Pikmin 2

Secret Testing Range: Difference between revisions

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{{guide}}
{{guide}}
The '''Secret Testing Range''' is one of the thirty levels in ''[[Pikmin 2]]''<nowiki>'</nowiki>s [[Challenge Mode (Pikmin 2)|Challenge Mode]]. There are two sublevels and each level involves creatures that have weapons as appendages.
The '''Secret Testing Range''' is the twenty-fifth level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. There are two sublevels, each involving creatures that have weapons as appendages, including a boss encounter with the [[Man-at-Legs]].


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


This level is a little hard, but the secret to the easy killing of a [[Gatling Groink]] is to bring all of your [[Pikmin family|Pikmin]], make the [[Purple Pikmin]] be up front and hit its backside. Or you can leave the Pikmin with [[Captain Olimar|Olimar]] or [[Louie]], be the opposite one and make the two Gatling Groinks come close to each other; then go underneath them, running back and forth when the Gatling Groink's life circles are yellow or red.
{{cavegen|str1}}
{{sublevel technical
{{sublevel technical
|cave        = ch_MUKI_houdai
|cave        = ch_MUKI_houdai
Line 51: Line 55:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_units_houdai_metal.txt
|unitfile    = 1_units_houdai_metal.txt
Line 70: Line 75:
}}
}}
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Gatling Groink|y}} (free)
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Gatling Groink|y}} (free)
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|Stone of Glory|y}}
| colspan="3" | Carried inside entry with ID 2
|-
| 3
| {{icon|Iridescent Glint Beetle|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Lustrous Element|y}}
| colspan="3" | Carried inside entry with ID 3
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Glowstem|y}} (red)
| 5
| None
| Plant spots
|-
| 5
| {{icon|Glowstem|y}} (green)
| 5
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Dream Architect|y}}
| 1
| None
| Treasure spots
|-
| 7
| {{icon|Prototype Detector|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Cosmic Archive|y}}
| 1
| None
| Treasure spots
|-
| 9
| {{icon|Glee Spinner|y}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
==Sublevel 2==
[[File:Pikmin range.jpg|thumb|The second floor of the level.]]
* '''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Metal 2|Metal 2 (alternate)]]''
* '''Time''': +150 (+300 seconds)
* '''Treasures''':
** {{icon|Favorite Gyro Block|y}} &times; 1
** {{icon|Fond Gyro Block|y}} &times; 1
** {{icon|Lost Gyro Block|y}} &times; 1
** {{icon|Memorable Gyro Block|y}} &times; 1
** {{icon|Remembered Old Buddy|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Man-at-Legs)
* '''Enemies''':
** {{icon|Man-at-Legs|y}} &times; 1
** {{icon|Mitite|y}} (group of 10) &times; 0 - 1 (from eggs)
* '''Obstacles''':
** {{icon|Electrical wire|y}} &times; 2
** {{icon|Fire geyser|y}} &times; 2
** {{icon|Poison emitter|v=P2|y}} &times; 2
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 3
** {{icon|Glowstem|y}} (red) &times; 3
* '''Others''':
** {{icon|Egg|y|l=Nectar egg|n=Egg}} &times; 1
{{see also|Man-at-Legs#Strategy|t1=Man-at-Legs strategy}}


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


==Sublevel 2==
One useful technique (as depicted in the linked video below) is to stand close to the Man-at-Legs, just outside the circular ridge that the creature starts on.  Position your Pikmin behind the ridge, in the water. If done correctly, the Man-at-Legs laser will target you, but its shots will hit the top of the ridge and do zero damage to your captain and your Pikmin.
[[File:Pikmin range.jpg|thumb|right|The second floor of the level.]]
 
*'''Theme''': Metal
The music on this sublevel, a remix of ''[[Music in Pikmin 2#Metal 2|Metal 2]]'', is unique and does not play anywhere else.
*'''Music''': ''[[Music in Pikmin 2#Metal 2|Metal 2]]''
*'''Time''': +150 (+300 seconds)
*'''Treasures''':
**{{icon|Favorite Gyro Block|y}} &times; 1
**{{icon|Fond Gyro Block|y}} &times; 1
**{{icon|Lost Gyro Block|y}} &times; 1
**{{icon|Memorable Gyro Block|y}} &times; 1
**{{icon|Remembered Old Buddy|y}} &times; 1
**{{icon|The Key|y}} &times; 1 (inside the Man-at-Legs)
*'''Enemies''':
**{{icon|Man-at-Legs|y}} &times; 1
*'''Obstacles''':
**{{icon|Electrical wire|y}} &times; 2
**{{icon|Fire geyser|y}} &times; 2
**{{icon|Gas pipe|y}} &times; 2
*'''Plants and fungi''':
**{{icon|Glowstem|y}} (green) &times; 3
**{{icon|Glowstem|y}} (red) &times; 3
*'''Others''':
**{{icon|Egg|y}} &times; 1 (in a dead end)


