Pikmin 4

Cavern for a King: Difference between revisions

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* '''Obstacles''':
* '''Obstacles''':
** {{icon|Numbered gate|v=P4|y}} × 1 (lowers after 1 Baldy Long Legs is defeated)
** {{icon|Numbered gate|v=P4|y}} × 1 (lowers after 1 Baldy Long Legs is defeated)
** {{icon|Water generator|y|v=P4}} × 3
** {{icon|Water spout|y|v=P4}} × 3
* '''Tools''':
* '''Tools''':
** None
** None

Revision as of 13:55, February 13, 2024

Cavern for a King
Overworld entrance for the cave.
Overworld entrance to the cave
Location Primordial Thicket
Sublevels 20
Rescues 1
Treasures 48
Suggested Pikmin Blue Pikmin Purple Pikmin White Pikmin

The following article or section is in need of assistance from someone who plays Pikmin 4.

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

The Cavern for a King is a cave in the Primordial Thicket in Pikmin 4. It is considered the game's final cave, due to it having a staggering twenty sublevels (the most of any cave) as well as containing the game's final boss. It also features encounters with previous bosses, such as the Gildemander and features new encounters as well, such as the Toxstool (who is exclusive to the cave). This cave has Sparklium × 2,935 worth of treasure.

Warning: the following text contains major spoilers about the final boss and ending of Pikmin 4.

Initially, the entrance to this cave is hidden by a massive boulder at the very north of the Primordial Thicket. Once Nelle has been rescued and later talked to at the Rescue Command Post, the boulder will be gone and the cave will be available.

The final sublevel contains Louie riding atop the Ancient Sirehound. As there is no exit on visits prior to defeating the boss, defeating the boss and rescuing Louie will immediately have the player leave the cave. After which, the player will be given the option to finish the current day in the Primordial Thicket or end the day. Doing either will start the game's ending cutscene.

This cave contains six different types of Candypop Buds, which would in theory allow all types of Pikmin to be in the player's squad at once, should other types of Pikmin be brought in to begin with. However, the game specifically prevents this from happening by changing the color of any Candypop Buds that would produce a seventh type of Pikmin. Buds are changed to Ice by default, White if Ice would also be a seventh color, and Purple if both those options are invalid. Glow Pikmin do not count for how many types are active at a time. It is likely this rule applies to all Candypop Buds in the game, though it can only be observed in this cave.

How to reach

Before the cave can be accessed at all, the player must win Final Battle, rescue Nelle and return to the Primordial Thicket on a later day.

The cave is guarded by Bogswallows and has mud areas where Oatchi and the player's Pikmin can drown, which would be detrimental for their army. There is a barely-visible walkable pathway through the mud, or 30 Ice Pikmin or an ice blast can be used to freeze the entire pool along with the Bogswallows inside.

Notes

Louie's Voyage Log

Finally tamed that huge dog thing. I'm gonna lie low for a while in its den. It's really deep, and there are plenty of snacks. The others will give up and go home.

Sublevel 1

Labeled map of sublevel 1 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 1.

Bringing the bodies of the Moldy Dwarf Bulborbs and Moldy Slooches back to the S.S. Beagle, or shattering them with Ice Pikmin or an Ice Blast, will prevent the Toxstool from resurrecting them. From there, a focused attack from White Pikmin should be able to dispatch it. If you don’t want to break apart the enemies with ice attacks, just focus on the Toxstool for now.

Sublevel 2

Labeled map of sublevel 2 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 2.

The Jumbo Bulborb hides in a bush, so be wary of it when fighting the Dwarf Bulborbs and the Bulborb. It is recommended that you go for the Dwarf Bulborbs first, then work your way up. Make sure the room is clear of any stragglers before taking back the treasure.


Sublevel 3

Labeled map of sublevel 3 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 3.

For the first time in 22 years, it's time for the Snagret triple threat. It is recommended to try and bait out and defeat each Burrowing Snagret individually. Prepare to rush each Snagret's head just as it pops out of the ground, which can deal with a Snagret in just a handful of attack cycles. Only one holds the treasure, also like the original Snagret fight.

Sublevel 4

Labeled map of sublevel 4 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 4.

The Arctic Cannon Beetle is placed such that the player will have to constantly dodge its snowballs just to reach it. When they do get close enough to attack, the cramped space it resides in (exacerbated further by the presence of sticky mold) puts Pikmin at significant risk of being eaten if they are not whistled away as soon as it begins to inhale. Using Oatchi is recommended to keep the squad together when dodging snowballs. Leading the Dwarf Orange Bulborbs into snowballs is an effective strategy, as they will die as soon as the snowball breaks.

Sublevel 5

Labeled map of sublevel 5 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 5.

While it is theoretically possible to kill each Emperor Bulblax individually, in practice the roar of one Bulblax will wake up the other two, and on this floor, it will roar as soon as possible. Despite this, the player should try to fight them one at a time rather than spread their Pikmin thin trying to fight them all at once. Using bomb rocks and ultra-spicy spray to dispatch one of the Bulblaxes quickly is a good tactic to avoid one waking the others.

Sublevel 6

Labeled map of sublevel 6 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 6.

