Pikmin 2

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{{Solution}}
{{game icons|p2=y}}
{{Infobox cave
{{infobox cave
|location=Valley of Repose
|image    = Subterranean Complex sublevel 6.jpg
|sublevels=9
|location = Valley of Repose
|treasures=16
|sublevels = 9
|hazards=Fire, Electricity and Poison
|treasures = 16
|hazards   = {{fire}} {{electricity}} {{poison}} {{explosion}}
}}
}}
The '''Subterranean Complex''' the second cave located in the [[Valley of Repose]] level. You'll have to do many steps to get to it. First, you may have to kill the [[Dwarf Red Bulborb]] and [[Red Bulborb]] in the arena so they won't eat your [[Pikmin Family|Pikmin]]. You may have to destroy the rock formation in the water and then build a bridge on the other side. Use the [[Decorated Cannon Beetle]]s to kill all of the enemies and then kill the Decorated Cannon Beetles by using their own rocks. If you didn't kill the [[Watery Blowhog]], use your [[Blue Pikmin|Blues]] or [[Purple Pikmin|Purples]] to kill it. Then, use your [[White Pikmin|Whites]] to tear down the [[Gate|poison white gate]] and get rid of the [[Hazards#Poison|poison pipes]].
{{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]].


This massive dungeon starts out as a snow-covered cave like the [[Emergence Cave]]; however, as one gets deeper in 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 bringing Pikmin in, as explosions will kill them instantly.
==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}}
}}


The boss is the [[Man-at-Legs]], an [[Arachnorb]] species armed with a laser-guided machine gun.
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 [[blowhog]]s and the [[Cloaking Burrow-nit]] is recommended, but not strictly necessary.


==Treasures==
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 Bud]]s until after all treasures have been collected, unless you elected to bring a small squad of [[Purple Pikmin]]. This is because the [[Queen Candypop Bud]]s are located on sublevel 8, and the only danger following is the [[Man-at-Legs]].
*[[Nouveau Table]]
*[[Exhausted Superstick]]
*[[Spirit Flogger]]
*[[Network Mainbrain]]
*[[Superstrong Stabilizer]]
*[[Omega Flywheel]]
*[[Coiled Launcher]]
*[[Mystical Disc]]
*[[Adamantine Girdle]]
*[[Repair Juggernaut]]
*[[Vacuum Processor]]
*[[Space Wave Receiver]]
*[[Indomitable CPU]]
*[[Furious Adhesive]]
*[[Thirst Activator]]
*[[Stellar Orb]]


==Enemies==
{{clear}}
*[[Anode Beetle]]
*[[Armored Cannon Beetle Larva]]
*[[Bumbling Snitchbug]]
*[[Careening Dirigibug]]
*[[Fiery Dweevil]]
*[[Gatling Groink]]
*[[Hairy Bulborb]]
*[[Munge Dweevil]]
*[[Snow Bulborb]]
*[[Swooping Snitchbug]]
*[[Volatile Dweevil]]
*'''Boss: [[Man-at-Legs]]'''
----


====Strategy====
{{Notes|ship=y}}
Recommended Pikmin:
35-40 Red
25-30 Yellow
10-15 White
20-25 Purple


==Sublevel 1==
==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]].


We start by destroying the poison pipes, and defeating some [[Bumbling Snitchbug]]s if they happen to be an annoyance. Grab the two treasures: the [[Nouveau Table]], which should be buried, and the [[Exhausted Superstick]], while defeating the other enemies with Purples.
{{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==
==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}} &times; 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) &times; 6
** {{icon|Glowstem|y}} (red) &times; 6
* '''Others''':
** {{icon|Egg|y}} &times; 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]].


