Pikmin 2

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The '''Submerged Castle''' ({{j|水中の城|Suichū no Shiro|Underwater Castle}}) is a [[cave]] in the [[Perplexing Pool]] in {{p2}}. Located in a far corner of the area, its entrance is submerged in [[water]], meaning only [[Blue Pikmin]] can enter the cave. The cave contains all 4 elemental [[hazard]]s, making it quite dangerous, though [[Bulbmin]] are found within the cave. The most notable part of the Submerged Castle is its [[boss]]: the [[Waterwraith]]. After 5 minutes are spent in a sublevel, the Waterwraith will drop from the ceiling and start chasing the [[leader]]s and their [[Pikmin family|Pikmin]]. It is capable of [[crush]]ing Pikmin with its rollers, making it extremely dangerous. It is impossible to defeat until the 5th and final sublevel, where [[Violet Candypop Bud]]s allow [[Purple Pikmin]] to be created, which are the boss's only weakness. There are a total of {{pokos|690}} worth of treasures here in the US [[Region|version]] of the game, and {{pokos|620}} in the European version and Japanese version.
The '''Submerged Castle''' ({{j|水中の城|Suichū no Shiro|Underwater Castle}}) is a [[cave]] in the [[Perplexing Pool]] in {{p2}}. Located in a far corner of the area, its entrance is submerged in [[water]], meaning only [[Blue Pikmin]] can enter the cave. The cave contains all 4 elemental [[hazard]]s, making it quite dangerous, though [[Bulbmin]] are found within the cave. The most notable part of the Submerged Castle is its [[boss]]: the [[Waterwraith]]. After 5 minutes are spent in a sublevel, the Waterwraith will drop from the ceiling and start chasing the [[leader]]s and their [[Pikmin family|Pikmin]]. It is capable of [[crush]]ing Pikmin with its rollers, making it extremely dangerous. It is impossible to defeat until the 5th and final sublevel, where [[Violet Candypop Bud]]s allow [[Purple Pikmin]] to be created, which are the boss's only weakness. There are a total of {{pokos|690}} worth of treasures here in the US [[Region|version]] of the game, and {{pokos|620}} in the European and Japanese versions.


==How to reach==
==How to reach==

Revision as of 04:55, November 10, 2024

Submerged Castle
An overview of sublevel 4 of the Submerged Castle.
Location Perplexing Pool
Sublevels 5
Treasures 13
Hazards Fire Water Electricity Poison Explosion

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

The Submerged Castle (水中の城?, lit.: "Underwater Castle") is a cave in the Perplexing Pool in Pikmin 2. Located in a far corner of the area, its entrance is submerged in water, meaning only Blue Pikmin can enter the cave. The cave contains all 4 elemental hazards, making it quite dangerous, though Bulbmin are found within the cave. The most notable part of the Submerged Castle is its boss: the Waterwraith. After 5 minutes are spent in a sublevel, the Waterwraith will drop from the ceiling and start chasing the leaders and their Pikmin. It is capable of crushing Pikmin with its rollers, making it extremely dangerous. It is impossible to defeat until the 5th and final sublevel, where Violet Candypop Buds allow Purple Pikmin to be created, which are the boss's only weakness. There are a total of Poko × 690 worth of treasures here in the US version of the game, and Poko × 620 in the European and Japanese versions.

How to reach

PP texture.png
cave
Location of the cave.

In the river beside the Glutton's Kitchen is a black gate. Destroying it leads to a large pool, with Hermit Crawmads, Water Dumples, and a Withering Blowhog. The cave is nearby, where the Chronos Reactor puzzle was originally located.

There is little choice in Pikmin squad: only Blue Pikmin are permitted entry. Even if the player utilizes any of a few methods of getting a non-Blue Pikmin to the cave's entrance, the game is programmed specifically to disallow it from entering the cave under any circumstances.[1] Bringing 60 Blue Pikmin allows all Bulbmin to be collected, while bringing more Blue Pikmin initially makes earlier floors easier. Those not going for a no-death run might consider bringing more to serve as a death-buffer.

Notes

Ship's dialogs

Interesting! Deeper sections of this hole seem to be submerged in liquid...

Sadly, I am a delicate piece of machinery that is sensitive to water. You two must go alone.

...Why do you look at me with such scornful expressions? ...I am an expensive machine!

...Fine. I'll go. But this wantonly reckless treatment of company property will be reported!

Waterwraith

Main article: Waterwraith.

