Pikmin 2

Explorer's Cave: Difference between revisions

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{{infobox challenge
|image    = Explorer's Cave.png
|size      = 250px
|red      = 50
|sublevels = 2
|spicy    = 2
|bitter    = 2
|gridcol  = 1
|gridrow  = 1
}}
{{guide}}
The '''Explorer's Cave''' ({{j|こてしらべの洞窟|Kote shirabe no dōkutsu|Explorer's Cave}}) is the first level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]] and is automatically unlocked with the mode. It is an easy area and introduces Challenge Mode to beginners. Only [[Red Pikmin]] are available for its two sublevels, the second one being the only with any enemies for the player to fight.
 
==Sublevel 1==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Concrete 1|Concrete 1]]''
* '''Time''': 100 (200 seconds)
* '''Starting Pikmin''':
** {{icon|Red Pikmin|v=P2|y}} × 50 (leaf)
* '''Treasures''':
** {{icon|Lustrous Element|y}} × 1
** {{icon|Mirrored Element|y}} × 1
** {{icon|The Key|y}} × 1
** {{icon|Unknown Merit|y}} × 1
* '''Enemies''':
** None
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Clover|y}} × 4
** {{icon|Figwort|y}} (small brown) × 3
** {{icon|Figwort|y}} (small red) × 2
** {{icon|Horsetail|y}} × 1
* '''Others''':
** None
 
Get the Pikmin and make haste to collect the treasures. Good time is 80-85 on the clock.
 
{{cavegen|exc1}}
{{sublevel technical
|cave        = ch_ABEM_tutorial
|enemymax    = 0
|itemmax    = 4
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_units_cent3_tsuchi.txt
|lightfile  = normal_light_cha.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
}}
{{sublevel units
|room_cent3_4_tsuchi|'''Circular room with 4 exits'''
}}
}}
{| 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 "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Clover|y}}
| 4
| None
| Plant spots
|-
| 2
| {{icon|Horsetail|y}}
| 1
| None
| Plant spots
|-
| 3
| {{icon|Figwort|y}} (small red)
| 2
| None
| Plant spots
|-
| 4
| {{icon|Figwort|y}} (small brown)
| 3
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 5
| {{icon|The Key|y}}
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Lustrous Element|y}}
| 1
| None
| Treasure spots
|-
| 7
| {{icon|Mirrored Element|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Unknown Merit|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==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Soil 1|Soil 1]]''
* '''Time''': +100 (+200 seconds)
* '''Treasures''':
** {{icon|Lustrous Element|y}} × 1
** {{icon|Mirrored Element|y}} × 1
** {{icon|Omniscient Sphere|y}} × 5 (inside Dwarf Red Bulborbs)
** {{icon|The Key|y}} × 1 (inside Red Bulborb)
** {{icon|Unknown Merit|y}} × 1
* '''Enemies''':
** {{icon|Dwarf Bulborb|y|n=Dwarf Red Bulborb}} × 5
** {{icon|Mitite|y}} (group of 10) × 0 - 3 (from eggs)
** {{icon|Bulborb|y|n=Red Bulborb}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Clover|y}} × 2
** {{icon|Figwort|y}} (large brown) × 2
** {{icon|Figwort|y}} (large red) × 2
** {{icon|Figwort|y}} (small brown) × 2
** {{icon|Figwort|y}} (small red) × 2
** {{icon|Horsetail|y}} × 2
* '''Others''':
** {{icon|Egg|y}} × 3
 
Defeat the Red Bulborb first, then hit some eggs. After flowering, defeat any Dwarf Red Bulborbs. Acquire treasure. Time should be around 150-130.
 
{{cavegen|exc2}}
{{sublevel technical
|cave        = ch_ABEM_tutorial
|enemymax    = 7
|itemmax    = 3
|gatemax    = 0
|capmax      = 100
|rooms      = 1
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 2_MAT_mid1_nor2_tsuchi.txt
|lightfile  = normal_light_cha.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
}}
{{sublevel units
|room_mid1_6_tsuchi|'''Room with 6 exits'''
|room_north2_1_tsuchi|'''Room with long dead end'''
}}
}}
{| 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|Bulborb|y|n=Red Bulborb}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Dwarf Bulborb|y|n=Dwarf Red Bulborb}}
| 5
| None
| "Hard" enemy spots
|-
| -
| {{icon|Omniscient Sphere|y}}
| colspan="3" | Carried inside entry with ID 2
|-
| 3
| {{icon|Egg|y}}
| 1
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Clover|y}}
| 2
| None
| Plant spots
|-
| 5
| {{icon|Horsetail|y}}
| 2
| None
| Plant spots
|-
| 6
| {{icon|Figwort|y}} (small red)
| 2
| None
| Plant spots
|-
| 7
| {{icon|Figwort|y}} (large red)
| 2
| None
| Plant spots
|-
| 8
| {{icon|Figwort|y}} (small brown)
| 2
| None
| Plant spots
|-
| 9
| {{icon|Figwort|y}} (large brown)
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 10
| {{icon|Lustrous Element|y}}
| 1
| None
| Treasure spots
|-
| 11
| {{icon|Mirrored Element|y}}
| 1
| None
| Treasure spots
|-
| 12
| {{icon|Unknown Merit|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}}
| 2
| None
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Names in other languages==
{{Foreignname
|Jap=こてしらべの洞窟<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt -->
|JapR=Kote shirabe no dōkutsu
|JapM=Explorer's Cave
|Spa=Cueva del Explorador
|SpaM=Explorer's Cave
|Ita=Grotta dell' Esploratore
|ItaM=Explorer's Cave
|FraE=Grotte de l'explorateur
|FraEM=Explorer's cave
|FraA=Grotte de l'explorateur
|FraAM=Explorer's cave
|Ger=Höhle der Entdeckung
|GerM=Cave of Discovery
}}
 
