Subterranean Complex
Subterranean Complex | |
---|---|
![]() | |
Location | Valley of Repose |
Sublevels | 9 |
Treasures | 16 |
Hazards | ![]() ![]() ![]() ![]() |
The following article or section containsguides. |
TheSubterranean Complex (地下の秘密基地?, lit.: "Subterranean Secret Base") is acave in theValley of Repose and is typically the second cave accessed in the area. Its first sublevel is snow-covered like theEmergence Cave, but the rest of its sublevels take place in rusty and mechanical areas with bottomless pits. Many of the enemies here have projectile and explosive attacks – be very careful when handling Pikmin, as explosions will kill them instantly. Theboss of the cave is theMan-at-Legs, a bio-mechanicalArachnorb specimen armed with a laser-guided machine gun-like weapon. The total value of all the treasure here is × 1480 in the USversion and
× 1310 in the European version, mainly consisting of treasures from theIndustrial Set andHyper-technology Series.
How to reach[edit]
Like theFrontier Cavern, it is impossible to reach this cave before gettingBlue Pikmin. Use Blue Pikmin to remove theclog in the first pond and build abridge over the second. Once this is done, Pikmin of all types can be brought across. Beside theWatery Blowhog that is beyond the clump of enemies is a gate covered bypoison emitters, requiringWhite Pikmin to destroy. The cave is located beyond this gate, up a slope that is challenging for Pikmin to climb. Defeating theDecorated Cannon Beetles, the variousblowhogs and theCloaking Burrow-nit is recommended, but not strictly necessary.
No water is found in this cave, so your Pikmin squad should not includeBlue Pikmin. The hazards of this dungeon are limited, with more focus being placed onbomb rock explosions, so minimal care needs to be placed on the proportions of the other Pikmin types. There is little reason to include less than 100 Pikmin in your party to take advantage of theQueen Candypop Buds until after all treasures have been collected, unless you elected to bring a small squad ofPurple Pikmin. This is because theQueen Candypop Buds are located on sublevel 8, and the only danger following is theMan-at-Legs.
Notes
Ship's dialogs
“Interesting... My metal detectors are reacting violently!
I can only conclude that there may be some sort of machine below, but that seems illogical...”Sublevel 1[edit]
- Theme: Snow
- Music:Emergence Cave 2
- Treasures:
Exhausted Superstick (partially buried)
Nouveau Table (fully buried)
- Enemies:
Bumbling Snitchbug × 3
Hairy Bulborb × 2
Mitite (group of 10) × 0 - 2 (from eggs)
Snow Bulborb × 9
- Obstacles:
Poison emitter × 6
- Vegetation:
- None
- Others:
Egg × 2
The cave starts off with the first sublevel having a snowy cave appearance, much like the other caves in the Valley of Repose. However, this is the only sublevel in this cave to have a snowy theme.
Start by destroying the poison pipes and defeating someBumbling Snitchbugs if they happen to be an annoyance. TheSnow Bulborbs andHairy Bulborbs can then be dealt with, preferably usingPurple Pikmin. There are two treasures in this level: theNouveau Table, which should be buried, and theExhausted Superstick.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum(?) | 19 | ||||
"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(?) | No | ||||
Cave units file(?) | 3_MAT_mid1_mid2_uzu1_snow.txt | ||||
Lighting file(?) | tutorial_1_light.ini | ||||
Background(?) | None | ||||
Cave units(?) | |||||
Dead end | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor |
Long corridor | Room with 6 exits | Y-shaped room | Room with spiraling trunk |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() | 1 | None | "Hard" enemy spots |
2 | ![]() | 1 | None | "Hard" enemy spots |
3 | ![]() | 1 | None | "Hard" enemy spots |
4 | ![]() | 1 | None | "Hard" enemy spots |
5 | ![]() | 3 | None | "Easy" enemy spots |
6 | ![]() | 3 | None | "Easy" enemy spots |
7 | ![]() | 2 | None | "Easy" enemy spots |
8 | ![]() | 1 | None | "Hard" enemy spots |
9 | ![]() | 1 | None | "Hard" enemy spots |
10 | ![]() | 5 | None | Cave unit seams |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
11 | ![]() | 1 | None | Treasure spots |
12 | ![]() | 1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
13 | ![]() | 1 | Falls from the sky | Dead ends |
14 | ![]() | 1 | Falls from the sky | Dead ends |
15 | ![]() | 1 | Falls from the sky | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, seehere.