The snow has suddenly vanished, but at least along with the poison. Pikmin might fall off the course when throwing, so aim well. This level, as will the next, is actually quite complicated. Dismiss Pikmin, and set off all bomb rocks you can find. The [[Careening Dirigibug]]s will be armed now, but we don't have much else to do. Now, get your Pikmin and attack the enemies one by one. Use any type of spray! Both can help you ''very'' much with these enemies. Should there be any gaps in the floor, be careful, as the [[Swooping Snitchbug]]s here like to throw Pikmin in the gaps (Making it possible for them to kill Pikmin); this happens more often than one would think. Get the [[Spirit Flogger]] and the [[Network Mainbrain]], and leave.
{{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==
==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) &times; 1
** {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (surface) &times; 2
** {{icon|Mitite|y}} (group of 10) &times; 0 - 3 (from eggs)
* '''Obstacles''':
** {{icon|Bomb-rock|y}} &times; 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}} &times; 6
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 8
** {{icon|Glowstem|y}} (red) &times; 8
** {{icon|Ivory Candypop Bud|y}} &times; 1
* '''Others''':
** {{icon|Egg|y}} &times; 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]].


Try using the [[Armored Cannon Beetle Larva]] to destroy the fire geysers. Defeat the 3 larvae, and use the [[Ivory Candypop Bud]]. There should be a [[Superstrong Stabilizer]], a [[Omega Flywheel]] and a [[Coiled Launcher]]. Be careful with remaining geysers. Move on to...
{{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==
==Sublevel 4==
* '''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Relax|Relax]]''
* '''Treasures''':
** None
* '''Enemies''':
** {{icon|Mitite|y}} (group of 10) &times; 0 - 6 (from eggs)
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 10
** {{icon|Ivory Candypop Bud|y}} &times; 3
* '''Others''':
** {{icon|Egg|y}} &times; 6


A peaceful level... Nothing here but nectar, Candypops and, of course, a geyser, as there always is. Well, use it if you wish. But you should use all the Candypops (in case you have lost more than 15 Pikmin use only 1-2) and the nectar. Sometimes there are [[Mitite]]s inside. When you're done enjoying this level, head off to a frenzy of Bombs!
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==
==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}} &times; 8
* '''Obstacles''':
** {{icon|Bomb-rock|y}} &times; 24
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 6
** {{icon|Glowstem|y}} (red) &times; 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}}}}


As I said, the following levels are complicated! Dismiss your Pikmin into the corner behind the pod and take both Captains. Run in a zigzag from side to side around '''''Everywhere'''''!! Each little corner must be seen! Set off every bomb that is in your sight! There should be boatloads of [[Volatile Dweevil]]s falling from the ceiling, along with bombs. Once you have cleared everything, get all Whites and get the [[Mystical Disc]] and the [[Adamantine Girdle]]. You will notice it wasn't over yet! More Dweevils will fall, so continue being careful! Once done, off we go deeper!
{{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==
==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}} &times; 6
** {{icon|Careening Dirigibug|y}} &times; 2
** {{icon|Fiery Dweevil|y}} &times; 2
** {{icon|Mitite|y}} (group of 10) &times; 0 - 1 (from eggs)
** {{icon|Munge Dweevil|y}} &times; 2
* '''Obstacles''':
** {{icon|Poison emitter|v=P2|y}} &times; 3
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 6
** {{icon|Glowstem|y}} (red) &times; 6
* '''Others''':
** {{icon|Egg|y}} &times; 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 &ndash; 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]].


Well, this level may get tough (although the next sublevel is a bit harder), since there are many enemies close to each other: the well-known [[Careening Dirigibug]]s, the Dweevils and some [[Anode Beetle]]s. Start taking out the Dweevils with the Captains and get some creatures that are a little off from the groups. Watch out for hazards! We then have left: the [[Repair Juggernaut]], the [[Vacuum Processor]] and the [[Space Wave Receiver]]. Collect them and go to the next level, which holds quite a surprise.
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==
==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}} &times; 1
** {{icon|Gatling Groink|y}} (free) &times; 1
** {{icon|Gatling Groink|y}} (pedestal) &times; 1
** {{icon|Mitite|y}} (group of 10) &times; 0 - 2 (from eggs)
** {{icon|Volatile Dweevil|y}} &times; 1 or more
* '''Obstacles''':
** {{icon|Bomb-rock|y}} &times; 25
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 7
** {{icon|Glowstem|y}} (red) &times; 7
* '''Others''':
** {{icon|Egg|y}} &times; 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]].


