Pikmin 2

Subterranean Complex

Revision as of 06:36, May 15, 2024 by SupremeKirb (talk | contribs) (→‎Trivia: Background transitions from icy to rocky for the first few metal sublevels.)
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 Fire Electricity Poison Explosion

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

The Subterranean Complex (地下の秘密基地?, lit.: "Subterranean Secret Base") is a cave in the Valley of Repose, and is typically the second cave accessed in the area. It starts out as a snow-covered cave like the Emergence Cave; however, as one goes deeper into the complex it becomes a rusty, mechanical area with bottomless pits. Many of the enemies here have projectile and explosive attacks – be very careful when handling Pikmin, as explosions will kill them instantly. The boss of the cave is the Man-at-Legs, a bio-mechanical Arachnorb specimen armed with a laser-guided machine gun-like weapon. The total value of all the treasure here is Poko × 1480 in the US version and Poko × 1310 in the European version, mainly consisting of treasures from the Industrial Set and Hyper-technology Series.

How to reach

 
Location of the cave.

Like the Frontier Cavern, it is impossible to reach this cave before getting Blue Pikmin. Use Blue Pikmin to remove the clog in the first pond and build a bridge over the second. Once this is done, Pikmin of all types can be brought across. Beside the Watery Blowhog that is beyond the clump of enemies is a gate covered by poison emitters, requiring White Pikmin to destroy. The cave is located beyond this gate, up a slope that is challenging for Pikmin to climb. Defeating the Decorated Cannon Beetles, the various Blowhogs and the Cloaking Burrow-nit is recommended, but not strictly necessary.

No water is found in this cave, so your Pikmin squad should not include Blue Pikmin. The hazards of this dungeon are limited, with more focus being placed on bomb rock explosions, so minimal care needs to be placed on the proportions of the other Pikmin types. There is little reason to include less than 100 Pikmin in your party to take advantage of the Queen Candypop Buds until after all treasures have been collected, unless you elected to bring a small squad of Purple Pikmin. This is because the Queen Candypop Buds are located on sublevel 8, and the only danger following is the Man-at-Legs.

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...

Sublevel 1

 
Sublevel 1.

The cave starts off with the first sublevel having a snowy cave appearance, much like the other caves in the Valley of Repose. However, this is the only sublevel in this cave to have a snowy theme.

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

Generate sample map →

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 (?) 0
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Hairy Bulborb 1 None "Hard" enemy spots
2   Hairy Bulborb 1 None "Hard" enemy spots
3   Bumbling Snitchbug 1 None "Hard" enemy spots
4   Snow Bulborb 1 None "Hard" enemy spots
5   Snow Bulborb 3 None "Easy" enemy spots
6   Snow Bulborb 3 None "Easy" enemy spots
7   Snow Bulborb 2 None "Easy" enemy spots
8   Bumbling Snitchbug 1 None "Hard" enemy spots
9   Poison emitter 1 None "Hard" enemy spots
10   Poison emitter 5 None Cave unit seams
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
11   Exhausted Superstick 1 None Treasure spots
12   Nouveau Table 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
13   Egg 1 Falls from the sky Dead ends
14   Bumbling Snitchbug 1 Falls from the sky Dead ends
15   Egg 1 Falls from the sky Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2

From this sublevel onwards, the snow is gone and each sublevel is a metal maze where throwing a Pikmin over the edge will make it fall into the pit.

The main focus on this sublevel 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 they 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.

Generate sample map →

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 (?) 0
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Careening Dirigibug 3 None "Hard" enemy spots
2   Swooping Snitchbug 1 None "Hard" enemy spots
3   Bomb-rock 2 None "Hard" enemy spots
4   Bomb-rock 1 None "Easy" enemy spots
5   Bomb-rock 1 None "Easy" enemy spots
6   Bomb-rock 2 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
7   Glowstem (red) 6 None Plant spots
8   Glowstem (green) 6 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
9   Network Mainbrain 1 None Treasure spots
10   Spirit Flogger 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
11   Egg 2 None Dead ends
12   Bomb-rock 3[Sublevel 2 note 1] Falls from the sky Dead ends
  1. ^ a b In the GameCube version, there are 9 bomb rocks total. In the Wii version, the sublevel data does not contain the 3 bomb rocks that spawn in dead ends.
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3

This level has three Armored Cannon Beetle Larvae, along with multiple fire geysers. When fighting the beetles, make sure they 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. Note that because of the way sublevels are generated, the Ivory Candypop Bud might not appear. Treasures here are the Superstrong Stabilizer, the Omega Flywheel and the Coiled Launcher.

