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{{game icons|p2=y|p4=y}}
{{game icons|p2=y|p4=y}}
{{game help|p4}}
[[File:Into the hole.jpg|thumb|200px|Some Pikmin jumping in a cave.]]
[[File:Into the hole.jpg|thumb|200px|Some Pikmin jumping in a cave.]]
[[File:Emergence Cave Location.png|thumb|250px|A completed cave.]]
'''Caves''' ({{j|洞窟|Dōkutsu|Cave}}) are underground locations in {{p2}} and {{p4}}. Exploring them is important since they contain [[treasure]]s, [[castaway]]s, [[Flarlic]], and wild [[Pikmin family|Pikmin]] inside. Each cave consists of a series of cramped [[#Sublevel|sublevels]] that limit the player's possibilities, with the gameplay and ambiance inside reflecting that fact:
'''Caves''' ({{j|洞窟|Dōkutsu|Cave}}) are the underground areas in ''[[Pikmin 2]]'', of which 14 exist in all. Although there are several overground [[area]]s, most [[treasure]]s are found in caves, so most of the time playing the game is spent down them. They are also featured in ''[[Pikmin 4]]'', but aren't [[Randomization|randomly generated]] like in ''Pikmin 2''.
* There are usually only one or two possible paths the player can follow to explore a given sublevel.
* Since there is no access to [[Onion]]s, it is impossible to retrieve more Pikmin, and getting new Pikmin can only be done with [[Candypop Bud]]s, [[Bulbmin]], or wild Pikmin.
* The current [[day]] cannot be ended until the cave is exited.
* The [[music]] in caves is significantly more minimal than the music in outside [[area]]s, and in ''Pikmin 2'' is partially randomly generated following specific parameters, like the terrain.


In ''Pikmin 2'', the time of [[day]] does not pass while the player is in a cave, and their floors are generated [[Randomness|random]]ly each time, but follow a specific layout scheme. According to earlier versions of the game, this is because the space-time continuum was warped due to the cave's geomagnetic radiation field.{{cite web|quote=A geomagnetic radiation field underground must have warped the space-time continuum. / Even my record of the terrain has been erased.|http://tcrf.net/Proto:Pikmin_2/Cutscene_Text#Return_to_the_Surface|Proto:Pikmin 2/Cutscene Text|The Cutting Room Floor}} The final version's instruction manual simplifies this and simply calls it "a powerful magnetic field".{{cite quote|Because of a powerful magnetic field deep under the surface, time does not pass underground.|Explanation|page 25 of the manual}}{{cite quote|The powerful magnetic field between the surface and underground can have peculiar, unexpected results. You can't rely merely on your memory, as familiar areas can often appear foreign.|Explanation|page 26 of the manual}}
Caves in both games are composed differently, with sublevels in ''Pikmin 2'' being [[Pikmin 2 cave generation|generated randomly]] each time, but following a specific layout scheme, while sublevels in ''Pikmin 4'' are fixed and focus more on puzzle-solving. The two games also have other minute differences in the way caves work.


Caves are entered though [[#Hole|holes]]. To enter one, the player must press {{button|gc|a|wii|a}} while near it. If the other leader is alive, it'll instantly join the party, regardless of distance. Any [[Pikmin family|Pikmin]] under the current leader's control will jump down with them, and any that are [[idle]], working, or on an idle leader's group will return safely to their [[Onion]]s. Once the player enters a cave, there is no way to increase Pikmin population save for [[Bulbmin]] and/or [[Queen Candypop Bud]]s. It is not possible to enter a cave without Pikmin.
Caves are entered through [[#Hole|holes]] in the areas. Similarly, somewhere in the cave is a way to [[#Exiting caves|exit it]], allowing the player to safely return to the surface with all of their collected objects.


Most objects respawn between visits to the same cave, including enemies. Treasures will not reappear once collected, and some Candypop Buds that have a [[Candypop family#Maximum Pikmin requirement|maximum Pikmin requirement]] will also not show up.
In ''Pikmin 2'', stages in [[Challenge Mode (Pikmin 2)|Challenge Mode]] and [[2-Player Battle]] also take place in caves, but this article focuses on the caves in [[Story Mode]], which includes [[Dandori Challenge]] and [[Dandori Battle]] stages. The other {{pg}} do not have caves per se, but have underground locations regardless. {{p1}} has [[The Forest Navel]], {{p3}} has underground sections within its main areas, and {{hp}} has some cave-themed levels.


Inside a cave, if both leaders lose all their [[health]] or all Pikmin die, the research pod will cancel the expedition, losing the collected treasures in the process, and then bring them to the overworld. A mission can also be aborted manually by using the [[pause menu]].
== List of caves ==
 
=== ''Pikmin 2'' ===
The [[Music in Pikmin 2#Caves|music in caves]] is significantly more minimal than the music in outside [[area]]s, and is partially randomly generated following specific parameters, like the terrain.
{| class="responsive-col" style="width:100%"
 
Stages in [[Challenge Mode (Pikmin 2)|Challenge Mode]] and [[2-Player Battle]] also take place in caves, but this article focuses on the caves in [[Story Mode]].
 
In ''Pikmin 4'', Caves work similarly to ''Pikmin 2'', but are not randomly generated. The other {{pg}} do not have caves like the ones in ''Pikmin 2'', but have underground locations regardless. ''Pikmin'' has [[The Forest Navel]], ''Pikmin 3'' has underground sections within its main [[area]]s, and ''Hey! Pikmin'' has some cave-themed levels.
 
==List of caves==
===''Pikmin 2''===
{| style="width: 100%;"
| style="width: 25%; vertical-align: top;" |
| style="width: 25%; vertical-align: top;" |
;[[Valley of Repose]]:
;[[Valley of Repose]]:
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|}
|}


===''Pikmin 4''===
=== ''Pikmin 4'' ===
{| style="width: 100%;"
{| class="responsive-col" style="width:100%"
| style="width: 25%; vertical-align: top;" |
| style="width: 25%; vertical-align: top;" |
;[[Rescue Command Post]]:
;[[Rescue Command Post]]:
Line 58: Line 52:
* [[Industrial Maze]]
* [[Industrial Maze]]
* [[Hectic Hollows]]
* [[Hectic Hollows]]
| style="width: 25%; vertical-align: top;" |
;[[Blossoming Arcadia]]:
* [[Drafty Gallery]]
* [[Secluded Courtyard]]
* [[Sightless Passage]]
* [[Kingdom of Beasts]]
| style="width: 25%; vertical-align: top;" |
;[[Serene Shores]]:
* [[Seafloor Resort]]
* [[Subzero Sauna]]
* [[Below-Grade Discotheque]]
* [[Engulfed Castle]]
|-
| style="width: 25%; vertical-align: top;" |
;[[Hero's Hideaway]]:
* [[Doppelgänger's Den]]
* [[Frozen Inferno]]
* [[Plunder Palace]]
| style="width: 25%; vertical-align: top;" |
;[[Giant's Hearth]]:
* [[Ultimate Testing Range]]
* [[Dream Home]]
* [[Cradle of the Beast]]
| style="width: 25%; vertical-align: top;" |
;[[Primordial Thicket]]:
* [[Cavern for a King]]
* [[The Mud Pit]]
* [[Subterranean Swarm]]
|-
|}
|}


==Sublevels==
==== Dandori caves ====
Each cave is divided into several sublevels. Each sublevel consists of a small area, that gets [[#Generation|randomly generated]] every time it is entered, and will usually have at least one treasure and a few enemies. The shortest cave – [[Emergence Cave]] – has two sublevels and the longest – [[Hole of Heroes]] – has fifteen.
{| class="responsive-col" style="width:100%"
| style="width: 25%; vertical-align: top;" |
;[[Dandori Challenge]]:
* [[Dandori Day Care]]
* [[Hotshock Canyon]]
* [[Rockaway Cellars]]
* [[Test Tubs]]
* [[Ice-Cross Course]]
* [[Hefty Haulway]]
* [[Strategic Freezeway]]
* [[Aerial Incinerator]]
* [[Planning Pools]]
* [[Toggle Training]]
* [[Cliff-Hanger's Hold]]
* [[Oasis of Order]]
* [[Trial of the Sage Leaf]]
| style="width: 25%; vertical-align: top;" |
;[[Dandori Battle]]:
* [[Trial Run]]
* [[Battle in a Box]]
* [[Dandori Castle]]
* [[Leafy Showdown]]
* [[Hot Sandy Duel]]
* [[Final Battle]]
|}


When a cave is entered, the player will land in its first sublevel, and will be able to proceed through that cave's sublevels in order through the use of [[#Hole|holes]]. When, {{button|gc|a|wii|a}} is pressed near a hole, all Pikmin and live leaders will jump down the hole, landing in the next sublevel. Planted Pikmin will remain in the same sublevel and be lost forever. Some sublevels have [[geysers]] that allow the player to safely leave a cave from that sublevel.
== Sublevel ==
Each cave is divided into a number of sublevels. Each sublevel consists of a small isolated location, and will usually have at least one [[treasure]] or [[castaway]] and a few enemies. The player can only play on one sublevel at a time, and there can't be any Pikmin activity outside the current sublevel or cave. The shortest cave in ''Pikmin 2'' – [[Emergence Cave]] – has two sublevels and the longest – [[Hole of Heroes]] – has fifteen.


