The following article or section contains guides .The strategies shown are just suggestions.
Cryptic Cavern is the eleventh level in Pikmin 2 's Challenge Mode . There are 5 sublevels , each with one enemy in the same basic layout.
Sublevel 1 Edit
Theme : Soil
Music : Toy
Time : 50 (100 seconds)
Starting Pikmin :
Treasures :
Enemies :
Obstacles :
Vegetation :
Others :
The Doodlebug is hidden in the middle of the second room; it may be poisonous, but is very easy to beat. As soon as it takes a hit from the top, it'll disappear. Grab The Key and hurry to the next level. If it re-hides before you get The Key, search around the middle of the level, particularly closer to the research pod; you should find it again.
Generate sample map →
Technical sublevel information
Internal cave name
ch_MAT_t_hunter_enemy
"Main" object maximum (?)
1
"Treasure" object maximum (?)
1
"Gate " object maximum (?)
0
Dead end unit probability (?)
0
Number of rooms (?)
2
Corridor-to-room ratio (?)
0
Escape geyser (?)
No
Clogged hole (?)
No
Cave units file (?)
1_MAT_north_boss_tsuchi.txt
Lighting file (?)
normal_light_cha.ini
Background (?)
None
Cave units (?)
Dead end with item
Three-way crossing
Four-way crossing
Turning corridor
Corridor
Long corridor
Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID
Object
Amount
Fall method
Spawn location
1
Doodlebug
1
None
"Hard" enemy spots
-
The Key
Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID
Object
Amount
Fall method
Spawn location
2
Regal Diamond
1
None
Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here .
Sublevel 2 Edit
Theme : Soil
Music : Soil 1
Time : +75 (+150 seconds)
Treasures :
Enemies :
Obstacles :
Vegetation :
Others :
A Watery Blowhog . Kill it quickly, grab The Key, and off to the hole.
Generate sample map →
Technical sublevel information
Internal cave name
ch_MAT_t_hunter_enemy
"Main" object maximum (?)
1
"Treasure" object maximum (?)
1
"Gate " object maximum (?)
0
Dead end unit probability (?)
0
Number of rooms (?)
2
Corridor-to-room ratio (?)
0
Escape geyser (?)
No
Clogged hole (?)
No
Cave units file (?)
1_MAT_north_tsuchi.txt
Lighting file (?)
normal_light_lv0.ini
Background (?)
None
Cave units (?)
Dead end
Dead end with item
Three-way crossing
Four-way crossing
Turning corridor
Corridor
Long corridor
Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID
Object
Amount
Fall method
Spawn location
1
Watery Blowhog
1
None
"Hard" enemy spots
-
The Key
Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID
Object
Amount
Fall method
Spawn location
2
Pink Menace
1
None
Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here .
Sublevel 3 Edit
Theme : Soil
Music : Concrete 2
Time : +65 (+130 seconds)
Treasures :
Enemies :
Obstacles :
Vegetation :
Others :
An Anode Dweevil . This can be defeated relatively easily with leaders , is hard to hit with Pikmin , and kills them instantly if it attacks, so attacking with leaders is often the safer option.
Generate sample map →
Technical sublevel information
Internal cave name
ch_MAT_t_hunter_enemy
"Main" object maximum (?)
1
"Treasure" object maximum (?)
1
"Gate " object maximum (?)
0
Dead end unit probability (?)
0
Number of rooms (?)
2
Corridor-to-room ratio (?)
0
Escape geyser (?)
No
Clogged hole (?)
No
Cave units file (?)
1_MAT_north_tsuchi.txt
Lighting file (?)
normal_light_lv1.ini
Background (?)
None
Cave units (?)
Dead end
Dead end with item
Three-way crossing
Four-way crossing
Turning corridor
Corridor
Long corridor
Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID
Object
Amount
Fall method
Spawn location
1
Anode Dweevil
1
None
"Hard" enemy spots
-
The Key
Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID
Object
Amount
Fall method
Spawn location
2
Memorial Shell
1
None
Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here .
Sublevel 4 Edit
The Fiery Bulblax on the fourth sublevel.
Theme : Soil
Music : Soil 2
Time : +40 (+80 seconds)
Treasures :
Enemies :
Obstacles :
Vegetation :
Others :
See also: Fiery Bulblax strategy .
A Fiery Bulblax . Take the 5 Red Pikmin and use both kind of sprays , or else you are almost guaranteed to lose Pikmin. You will make it just before the Bulblax turns normal. After its defeat, advance to the last sublevel. There are no buried treasures to look for.
Generate sample map →
Technical sublevel information
Internal cave name
ch_MAT_t_hunter_enemy
"Main" object maximum (?)
1
"Treasure" object maximum (?)
0
"Gate " object maximum (?)
0
Dead end unit probability (?)
0
Number of rooms (?)
2
Corridor-to-room ratio (?)
0
Escape geyser (?)
No
Clogged hole (?)
No
Cave units file (?)
1_MAT_north_tsuchi.txt
Lighting file (?)
normal_light_lv2.ini
Background (?)
None
Cave units (?)
Dead end
Dead end with item
Three-way crossing
Four-way crossing
Turning corridor
Corridor
Long corridor
Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID
Object
Amount
Fall method
Spawn location
1
Fiery Bulblax
1
None
"Hard" enemy spots
-
The Key
Carried inside entry with ID 1
For details on how objects are spawned, and how some may fail to spawn, see here .
Sublevel 5 Edit
Theme : Soil
Music : Concrete 3
Time : +70 (+140 seconds)
Treasures :
The Key × 1 (inside Burrowing Snagret)
Enemies :
Obstacles :
Vegetation :
Others :
See also: Burrowing Snagret strategy .
A Burrowing Snagret resides here in the last sublevel. Use all the sprays you have left. Always aim for the head, its weak point. When it buries itself in the ground, wait for it to get stuck on emerging, so you have time to aim at the head. When its head is being attacked by a number of Pikmin, the creature will stop attacking to retreat.
Generate sample map →
Technical sublevel information
Internal cave name
ch_MAT_t_hunter_enemy
"Main" object maximum (?)
1
"Treasure" object maximum (?)
0
"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 (?)
1_MAT_north_boss_tsuchi.txt
Lighting file (?)
normal_light_lv0.ini
Background (?)
None
Cave units (?)
Dead end with item
Three-way crossing
Four-way crossing
Turning corridor
Corridor
Long corridor
Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID
Object
Amount
Fall method
Spawn location
1
Burrowing Snagret
1
None
"Hard" enemy spots
-
The Key
Carried inside entry with ID 1
For details on how objects are spawned, and how some may fail to spawn, see here .
Names in other languages Edit
Language
Name
Meaning
Japanese
かくしもちの洞窟?
Treasure Keeper's Cave
French (NoA )
Terres des mystères
Mystery lands
French (NoE )
Terres des Mystères
Mystery Lands
German
Höhle der Geheimnisse
Cave of Secrets
Italian
Grotta misteriosa
Mysterious Cave
Spanish (NoA )
Caverna Críptica
Cryptic Cavern
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