Pikmin 2

Dream Den

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Dream Den
Sublevel 11 of the Dream Den.
LocationWistful Wild
Sublevels14
Treasures21
HazardsFireWaterElectricityPoisonExplosion

The following article or section containsguides.
The strategies shown are just suggestions.

TheDream Den (夢の穴?, lit.: "Hole of Dreams") is acave inPikmin 2, found in theWistful Wild. Because of its location, difficulty, and the fact that it contains what may be regarded as the game's finalboss, theTitan Dweevil, it is often the last cave completed. The cave is the game's second longest, with 14 sublevels, and contains a variety of enemies in large quantities. The cave design is also relatively varied, with many previously encountered themes showing up here. In order, a garden sublevel is found at the top, followed by a toybox sublevel, with metal, concrete, soil, and finally tile sublevels appearing in groups of 3. There is a total ofPoko × 5965 to be gained from the cave's treasures in the USversion,Poko × 5945 in the European version, andPoko × 5825 in the Japanese version. There are no ways to obtain new orconvert any existing Pikmin while inside the cave, so extra care should be taken.

Warning: the following text contains majorspoilers about the end of the plot inPikmin 2.

The final floor of the Dream Den is the location ofLouie. He is found atop the game's final boss, theTitan Dweevil, and is afterwards collected as a treasure and added to theTreasure Hoard. He does not replace thePresident after having been rescued, however.

Contents

How to reach[edit]

WW texture.png
cave
Location of the cave.

There are two methods to reach this cave:

  1. One can bring Pikmin through theHole of Heroes area, requiringBlue Pikmin to destroy aclog andYellow Pikmin to destroy an electric gate, though the player will then be forced to fight theCreeping Chrysanthemums andWithering Blowhogs directly below.
  2. They may alternatively go left and build abridge by bringingBlue Pikmin across a lake.

Either way, the player must then destroy one of twoblack poison gates.

All Pikmin types should be brought along. If the player intends to fight theTitan Dweevil on the first run, bringing moreYellow Pikmin is recommended. Like theHole of Heroes, water is present in this cave, so sufficientBlue Pikmin are required as well.

Notes

Ship's dialogs

Perhaps you will find Louie in here! ...And yet, my CPU is on edge. Ludicrous dangers await!

Beasts lurk at the bottom of the deepest, darkest, most foul, sinister, horribly vile pit.

Do you still wish to enter? Of course you do. Courage is our true treasure!

Sublevel 1[edit]

The first level of the Dream Den harborsDwarf Orange Bulborbs, twoHermit Crawmads and twoLesser Spotted Jellyfloats. There are also poisonous gas pipes.

The enemies near the starting area, especially Dwarf Orange Bulborbs that are blocking paths, should be removed. Defeat the Lesser Spotted Jellyfloats (which may be near the starting area as well) the usual way. They will digest one Pikmin every thirty seconds. Once the area is clear of any obstructive enemies and gas pipes, theDisguised Delicacy can be taken back. Use Pikmin to destroy theclog on the hole, allowing you to continue down to the next sublevel.

Generate sample map →

Technical sublevel information
Internal cave namelast_3
"Main" object maximum(?)30
"Treasure" object maximum(?)1
"Gate" object maximum(?)0
Dead endunit probability(?)100
Number of rooms(?)2
Corridor-to-room ratio(?)0
Escapegeyser(?)No
Clogged hole(?)Yes
Cave units file(?)1_ABE_vshit67_toy.txt
Lighting file(?)hiroba_toy_light_cha.ini
Background(?)hiroba (P2 VRBOX hiroba.png garden)
Cave units(?)
item_cap_toy
way3_toy
way4_toy
wayl_toy
way2_toy
way2x2_toy
Dead end with itemThree-way crossingFour-way crossingTurning corridorCorridorLong corridor
room_vs_hitode6x7_4_toy
Room with 4 exits
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Lesser Spotted Jellyfloat Lesser Spotted Jellyfloat2None"Hard" enemy spots
2Hermit Crawmad Hermit Crawmad2None"Hard" enemy spots
3Poison emitter Poison emitter3NoneCave unit seams
Alongside it spawns 23 "main" objects. Chances:
IDObjectChanceFall methodSpawn location
4Dwarf Orange Bulborb Dwarf Orange Bulborb100%None"Easy" enemy spots
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
5Figwort Figwort (small brown)5NonePlant spots
6Figwort Figwort (large red)5NonePlant spots
Then it spawns these "treasure" objects:
IDObjectAmountFall methodSpawn location
7Disguised Delicacy Disguised Delicacy1NoneTreasure spots
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 2[edit]

An overview of Dream Den sublevel 2.
Sublevel 2.