Every time a sublevel is entered, the game is [[Saved game|saved]], so if the player turns the game off and then back on again, they will start in the same sublevel, but it will be generated randomly again.
When a cave is entered, the player will land in its first sublevel, and will be able to proceed through that cave's sublevels in order through the use of [[#Hole|holes]]. Some sublevels have [[#Exiting caves|a way to exit]] safely while keeping all collected objects.


Sublevels can be roughly categorized into three types:
Every time a sublevel is entered the game is [[Saved game|saved]], so if the player turns the game off and then back on again, they will start in the same sublevel. In the case of ''Pikmin 2'', the sublevel will be generated randomly again.


'''Normal levels''' usually have a few harmful enemies, and sometimes don't have any treasure.
Sublevels in ''Pikmin 2'' can generally be categorized into 3 types, those being:


'''[[Rest sublevel|Rest levels]]''' either lack enemies or only have harmless enemies (exceptions being [[Doodlebug]]s and [[Bulbmin]]). Rest levels have Pikmin-supporting items, such as [[nectar]], [[ultra-bitter spray]], [[ultra-spicy spray]], or [[Candypop Bud]]s. These levels usually lack treasures, and feature [[Music in Pikmin 2#Rest|special ambient music]]. Most rest levels also have a [[geyser]] available, so the player can return to the surface if they have a low number of Pikmin.
* '''Normal levels''' usually have a few harmful enemies, and sometimes don't have any treasure.
* '''[[Rest sublevel|Rest levels]]''' either lack enemies or only have harmless enemies (exceptions being [[Doodlebug]]s and [[Bulbmin]]). Rest levels have Pikmin-supporting items, such as [[nectar]], [[ultra-bitter spray]], [[ultra-spicy spray]], or [[Candypop Bud]]s. These levels usually lack treasures, and feature [[Music in Pikmin 2#Relax|special ambient music]]. Most rest levels also have a [[geyser]] available, so the player can return to the surface if they have a low number of Pikmin.
* '''Boss levels''' contain one or more large [[boss]]es, are usually the final level of a cave. The only cave without a boss level is the [[Emergence Cave]], and the one with the most is the [[Hole of Heroes]]. When the boss is defeated, it often drops an [[upgrade]] for the [[leader]]s' space suits or ship.


'''Boss levels''' contain one or more large [[boss]]es, are usually the final level of a cave. The only cave without a boss level is the [[Emergence Cave]], and the one with the most is the [[Hole of Heroes]]. When the boss is defeated, it often drops an [[upgrade]] for the [[leader]]s' space suits or ship.
''Pikmin 4'' has a greater emphasis on puzzles and exploration, with all sublevels having fixed layouts, compared to ''Pikmin 2''{{'s}} random generation on most of its sublevels. Some sections of some layouts are references to or outright reworkings of [[cave unit]]s originally from ''Pikmin 2'', such as <code>room_hitode4x4_3_metal</code> and <code>room_dan4x4i_3_conc</code>.


===Final floor===
=== Final floor ===
[[File:Finallevel.png|thumb|The cutscene that plays when a final level is reached in the European [[region]] of the [[New Play Control! Pikmin 2|''New Play Control!'' version]]. In all other versions of the game, the text says "FINAL FLOOR!" instead.]]
[[File:Finallevel.png|thumb|The cutscene that plays when a final level is reached in the European [[region]] of the [[New Play Control! Pikmin 2|''New Play Control!'' version]]. In all other versions of the game, the text says "FINAL FLOOR!" instead.]]
The deepest sublevel of every cave is known as the '''final floor''', or the '''final level''' in the European [[region]] of the [[New Play Control! Pikmin 2|''New Play Control!'' version]]. In all caves except for the [[Emergence Cave]], the final floor is a boss level, as described above. Since there are no deeper sublevels, all final floors contain a [[geyser]] for the player to return to the surface and end their cave mission. These geysers are usually placed to be easily accessible before the boss arena, making most boss battles easily skippable, at the cost of missing the boss's [[upgrade]]. The boss will remain present until it is defeated; the player can always return at a later time.
Since at the final sublevel of a cave there is nowhere else to go, all final floors contain a [[geyser]] or air vent for the player to [[#Exiting caves|return to the surface]] and end their cave mission.


As the player drops into the final level, the game announces this by playing a distinct jingle, along with displaying the words "FINAL FLOOR!" or "FINAL LEVEL!" in large, yellow letters, before the player regains control. Additionally, on the [[HUD]], the word "SUBLEVEL" in the top-right corner is replaced with the words "FINAL FLOOR" or "FINAL LEVEL" in yellow, depending on the region and console.
Typically, final sublevels have something grand to them. In ''Pikmin 2'', the final floor of all caves except the [[Emergence Cave]] is a boss level, and in ''Pikmin 4'', most caves have a [[castaway]] to rescue at the final sublevel.


==Hole==
In ''Pikmin 2'', the deepest sublevel of every cave receives special attention by the game and is known as the '''final floor''', or the '''final level''' in the European [[region]] of the [[New Play Control! Pikmin 2|''New Play Control!'' version]]. As the player drops into it, the game announces this by playing a distinct jingle, along with displaying the words "FINAL FLOOR!" or "FINAL LEVEL!" in large, yellow letters, before the player regains control. Additionally, on the [[HUD]], the word "SUBLEVEL" in the top-right corner is replaced with the words "FINAL FLOOR" or "FINAL LEVEL" in yellow.
[[File:Cave.png|thumb|The hole used to go down to the next sublevel. These look the same as entrances to caves above ground.]]
To enter a cave, the [[leader]]s and Pikmin must dive into a hole. To go from one sublevel to the next, they must also go down a similar hole.


The holes are round, rocky mounds, with a small hole in them. On the cave entrance hole, if the cave has uncollected treasure, wisps of steam will come out, and the screen will become foggy when the hole is approached. Inside a cave, the hole to a next sublevel will always contain steam, but will not fog the screen.
In ''Pikmin 4'', there is far less attention drawn, simply displaying "FINAL SUBLEVEL" in place of the number as it fades away. For caves with only 1 sublevel ([[Burrow of Beginnings]], [[Last-Frost Cavern]], [[Dream Home]], [[Sightless Passage]]), the distinction does not appear at all.


To enter a hole, the player must simply press {{button|gc|a|wii|a}} when their leader is close to it, then confirm this action in a dialog box.
{{clear}}
{{clear}}


===Exits===
== Hole ==
In {{p4}}, some caves have separate holes that are exited through once the player reaches the bottom and returns to the surface. These usually allow them to access areas they otherwise couldn't as well as provide a secondary entrance into the cave.
[[File:P4 unavailable cave exit.jpg|thumb|The exit of a cave that has not been completed yet in ''Pikmin 4'', lacking a lid.]]
To enter a cave, the player must get close to a hole and press the [[throw]] button. To go from one sublevel to the next, the same must be done to a similar hole within the sublevel.


==Floor designs==
In ''Pikmin 2'', the holes are round, rocky mounds, with a small hole in them. On the cave entrance hole, if the cave has not been [[#Cave completion|completed]], wisps of steam will come out, and the screen will become foggy when the hole is approached. In contrast, if it has been completed, a simple red flag will be placed near the entrance. Inside a cave, the hole to a next sublevel will always contain steam, but will not fog the screen.
Even though most sublevels are [[Randomness|randomly generated]], there are consistent themes shared between them. The following is a list of themes used in the game, based on what the [[#Generation|units]] are called in the game's files. The screenshots are from [[Challenge Mode (Pikmin 2)|Challenge Mode]] stages, not story mode caves.


