1337Walrus/caveinfo
The entrance to a cave.
Location Perplexing Pool
Sublevels 34
Treasures 0?
Hazards Fire Water Electricity Poison Explosion

caveinfo is an unused cave in Pikmin 2. It is an extremely lengthy cavern - over twice as long as the Hole of Heroes - dedicated to testing various cave sublevels during development. Many of its sublevels appear to be alternate takes on sublevels that were ultimately used in the final version. In fact, several are completely identical to existing sublevels, outside of a few minor changes, such as different enemy spawns or small layout changes, although there are also several completely original sublevels.

Most of the cavern appears to extensively use both Snow and Hairy Bulborbs as placeholders, potentially as node testing or to test how entities spawn.

Accessing

 
Location of the cave.

caveinfo notably can be accessed without any sort of file editing: It appears to the right of the red Onion at the Perplexing Pool's landing site exclusively on Day 1 and 2. As the earliest the Perplexing Pool can be legitimately accessed is Day 4, you will need to use a cheat code to unlock it early in order to access caveinfo.

Note that caveinfo will typically crash on the sixth sublevel if accessed through this method: caveinfo lacks an entry in BgmList_Yakushima.txt - the file the game looks at to determine what sublevel should play what song in the Perplexing Pool's caves - resulting in the cave 'borrowing' the track listing from Citadel of Spiders, the first cave listed in the aforementioned file. As there are only five sublevels - and hence five music entries - in this cave, the game will crash while loading the sixth sublevel due to having no song to play. Manually editing the files to extend Citadel of Spider's music list is required to advance beyond this point.

Sublevel 1

To do: confirm units. also need to double-check enemies.
Care to do so?

This sublevel seems to be a variation of Dream Den's second sublevel. The Gatling Groink doesn't contain any treasure, and the Petrified Heart appears to be a placeholder for the Implement of Toil. This sublevel also has an Ivory Candypop Bud which was removed from the final version; it only appears if less than 20 White Pikmin exist.

Technical sublevel information
Internal cave name caveinfo
"Main" object maximum (?) 10
"Treasure" object maximum (?) 1
"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_tower_toy.txt
Lighting file (?) toy_light_cha.ini
Background (?) flooring (  wooden floor)
Cave units (?)
Dead end Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Room with tower

Sublevel 2

Another alternate version of Dream Den's second sublevel. This time, it uses a slightly different main room with noticeably more organized blocks at the base of the tower; this unit is only otherwise used in Three Color Training. Apart from this, it is completely identical to the previous sublevel.

Technical sublevel information
Internal cave name caveinfo
"Main" object maximum (?) 10
"Treasure" object maximum (?) 1
"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_tower2_toy.txt
Lighting file (?) toy_light_cha.ini
Background (?) flooring (  wooden floor)
Cave units (?)
Dead end Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Room with tower

Sublevel 3

Appears to be an alternate version of Glutton's Kitchen's third sublevel. The three treasures appear to be placeholders, and Snow Bulborbs are used instead of the final version's Dwarf Bulbears. The sublevel uses the wooden floor skybox instead of the final's carpet, and additionally generates noticeably differently due to a different dead-end ratio (0% of units will lead to a dead-end, compared to the final's 50%). The lighting file is also different.

Technical sublevel information
Internal cave name caveinfo
"Main" object maximum (?) 10
"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_sara_sara2_toy.txt
Lighting file (?) toy_light_cha.ini
Background (?) flooring (  wooden floor)
Cave units (?)
Dead end Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Room with a dirty plate Room with colored half-discs

Sublevel 4

This unusual sublevel doesn't resemble any used ones. It is a very large, sprawling toybox floor. The three treasures used seem to be placeholders, as are the enemies. The unit file this sublevel calls - 2_units_small2_mid2_toy.txt - is not used in any other sublevel, and notably contains a room that only otherwise is only used in Carpet Plain, if the random generation option is used.

Technical sublevel information
Internal cave name caveinfo
"Main" object maximum (?) 15
"Treasure" object maximum (?) 3
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 4
Corridor-to-room ratio (?) 0
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 2_units_small2_mid2_toy.txt
Lighting file (?) toy_light_cha.ini
Background (?) tatami (  carpet)
Cave units (?)
Dead end Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Large rectangular empty room Large open room without xylophone

Sublevel 5

  • Theme: Concrete
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This sublevel seems to be a rather early take on the Submerged Castle's second sublevel. While the map generates the same, there are a number of differences. The Waterwraith never appears, and there are two Crimson Candypop Buds, implying that it would've been possible to convert your Blue Pikmin into other types quite early in the cavern. The used version only has a single Ivory Candypop Bud on sublevel 3. Notably, a Spotty Bulbear is used instead of a Bulbmin family, and Dwarf Bulbears are used instead of Dwarf Orange Bulborbs. There are also Volatile Dweevils instead of Fiery Dweevils - this makes the floor noticeably more difficult.

Sublevel 6

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Likely an early version of Shower Room's sixth sublevel. It generates quite similarly to the final sublevel, although it has a slightly different dead end and corridor to room ratio. A different lighting file is used. Outside of the placeholder Snow/Hairy Bulborbs, the only difference in enemies are in the Dweevils: The final version uses a single Munge and Anode Dweevil, while caveinfo instead uses two Fiery Dweevils.

Sublevel 7

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Sublevel 8

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Sublevel 9

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Sublevel 10

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Sublevel 11

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Sublevel 12

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Sublevel 13

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Sublevel 15

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Sublevel 16

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Sublevel 17

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Sublevel 18

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Sublevel 19

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Sublevel 20

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Sublevel 21

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Sublevel 22

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Sublevel 23

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Sublevel 24

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Sublevel 25

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Sublevel 26

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Sublevel 27

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Sublevel 28

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Sublevel 29

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Sublevel 30

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Sublevel 30

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Sublevel 31

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Sublevel 32

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Sublevel 33

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Sublevel 34

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