Secret Testing Range: Difference between revisions
Dolphinius (talk | contribs) (Added See Also for similar cave) |
Chazmatron (talk | contribs) (→Walkthrough video: removed. Extremely low-quality video, and most other stages don't include them) |
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:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].'' | :''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].'' | ||
==Names in other languages== | ==Names in other languages== |
Revision as of 18:02, January 26, 2025
Secret Testing Range | |||
---|---|---|---|
![]() | |||
Sublevels | 2 | Ultra-bitter sprays | 1 |
Red Pikmin | 10 | Ultra-spicy sprays | 1 |
Yellow Pikmin | 10 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
Blue Pikmin | 10 | ||
White Pikmin | 10 | ||
Purple Pikmin | 10 | ||
Bulbmin | 0 |
The following article or section contains guides. |
The Secret Testing Range is the twenty-fifth level in Pikmin 2's Challenge Mode. There are two sublevels, each involving creatures that have weapons as appendages, including a boss encounter with the Man-at-Legs.
Sublevel 1
- Theme: Metal
- Music: Metal 3
- Time: 100 (200 seconds)
- Starting Pikmin:
Red Pikmin × 10 (flower)
Yellow Pikmin × 10 (flower)
Blue Pikmin × 10 (flower)
Purple Pikmin × 10 (flower)
White Pikmin × 10 (flower)
- Treasures:
Cosmic Archive × 1
Dream Architect × 1
Glee Spinner × 1
Lustrous Element × 1 (inside Iridescent Glint Beetle)
Prototype Detector × 1
Stone of Glory × 1 (inside Gatling Groink)
The Key × 1 (inside Gatling Groink)
- Enemies:
Gatling Groink (free) × 2
Iridescent Glint Beetle × 1
- Obstacles:
- None
- Vegetation:
- Others:
- None
This level is a little hard, but the secret to the easy killing of a Gatling Groink is to bring all of your Pikmin, make the Purple Pikmin be up front and hit its backside. Or you can leave the Pikmin with Olimar or Louie, be the opposite one and make the two Gatling Groinks come close to each other; then go underneath them, running back and forth when the Gatling Groink's life circles are yellow or red.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | ch_MUKI_houdai | ||||
"Main" object maximum (?) | 3 | ||||
"Treasure" object maximum (?) | 4 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 1 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 1_units_houdai_metal.txt | ||||
Lighting file (?) | houdai_light.ini | ||||
Background (?) | build (![]() | ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Man-at-Legs dry arena |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() |
1 | None | "Special" enemy spots |
- | ![]() |
Carried inside entry with ID 1 | ||
2 | ![]() |
1 | None | "Special" enemy spots |
- | ![]() |
Carried inside entry with ID 2 | ||
3 | ![]() |
1 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 3 | ||
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
4 | ![]() |
5 | None | Plant spots |
5 | ![]() |
5 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
6 | ![]() |
1 | None | Treasure spots |
7 | ![]() |
1 | None | Treasure spots |
8 | ![]() |
1 | None | Treasure spots |
9 | ![]() |
1 | None | Treasure spots |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 2
- Theme: Metal
- Music: Metal 2 (alternate)
- Time: +150 (+300 seconds)
- Treasures:
Favorite Gyro Block × 1
Fond Gyro Block × 1
Lost Gyro Block × 1
Memorable Gyro Block × 1
Remembered Old Buddy × 1
The Key × 1 (inside Man-at-Legs)
- Enemies:
Man-at-Legs × 1
Mitite (group of 10) × 0 - 1 (from eggs)
- Obstacles:
Electrical wire × 2
Fire geyser × 2
Poison emitter × 2
- Vegetation:
- Others:
Egg × 1
- See also: Man-at-Legs strategy.
This floor is very hard. Note you can lure the Man-at-Legs out of the water to make use of all of your Pikmin.
One useful technique (as depicted in the linked video below) is to stand close to the Man-at-Legs, just outside the circular ridge that the creature starts on. Position your Pikmin behind the ridge, in the water. If done correctly, the Man-at-Legs laser will target you, but its shots will hit the top of the ridge and do zero damage to your captain and your Pikmin.
The music on this sublevel, a remix of Metal 2, is unique and does not play anywhere else.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | ch_MUKI_houdai | ||||
"Main" object maximum (?) | 7 | ||||
"Treasure" object maximum (?) | 5 | ||||
"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_houdai2_metal.txt | ||||
Lighting file (?) | houdai_light.ini | ||||
Background (?) | ice (![]() | ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Man-at-Legs watery arena |
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 | ||
4 | ![]() |
2 | None | Cave unit seams |
5 | ![]() |
2 | None | Cave unit seams |
6 | ![]() |
2 | None | Cave unit seams |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
2 | ![]() |
3 | None | Plant spots |
3 | ![]() |
3 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
7 | ![]() |
1 | None | Treasure spots |
8 | ![]() |
1 | None | Treasure spots |
9 | ![]() |
1 | None | Treasure spots |
10 | ![]() |
1 | None | Treasure spots |
11 | ![]() |
1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
12 | ![]() |
1 | None | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Names in other languages
Language | Name | Meaning | Notes |
---|---|---|---|
秘密兵器実験場? | Secret Weapon Testing Zone | ||
Camp d'entraînement | Training camp | ||
Camp d'Entraînement | Training Camp | ||
Geheimes Testgelände | Secret Testing Range | ||
Area collaudi segreti | Secret testing area | ||
Zona de Pruebas Secretas | Secret Testing Zone | This name implies the tests are secret, not the zone. |