;Concrete
In ''Pikmin 4'', the holes are black tubes with colored lids &ndash; cyan for normal caves, gray for [[Dandori Challenge]]s, and orange for [[Dandori Battle]]s. They are actually Japanese {{w|curb box}}es, which are plastic tubes that house valves. After completing that cave, a flag appears in the color of the player's spacesuit with the [[Rescue Corps]] logo. When completing [[Burrow of Beginnings]] for the first time, [[Collin]] can be seen placing one such flag down in a cutscene. In addition, some caves have 2 holes, where the player will enter in one side and exit on the other such as the [[Aquiferous Summit]] , the [[Frozen Inferno]] and the [[Engulfed Castle]]. Entering the "Exit" side of the cave (which has no cyan lid) from the surface will slightly change the layout to allow the sublevels to be cleared in reverse order, with an air vent that takes the player back to the "entrance" hole on the first sublevel. Exiting a cave from the [[pause menu]] will take the player back to the hole they entered from.
: [[File:Concrete Maze.jpg|thumb|left|120px|[[Concrete Maze]].]] This design features plants, sandy floors, and concrete walls, with concrete floors sometimes as well, alongside blue rusty pipes at times. This design resembles a basement house foundation and is most likely meant to be one. [[Egg]]s and [[Bomb rock|bomb-rocks]] will occasionally fall from the cave ceiling.
{{clear}}


;Garden
: [[File:Three Color Training.jpg|thumb|left|120px|[[Three Color Training]].]] This type of design appears as if the party is outside, in a garden, walled in by small rocks and wood chips. These types of sublevels always have harmful enemies in them, save [[Mitite]]s, and are popular in caves such as the [[Snagret Hole]] and in [[Challenge Mode (Pikmin 2)|Challenge Mode]]. The second to last level in Challenge mode, the [[Sniper Room]], is the only nighttime garden level.
{{clear}}
{{clear}}


;Metal
== Mechanics ==
: [[File:Brawny Abyss.png|thumb|left|120px|[[Brawny Abyss]].]] This design has metal floors and low walls, making it possible to [[throw]] Pikmin, and ward some enemies, [[Pit|out of bounds]]. It frequently contains [[Careening Dirigibug]]s, [[Gatling Groink]]s, or [[Lithopod]]s, with bomb-rocks appearing on occasion. The first area with a floor like this is the first sublevel of the [[White Flower Garden]].
=== Passage of time ===
{{clear}}
In ''Pikmin 2'', the time of [[day]] does not pass while the player is in a cave. According to earlier versions of the game, this is because the space-time continuum was warped due to the cave's geomagnetic radiation field.{{cite web|quote=A geomagnetic radiation field underground must have warped the space-time continuum. / Even my record of the terrain has been erased.|http://tcrf.net/Proto:Pikmin_2/Cutscene_Text#Return_to_the_Surface|Proto:Pikmin 2/Cutscene Text|The Cutting Room Floor}} The final version's instruction manual simplifies this and simply calls it "a powerful magnetic field".{{cite quote|Because of a powerful magnetic field deep under the surface, time does not pass underground.|Explanation|page 25 of the manual}}{{cite quote|The powerful magnetic field between the surface and underground can have peculiar, unexpected results. You can't rely merely on your memory, as familiar areas can often appear foreign.|Explanation|page 26 of the manual}}


;Snow
In ''Pikmin 4'', time does pass while underground, but only at a sixth of its normal speed. If the overworld time reaches the [[sunset]] countdown while the player is exploring a cave, nothing will happen and the player will be free to continue inside the cave for as long as they want, but as soon as they leave the cave the sunset countdown will begin. Caves also cannot be entered during the sunset countdown.
: [[File:Cave of Pain.jpg|left|thumb|120px|[[Cave of Pain]].]] A common sublevel design in the [[Valley of Repose]], these sublevels have floors blanketed with snow, and have stone &ndash; and occasionally brick &ndash; walls. The floors are commonly littered with dying [[Figwort]]s. [[Hairy Bulborb]]s and [[Snow Bulborb]]s are often present here.
{{clear}}


;Soil
=== Object spawning ===
: [[File:Emperor's Realm.jpg|thumb|left|120px|[[Emperor's Realm]].]] This theme represents a very basic type of cave, with soil floors and stone walls.
Some objects respawn between visits to the same cave, including [[enemies]]. The rules are as follows:
{{clear}}


;Toybox
{| class="wikitable"
: [[File:Lost Toy Box.png|left|thumb|120px|[[Lost Toy Box]].]] These sublevel designs are in caves such as [[Glutton's Kitchen]] and the [[Dream Den]]. These levels are often filled with giant toys and treasures that are used for food, entertainment, and office supplies. The borders of the sublevels are smaller toys that Pikmin and [[Enemy|enemies]] can cross, but not [[leader]]s, similar to the garden theme. They sometimes can be covered with a large carpet or wood flooring that stretches for the entirety of the floor.
! rowspan="2" | Object
{{clear}}
! colspan="2" | Respawns
|-
! {{p2}}
! {{p4}}
|-
| [[Treasure]]s
| Never
| Never
|-
| [[Enemies]]
| Always
| If cave is 100% complete
|-
| [[Obstacles]]
| Always
| Never
|}


;Tiles
[[Treasures]] will not reappear once collected, unless the way the player [[#Exiting caves|exits the cave]] puts them back (escape with the [[Hocotate ship]] in [[Pikmin 2]] or failure). Some Candypop Buds that have a [[Candypop family#Maximum Pikmin requirement|maximum Pikmin requirement]] will also not show up.
: [[File:The Giant's Bath.jpg|thumb|left|120px|[[The Giant's Bath]].]] Bath tiles cover nearly the whole sub-level, and many [[hazard]]s are found on these types of design, mostly [[water]]. [[Wogpole]]s will sometimes fall from the cave ceiling.
{{clear}}


===Backgrounds===
In ''Pikmin 4'', wild Pikmin, enemy corpses, treasures, and so on will remain in the same state the player left the cave in for a few days, position included, until the cave is completed, at which point the standard rules for respawning everything from scratch described above apply.
Some caves have a background (also called a "skybox", or "VRBOX", as they're known internally), as a wall and/or bottom way off in the distance. Because they're so far away, it may be hard to see them over the fog and lighting. Designs that are meant to give off the idea that the leaders and Pikmin are enclosed in a burrow do not have a background, but other sublevels normally do. There can be any sort of sublevel theme and background combination.


<gallery>
=== Entering caves ===
P2 VRBOX test.png|Cavern wall and bottom.
Once the player chooses to enter a cave from a [[#Hole|hole]], a confirmation menu appears with some information about the cave. In ''Pikmin 2'', it shows the kinds of [[hazard]]s inside, and in ''Pikmin 4'', the first page lets the player pick a sublevel to land on from previously visited sublevels, and the second page shows the [[Onion menu]] so the player can pick which Pikmin join them inside.
P2 VRBOX ice.png|Icy cavern wall and bottom.
P2 VRBOX build.png|Steel wall and dark bottom.
P2 VRBOX hiroba.png|Garden wall and floor.
P2 VRBOX flooring.png|Wooden flooring.
P2 VRBOX tatami.png|Carpet.
</gallery>


==Generation==
If the player accepts, the current leader, the other leader or [[Oatchi]], and the [[squad]] of [[Pikmin family|Pikmin]] will all jump inside in a brief [[cutscene]]. For [[Dandori Challenge]] and [[Dandori Battle]] caves, the Pikmin will refuse to go inside, however. The other leader or Oatchi will join in regardless of distance, and in ''Pikmin 4'', the player's character and Oatchi will also join in even if they are knocked out, despite the entering cutscene not showing it.
When a sublevel is entered, the game generates it [[random]]ly; it starts by building random terrain, and then populates it with random objects.


===Layout===
When entering a cave, any Pikmin that do not go in will be safely returned to their [[Onion]]s. In ''Pikmin 2'', Pikmin in an idle leader's group will not be a part of the Pikmin that go in, even if the idle leader enters.
A sublevel's terrain is composed of several [[cave units]] stitched together. Each unit can be a dead end, a corridor, or a room, and has some spots where objects can spawn; each spot contains data about the amount and type of object that can spawn there. In each sublevel's configuration, there is data about which cave units it is allowed to use, and data about how the dead ends, corridors, and rooms should work in terms of quantities. The game then uses this information to randomly create and connect cave units.


===Objects===
Any leader and Oatchi will regain full [[health]] when entering a cave. In ''Pikmin 2'', it is impossible to explore a cave without Pikmin, and while it is possible in ''Pikmin 4'', the game shows a confirmation dialog stating that it's hard to explore without any.
Each sublevel's configuration also has information about what objects to spawn. Entries listed in this information specify what type they are, what object to spawn, a minimum amount, a random filler weight, spawn location, and some other properties. Depending on these properties, different entries are processed differently by the game. With this in mind, entries can be thought of as belonging to one of five different "categories". As a general rule, the "main" category contains enemies, the "decorative" category contains plants, the "treasure" category contains loose treasures, the "gate" category contains gates, and the "dead end" category contains objects specifically meant to appear in dead ends.