Sublevel 2[edit]
- Theme: Metal
- Music:Metal 2
- Treasures:
Network Mainbrain
Spirit Flogger (partially buried)
- Enemies:
Careening Dirigibug × 3
Mitite (group of 10) × 0 - 2 (from eggs)
Swooping Snitchbug × 1
- Obstacles:
Bomb-rock × 6 or 9[Sublevel 2 note 1]
- Vegetation:
- Others:
Egg × 2
From this sublevel onwards, the snow is gone and each sublevel is a metal maze wherethrowing a Pikmin over the edge will make it fall into thepit.
The main focus on this sublevel is on the variousbomb-rocks. You shoulddismiss the Pikmin, and set off all bomb-rocks you can find. TheCareening Dirigibugs will be armed by now, but they will not be as troublesome as the bomb-rocks that were on the ground.
The enemies should now be attacked one by one. TheSwooping Snitchbug here has a high tendency to throw Pikmin in the gaps that are between the larger expanses. This still doesn't make it as big of a threat as the Dirigibugs, but it still shouldn't be completely ignored. The treasures here are theSpirit Flogger and theNetwork Mainbrain.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum(?) | 10 | ||||
"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(?) | No | ||||
Cave units file(?) | 2_MAT_h335_h447_metal.txt | ||||
Lighting file(?) | metal_light_lv1.ini | ||||
Background(?) | ice (![]() | ||||
Cave units(?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Room with blue ledge | Room with large blue circle |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() | 3 | None | "Hard" enemy spots |
2 | ![]() | 1 | None | "Hard" enemy spots |
3 | ![]() | 2 | None | "Hard" enemy spots |
4 | ![]() | 1 | None | "Easy" enemy spots |
5 | ![]() | 1 | None | "Easy" enemy spots |
6 | ![]() | 2 | None | "Easy" enemy spots |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
7 | ![]() | 6 | None | Plant spots |
8 | ![]() | 6 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
9 | ![]() | 1 | None | Treasure spots |
10 | ![]() | 1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
11 | ![]() | 2 | None | Dead ends |
12 | ![]() | 3[Sublevel 2 note 1] | Falls from the sky | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, seehere.
Sublevel 3[edit]
- Theme: Metal
- Music:Metal 1
- Treasures:
Coiled Launcher
Omega Flywheel (partially buried)
Superstrong Stabilizer (inside Armored Cannon Beetle Larva)
- Enemies:
Armored Cannon Beetle Larva (buried) × 1
Armored Cannon Beetle Larva (surface) × 2
Mitite (group of 10) × 0 - 3 (from eggs)
- Obstacles:
Bomb-rock × 0 or 1[Sublevel 3 note 1]
Fire geyser × 6
- Vegetation:
Glowstem (green) × 8
Glowstem (red) × 8
Ivory Candypop Bud × 1
- Others:
Egg × 3
This level has threeArmored Cannon Beetle Larvae, along with multiplefire geysers. When fighting the beetles, make sure they aren't facing thevoid, or else your Pikmin will be tossed into it. Once the threats are cleared, theIvory Candypop Bud can be used to makeWhite Pikmin if desired. Note that because of the way sublevels are generated, the Ivory Candypop Bud might not appear. Treasures here are theSuperstrong Stabilizer, theOmega Flywheel and theCoiled Launcher.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum(?) | 10 | ||||
"Treasure" object maximum(?) | 2 | ||||
"Gate" object maximum(?) | 0 | ||||
Dead endunit probability(?) | 40 | ||||
Number of rooms(?) | 6 | ||||
Corridor-to-room ratio(?) | 0 | ||||
Escapegeyser(?) | No | ||||
Clogged hole(?) | No | ||||
Cave units file(?) | 2_MAT_h224_h443_tekiF_metal.txt | ||||
Lighting file(?) | metal_light_lv2.ini | ||||
Background(?) | ice (![]() | ||||
Cave units(?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Circular room with blue ledge | Pathway with tubes |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() | 1 | None | "Special" enemy spots |
- | ![]() | Carried inside entry with ID 1 | ||
2 | ![]() | 1 | None | "Special" enemy spots |
3 | ![]() | 1 | None | "Special" enemy spots |
4 | ![]() | 1 | None | "Hard" enemy spots |
5 | ![]() | 5 | None | "Hard" enemy spots |
6 | ![]() | 1 | None | "Easy" enemy spots |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
7 | ![]() | 8 | None | Plant spots |
8 | ![]() | 8 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
9 | ![]() | 1 | None | Treasure spots |
10 | ![]() | 1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
11 | ![]() | 3 | Falls from the sky | Dead ends |
12 | ![]() | 1[Sublevel 3 note 1] | Falls from the sky | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, seehere.