There is aGatling Groink on a raised platform that will start to attack the player as soon as the sublevel begins. Hide the Pikmin behind the wall of blocks, send one of the leaders out to distract the Groink, and attack with your Pikmin. Alternately, beat up theSnow Bulborbs andHairy Bulborb with the fists of a leader or let the Gatling Groink kill them with its projectiles.

To defeat the Groink, position a leader against the base of the platform it is standing on. With the other leader, take a group ofYellow Pikmin, and while the Gatling Groink is distracted, walk up the slope and attack it from behind. TheManual Honer, which was held by the Gatling Groink, and theImplement of Toil, which is usually located somewhere close to the wall of blocks, are found on this level.

Generate sample map →

Technical sublevel information
Internal cave namelast_3
"Main" object maximum(?)10
"Treasure" object maximum(?)1
"Gate" object maximum(?)0
Dead endunit probability(?)0
Number of rooms(?)1
Corridor-to-room ratio(?)0
Escapegeyser(?)No
Clogged hole(?)No
Cave units file(?)1_units_tower_toy.txt
Lighting file(?)toy_light_cha.ini
Background(?)flooring (P2 VRBOX flooring.png wooden floor)
Cave units(?)
cap_toy
way3_toy
way4_toy
wayl_toy
way2_toy
way2x2_toy
Dead endThree-way crossingFour-way crossingTurning corridorCorridorLong corridor
room_mid_tower_8_toy
Room with tower
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Gatling Groink Gatling Groink (pedestal)1None"Special" enemy spots
-Manual Honer Manual HonerCarried inside entry with ID 1
2Hairy Bulborb Hairy Bulborb1None"Hard" enemy spots
Alongside it spawns 8 "main" objects. Chances:
IDObjectChanceFall methodSpawn location
3Snow Bulborb Snow Bulborb100%None"Easy" enemy spots
Then it spawns these "treasure" objects:
IDObjectAmountFall methodSpawn location
4Implement of Toil Implement of Toil1NoneTreasure spots
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 3[edit]

This sublevel is filled with falling bomb-rocks, electrical wires, poison emitters, andDwarf Bulbears. There are also someCareening Dirigibugs thatthrow bomb-rocks. Somewhere in the level, aSpotty Bulbear will fall from the sky. This creature contains a treasure.

Pikmin or the leaders can be used to kill it; the player can also trick the Bulbear into falling off into theabyss (as the Bulbear will always take the most direct path towards the leaders), by making the Bulbear walk towards the leaders with a gap in between; subsequently, it will fall into the pit. Its treasure, theGlee Spinner, will drop right where the Spotty Bulbear was before it fell into the abyss.

Note that the bomb-rocks and Spotty Bulbear will only fall when Pikmin are near. In order to know beforehand where the Spotty Bulbear is, it is possible to follow the Dwarf Bulbears, since they will go to and idle next to the adult's spawning location.

Generate sample map →

Technical sublevel information
Internal cave namelast_3
"Main" object maximum(?)30
"Treasure" object maximum(?)0
"Gate" object maximum(?)0
Dead endunit probability(?)30
Number of rooms(?)4
Corridor-to-room ratio(?)0.2
Escapegeyser(?)No
Clogged hole(?)No
Cave units file(?)3_ABE_mid2_hit3_hit5_metal.txt
Lighting file(?)metal_light_lv2.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 itemThree-way crossingFour-way crossingTurning corridorCorridorLong corridor
room_mid2_3_metal
room_hitode3x3_5_metal
room_hitode4x4_3_metal
T-shaped roomRoom with blue ledgeCircular room with blue ledge
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Spotty Bulbear Spotty Bulbear1Falls when Pikmin are nearby"Hard" enemy spots
-Glee Spinner Glee SpinnerCarried inside entry with ID 1
2Dwarf Bulbear Dwarf Bulbear9None"Easy" enemy spots
3Electrical wire Electrical wire4NoneCave unit seams
4Poison emitter Poison emitter3None"Hard" enemy spots
5Careening Dirigibug Careening Dirigibug2None"Hard" enemy spots
Alongside it spawns 11 "main" objects. Chances:
IDObjectChanceFall methodSpawn location
6Bomb-rock Bomb-rock100%Falls when Pikmin are nearby"Easy" enemy spots
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
7Glowstem Glowstem (red)6NonePlant spots
8Glowstem Glowstem (green)6NonePlant spots
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 4[edit]