On the wiki, each sublevel section in a cave's article contains a basic list of objects that can spawn, as well as their amounts. It also contains a more detailed list that explains what objects the game wants to spawn, in what order, and under what details. These lists reflect the sublevel's data in the game files. Though the basic list can be changed to better document what really happens in-game, the detailed list always reflects what the sublevel's data says. In the detailed list, the ID of each entry is not something recognized by the game, but exists to make the list easier to understand.
=== Entering sublevels ===
To go to the next sublevel in the cave, the player must find a hole similar to the one used to get in the cave in the first place.


====Procedure====
Unlike entering a cave, leaders and Oatchi will not regain any [[health]] when a deeper sublevel is entered. In ''Pikmin 4'', certain sublevels will force Oatchi to fall in a spot far away from the rest of the crew, which usually results in the player having to solve some problem in the sublevel to reunite everyone.
After generating the sublevel's layout, the game follows a complex process to spawn objects in it. The following is an outline of this process:{{cite web|https://pikmintkb.com/wiki/Cave_spawning|Cave spawning|Pikmin Technical Knowledge Base|retrieved={{date|27|January|2021}}}}


# Decide how many objects to spawn of the "main" category.
=== Exiting sublevels ===
#* This process is split into four sub-categories, which reflect the entry's spawn type.
When the player chooses to exit the current sublevel, all non-[[sprout]] Pikmin, all conscious leaders, and Oatchi will automatically join the group and jump together, regardless of distance.
#* For each sub-category, respect the minimum amounts first. Then, without going beyond the "main" category object limit defined in the sublevel, add some random filler amounts, if there is any entry with random filler weight.
# Spawn the "main" objects in the amounts decided.
#* For each sub-category, spawn the minimum amounts first. Then spawn filler objects (if any) picked at random.
# Spawn the minimum amount of objects of the "decorative" category.
# Spawn the minimum amount of objects of the "treasure" category.
# Possibly spawn more picked at random from the "treasure" category.
#* Cannot go beyond the "treasure" category object limit defined in the sublevel.
#* Caves in [[Story Mode]] don't make use of this since every treasure is fixed.
# Spawn the minimum amount of objects of the "dead end" category.
# Possibly spawn more picked at random from the "dead end" category.
#* This happens until there are no more dead ends where objects can be placed in.
# Spawn gates picked at random from the "gate" category.
#* Cannot go beyond the "gate" category object limit defined in the sublevel.


====Missing objects====
As explained [[#Pikmin management|below]], when a sublevel is exited, if there are any unplucked sprouts, the game will notify the player about this and ask them if they wish to continue. The same happens if there are any uncollected [[Flarlic]], [[Treasure]]s or [[castaway]]s.
Because the sublevel generation doesn't use many fixed numbers, and instead opts to use statistics and randomness to generate diverse sublevels, the game can create a sublevel where some objects in its generation data do not spawn. Sometimes an object has a minimum amount of 0, and as luck would have it, it was never chosen when filling out objects at random. At times however, a sublevel may physically be unable to accommodate some of the intended cave units or objects. For example: [[Frontier Cavern]] sublevel 4 wants to spawn a Violet Candypop Bud (in a dead end). In one attempt, the generated sublevel has 4 dead ends, so both treasures, the hole, and the Violet Candypop Bud appear in dead ends. But in a different attempt, the game generates a sublevel with 3 dead ends &ndash; only the treasures and hole will have a spot, and the Violet Candypop Bud will not show up. This happens often with decorative objects, but can, in rare cases, [[Mistake#Missing sublevel objects|happen with important objects]]. Players should be wary about this possibility, and if they find an important item is missing, they can reset the console and try for another sublevel layout.


Scenarios that can make an object not appear include:
=== Exiting caves ===
* There aren't enough cave units of a given type to fit all objects that want to go in these units.
Like when entering a cave, the process of exiting a cave in any way restores the [[health]] of any leader or Oatchi, unless otherwise specified.
* There aren't enough spawn points of a given type in the entire sublevel to fit all objects that want to use them.
* The object spawns [[out of bounds]] (spawn points randomly offset the spawned objects by an amount).


Note that when the sublevel has finished generating, the game may purposely delete some objects for gameplay reasons. This happens to treasures in Story Mode that have already been collected, and Candypop Buds that do not meet the [[Candypop family#Maximum Pikmin requirement|maximum Pikmin requirement]].
==== Safe exit ====
The standard way of exiting a cave is by finding a [[geyser]] in ''Pikmin 2'' or an air vent in ''Pikmin 4''. Either one will shoot leaders, Oatchi, and Pikmin back up to the surface. In ''Pikmin 2'', the player is returned to the landing site while in ''Pikmin 4'' they come out from a hole &ndash; usually the hole they went in from, but some caves have a different hole from which they are exited.


Note also that the algorithm has no logic to figure out if the player can logistically reach and recover a treasure in the cave layout it generates. This is usually no problem, but in Hole of Heroes sublevel 6, it can result in one of the treasures being unobtainable, as explained [[Hole of Heroes#Sublevel 6|here]].
==== Failure ====
If the player is no longer able to explore due to a serious problem, the expedition will be cancelled, collected treasures will be lost in the process, and then any leaders or Oatchi will be brought to the overworld, a process which leaves the Pikmin behind if any were alive. In ''Pikmin 4'', the game gives the player the option to [[rewind]] time instead of letting this happen. A cave's exploration can be cancelled for the following reasons:
* In ''Pikmin 2'', both leaders lose all their [[health]]. This also results in the day ending immediately afterwards.
* In ''Pikmin 2'', the player loses all Pikmin.
* In ''Pikmin 4'', the player's character and Oatchi lose all their health.


==Oddities==
Losing all Pikmin (or all Pikmin of a single type) in ''Pikmin 4'' simply results in a cutscene, a reminder to rewind time, and the possibility of continuing exploration regardless.
===Cave entrance leader mixup===
When entering the first sublevel of a cave, the game may or may not switch the player's active leader. This does not happen when the player goes from one sublevel to the next, making it mysterious as to why the leader changes seemingly randomly when going to the first sublevel.


In reality, this happens because of a simple glitch. In order to decide what leader to turn active whenever a sublevel is entered (be it the first or not), the game reads a variable in memory. This variable is also saved onto the [[Saved game|save game data]] and loaded from it. It is set whenever the player goes from one sublevel to the next, which explains why, when the next sublevel is loaded, the game selects the correct leader. However, this variable never gets set when the cave itself is entered. This means that when the first sublevel is finished loading, the game reads the variable, and uses an outdated value, last updated when a sublevel hole was entered. This glitch was not fixed for the ''New Play Control!'' or Nintendo Switch rerelease.
==== Manual abortion ====
In either game, a cave expedition can also be aborted manually in a controlled manner by using the [[pause menu]]. This will result in the leaders, Oatchi, and the Pikmin to hop inside the [[research pod]] or the [[S.S. Beagle]] and fly out. Doing this in ''Pikmin 2'' will result in the treasures being left behind, but not in ''Pikmin 4''.


It can also be noted that [[Challenge Mode (Pikmin 2)|Challenge Mode]] uses a different behavior, without a glitch, and that the default value of the variable is 0, meaning that at the start of the game, before the player goes from one sublevel to the next, the game will make Olimar the active leader when entering a cave.
=== Pikmin management ===
In ''Pikmin 2'', the [[Pikmin limit]] is respected even inside caves, while in ''Pikmin 4'' the player can have as many Pikmin as they want inside the cave, and even from more than 3 types, though the Pikmin they can bring in from the surface must still respect those two limits. Also in ''Pikmin 4'', if the cave is exited with surplus Pikmin, any extras will simply be brought to the Onion when the player chooses what Pikmin types to take with them once they land.


===Hole entrance grunt mixup===
If any Pikmin happen to be currently [[sprout|buried]], attempting to leave a sublevel will prompt the game to warn you about abandoning the sprouts, showing a confirmation dialogue. What happens when a sprout is left behind a sprout works differently in the two games: While sprouts left behind are permanently lost in both games, they are only considered to be actual deaths in ''Pikmin 2''; in ''Pikmin 4'', they will not be considered as casualties in the [[Tablet#Status Report|Status Report]] screen.
When entering a cave or sublevel hole, each leader grunts as he jumps. However, the first leader to jump will always make Olimar's sound effect, and the one behind will always make Louie's, regardless of the existing leaders and their order. The only exception is if the second leader is fallen, at which point only the first leader will grunt, still with Olimar's voice.