On sublevels 1-4, the Waterwraith will appear after being in the sublevel for five minutes. A few key points to remember about the Waterwraith are:

  1. It will steam around the level on two stone rollers, which will crush and kill any Pikmin in the way, but will also kill most enemies and disable traps. Try to use this to your advantage.
  2. It will not go into small corners or spaces, so you can hide there.
  3. The best way to deal with it is to quickly snag all of the treasures and leave the sublevel before it appears. This means that you must NOT waste any time, so only focus on the treasures. Ignore enemies whenever possible and don't bother bringing back their carcasses.
  4. The Waterwraith is very, very deadly to your Pikmin, so it is vital that your Pikmin stay out of its way. If you are careless, you could lose every one of your Pikmin.
  5. It follows your active leader, so watch out. However, you can exploit this by splitting up Olimar and Louie and using one (without any Pikmin) to bait it while the other does the main tasks.
  6. There is absolutely no way to harm it before sublevel 5, so don't bother trying.
  7. Move quickly and collect as many treasures as you can. Remember, if you forget to get a treasure or can't get it in time, you can always return to the cave and get it later, though the Waterwraith will also return.
  8. It's not recommended to bring 100 Blue Pikmin, as that will prevent Bulbmin from spawning which are useful for destroying hazards and elemental enemies.

Sublevel 1

You have likely already taken note that this sublevel contains many fire hazards; keep in mind that this cave is possible to complete. To kill the Fiery Blowhog, swarm it and blow your whistle when it shakes, then swarm it again until it is defeated.

Now to killing the Fiery Bulblax. You should first find the Bulblax; once you do, throw a Pikmin onto its body or punch it. Blow your whistle once the Pikmin touches the flaming body so it doesn't die but the Bulblax wakes up. Lead it into a nearby pool of water, and the second its flames are put out, use an ultra-bitter spray to keep it there. Once it dies, the Bug Bait will appear.

Search for the other two treasures; the Diet Doomer is usually in the open, as is the Pastry Wheel. Look for the hole and leave. There is also a geyser on this floor, allowing you to escape after having found all treasures. However, there is little sense to doing so, as the level is usually cleared before the Waterwraith appears.

Generate sample map →

Technical sublevel information
Internal cave name yakushima_4
"Main" object maximum (?) 10
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 0
Dead end unit probability (?) 50
Number of rooms (?) 3
Corridor-to-room ratio (?) 0
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 2_units_gw_l_conc.txt
Lighting file (?) suityu_light_lv0.ini
Background (?) None
Cave units (?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_4x4g_water_4_conc
room_north4x4l_1_conc
Room with 4 exits and 2 walls Room with a dead end after U-turn
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Waterwraith Waterwraith 1 None "Hard" enemy spots
- Professional Noisemaker Professional Noisemaker Carried inside entry with ID 1[Noisemaker note 1]
2 Fiery Bulblax Fiery Bulblax 1 None "Hard" enemy spots
- Bug Bait Bug Bait Carried inside entry with ID 2
3 Fiery Blowhog Fiery Blowhog 1 None "Hard" enemy spots
4 Fire geyser Fire geyser 1 None "Easy" enemy spots
5 Fire geyser Fire geyser 1 None "Easy" enemy spots
6 Fire geyser Fire geyser 1 None "Easy" enemy spots
7 Fire geyser Fire geyser 4 None Cave unit seams
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
8 Fiddlehead Fiddlehead 9 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
9 Pastry Wheel Pastry Wheel 1 None Treasure spots
10 Diet Doomer Diet Doomer 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
11 Egg Egg 1 None Dead ends
12 Fiery Blowhog Fiery Blowhog 1 Falls from the sky Dead ends
Then it spawns "dead end" objects in as many dead ends as it can. Chances:
ID Object Chance Fall method Spawn location
11 Egg Egg 100% None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2

This area contains Careening Dirigibugs, Fiery Dweevils and Bulbmin. To ensure safety, kill the Careening Dirigibug by throwing Pikmin at it and then swarming when it falls to the ground. For the Fiery Dweevils, ignore them unless they grab a treasure you are carrying, in which case use the leader's punches to kill it.

The Fiery Dweevils are usually in an open, rusty pipe that is near the entrance of a long pipe. They are likely to leave this space to pick up objects Pikmin are carrying past them, so it is advised to travel with any Pikmin carrying treasure or corpses in that area. Look around for that pipe entrance and walk inside (the Waterwraith cannot enter this area). Follow the pipe to a slide-like passageway, where you will go down quickly and fall out, landing near the Chocolate Cushion.

