Memorable Gyro Block Memorable Gyro Block 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
12 Egg Egg 1 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Walkthrough video[edit]

Names in other languages[edit]

Language Name Meaning Notes
Flag of Japan Japanese 秘密兵器実験場? Secret Weapon Testing Zone
Flag of Québec French (NoA) Camp d'entraînement Training camp
Flag of France French (NoE) Camp d'Entraînement Training Camp
Flag of Germany German Geheimes Testgelände Secret Testing Range
Flag of Italy Italian Area collaudi segreti Secret testing area
Flag of Mexico Spanish (NoA) Zona de Pruebas Secretas Secret Testing Zone This name implies the tests are secret, not the zone.