This sublevel is filled withArmored Cannon Beetle Larvae andAnode Beetles. While the positions of the Armored Cannon Beetle Larvae are constant, the positions of Anode Beetles and poison emitters are variable. There are a few strategies you can use to safely get through this level. One is to simplydismiss the Pikmin and take a small group ofPurple andWhite Pikmin with one of the leaders. The purples are then used to kill the enemies and the White Pikmin to disable poison emitters on the way.

Another method is to dismiss all your Pikmin and just take one or both of your leaders out and try to trick the Armored Cannon Beetles into shooting the others of their own species and poison emitters. Once done with killing the Armored Cannon Beetle Larvae, the player can send in yellows and whites to kill Anode Beetles and disable poison emitters, respectively.

After the coast is clear, retrieve theMirrored Element (you may want to follow your Pikmin back, just in case). Another, much faster and easier way, albeit more dangerous, is to bring fifteen White Pikmin and run through the level, ignoring everything, and get them to carry the treasure. The White Pikmin should be able to carry it back without any dying, as they carry treasures very fast.

It should be noted that when an Anode Beetle is near the edge, Pikmin may bounce off the edge when thrown onto it.

Generate sample map →

Technical sublevel information
Internal cave namelast_3
"Main" object maximum(?)21
"Treasure" object maximum(?)1
"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_ABE_nobo2_nor22_metal.txt
Lighting file(?)metal_light_lv3.ini
Background(?)build (P2 VRBOX build.png steel)
Cave units(?)
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
way2x2_metal
Dead end with itemThree-way crossingFour-way crossingTurning corridorCorridorLong corridor
room_north2x2_1_metal
room_nobo2_4_metal
T-shaped roomZigzagging room
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Armored Cannon Larva Armored Cannon Beetle Larva (surface)10None"Hard" enemy spots
2Poison emitter Poison emitter1None"Easy" enemy spots
3Poison emitter Poison emitter1None"Easy" enemy spots
4Poison emitter Poison emitter1None"Easy" enemy spots
5Anode Beetle Anode Beetle8None"Easy" enemy spots
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
6Glowstem Glowstem (red)5NonePlant spots
7Glowstem Glowstem (green)5NonePlant spots
Then it spawns these "treasure" objects:
IDObjectAmountFall methodSpawn location
8Mirrored Element Mirrored Element1NoneTreasure spots
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 5[edit]

An overview of Dream Den sublevel 5.
Sublevel 5.

This sublevel is littered with fire hazards and also contains a Fiery Bulblax. There are also two Red Bulborbs, Fiery Blowhogs, and a Withering one as well. Red Pikmin can easily disable fire traps and defeat any Red Bulborbs, Fiery Blowhogs, or Withering Blowhogs.

When throwing Pikmin on a Fiery Blowhog, make sure it doesn't face the edge, or it could throw Pikmin into theabyss. The Fiery Bulblax can be killed with the same technique used on the Spotty Bulbear on sublevel 3. It will drop theInsect Condo.

Generate sample map →

Technical sublevel information
Internal cave namelast_3
"Main" object maximum(?)30
"Treasure" object maximum(?)0
"Gate" object maximum(?)0
Dead endunit probability(?)0
Number of rooms(?)3
Corridor-to-room ratio(?)0.2
Escapegeyser(?)No
Clogged hole(?)No
Cave units file(?)3_units_mid2_hit6_hit7_metal.txt
Lighting file(?)metal_light_lv4.ini
Background(?)build (P2 VRBOX build.png steel)
Cave units(?)
cap_metal
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
Dead endDead end with itemThree-way crossingFour-way crossingTurning corridorCorridor
way2x2_metal
room_hitode4x4_6_metal
room_hitode4x4_7_metal
room_mid2_3_metal
Long corridorRoom with hatchRoom with blue circleT-shaped room
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Fiery Bulblax Fiery Bulblax1None"Hard" enemy spots
-Insect Condo Insect CondoCarried inside entry with ID 1
2Withering Blowhog Withering Blowhog1None"Hard" enemy spots
3Bulborb Red Bulborb2None"Hard" enemy spots
4Fiery Blowhog Fiery Blowhog4None"Hard" enemy spots
Alongside it spawns 22 "main" objects. Chances:
IDObjectChanceFall methodSpawn location
5Fire geyser Fire geyser50%None"Easy" enemy spots
6Fire geyser Fire geyser50%NoneCave unit seams
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
7Glowstem Glowstem (red)5NonePlant spots
8Glowstem Glowstem (green)5NonePlant spots
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 6[edit]