A cutscene plays with Louie lounging around before escaping further into the cavern. After that, you can collect the treasure nearby and use the Candypop Buds on this rest sublevel. Once you finish, the player has the option to delve deeper or to leave the area, as a cave exit is nearby.

Sublevel 7

Labeled map of sublevel 7 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 7.

The Titan Blowhog and the Blizzarding Blowhog have the same abilities as the Fiery Blowhog and the Snowy Blowhog, only much bigger and they throw much further. The same strategies should be applied for each: charge your Pikmin at them, and then whistle them back when the huge Blowhogs are about to throw them.

Sublevel 8

Labeled map of sublevel 8 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 8.
  • Treasures:
  • Enemies:
  • Obstacles:
  • Tools:
    • None
  • Wild Pikmin:
    • None
  • Others:
    • None

This fight is the same as on top of the sand castle only this time, mud is involved. Be careful as the Rumpup could launch some Pikmin into the mud, putting them in peril. However, the Rumpup itself is still the same and can still be easily destroyed. Kill the Crusted Rumpup and move on.

Sublevel 9

Labeled map of sublevel 9 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 9.

The main battleground is submerged in water, so bringing a sizable amount of Blue Pikmin is heavily recommended for this fight. Don't break any of the breakable pots as they can be used as temporary defense against the Man-at-Legs. If Oatchi has upgraded his Doggy-Paddle ability, he can comfortably avoid shots from the Man-At-Legs by simply swimming around at the edge of the arena. Otherwise, the starting area of this sublevel provides more than enough cover from fire.

Another method of fighting this Man-at-Legs is to freeze the water after activating the boss. The puddle of water will freeze with 50 Ice Pikmin (one Ice blast can be used too, but the freeze is only temporary), leaving you the other 50 Pikmin to break the boss while frozen.

Sublevel 10

Labeled map of sublevel 10 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 10.
  • Treasures:
  • Enemies:
  • Obstacles:
  • Tools:
    • None
  • Wild Pikmin:
    • None
  • Others:

The Smoky Progg is significantly easier than how it was in Pikmin, but can still cause mass Pikmin casualties if the player is unprepared. A good strategy is to use Oatchi's rush skill to send all of your Pikmin onto it, defeating it quickly. Just be sure to jump to avoid the shockwaves produced by its projectiles, and whistle after it shakes off your Pikmin to ensure they don't panic directly into the path of its gloom or into the swamp surrounding its arena. However, with an ultra-spicy spray, the Rush Boots, and tight movement, you can destroy the egg by simply rushing into it before it gets to hatch.[1]

Sublevel 11

Labeled map of sublevel 11 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 11.

Louie appears once again on this sublevel, only to run off. It's a good idea to lure the Bloomcap Bloysters out of any water in the cave, so you can deal with them with a whole squad. If you still have Ice Pikmin, use them to freeze the water so the Bloomcap Bloysters crawl over it, making them easier to kill. The Bloomcap Bloysters can eat the treasures they come across in this sublevel, so be sure to you grab the treasure they may spit out.

Sublevel 12

Labeled map of sublevel 12 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 12.

A rest sublevel reminiscent of the 4th sublevel of the Shower Room from Pikmin 2. There is a cave exit to escape to the surface here, if the player is running low on Pikmin. If you don’t have many Purple Pikmin, try using the Candypop Buds to produce more, for you will need them for the final boss.

Sublevel 13

Labeled map of sublevel 13 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 13.

This room is very cramped, so it is recommended to use Oatchi or a small group of White Pikmin to clear the sticky mold before engaging with the boss. Try to lead the Gildemander away from the walls, as gold that is knocked off its back may land in a spot where it is hard to destroy. It is highly recommended to clear the sticky mold before engaging in combat with the boss, for your Pikmin will go for the mold first.

Sublevel 14

Labeled map of sublevel 14 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 14.

Take down the Armored Cannon Larva before dealing with the main boss of this sublevel. Be wary of their unusual boulder paths, which curve around the arena. A fairly useful strategy is to position yourself behind an Armored Cannon Larva so that the Horned Cannon Beetle's boulder rolls towards it and kills it in one hit.

Sublevel 15

Labeled map of sublevel 15 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 15.

Louie shows up before running off yet again in this sublevel. A Baldy Long Legs stomps between a water-filled pit and a mud patch, both of which are surrounded by blocks, so Blue Pikmin are recommended. Additionally, using ten Ice Pikmin (if you happen to have any left over) to freeze the water (or the mud) will also freeze the boss, which can be used to the player's advantage. The mud patch is shallow though, so you don’t need Ice Pikmin.

Sublevel 16

Labeled map of sublevel 16 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 16.

Two Waterwraiths spawn almost immediately after entering this sublevel. However, they do not pose much threat if the player brought Purple Pikmin. If they did not, there are Violet Candypop Buds blocked by sand walls available to create some. One of the Waterwraiths holds the Connection Detector. It is required to defeat both to unlock the path to the next sublevel.

