Subterranean Complex: Difference between revisions

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The snow and poison have vanished here. Pikmin might fall off the course when thrown; as such, extra care should also be taken when attempting to activate the hole to the next sublevel.
The snow and poison have vanished here. Pikmin might fall off the course when thrown; as such, extra care should also be taken when attempting to activate the hole to the next sublevel.


The main focus on this level is on the various [[bomb-rock]]s. The player should dismiss the Pikmin, and set off all bomb-rocks they can find. The [[Careening Dirigibug]]s will be armed now, but this will not be as troublesome as the bomb-rocks that were on the ground. The enemies should now be attacked one by one. Both [[Spray|spray types]] can help defeat the creatures ''very'' well here. The [[Swooping Snitchbug]] here has a high tendency to throw Pikmin in the gaps that are between the larger expanses. This still doesn't make it as big of a threat as the Dirigibugs, but it still shouldn't be completely ignored. The treasures here are the [[Spirit Flogger]] and the [[Network Mainbrain]].
The main focus on this level is on the various [[bomb-rock]]s. The player should [[dismiss]] the Pikmin, and set off all bomb-rocks they can find. The [[Careening Dirigibug]]s will be armed now, but this will not be as troublesome as the bomb-rocks that were on the ground. The enemies should now be attacked one by one. Both [[Spray|spray types]] can help defeat the creatures ''very'' well here. The [[Swooping Snitchbug]] here has a high tendency to throw Pikmin in the gaps that are between the larger expanses. This still doesn't make it as big of a threat as the Dirigibugs, but it still shouldn't be completely ignored. The treasures here are the [[Spirit Flogger]] and the [[Network Mainbrain]].


==Sublevel 3==
==Sublevel 3==

Revision as of 10:37, June 30, 2014

Subterranean Complex
An overview of sublevel 6 of the Subterranean Complex. This is just one of many ways it can generate.
Location Valley of Repose
Sublevels 9
Treasures 16
Hazards Template:F Template:E Pikmin Template:R Template:B

The Subterranean Complex is the second cave located in the Valley of Repose level. You'll have to do many steps to get to it. First, you may have to kill the Dwarf Red Bulborb and Red Bulborb in the arena so they won't eat your Pikmin. You may have to destroy the rock formation in the water and then build a bridge on the other side. Use the Decorated Cannon Beetles to kill all of the enemies and then kill the Decorated Cannon Beetles by using their own rocks. If you didn't kill the Watery Blowhog, use your Blues or Purples to kill it. Then, use your Whites to tear down the poison white gate and get rid of the poison pipes.

This giant dungeon starts out as a snow-covered cave like the Emergence Cave; however, as one gets deeper in the complex it becomes a rusty, mechanical area with bottomless pits, with a style similar to Rusty Gulch. Many of the enemies here have projectile and explosive attacks--be very careful when bringing Pikmin in, as explosions will kill them instantly. Recommended Pikmin types here are 35-40 Red Pikmin, 25-30 Yellow, 10-15 White, and 20-25 Purple.

The boss is the Man-at-Legs, an Arachnorb species armed with a laser-guided machine gun. The total value of all the treasure here is 1480 (US), or 1310 (Europe).

Notes

Ship's dialogs

Interesting... My metal detectors are reacting violently!

I can only conclude that there may be some sort of machine below, but that seems illogical...

Template:Solution

Sublevel 1

An overview of sublevel 1 of the Subterranean Complex.
Sublevel 1.
Technical sublevel information
Internal cave name tutorial_2
"Main" object maximum (?) 19
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 3
Corridor-to-room ratio (?) {{{ctrratio}}}
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 3_MAT_mid1_mid2_uzu1_snow.txt
Lighting file (?) tutorial_1_light.ini
Background (?) None (File:P2 VRBOX None.png)
Cave units (?)
cap_snow
item_cap_snow
way3_snow
way4_snow
wayl_snow
way2_snow
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_snow
room_mid1_6_snow
room_mid2_3_snow
room_uzu1_1_snow
Long corridor Room with 6 exits Y-shaped room Room with spiraling trunk

The player should start by destroying the poison pipes, and defeating some Bumbling Snitchbugs if they happen to be an annoyance. There are two treasures in this level: the Nouveau Table, which should be buried, and the Exhausted Superstick. The Snow Bulborbs and Hairy Bulborbs can then be dealt with, preferably using Purple Pikmin.

Sublevel 2

Technical sublevel information
Internal cave name tutorial_2
"Main" object maximum (?) 10
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 3
Corridor-to-room ratio (?) {{{ctrratio}}}
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 2_MAT_h335_h447_metal.txt
Lighting file (?) metal_light_lv1.ini
Background (?) "ice" (icy cavern) (File:P2 VRBOX "ice" (icy cavern).png)
Cave units (?)
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
way2x2_metal
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_hitode3x3_5_metal
room_hitode4x4_7_metal
Room with blue ledge Room with large blue circle

The snow and poison have vanished here. Pikmin might fall off the course when thrown; as such, extra care should also be taken when attempting to activate the hole to the next sublevel.