The ship says there is a large machine here, but there are small ones, too. If you haven't seen them before, these guys are called [[Gatling Groink]]s. Usually, this should be the first time a player encounters them, so I will explain a strategy for them as well. Their appearance may slightly resemble that of a goldfish, however, they have been modified with machinery and can shoot mortars from retractable snouts. Their metal shield make it hard to attack them from the front. There are 2 here. One dawdling about, and the other on a pillar. The walking one should chase you, so try this: Separate the Captains and use the one without any Pikmin to lure the "fish" over to you. Switch Captains and the game should automatically move the idle Captain away. Now use the Captain you're active with to attack him from behind (with Pikmin); Carry him back quickly, as he can regenerate his life energy! For the other one on the pillar, use a similar tactic. But I'd prefer a spray. After these hard battles, grab the [[Indomitable CPU]], the [[Furious Adhesive]] and the grandiose  [[Thirst Activator]], worth a whopping 300 pokos! Now let's leave this horrible level for a place you've been waiting for!
{{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==
==Sublevel 8==
* '''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Relax|Relax]]''
* '''Treasures''':
** None
* '''Enemies''':
** {{icon|Mitite|y}} (group of 10) &times; 0 - 7 (from eggs)
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 12
** {{icon|Queen Candypop Bud|y}} &times; 2
** {{icon|Violet Candypop Bud|y}} &times; 3
* '''Others''':
** {{icon|Egg|y}} &times; 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. The [[Queen Candypop Bud]]s will help make up for lost Pikmin. Toss one Pikmin (preferably Red) into each flower when its dots turn red, as you are now going to use a few of these new ones to toss into the [[Violet Candypop Bud]]s. Use eggs for nectar and off to Sublevel 9.
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==
==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}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 5
** {{icon|Glowstem|y}} (red) &times; 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
}}


A round level. With it's web-like patterns it looks quite suspicious (AND recognisable if you saw the shadow for the citadel of spiders last sublevel). Look around and you will see some metal sticking out of the...metal...there is an orb in the middle, which is the boss. Guess that's what the ship was talking about when it referred to the "big machine"... Don't walk to him though. Put all Pikmin behind the geyser or the metal sticking up. Separate the captains and use the "C" stick to swarm the Pikmin into a wall, and while holding the "C" stick, press "X", then "Y". The Pikmin will stay like that, though they sometimes walk a little in front, then they come back. Take a leader with all Purples and aim on the orb and ''throw like crazy''! The [[Man-at-Legs]] should have lost up to half of his health or more. He'll stand up and should start shooting at you. His aiming laser will make it a bit easier to avoid. Run away behind any barrier. His shots are low and can't go through the metal. Make sure you're not too close to him, though. When he stops firing, (he makes some short pauses sometimes which won't last longer than 1 second and then he starts firing again, so be sure to know when he's done) run in and attack. Repeat. While he's shooting, he's invulnerable, so no chance there. A simpler way is using a bitter spray (you'll need a few), but you won't be able to see his death, as that is a nice sight. He'll explode with lots of force and it reminds of a firework. He shall then leave a lightbulb; it's name is [[Stellar Orb]] and it will light the area up. In every cave. It will get ''very'' helpful in large caves with patrolling enemies; a good example would be the 8th sublevel of the [[Cavern of Chaos]]. You can see the difference instantly. Is that better? Good. The Man-at-Legs might have taken about 5 Pikmin with it; if that's not so, great work! Exit the cave for another "cave complete"!
==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.


