Pikmin 2

Hole of Heroes

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Hole of Heroes
An overview of Hole of Heroes sublevel 9.
Location Wistful Wild
Sublevels 15
Treasures 13
Hazards Fire Water Electricity Poison Explosion

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

The Hole of Heroes (百戦錬磨の穴?, lit.: "Hole of Veterans") is a cave in Pikmin 2, found in the Wistful Wild, the game's fourth and last area. It is the longest cave in the game with 15 sublevels but only 13 treasures, and of a difficulty comparable to the other Wistful Wild caves. The later sublevels are based around repeats of encounters with all the bosses from the previous areas in Pikmin 2 except the Giant Breadbug and the Waterwraith. The final boss is the Raging Long Legs. In the US version for this cave, there are Poko × 2205 worth of treasure. In the European version, there are Poko × 2235 worth of treasure. In the apanese version, there are Poko × 2135 worth of treasure. Compared to the Cavern of Chaos and the Dream Den, the sublevel themes do not follow a particular order.

How to reach

WW texture.png
cave
Location of the cave.

From the landing site, you should head forward. Destroy the gate guarded by the Hermit Crawmad, and remove the clog on that water. Use Yellow Pikmin to destroy the electric gate, and then go around the Conifer Spire and the Armored Cannon Beetle Larva to reach the cave.

All Pikmin types are relevant. Focus on Red and Purple Pikmin, as this dungeon focuses on combat above other elements. Also remember to bring a healthy amount of Blue Pikmin for the water-logged sublevel, and the two arachnorb rematches.

Notes

Ship's dialogs

I am detecting the howls of countless creatures in the hole ahead. It is nearly deafening!

Sound analysis indicate a wide variety of creatures nesting here. It is a melting pot of life!

Mr. President, be extremely careful! Olimar, your job is to protect his life at all costs!

Sublevel 1

Whatever hopes you had of having a gentle first sublevel are ruined here. Creeping Chrysanthemums, Sheargrubs, Shearwigs, Skitter Leafs, and Cloaking Burrow-nits are littered across the scenic maze. Purple Pikmin are the best choice, but be weary of the Dwarf Orange Bulborbs that fall from the sky. Because of this, it is recommended you keep the camera zoomed out above you.

It's advised that you escort whatever loads your Pikmin are carrying back to the Research Pod. Aside from the Corpulent Nut, the only other items worth grabbing are nectar or sprays, so keep an eye out for eggs.

Generate sample map →

Technical sublevel information
Internal cave name last_2
"Main" object maximum (?) 23
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 0
Dead end unit probability (?) 1
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_units_big2_kusachi.txt
Lighting file (?) hiroba_toy_light_cha.ini
Background (?) hiroba (P2 VRBOX hiroba.png garden)
Cave units (?)
item_cap_kusachi
way3_kusachi
way4_kusachi
wayl_kusachi
way2_kusachi
way2x2_kusachi
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_big2_kusachi
Room with 5 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Creeping Chrysanthemum Creeping Chrysanthemum 2 None "Special" enemy spots
2 Cloaking Burrow-nit Cloaking Burrow-nit 2 None "Hard" enemy spots
3 Dwarf Orange Bulborb Dwarf Orange Bulborb 2 Falls from the sky "Hard" enemy spots
4 Female Sheargrub Female Sheargrub 5 None "Easy" enemy spots
5 Male Sheargrub Male Sheargrub 5 None "Easy" enemy spots
6 Shearwig Shearwig 5 None "Easy" enemy spots
8 Margaret Margaret 2 None "Hard" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
7 Skitter Leaf Skitter Leaf 4 None Plant spots
9 Clover Clover 2 None Plant spots
10 Figwort Figwort (small red) 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
11 Corpulent Nut Corpulent Nut 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
12 Egg Egg 3 None Dead ends
13 Dwarf Orange Bulborb Dwarf Orange Bulborb 2 Falls from the sky Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2

Both Bumbling Snitchbugs, and Swooping Snitchbugs live down here, along with Anode Beetles, the irritating Careening Dirigibugs, and an Antenna Beetle. There are a lot of bug enemies here. If this isn't enough all together, bomb-rocks drop just like the Dwarf Bulborbs in the last sublevel. Take extreme caution and try to get all of the bombs down with a leader before bringing your troops in. The Essence of True Love is buried; dig it up with White Pikmin.

