Pikmin 2

Dim Labyrinth: Difference between revisions

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(Added corridor-to-room ratio.)
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|capmax      = 0
|capmax      = 0
|rooms      = 8
|rooms      = 8
|ctrratio    = 0.02
|geyser      = No
|geyser      = No
|unitfile    = vs_9_tsuchi.txt
|unitfile    = vs_9_tsuchi.txt

Revision as of 19:51, March 17, 2017

Preview image of the Dim Labyrinth.
Stage preview.


This article or section needs to be cleaned up, either its format or general style.
Notes: The text indicates that marbles captured by Breadbugs cannot be recovered while they're dragging; only after they've captured it. Is this true? Adjust the text accordingly.

The Dim Labyrinth is a maze-like level in 2-Player Battle. The level's layout is that of a huge maze with dirt floors and walls. There are few enemies aside from the Breadbugs which will try to steal anything, including marbles. The player cannot recover their own marble if the Breadbug that captured it is alive, but its den becomes an ideal hiding spot, at least until the opponent finds and kills the creature.

The Dim Labyrinth is a dark and gloomy area, meaning the overview of the camera may be handy. Commonly, when playing in this area, some long passages will just lead to eggs. However, some may hold sprays or nectar for your thirsty Pikmin. The Breadbugs are usually in this area trotting around. There can be many Breadbugs in a single configuration, maybe from 4, all the way up to around 6 Breadbugs.

This level is unique in that it's not generated from a static list of patterns, but rather its layout is randomly generated the same way cave sublevels are.

Strategy

If your opponent's marble has been captured by a Breadbug, see which Breadbug routes go near their Onion and defeat them; the marble should appear, which is very useful if it is far from the opponent's base and they do not know where it is.

Yellow Marbles are scattered well around the maze. Use your exploration skills to track them down, if playing for yellow marbles. If you're playing for just the opponent's marble, make sure you stay well hidden. For an alternate challenge, you and your opponent could uproot all the yellow marbles and allow the Breadbugs to drag them away.

One of the best things that can happen in this arena is having the Breadbug steal your marble. At least for the time being, your opponent is unable to capture it. They may decide to hunt down all the Breadbugs in the area. If they find the one with your marble held in its nest, you could be in dire straights. Still, it is always best to let the Breadbug drag away your marble as it is a good hiding spot.

If you happen to get lost and are unable to find your way back to your Onion, you should get your Pikmin to carry an object and follow them back to your base. Alternately, lie down and let them carry you, but remember that you won't bring idle Pikmin with you. Finally, you can also bring the camera to ground-level by holding the R Button on the GameCube controller / the + Control Pad left or right on the Wii Remote, as this makes it easier to spot the tall Onions.

Having a ghost activated when your opponent is nearby is ideal for hiding Pikmin in the darkness – hide them in hollow passages to give your enemy a shock when attempting to grab a marble or cherry.

To get rid of the Breadbugs easily, just let them carry an object, then swarm it. Preferably not Sheargrub carcasses, as only a maximum of 1 Pikmin is able to carry it. Try carrying a yellow marble back and them hammer the beast with Pikmin after it has made it to the Onion. It should have very little health then, but note that once it has taken something back into its nest it will be fully regenerated the next time it reappears.

Level information

Technical sublevel information
Internal cave name vs_9_meiro
"Main" object maximum (?) 35
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 8
Corridor-to-room ratio (?) 0.02
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) vs_9_tsuchi.txt
Lighting file (?) muraon_light_lv4.ini
Background (?) None
Cave units (?)
cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
way2x2_tsuchi
Dead end Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_hitode1_5_tsuchi
room_hitode2_5_tsuchi
room_hitode3_4_tsuchi
room_hitode4_4_tsuchi
Room with 5 exits Room with 5 exits Room with 4 exits Room with 4 exits

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