===Technical discrepancies===
=== Completion ===
Even though the cave and sublevel information is present in human-readable format within the game's files, some of their settings appear to make no sense, as the values in the files don't match up to what happens in-game. The following assumed discrepancies have been noted:
A cave is considered "complete" if all major treasures within it have been collected. A cave that has achieved completed status will stop emitting mist, and a flag will be placed next to it. This is a small red flag with no symbol in ''Pikmin 2'', and a larger flag with the [[Rescue Corps]] symbol and colour in ''Pikmin 4''. A flag icon will also appear on the symbol used to mark the cave on the [[radar]].


*Property {f013} (隠し床, meaning "Hidden floor") of a sublevel indicates whether there's ground under the [[cave units]] or if it should be simulated. This is due to the fact that toybox and garden levels' units do not contain ground. However, sublevel 3 of [[Snagret Hole]] has this value set to 1 as well, despite the fact that soil-type units always have a ground.
In ''Pikmin 4'', [[obstacle]]s will be permanently destroyed, and [[raw material]] piles will be permanently collected. However, these are not considered for cave completion.
*Sublevel 8 of the [[Dream Den]], sublevels 1 and 2 of the [[Hot House]] and sublevels 1, 2, 4, 5, 6 and 7 of the [[Collector's Room]] all have their property {f00A} (VRBOX, the "skybox" model) set to "vrbox". Both sublevels of the [[Green Hole]] have that property set to "f010". Both of these values are invalid, and the game defaults to having no "skybox".
**In addition, the folder that contains the models for the skyboxes, <code>/user/Kando/map/vrbox/</code> also contains a file for a "meck" skybox, <code>meck.szs</code>. This skybox is not used in the game, and it contains no model or any other file, just an empty folder.
*The final sublevels of the [[Subterranean Complex]], the [[Hole of Beasts]] and the [[Bulblax Kingdom]] all have property {f010} (階段を壊す岩で隠す(0=オフ 1=オン)) set to 1. This property decides whether the hole to the next sublevel should be [[clog]]ged or not. The oddity here is that the final sublevel does not have a hole.
*The final sublevels in the [[Cave of Pain]], [[Red Chasm]], [[Collector's Room]] and the [[Breeding Ground]] all have property {f007} (帰還噴水(1=あり)) set to 0. This property decides whether a level contains an escape [[geyser]] or not. Naturally, all final sublevels contain one in-game, so the fact that these sublevels have that property set to 0 is a mystery.


==Glitches==
=== Cave generation ===
{{game help|p2|Confirm the glitch where the Pikmin don't jump down and remain idle. If confirmed, add it to the glitches page.}}
{{see|Pikmin 2 cave generation|t1=''Pikmin 2'' cave generation}}
*[[Glitches in Pikmin 2#Cave hole glitch|Cave hole glitch]]: It is possible for a leader to end up inside the cave hole's geometry, if he's placed on the hole's spawning point before it spawns.
In [[Pikmin 4]], caves are not generated randomly and always appear the same if entered from the same hole of the cave.
*[[Glitches in Pikmin 2#Cave death count glitch|Cave death count glitch]]: If a Pikmin is suffering from a hazard and the player chooses to go to the next sublevel, the Pikmin will still have the suffering animation when jumping down the hole. If they made that last cry, they will nevertheless be alive on the next sublevel, but the total Pikmin lost count will increase.
*[[Glitches in Pikmin 2#Fake Pikmin extinction|Fake Pikmin extinction]]: By entering a cave and [[dismiss]]ing at the same time, the game will let the player enter the cave with no Pikmin. It then instantly announces a Pikmin extinction.
*There is a glitch that can happen when proceeding to the next sublevel. In the animation where everybody jumps into the hole, some Pikmin may appear [[idle]] and won't jump in. Thankfully, these Pikmin that don't jump in will appear on the next sublevel.


==Caves in ''Pikmin 4''==
== Oddities ==
Caves are shown to return in ''Pikmin 4''. But they aren't [[Randomization|randomly generated]] like in {{p2}}. Caves are accessed via black tubes with blue lids on the surface. On footage from the Japanese website, one can be seen with a red flag attached to it, presumably meaning that it's been completed, similar to ''Pikmin 2''. Some [[cave units]] originally from ''Pikmin 2'' such as <code>room_hitode4x4_3_metal</code> and <code>room_dan4x4i_3_conc</code> are known to return with an updated design. Currently, six caves are known: "[[Burrow of Beginnings]]", the first cave entered, "[[Last-Frost Cavern]]", where Ice Pikmin are discovered, "[[Industrial Maze]]", "[[Crackling Cauldron]]", “[[Aquiferous Summit]]” and “[[Hectic Hollows]]”.
{{todo|Move these to [[glitches in Pikmin 2]] and link to them.}}


These caves have large puzzle-oriented floors. They can be seen with a myriad of hazards, including fans, rails, [[Bouncy Mushroom]]s, [[conveyor belt]]s, floating platforms, and more.
=== Cave entrance leader mixup ===
{{main|Glitches in Pikmin 2#Cave entrance leader mixup}}
When entering the first sublevel of a cave, the game may or may not switch the player's active leader. It depends on the last leader the player used to jump to a non-first sublevel.


Four distinct types of cave floors can be seen in the February and June trailers: one that looks like a standard dirt cave, another that's themed around metal and seems to take place inside of a shed, one with a muddy floor and brick walls, one taking place over metal platforms in a dark void, one taking place in an enclosed area with blue tiles on the walls and floor, and one that appears to take place inside what is presumably either a display terrarium in an aquarium/a pet store or a science museum's water table. Notable content that can be seen includes:
=== Hole entrance grunt mixup ===
When entering a cave or sublevel hole in ''Pikmin 2'', each leader grunts as he jumps. However, the first leader to jump will always make Olimar's sound effect, and the one behind will always make Louie's, regardless of the existing leaders and their order. The only exception is if the second leader is fallen, at which point only the first leader will grunt, still with Olimar's voice.


* Dirt cave:
== Glitches ==
** Muddy floors.
=== ''Pikmin 2'' ===
** Dirt walls.
{{game help|p2|Confirm the glitch where the Pikmin don't jump down and remain idle. If confirmed, add it to the glitches page.}}
** Tiny fungi.
* [[Glitches in Pikmin 2#Cave hole glitch|Cave hole glitch]]: It is possible for a leader to end up inside the cave hole's geometry, if he's placed on the hole's spawning point before it spawns.
** Dead leaves scattered about.
* [[Glitches in Pikmin 2#Cave death count glitch|Cave death count glitch]]: If a Pikmin is suffering from a hazard and the player chooses to go to the next sublevel, the Pikmin will still have the suffering animation when jumping down the hole. If they made that last cry, they will nevertheless be alive on the next sublevel, but the total Pikmin lost count will increase.
* Shed:
* [[Glitches in Pikmin 2#Fake Pikmin extinction|Fake Pikmin extinction]]: By entering a cave and [[dismiss]]ing at the same time, the game will let the player enter the cave with no Pikmin. It then instantly announces a Pikmin extinction.
** Metal rings and dirt on the floor.
* There is a glitch that can happen when proceeding to the next sublevel. In the animation where everybody jumps into the hole, some Pikmin may appear [[idle]] and won't jump in. Thankfully, these Pikmin that don't jump in will appear on the next sublevel.
** An LED {{w|dot matrix}} display, showing a number. All trailer footage just shows the number "01".
** In the cave's background, what is either the sunlight shining from the slits on the door of the shed, or some {{w|fluorescent lamps}} that are on.
** Support beams in the background, possibly made of wood.
* Brick cave:
** Muddy floor.
** Brick walls.
** Green mold.
* Display area:
** Sandy floors.
** Rocks and fake plants.
** Lit up by lamps.
** A wall with an ocean painted on it.
** Glass walls.
** Fake logs with what appears to be {{w|astroturf}} on top of them.
** In the background, cylindrical aquariums built into pillars can be seen, along with blurry visages of soda fountains behind them. What appears to be a blurry exit sign and a vending machine can also be briefly seen.


