Subterranean Complex: Difference between revisions
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|unitfile = 3_MAT_mid1_mid2_uzu1_snow.txt | |unitfile = 3_MAT_mid1_mid2_uzu1_snow.txt | ||
|lightfile = tutorial_1_light.ini | |lightfile = tutorial_1_light.ini | ||
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|clog = No | |clog = No | ||
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|unitfile = 2_MAT_h335_h447_metal.txt | |unitfile = 2_MAT_h335_h447_metal.txt | ||
|lightfile = metal_light_lv1.ini | |lightfile = metal_light_lv1.ini | ||
|bg = | |bg = ice | ||
|clog = No | |clog = No | ||
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|unitfile = 2_MAT_h224_h443_tekiF_metal.txt | |unitfile = 2_MAT_h224_h443_tekiF_metal.txt | ||
|lightfile = metal_light_lv2.ini | |lightfile = metal_light_lv2.ini | ||
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|unitfile = 1_units_hit224_metal.txt | |unitfile = 1_units_hit224_metal.txt | ||
|lightfile = metal_light_lv0.ini | |lightfile = metal_light_lv0.ini | ||
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|lightfile = metal_light_lv1.ini | |lightfile = metal_light_lv1.ini | ||
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|lightfile = chikahimi_metal_light_lv4.ini | |lightfile = chikahimi_metal_light_lv4.ini | ||
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|unitfile = 3_MAT_ari_h446_h443_tower_metal.txt | |unitfile = 3_MAT_ari_h446_h443_tower_metal.txt | ||
|lightfile = houdai_light.ini | |lightfile = houdai_light.ini | ||
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|unitfile = 1_units_hit224_metal.txt | |unitfile = 1_units_hit224_metal.txt | ||
|lightfile = houdai_light.ini | |lightfile = houdai_light.ini | ||
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|unitfile = 1_units_houdai_metal.txt | |unitfile = 1_units_houdai_metal.txt | ||
|lightfile = houdai_light.ini | |lightfile = houdai_light.ini | ||
|bg = | |bg = build | ||
|clog = Yes (despite being non-existent) | |clog = Yes (despite being non-existent) | ||
|hiddenfloor = 0 | |hiddenfloor = 0 |
Revision as of 11:14, October 30, 2014
This page is part of the merge with Pikmin Wiki, and needs resolving. Please bear with us as we do so. Before the import, this subject had a page both on Pikipedia and Pikmin Wiki. You are currently reading the Pikipedia version, and the Pikmin Wiki version can be found here. Both versions need to be manually merged together and placed on the current page. |
Subterranean Complex | |
---|---|
Location | Valley of Repose |
Sublevels | 9 |
Treasures | 16 |
Hazards | Template:F Template:E Pikmin Template:R Template:B |
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. You may have to destroy the rock formation in the water and then build a bridge on the other side. Use the Decorated Cannon Beetles 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 Blues or Purples to kill it. Then, use your Whites to tear down the poison white gate and get rid of the poison pipes.
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. Recommended Pikmin types here are 35-40 Red Pikmin, 25-30 Yellow, 10-15 White, and 20-25 Purple.
The boss is the Man-at-Legs, an Arachnorb species armed with a laser-guided machine gun. The total value of all the treasure here is 1480 (US), or 1310 (Europe).
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
- Theme: Snow
- Enemies:
- 2 Hairy Bulborbs
- 3 Bumbling Snitchbugs (1 drops from the sky in a dead end)
- 9 Snow Bulborbs
- Hazards:
- Treasures:
- Others:
- 2 eggs (drop from the sky in dead ends)
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 (?) | {{{ctrratio}}} | ||||
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 (?) | |||||
Dead end | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor |
Long corridor | Room with 6 exits | Y-shaped room | Room with spiraling trunk |
The player should start by destroying the poison pipes, and defeating some Bumbling Snitchbugs if they happen to be an annoyance. There are two treasures in this level: the Nouveau Table, which should be buried, and the Exhausted Superstick. The Snow Bulborbs and Hairy Bulborbs can then be dealt with, preferably using Purple Pikmin.
Sublevel 2
- Theme: Metal
- Enemies:
- Hazards:
- 9 bomb-rocks (3 drop from the sky in dead ends)
- Treasures:
- Plants:
- 6 red Glowstems
- 6 green Glowstems
- Others:
- 2 eggs (in dead ends)
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 (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 2_MAT_h335_h447_metal.txt | ||||
Lighting file (?) | metal_light_lv1.ini | ||||
Background (?) | ice ( icy cavern)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Room with blue ledge | Room with large blue circle |
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.
The main focus on this level is on the various bomb-rocks. The player should dismiss the Pikmin, and set off all bomb-rocks they can find. The Careening Dirigibugs 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 types can help defeat the creatures very well here. 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.