==Note==
==See also==
*[[Valley of Repose]]
*[[Man-at-Legs]]
*[[Rest sublevel]]


This is also an excellent place to get [[Purple Pikmin]] and [[White Pikmin]]. Bring at least 22 Pikmin of any color (besides purple and white) and enter. First, on the third sublevel there will be a lone [[Ivory Candypop Bud]], get five whites and move on. The next sublevel is a rest level with three Ivory Candypops, so you can get another 15 here. On the eighth sublevel there will be three [[Violet Candypop Buds]] and two [[Queen Candypop Buds]].
==References==
Toss your two remaining Pikmin into the Queen Candypops, and use the Pikmin generated from those in the Violet Candypops. Break a few of the eggs scattered about the level and have your Pikmin drink the nectar, then exit the cave via the geyser. Rinse and Repeat for the desired number of Pikmin.
{{refs}}


{{Caves}}
{{Valley of Repose}}
{{p2 caves}}
[[Category:Subterranean Complex| ]]

Latest revision as of 11:07, September 23, 2024

Subterranean Complex
An overview of sublevel 6 of the Subterranean Complex. This is just one of many ways it can generate.
Location Valley of Repose
Sublevels 9
Treasures 16
Hazards Fire Electricity Poison Explosion

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

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 Poko × 1480 in the US version and Poko × 1310 in the European version, mainly consisting of treasures from the Industrial Set and Hyper-technology Series.

How to reach[edit]

VoR texture.png
cave
Location of the cave.

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[edit]

An overview of sublevel 1 of the Subterranean Complex.
Sublevel 1.

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.

Generate sample map →

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 (?)
cap_snow
item_cap_snow
way3_snow
way4_snow
wayl_snow
way2_snow
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_snow
room_mid1_6_snow
room_mid2_3_snow
room_uzu1_1_snow
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 Hairy Bulborb 1 None "Hard" enemy spots
2 Hairy Bulborb Hairy Bulborb 1 None "Hard" enemy spots
3 Bumbling Snitchbug Bumbling Snitchbug 1 None "Hard" enemy spots
4 Snow Bulborb Snow Bulborb 1 None "Hard" enemy spots
5 Snow Bulborb Snow Bulborb 3 None "Easy" enemy spots
6 Snow Bulborb Snow Bulborb 3 None "Easy" enemy spots
7 Snow Bulborb Snow Bulborb 2 None "Easy" enemy spots
8 Bumbling Snitchbug Bumbling Snitchbug 1 None "Hard" enemy spots
9 Poison emitter Poison emitter 1 None "Hard" enemy spots
10 Poison emitter Poison emitter 5 None Cave unit seams
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
11 Exhausted Superstick Exhausted Superstick 1 None Treasure spots
12 Nouveau Table Nouveau Table 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
13 Egg Egg 1 Falls from the sky Dead ends
14 Bumbling Snitchbug Bumbling Snitchbug 1 Falls from the sky Dead ends
15 Egg 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[edit]

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.

Generate sample map →

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 (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_hitode3x3_5_metal
room_hitode4x4_7_metal
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 Careening Dirigibug 3 None "Hard" enemy spots
2 Swooping Snitchbug Swooping Snitchbug 1 None "Hard" enemy spots
3 Bomb-rock Bomb-rock 2 None "Hard" enemy spots
4 Bomb-rock Bomb-rock 1 None "Easy" enemy spots
5 Bomb-rock Bomb-rock 1 None "Easy" enemy spots
6 Bomb-rock Bomb-rock 2 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
7 Glowstem Glowstem (red) 6 None Plant spots
8 Glowstem Glowstem (green) 6 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
9 Network Mainbrain Network Mainbrain 1 None Treasure spots
10 Spirit Flogger Spirit Flogger 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
11 Egg Egg 2 None Dead ends
12 Bomb-rock Bomb-rock 3[Sublevel 2 note 1] Falls from the sky Dead ends
  1. ^ a b 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.
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3[edit]

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.