Generate sample map →

Technical sublevel information
Internal cave name last_2
"Main" object maximum (?) 12
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 5
Dead end unit probability (?) 80
Number of rooms (?) 4
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 4_ABE_a_b_e_m_conc.txt
Lighting file (?) normal_light_lv1.ini
Background (?) None
Cave units (?)
item_cap_conc
way3_conc
way4_conc
way2x2_conc
cap_pipe
wayl_pipe
Dead end with item Three-way crossing Four-way crossing Long corridor Dead end Turning corridor
way2_pipe
room_4x4a_4_conc
room_4x4b_4_conc
room_4x4e_4_conc
room_hitode3x3m_5_conc
Corridor Room with 4 exits Room with 4 exits Room with 4 exits and C-shaped wall Room with 5 exits and 2 walls
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Bumbling Snitchbug Bumbling Snitchbug 1 None "Hard" enemy spots
2 Swooping Snitchbug Swooping Snitchbug 2 None "Hard" enemy spots
3 Careening Dirigibug Careening Dirigibug 2 None "Hard" enemy spots
4 Antenna Beetle Antenna Beetle 1 None "Hard" enemy spots
5 Anode Beetle Anode Beetle 6 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
6 Figwort Figwort (large red) 4 None Plant spots
7 Shoot Shoot (small) 4 None Plant spots
8 Shoot Shoot (large) 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
9 Essence of True Love Essence of True Love 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
11 Egg Egg 3 None Dead ends
12 Bomb-rock Bomb-rock 2 Falls from the sky Dead ends
Then it spawns 5 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
10 Gate (2500 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3

Sublevel three is a maze of all species of the Blowhog family. Barriers make this place a pain, especially when there's a Withering Blowhog right on the other side. All of the Blowhogs can attack through the barriers, so be careful with the two earthbound types and do your best to keep the Withering Blowhogs from blowing away your Pikmin's flowers. You'll probably need flowered Pikmin for the next sublevel.

Volatile Dweevils still appear in this level, so be very careful. Try scouting across all the available terrain alone before moving on. Travel with your group while carrying the Love Sphere and the corpses, just in case. One mistake could be all it takes to ruin your chances of success. If you're lucky, a Dweevil may appear next to a Blowhog and do damage for you, making your job a little easier.

Generate sample map →

Technical sublevel information
Internal cave name last_2
"Main" object maximum (?) 10
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 8
Dead end unit probability (?) 100
Number of rooms (?) 2
Corridor-to-room ratio (?) 0.1
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 4_ABE_a_b_e_m_conc.txt
Lighting file (?) normal_light_lv2.ini
Background (?) None
Cave units (?)
item_cap_conc
way3_conc
way4_conc
way2x2_conc
cap_pipe
wayl_pipe
Dead end with item Three-way crossing Four-way crossing Long corridor Dead end Turning corridor
way2_pipe
room_4x4a_4_conc
room_4x4b_4_conc
room_4x4e_4_conc
room_hitode3x3m_5_conc
Corridor Room with 4 exits Room with 4 exits Room with 4 exits and C-shaped wall Room with 5 exits and 2 walls
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Fiery Blowhog Fiery Blowhog 2 None "Hard" enemy spots
2 Watery Blowhog Watery Blowhog 2 None "Hard" enemy spots
3 Puffy Blowhog Puffy Blowhog 1 None "Hard" enemy spots
4 Volatile Dweevil Volatile Dweevil 3 Falls from the sky "Hard" enemy spots
5 Withering Blowhog Withering Blowhog 2 None Cave unit seams
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
6 Figwort Figwort (small brown) 4 None Plant spots
7 Figwort Figwort (large brown) 4 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
8 Love Sphere Love Sphere 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
10 Volatile Dweevil Volatile Dweevil 2 Falls from the sky Dead ends
Then it spawns 8 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
9 Gate (2500 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 4

See also: Burrowing Snagret strategy.
See also: Pileated Snagret strategy.