Sublevel 3
- Theme: Metal
- Enemies:
- 3 Armored Cannon Beetle Larvae (1 stuck on the ground)
- Hazards:
- 6 fire geysers
- 1 bomb-rock (drops from the sky in a dead end)
- Treasures:
- Omega Flywheel
- Coiled Launcher
- Superstrong Stabilizer (inside burrowed Armored Cannon Beetle Larva)
- Plants:
- Others:
- 1 Ivory Candypop Bud
- 3 eggs (drop from the sky in dead ends)
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 (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 2_MAT_h224_h443_tekiF_metal.txt | ||||
Lighting file (?) | metal_light_lv2.ini | ||||
Background (?) | ice ( icy cavern)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Circular room with blue ledge | Pathway with tubes |
This level has three Armored Cannon Beetle Larvae, along with multiple 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.
Sublevel 4
- Theme: Metal
- Enemies:
- None
- Hazards:
- None
- Treasures:
- None
- Plants:
- 10 green Glowstems
- Others:
- 3 Ivory Candypop Buds
- 6 eggs (3 in dead ends)
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 (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | Yes | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 1_units_hit224_metal.txt | ||||
Lighting file (?) | metal_light_lv0.ini | ||||
Background (?) | test ( cavern)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Pathway with tubes |
This is a typical Rest Level. The only objects worth mentioning are Eggs, Candypop Buds and a geyser, which can be used to get to the surface. There are three Ivory Candypops that can produce White Pikmin.
Sublevel 5
- Theme: Metal
- Enemies:
- 8 Volatile Dweevils (2 drop from the sky)
- Hazards:
- 24 bomb-rocks (9 drop from the sky)
- Treasures:
- Plants:
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 (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 1_units_nobo2_metal.txt | ||||
Lighting file (?) | metal_light_lv1.ini | ||||
Background (?) | test ( cavern)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Zigzagging corridors |
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 Dweevils that spawn from the ceiling fall. Every bomb that is in sight should be set off as well. Once everything is cleared, Whites should be used to collect the Mystical Disc and the Adamantine Girdle. More Dweevils will fall when the Pikmin move along.
Sublevel 6
- Theme: Metal
- Enemies:
- Hazards:
- Treasures:
- Plants:
- Others:
- 1 egg (in a dead end)
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 (?) | {{{ctrratio}}} | ||||
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 ( cavern)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
4-way purple-floored room | Y-shaped room | Roughly plus-shaped room | T-shaped room | X-shaped room |
Many enemies spawn close to each other in this level, and consist of 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. The Dweevils can also be chased near an edge, and chances are they will walk off the side. Treasures available are the Repair Juggernaut, the Vacuum Processor and the Space Wave Receiver.
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 which can be used to replenish one's Pikmin army.
Sublevel 7
- Theme: Metal
- Enemies:
- 2 Gatling Groinks (1 stationary on pillar)
- 1 Careening Dirigibug
- 1 Volatile Dweevil (drops from the sky)
- Hazards:
- 25 bomb-rocks
- Treasures:
- Indomitable CPU (inside stationary Gatling Groink)
- Thirst Activator
- Furious Adhesive
- Plants:
- Others:
- 2 eggs (in dead ends)
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 (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 3_MAT_ari_h446_h443_tower_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 |
Circular room with gaps | Room with hatch | Circular room with tower |
This level contains Gatling Groinks. There is a strategy for them that is similar to that of the Ranging Bloyster. They are capable of shooting mortars from retractable cannons, giving them a far range of attack. Their tough shield makes it hard to attack them from the front, and there are 2 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 the following 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 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, 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. Then you can either bring Pikmin to finish the job or finish it off yourself and send Pikmin in to carry it away. Another 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.
Sublevel 8
- Theme: Metal
- Enemies:
- None
- Hazards:
- None
- Treasures:
- None
- Plants:
- 12 green Glowstems
- Others:
- 2 Queen Candypop Buds
- 3 Violet Candypop Buds
- 7 eggs (1 drops from the sky in a dead end)
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum (?) | 11 | ||||
"Treasure" object maximum (?) | 0 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 80 | ||||
Number of rooms (?) | 6 | ||||
Corridor-to-room ratio (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | Yes | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 1_units_hit224_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 |
Pathway with tubes |
Another rest level, and here 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.
Sublevel 9 (Final Floor)
- Theme: Metal
- Enemies:
- Hazards:
- None
- Treasures:
- Stellar Orb (inside the Man-at-Legs)
- Plants:
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 (?) | {{{ctrratio}}} | ||||
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 ( steel)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Man-at-Legs dry arena |
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.
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.
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. 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 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 the Stellar Orb, and it will light up the area in every cave. It will get very helpful in large caves with patrolling enemies; a good example would be the 8th sublevel of the Cavern of Chaos and the entirety of the Submerged Castle.
Note
This is also an excellent cave to get Purple Pikmin and White Pikmin. At least 21 of any Pikmin type 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 Buds and two Queen Candypop Buds.
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 and bud Pikmin. The cave can then be exited via the geyser. This process can be repeated infinitely, as the Candypops are not limited to a certain number of White or Purple Pikmin total.
Names in other languages
Language | Name | Meaning |
---|---|---|
Japanese | 地下の秘密基地? |
This page is currently pending deletion. Reason: |
#REDIRECT Template:P2 caves