Subterranean Lair: Difference between revisions
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{{guide}} | |||
The '''Subterranean Lair''' is the twenty-second level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. There is only one [[sublevel]], but the amount of active [[Spotty Bulbear]]s and [[Dwarf Bulbear]]s makes this a very tricky cave. | |||
==Sublevel 1== | |||
* '''Theme''': Tiles | |||
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]'' | |||
* '''Time''': 90 (180 seconds) | |||
* '''Starting Pikmin''': | |||
** {{icon|Red Pikmin|v=P2|y}} × 20 (flower) | |||
** {{icon|Yellow Pikmin|v=P2|y}} × 20 (flower) | |||
** {{icon|Blue Pikmin|v=P2|y}} × 20 (flower) | |||
* '''Treasures''': | |||
** {{icon|Crystal Clover|y}} × 1 | |||
** {{icon|Eternal Emerald Eye|y}} × 1 | |||
** {{icon|Future Orb|y}} × 1 | |||
** {{icon|Mirth Sphere|y}} × 4 (inside Dwarf Bulbears) | |||
** {{icon|Petrified Heart|y}} × 1 | |||
** {{icon|Tear Stone|y}} × 2 (inside Spotty Bulbears) | |||
** {{icon|The Key|y}} × 1 (inside Spotty Bulbear) | |||
* '''Enemies''': | |||
** {{icon|Dwarf Bulbear|y}} × 4 | |||
** {{icon|Spotty Bulbear|y}} × 3 | |||
* '''Obstacles''': | |||
** None | |||
* '''Vegetation''': | |||
** None | |||
* '''Others''': | |||
** None | |||
{{see also|Spotty Bulbear#Pikmin 2|t1=Spotty Bulbear strategy}} | |||
As there are only 2 sprays, but there are 3 Spotty Bulbears, it is required to lure two together. If you can, lure together all three. This is easier when done in 2-player mode. Squeezing the parents and their offspring together is recommended so that all can be petrified with one [[ultra-bitter spray|bitter spray]]. The rest should be defeated with the second spray, and [[Ultra-spicy spray|spicy sprays]] are also available to make treasure collection afterwards a quicker affair, if they haven't already been used against the enemies. | |||
{{cavegen|sl1}} | |||
{{sublevel technical | {{sublevel technical | ||
|cave = ch_MAT_route_rover | |cave = ch_MAT_route_rover | ||
Line 45: | Line 51: | ||
|capmax = 0 | |capmax = 0 | ||
|rooms = 1 | |rooms = 1 | ||
|ctrratio = 0 | |||
|geyser = Yes | |geyser = Yes | ||
|unitfile = 1_units_bunki_2_tile.txt | |unitfile = 1_units_bunki_2_tile.txt | ||
|lightfile = normal_light_lv0.ini | |lightfile = normal_light_lv0.ini | ||
|bg = | |bg = | ||
|clog = No | |clog = No | ||
|hiddenfloor = 0 | |hiddenfloor = 0 | ||
|units = | |units = | ||
{{sublevel units | |||
|item_cap_pipe|Dead end with item | |||
|way3_pipe|Three-way crossing | |||
|way4_pipe|Four-way crossing | |||
|wayl_pipe|Turning corridor | |||
|way2_pipe|Corridor | |||
|way2x2_pipe|Long corridor | |||
}} | }} | ||
{{sublevel units | |||
|room_bunki7x7_8_tile|'''Large square room with 5 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 "main" objects: | |||
|- | |||
! ID !! Object !! Amount !! Fall method !! Spawn location | |||
|- | |||
| 1 | |||
| {{icon|Spotty Bulbear|y}} | |||
| 1 | |||
| None | |||
| "Hard" enemy spots | |||
|- | |||
| - | |||
| {{icon|The Key|y}} | |||
| colspan="3" | Carried inside entry with ID 1 | |||
|- | |||
| 2 | |||
| {{icon|Spotty Bulbear|y}} | |||
| 1 | |||
| None | |||
| "Hard" enemy spots | |||
|- | |||
| - | |||
| {{icon|Tear Stone|y}} | |||
| colspan="3" | Carried inside entry with ID 2 | |||
|- | |||
| 3 | |||
| {{icon|Spotty Bulbear|y}} | |||
| 1 | |||
| None | |||
| "Hard" enemy spots | |||
|- | |||
| - | |||
| {{icon|Tear Stone|y}} | |||
| colspan="3" | Carried inside entry with ID 3 | |||
|- | |||
| 4 | |||
| {{icon|Dwarf Bulbear|y}} | |||
| 2 | |||
| None | |||
| "Easy" enemy spots | |||
|- | |||
| - | |||
| {{icon|Mirth Sphere|y}} | |||
| colspan="3" | Carried inside entry with ID 4 | |||
|- | |||
| 5 | |||
| {{icon|Dwarf Bulbear|y}} | |||
| 2 | |||
| None | |||
| "Easy" enemy spots | |||
|- | |||
| - | |||
| {{icon|Mirth Sphere|y}} | |||
| colspan="3" | Carried inside entry with ID 5 | |||
|- | |||
! colspan="5" | Then it spawns these "treasure" objects: | |||
|- | |||
! ID !! Object !! Amount !! Fall method !! Spawn location | |||
|- | |||
| 6 | |||
| {{icon|Petrified Heart|y}} | |||
| 1 | |||
| None | |||
| Treasure spots | |||
|- | |||
| 7 | |||
