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={{hazards}}
|treasures = 16
|hazards   = {{fire}} {{electricity}} {{poison}} {{explosion}}
}}
}}
The '''Subterranean Complex''' is 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 giant 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, with a style similar to [[Rusty Gulch]]. 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}}
}}


There is 1480 (NTSC)/1310 (PAL) [[pokos]] worth of treasure in the Subterranean Complex.
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.


The boss is the [[Man-at-Legs]], an [[Arachnorb]] species armed with a laser-guided machine gun.
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]].


==Treasures==
{{clear}}
*[[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]] (NTSC)/[[Perfect Container]] (PAL)
*[[Stellar Orb]]


==Enemies==
{{Notes|ship=y}}
*[[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]]'''


==Music==
==Sublevel 1==
*Cold Chasm
[[File:Subterranean Complex sublevel 1.jpg|thumb|Sublevel 1.]]
*Graphite Gulch
* '''Theme''': Snow
*Complex Cavern
* '''Music''': ''[[Music in Pikmin 2#Emergence Cave 2|Emergence Cave 2]]''
*Rest Area
* '''Treasures''':
*Subterranean Complex
** {{icon|Exhausted Superstick|y}} (partially buried)
*Boss Battle
** {{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


==Strategy==
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.
Recommended Pikmin:
*15-25 Red
*15-25 Yellow
*10-15 White
*15-20 Purple


==Sublevel 1==
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]].
''This level's hazard(s): Poison''


The player should start by destroying the poison pipes, and defeating some [[Bumbling Snitchbug]]s if they happen to be an annoyance. There are two treasures in this sublevel: the [[Nouveau Table]], which should be buried, and the [[Exhausted Superstick]]. The [[Snow Bulborb]]s and [[Hairy Bulborb]]s can then be dealt with, preferably using [[Purple Pikmin]].
{{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==
''This level's hazard(s): Explosions''
* '''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


The snow and poison have vanished here. Pikmin might fall off the course when thrown; as such, extra care should also be taken when attempting to activate the hole to the next sublevel.
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 level is on the various [[Bomb Rock]]s. The player should dismiss the Pikmin, and set off all bomb rocks he or she can find. The [[Careening Dirigibug]]s will be armed now, but this will not be as troublesome as the bomb rocks that were on the ground. The enemies should now be attacked one by one. Both [[Spray|spray types]] can help defeat the creatures ''very'' well here. The [[Swooping Snitchbug]]s here have a high tendency to throw Pikmin in the gaps that are between the larger expanses. This still doesn't make them as big as a threat as the Dirigibugs, but they still shouldn't be completely ignored. The treasures here are the [[Spirit Flogger]] and the [[Network Mainbrain]].
The main focus on this sublevel is on the various [[Bomb rock|bomb-rocks]]. You should [[dismiss]] the Pikmin, and set off all bomb-rocks you can find. The [[Careening Dirigibug]]s will be armed by now, but they will not be as troublesome as the bomb-rocks that were on the ground.
 
The enemies should now be attacked one by one. The [[Swooping Snitchbug]] here has a high tendency to throw Pikmin in the gaps that are between the larger expanses. This still doesn't make it as big of a threat as the Dirigibugs, but it still shouldn't be completely ignored. The treasures here are the [[Spirit Flogger]] and the [[Network Mainbrain]].
 
{{cavegen|scx2}}
{{sublevel technical
|cave        = tutorial_2
|enemymax    = 10
|itemmax    = 2
|gatemax    = 0
|capmax      = 0
|rooms      = 3
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_MAT_h335_h447_metal.txt
|lightfile  = metal_light_lv1.ini
|bg          = ice
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_hitode3x3_5_metal|'''Room with blue ledge'''
|room_hitode4x4_7_metal|'''Room with large blue circle'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Careening Dirigibug|y}}
| 3
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Swooping Snitchbug|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Bomb-rock|y}}
| 2
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Bomb-rock|y}}
| 1
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Bomb-rock|y}}
| 1
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Bomb-rock|y}}
| 2
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Glowstem|y}} (red)
| 6
| None
| Plant spots
|-
| 8
| {{icon|Glowstem|y}} (green)
| 6
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 9
| {{icon|Network Mainbrain|y}}
| 1
| None
| Treasure spots
|-
| 10
| {{icon|Spirit Flogger|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Egg|y}}
| 2
| None
| Dead ends
|-
| 12
| {{icon|Bomb-rock|y}}
| 3<ref group="Sublevel 2 note" name="s2n1"/>
| Falls from the sky
| Dead ends
|}
<references group="Sublevel 2 note"/>
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 3==
==Sublevel 3==
''This level's hazard(s): Fire''
* '''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 Beetle Larva]]e, along with multiple [[Hazards#fire|fire geysers]]. Once the threats are cleared, the [[Ivory Candypop Bud]] can be used to make [[White Pikmin]] if desired. Treasures here are the [[Superstrong Stabilizer]], the [[Omega Flywheel]], and the [[Coiled Launcher]].
This level has three [[Armored Cannon Larva|Armored Cannon Beetle Larva]]e, along with multiple [[fire geyser]]s. When fighting the beetles, make sure they aren't facing the [[Pit|void]], or else your Pikmin will be tossed into it. Once the threats are cleared, the [[Ivory Candypop Bud]] can be used to make [[White Pikmin]] if desired. Note that because of the way sublevels are generated, the Ivory Candypop Bud might not appear. Treasures here are the [[Superstrong Stabilizer]], the [[Omega Flywheel]] and the [[Coiled Launcher]].
 