Sublevel 4[edit]
- Theme: Metal
- Music:Relax
- Treasures:
- None
- Enemies:
Mitite (group of 10) × 0 - 6 (from eggs)
- Obstacles:
- None
- Vegetation:
Glowstem (green) × 10
Ivory Candypop Bud × 3
- Others:
Egg × 6
This is a typicalrest sublevel. The only objects worth mentioning areeggs,Candypop Buds, and ageyser which can be used to return to theValley of Repose. There are three Ivory Candypop Buds that can produceWhite Pikmin.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum(?) | 6 | ||||
"Treasure" object maximum(?) | 0 | ||||
"Gate" object maximum(?) | 0 | ||||
Dead endunit probability(?) | 50 | ||||
Number of rooms(?) | 4 | ||||
Corridor-to-room ratio(?) | 0.05 | ||||
Escapegeyser(?) | Yes | ||||
Clogged hole(?) | No | ||||
Cave units file(?) | 1_units_hit224_metal.txt | ||||
Lighting file(?) | metal_light_lv0.ini | ||||
Background(?) | test (![]() | ||||
Cave units(?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Pathway with tubes |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() | 3 | None | "Hard" enemy spots |
2 | ![]() | 3 | None | "Easy" enemy spots |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
3 | ![]() | 10 | None | Plant spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
4 | ![]() | 3 | None | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, seehere.
Sublevel 5[edit]
- Theme: Metal
- Music:Metal 1
- Treasures:
Adamantine Girdle (partially buried)
Mystical Disc (partially buried)
- Enemies:
Volatile Dweevil × 8
- Obstacles:
Bomb-rock × 24
- Vegetation:
- Others:
- None
In this sublevel, it is recommended to first dismiss the Pikmin into the corner behind the Research Pod, and to take a leader around the whole floor and disarm all thebomb rocks andVolatile Dweevils. This is because it's much safer to have them explode while nothing is around, rather than when the Pikmin are busy. Once everything is cleared, Whites should be used to collect theMystical Disc and theAdamantine Girdle. MoreDweevils andbomb-rocks will fall when the Pikmin carry the treasures, so follow them carefully. Note that, although rare, it is possible for a bomb rock to fall near the starting location.[1]
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum(?) | 30 | ||||
"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_nobo2_metal.txt | ||||
Lighting file(?) | metal_light_lv1.ini | ||||
Background(?) | test (![]() | ||||
Cave units(?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Zigzagging corridors |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() | 3 | None | "Hard" enemy spots |
2 | ![]() | 3 | Falls from the sky | "Hard" enemy spots |
3 | ![]() | 3 | None | "Easy" enemy spots |
4 | ![]() | 2 | None | "Easy" enemy spots |
5 | ![]() | 2 | None | "Easy" enemy spots |
6 | ![]() | 2 | None | "Easy" enemy spots |
7 | ![]() | 3 | Falls from the sky | "Hard" enemy spots |
8 | ![]() | 1 | Falls from the sky | "Easy" enemy spots |
9 | ![]() | 1 | Falls from the sky | "Easy" enemy spots |
10 | ![]() | 1 | Falls from the sky | "Easy" enemy spots |
11 | ![]() | 1 | Falls from the sky | "Easy" enemy spots |
12 | ![]() | 1 | Falls from the sky | "Easy" enemy spots |
13 | ![]() | 1 | Falls from the sky | "Easy" enemy spots |
14 | ![]() | 2 | None | "Easy" enemy spots |
15 | ![]() | 2 | None | "Easy" enemy spots |
16 | ![]() | 2 | None | "Easy" enemy spots |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
17 | ![]() | 6 | None | Plant spots |
18 | ![]() | 6 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
19 | ![]() | 1 | None | Treasure spots |
20 | ![]() | 1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
21 | ![]() | 2 | Falls from the sky | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, seehere.
