Rumbling Grotto: Difference between revisions
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== Sublevel 2 == | == Sublevel 2 == | ||
* '''Theme''': Concrete | * '''Theme''': Concrete | ||
* '''Music''': ''[[Music in Pikmin 2#Concrete | * '''Music''': ''[[Music in Pikmin 2#Concrete 2|Concrete 2]]'' | ||
* '''Time''': +120 (+240 seconds) | * '''Time''': +120 (+240 seconds) | ||
* '''Treasures''': | * '''Treasures''': |
Revision as of 01:40, July 8, 2023
Rumbling Grotto | |||
---|---|---|---|
![]() | |||
Sublevels | 2 | Ultra-bitter sprays | 3 |
Red Pikmin | 30 | Ultra-spicy sprays | 4 |
Yellow Pikmin | 0 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
Blue Pikmin | 30 | ||
White Pikmin | 0 | ||
Purple Pikmin | 0 | ||
Bulbmin | 0 |
The following article or section contains guides. |
The Rumbling Grotto is the twenty-first level in Pikmin 2's Challenge Mode. As the name implies, it focuses on many ground-burrowing enemies, including an encounter with the Pileated Snagret, making it a very challenging level overall.
Sublevel 1
- Theme: Concrete
- Music: Concrete 1
- Time: 170 (340 seconds)
- Starting Pikmin:
Red Pikmin × 30 (flower)
Blue Pikmin × 30 (flower)
- Treasures:
Armored Nut × 3 - 6 (inside Shearwigs)
Crystal King × 1
Gyroid Bust × 1
Lustrous Element × 1 (inside Iridescent Glint Beetle)
Mirrored Element × 2 (inside Creeping Chrysanthemums)
Mirth Sphere × 3 - 6 (inside Male Sheargrubs)
Omniscient Sphere × 3 - 6 (inside Female Sheargrubs)
The Key × 1
Unknown Merit × 3 (inside Cloaking Burrow-nits)
- Enemies:
Cloaking Burrow-nit × 3
Creeping Chrysanthemum × 2
Female Sheargrub × 3 - 6
Iridescent Glint Beetle × 1
Male Sheargrub × 3 - 6
Shearwig × 3 - 6
- Obstacles:
- None
- Vegetation:
- Others:
The cave starts rumbling while Creeping Chrysanthemums, Cloaking Burrow-nits, Sheargrubs and Shearwigs come out of the ground. To avoid Pikmin deaths, it is possible to reset the cave until the key lies right beside the player, which happens quite often.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | ch_MAT_crawler | ||||
"Main" object maximum (?) | 21 | ||||
"Treasure" object maximum (?) | 3 | ||||
"Gate" object maximum (?) | 3 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 4 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 4_units_c_e_j_l_conc.txt | ||||
Lighting file (?) | normal_light_cha.ini | ||||
Background (?) | None | ||||
Cave units (?) | |||||
Dead end | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor |
Long corridor | Room with 4 exits | Room with 4 exits and C-shaped wall | Room with 1 exit and a pipe | Room with dead end after U-turn |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() |
1 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 1 | ||
2 | ![]() |
1 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 2 | ||
3 | ![]() |
3 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 3 | ||
4 | ![]() |
1 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 4 | ||
5 | ![]() |
3 | None | "Hard" enemy spots |
6 | ![]() |
3 | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 6 | ||
7 | ![]() |
3 | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 7 | ||
8 | ![]() |
3 | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 8 | ||
Alongside it spawns 3 "main" objects (and their treasures). Chances: | ||||
ID | Object | Chance | Fall method | Spawn location |
6 | ![]() |
33% | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 6 | ||
7 | ![]() |
33% | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 7 | ||
8 | ![]() |
33% | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 8 | ||
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
9 | ![]() |
2 | None | Plant spots |
10 | ![]() |
1 | None | Plant spots |
11 | ![]() |
1 | None | Plant spots |
12 | ![]() |
2 | None | Plant spots |
13 | ![]() |
2 | None | Plant spots |
14 | ![]() |
6 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
15 | ![]() |
1 | None | Treasure spots |
16 | ![]() |
1 | None | Treasure spots |
17 | ![]() |
1 | None | Treasure spots |
Then it spawns 3 "gate" objects. Chances: | ||||
ID | Object | Chance | Fall method | Spawn location |
18 | Gate (4000 HP) | 100% | None | Gate spots |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 2
- Theme: Concrete
- Music: Concrete 2
- Time: +120 (+240 seconds)
- Treasures:
The Key × 1 (inside Pileated Snagret)
- Enemies:
Pileated Snagret × 1
- Obstacles:
- None
- Vegetation:
- Others:
- None
- See also: Pileated Snagret strategy.
More rumbling with the Pileated Snagret. Use all sprays here so the Pikmin don't get harmed, grab the key, and jump out.
If you are doing a 2-player Challenge, the battle can be very quick and easy. Stand on opposite side of the Snagret and have both players toss Pikmin rapidly at its head. If you do it right, it should always go back into the ground instead of eating any Pikmin, and you save time and deaths.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | ch_MAT_crawler | ||||
"Main" object maximum (?) | 7 | ||||
"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 (?) | No | ||||
Cave units file (?) | 1_units_manh_conc.txt | ||||
Lighting file (?) | normal_light_cha.ini | ||||
Background (?) | None | ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Large circular room with 1 exit |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() |
1 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 1 | ||
2 | ![]() |
1 | None | "Easy" enemy spots |
3 | ![]() |
1 | None | "Easy" enemy spots |
4 | ![]() |
1 | None | "Easy" enemy spots |
5 | ![]() |
1 | None | "Easy" enemy spots |
6 | ![]() |
1 | None | "Easy" enemy spots |
7 | ![]() |
1 | None | "Easy" enemy spots |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Names in other languages
Language | Name | Meaning |
---|---|---|
土とんの洞窟? | Land Swarmers' Cave | |
Grotte des menaces | Threats cave | |
Grotte des Menaces | Threats Cave | |
Grotte des Donners | Grotto of Thunder | |
Gruta Estruendosa | Rumbling Grotto |