Here is where you want flower Pikmin. It's the first boss return of the cave. There are two Snagrets, one Pileated Snagret and one Burrowing Snagret, and there's a sandy sinkhole in the middle of the arena that causes a huge issue when you find yourself retreating from the feathered Snagret. Note that you do not have to kill both beasts, only the Pileated Snagret. Fight it for the Lustrous Element, but be careful not to walk into its burrowing partner. Locate both monsters if you must. You may want to use White Pikmin as a last resort.

Generate sample map →

Technical sublevel information
Internal cave name last_2
"Main" object maximum (?) 7
"Treasure" object maximum (?) 0
"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_MAT_manq_conc.txt
Lighting file (?) normal_light_lv3.ini
Background (?) None
Cave units (?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_manh7x7q_8_conc
Circular sandpit arena
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Pileated Snagret Pileated Snagret 1 None "Hard" enemy spots
- Lustrous Element Lustrous Element Carried inside entry with ID 1
2 Burrowing Snagret Burrowing Snagret 1 None "Easy" enemy spots
3 Common Glowcap Common Glowcap 3 None Cave unit seams
4 Fiddlehead Fiddlehead 2 None Cave unit seams
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 5

A treasureless rest level. There aren't any creatures here that can kill, and all four of them could even contribute to your squad. Mamutas pound your Pikmin into the ground, but give them flowers. Honeywisps and Unmarked Spectralids provide nectar or, if you're lucky, a spray. Iridescent Glint Beetles have the same results: 1st hit nectar, 2nd hit sprays.

If you have taken severe damage and feel you need to return to the surface, there's a geyser waiting for you here. There's also a Queen Candypop Bud and plenty of nectar just in case there's a couple of leaf or bud Pikmin among your flowered soldiers.

Generate sample map →

Technical sublevel information
Internal cave name last_2
"Main" object maximum (?) 14
"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 (?) 4_units_a_d_e_h_conc.txt
Lighting file (?) normal_light_lv4.ini
Background (?) None
Cave units (?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_4x4a_4_conc
room_4x4d_4_conc
room_4x4e_4_conc
room_dan4x4h_2_conc
Room with 4 exits Room with 4 exits Room with 4 exits and C-shaped wall Room with 2 exits and a raised edge
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Queen Candypop Bud Queen Candypop Bud 1 None "Hard" enemy spots
2 Mamuta Mamuta 2 None "Hard" enemy spots
4 Iridescent Glint Beetle Iridescent Glint Beetle 1 None "Easy" enemy spots
5 Iridescent Glint Beetle Iridescent Glint Beetle 1 None "Easy" enemy spots
6 Unmarked Spectralids Unmarked Spectralids (group of 9) 1 None "Easy" enemy spots
7 Unmarked Spectralids Unmarked Spectralids (group of 9) 1 None "Easy" enemy spots
Alongside it spawns 7 "main" objects. Chances:
ID Object Chance Fall method Spawn location
3 Honeywisp Honeywisp 100% None "Hard" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
8 Shoot Shoot (small) 5 None Plant spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 6

An overview of Hole of Heroes sublevel 6.
Sublevel 6.

If your Blue Pikmin are low on numbers, there are some Candypop Buds here in your favor. You are going to need them if you want a safe journey across this place. Find a safe spot for your non-aquatic troops. That may involve some fighting for the territory; if not, all the better.