You start near an alcove. There are three, or two Armored Cannon Beetle Larvae, oneGreater Spotted Jellyfloat, and oneLesser Spotted Jellyfloat. Armored Cannon Beetles can be used to kill each other with rocks. The sinkhole will affect the path of the rocks.

Pikmin can be used to kill the Jellyfloats, but the larvae can also shoot them with the rocks. It works best with the Greater Spotted Jellyfloat, due to the fact that when it lands after sucking up a leader, it is an easy target for the Larvae. Remember to escape from the creature, or you will take damage.

After they are killed, grab theFuture Orb the Greater Spotted Jellyfloat left behind, break down gates with Pikmin to get nectar eggs, and continue down the hole which may be inside a gate.

Generate sample map →

Technical sublevel information
Internal cave namelast_3
"Main" object maximum(?)5
"Treasure" object maximum(?)0
"Gate" object maximum(?)8
Dead endunit probability(?)100
Number of rooms(?)1
Corridor-to-room ratio(?)0.2
Escapegeyser(?)No
Clogged hole(?)No
Cave units file(?)1_MAT_manq_2_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 itemThree-way crossingFour-way crossingTurning corridorCorridorLong corridor
room_manh7x7q_8_conc
Circular room with sandpit
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Greater Spotted Jellyfloat Greater Spotted Jellyfloat1None"Hard" enemy spots
-Future Orb Future OrbCarried inside entry with ID 1
2Lesser Spotted Jellyfloat Lesser Spotted Jellyfloat1None"Easy" enemy spots
3Armored Cannon Larva Armored Cannon Beetle Larva (surface)3None"Easy" enemy spots
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
4Shoot Shoot (small)6NonePlant spots
Then it spawns these "dead end" objects:
IDObjectAmountFall methodSpawn location
6Egg Egg4Falls from the skyDead ends
Then it spawns 8 "gate" objects. Chances:
IDObjectChanceFall methodSpawn location
5Gate(1,800HP)100%NoneGate spots
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 7[edit]

This is a very small level, but it contains several Bumbling Snitchbugs and Careening Dirigibugs, some of which may begin in your starting area. There are also two Puffy Blowhogs, one of which contains theEssence of Desire. When the treasure is collected and the coast is clear, theclog on the hole must be removed to continue downward.

Generate sample map →

Technical sublevel information
Internal cave namelast_3
"Main" object maximum(?)9
"Treasure" object maximum(?)0
"Gate" object maximum(?)0
Dead endunit probability(?)0
Number of rooms(?)2
Corridor-to-room ratio(?)0
Escapegeyser(?)No
Clogged hole(?)Yes
Cave units file(?)1_MAT_danh_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 itemThree-way crossingFour-way crossingTurning corridorCorridorLong corridor
room_dan4x4h_2_conc
Room with 2 exits and a raised edge
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Puffy Blowhog Puffy Blowhog1None"Hard" enemy spots
-Essence of Desire Essence of DesireCarried inside entry with ID 1
2Puffy Blowhog Puffy Blowhog1None"Hard" enemy spots
3Bumbling Snitchbug Bumbling Snitchbug1None"Hard" enemy spots
4Bumbling Snitchbug Bumbling Snitchbug1None"Hard" enemy spots
5Careening Dirigibug Careening Dirigibug1None"Hard" enemy spots
6Careening Dirigibug Careening Dirigibug1None"Hard" enemy spots
7Bumbling Snitchbug Bumbling Snitchbug1None"Easy" enemy spots
8Careening Dirigibug Careening Dirigibug1None"Easy" enemy spots
9Careening Dirigibug Careening Dirigibug1None"Easy" enemy spots
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
10Figwort Figwort (small brown)5NonePlant spots
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 8[edit]

This sublevel is filled with Dweevils of all types, as well as fire, electrical and poison hazards. There is also anAntenna Beetle which can easily be stunned by a Purple Pikmin and killed byswarming.

