The following article or section contains guides. The strategies shown are just suggestions.
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Brawny Abyss is the seventh level in Pikmin 2's Challenge Mode. The player is given 50 Blue Pikmin, although there are no water hazards. However, there are Fiery Blowhogs and no Red Pikmin.
Sublevel 1
- Theme: Metal
- Music: Metal 1
- Time: 130 (260 seconds)
- Starting Pikmin:
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
Use the larva to kill the other enemies. Then take out the larva itself. Your Pikmin will be safe after they are thrown off, since they will hug the wall and the boulder will fly over them. Get the treasure near the hole (should the hole pop up at the back near the Bulborbs) for some extra Pokos. Watch out when pressing / at the hole. Pikmin are often thrown instead and will drop down to death. However, should this happen, going down the hole before the Pikmin die will prevent them from dying at all.
Technical sublevel information
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Internal cave name
|
ch_MUKI_metal
|
"Main" object maximum (?)
|
5
|
"Treasure" object maximum (?)
|
3
|
"Gate" object maximum (?)
|
0
|
Dead end unit probability (?)
|
0
|
Number of rooms (?)
|
3
|
Corridor-to-room ratio (?)
|
0
|
Escape geyser (?)
|
No
|
Clogged hole (?)
|
No
|
Cave units file (?)
|
2_units_nor_tekiF_metal.txt
|
Lighting file (?)
|
metal_light_cha.ini
|
Background (?)
|
test ( cavern)
|
Cave units (?)
|
|
|
|
|
|
|
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
|
Room with raised blue edge |
Circular room with 1 exit
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- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 2
- Theme: Metal
- Music: Metal 2
- Time: +100 (+200 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
The Decorated Cannon Beetle has the key. Use a bitter spray if you like, or use the Cannon Beetle to defeat some enemies (and/or itself). As always, the treasures aren't necessary, but if desired, there is plenty of time to get them.
Technical sublevel information
|
Internal cave name
|
ch_MUKI_metal
|
"Main" object maximum (?)
|
5
|
"Treasure" object maximum (?)
|
3
|
"Gate" object maximum (?)
|
0
|
Dead end unit probability (?)
|
0
|
Number of rooms (?)
|
2
|
Corridor-to-room ratio (?)
|
0
|
Escape geyser (?)
|
Yes
|
Clogged hole (?)
|
No
|
Cave units file (?)
|
2_units_mid1_nor22_metal.txt
|
Lighting file (?)
|
metal_light_cha.ini
|
Background (?)
|
build ( steel)
|
Cave units (?)
|
|
|
|
|
|
|
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
|
Long room with 6 exits |
T-shaped room
|
Detailed object list
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The game spawns these "main" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
1
|
Decorated Cannon Beetle
|
1
|
None
|
"Hard" enemy spots
|
-
|
The Key
|
Carried inside entry with ID 1
|
2
|
Dwarf Orange Bulborb
|
3
|
None
|
"Hard" enemy spots
|
-
|
Love Sphere
|
Carried inside entry with ID 2
|
3
|
Fiery Blowhog
|
1
|
None
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"Hard" enemy spots
|
-
|
Crystallized Telepathy
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Carried inside entry with ID 3
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Then it spawns these "decoration" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
4
|
Glowstem (red)
|
5
|
None
|
Plant spots
|
5
|
Glowstem (green)
|
5
|
None
|
Plant spots
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Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
6
|
Omega Flywheel
|
1
|
None
|
Treasure spots
|
7
|
Massage Girdle
|
1
|
None
|
Treasure spots
|
8
|
Repair Juggernaut
|
1
|
None
|
Treasure spots
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Then it spawns these "dead end" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
9
|
Egg
|
2
|
None
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Dead ends
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- For details on how objects are spawned, and how some may fail to spawn, see here.
Names in other languages
Language
|
Name
|
Meaning
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Japanese |
鉄人の穴? |
Iron Man's Hole
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French (NoA) |
Abîme de fer |
Iron abyss
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French (NoE) |
Abîme de fer |
Iron abyss
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Spanish (NoA) |
Abismo Corpulento |
Corpulent Abyss
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