The enemies here prove to be chores, aside from the Wolpoles, but the creatures can be problematic if you're retreating or in a situation where you need all the room you can get without having to call off more soldiers. If you need to, Water Dumples don't take too long to kill with a leader. After collecting the Nutrient Silo (Stringent Container in the European version), get rid of the seal over the hole and jump in for your next boss fight.

It should be noted that it is possible for the dungeon generator to, in rare cases, give this sublevel a seemingly impossible layout, in which the Nutrient Silo is placed atop a stump that is too tall for any type but Yellows to reach; of course, most of the sublevel is flooded, making it incredibly difficult for Yellows to access it. With long throws, it is possible for Yellows to reach the treasure, though they will start drowning after pulling it off the stump. The treasure will be submerged, so it won't be in the way as the Pikmin are called back. Should this happen, it's simpler to reset and try again. This sublevel's layout only appears twice in the game, and its music is unique.

Generate sample map →

Technical sublevel information
Internal cave name last_2
"Main" object maximum (?) 8
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) Yes
Cave units file (?) 1_units_ike4_tsuchi.txt
Lighting file (?) normal_light_lv4.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_ike4_5_tsuchi
Swamp with trunks
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Wollyhop Wollyhop 1 None "Hard" enemy spots
2 Yellow Wollyhop Yellow Wollyhop 1 None "Hard" enemy spots
3 Yellow Wollyhop Yellow Wollyhop 1 None "Hard" enemy spots
4 Hermit Crawmad Hermit Crawmad 2 None "Hard" enemy spots
5 Water Dumple Water Dumple 3 None "Hard" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
6 Wolpole Wolpole 6 None Plant spots
7 Shoot Shoot (small) 3 None Plant spots
8 Shoot Shoot (large) 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
9 Nutrient Silo Nutrient Silo (US)
Stringent Container Stringent Container (EU/JP)
1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
10 Lapis Lazuli Candypop Bud Lapis Lazuli Candypop Bud 2 None Dead ends
11 Egg Egg 2 Falls from the sky Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 7

See also: Ranging Bloyster strategy.

This arena is roomy, and you'll find a Ranging Bloyster just waiting to feed. Get your Pikmin safe behind the hole or in a dead end, and defeat the Cannon Beetles with their own boulders. Otherwise, the Pikmin will be crushed to death. Then you can move to the big blob. Split into two teams, surround the beast, and alternate between leaders to get a good shot at the bulb on the monster's back. Again, you may want to feed it White Pikmin as a last resort. Soon enough, you'll get the Joyless Jewel as the prize.

Generate sample map →

Technical sublevel information
Internal cave name last_2
"Main" object maximum (?) 10
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 5
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_MIYA_bunki_tile.txt
Lighting file (?) normal_light_lv4.ini
Background (?) None
Cave units (?)
item_cap_conc
item_cap_pipe
way3_pipe
way4_pipe
wayl_pipe
way2_pipe
Dead end with item Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_pipe
room_bunki7x7_8_tile
Long corridor Large square room with 5 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
2 Armored Cannon Larva Armored Cannon Beetle Larva (surface) 2 None "Hard" enemy spots
3 Decorated Cannon Beetle Decorated Cannon Beetle 2 None "Hard" enemy spots
Alongside it spawns 6 "main" objects. Chances:
ID Object Chance Fall method Spawn location
4 Boulder Boulder 100% None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
1 Ranging Bloyster Ranging Bloyster 1 None Plant spots
- Joyless Jewel Joyless Jewel Carried inside entry with ID 1
Then it spawns 5 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
5 Gate (4000 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 8

Yet another rest level. You're more than halfway through, but you get another chance to go back to the surface here, along with Crimson Candypop Buds and a Queen Candypop Bud. If you've lost Pikmin, you can use that and the Bulbmin wandering down here. Be careful, aside from the Bulbmin, Doodlebugs may appear to endanger your soldiers. Lastly, there's a good chance to get nectar and sprays here. There's no treasure here.