== Gallery ==
<gallery>
<gallery>
Pikmin 4 oatchi sniffing 2.jpg|Dirt cave.
P2 Cave Entrance Artwork.png|Artwork of a cave entrance.
Pikmin 4 arachnorb.jpg|Shed.
Emergence Cave Location.png|A completed cave.
Pikmin 4 Empress Bulblax Behind.png|Brick cave.
Cave.png|The entrances to caves above ground. These look the same as the holes used to go down to the next sublevel in ''Pikmin 2''.
P4 Display Area Cave.png|Display area.
</gallery>
</gallery>


==Trivia==
== Trivia ==
[[File:Cave hole edge glitch.png|thumb|If the hole to the next sublevel spawns right next to the edge, leaders and Pikmin can climb it and fall off.]]
[[File:Cave hole edge glitch.png|thumb|If the hole to the next sublevel spawns right next to the edge, leaders and Pikmin can climb it and fall off.]]
*Leaving a cave will always make the game switch to Captain Olimar, regardless of whatever leader the player had active before leaving.
* Leaving a cave will always make the game switch to Captain Olimar, regardless of whatever leader the player had active before leaving.
*In an earlier version of ''Pikmin 2'', the player could leave caves with half of the collected treasure if they leave through the [[pause menu]]. However, all Pikmin would be lost in doing so.{{cite web|quote=Escape without your Pikmin? (Retain 1/2 of treasure found.)|https://tcrf.net/Pikmin_2/Early_English_Script#Pause_Menu|Pikmin 2/Early English Script|The Cutting Room Floor}}
* In an earlier version of ''Pikmin 2'', the player could leave caves with half of the collected treasure if they leave through the [[pause menu]]. However, all Pikmin would be lost in doing so.{{cite web|quote=Escape without your Pikmin? (Retain 1/2 of treasure found.)|https://tcrf.net/Pikmin_2/Early_English_Script#Pause_Menu|Pikmin 2/Early English Script|The Cutting Room Floor}}
*The [[Music in Pikmin 2#Enter cave|fanfare]] that plays when jumping into the first sublevel of a cave is played again on organ during the [[Music in Pikmin 2#Enter new sublevel|fanfare]] that plays when a deeper sublevel is entered.
* The [[Music in Pikmin 2#Enter cave|fanfare]] that plays when jumping into the first sublevel of a cave is played again on organ during the [[Music in Pikmin 2#Enter new sublevel|fanfare]] that plays when a deeper sublevel is entered.
*On the [[Subterranean Complex]]'s third sublevel, and possibly similar levels too, it is possible for the sublevel's hole to spawn on the zigzagging path instead of dead end or somewhere in the open. Since this place is so tight, it spawns a bit on the edge, and makes it possible for leaders or Pikmin to climb up the hole's mound and fall off the stage.{{cite youtube|cDQP8AxcwsE|of a hole close to the edge|m=56|s=42}}
* On the [[Subterranean Complex]]'s third sublevel, and possibly similar levels too, it is possible for the sublevel's hole to spawn on the zigzagging path instead of dead end or somewhere in the open. Since this place is so tight, it spawns a bit on the edge, and makes it possible for leaders or Pikmin to climb up the hole's mound and fall off the stage.{{cite youtube|cDQP8AxcwsE|of a hole close to the edge|m=56|s=42}}
*All story mode caves in ''Pikmin 2'', besides the caves in the [[Wistful Wild]], have some hint of some part of their contents as background scenery nearby. Examples of this would be the concrete block near the [[Citadel of Spiders]] (hinting towards the concrete theme), the ceramic tiling near the [[Frontier Cavern]] (hinting towards the brick wall designs) and the [[Shower Room]] being enclosed in a tiled tub (hinting towards the tile theme used in said cave).
* All story mode caves in ''Pikmin 2'', besides the caves in the [[Wistful Wild]], have some hint of some part of their contents as background scenery nearby. Examples of this would be the concrete block near the [[Citadel of Spiders]] (hinting towards the concrete theme), the ceramic tiling near the [[Frontier Cavern]] (hinting towards the brick wall designs) and the [[Shower Room]] being enclosed in a tiled tub (hinting towards the tile theme used in said cave).
*In "dirt"-styled sublevels, it is possible to see [[dig|buried]] treasure through the floor, in some angles.{{cite web|https://www.reddit.com/r/Pikmin/comments/nitcv2/tfw_you_realize_you_can_see_buried_treasure/|Post|reddit|published={{date|22|May|2021}}|retrieved={{date|3|May|2022}}}}
* In "dirt"-styled sublevels, it is possible to see [[dig|buried]] treasure through the floor, in some angles.{{cite web|https://www.reddit.com/r/Pikmin/comments/nitcv2/tfw_you_realize_you_can_see_buried_treasure/|Post|reddit|published={{date|22|May|2021}}|retrieved={{date|3|May|2022}}}}
* If the player somehow gets to an exit hole before the cave is completed, it can't be entered{{source needed}}
* In ''Pikmin 2'', the farther the sublevel number, the more synthetic "insect" noises will be heard, with the sounds of later sublevels being deeper and more unusual. In Challenge Mode, all of the available sounds can play simultaneously, and how many play is instead dictated by the size of the generated sublevel.{{cite youtube|HamFzcT5hC0|explaining the synthetic sounds in ''Pikmin 2''|published={{date|18|November|2024}}|retrieved={{date|9|December|2024}}}}


==Names in other languages==
== Names in other languages ==
{{Foreignname
{{Foreignname
|Jap=洞窟
|Jap=洞窟
Line 260: Line 275:
|Ger=Höhle
|Ger=Höhle
|GerM=Cave
|GerM=Cave
|Ita=Caverna/Grotta
|Ita=Caverna (''Pikmin 2'')<br>Cava (''Pikmin 4'')
|ItaM=Cave
|ItaM=Cave
|ItaI=Cava
|Kor=동굴
|KorR= Dong-gul
|KorM=Cave
|Spa=Cueva
|Spa=Cueva
|SpaM=Cave
|SpaM=Cave
}}
}}
{|
 
'''Hole'''
{{Foreignname
|Jap  = たて<ruby>穴<rt>あな</rt></ruby>
|JapR = Tate ana
|JapM = Vertical hole
|JapN = It is the same name as [[dirt-mound]]s
|notes = y
}}
 
{| class="responsive-col"
|- style="vertical-align:top"
|- style="vertical-align:top"
|'''Sublevel'''
|'''Sublevel'''
Line 278: Line 307:
|Ita=Livello
|Ita=Livello
|ItaM=Level
|ItaM=Level
|Kor=층
|KorR=Cheung
|KorM=Floor
|Spa=Nivel/Sub Nivel
|Spa=Nivel/Sub Nivel
|SpaM=Level/Sub Level
|SpaM=Level/Sub Level
Line 284: Line 316:
|'''Final floor'''
|'''Final floor'''
{{Foreignname
{{Foreignname
|Jap=Final Floor
|Jap=最終階
|JapM=-
|JapR=Saishū-kai
|JapM=Last Floor
|Fra=Dernier Niveau
|Fra=Dernier Niveau
|FraM=Last Level
|FraM=Last Level
Line 299: Line 332:
|}
|}


==See also==
== See also ==
*[[Area]]
* [[Area]]
*[[The Forest Navel]]
* [[The Forest Navel]]
*[[Challenge Mode (Pikmin 2)|Challenge Mode (''Pikmin 2'')]]
* [[Challenge Mode (Pikmin 2)|Challenge Mode (''Pikmin 2'')]]
* [[Dandori Challenge]]
* [[Dandori Battle]]


==References==
== References ==
{{refs}}
{{refs}}


{{p2 caves}}
{{p2 caves}}
{{p4 caves}}
[[Category:Caves| ]]
[[Category:Caves| ]]

Latest revision as of 12:24, December 9, 2024

Some Red Pikmin entering a cave.
Some Pikmin jumping in a cave.

Caves (洞窟?, lit.: "Cave") are underground locations in Pikmin 2 and Pikmin 4. Exploring them is important since they contain treasures, castaways, Flarlic, and wild Pikmin inside. Each cave consists of a series of cramped sublevels that limit the player's possibilities, with the gameplay and ambiance inside reflecting that fact:

  • There are usually only one or two possible paths the player can follow to explore a given sublevel.
  • Since there is no access to Onions, it is impossible to retrieve more Pikmin, and getting new Pikmin can only be done with Candypop Buds, Bulbmin, or wild Pikmin.
  • The current day cannot be ended until the cave is exited.
  • The music in caves is significantly more minimal than the music in outside areas, and in Pikmin 2 is partially randomly generated following specific parameters, like the terrain.

Caves in both games are composed differently, with sublevels in Pikmin 2 being generated randomly each time, but following a specific layout scheme, while sublevels in Pikmin 4 are fixed and focus more on puzzle-solving. The two games also have other minute differences in the way caves work.

Caves are entered through holes in the areas. Similarly, somewhere in the cave is a way to exit it, allowing the player to safely return to the surface with all of their collected objects.

In Pikmin 2, stages in Challenge Mode and 2-Player Battle also take place in caves, but this article focuses on the caves in Story Mode, which includes Dandori Challenge and Dandori Battle stages. The other Pikmin games do not have caves per se, but have underground locations regardless. Pikmin has The Forest Navel, Pikmin 3 has underground sections within its main areas, and Hey! Pikmin has some cave-themed levels.