There are two ways to kill the Dweevils and to reach the treasure. One is to dismiss the Pikmin and go out with one leader to kill them (this doesn't require much time with theRocket Fist upgrade). The other is to go out with the entire army, using Purple Pikmin to kill the Dweevils (calling them back if they get into danger), and usingRed,Yellow, andWhite Pikmin to disable hazards. If you can quickly call them back, your only real hazard is keeping them away from electrical wires and the shocks of the Anode Dweevil.

TheExtreme Perspirator and thePossessed Squash, which are anywhere above ground but usually in dead-ends, are found here.

Generate sample map →

Technical sublevel information
Internal cave namelast_3
"Main" object maximum(?)36
"Treasure" object maximum(?)2
"Gate" object maximum(?)0
Dead endunit probability(?)0
Number of rooms(?)1
Corridor-to-room ratio(?)0
Escapegeyser(?)No
Clogged hole(?)No
Cave units file(?)1_units_spiral_conc.txt
Lighting file(?)normal_light_lv4.ini
Background(?)vrbox (none)
Cave units(?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with itemThree-way crossingFour-way crossingTurning corridorCorridorLong corridor
room_spiral_1_conc
Spiraling room
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Antenna Beetle Antenna Beetle1None"Special" enemy spots
2Fiery Dweevil Fiery Dweevil4None"Easy" enemy spots
3Hydro Dweevil Hydro Dweevil4None"Easy" enemy spots
4Anode Dweevil Anode Dweevil3None"Easy" enemy spots
5Munge Dweevil Munge Dweevil3None"Easy" enemy spots
6Fire geyser Fire geyser6None"Hard" enemy spots
7Electrical wire Electrical wire5None"Hard" enemy spots
8Poison emitter Poison emitter5None"Hard" enemy spots
9Poison emitter Poison emitter5NoneCave unit seams
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
10Fiddlehead Fiddlehead2[Sublevel 8 note 1]NonePlant spots
Then it spawns these "treasure" objects:
IDObjectAmountFall methodSpawn location
11Possessed Squash Possessed Squash1NoneTreasure spots
12Extreme Perspirator Extreme Perspirator1NoneTreasure spots
  1. ^The sublevel's data makes it so 2 Fiddleheads should spawn in total, but the room used in this sublevel does not have any "decorative" object spots, so no Fiddleheads appear.
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 9[edit]

Sublevel 9 is the only rest level in the Dream Den. Several underground beetles reside here: oneIridescent Flint Beetle, oneIridescent Glint Beetle, and twoDoodlebugs. UsePurple Pikmin to flip them easily with the help of their area-effective throw, orWhite Pikmin on the Doodlebugs for the safest approach. The bugs will drop lots ofnectar and sprays. There are no treasures here so just continue down when you're ready, or use the geyser if you're in need of it.

Generate sample map →

Technical sublevel information
Internal cave namelast_3
"Main" object maximum(?)2
"Treasure" object maximum(?)0
"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(?)1_units_cent3_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 itemThree-way crossingFour-way crossingTurning corridorCorridorLong corridor
room_cent3_4_tsuchi
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Doodlebug Doodlebug2None"Hard" enemy spots
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
2Figwort Figwort (small red)2NonePlant spots
3Figwort Figwort (large red)2NonePlant spots
Then it spawns these "dead end" objects:
IDObjectAmountFall methodSpawn location
4Iridescent Flint Beetle Iridescent Flint Beetle1NoneDead ends
5Iridescent Glint Beetle Iridescent Glint Beetle1NoneDead ends
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 10[edit]

Ultra-bitter sprays are recommended here. Simply resetting the game and waiting for a better layout is a good tactic for this level if the enemy spawns are impractical, for instance, if an enemy spawns near the starting area.

With one leader and no Pikmin, go out and find aGatling Groink as soon as possible. Beat it up with your fists, and make sure to periodically check on the Pikmin, because sometimes aLesser Spotted Jellyfloat will come over to your starting platform and start eating them.

Another strategy is to use the Gatling Groink's projectiles to killFiery Blowhogs,Water Dumples, andWollyhops; however, this can take a long time, and enemies may have more than enough time to sneak up on your Pikmin. If you have a spare ultra-bitter spray, you can use it on the Gatling Groink when its health is three-fourths gone; if you can defeat it while it is frozen, you won't have to take the regenerating body back to the ship.

