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TheCave of Snarls is the nineteenth level inPikmin 2'sChallenge Mode. This level features both species of airborneBlowhogs. Since theMale Sheargrubs are the only harmful enemies, a pink flower is almost certain.
Sublevel 1[edit]
- Theme: Soil
- Music:Soil 2
- Time: 150 (300 seconds)
- Starting Pikmin:
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
TheWithering Blowhog hasThe Key. MostSheargrubs are female, so only the males that are on the path to thepod need to be killed.
Generate sample map →
| Technical sublevel information |
|---|
| Internal cave name | ch_NARI_08tobasare |
|---|
| "Main" object maximum(?) | 12 |
|---|
| "Treasure" object maximum(?) | 3 |
|---|
| "Gate" object maximum(?) | 0 |
|---|
| Dead endunit probability(?) | 100 |
|---|
| Number of rooms(?) | 2 |
|---|
| Corridor-to-room ratio(?) | 0 |
|---|
| Escapegeyser(?) | No |
|---|
| Clogged hole(?) | No |
|---|
| Cave units file(?) | 2_units_ike2_ike3_snow.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 |
| | |
| Room with ramp to thin ledge | Swampy room |
- For details on how objects are spawned, and how some may fail to spawn, seehere.
Sublevel 2[edit]
- Theme: Metal
- Music:Metal 2
- Time: +100 (+200 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
The Withering Blowhog has The Key again. There are some mechanic parts sitting around, such as theNetwork Mainbrain. The Key can either be taken directly at a risk or after defeating the Blowhogs. They should spawn close together, sobitter sprays should be quite effective.
Generate sample map →
| Technical sublevel information |
|---|
| Internal cave name | ch_NARI_08tobasare |
|---|
| "Main" object maximum(?) | 12 |
|---|
| "Treasure" object maximum(?) | 3 |
|---|
| "Gate" object maximum(?) | 0 |
|---|
| Dead endunit probability(?) | 100 |
|---|
| Number of rooms(?) | 2 |
|---|
| Corridor-to-room ratio(?) | 0 |
|---|
| Escapegeyser(?) | Yes |
|---|
| Clogged hole(?) | No |
|---|
| Cave units file(?) | 2_units_ari1_nor2_metal.txt |
|---|
| Lighting file(?) | metal_light_cha.ini |
|---|
| Background(?) | ice ( icy cavern) |
|---|
| Cave units(?) |
|---|
| | | | | |
| Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
| | |
| Circular room with 3 exits | T-shaped room |
- ^abThe sublevel's data makes it so 99 Glowstems should spawn in total, but no sublevel layout can ever accommodate that many. All layouts end up generating exactly 28.
- For details on how objects are spawned, and how some may fail to spawn, seehere.
Names in other languages[edit]
| Language | Name | Meaning |
|---|
Japanese | 鼻息の洞窟? | Nose cavern? |
French (NoA) | Grotte rugissante | Roaring cave |
French (NoE) | Grotte Rugissante | Roaring Cave |
German | Wirres Durcheinander | Confused Chaos |
Italian | Covo d'ira | Den of rage |
Korean | 콧김 동굴 Kosgim Dong-gul | Snort Cave |
Spanish (NoA) | Cueva de los Gruñidos | Cave of Snarls |