Generate sample map →

Technical sublevel information
Internal cave name last_2
"Main" object maximum (?) 6
"Treasure" object maximum (?) 0
"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 (?) 4_units_a_d_e_h_conc.txt
Lighting file (?) normal_light_lv4.ini
Background (?) None
Cave units (?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_4x4a_4_conc
room_4x4d_4_conc
room_4x4e_4_conc
room_dan4x4h_2_conc
Room with 4 exits Room with 4 exits Room with 4 exits and C-shaped wall Room with 2 exits and a raised edge
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Queen Candypop Bud Queen Candypop Bud 1 None "Hard" enemy spots
2 Crimson Candypop Bud Crimson Candypop Bud 2 None "Hard" enemy spots
3 Bulbmin Bulbmin 1 None "Hard" enemy spots
4 Doodlebug Doodlebug 1 None "Hard" enemy spots
5 Doodlebug Doodlebug 1 None "Hard" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
6 Shoot Shoot (small) 5 None Plant spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 9

A Red, Hairy, and Orange Bulborb, a Spotty Bulbear with its young, and a Fiery Bulblax – in fact, every land breed of the Grub-dog family appears throughout the next 3 floors, besides the Bulbmin which were encountered the floor above. Some Breadbug mimics have also secured a very well defended habitat. The Fiery Bulblax has the Dimensional Slicer (Patience Tester in the European version), but since the rest of the bulborbs are in close proximity, it is highly likely that you will have to kill every enemy here.

A suggestion would be to knock down the gate leading to the main arena, run out with no Pikmin and hide behind a wall to attract the Spotty Bulbear's attention. While that is happening, you can switch leaders and kill the rest of the bulborbs, then leave. If the Bulbear is in an awkward position, use a spray (highly recommended, since juvenile Bulbears will be following) then leave. Though it is unlikely, it is possible for the ship to land in the main room when you enter the sublevel. This will undoubtedly lead to you having a tense start, especially if the Spotty Bulbear is near when you land. Should this happen, your best bet is to immediately spray it with an ultra-bitter spray (which you should have at least a few of from the previous sublevel) and attack it, or at least buy yourself time to think. Alternatively, reset the console in hopes you get a better layout.

If you are lucky, you can kill the Spotty Bulbear through the wall before the gate by punching, but you need to collect the corpse immediately. You can also punch the enemies on top of the sink part for a safe but long strategy. Remember to use Red Pikmin for the Fiery Bulblax. It should be noted that the wandering Spotty Bulbear can wake up the other sleeping beasts. However, as long as you and your troops are not nearby, they will simply go right back to sleep.

Another method is to break the gate, then go in with either leader, lure the Bulborbs into the hole, get out, and repeatedly punch them while they are stuck inside the hole. Remember to also kill all the Dwarfs (as carrying will be a nuisance with them) and the Fiery Bulbax. The Rocket Fist is recommended, and the Scorch Guard is necessary to punch the Fiery Bulblax.