Once that part of the level is complete, you can find the Bulbmin. The parent can be killed by getting close, and then throwing Pikmin onto its back. If you were to swarm it, the adult Bulbmin would most likely get a few mouthfuls of Pikmin. Once they see their leader is dead, the smaller Bulbmin will panic and begin running around; blow your whistle to gain control of them. The game decides the amount of Bulbmin at the beginning of the sublevel depending on your Pikmin amount. The Comfort Cookie will come out of the parent Bulbmin once it is defeated.

Finally, the Dwarf Orange Bulborbs can be killed by just swarming them the old-fashioned way. The final treasure, the Confection Hoop can be found on a ledge guarded by some Dwarf Orange Bulborbs. To get there, walk to the opposite ledge and throw Pikmin over the gap and to the treasure. Throw more Pikmin over, since it is surrounded by the Bulborbs.

The exit is sealed, so you will have to use Pikmin to smash the rock and open the cave to the next sublevel. One strategy is to destroy the clog before the rest of the cave, so you can leave as soon as the Waterwraith shows up. Getting the treasure back to the Research Pod takes some effort because the Waterwraith is always coming down a small aisle that you have to walk through; do your best to try to avoid it and eventually it will go away. Get the treasure back to your ship and continue on down.

Generate sample map →

Technical sublevel information
Internal cave name yakushima_4
"Main" object maximum (?) 10
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 2
Dead end unit probability (?) 0
Number of rooms (?) 3
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) Yes
Cave units file (?) 3_units_h_k_pypes_conc.txt
Lighting file (?) suityu_light_lv1.ini
Background (?) None
Cave units (?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_pype10x18s_conc
room_dan4x4h_2_conc
room_north4x4k_1_conc
Huge room with waterway and pipes Room with raised portion Room with pipe and a depression
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Waterwraith Waterwraith 1 None "Hard" enemy spots
- Professional Noisemaker Professional Noisemaker Carried inside entry with ID 1[Noisemaker note 1]
2 Careening Dirigibug Careening Dirigibug 1 None "Hard" enemy spots
3 Bulbmin Bulbmin 1 None "Hard" enemy spots
- Comfort Cookie Comfort Cookie Carried inside entry with ID 3
4 Dwarf Orange Bulborb Dwarf Orange Bulborb 2 None "Easy" enemy spots
5 Dwarf Orange Bulborb Dwarf Orange Bulborb 1 None "Easy" enemy spots
6 Fiery Dweevil Fiery Dweevil 3 None "Special" enemy spots
7 Fiery Dweevil Fiery Dweevil 1 Falls when Pikmin are carrying nearby "Hard" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
8 Fiddlehead Fiddlehead 9 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
9 Chocolate Cushion Chocolate Cushion 1 None Treasure spots
10 Confection Hoop Confection Hoop 1 None Treasure spots
Then it spawns 2 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
11 Gate (4000 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3

This level contains electrical hazards, so take caution. Swarm the electrical wires the very second they turn off. If you have Bulbmin, let them work on it instead. The Withering Blowhog is killed the same way as always: throw Pikmin and Bulbmin on it. The Withering Blowhog holds the Activity Arouser, but the Bulbmin holds nothing. For Anode Dweevils, just throw Bulbmin on them, as Bulbmin are immune to all hazards. Defeat the Wollywog in the same way as you would a Yellow Wollywog.

To end this short sublevel, take note that the last two treasures, the Succulent Mattress and the Compelling Cookie can be anywhere in the open, usually behind a gate. The Waterwraith will likely have appeared by this time, so try to ignore and break the exit, which is yet again covered in rocks.

There is an Ivory Candypop Bud in one of the alcoves on this floor, but it is best ignored. There are no completely buried treasures that only a White Pikmin can see, Bulbmin can handle any poison hazards, and there are so many puddles around that any Pikmin unable to swim will be a liability when simply trying to move about.

Note: Avoid swarming the electrical wires while a treasure is about to be delivered, as you won't be able to control your leader or Pikmin.