The lone treasure, theTalisman of Life, is inside a Lesser Spotted Jellyfloat, usually far away from the starting area;Blue Pikmin might be necessary to reach it. However, if you don't have 15 blues, there is actually a trick you can use to get the treasure, as long as you have two Purple Pikmin.

To execute the trick, you must line up some dead enemy carcasses near land. Then, you want to get the Jellyfloat with the treasure as close to land as possible when it is defeated, so that when its treasure pops it, the carcasses beneath it make it bounce toward the land instead of away from it.[1] Then take back any enemy carcasses you want, and continue down to the next level.

Generate sample map →

Technical sublevel information
Internal cave namelast_3
"Main" object maximum(?)14
"Treasure" object maximum(?)0
"Gate" object maximum(?)0
Dead endunit probability(?)0
Number of rooms(?)1
Corridor-to-room ratio(?)0
Escapegeyser(?)No
Clogged hole(?)No
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 itemThree-way crossingFour-way crossingTurning corridorCorridorLong corridor
room_ike4_5_tsuchi
Swamp with trunks
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Lesser Spotted Jellyfloat Lesser Spotted Jellyfloat1None"Special" enemy spots
-Talisman of Life Talisman of LifeCarried inside entry with ID 1
2Lesser Spotted Jellyfloat Lesser Spotted Jellyfloat1None"Hard" enemy spots
3Gatling Groink Gatling Groink (free)1None"Special" enemy spots
4Fiery Blowhog Fiery Blowhog4None"Hard" enemy spots
5Wollyhop Wollyhop1None"Easy" enemy spots
6Wollyhop Wollyhop1None"Easy" enemy spots
7Water Dumple Water Dumple5None"Easy" enemy spots
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
8Shoot Shoot (small)7NonePlant spots
9Shoot Shoot (large)3NonePlant spots
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 11[edit]

This sublevel has bothFiery Blowhogs andWatery Blowhogs, someDwarf Bulbears, poison emitters,Cloaking Burrow-Nits, aBreadbug, and aBumbling Snitchbug. Electrical wires are also usually encountered in this level, sometimes placed in bizarre locations such as on top of a stump. Sometimes the Cloaking Burrow-Nit will be near the poison emitters, so it will be difficult to disable them without having Pikmin eaten.

The best way to clear this level is to take all of the Pikmin and eliminate one threat at a time. Both treasures, theBoss Stone and theYellow Taste Tyrant, can be anywhere above ground, but usually on a high ledge or in a dead-end. UseYellow Pikmin to get it. Collect your spoils, break theclog on the hole, and go down.

Generate sample map →

Technical sublevel information
Internal cave namelast_3
"Main" object maximum(?)23
"Treasure" object maximum(?)2
"Gate" object maximum(?)0
Dead endunit probability(?)0
Number of rooms(?)3
Corridor-to-room ratio(?)0
Escapegeyser(?)No
Clogged hole(?)Yes
Cave units file(?)E3_units_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 itemThree-way crossingFour-way crossingTurning corridorCorridorLong corridor
room_cent_4_tsuchi
room_saka1_1_tsuchi
room_saka2_2_tsuchi
room_hitode3_4_tsuchi
room_mid1_6_tsuchi
Circular room with 4 exitsRoom with trunk in centerRoom with large trunk in wallRoom with 4 exitsRoom with 6 exits
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Breadbug Breadbug1None"Hard" enemy spots
2Cloaking Burrow-nit Cloaking Burrow-nit4None"Hard" enemy spots
3Fiery Blowhog Fiery Blowhog2None"Hard" enemy spots
4Watery Blowhog Watery Blowhog2None"Hard" enemy spots
5Bumbling Snitchbug Bumbling Snitchbug1None"Hard" enemy spots
6Dwarf Bulbear Dwarf Bulbear6None"Easy" enemy spots
7Poison emitter Poison emitter5NoneCave unit seams
8Electrical wire Electrical wire2None"Hard" enemy spots
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
9Figwort Figwort (small red)5NonePlant spots
10Figwort Figwort (large red)5NonePlant spots
Then it spawns these "treasure" objects:
IDObjectAmountFall methodSpawn location
11Boss Stone Boss Stone1NoneTreasure spots
12Yellow Taste Tyrant Yellow Taste Tyrant (US/EU)
Universally Best Art Universally Best Art (JP)
1NoneTreasure spots
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 12[edit]

There is anAntenna Beetle in this level, messing with the treasure gauge. There are alsoWollyhops,Orange Bulborbs, poison emitters, and falling rocks. If an enemy is near a poison emitter, ignore it and continue. Once all the poison emitters are out of your way, you should lure any Wollyhops that were near them away, and attack them withPurple Pikmin. Once these die, use White Pikmin to take down the remaining obstacles and use Purple Pikmin to defeat all the enemies.