Generate sample map →

Technical sublevel information
Internal cave name last_2
"Main" object maximum (?) 20
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 3
Dead end unit probability (?) 0
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 2_units_ud_dry_tile.txt
Lighting file (?) normal_light_lv4.ini
Background (?) None
Cave units (?)
item_cap_conc
way3_conc
way4_conc
way2x2_conc
cap_pipe
item_cap_pipe
Dead end with item Three-way crossing Four-way crossing Long corridor Dead end Dead end
wayl_pipe
way2_pipe
room_ud4x4_2_tile
room_drypool5x5_5_tile
Turning corridor Corridor Room with 2 exits and 2 ramps Room with a waterless pool
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Fiery Bulblax Fiery Bulblax 1 None "Hard" enemy spots
- Dimensional Slicer Dimensional Slicer (US)
Patience Tester Patience Tester (EU)
Flying Saucer Flying Saucer (JP)
Carried inside entry with ID 1
2 Spotty Bulbear Spotty Bulbear 1 None "Hard" enemy spots
3 Bulborb Red Bulborb 1 None "Hard" enemy spots
4 Hairy Bulborb Hairy Bulborb 1 None "Hard" enemy spots
5 Orange Bulborb Orange Bulborb 1 None "Hard" enemy spots
7 Dwarf Bulborb Dwarf Red Bulborb 3 None "Easy" enemy spots
8 Snow Bulborb Snow Bulborb 3 None "Easy" enemy spots
9 Dwarf Orange Bulborb Dwarf Orange Bulborb 3 None "Easy" enemy spots
Alongside it spawns 6 "main" objects. Chances:
ID Object Chance Fall method Spawn location
6 Dwarf Bulbear Dwarf Bulbear 100% None "Hard" enemy spots
Then it spawns 3 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
10 Gate (2500 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 10

See also: Emperor Bulblax strategy.

Relive another boss battle as the montage of the bulborb family continues, this time with the previous game's final boss: not one, but two Emperor Bulblaxes. These two aren't nearly as big, but they're still deadly. If you're going to scout for nectar and sprays before to attack them, it's okay, but be warned that Mitites may show up.

Just like with the two Snagrets, only one of these bulblaxes holds a treasure: the Treasured Gyro Block. Purple Pikmin should be used to make the battle easier. If you have the treasure gauge, find the right Bulblax when it's blinking. Again, if you are low on purples, you can sacrifice some whites.

Generate sample map →

Technical sublevel information
Internal cave name last_2
"Main" object maximum (?) 7
"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 (?) 2_ABE_blk_cent2_tsuchi.txt
Lighting file (?) normal_light_lv4.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
room_block1_3_tsuchi
Long corridor Circular room with 4 exits Room with hole in wall
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Emperor Bulblax Emperor Bulblax 1 None "Hard" enemy spots
- Treasured Gyro Block Treasured Gyro Block Carried inside entry with ID 1
2 Emperor Bulblax Emperor Bulblax 1 None "Hard" enemy spots
3 Mitite Mitite (group of 10) 1 None "Easy" enemy spots
4 Mitite Mitite (group of 10) 1 None "Easy" enemy spots
5 Poison emitter Poison emitter 3 None Cave unit seams
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
6 Common Glowcap Common Glowcap 7 None Plant spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 11

See also: Empress Bulblax strategy.

The bulborb montage reaches a climax as an Empress Bulblax is the last in the family to defeat. You start at its rear, where the babies come out. The Bulborb larva will be instant trouble. Keep your Pikmin away from them. They can eat your Pikmin lightning fast. Get rid of them all before meeting the Empress and going after the treasure it somehow swallowed.

You are able to petrify it, but you must spray it from the sides; attempting to spray its behind or face will not work. Attack with Purples if you can. If not, Red Pikmin may do just as well, but any Pikmin can do the job. Be careful when dealing with the beast and make sure you know what you're going to do about the offspring when they arrive, if they have time to.

Take cover when it starts to roll from side to side. The ceiling conveniently comes down very close to where you stand. A safe place is behind the hole, so find time to break down the gate. If you push all of your Pikmin against a wall, the boulders won't usually hit you. At the end of the fight, feel free to search for any nectars that were dropped by the larva. If you're having trouble trying to get to the Empress Bulblax's head, have one leader move a little when there's no Larvae and the other punch each baby. This is also a good place to add the Common Glowcap to your Piklopedia if you haven't already.