Generate sample map →

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 (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_hitode4x4_tekiF_3_metal
room_hitode2x2_4_metal
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 Larva Armored Cannon Beetle Larva (buried) 1 None "Special" enemy spots
- Superstrong Stabilizer Superstrong Stabilizer Carried inside entry with ID 1
2 Armored Cannon Larva Armored Cannon Beetle Larva (surface) 1 None "Special" enemy spots
3 Ivory Candypop Bud Ivory Candypop Bud 1 None "Special" enemy spots
4 Armored Cannon Larva Armored Cannon Beetle Larva (surface) 1 None "Hard" enemy spots
5 Fire geyser Fire geyser 5 None "Hard" enemy spots
6 Fire geyser Fire geyser 1 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
7 Glowstem Glowstem (red) 8 None Plant spots
8 Glowstem Glowstem (green) 8 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
9 Omega Flywheel Omega Flywheel 1 None Treasure spots
10 Coiled Launcher Coiled Launcher 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
11 Egg Egg 3 Falls from the sky Dead ends
12 Bomb-rock Bomb-rock 1[Sublevel 3 note 1] Falls from the sky Dead ends
  1. ^ a b In the GameCube version, there is a bomb rock. In the Wii version, the sublevel data does not contain that entry.
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 4[edit]

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.

Generate sample map →

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 (P2 VRBOX test.png 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_hitode2x2_4_metal
Pathway with tubes
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Ivory Candypop Bud Ivory Candypop Bud 3 None "Hard" enemy spots
2 Egg Egg 3 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
3 Glowstem Glowstem (green) 10 None Plant spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
4 Egg Egg 3 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 5[edit]

The fifth sublevel of the Subterranean Complex.
Sublevel 5.

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]

Generate sample map →

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 (P2 VRBOX test.png 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_nobo2_4_metal
Zigzagging corridors
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Volatile Dweevil Volatile Dweevil 3 None "Hard" enemy spots
2 Volatile Dweevil Volatile Dweevil 3 Falls from the sky "Hard" enemy spots
3 Bomb-rock Bomb-rock 3 None "Easy" enemy spots
4 Bomb-rock Bomb-rock 2 None "Easy" enemy spots
5 Bomb-rock Bomb-rock 2 None "Easy" enemy spots
6 Bomb-rock Bomb-rock 2 None "Easy" enemy spots
7 Bomb-rock Bomb-rock 3 Falls from the sky "Hard" enemy spots
8 Bomb-rock Bomb-rock 1 Falls from the sky "Easy" enemy spots
9 Bomb-rock Bomb-rock 1 Falls from the sky "Easy" enemy spots
10 Bomb-rock Bomb-rock 1 Falls from the sky "Easy" enemy spots
11 Bomb-rock Bomb-rock 1 Falls from the sky "Easy" enemy spots
12 Bomb-rock Bomb-rock 1 Falls from the sky "Easy" enemy spots
13 Bomb-rock Bomb-rock 1 Falls from the sky "Easy" enemy spots
14 Bomb-rock Bomb-rock 2 None "Easy" enemy spots
15 Bomb-rock Bomb-rock 2 None "Easy" enemy spots
16 Bomb-rock Bomb-rock 2 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
17 Glowstem Glowstem (red) 6 None Plant spots
18 Glowstem Glowstem (green) 6 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
19 Mystical Disc Mystical Disc 1 None Treasure spots
20 Adamantine Girdle Adamantine Girdle 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
21 Volatile Dweevil 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[edit]

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.