{{cavegen|scx3}}
{{sublevel technical
|cave        = tutorial_2
|enemymax    = 10
|itemmax    = 2
|gatemax    = 0
|capmax      = 40
|rooms      = 6
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_MAT_h224_h443_tekiF_metal.txt
|lightfile  = metal_light_lv2.ini
|bg          = ice
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_hitode4x4_tekiF_3_metal|'''Circular room with blue ledge'''
|room_hitode2x2_4_metal|'''Pathway with tubes'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (buried)
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|Superstrong Stabilizer|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (surface)
| 1
| None
| "Special" enemy spots
|-
| 3
| {{icon|Ivory Candypop Bud|y}}
| 1
| None
| "Special" enemy spots
|-
| 4
| {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (surface)
| 1
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Fire geyser|y}}
| 5
| None
| "Hard" enemy spots
|-
| 6
| {{icon|Fire geyser|y}}
| 1
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Glowstem|y}} (red)
| 8
| None
| Plant spots
|-
| 8
| {{icon|Glowstem|y}} (green)
| 8
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 9
| {{icon|Omega Flywheel|y}}
| 1
| None
| Treasure spots
|-
| 10
| {{icon|Coiled Launcher|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Egg|y}}
| 3
| Falls from the sky
| Dead ends
|-
| 12
| {{icon|Bomb-rock|y}}
| 1<ref group="Sublevel 3 note" name="s3n1"/>
| Falls from the sky
| Dead ends
|}
<references group="Sublevel 3 note"/>
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 4==
==Sublevel 4==
''This level's hazard(s): None''
* '''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
 
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]].


This is a typical [[Cave#Rest Level|Rest Level]]. The only objects worth mentioning are [[egg]]s, [[Candypop Bud]]s and a [[geyser]], which can be used to get to the surface. There are three Ivory Candypops 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==
''This level's hazard(s): Explosions''
[[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


[[File:Subterranean_Complex_sub_5.png|thumb]]Here, it is advisable to dismiss the Pikmin into the corner behind the pod and to take a captain. The main objective now is to make all the Bomb Rocks and [[Volatile Dweevil]]s that spawn from the ceiling fall. Every bomb that is in sight should be set off as well. Once everything is cleared, White Pikmin should be used to collect the [[Mystical Disc]] and the [[Adamantine Girdle]]. More [[Volatile Dweevil|Volatile Dweevils]] will fall when the Pikmin move along.
In this sublevel, it is recommended to first dismiss the Pikmin into the corner behind the Research Pod, and to take a leader around the whole floor and disarm all the [[bomb rock]]s and [[Volatile Dweevil]]s. This is because it's much safer to have them explode while nothing is around, rather than when the Pikmin are busy. Once everything is cleared, Whites should be used to collect the [[Mystical Disc]] and the [[Adamantine Girdle]]. More [[Dweevil family|Dweevils]] and [[Bomb rock|bomb-rocks]] will fall when the Pikmin carry the treasures, so follow them carefully. Note that, although rare, it is possible for a bomb rock to fall near the starting location.{{cite web|https://clips.twitch.tv/BetterStrangeKathyJonCarnage|Twitch clip|Twitch|published={{date|14|August|2018}}|retrieved={{date|17|August|2018}}}}
 