Generate sample map →

Technical sublevel information
Internal cave name yakushima_4
"Main" object maximum (?) 15
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 3
Dead end unit probability (?) 50
Number of rooms (?) 4
Corridor-to-room ratio (?) 0.2
Escape geyser (?) No
Clogged hole (?) Yes
Cave units file (?) 3_units_f_g_m_conc.txt
Lighting file (?) suityu_light_lv2.ini
Background (?) None
Cave units (?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_4x4f_4_conc
room_4x4g_4_conc
room_hitode3x3m_5_conc
Room with 4 exits and raised ledge Room with 4 exits and 2 walls Room with 5 exits and 2 walls
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Waterwraith Waterwraith 1 None "Hard" enemy spots
- Professional Noisemaker Professional Noisemaker Carried inside entry with ID 1[Noisemaker note 1]
2 Withering Blowhog Withering Blowhog 1 None "Hard" enemy spots
- Activity Arouser Activity Arouser (US)
Pondering Emblem Pondering Emblem (EU)
Anywhere Floater Anywhere Floater (JP)
Carried inside entry with ID 2
3 Bulbmin Bulbmin 1 None "Hard" enemy spots
4 Wollywog Wollywog 1 None "Hard" enemy spots
5 Anode Dweevil Anode Dweevil 2 None "Hard" enemy spots
6 Anode Beetle Anode Beetle 2 None "Easy" enemy spots
7 Anode Beetle Anode Beetle 2 None "Easy" enemy spots
8 Electrical wire Electrical wire 5 None Cave unit seams
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
9 Fiddlehead Fiddlehead 9 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
10 Compelling Cookie Compelling Cookie 1 None Treasure spots
11 Succulent Mattress Succulent Mattress 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
13 Ivory Candypop Bud Ivory Candypop Bud 1 None Dead ends
14 Egg Egg 1 None Dead ends
15 Withering Blowhog Withering Blowhog 1 Falls from the sky Dead ends
16 Anode Dweevil Anode Dweevil 1 Falls from the sky Dead ends
Then it spawns "dead end" objects in as many dead ends as it can. Chances:
ID Object Chance Fall method Spawn location
14 Egg Egg 100% None Dead ends
Then it spawns 3 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
12 Gate (4000 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 4

This floor is difficult due to the bomb-rocks and Volatile Dweevils that fall from the ceiling, and the Careening Digiribugs. Take careful steps here, and search for the Drone Supplies and the Proton AA.

There is an Iridescent Glint Beetle running around the place. Throw a Pikmin at it to make it to drop the Pale Passion. In order to make the path safer for your Pikmin, quickly run through the area with a single leader and detonate all the bomb-rocks and Volatile Dweevils. Finish by breaking the hole and then diving on down to the final floor.

As a side note, it is possible for the Waterwraith to get stuck in one of the corners of this sublevel, making collecting everything a breeze, although the creature will still follow you to the next sublevel once you go in. Also to note is that, due to the way sublevel generation works, the Iridescent Glint Beetle of this sublevel may not appear, and by extension, the Pale Passion, as detailed here and here.

Generate sample map →

Technical sublevel information
Internal cave name yakushima_4
"Main" object maximum (?) 25
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 4
Dead end unit probability (?) 50
Number of rooms (?) 4
Corridor-to-room ratio (?) 0.2
Escape geyser (?) No
Clogged hole (?) Yes
Cave units file (?) 4_units_d_j_n_o_conc.txt
Lighting file (?) suityu_light_lv3.ini
Background (?) None
Cave units (?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
item_cap_pipe
wayl_pipe
way2x2_pipe
room_4x4d_4_conc
room_north4x4j_1_conc
room_pype3x4n_2_conc
Dead end with item Turning corridor Long corridor Room with 4 exits Room with 1 exit and a pipe Room with 2 exits and a pipe
room_pype4x4o_3_conc
Room with 3 exits and a pipe
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Waterwraith Waterwraith 1 None "Hard" enemy spots
- Professional Noisemaker Professional Noisemaker Carried inside entry with ID 1[Noisemaker note 1]
2 Volatile Dweevil Volatile Dweevil 5 Falls from the sky "Hard" enemy spots
3 Careening Dirigibug Careening Dirigibug 2 Falls from the sky "Hard" enemy spots
4 Bomb-rock Bomb-rock 3 Falls from the sky "Hard" enemy spots
5 Bomb-rock Bomb-rock 3 Falls from the sky "Easy" enemy spots
6 Bulbmin Bulbmin 2 None "Hard" enemy spots
7 Iridescent Glint Beetle Iridescent Glint Beetle 1 None "Hard" enemy spots
- Pale Passion Pale Passion Carried inside entry with ID 7
8 Poison emitter Poison emitter 3 None Cave unit seams
Alongside it spawns 5 "main" objects. Chances:
ID Object Chance Fall method Spawn location
4 Bomb-rock Bomb-rock 50% Falls from the sky "Hard" enemy spots
5 Bomb-rock Bomb-rock 50% Falls from the sky "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
9 Fiddlehead Fiddlehead 9 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
10 Drone Supplies Drone Supplies (US)
Open Archive Open Archive (EU/JP)
1 None Treasure spots
11 Proton AA Proton AA (US/EU)
Proton X Proton X (JP)
1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
13 Egg Egg 1 None Dead ends
Then it spawns "dead end" objects in as many dead ends as it can. Chances:
ID Object Chance Fall method Spawn location
13 Egg Egg 100% None Dead ends
Then it spawns 4 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
12 Gate (4000 HP) 100% None Gate spots
  1. ^ a b c d The sublevel's data specifies that the Waterwraith is carrying the Professional Noisemaker in sublevels 1 to 4, even though it cannot normally be obtained in those sublevels. By using external tools to somehow damage and defeat the Waterwraith in one of these sublevels, it will not appear in any following sublevel. In addition, the Treasure Gauge won't detect this treasure, and will shut off if all the other treasures in the sublevel are collected.
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 5