| {{icon|Eternal Emerald Eye|y}} | |||
| 1 | |||
| None | |||
| Treasure spots | |||
|- | |||
| 8 | |||
| {{icon|Crystal Clover|y}} | |||
| 1 | |||
| None | |||
| Treasure spots | |||
|- | |||
| 9 | |||
| {{icon|Future Orb|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]].'' | |||
==Names in other languages== | ==Names in other languages== | ||
{{Foreignname | {{Foreignname | ||
|Jap=地底警備室<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt --> | |Jap=地底警備室<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt --> | ||
|JapM=Subterranean Security Office | |||
|SpaA=Cubil Subterráneo | |SpaA=Cubil Subterráneo | ||
|SpaAM=Subterranean | |SpaAM=Subterranean Lair | ||
|FraA=Repaire souterrain | |||
|FraAM=Subterranean lair | |||
|FraE=Repaire Souterrain | |||
|FraEM=Subterranean Lair | |||
|Ger=Unterirdischer Bau | |||
|GerM=Subterranean Lair | |||
|Ita=Rifugio sotterraneo | |||
|ItaM=Subterranean shelter | |||
}} | }} | ||
{{CM}} | {{CM}} |
Latest revision as of 18:23, April 16, 2024
Subterranean Lair | |||
---|---|---|---|
Sublevels | 1 | Ultra-bitter sprays | 2 |
Red Pikmin | 20 | Ultra-spicy sprays | 2 |
Yellow Pikmin | 20 | ||
Blue Pikmin | 20 | ||
White Pikmin | 0 | ||
Purple Pikmin | 0 | ||
Bulbmin | 0 |
The following article or section contains guides. |
The Subterranean Lair is the twenty-second level in Pikmin 2's Challenge Mode. There is only one sublevel, but the amount of active Spotty Bulbears and Dwarf Bulbears makes this a very tricky cave.
Sublevel 1[edit]
- Theme: Tiles
- Music: Tile
- Time: 90 (180 seconds)
- Starting Pikmin:
- Red Pikmin × 20 (flower)
- Yellow Pikmin × 20 (flower)
- Blue Pikmin × 20 (flower)
- Treasures:
- Crystal Clover × 1
- Eternal Emerald Eye × 1
- Future Orb × 1
- Mirth Sphere × 4 (inside Dwarf Bulbears)
- Petrified Heart × 1
- Tear Stone × 2 (inside Spotty Bulbears)
- The Key × 1 (inside Spotty Bulbear)
- Enemies:
- Dwarf Bulbear × 4
- Spotty Bulbear × 3
- Obstacles:
- None
- Vegetation:
- None
- Others:
- None
- See also: Spotty Bulbear strategy.
As there are only 2 sprays, but there are 3 Spotty Bulbears, it is required to lure two together. If you can, lure together all three. This is easier when done in 2-player mode. Squeezing the parents and their offspring together is recommended so that all can be petrified with one bitter spray. The rest should be defeated with the second spray, and spicy sprays are also available to make treasure collection afterwards a quicker affair, if they haven't already been used against the enemies.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | ch_MAT_route_rover | ||||
"Main" object maximum (?) | 7 | ||||
"Treasure" object maximum (?) | 4 | ||||
"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_bunki_2_tile.txt | ||||
Lighting file (?) | normal_light_lv0.ini | ||||
Background (?) | None | ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Large square room with 5 exits |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | Spotty Bulbear | 1 | None | "Hard" enemy spots |
- | The Key | Carried inside entry with ID 1 | ||
2 | Spotty Bulbear | 1 | None | "Hard" enemy spots |
- | Tear Stone | Carried inside entry with ID 2 | ||
3 | Spotty Bulbear | 1 | None | "Hard" enemy spots |
- | Tear Stone | Carried inside entry with ID 3 | ||
4 | Dwarf Bulbear | 2 | None | "Easy" enemy spots |
- | Mirth Sphere | Carried inside entry with ID 4 | ||
5 | Dwarf Bulbear | 2 | None | "Easy" enemy spots |
- | Mirth Sphere | Carried inside entry with ID 5 | ||
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
6 | Petrified Heart | 1 | None | Treasure spots |
7 | Eternal Emerald Eye | 1 | None | Treasure spots |
8 | Crystal Clover | 1 | None | Treasure spots |
9 | Future Orb | 1 | None | Treasure spots |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Names in other languages[edit]
Language | Name | Meaning |
---|---|---|
Japanese | 地底警備室? | Subterranean Security Office |
French (NoA) | Repaire souterrain | Subterranean lair |
French (NoE) | Repaire Souterrain | Subterranean Lair |
German | Unterirdischer Bau | Subterranean Lair |
Italian | Rifugio sotterraneo | Subterranean shelter |
Spanish (NoA) | Cubil Subterráneo | Subterranean Lair |