List of caves[edit]

Pikmin 2[edit]

Valley of Repose
Awakening Wood
Perplexing Pool
Wistful Wild

Pikmin 4[edit]

Rescue Command Post
Sun-Speckled Terrace
Blossoming Arcadia
Serene Shores
Hero's Hideaway
Giant's Hearth
Primordial Thicket

Dandori caves[edit]

Dandori Challenge
Dandori Battle

Sublevel[edit]

Each cave is divided into a number of sublevels. Each sublevel consists of a small isolated location, and will usually have at least one treasure or castaway and a few enemies. The player can only play on one sublevel at a time, and there can't be any Pikmin activity outside the current sublevel or cave. The shortest cave in Pikmin 2Emergence Cave – has two sublevels and the longest – Hole of Heroes – has fifteen.

When a cave is entered, the player will land in its first sublevel, and will be able to proceed through that cave's sublevels in order through the use of holes. Some sublevels have a way to exit safely while keeping all collected objects.

Every time a sublevel is entered the game is saved, so if the player turns the game off and then back on again, they will start in the same sublevel. In the case of Pikmin 2, the sublevel will be generated randomly again.

Sublevels in Pikmin 2 can generally be categorized into 3 types, those being:

  • Normal levels usually have a few harmful enemies, and sometimes don't have any treasure.
  • Rest levels either lack enemies or only have harmless enemies (exceptions being Doodlebugs and Bulbmin). Rest levels have Pikmin-supporting items, such as nectar, ultra-bitter spray, ultra-spicy spray, or Candypop Buds. These levels usually lack treasures, and feature special ambient music. Most rest levels also have a geyser available, so the player can return to the surface if they have a low number of Pikmin.
  • Boss levels contain one or more large bosses, are usually the final level of a cave. The only cave without a boss level is the Emergence Cave, and the one with the most is the Hole of Heroes. When the boss is defeated, it often drops an upgrade for the leaders' space suits or ship.

Pikmin 4 has a greater emphasis on puzzles and exploration, with all sublevels having fixed layouts, compared to Pikmin 2's random generation on most of its sublevels. Some sections of some layouts are references to or outright reworkings of cave units originally from Pikmin 2, such as room_hitode4x4_3_metal and room_dan4x4i_3_conc.

Final floor[edit]

The cutscene displayed when the player reaches a final level in a cave of Pikmin 2. Particularly, the European New Play Control! Pikmin 2 version, which is the only one with this exact text.
The cutscene that plays when a final level is reached in the European region of the New Play Control! version. In all other versions of the game, the text says "FINAL FLOOR!" instead.

Since at the final sublevel of a cave there is nowhere else to go, all final floors contain a geyser or air vent for the player to return to the surface and end their cave mission.

Typically, final sublevels have something grand to them. In Pikmin 2, the final floor of all caves except the Emergence Cave is a boss level, and in Pikmin 4, most caves have a castaway to rescue at the final sublevel.

In Pikmin 2, the deepest sublevel of every cave receives special attention by the game and is known as the final floor, or the final level in the European region of the New Play Control! version. As the player drops into it, the game announces this by playing a distinct jingle, along with displaying the words "FINAL FLOOR!" or "FINAL LEVEL!" in large, yellow letters, before the player regains control. Additionally, on the HUD, the word "SUBLEVEL" in the top-right corner is replaced with the words "FINAL FLOOR" or "FINAL LEVEL" in yellow.

In Pikmin 4, there is far less attention drawn, simply displaying "FINAL SUBLEVEL" in place of the number as it fades away. For caves with only 1 sublevel (Burrow of Beginnings, Last-Frost Cavern, Dream Home, Sightless Passage), the distinction does not appear at all.

Hole[edit]

A cave exit that is visible, but inaccessible until the player goes through the cave's entrance and comes out at the exit. Notice how it lacks a lid.
The exit of a cave that has not been completed yet in Pikmin 4, lacking a lid.

To enter a cave, the player must get close to a hole and press the throw button. To go from one sublevel to the next, the same must be done to a similar hole within the sublevel.

In Pikmin 2, the holes are round, rocky mounds, with a small hole in them. On the cave entrance hole, if the cave has not been completed, wisps of steam will come out, and the screen will become foggy when the hole is approached. In contrast, if it has been completed, a simple red flag will be placed near the entrance. Inside a cave, the hole to a next sublevel will always contain steam, but will not fog the screen.

In Pikmin 4, the holes are black tubes with colored lids – cyan for normal caves, gray for Dandori Challenges, and orange for Dandori Battles. They are actually Japanese curb boxes, which are plastic tubes that house valves. After completing that cave, a flag appears in the color of the player's spacesuit with the Rescue Corps logo. When completing Burrow of Beginnings for the first time, Collin can be seen placing one such flag down in a cutscene. In addition, some caves have 2 holes, where the player will enter in one side and exit on the other such as the Aquiferous Summit , the Frozen Inferno and the Engulfed Castle. Entering the "Exit" side of the cave (which has no cyan lid) from the surface will slightly change the layout to allow the sublevels to be cleared in reverse order, with an air vent that takes the player back to the "entrance" hole on the first sublevel. Exiting a cave from the pause menu will take the player back to the hole they entered from.

Mechanics[edit]

Passage of time[edit]

In Pikmin 2, the time of day does not pass while the player is in a cave. According to earlier versions of the game, this is because the space-time continuum was warped due to the cave's geomagnetic radiation field.[1] The final version's instruction manual simplifies this and simply calls it "a powerful magnetic field".[2][3]

In Pikmin 4, time does pass while underground, but only at a sixth of its normal speed. If the overworld time reaches the sunset countdown while the player is exploring a cave, nothing will happen and the player will be free to continue inside the cave for as long as they want, but as soon as they leave the cave the sunset countdown will begin. Caves also cannot be entered during the sunset countdown.

Object spawning[edit]

Some objects respawn between visits to the same cave, including enemies. The rules are as follows:

Object Respawns
Pikmin 2 Pikmin 4
Treasures Never Never
Enemies Always If cave is 100% complete
Obstacles Always Never

Treasures will not reappear once collected, unless the way the player exits the cave puts them back (escape with the Hocotate ship in Pikmin 2 or failure). Some Candypop Buds that have a maximum Pikmin requirement will also not show up.

In Pikmin 4, wild Pikmin, enemy corpses, treasures, and so on will remain in the same state the player left the cave in for a few days, position included, until the cave is completed, at which point the standard rules for respawning everything from scratch described above apply.

Entering caves[edit]

Once the player chooses to enter a cave from a hole, a confirmation menu appears with some information about the cave. In Pikmin 2, it shows the kinds of hazards inside, and in Pikmin 4, the first page lets the player pick a sublevel to land on from previously visited sublevels, and the second page shows the Onion menu so the player can pick which Pikmin join them inside.

If the player accepts, the current leader, the other leader or Oatchi, and the squad of Pikmin will all jump inside in a brief cutscene. For Dandori Challenge and Dandori Battle caves, the Pikmin will refuse to go inside, however. The other leader or Oatchi will join in regardless of distance, and in Pikmin 4, the player's character and Oatchi will also join in even if they are knocked out, despite the entering cutscene not showing it.

When entering a cave, any Pikmin that do not go in will be safely returned to their Onions. In Pikmin 2, Pikmin in an idle leader's group will not be a part of the Pikmin that go in, even if the idle leader enters.

Any leader and Oatchi will regain full health when entering a cave. In Pikmin 2, it is impossible to explore a cave without Pikmin, and while it is possible in Pikmin 4, the game shows a confirmation dialog stating that it's hard to explore without any.

Entering sublevels[edit]

To go to the next sublevel in the cave, the player must find a hole similar to the one used to get in the cave in the first place.

Unlike entering a cave, leaders and Oatchi will not regain any health when a deeper sublevel is entered. In Pikmin 4, certain sublevels will force Oatchi to fall in a spot far away from the rest of the crew, which usually results in the player having to solve some problem in the sublevel to reunite everyone.

Exiting sublevels[edit]

When the player chooses to exit the current sublevel, all non-sprout Pikmin, all conscious leaders, and Oatchi will automatically join the group and jump together, regardless of distance.

As explained below, when a sublevel is exited, if there are any unplucked sprouts, the game will notify the player about this and ask them if they wish to continue. The same happens if there are any uncollected Flarlic, Treasures or castaways.

Exiting caves[edit]

Like when entering a cave, the process of exiting a cave in any way restores the health of any leader or Oatchi, unless otherwise specified.

