Pikmin 2

Secret Testing Range

Revision as of 00:22, May 18, 2024 by 1337Walrus (talk | contribs) (→‎Sublevel 2)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Secret Testing Range
Secret Testing Range.jpg
Sublevels 2 Ultra-bitter sprays 1
Red Pikmin 10 Ultra-spicy sprays 1
Yellow Pikmin 10
P2 challenge mode flower.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
Blue Pikmin 10
White Pikmin 10
Purple Pikmin 10
Bulbmin 0

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

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 1Edit

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.

Generate sample map →

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 (  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   Gatling Groink (free) 1 None "Special" enemy spots
-   The Key Carried inside entry with ID 1
2   Gatling Groink (free) 1 None "Special" enemy spots
-   Stone of Glory Carried inside entry with ID 2
3   Iridescent Glint Beetle 1 None "Hard" enemy spots
-   Lustrous Element Carried inside entry with ID 3
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
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
6   Dream Architect 1 None Treasure spots
7   Prototype Detector 1 None Treasure spots
8   Cosmic Archive 1 None Treasure spots
9   Glee Spinner 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2Edit

 
The second floor of the level.
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.

Generate sample map →

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 (  icy cavern)
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   Man-at-Legs 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
4   Fire geyser 2 None Cave unit seams
5   Poison emitter 2 None Cave unit seams
6   Electrical wire 2 None Cave unit seams
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2   Glowstem (red) 3 None Plant spots
3   Glowstem (green) 3 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
7   Remembered Old Buddy 1 None Treasure spots
8   Fond Gyro Block 1 None Treasure spots
9   Lost Gyro Block 1 None Treasure spots
10   Favorite Gyro Block 1 None Treasure spots
11   Memorable Gyro Block 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
12   Egg 1 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Walkthrough videoEdit

Names in other languagesEdit

Language Name Meaning Notes
  Japanese 秘密兵器実験場? Secret Weapon Testing Zone
  French (NoA) Camp d'entraînement Training camp
  French (NoE) Camp d'Entraînement Training Camp
  German Geheimes Testgelände Secret Testing Range
  Italian Area collaudi segreti Secret testing area
  Spanish (NoA) Zona de Pruebas Secretas Secret Testing Zone This name implies the tests are secret, not the zone.