{{CM}}

Latest revision as of 18:04, April 16, 2024

Explorer's Cave
The Key in Explorer's Cave.
Sublevels 2 Ultra-bitter sprays 2
Red Pikmin 50 Ultra-spicy sprays 2
Yellow Pikmin 0
P2 challenge mode flower.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
Blue Pikmin 0
White Pikmin 0
Purple Pikmin 0
Bulbmin 0

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

The Explorer's Cave (こてしらべの洞窟?, lit.: "Explorer's Cave") is the first level in Pikmin 2's Challenge Mode and is automatically unlocked with the mode. It is an easy area and introduces Challenge Mode to beginners. Only Red Pikmin are available for its two sublevels, the second one being the only with any enemies for the player to fight.

Sublevel 1[edit]

Get the Pikmin and make haste to collect the treasures. Good time is 80-85 on the clock.

Generate sample map →

Technical sublevel information
Internal cave name ch_ABEM_tutorial
"Main" object maximum (?) 0
"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_cent3_tsuchi.txt
Lighting file (?) normal_light_cha.ini
Background (?) None
Cave units (?)
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
way2x2_tsuchi
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_cent3_4_tsuchi
Circular room with 4 exits
Detailed object list
The game spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
1 Clover Clover 4 None Plant spots
2 Horsetail Horsetail 1 None Plant spots
3 Figwort Figwort (small red) 2 None Plant spots
4 Figwort Figwort (small brown) 3 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
5 The Key The Key 1 None Treasure spots
6 Lustrous Element Lustrous Element 1 None Treasure spots
7 Mirrored Element Mirrored Element 1 None Treasure spots
8 Unknown Merit Unknown Merit 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2[edit]

Defeat the Red Bulborb first, then hit some eggs. After flowering, defeat any Dwarf Red Bulborbs. Acquire treasure. Time should be around 150-130.

Generate sample map →

Technical sublevel information
Internal cave name ch_ABEM_tutorial
"Main" object maximum (?) 7
"Treasure" object maximum (?) 3
"Gate" object maximum (?) 0
Dead end unit probability (?) 100
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 2_MAT_mid1_nor2_tsuchi.txt
Lighting file (?) normal_light_cha.ini
Background (?) None
Cave units (?)
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
way2x2_tsuchi
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_mid1_6_tsuchi
room_north2_1_tsuchi
Room with 6 exits Room with long dead end
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Bulborb Red Bulborb 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
2 Dwarf Bulborb Dwarf Red Bulborb 5 None "Hard" enemy spots
- Omniscient Sphere Omniscient Sphere Carried inside entry with ID 2
3 Egg Egg 1 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
4 Clover Clover 2 None Plant spots
5 Horsetail Horsetail 2 None Plant spots
6 Figwort Figwort (small red) 2 None Plant spots
7 Figwort Figwort (large red) 2 None Plant spots
8 Figwort Figwort (small brown) 2 None Plant spots
9 Figwort Figwort (large brown) 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
10 Lustrous Element Lustrous Element 1 None Treasure spots
11 Mirrored Element Mirrored Element 1 None Treasure spots
12 Unknown Merit Unknown Merit 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
13 Egg Egg 2 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Names in other languages[edit]

Language Name Meaning
Flag of Japan Japanese こてしらべの洞窟?
Kote shirabe no dōkutsu
Explorer's Cave
Flag of Québec French (NoA) Grotte de l'explorateur Explorer's cave
Flag of France French (NoE) Grotte de l'explorateur Explorer's cave
Flag of Germany German Höhle der Entdeckung Cave of Discovery
Flag of Italy Italian Grotta dell' Esploratore Explorer's Cave
Flag of Spain Spanish Cueva del Explorador Explorer's Cave