Generate sample map →

Technical sublevel information
Internal cave name last_2
"Main" object maximum (?) 1
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 1
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_queen_c_tsuchi.txt
Lighting file (?) qchap_light.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_queen_c_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
- Favorite Gyro Block Favorite Gyro Block Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Common Glowcap Common Glowcap 6 None Plant spots
Then it spawns 1 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
3 Gate (2500 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 12

You had the last geyser exit four sublevels ago, and here's your last exit before moving onward to the last three sublevels of the cave. You should use Bulbmin, if you have any on the Queen Candypop Bud.

Be careful with the Doodlebug somewhere here, but feel free to attack the other two Iridescent Beetles. The Glint one has a treasure, so keep searching until you catch it. Then you can progress to the last three sublevels of the cave, treating you to a montage of the Arachnorb family.

Generate sample map →

Technical sublevel information
Internal cave name last_2
"Main" object maximum (?) 4
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 0
Dead end unit probability (?) 80
Number of rooms (?) 3
Corridor-to-room ratio (?) 0
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 2_ABE_nor1_cen2_metal.txt
Lighting file (?) metal_light_lv4.ini
Background (?) test (P2 VRBOX test.png cavern)
Cave units (?)
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
way2x2_metal
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_north_1_metal
room_cent2_4_metal
Circular room with 1 exit Circular room with 4 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Iridescent Glint Beetle Iridescent Glint Beetle 1 None "Hard" enemy spots
- Lost Gyro Block Lost Gyro Block Carried inside entry with ID 1
2 Queen Candypop Bud Queen Candypop Bud 1 None "Hard" enemy spots
3 Iridescent Flint Beetle Iridescent Flint Beetle 1 None "Hard" enemy spots
4 Doodlebug Doodlebug 1 None "Hard" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
5 Glowstem Glowstem (red) 3 None Plant spots
6 Glowstem Glowstem (green) 3 None Plant spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
7 Egg Egg 2 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 13

  • Theme: Metal
  • Music: Boss (only when combating)
  • Treasures:
  • Enemies:
  • Obstacles:
    • None
  • Vegetation:
    • None
  • Others:
    • None
See also: Man-at-Legs strategy.

The Hole of Heroes holds a few final surprises for you, as the creatures you're going to face from now on go from metallic to organic, and the Man-at-Legs here is the first of them.

The spider awaits in the middle of a moat of water, so take all the Blue Pikmin with you, assuming they survived sublevel six. Best of luck in this fight, and take shelter behind the metal walls and bumps littered around here. It is recommended to use both sprays to defeat this boss. Collect the Memorable Gyro Block and move on.

Generate sample map →

Technical sublevel information
Internal cave name last_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 (?) No
Clogged hole (?) No
Cave units file (?) 1_units_houdai2_metal.txt
Lighting file (?) metal_light_lv4.ini
Background (?) test (P2 VRBOX test.png cavern)
Cave units (?)
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
way2x2_metal
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_houdai2_1_metal
Man-at-Legs arena
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Man-at-Legs Man-at-Legs 1 None "Hard" enemy spots
- Memorable Gyro Block Memorable Gyro Block Carried inside entry with ID 1
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 14

An overview of Hole of Heroes sublevel 14.
Sublevel 14.
See also: Beady Long Legs strategy.

Sublevel 14 is the second-to-last level in this extensive cave, and the creatures here are obviously trying to hint at something. But regardless, deal with all of the Dweevils here before tackling the Beady Long Legs, who's the original inspiration for the boss you just battled, and the one you're about to.

It doesn't matter which type of Pikmin you use against it, but be wary of the water that lies around here. Yellow Pikmin are recommended for best results because they can be thrown high. Throwing Purple Pikmin at its feet is also effective. When and if you finally win, gather the last member of the Gyro Block family before moving onto the final battle the Hole of Heroes has to offer.

The Gyro Block may fall into the water once you and your troops have defeated the Beady Long Legs. Should this happen, you will have to retrieve it with Blue Pikmin. If you do not have enough Blue Pikmin or Bulbmin to carry it, you can potentially lure any remaining dweevil (which will try to take it for itself like always) and try to get it onto the sand, where you and your non-Blue Pikmin can ambush it and take the treasure back.