Sublevel 17

Labeled map of sublevel 17 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 17.
  • Treasures:
  • Enemies:
    • Empress Bulblax Empress Bulblax × 1
    • Bulborb Larva Bulborb Larva × 10 (a group of 10 will fall from the ceiling every time Empress Bulblax hits the wall the second time during her attack)
  • Obstacles:
    • Numbered gate Numbered gate × 1 (lowers after 1 Empress Bulblax is defeated)
  • Tools:
  • Wild Pikmin:
    • None
  • Others:
    • None

The Empress Bulblax on this sublevel occupies a small chamber which, unlike any other encounter with it, means that there is no single place to stand to avoid its rolling attack. Instead, there are two geysers which shoot you to the opposite sides of the arena and a small passage in the back. The intended method is to use these to jump over the top of the boss or to slip behind it before making your way back to the arena, but it is far easier to use six or so bomb rocks and finish the job before it can even attack. Don't rush with Oatchi as that triggers its roll attack immediately. Alternatively, Rock Pikmin can be used for their immunity to being crushed against the soft floor of the sublevel. Be careful though as other Pikmin can be crushed by its rolling attack as well as the boulders that spawn after it hits the wall. Rock Pikmin can also be eaten by the Bulborb larva that fall frrom the ceiling, so be careful of those as well.

Sublevel 18

Labeled map of sublevel 18 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 18.

The Sovereign Bulblax's arena is unique in that it can be changed during the fight. The boss's crushing slam and jump attack (as well as the boulders that come crashing down after it lands) can deform the landscape, which can create small pools of water. For this reason, using bomb rocks and ultra-spicy spray to defeat the Bulblax before it can make the arena too hard to navigate is a good strategy. Note that the Don't-See-It Specs and the Sovereign Bulblax's corpse will need to be carried over or through the small ring of water surrounding the main arena, so use Blue Pikmin or an ice blast (it takes 50 Ice Pikmin to freeze the water here), or upgrade Oatchi's super buff to allow him to carry through water.

Sublevel 19

Labeled map of sublevel 19 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 19.

The penultimate sublevel of this cave is a very forgiving one, with no hostile enemies. A shallow body of water contains a few of the treasures, so use Blue Pikmin to retrieve them. It is also recommended to utilize the Candypop Buds to create some more Pikmin types, as they will be very useful in the upcoming sublevel. There is a cave exit present to escape, and the final sublevel entrance is buried under a pile of sand near the broken green bucket.

Sublevel 20

Labeled map of sublevel 20 of the Cavern for a King. Numbers next to treasures indicate weight/Sparklium.
Map of sublevel 20.
  • Treasures:
  • Enemies:
  • Obstacles:
    • None
  • Tools:
    • None
  • Wild Pikmin:
    • None
  • Others:
    • Castaway Louie × 1 (on Ancient Sirehound)
See also: Ancient Sirehound#Strategy.

This sublevel contains a landing area for the S.S. Beagle, and a large arena where Louie and the Ancient Sirehound are found. It drops the Gift of Friendship. The player does not need to actually transport the Gift of Friendship or Louie, as it happens during a cutscene immediately after defeating the Ancient Sirehound. Additionally, on the first visit, this final sublevel contains no cave exit, as the player, Oatchi, and their Pikmin will use the S.S. Beagle to fly out of the cave instead. On return visits, a cave exit will appear next to the base.

Gallery

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Trivia

  • It's possible that the name of this cave is based on Louie's name as a treasure in Pikmin 2: King of Bugs. Louie himself rarely uses the name Cavern for a King however, instead opting for descriptions such as "the dog-thing's den" (in his voyage log) or "the giant dog's den" (in his explanation of the sixth Fit for a Feast Side Mission).
  • This is the longest cave in any Pikmin game, beating the Hole of Heroes's 15 sublevels by 5.
  • The skybox of sublevel 19 is the same as Blossoming Arcadia at night.
  • The outside of the arena on sublevel 20 is littered with various objects from various areas of the game. These include:
    • Plant pots.
    • Wellington boots.
    • Bricks.
    • Empty metal cans.
    • A yellow fork.
    • Cardboard takeaway containers.
    • Pillows.
    • A paper cup.
    • Various shoes.
    • Toy trains.
    • A yellow plastic bucket.
    • A toy digger.

Names in other languages

Language Name Meaning
Flag of Japan Japanese 王の穴?
Ō no Ana
King's Hole
Flag of the Republic of China (Taiwan) Chinese
(traditional)
王之洞穴
Wáng zhī Dòngxué
King's Cavern
Flag of China Chinese
(simplified)
王之洞穴
Wáng zhī Dòngxué
King's Cavern
Flag of the Netherlands Dutch Koningsgrot King's cave
Flag of France French Caverne du roi Cavern of the king
Flag of Germany German Kaverne des Königs King's Cavern
Flag of Italy Italian Caverna regale Regal cavern
Flag of South Korea Korean 왕의 굴
Wang-ui Gul
King's Cave
Flag of Brazil Portuguese Gruta real Royal grotto
Flag of Spain Spanish Caverna del Rey Cavern of the King

See also

References

  1. ^ YouTube video of the Smoky Progg's egg being destroyed before it hatches, published on August 21st, 2023, retrieved on August 24th, 2023