Generate sample map →

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 (P2 VRBOX test.png 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_cent_4_metal
room_mid2_3_metal
room_hitode3x4_4_metal
room_north2x2_1_metal
room_hitode2x3_5_metal
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 Careening Dirigibug 2 None "Hard" enemy spots
2 Poison emitter Poison emitter 2 None "Hard" enemy spots
3 Anode Beetle Anode Beetle 6 None "Easy" enemy spots
4 Fiery Dweevil Fiery Dweevil 1 None "Easy" enemy spots
5 Fiery Dweevil Fiery Dweevil 1 None "Easy" enemy spots
6 Munge Dweevil Munge Dweevil 1 None "Easy" enemy spots
7 Munge Dweevil Munge Dweevil 1 None "Easy" enemy spots
8 Poison emitter Poison emitter 1 None Cave unit seams
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
9 Glowstem Glowstem (red) 6 None Plant spots
10 Glowstem Glowstem (green) 6 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
11 Vacuum Processor Vacuum Processor 1 None Treasure spots
12 Space Wave Receiver Space Wave Receiver 1 None Treasure spots
13 Repair Juggernaut Repair Juggernaut 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
14 Egg Egg 1 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 7[edit]

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.

Generate sample map →

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 (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_ari1_3_metal
room_hitode4x4_6_metal
room_hitode4x4_tower_3_metal
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 Gatling Groink (pedestal) 1 None "Special" enemy spots
- Indomitable CPU Indomitable CPU Carried inside entry with ID 1
2 Gatling Groink Gatling Groink (free) 1 None "Hard" enemy spots
3 Careening Dirigibug Careening Dirigibug 1 None Cave unit seams
4 Bomb-rock Bomb-rock 4 None "Hard" enemy spots
5 Bomb-rock Bomb-rock 3 None "Easy" enemy spots
6 Bomb-rock Bomb-rock 3 None "Easy" enemy spots
7 Bomb-rock Bomb-rock 3 None "Easy" enemy spots
8 Bomb-rock Bomb-rock 3 None "Easy" enemy spots
9 Bomb-rock Bomb-rock 3 None "Easy" enemy spots
10 Bomb-rock Bomb-rock 3 None "Easy" enemy spots
11 Bomb-rock Bomb-rock 3 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
12 Glowstem Glowstem (red) 7 None Plant spots
13 Glowstem Glowstem (green) 7 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
14 Thirst Activator Thirst Activator (US)
Perfect Container Perfect Container (EU)
Alternative Reactor Alternative Reactor (JP)
1 None Treasure spots
15 Furious Adhesive Furious Adhesive 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
16 Egg Egg 2 None Dead ends
17 Volatile Dweevil 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 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[edit]

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.

Generate sample map →

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 (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_hitode2x2_4_metal
Pathway with tubes
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Queen Candypop Bud Queen Candypop Bud 2 None "Hard" enemy spots
2 Violet Candypop Bud Violet Candypop Bud 3 None "Hard" enemy spots
3 Egg Egg 2 None "Easy" enemy spots
4 Egg Egg 2 None "Easy" enemy spots
5 Egg Egg 2 None Cave unit seams
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
6 Glowstem Glowstem (green) 12 None Plant spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
7 Egg 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 Egg N/A or 100%[Sublevel 8 note 1] Falls from the sky Dead ends
  1. ^ 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).
  2. ^ 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[edit]

Subterranean Complex sublevel 9, with a dormant Man-at-Legs.
The Man-at-Legs, in the center of its arena.
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.

Generate sample map →

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 (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 Man-at-Legs Man-at-Legs 1 None "Hard" enemy spots
- Stellar Orb Stellar Orb Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Glowstem Glowstem (red) 5 None Plant spots
3 Glowstem 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[edit]

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[edit]

Names in other languages[edit]

Language Name Meaning
Flag of Japan Japanese 地下の秘密基地?
Chika no Himitsu Kichi
Subterranean Secret Base
Flag of the Republic of China (Taiwan) Chinese
(traditional)
地下的秘密基地
Flag of France French Complexe Souterrain Subterranean Complex
Flag of Germany German Mysteriöses Gebiet Mysterious Area
Flag of Italy Italian Roccaforte Segreta Secret Stronghold
Flag of Mexico Spanish (NoA) Complejo Subterráneo Subterranean Complex

Trivia[edit]

The sublevel hole appearing near the edge in sublevel 3.
  • 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[edit]

References[edit]

  1. ^ Twitch clip on Twitch, published on August 14th, 2018, retrieved on August 17th, 2018