The main focus on this level is on the various bomb-rocks. The player should dismiss the Pikmin, and set off all bomb-rocks they can find. The Careening Dirigibugs will be armed now, but this will not be as troublesome as the bomb-rocks that were on the ground. The enemies should now be attacked one by one. Both spray types can help defeat the creatures very well here. The Swooping Snitchbug here has a high tendency to throw Pikmin in the gaps that are between the larger expanses. This still doesn't make it as big of a threat as the Dirigibugs, but it still shouldn't be completely ignored. The treasures here are the Spirit Flogger and the Network Mainbrain.

Sublevel 3

Technical sublevel information
Internal cave name tutorial_2
"Main" object maximum (?) 10
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 0
Dead end unit probability (?) 40
Number of rooms (?) 6
Corridor-to-room ratio (?) {{{ctrratio}}}
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 2_MAT_h224_h443_tekiF_metal.txt
Lighting file (?) metal_light_lv2.ini
Background (?) "ice" (icy cavern) (File:P2 VRBOX "ice" (icy cavern).png)
Cave units (?)
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
way2x2_metal
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_hitode4x4_tekiF_3_metal
room_hitode2x2_4_metal
Circular room with blue ledge Pathway with tubes

This level has three Armored Cannon Beetle Larvae, along with multiple fire geysers. Once the threats are cleared, the Ivory Candypop Bud can be used to make White Pikmin if desired. Treasures here are the Superstrong Stabilizer, the Omega Flywheel and the Coiled Launcher.

Sublevel 4

Technical sublevel information
Internal cave name tutorial_2
"Main" object maximum (?) 6
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 0
Dead end unit probability (?) 50
Number of rooms (?) 4
Corridor-to-room ratio (?) {{{ctrratio}}}
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 1_units_hit224_metal.txt
Lighting file (?) metal_light_lv0.ini
Background (?) "test" (cavern) (File:P2 VRBOX "test" (cavern).png)
Cave units (?)
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
way2x2_metal
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_hitode2x2_4_metal
Pathway with tubes

This is a typical Rest Level. The only objects worth mentioning are Eggs, Candypop Buds and a geyser, which can be used to get to the surface. There are three Ivory Candypops that can produce White Pikmin.

Sublevel 5

Technical sublevel information
Internal cave name tutorial_2
"Main" object maximum (?) 30
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) {{{ctrratio}}}
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_units_nobo2_metal.txt
Lighting file (?) metal_light_lv1.ini
Background (?) "test" (cavern) (File:P2 VRBOX "test" (cavern).png)
Cave units (?)
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
way2x2_metal
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_nobo2_4_metal
Zigzagging corridors

Here, it is advisable to dismiss the Pikmin into the corner behind the pod and to take a captain. The main objective now is to make all the bomb-rocks and Volatile Dweevils that spawn from the ceiling fall. Every bomb that is in sight should be set off as well. Once everything is cleared, Whites should be used to collect the Mystical Disc and the Adamantine Girdle. More Dweevils will fall when the Pikmin move along.

Sublevel 6

Technical sublevel information
Internal cave name tutorial_2
"Main" object maximum (?) 15
"Treasure" object maximum (?) 3
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 3
Corridor-to-room ratio (?) {{{ctrratio}}}
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 5_units_mid2_cent_hit4_hit5_nor2_metal.txt
Lighting file (?) chikahimi_metal_light_lv4.ini
Background (?) "test" (cavern) (File:P2 VRBOX "test" (cavern).png)
Cave units (?)
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
way2x2_metal
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_cent_4_metal
room_mid2_3_metal
room_hitode3x4_4_metal
room_north2x2_1_metal
room_hitode2x3_5_metal
4-way purple-floored room Y-shaped room Roughly plus-shaped room T-shaped room X-shaped room

Many enemies spawn close to each other in this level, and consist of Careening Dirigibugs, Dweevils and some Anode Beetles. The enemies spawn in different positions each time, and as such, not much advice can be given, but killing the creatures that are a little off from the groups first is usually a safe tactic. The Dweevils can also be chased near an edge, and chances are they will walk off the side. Treasures available are the Repair Juggernaut, the Vacuum Processor and the Space Wave Receiver.

There is an exit geyser on this sublevel if the player needs to leave the cave, but there is also a rest stop two sublevels down which can be used to replenish one's Pikmin army.