If you can defeat the Antenna Beetle, finding the underground treasure in this sublevel will be much easier. There is also a treasure inside one of the Orange Bulborbs, so unless an enemy is in your way, defeat the Antenna Beetle first so you can easily find the treasures. Once all the poison emitters and enemies in your path are cleared out, take back theStringent Container which was inside the Orange Bulborb, and use your treasure gauge to find the underground treasure, theUniversal Com. Look for the hole and jump down.

Generate sample map →

Technical sublevel information
Internal cave namelast_3
"Main" object maximum(?)24
"Treasure" object maximum(?)1
"Gate" object maximum(?)4
Dead endunit probability(?)100
Number of rooms(?)3
Corridor-to-room ratio(?)0.2
Escapegeyser(?)No
Clogged hole(?)No
Cave units file(?)2_ABE_d_dry_tile.txt
Lighting file(?)normal_light_lv4.ini
Background(?)None
Cave units(?)
item_cap_conc
way3_pipe
way4_pipe
wayl_pipe
way2_pipe
way2x2_pipe
Dead end with itemThree-way crossingFour-way crossingTurning corridorCorridorLong corridor
room_drypool5x5_5_tile
room_4x4d_4_tile
Room with waterless poolRoom with 4 exits
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Orange Bulborb Orange Bulborb1None"Hard" enemy spots
-Stringent Container Stringent Container (US)
Endless Repository Endless Repository (EU/JP)
Carried inside entry with ID 1
2Antenna Beetle Antenna Beetle1None"Hard" enemy spots
3Orange Bulborb Orange Bulborb1None"Hard" enemy spots
4Wollyhop Wollyhop2None"Hard" enemy spots
5Boulder Boulder2None"Hard" enemy spots
6Boulder Boulder2None"Easy" enemy spots
7Poison emitter Poison emitter10None"Hard" enemy spots
8Poison emitter Poison emitter5NoneCave unit seams
Then it spawns these "treasure" objects:
IDObjectAmountFall methodSpawn location
9Universal Com Universal Com1NoneTreasure spots
Then it spawns 4 "gate" objects. Chances:
IDObjectChanceFall methodSpawn location
10Gate(2,500HP)100%NoneGate spots
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 13[edit]

An overview of Dream Den sublevel 13.
Sublevel 13.

This level is small, but cramped with Bulborbs. There are twoOrange Bulborbs, twoRed Bulborbs, and twoHairy Bulborbs. Inside one of the Orange Bulborbs is a treasure. The treasure gauge can be used to find the Bulborb with the treasure. If that Bulborb is dangerously close to another Bulborb, anUltra-bitter spray could be used on both creatures, followed by bombarded them with volleys ofPurple Pikmin.

TheHypnotic Platter will be dropped by the creature. Clear the way back, deliver the treasure and enter the final hole.

Generate sample map →

Technical sublevel information
Internal cave namelast_3
"Main" object maximum(?)6
"Treasure" object maximum(?)0
"Gate" object maximum(?)0
Dead endunit probability(?)100
Number of rooms(?)4
Corridor-to-room ratio(?)0
Escapegeyser(?)No
Clogged hole(?)No
Cave units file(?)2_MAT_tak22_nor22_tile.txt
Lighting file(?)normal_light_lv4.ini
Background(?)None
Cave units(?)
item_cap_pipe
way3_pipe
way4_pipe
wayl_pipe
way2_pipe
way2x2_pipe
Dead end with itemThree-way crossingFour-way crossingTurning corridorCorridorLong corridor
room_tako2x2_8_tile
room_north2x2_1_tile
Square room with 4 exitsT-shaped room
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Orange Bulborb Orange Bulborb1None"Hard" enemy spots
-Hypnotic Platter Hypnotic Platter (US)
Alien Billboard Alien Billboard (EU)
Inviting...Thing Inviting...Thing (JP)
Carried inside entry with ID 1
2Orange Bulborb Orange Bulborb1None"Hard" enemy spots
3Bulborb Red Bulborb2None"Hard" enemy spots
4Hairy Bulborb Hairy Bulborb2None"Hard" enemy spots
Then it spawns "dead end" objects in as many dead ends as it can. Chances:
IDObjectChanceFall methodSpawn location
5Egg Egg100%Falls from the skyDead ends
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 14[edit]

The final floor of Dream Den once first entered.
Sublevel 14.
See also:Titan Dweevil strategy.