Sublevel 6[edit]
- Theme: Metal
- Music:Metal 3
- Treasures:
- Enemies:
Anode Beetle × 6
Careening Dirigibug × 2
Fiery Dweevil × 2
Mitite (group of 10) × 0 - 1 (from eggs)
Munge Dweevil × 2
- Obstacles:
Poison emitter × 3
- Vegetation:
- Others:
Egg × 1
Many enemies spawn close to each other in this level, includingCareening Dirigibugs,Dweevils and someAnode Beetles. The enemies spawn in different positions each time, and as such, not much advice can be given, but killing the creatures that are a little off from the groups first is usually a safe tactic. Sinceelectricity is the most dangerous hazard, usingYellow Pikmin is also a good idea. The Dweevils can also be chased near an edge, and chances are they will walk off the side – their treasures will reappear elsewhere. You can also dispose of theAnode Beetles by carrying a couple of Pikmin with you to flip them over, and using cleverly luredDirigibugs to drop bombs on them and kill them. The treasures available are theRepair Juggernaut, theVacuum Processor and theSpace Wave Receiver.
There is an exit geyser on this sublevel if you need to leave the cave, but there is also a rest stop two sublevels down which can be used to replenish your Pikmin army.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum(?) | 15 | ||||
"Treasure" object maximum(?) | 3 | ||||
"Gate" object maximum(?) | 0 | ||||
Dead endunit probability(?) | 0 | ||||
Number of rooms(?) | 3 | ||||
Corridor-to-room ratio(?) | 0 | ||||
Escapegeyser(?) | Yes | ||||
Clogged hole(?) | No | ||||
Cave units file(?) | 5_units_mid2_cent_hit4_hit5_nor2_metal.txt | ||||
Lighting file(?) | chikahimi_metal_light_lv4.ini | ||||
Background(?) | test (![]() | ||||
Cave units(?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
4-way purple-floored room | Y-shaped room | Roughly plus-shaped room | T-shaped room | X-shaped room |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() | 2 | None | "Hard" enemy spots |
2 | ![]() | 2 | None | "Hard" enemy spots |
3 | ![]() | 6 | None | "Easy" enemy spots |
4 | ![]() | 1 | None | "Easy" enemy spots |
5 | ![]() | 1 | None | "Easy" enemy spots |
6 | ![]() | 1 | None | "Easy" enemy spots |
7 | ![]() | 1 | None | "Easy" enemy spots |
8 | ![]() | 1 | None | Cave unit seams |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
9 | ![]() | 6 | None | Plant spots |
10 | ![]() | 6 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
11 | ![]() | 1 | None | Treasure spots |
12 | ![]() | 1 | None | Treasure spots |
13 | ![]() | 1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
14 | ![]() | 1 | None | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, seehere.
Sublevel 7[edit]
- Theme: Metal
- Music:Metal 2
- Treasures:
Furious Adhesive
Indomitable CPU (inside Gatling Groink)
Thirst Activator (US) /
Perfect Container (Europe) /
Alternative Reactor (Japan)
- Enemies:
Careening Dirigibug × 1
Gatling Groink (free) × 1
Gatling Groink (pedestal) × 1
Mitite (group of 10) × 0 - 2 (from eggs)
Volatile Dweevil × 1 or more
- Obstacles:
Bomb-rock × 25
- Vegetation:
- Others:
Egg × 2
- See also:Gatling Groink strategy.