{{cavegen|scx5}}
{{sublevel technical
|cave        = tutorial_2
|enemymax    = 30
|itemmax    = 2
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_units_nobo2_metal.txt
|lightfile  = metal_light_lv1.ini
|bg          = test
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_nobo2_4_metal|'''Zigzagging corridors'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Volatile Dweevil|y}}
| 3
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Volatile Dweevil|y}}
| 3
| Falls from the sky
| "Hard" enemy spots
|-
| 3
| {{icon|Bomb-rock|y}}
| 3
| None
| "Easy" enemy spots
|-
| 4
| {{icon|Bomb-rock|y}}
| 2
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Bomb-rock|y}}
| 2
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Bomb-rock|y}}
| 2
| None
| "Easy" enemy spots
|-
| 7
| {{icon|Bomb-rock|y}}
| 3
| Falls from the sky
| "Hard" enemy spots
|-
| 8
| {{icon|Bomb-rock|y}}
| 1
| Falls from the sky
| "Easy" enemy spots
|-
| 9
| {{icon|Bomb-rock|y}}
| 1
| Falls from the sky
| "Easy" enemy spots
|-
| 10
| {{icon|Bomb-rock|y}}
| 1
| Falls from the sky
| "Easy" enemy spots
|-
| 11
| {{icon|Bomb-rock|y}}
| 1
| Falls from the sky
| "Easy" enemy spots
|-
| 12
| {{icon|Bomb-rock|y}}
| 1
| Falls from the sky
| "Easy" enemy spots
|-
| 13
| {{icon|Bomb-rock|y}}
| 1
| Falls from the sky
| "Easy" enemy spots
|-
| 14
| {{icon|Bomb-rock|y}}
| 2
| None
| "Easy" enemy spots
|-
| 15
| {{icon|Bomb-rock|y}}
| 2
| None
| "Easy" enemy spots
|-
| 16
| {{icon|Bomb-rock|y}}
| 2
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 17
| {{icon|Glowstem|y}} (red)
| 6
| None
| Plant spots
|-
| 18
| {{icon|Glowstem|y}} (green)
| 6
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 19
| {{icon|Mystical Disc|y}}
| 1
| None
| Treasure spots
|-
| 20
| {{icon|Adamantine Girdle|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 21
| {{icon|Volatile Dweevil|y}}
| 2
| Falls from the sky
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 6==
==Sublevel 6==
''This level's hazard(s): Explosions, Fire, Poison, Electricity''
* '''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]].


Many enemies spawn close to each other in this level, and consist of [[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. The Dweevils can also be chased near an edge, destroying the treasure they're carrying, if they are carrying any, and chances are they will walk off the side. 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.  Treasures availible 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.


There is an exit geyser on this sublevel if the player needs to leave the cave, but there is also a rest stop two sublevels down at which can be used to replenish one's 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==
''This level's hazard(s): Explosions''
* '''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 level contains [[Gatling Groink]]s, a [[Careening Dirigibug]], and [[Dweevil]]s that drop when you pick up treasures. There is a strategy for the Groinks that is similiar to that of the [[Ranging Bloyster]]. They are capable of shooting mortars from retractable cannons, giving them a far range of attack. Their metal shield makes it hard to attack them from the front. There are two here. One walking about, and the other on a pillar. The walking one should chase the active captain, so they can be defeated more easily with this tactic: The captains need to be separated. One of them should have all Pikmin, and the one without any should lure the creature over to the one with all Pikmin. When the captains are switched, the game should automatically move the idle captain away. The captain that is now active and has all Pikmin can attack the enemy from behind. Once defeated, the Groink needs to be carried back to the pod, as it can regenerate its life energy, making it necessary to defeat it again. This can also be bypassed when it is defeated while [[Ultra-bitter Spray|petrified]]. For the other one on the pillar, the tactic can be repeated. After these battles, the [[Indomitable CPU]], the [[Furious Adhesive]] and the [[Thirst Activator]] need to be collected. One of the treasures may be in a corner. When this one is picked up, Bomb Rocks are likely to fall from the sky.
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.


Another way to defeat the Gatling Groinks is to take a lone captain and run around behind them tapping A, easily jabbing them to low health, or luring them to the scattered Bomb Rocks; usually at least a few will be close enough to cause near-fatal damage in quick succession.  Then you can either bring Pikmin to finish the job or finish it off yourself and send Pikmin in to carry it away. If you don't take the Groink to the ship, it will regain its health and recover.
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]].