{{cavegen|str2}}
{{sublevel technical
{{sublevel technical
|cave        = ch_MUKI_houdai
|cave        = ch_MUKI_houdai
Line 104: Line 198:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = Yes
|geyser      = Yes
|unitfile    = 1_units_houdai2_metal.txt
|unitfile    = 1_units_houdai2_metal.txt
Line 123: Line 218:
}}
}}
}}
}}
 
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
{{see also|Man-at-Legs#Strategy|t1=Man-at-Legs strategy}}
! 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.}}
 
|-
This floor is very hard. Note you can lure the Man-at-Legs out of the water to make use of all of your Pikmin.
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Man-at-Legs|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 4
| {{icon|Fire geyser|y}}
| 2
| None
| Cave unit seams
|-
| 5
| {{icon|Poison emitter|v=P2|y}}
| 2
| None
| Cave unit seams
|-
| 6
| {{icon|Electrical wire|y}}
| 2
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Glowstem|y}} (red)
| 3
| None
| Plant spots
|-
| 3
| {{icon|Glowstem|y}} (green)
| 3
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Remembered Old Buddy|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Fond Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 9
| {{icon|Lost Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 10
| {{icon|Favorite Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 11
| {{icon|Memorable Gyro Block|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 12
| {{icon|Egg|y}}
| 1
| None
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Walkthrough video==
==Walkthrough video==
{{#ev:youtube|YEsVr1Nui6U|480}}
{{#widget:YouTube|id=YEsVr1Nui6U|width=480}}


==Names in other languages==
==Names in other languages==
{{Foreignname
{{Foreignname
|Jap=秘密兵器実験場<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt -->
|Jap=秘密兵器実験場<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt -->
|JapM=Secret Weapon Testing Zone
|SpaA=Zona de Pruebas Secretas
|SpaA=Zona de Pruebas Secretas
|SpaAM=Secret Testing Zone
|SpaAM=Secret Testing Zone
|SpaAN=This name implies the tests are secret, not the zone.
|SpaAN=This name implies the tests are secret, not the zone.
|FraA=Camp d'entraînement
|FraAM=Training camp
|FraE=Camp d'Entraînement
|FraEM=Training Camp
|Ger=Geheimes Testgelände
|GerM=Secret Testing Range
|Ita=Area collaudi segreti
|ItaM=Secret testing area
|notes=y
|notes=y
}}
}}


{{CM}}
{{CM}}
[[Category:Secret Testing Range| ]]

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

Secret Testing Range
Secret Testing Range.jpg
Sublevels 2 Ultra-bitter sprays 1
Red Pikmin 10 Ultra-spicy sprays 1
Yellow Pikmin 10
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Blue Pikmin 10
White Pikmin 10
Purple Pikmin 10
Bulbmin 0

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

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

Sublevel 1Edit

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

Generate sample map →

Technical sublevel information
Internal cave name ch_MUKI_houdai
"Main" object maximum (?) 3
"Treasure" object maximum (?) 4
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_units_houdai_metal.txt
Lighting file (?) houdai_light.ini
Background (?) build (  steel)
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Man-at-Legs dry arena
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Gatling Groink (free) 1 None "Special" enemy spots
-   The Key Carried inside entry with ID 1
2   Gatling Groink (free) 1 None "Special" enemy spots
-   Stone of Glory Carried inside entry with ID 2
3   Iridescent Glint Beetle 1 None "Hard" enemy spots
-   Lustrous Element Carried inside entry with ID 3
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
4   Glowstem (red) 5 None Plant spots
5   Glowstem (green) 5 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
6   Dream Architect 1 None Treasure spots
7   Prototype Detector 1 None Treasure spots
8   Cosmic Archive 1 None Treasure spots
9   Glee Spinner 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2Edit

 
The second floor of the level.
See also: Man-at-Legs strategy.

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

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

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

Generate sample map →

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

Walkthrough videoEdit

Names in other languagesEdit

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