This large sublevel containsGatling Groinks, one walking about, and the other on a pillar. After you clear the enemies, theIndomitable CPU, theFurious Adhesive and theThirst Activator need to be collected. One of the treasures may be in a corner, and when this one is picked up, bomb-rocks are likely to fall from the sky. Make sure to be especially cautious collecting treasures here.
A good way to get rid of the walking Gatling Groink is to lure it over a gap which causes it to fall and instantly die. To note is that, due to the way cave sublevels are generated, the stationary Gatling Groink may not appear, and as such, you can miss out on the Indomitable CPU, as detailedhere andhere.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum(?) | 28 | ||||
"Treasure" object maximum(?) | 2 | ||||
"Gate" object maximum(?) | 0 | ||||
Dead endunit probability(?) | 50 | ||||
Number of rooms(?) | 4 | ||||
Corridor-to-room ratio(?) | 0 | ||||
Escapegeyser(?) | No | ||||
Clogged hole(?) | No | ||||
Cave units file(?) | 3_MAT_ari_h446_h443_tower_metal.txt | ||||
Lighting file(?) | houdai_light.ini | ||||
Background(?) | build (![]() | ||||
Cave units(?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Circular room with gaps | Room with hatch | Circular room with tower |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() | 1 | None | "Special" enemy spots |
- | ![]() | Carried inside entry with ID 1 | ||
2 | ![]() | 1 | None | "Hard" enemy spots |
3 | ![]() | 1 | None | Cave unit seams |
4 | ![]() | 4 | None | "Hard" enemy spots |
5 | ![]() | 3 | None | "Easy" enemy spots |
6 | ![]() | 3 | None | "Easy" enemy spots |
7 | ![]() | 3 | None | "Easy" enemy spots |
8 | ![]() | 3 | None | "Easy" enemy spots |
9 | ![]() | 3 | None | "Easy" enemy spots |
10 | ![]() | 3 | None | "Easy" enemy spots |
11 | ![]() | 3 | None | "Easy" enemy spots |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
12 | ![]() | 7 | None | Plant spots |
13 | ![]() | 7 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
14 | ![]() ![]() ![]() | 1 | None | Treasure spots |
15 | ![]() | 1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
16 | ![]() | 2 | None | Dead ends |
17 | ![]() | 1 | Falls from the sky | Dead ends |
Then it spawns "dead end" objects in as many dead ends as it can. Chances: | ||||
ID | Object | Chance | Fall method | Spawn location |
17 | ![]() | 100% | Falls from the sky | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, seehere.
Sublevel 8[edit]
- Theme: Metal
- Music:Relax
- Treasures:
- None
- Enemies:
Mitite (group of 10) × 0 - 7 (from eggs)
- Obstacles:
- None
- Vegetation:
Glowstem (green) × 12
Queen Candypop Bud × 2
Violet Candypop Bud × 3
- Others:
Egg × 7 or indefinite amount[Sublevel 8 note 1]
Another rest level, and in this one, there are twoQueen Candypop Buds which can help make up for lost Pikmin. There are also threeViolet Candypop Buds forPurple Pikmin, and a geyser to return to the surface.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"Main" object maximum(?) | 11 | ||||
"Treasure" object maximum(?) | 0 | ||||
"Gate" object maximum(?) | 0 | ||||
Dead endunit probability(?) | 0 or 80[Sublevel 8 note 2] | ||||
Number of rooms(?) | 6 | ||||
Corridor-to-room ratio(?) | 0 | ||||
Escapegeyser(?) | Yes | ||||
Clogged hole(?) | No | ||||
Cave units file(?) | 1_units_hit224_metal.txt | ||||
Lighting file(?) | houdai_light.ini | ||||
Background(?) | build (![]() | ||||
Cave units(?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Pathway with tubes |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() | 2 | None | "Hard" enemy spots |
2 | ![]() | 3 | None | "Hard" enemy spots |
3 | ![]() | 2 | None | "Easy" enemy spots |
4 | ![]() | 2 | None | "Easy" enemy spots |
5 | ![]() | 2 | None | Cave unit seams |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
6 | ![]() | 12 | None | Plant spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
7 | ![]() | 1 | None or falls from the sky[Sublevel 8 note 1] | Dead ends |
Then it spawns "dead end" objects in as many dead ends as it can. Chances: | ||||
ID | Object | Chance | Fall method | Spawn location |
7 | ![]() | N/A or 100%[Sublevel 8 note 1] | Falls from the sky | Dead ends |
- ^abcThe egg "dead end" category entry differs between versions. In the GameCube Japanese and GameCube US versions, it falls from the sky and is also used for filler (for an indefinite egg amount in total). In the Wii Japanese version, it is on the floor and is not used for filler (for a total egg amount of 7). In all other versions, it falls from the sky and is not used for filler (for a total egg amount of 7).
