Pikmin 2

Hole of Beasts

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Hole of Beasts
An overview of Hole of Beasts sublevel 4.
Location Awakening Wood
Sublevels 5
Treasures 6
Hazards Fire

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

The Hole of Beasts (けだものの穴?, lit.: "Hole of Beasts") is a cave in the Awakening Wood in Pikmin 2. It is likely the second cave one will enter in the game, and has a fairly short length and easy difficulty. This cave contains the hazard of fire, and its boss is an Empress Bulblax. In this cave, there are Poko × 1,100 worth of treasure.

How to reach

AW texture.png
cave
Location of the cave.

Near the landing site is a pair of Burgeoning Spiderworts bearing ultra-spicy berries. Beyond is a Cloaking Burrow-Nit and Creeping Chrysanthemum. Following the path both are on and turning right leads to the cave, located in the spot where the Extraordinary Bolt was found in Pikmin.

Like the Emergence Cave, very few Pikmin are likely available to you, and your squad is thus equally limited. Bringing all Purple Pikmin available to you, and filling the remainder of your squad with as many Red Pikmin as you can is recommended.

Notes

Ship's dialogs

Krrzt! Bzzrrt! Biological sensors are reacting violently. The readings are ominous.

A beast of unknown power lurks in these depths. A large Pikmin group would be reassuring.

My sound sensors are picking up hostile roars of many beasts. Expect dangerous encounters.

Sensors are also showing extreme heat pockets. You may need flame-resistant Pikmin...

But my sensors indicate no such data! Are my records incomplete?

Sublevel 1

An unofficial map of sublevel 1 of the Hole of Beasts.
This is the layout for the first sublevel in the Hole of Beasts; the way the land is distributed will always remain close to the same, though some portions may be fragmented or slightly different.

The first sublevel of the Hole of Beasts is relatively simple, with only a few Sheargrubs to worry about, all in the room after the landing site. Only the Male Sheargrubs need defeating, as the others are harmless. Once that has been done, it is time to retrieve the Stone of Glory, the sublevel's only treasure.

Generate sample map →

Technical sublevel information
Internal cave name forest_1
"Main" object maximum (?) 10
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 0
Dead end unit probability (?) 50
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_units_cent3_tsuchi.txt
Lighting file (?) normal_light_lv0.ini
Background (?) None
Cave units (?)
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
way2x2_tsuchi
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_cent3_4_tsuchi
Circular room with 4 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Male Sheargrub Male Sheargrub 4 None "Hard" enemy spots
2 Female Sheargrub Female Sheargrub 2 None "Easy" enemy spots
3 Female Sheargrub Female Sheargrub 2 None "Easy" enemy spots
4 Female Sheargrub Female Sheargrub 2 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
5 Clover Clover 4 None Plant spots
6 Horsetail Horsetail 2 None Plant spots
7 Figwort Figwort (small brown) 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
8 Stone of Glory Stone of Glory 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2

An unofficial map of sublevel 2 of the Hole of Beasts.
This is the layout for the second sublevel; again, it is always the same.

If 20 or more Purple Pikmin have been collected, the two Violet Candypop Buds here will not show up, leaving the sublevel nearly completely empty. This is possible only if the 10 Purples in Emergence Cave have been obtained twice or more. If that is the case, besides the two eggs that provide nectar and spray, there is nothing to do here.

Generate sample map →

Technical sublevel information
Internal cave name forest_1
"Main" object maximum (?) 2
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 0
Dead end unit probability (?) 100
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_units_cent2_tsuchi.txt
Lighting file (?) muraon_light_lv2.ini
Background (?) None
Cave units (?)
cap_tsuchi
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_tsuchi
room_cent2_4_tsuchi
Long corridor Circular room with 4 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Violet Candypop Bud Violet Candypop Bud 2 None "Special" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Common Glowcap Common Glowcap 6 None Plant spots
3 Figwort Figwort (small brown) 2 None Plant spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
4 Egg Egg 2 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3

An unofficial map of sublevel 3 of the Hole of Beasts.
Sublevel 3 has, again, a relatively similar layout each time.

This sublevel has no enemies, but may be the first place where you are introduced to the game's most common hazard: fire. As long as you have at least 15 Red Pikmin, this sublevel should pose no problems. If any Purple or other non-Red Pikmin catch on fire, just whistle them to save them.