Note: 30 or more Pikmin must be left in order to carry most of the treasures back to the ship; threePurple Pikmin will also suffice.

This is the last sublevel in the cave, and home to theTitan Dweevil. The sublevel has a sink-like appearance with the boss in the center. Several smallfirefly-like insects appear in this sublevel. There is a geyser available on this level that can be used to return to the surface without fighting the boss. There are several strategies that suggest this. Returning with almost 100Yellow Pikmin is a strategy commonly used for a speedy defeat. An in-depth guide on how to defeat the Titan Dweevil can be found in the link above. The treasures the Titan Dweevil drops are theFlare Cannon, theShock Therapist, theComedy Bomb, theMonster Pump and theKing of Bugs.

Generate sample map →

Technical sublevel information
Internal cave namelast_3
"Main" object maximum(?)1
"Treasure" object maximum(?)0
"Gate" object maximum(?)0
Dead endunit probability(?)0
Number of rooms(?)1
Corridor-to-room ratio(?)0
Escapegeyser(?)Yes
Clogged hole(?)No
Cave units file(?)1_units_otakara_tile.txt
Lighting file(?)oootakara_light.ini
Background(?)None
Cave units(?)
item_cap_conc
item_cap_pipe
way3_pipe
way4_pipe
wayl_pipe
way2_pipe
Dead end with itemDead end with itemThree-way crossingFour-way crossingTurning corridorCorridor
way2x2_pipe
room_oootakara_tile
Long corridorTitan Dweevil arena
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Titan Dweevil Titan Dweevil1None"Hard" enemy spots
For details on how objects are spawned, and how some may fail to spawn, seehere.

Gallery[edit]

Trivia[edit]

  • The Dream Den is located where the firstship part of theS.S. Dolphin, theMain Engine, is found inPikmin.
  • The final floor's layout is commonly thought as being based on aGameCube. In fact, it is nothing more than a kitchen sink.
  • The Official Nintendo Power game guide states that several early bosses return in this cave, likeMan-at-Legs,Empress Bulblax, and many others. However, none of these bosses are found here. TheHole of Heroes on the other hand has most of the previous bosses.
  • According to the name of theunit definition file, it is possible thatsublevel 11 uses the same general layout as a cave that had been previously presented at E3. It is the only sublevel in the game in which this is the case.
  • In sublevel 11, if an electrical wire spawns on top of the wooden structure, one of its ends will be on the structure while the other will be on the floor. The electric discharge between the two ends will still connect correctly.[2]
  • Curiously, the music trackFlooded Stump is defined to play on the ninth sublevel. In practice, it is overridden by the rest sublevel theme. The same occurs in all sublevels of theSubmerged Castle as well.
  • This cave has more treasures than any other cave inPikmin 2.

Names in other languages[edit]

LanguageNameMeaning
Flag of Japan Japanese夢の穴?
Yume no Ana
Hole of Dreams
Flag of the Republic of China (Taiwan) Chinese
(traditional)
夢之洞穴
Flag of France FrenchPays des RêvesCountry of Dreams
Flag of Germany GermanBau der TräumeDen of Dreams
Flag of Italy ItalianTana di SognoDream Den
Flag of South Korea Korean꿈의 굴
Kkum-ui Gul
Hole of Dreams
Flag of Mexico Spanish (NoA)Refugio de los SueñosDream Refuge

See also[edit]

References[edit]

  1. ^YouTube video showing the tenth sublevel of the Dream Den completed without Blue Pikmin
  2. ^How do the Electric Again? on reddit, published on September 17th, 2019, retrieved on September 17th, 2019
Wistful Wild
Artistic map of the Wistful Wild.
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Armored Nut
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Cave
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Burgeoning Spiderwort
Burgeoning Spiderwort
Burgeoning Spiderwort

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