Generate sample map →

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 (?) 0
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Armored Cannon Beetle Larva (buried) 1 None "Special" enemy spots
-   Superstrong Stabilizer Carried inside entry with ID 1
2   Armored Cannon Beetle Larva (surface) 1 None "Special" enemy spots
3   Ivory Candypop Bud 1 None "Special" enemy spots
4   Armored Cannon Beetle Larva (surface) 1 None "Hard" enemy spots
5   Fire geyser 5 None "Hard" enemy spots
6   Fire geyser 1 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
7   Glowstem (red) 8 None Plant spots
8   Glowstem (green) 8 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
9   Omega Flywheel 1 None Treasure spots
10   Coiled Launcher 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
11   Egg 3 Falls from the sky Dead ends
12   Bomb-rock 1[Sublevel 3 note 1] Falls from the sky Dead ends
  1. ^ a b In the GameCube version, there is a bomb rock. In the Wii version, the sublevel data does not contain that entry.
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 4

This is a typical rest sublevel. The only objects worth mentioning are eggs, Candypop Buds, and a geyser which can be used to return to the Valley of Repose. There are three Ivory Candypop Buds that can produce White Pikmin.

Generate sample map →

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 (?) 0.05
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Ivory Candypop Bud 3 None "Hard" enemy spots
2   Egg 3 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
3   Glowstem (green) 10 None Plant spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
4   Egg 3 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 5

 
Sublevel 5.

In this sublevel, it is recommended to first dismiss the Pikmin into the corner behind the Research Pod, and to take a leader around the whole floor and disarm all the bomb rocks and Volatile Dweevils. This is because it's much safer to have them explode while nothing is around, rather than when the Pikmin are busy. Once everything is cleared, Whites should be used to collect the Mystical Disc and the Adamantine Girdle. More Dweevils and bomb-rocks will fall when the Pikmin carry the treasures, so follow them carefully. Note that, although rare, it is possible for a bomb rock to fall near the starting location.[1]

Generate sample map →

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 (?) 0
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Volatile Dweevil 3 None "Hard" enemy spots
2   Volatile Dweevil 3 Falls from the sky "Hard" enemy spots
3   Bomb-rock 3 None "Easy" enemy spots
4   Bomb-rock 2 None "Easy" enemy spots
5   Bomb-rock 2 None "Easy" enemy spots
6   Bomb-rock 2 None "Easy" enemy spots
7   Bomb-rock 3 Falls from the sky "Hard" enemy spots
8   Bomb-rock 1 Falls from the sky "Easy" enemy spots
9   Bomb-rock 1 Falls from the sky "Easy" enemy spots
10   Bomb-rock 1 Falls from the sky "Easy" enemy spots
11   Bomb-rock 1 Falls from the sky "Easy" enemy spots
12   Bomb-rock 1 Falls from the sky "Easy" enemy spots
13   Bomb-rock 1 Falls from the sky "Easy" enemy spots
14   Bomb-rock 2 None "Easy" enemy spots
15   Bomb-rock 2 None "Easy" enemy spots
16   Bomb-rock 2 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
17   Glowstem (red) 6 None Plant spots
18   Glowstem (green) 6 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
19   Mystical Disc 1 None Treasure spots
20   Adamantine Girdle 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
21   Volatile Dweevil 2 Falls from the sky Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 6

Many enemies spawn close to each other in this level, including 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. Since electricity is the most dangerous hazard, using Yellow Pikmin is also a good idea. 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. The 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.

Generate sample map →

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 (?) 0
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Careening Dirigibug 2 None "Hard" enemy spots
2   Poison emitter 2 None "Hard" enemy spots
3   Anode Beetle 6 None "Easy" enemy spots
4   Fiery Dweevil 1 None "Easy" enemy spots
5   Fiery Dweevil 1 None "Easy" enemy spots
6   Munge Dweevil 1 None "Easy" enemy spots
7   Munge Dweevil 1 None "Easy" enemy spots
8   Poison emitter 1 None Cave unit seams
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
9   Glowstem (red) 6 None Plant spots
10   Glowstem (green) 6 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
11   Vacuum Processor 1 None Treasure spots
12   Space Wave Receiver 1 None Treasure spots
13   Repair Juggernaut 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
14   Egg 1 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 7

See also: Gatling Groink strategy.

This large sublevel 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. To note is that, due to the way cave sublevels are generated, the stationary Gatling Groink may not appear, and as such, you can miss out on the Indomitable CPU, as detailed here and here.