Take only Red Pikmin through into the next room and swarm them to pick up the Strife Monolith, which is in the fireplace-like dark space, and the Cosmic Archive, located near the hole to the next sublevel.

Generate sample map →

Technical sublevel information
Internal cave name forest_1
"Main" object maximum (?) 14
"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_ABE_norhiba_blkhiba_tsuchi.txt
Lighting file (?) normal_light_lv2.ini
Background (?) None
Cave units (?)
cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
way2x2_tsuchi
Dead end Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_north_1_hiba_tsuchi
room_block1_3_hiba_tsuchi
Circular room with 1 exit Room with hole in wall
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Fire geyser Fire geyser 7 None "Hard" enemy spots
2 Fire geyser Fire geyser 7 None "Special" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
3 Common Glowcap Common Glowcap 8 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
4 Cosmic Archive Cosmic Archive 1 None Treasure spots
5 Strife Monolith Strife Monolith 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 4

An unofficial map of sublevel 4 of the Hole of Beasts, showing the layout variations that can occur.
This is the layout for the fourth sublevel in the Hole of Beasts; the way the land is distributed will usually stay the same, but the twisted alcove may be attached on a different one of the alcoves.

Find the Red Bulborb and throw Purple Pikmin at it to defeat the enemy and get the Dream Architect. Then take your Pikmin to the curved alcove to find the Luck Wafer, a very light, but valuable treasure. Nearby is a Violet Candypop Bud; this one never disappears no matter how many Purples you possess.

In one of the alcoves not containing any of the eggs found here, there will be a swarm of Mitites that reveal themselves before scuttling around. Throw your Purple Pikmin to defeat them in order to get, in some cases, much-needed nectar. After your scavenging is complete, proceed to the final sublevel of this cave.

Generate sample map →

Technical sublevel information
Internal cave name forest_1
"Main" object maximum (?) 6
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 0
Dead end unit probability (?) 50
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 2_ABE_mid1_nor3_tsuchi.txt
Lighting file (?) normal_light_lv3.ini
Background (?) None
Cave units (?)
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
way2x2_tsuchi
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_mid1_6_tsuchi
room_north3_1_tsuchi
Room with 6 exits Room with long dead end
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Bulborb Red Bulborb 1 None "Hard" enemy spots
- Dream Architect Dream Architect Carried inside entry with ID 1
2 Violet Candypop Bud Violet Candypop Bud 1 None "Special" enemy spots
3 Fire geyser Fire geyser 4 None "Hard" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
4 Common Glowcap Common Glowcap 6 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
5 Luck Wafer Luck Wafer 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
6 Mitite Mitite (group of 10) 1 None Dead ends
7 Egg Egg 2 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 5

An unofficial map of sublevel 5 of the Hole of Beasts.
This is the layout for the last (fifth) sublevel in the Hole of Beasts. The way the land is distributed will always remain the same.
See also: Empress Bulblax strategy.

The last sublevel of the Hole of Beasts holds a very strange and large creature, an Empress Bulblax. This is the only enemy in the sublevel, and unlike later Empress Bulblaxes in the game, it does not produce Bulborb Larvae, and it also has less health. To defeat it, throw Pikmin onto its head, and then whistle them to prevent them from being shaken off when necessary. Do not attempt to pursue it from the side though, as it has a dangerous rolling attack that can crush Pikmin. Once defeated, it will drop the Prototype Detector, a treasure that will make finding other treasures much easier. Collect it and leave the cave via the geyser.

Generate sample map →

Technical sublevel information
Internal cave name forest_1
"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
Cave units file (?) 1_units_boss_tsuchi.txt
Lighting file (?) qchap_light.ini
Background (?) None
Cave units (?)
room_boss_1_tsuchi
Empress Bulblax arena
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Empress Bulblax Empress Bulblax 1 None "Hard" enemy spots
- Prototype Detector Prototype Detector Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Common Glowcap Common Glowcap 8 None Plant spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Gallery

Names in other languages

Language Name Meaning
Flag of Japan Japanese けだものの穴?
Keda Mono no Ana
Hole of Beasts
Flag of the Republic of China (Taiwan) Chinese
(traditional)
野獸洞穴
Flag of France French Gîte des Bêtes Shelter of Beasts
Flag of Germany German Höhle der Bestien Cave of Beasts
Flag of Italy Italian Covo di Bestie Lair of Beasts
Flag of Mexico Spanish (NoA) Sima de las Bestias Chasm of the Beasts

See also