- ^The dead end probability is 0 in the Japanese GameCube and US GameCube versions, and is 80 everywhere else.
- For details on how objects are spawned, and how some may fail to spawn, seehere.
Sublevel 9[edit]
- Theme: Metal
- Music:Boss (only when combating)
- Treasures:
Stellar Orb (inside Man-at-Legs)
- Enemies:
Man-at-Legs × 1
- Obstacles:
- None
- Vegetation:
- Others:
- None
- See also:Man-at-Legs strategy.
The final floor of the cave contains the boss, theMan-at-Legs. Initially it appears as an orb in the middle of the arena. Rapidly throwing Pikmin at it before it gets up, preferablyPurple Pikmin, will deal a lot of damage to the boss, though not as much inNew Play Control! Pikmin 2, as the creature is invincible while it is getting up. Defeat the boss as per the strategy, recover the Stellar Orb, and return to the surface.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | tutorial_2 | ||||
"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(?) | Yes (despite being non-existent) | ||||
Cave units file(?) | 1_units_houdai_metal.txt | ||||
Lighting file(?) | houdai_light.ini | ||||
Background(?) | build (![]() | ||||
Cave units(?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Man-at-Legs dry arena |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() | 1 | None | "Hard" enemy spots |
- | ![]() | Carried inside entry with ID 1 | ||
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
2 | ![]() | 5 | None | Plant spots |
3 | ![]() | 5 | None | Plant spots |
- For details on how objects are spawned, and how some may fail to spawn, seehere.
Purple Pikmin and White Pikmin farming[edit]
The Subterranean Complex is an excellent cave to increase the populations ofPurple Pikmin andWhite Pikmin. On the third sublevel there will be a loneIvory Candypop Bud. (Should it not be there, resetting the game and reloading the level should make it appear eventually.) The next sublevel contains three Ivory Candypops. On the eighth sublevel there will be threeViolet Candypop Buds and twoQueen Candypop Buds.
To get large numbers of both types, at least 22 of any Pikmin type other than White or Purple should be brought along into the cave, and used for every Candypop Bud available. If just Purple Pikmin are desired, only 1 Pikmin needs to be brought into the cave, and the player can run to the hole in the first 7 sublevels to reach the eighth, where the Queen Candypop Buds can be used to generate Pikmin for the Violet Candypop Buds. The eggs scattered about this sublevel will provide nectar for theleaf and bud Pikmin. The cave can then be exited via the geyser. This process can be repeated infinitely, as the Candypop Buds are notlimited to a certain number of White or Purple Pikmin total.
Gallery[edit]
Names in other languages[edit]
Language | Name | Meaning |
---|---|---|
地下の秘密基地? Chika no Himitsu Kichi | Subterranean Secret Base | |
(traditional) | 地下的秘密基地 | |
Complexe Souterrain | Subterranean Complex | |
Mysteriöses Gebiet | Mysterious Area | |
Roccaforte Segreta | Secret Stronghold | |
Complejo Subterráneo | Subterranean Complex |
Trivia[edit]
- Because the way the layout generation works, some sublevels, particularlysublevel 3 andsublevel 8, can place the sublevel hole right next to the edge. The player can use the ramped surface of the hole to climb on top of the railing and jump off into thepit.
- While only the first sublevel is snow-themed, the following two metal-themed sublevels use icy backgrounds to complete the transition, before changing to a stone background.
See also[edit]
References[edit]
- ^Twitch clip on Twitch, published on August 14th, 2018, retrieved on August 17th, 2018
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