Generate sample map →

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 (?) 0
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Gatling Groink (pedestal) 1 None "Special" enemy spots
-   Indomitable CPU Carried inside entry with ID 1
2   Gatling Groink (free) 1 None "Hard" enemy spots
3   Careening Dirigibug 1 None Cave unit seams
4   Bomb-rock 4 None "Hard" enemy spots
5   Bomb-rock 3 None "Easy" enemy spots
6   Bomb-rock 3 None "Easy" enemy spots
7   Bomb-rock 3 None "Easy" enemy spots
8   Bomb-rock 3 None "Easy" enemy spots
9   Bomb-rock 3 None "Easy" enemy spots
10   Bomb-rock 3 None "Easy" enemy spots
11   Bomb-rock 3 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
12   Glowstem (red) 7 None Plant spots
13   Glowstem (green) 7 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
14   Thirst Activator (US)
  Perfect Container (EU)
  Alternative Reactor (JP)
1 None Treasure spots
15   Furious Adhesive 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
16   Egg 2 None Dead ends
17   Volatile 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
17   Volatile Dweevil 100% Falls from the sky Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 8

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.

Generate sample map →

Technical sublevel information
Internal cave name tutorial_2
"Main" object maximum (?) 11
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 0
Dead end unit probability (?) 0 or 80[Sublevel 8 note 2]
Number of rooms (?) 6
Corridor-to-room ratio (?) 0
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Queen Candypop Bud 2 None "Hard" enemy spots
2   Violet Candypop Bud 3 None "Hard" enemy spots
3   Egg 2 None "Easy" enemy spots
4   Egg 2 None "Easy" enemy spots
5   Egg 2 None Cave unit seams
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
6   Glowstem (green) 12 None Plant spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
7   Egg 1 None or falls from the sky[Sublevel 8 note 1] Dead ends
Then it spawns "dead end" objects in as many dead ends as it can. Chances:
ID Object Chance Fall method Spawn location
7   Egg N/A or 100%[Sublevel 8 note 1] Falls from the sky Dead ends
  1. ^ a b c The egg "dead end" category entry differs between versions. In the GameCube Japanese and GameCube US versions, it falls from the sky and is also used for filler (for an indefinite egg amount in total). In the Wii Japanese version, it is on the floor and is not used for filler (for a total egg amount of 7). In all other versions, it falls from the sky and is not used for filler (for a total egg amount of 7).
  2. ^ The dead end probability is 0 in the Japanese GameCube and US GameCube versions, and is 80 everywhere else.
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 9

 
The Man-at-Legs, in the center of its arena.
See also: Man-at-Legs strategy.

The final floor of the cave contains the boss, the Man-at-Legs. Initially it appears as an orb in the middle of the arena. Rapidly throwing Pikmin at it before it gets up, preferably Purple Pikmin, will deal a lot of damage to the boss, though not as much in New Play Control! Pikmin 2, as the creature is invincible while it is getting up. Defeat the boss as per the strategy, recover the Stellar Orb, and return to the surface.

Generate sample map →

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 (?) 0
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Man-at-Legs 1 None "Hard" enemy spots
-   Stellar Orb Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2   Glowstem (red) 5 None Plant spots
3   Glowstem (green) 5 None Plant spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Purple Pikmin and White Pikmin farming

The Subterranean Complex is an excellent cave to increase the populations of Purple Pikmin and White Pikmin. 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 contains three Ivory Candypops. On the eighth sublevel there will be three Violet Candypop Buds and two Queen Candypop Buds.

To get large numbers of both types, at least 22 of any Pikmin type other than White or Purple should be brought along into the cave, and used for every Candypop Bud available. If just Purple Pikmin are desired, only 1 Pikmin needs to be brought into the cave, and the player can run to the hole in the first 7 sublevels to reach the eighth, where the Queen Candypop Buds can be used to generate Pikmin for the Violet Candypop Buds. The eggs scattered about this sublevel 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 Candypop Buds 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?
Chika no Himitsu Kichi
Subterranean Secret Base
  Chinese
(traditional)
地下的秘密基地
  French Complexe Souterrain Subterranean Complex
  German Mysteriöses Gebiet Mysterious Area
  Italian Roccaforte Segreta Secret Stronghold
  Spanish (NoA) Complejo Subterráneo Subterranean Complex

Trivia

 
The sublevel hole appearing near the edge in sublevel 3.
  • Because the way the layout generation works, some sublevels, particularly sublevel 3 and sublevel 8, can place the sublevel hole right next to the edge. The player can use the ramped surface of the hole to climb on top of the railing and jump off into the pit.
  • While only the first sublevel is snow-themed, the following two metal-themed sublevels use icy backgrounds to complete the transition, before changing to a stone background.

See also

References

  1. ^ Twitch clip on Twitch, published on August 14th, 2018, retrieved on August 17th, 2018