Generate sample map →

Technical sublevel information
Internal cave name last_2
"Main" object maximum (?) 11
"Treasure" object maximum (?) 0
"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_king_tsuchi.txt
Lighting file (?) normal_light_lv4.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_kingchp_tsuchi
Swamp room
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Beady Long Legs Beady Long Legs 1 None "Hard" enemy spots
- Fond Gyro Block Fond Gyro Block Carried inside entry with ID 1
2 Munge Dweevil Munge Dweevil 1 None "Hard" enemy spots
3 Fiery Dweevil Fiery Dweevil 1 None "Hard" enemy spots
4 Fiery Dweevil Fiery Dweevil 1 None "Easy" enemy spots
5 Anode Dweevil Anode Dweevil 1 None "Easy" enemy spots
6 Munge Dweevil Munge Dweevil 1 None "Easy" enemy spots
7 Hydro Dweevil Hydro Dweevil 1 None "Easy" enemy spots
8 Fiery Dweevil Fiery Dweevil 1 None "Easy" enemy spots
9 Anode Dweevil Anode Dweevil 1 None "Easy" enemy spots
10 Munge Dweevil Munge Dweevil 1 None "Easy" enemy spots
11 Hydro Dweevil Hydro Dweevil 1 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
12 Shoot Shoot (small) 4 None Plant spots
13 Shoot Shoot (large) 4 None Plant spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 15

See also: Raging Long Legs strategy.

The final sublevel should be explored with caution. It is advised to take care of all the Jellyfloats before confronting the boss: a Raging Long Legs. Just stay away from the center, and give the jellyfloats time to float over to you.

A good strategy for the boss is to use a smaller group of Pikmin, so you can avoid the Long Legs's stomping legs. It may be intimidating, but it's also a big target. Always attack the head when it roars the second time, because you have more time to attack it. The Raging Long Legs has a lot of health, and even with 20 Purple Pikmin it will survive at least one round of attacking.

However, if you attack it with about 40 Purples affected by an ultra-spicy spray, then it can die in one cycle. The most important thing is to avoid its giant feet, which can easily smash half your Pikmin squad. For this reason, it is advisable to use a smaller group of Pikmin. Your prize is the Remembered Old Buddy, which is the head of a R.O.B.

Generate sample map →

Technical sublevel information
Internal cave name last_2
"Main" object maximum (?) 1
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 2
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_Oashi_d_conc.txt
Lighting file (?) normal_light_lv4.ini
Background (?) None
Cave units (?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_4x4d_4_tile
room_Oashi8x9_conc
Room with 4 exits Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Raging Long Legs Raging Long Legs 1 None "Special" enemy spots
- Remembered Old Buddy Remembered Old Buddy Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Lesser Spotted Jellyfloat Lesser Spotted Jellyfloat 2 None Plant spots
3 Greater Spotted Jellyfloat Greater Spotted Jellyfloat 2 None Plant spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
5 Egg Egg 1 None Dead ends
Then it spawns "dead end" objects in as many dead ends as it can. Chances:
ID Object Chance Fall method Spawn location
5 Egg Egg 100% None Dead ends
Then it spawns 2 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
4 Gate (2500 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Gallery

Trivia

Names in other languages

Language Name Meaning Notes
Flag of Japan Japanese 百戦錬磨の穴?
Hyakusenrenma no Ana
Hole of Veterans
Flag of the Republic of China (Taiwan) Chinese
(traditional)
身經百戰洞穴
Flag of France French Grotte des Héros Cave of Heroes
Flag of Germany German Heldenheim Home of Heroes
Flag of Italy Italian Fossa di Eroi Grave of Heroes "Fossa" normally means "ditch", but is often used as a crude synonym to "grave"
Flag of Mexico Spanish (NoA) Sima de los Héroes Chasm of the Heroes

See also