Subterranean Complex

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

The Subterranean Complex is the second cave located in the Valley of Repose area.

You'll have to follow 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 gas 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 Poko × 1480 in the US version and Poko × 1310 in the European version.

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

 
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
Cave units (?)
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
Long corridor Room with 6 exits Y-shaped room Room with spiraling trunk

The cave starts off with the first sublevel being a snowy cave appearance, much like the Frontier Cavern. However, this is the only sublevel in the cave to take on this appearance.

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)
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Room with blue ledge Room with large blue circle

The snow and poison have vanished here. Pikmin might fall off the floor 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. You should dismiss the Pikmin, and set off all bomb-rocks you can find. The Careening Dirigibugs will be armed by 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. 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)
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Circular room with blue ledge Pathway with tubes

This level has three Armored Cannon Beetle Larvae, along with multiple fire geysers. When taking them down, make sure the beetles aren't facing the void, or else your Pikmin will be tossed into it. 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)
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Pathway with tubes

This is a typical rest sublevel. 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

 
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)
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
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; you want them to fall now instead of later, when the Pikmin are busy. 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 carry the treasures.

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)
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
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 – their treasures will reappear elsewhere. You can also dispose of the Anode Beetles by carrying a couple of Pikmin with you to flip them over, and using cleverly lured Dirigibugs to drop bombs on them and kill them. Treasures available are the Repair Juggernaut, the Vacuum Processor and the Space Wave Receiver.

There is an exit geyser on this sublevel if you need to leave the cave, but there is also a rest stop two sublevels down which can be used to replenish your 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)
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Circular room with gaps Room with hatch Circular room with tower


See also: Gatling Groink strategy.

This level contains Gatling Groinks, one walking about, and the other on a pillar. After you clear the enemies, 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.

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)
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Pathway with tubes

Another rest level, and in this one, 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.


To do: Elaborate on the glitch and add it to the glitches page.
Care to do so?

Interestingly, if you keep resetting, it might be possible for the hole to the next sublevel to appear under a low ceiling. If so, you can use it to climb out of bounds. You will just reappear elsewhere after a bit.

Sublevel 9

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)
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Man-at-Legs dry arena


See also: Man-at-Legs strategy.

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.

Other than that, defeat the boss as per the strategy, recover the Stellar Orb, and go to the surface.

Note

This is also an excellent cave to get Purple Pikmin and White Pikmin. At least 22 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.

Gallery

Names in other languages

Language Name Meaning
  Japanese 地下の秘密基地?
 

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

#REDIRECT Template:P2 caves