Safe exit[edit]

The standard way of exiting a cave is by finding a geyser in Pikmin 2 or an air vent in Pikmin 4. Either one will shoot leaders, Oatchi, and Pikmin back up to the surface. In Pikmin 2, the player is returned to the landing site while in Pikmin 4 they come out from a hole – usually the hole they went in from, but some caves have a different hole from which they are exited.

Failure[edit]

If the player is no longer able to explore due to a serious problem, the expedition will be cancelled, collected treasures will be lost in the process, and then any leaders or Oatchi will be brought to the overworld, a process which leaves the Pikmin behind if any were alive. In Pikmin 4, the game gives the player the option to rewind time instead of letting this happen. A cave's exploration can be cancelled for the following reasons:

  • In Pikmin 2, both leaders lose all their health. This also results in the day ending immediately afterwards.
  • In Pikmin 2, the player loses all Pikmin.
  • In Pikmin 4, the player's character and Oatchi lose all their health.

Losing all Pikmin (or all Pikmin of a single type) in Pikmin 4 simply results in a cutscene, a reminder to rewind time, and the possibility of continuing exploration regardless.

Manual abortion[edit]

In either game, a cave expedition can also be aborted manually in a controlled manner by using the pause menu. This will result in the leaders, Oatchi, and the Pikmin to hop inside the research pod or the S.S. Beagle and fly out. Doing this in Pikmin 2 will result in the treasures being left behind, but not in Pikmin 4.

Pikmin management[edit]

In Pikmin 2, the Pikmin limit is respected even inside caves, while in Pikmin 4 the player can have as many Pikmin as they want inside the cave, and even from more than 3 types, though the Pikmin they can bring in from the surface must still respect those two limits. Also in Pikmin 4, if the cave is exited with surplus Pikmin, any extras will simply be brought to the Onion when the player chooses what Pikmin types to take with them once they land.

If any Pikmin happen to be currently buried, attempting to leave a sublevel will prompt the game to warn you about abandoning the sprouts, showing a confirmation dialogue. What happens when a sprout is left behind a sprout works differently in the two games: While sprouts left behind are permanently lost in both games, they are only considered to be actual deaths in Pikmin 2; in Pikmin 4, they will not be considered as casualties in the Status Report screen.

Completion[edit]

A cave is considered "complete" if all major treasures within it have been collected. A cave that has achieved completed status will stop emitting mist, and a flag will be placed next to it. This is a small red flag with no symbol in Pikmin 2, and a larger flag with the Rescue Corps symbol and colour in Pikmin 4. A flag icon will also appear on the symbol used to mark the cave on the radar.

In Pikmin 4, obstacles will be permanently destroyed, and raw material piles will be permanently collected. However, these are not considered for cave completion.

Cave generation[edit]

See: Pikmin 2 cave generation

In Pikmin 4, caves are not generated randomly and always appear the same if entered from the same hole of the cave.

Oddities[edit]

To do: Move these to glitches in Pikmin 2 and link to them.
Care to do so?

Cave entrance leader mixup[edit]

Main article: Glitches in Pikmin 2#Cave entrance leader mixup.

When entering the first sublevel of a cave, the game may or may not switch the player's active leader. It depends on the last leader the player used to jump to a non-first sublevel.

Hole entrance grunt mixup[edit]

When entering a cave or sublevel hole in Pikmin 2, each leader grunts as he jumps. However, the first leader to jump will always make Olimar's sound effect, and the one behind will always make Louie's, regardless of the existing leaders and their order. The only exception is if the second leader is fallen, at which point only the first leader will grunt, still with Olimar's voice.

Glitches[edit]

Pikmin 2[edit]

The following article or section is in need of assistance from someone who plays Pikmin 2.
Particularly: Confirm the glitch where the Pikmin don't jump down and remain idle. If confirmed, add it to the glitches page.

  • Cave hole glitch: It is possible for a leader to end up inside the cave hole's geometry, if he's placed on the hole's spawning point before it spawns.
  • Cave death count glitch: If a Pikmin is suffering from a hazard and the player chooses to go to the next sublevel, the Pikmin will still have the suffering animation when jumping down the hole. If they made that last cry, they will nevertheless be alive on the next sublevel, but the total Pikmin lost count will increase.
  • Fake Pikmin extinction: By entering a cave and dismissing at the same time, the game will let the player enter the cave with no Pikmin. It then instantly announces a Pikmin extinction.
  • There is a glitch that can happen when proceeding to the next sublevel. In the animation where everybody jumps into the hole, some Pikmin may appear idle and won't jump in. Thankfully, these Pikmin that don't jump in will appear on the next sublevel.

Gallery[edit]

Trivia[edit]

If the hole to the next sublevel spawns right next to the edge, leaders and Pikmin can climb it and fall off.
  • Leaving a cave will always make the game switch to Captain Olimar, regardless of whatever leader the player had active before leaving.
  • In an earlier version of Pikmin 2, the player could leave caves with half of the collected treasure if they leave through the pause menu. However, all Pikmin would be lost in doing so.[4]
  • The fanfare that plays when jumping into the first sublevel of a cave is played again on organ during the fanfare that plays when a deeper sublevel is entered.
  • On the Subterranean Complex's third sublevel, and possibly similar levels too, it is possible for the sublevel's hole to spawn on the zigzagging path instead of dead end or somewhere in the open. Since this place is so tight, it spawns a bit on the edge, and makes it possible for leaders or Pikmin to climb up the hole's mound and fall off the stage.[5]
  • All story mode caves in Pikmin 2, besides the caves in the Wistful Wild, have some hint of some part of their contents as background scenery nearby. Examples of this would be the concrete block near the Citadel of Spiders (hinting towards the concrete theme), the ceramic tiling near the Frontier Cavern (hinting towards the brick wall designs) and the Shower Room being enclosed in a tiled tub (hinting towards the tile theme used in said cave).
  • In "dirt"-styled sublevels, it is possible to see buried treasure through the floor, in some angles.[6]
  • If the player somehow gets to an exit hole before the cave is completed, it can't be entered[source needed]
  • In Pikmin 2, the farther the sublevel number, the more synthetic "insect" noises will be heard, with the sounds of later sublevels being deeper and more unusual. In Challenge Mode, all of the available sounds can play simultaneously, and how many play is instead dictated by the size of the generated sublevel.[7]

Names in other languages[edit]

Language Name Meaning
Flag of Japan Japanese 洞窟?
Dōkutsu
Cave
Flag of France French Grotte Cave
Flag of Germany German Höhle Cave
Flag of Italy Italian Caverna (Pikmin 2)
Cava (Pikmin 4)
Cave
Flag of South Korea Korean 동굴
Dong-gul
Cave
Flag of Spain Spanish Cueva Cave

Hole

Language Name Meaning Notes
Flag of Japan Japanese たてあな?
Tate ana
Vertical hole It is the same name as dirt-mounds
Sublevel
Language Name Meaning
Flag of Japan Japanese 地下?
Chika
Underground
Flag of France French Sous-niveau Sublevel
Flag of Germany German Sublevel -
Flag of Italy Italian Livello Level
Flag of South Korea Korean
Cheung
Floor
Flag of Spain Spanish Nivel/Sub Nivel Level/Sub Level
Final floor
Language Name Meaning
Flag of Japan Japanese 最終階?
Saishū-kai
Last Floor
Flag of France French Dernier Niveau Last Level
Flag of Germany German Letzter Level Last Level
Flag of Italy Italian Livello Finale Final Level
Flag of Mexico Spanish (NoA) Último Nivel Last Level
Flag of Spain Spanish (NoE) Nivel Final
Último Nivel (GameCube version's "Final floor" warning)
Final Level
Last Level

See also[edit]

References[edit]

  1. ^ A geomagnetic radiation field underground must have warped the space-time continuum. / Even my record of the terrain has been erased.Proto:Pikmin 2/Cutscene Text on The Cutting Room Floor
  2. ^ Because of a powerful magnetic field deep under the surface, time does not pass underground. – Explanation in page 25 of the manual
  3. ^ The powerful magnetic field between the surface and underground can have peculiar, unexpected results. You can't rely merely on your memory, as familiar areas can often appear foreign. – Explanation in page 26 of the manual
  4. ^ Escape without your Pikmin? (Retain 1/2 of treasure found.)Pikmin 2/Early English Script on The Cutting Room Floor
  5. ^ YouTube video of a hole close to the edge (at 56:42)
  6. ^ Post on reddit, published on May 22nd, 2021, retrieved on May 3rd, 2022
  7. ^ YouTube video explaining the synthetic sounds in Pikmin 2, published on November 18th, 2024, retrieved on December 9th, 2024