Sublevel 7

Technical sublevel information
Internal cave name tutorial_2
"Main" object maximum (?) 28
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 0
Dead end unit probability (?) 50
Number of rooms (?) 4
Corridor-to-room ratio (?) {{{ctrratio}}}
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 3_MAT_ari_h446_h443_tower_metal.txt
Lighting file (?) houdai_light.ini
Background (?) "build" (steel) (File:P2 VRBOX "build" (steel).png)
Cave units (?)
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
way2x2_metal
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_ari1_3_metal
room_hitode4x4_6_metal
room_hitode4x4_tower_3_metal
Circular room with gaps Room with hatch Circular room with tower

This level contains Gatling Groinks. There is a strategy for them that is similar to that of the Ranging Bloyster. They are capable of shooting mortars from retractable cannons, giving them a far range of attack. Their tough shield makes it hard to attack them from the front, and there are 2 here. One walking about, and the other on a pillar. The walking one should chase the active captain, so they can be defeated more easily with this tactic: The captains need to be separated. One of them should have all Pikmin, and the one without any should lure the creature over to the one with all Pikmin. When the captains are switched, the game should automatically move the idle captain away. The captain that is now active and has all Pikmin can attack the enemy from behind. Once defeated, the Groink needs to be carried back to the pod, as it can regenerate its life energy, making it necessary to defeat it again. This can also be bypassed when it is defeated while petrified. For the other one on the pillar, the tactic can be repeated. After these battles, the Indomitable CPU, the Furious Adhesive and the Thirst Activator need to be collected. One of the treasures may be in a corner, and when this one is picked up, bomb-rocks are likely to fall from the sky. Make sure to be especially cautious collecting treasures here.

Another way to defeat the Gatling Groinks is to take a lone captain and run around behind them tapping A, easily jabbing them to low health. Then you can either bring Pikmin to finish the job or finish it off yourself and send Pikmin in to carry it away.

A good way to get rid of the walking Gatling Groink is to lure it over a gap which causes it to fall and instantly die.

Sublevel 8

Technical sublevel information
Internal cave name tutorial_2
"Main" object maximum (?) 11
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 0
Dead end unit probability (?) 80
Number of rooms (?) 6
Corridor-to-room ratio (?) {{{ctrratio}}}
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 1_units_hit224_metal.txt
Lighting file (?) houdai_light.ini
Background (?) "build" (steel) (File:P2 VRBOX "build" (steel).png)
Cave units (?)
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
way2x2_metal
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_hitode2x2_4_metal
Pathway with tubes

Another rest level, and here there are two Queen Candypop Buds which can help make up for lost Pikmin. There are also three Violet Candypop Buds for Purple Pikmin, and a geyser to return to the surface.

Sublevel 9 (Final Floor)

Technical sublevel information
Internal cave name tutorial_2
"Main" object maximum (?) 1
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) {{{ctrratio}}}
Escape geyser (?) Yes
Clogged hole (?) Yes (despite being non-existent)
Cave units file (?) 1_units_houdai_metal.txt
Lighting file (?) houdai_light.ini
Background (?) "build" (steel) (File:P2 VRBOX "build" (steel).png)
Cave units (?)
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
way2x2_metal
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_houdai_1_metal
Man-at-Legs dry arena

Looking around this level will reveal some metal switches and walls sticking out of the ground. There is an orb in the middle, which is the boss. However, it should not be attacked with normal Pikmin. Purples will inflict additional damage when they land on it while it is still dormant. The Man-at-Legs should have lost up to half of its health or more.

This strategy is no longer possible in New Play Control! Pikmin 2, as the creature is invincible while it is getting up from its dormant state.

Once the enemy has stood up, it should start shooting at the Pikmin. Its red aiming laser will make it a bit easier to avoid. The player should now run away behind any barrier. The shots are low and can't go through the metal. Of course, this requires some distance, or else the Man-at-Legs could shoot over the obstacle. One could also dismiss the Pikmin a distance away from the creature while it prepares to fire, then run tight circles around its legs, causing the Man-at-Legs to fire at Olimar and miss. This strategy is more effective if the player has already obtained the Rush Boots, as it will be easier to avoid the shots. The creature makes some short pauses from shooting sometimes, which won't last longer than one second, and then it starts firing again; the player needs to be sure to know when it's done completely. In this longer pause, it is possible to run in and attack. This process needs to be repeated until it is defeated. It is also possible to attack while the enemy is firing, but this is only advisable when all Pikmin can be thrown onto the creature before it continues to fire. When defeated, it will leave a lightbulb; its name is the Stellar Orb, and it will light up the area in every cave. It will get very helpful in large caves with patrolling enemies; a good example would be the 8th sublevel of the Cavern of Chaos and the entirety of the Submerged Castle.

Note

This is also an excellent cave to get Purple Pikmin and White Pikmin. At least 21 of any Pikmin type other than White or Purple should be brought along into the cave. On the third sublevel there will be a lone Ivory Candypop Bud. Should it not be there, resetting the game and reloading the level should make it appear eventually. The next sublevel spawns three Ivory Candypops. On the eighth sublevel there will be three Violet Candypop Buds and two Queen Candypop Buds.

By using the Queen Candypops, the new Pikmin generated can be used for the Violet Candypops. The eggs scattered about the level will provide nectar for the leaf and bud Pikmin. The cave can then be exited via the geyser. This process can be repeated infinitely, as the Candypops are not limited to a certain number of White or Purple Pikmin total.

Names in other languages

Language Name Meaning
Flag of Japan Japanese 地下の秘密基地?


Artwork of the bomb rock.

This page is currently pending deletion. Reason:
split into P2 and P4 varieties
Discuss your opinion on the talk page.

#REDIRECT Template:P2 caves