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.
{{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==
''This level's hazard(s): None''
* '''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, and here 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. Also, there is a cool secret: if you keep resetting, the cave hole will appear touching a low wall, allowing you to move off the floor and fall into the pit.  Make sure no pikmin are following you; if correctly, you will reappear at the pod.
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.


==Sublevel 9 (Final level)==
{{cavegen|scx8}}
Looking around this level will reveal some metal switches and walls sticking out of the ground. There is an orb in the middle, which is the boss. However, it should not be attacked with normal Pikmin. Purples will inflict additional damage when they land on it while it is still dormant. The [[Man-at-Legs]] should have lost up to half of its health or more.
{{sublevel technical
|cave        = tutorial_2
|enemymax    = 11
|itemmax    = 0
|gatemax    = 0
|capmax      = 0 or 80<ref group="Sublevel 8 note">The dead end probability is 0 in the Japanese GameCube and US GameCube versions, and is 80 everywhere else.</ref>
|rooms      = 6
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 1_units_hit224_metal.txt
|lightfile  = houdai_light.ini
|bg          = build
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_hitode2x2_4_metal|'''Pathway with tubes'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Queen Candypop Bud|y}}
| 2
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Violet Candypop Bud|y}}
| 3
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Egg|y}}
| 2
| None
| "Easy" enemy spots
|-
| 4
| {{icon|Egg|y}}
| 2
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Egg|y}}
| 2
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Glowstem|y}} (green)
| 12
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Egg|y}}
| 1
| None or falls from the sky<ref group="Sublevel 8 note" name="s8n1"/>
| Dead ends
|-
! colspan="5" | Then it spawns "dead end" objects in as many dead ends as it can. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 7
| {{icon|Egg|y}}
| N/A or 100%<ref group="Sublevel 8 note" name="s8n1"/>
| Falls from the sky
| Dead ends
|}
<references group="Sublevel 8 note"/>
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 9==
[[File:P2 Unactivated Man-at-Legs.jpg|thumb|The Man-at-Legs, in the center of its arena.]]
* '''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Common boss battle|Boss]]'' (only when combating)
* '''Treasures''':
** {{icon|Stellar Orb|y}} (inside Man-at-Legs)
* '''Enemies''':
** {{icon|Man-at-Legs|y}} &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]].''


This strategy is no longer possible in [[New Play Control! Pikmin 2]], as the creature is invincible while it is getting up from its dormant state.
==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.


Once the enemy has stood up, it should start shooting at the Pikmin. Its red aiming laser will make it a bit easier to avoid. The player should now run away behind any barrier. The shots are low and can't go through the metal. Of course, this requires some distance, or else the Man-at-Legs could shoot over the obstacle. A good barrier is the long metal wall on the far side of the arena. One could also dismiss the Pikmin a distance away from the creature while it prepares to fire, then run tight circles around its legs, causing the Man-at-Legs to fire at [[Captain Olimar|Olimar]] and miss. This strategy is more effective if the player has already obtained the [[Rush Boots]], as it will be easier to avoid the shots. The creature makes some short pauses from shooting sometimes, which won't last longer than one second, and then it starts firing again; the player needs to be sure to know when it's done completely. In this longer pause, it is possible to run in and attack. This process needs to be repeated until it is defeated. It is also possible to attack while the enemy is firing, but this is only advisable when all Pikmin can be thrown onto the creature before it continues to fire. When defeated, it will leave a lightbulb; its 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 [[Cavern of Chaos#Sublevel 8|eighth sublevel of the Cavern of Chaos]].
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
}}


[[Video:Pikmin_2_Man-at-Legs|thumb|300px|left|How to beat the boss]]
==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==
This is also an excellent cave to get [[Purple Pikmin]] and [[White Pikmin]]. At least 22 of any Pikmin color other than White or Purple should be brought along into the cave. 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 spawns three Ivory Candypops. On the eighth sublevel there will be three [[Violet Candypop Bud]]s and two [[Queen Candypop Bud]]s.
*[[Valley of Repose]]
*[[Man-at-Legs]]
*[[Rest sublevel]]


By using the Queen Candypops, the new Pikmin generated can be used for the Violet Candypops. The eggs scattered about the level will provide nectar for the leaf Pikmin. The cave can then be exited via the geyser. This process can be repeated infinitely, as the Buds are not limited to a certain number of uses total.
==References==
{{refs}}


{{Caves}}
{{Valley of Repose}}
[[Category:Pikmin 2]]
{{p2 caves}}
[[Category:Valley of Repose]]
[[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