See also: Waterwraith strategy.

Here, the Waterwraith will only appear in the arena after you enter. You should have plenty of Bulbmin by this point. Start out by smashing the three gates in the starting area. Since you can't take them with you, use your Bulbmin to produce ten Purple Pikmin from the two Violet Candypop Buds. Now, smash the three eggs and use the nectar to give your Pikmin flowers. Then smash the final black gate that blocks access to the boss arena.

Follow the strategy linked above. Once defeated, the Waterwraith will drop the Professional Noisemaker. This gives you a device called the Pluckaphone, which allows you to pluck Pikmin sprouts from the ground just by whistling at them.

Generate sample map →

Technical sublevel information
Internal cave name yakushima_4
"Main" object maximum (?) 4
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 4
Dead end unit probability (?) 0
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 1_units_manh_boss_conc.txt
Lighting file (?) normal_light_lv4.ini
Background (?) None
Cave units (?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_manh_boss_conc
room_4x4d_4_conc
Circular room with 1 exit Room with 4 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Waterwraith Waterwraith 1 None "Special" enemy spots
- Professional Noisemaker Professional Noisemaker Carried inside entry with ID 1
2 Egg Egg 3 None "Hard" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
3 Figwort Figwort (small brown) 3 None Plant spots
4 Fiddlehead Fiddlehead 3 None Plant spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
6 Violet Candypop Bud Violet Candypop Bud 2 None Dead ends
Then it spawns 4 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
5 Gate (100 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Gallery

Trivia

  • The cavern contains 13 treasures, a famously unlucky number; this appears to be intended to reflect the cave's nature, and especially that of its boss.
  • An earlier version of the game's English script reveals that this cave was originally intended to be called "Lookout Ruins".[2]
  • The Waterwraith is actually programmed to drop the Professional Noisemaker in all sublevels, not just the final one. By using external tools to somehow damage and defeat the Waterwraith in one of these sublevels, it will not appear in any following sublevel.[3]
  • The cave's file contains a timer for the Waterwraith to appear after 15 seconds on the final sublevel, but it remains unused in favor of having the creature spawn when the arena is entered.
  • Internally, all caves use a "BgmList" to determine what song is loaded on each sublevel. Curiously, all five sublevels of the Submerged Castle are specified to use new_01_0.cnd (in the final game, this song is the exclusive theme heard on the 6th sublevel of the Hole of Heroes). Despite that, the Submerged Castle's normal theme kuro_pre.bms is hard-coded to play instead. One possible explanation is that the Submerged Castle's eerie theme originally occupied new_01_0.cnd, until the unique and late addition of the Waterwraith's chase theme necessitated restructuring and the song having to be moved to a new file.

Names in other languages

Language Name Meaning
Flag of Japan Japanese 水中の城?
Suichū no Shiro
Underwater Castle
Flag of the Republic of China (Taiwan) Chinese
(traditional)
水中之城
Flag of France French Fort Submergé Submerged Fort
Flag of Germany German Versunkene Burg Sunken Castle
Flag of Italy Italian Castello Immerso Immersed Castle
Flag of Mexico Spanish (NoA) Castillo Sumergido Submerged Castle

See also

References

  1. ^ YouTube video demonstrating how to bring other Pikmin, and showing that they still won't enter
  2. ^ Pikmin 2/Early English Script on The Cutting Room Floor
  3. ^ YouTube video showing the Waterwraith being defeated in an earlier sublevel and preventing its appearance in the last sublevel. (at 0:42)