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{{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]]. | |||
==Sublevel 1== | |||
* '''Theme''': Metal | |||
* '''Music''': ''[[Music in Pikmin 2#Metal 3|Metal 3]]'' | |||
* '''Time''': 100 (200 seconds) | |||
* '''Starting Pikmin''': | |||
** {{icon|Red Pikmin|v=P2|y}} × 10 (flower) | |||
** {{icon|Yellow Pikmin|v=P2|y}} × 10 (flower) | |||
** {{icon|Blue Pikmin|v=P2|y}} × 10 (flower) | |||
** {{icon|Purple Pikmin|v=P2|y}} × 10 (flower) | |||
** {{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 | |||
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. | |||
{{cavegen|str1}} | |||
{{sublevel technical | {{sublevel technical | ||
|cave = ch_MUKI_houdai | |cave = ch_MUKI_houdai | ||
Line 50: | Line 55: | ||
|capmax = 0 | |capmax = 0 | ||
|rooms = 1 | |rooms = 1 | ||
|ctrratio = 0 | |||
|geyser = No | |geyser = No | ||
|unitfile = 1_units_houdai_metal.txt | |unitfile = 1_units_houdai_metal.txt | ||
|lightfile = houdai_light.ini | |lightfile = houdai_light.ini | ||
|bg = | |bg = build | ||
|clog = No | |clog = No | ||
|hiddenfloor = 0 | |hiddenfloor = 0 | ||
|units = | |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== | |||
[[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 | {{sublevel technical | ||
|cave = ch_MUKI_houdai | |cave = ch_MUKI_houdai | ||
Line 101: | Line 198: | ||
|capmax = 0 | |capmax = 0 | ||
|rooms = 1 | |rooms = 1 | ||
|ctrratio = 0 | |||
|geyser = Yes | |geyser = Yes | ||
|unitfile = 1_units_houdai2_metal.txt | |unitfile = 1_units_houdai2_metal.txt | ||
|lightfile = houdai_light.ini | |lightfile = houdai_light.ini | ||
|bg = | |bg = ice | ||
|clog = No | |clog = No | ||
|hiddenfloor = 0 | |hiddenfloor = 0 | ||
|units = | |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 | |||
}} | |||
{{CM}} | {{CM}} |