Pikmin 2

Subterranean Complex

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Subterranean Complex
An overview of sublevel 6 of the Subterranean Complex. This is just one of many ways it can generate.
LocationValley of Repose
Sublevels9
Treasures16
HazardsFireElectricityPoisonExplosion

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

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 isPoko × 1480 in the USversion andPoko × 1310 in the European version, mainly consisting of treasures from theIndustrial Set andHyper-technology Series.

Contents

How to reach[edit]

VoR texture.png
cave
Location of the cave.

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]

An overview of sublevel 1 of the Subterranean Complex.
Sublevel 1.

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.

Generate sample map →

Technical sublevel information
Internal cave nametutorial_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(?)
cap_snow
item_cap_snow
way3_snow
way4_snow
wayl_snow
way2_snow
Dead endDead end with itemThree-way crossingFour-way crossingTurning corridorCorridor
way2x2_snow
room_mid1_6_snow
room_mid2_3_snow
room_uzu1_1_snow
Long corridorRoom with 6 exitsY-shaped roomRoom with spiraling trunk
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Hairy Bulborb Hairy Bulborb1None"Hard" enemy spots
2Hairy Bulborb Hairy Bulborb1None"Hard" enemy spots
3Bumbling Snitchbug Bumbling Snitchbug1None"Hard" enemy spots
4Snow Bulborb Snow Bulborb1None"Hard" enemy spots
5Snow Bulborb Snow Bulborb3None"Easy" enemy spots
6Snow Bulborb Snow Bulborb3None"Easy" enemy spots
7Snow Bulborb Snow Bulborb2None"Easy" enemy spots
8Bumbling Snitchbug Bumbling Snitchbug1None"Hard" enemy spots
9Poison emitter Poison emitter1None"Hard" enemy spots
10Poison emitter Poison emitter5NoneCave unit seams
Then it spawns these "treasure" objects:
IDObjectAmountFall methodSpawn location
11Exhausted Superstick Exhausted Superstick1NoneTreasure spots
12Nouveau Table Nouveau Table1NoneTreasure spots
Then it spawns these "dead end" objects:
IDObjectAmountFall methodSpawn location
13Egg Egg1Falls from the skyDead ends
14Bumbling Snitchbug Bumbling Snitchbug1Falls from the skyDead ends
15Egg Egg1Falls from the skyDead ends
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 2[edit]

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.

Generate sample map →

Technical sublevel information
Internal cave nametutorial_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 (P2 VRBOX ice.png icy 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_hitode3x3_5_metal
room_hitode4x4_7_metal
Room with blue ledgeRoom with large blue circle
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Careening Dirigibug Careening Dirigibug3None"Hard" enemy spots
2Swooping Snitchbug Swooping Snitchbug1None"Hard" enemy spots
3Bomb-rock Bomb-rock2None"Hard" enemy spots
4Bomb-rock Bomb-rock1None"Easy" enemy spots
5Bomb-rock Bomb-rock1None"Easy" enemy spots
6Bomb-rock Bomb-rock2None"Easy" enemy spots
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
7Glowstem Glowstem (red)6NonePlant spots
8Glowstem Glowstem (green)6NonePlant spots
Then it spawns these "treasure" objects:
IDObjectAmountFall methodSpawn location
9Network Mainbrain Network Mainbrain1NoneTreasure spots
10Spirit Flogger Spirit Flogger1NoneTreasure spots
Then it spawns these "dead end" objects:
IDObjectAmountFall methodSpawn location
11Egg Egg2NoneDead ends
12Bomb-rock Bomb-rock3[Sublevel 2 note 1]Falls from the skyDead ends
  1. ^abIn the GameCube version, there are 9 bomb rocks total. In the Wii version, the sublevel data does not contain the 3 bomb rocks that spawn in dead ends.
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 3[edit]

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.

Generate sample map →

Technical sublevel information
Internal cave nametutorial_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 (P2 VRBOX ice.png icy 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_hitode4x4_tekiF_3_metal
room_hitode2x2_4_metal
Circular room with blue ledgePathway with tubes
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Armored Cannon Larva Armored Cannon Beetle Larva (buried)1None"Special" enemy spots
-Superstrong Stabilizer Superstrong StabilizerCarried inside entry with ID 1
2Armored Cannon Larva Armored Cannon Beetle Larva (surface)1None"Special" enemy spots
3Ivory Candypop Bud Ivory Candypop Bud1None"Special" enemy spots
4Armored Cannon Larva Armored Cannon Beetle Larva (surface)1None"Hard" enemy spots
5Fire geyser Fire geyser5None"Hard" enemy spots
6Fire geyser Fire geyser1None"Easy" enemy spots
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
7Glowstem Glowstem (red)8NonePlant spots
8Glowstem Glowstem (green)8NonePlant spots
Then it spawns these "treasure" objects:
IDObjectAmountFall methodSpawn location
9Omega Flywheel Omega Flywheel1NoneTreasure spots
10Coiled Launcher Coiled Launcher1NoneTreasure spots
Then it spawns these "dead end" objects:
IDObjectAmountFall methodSpawn location
11Egg Egg3Falls from the skyDead ends
12Bomb-rock Bomb-rock1[Sublevel 3 note 1]Falls from the skyDead ends
  1. ^abIn the GameCube version, there is a bomb rock. In the Wii version, the sublevel data does not contain that entry.
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 4[edit]

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.

Generate sample map →

Technical sublevel information
Internal cave nametutorial_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 (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_hitode2x2_4_metal
Pathway with tubes
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Ivory Candypop Bud Ivory Candypop Bud3None"Hard" enemy spots
2Egg Egg3None"Easy" enemy spots
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
3Glowstem Glowstem (green)10NonePlant spots
Then it spawns these "dead end" objects:
IDObjectAmountFall methodSpawn location
4Egg Egg3NoneDead ends
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 5[edit]

The fifth sublevel of the Subterranean Complex.
Sublevel 5.

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]

Generate sample map →

Technical sublevel information
Internal cave nametutorial_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 (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_nobo2_4_metal
Zigzagging corridors
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Volatile Dweevil Volatile Dweevil3None"Hard" enemy spots
2Volatile Dweevil Volatile Dweevil3Falls from the sky"Hard" enemy spots
3Bomb-rock Bomb-rock3None"Easy" enemy spots
4Bomb-rock Bomb-rock2None"Easy" enemy spots
5Bomb-rock Bomb-rock2None"Easy" enemy spots
6Bomb-rock Bomb-rock2None"Easy" enemy spots
7Bomb-rock Bomb-rock3Falls from the sky"Hard" enemy spots
8Bomb-rock Bomb-rock1Falls from the sky"Easy" enemy spots
9Bomb-rock Bomb-rock1Falls from the sky"Easy" enemy spots
10Bomb-rock Bomb-rock1Falls from the sky"Easy" enemy spots
11Bomb-rock Bomb-rock1Falls from the sky"Easy" enemy spots
12Bomb-rock Bomb-rock1Falls from the sky"Easy" enemy spots
13Bomb-rock Bomb-rock1Falls from the sky"Easy" enemy spots
14Bomb-rock Bomb-rock2None"Easy" enemy spots
15Bomb-rock Bomb-rock2None"Easy" enemy spots
16Bomb-rock Bomb-rock2None"Easy" enemy spots
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
17Glowstem Glowstem (red)6NonePlant spots
18Glowstem Glowstem (green)6NonePlant spots
Then it spawns these "treasure" objects:
IDObjectAmountFall methodSpawn location
19Mystical Disc Mystical Disc1NoneTreasure spots
20Adamantine Girdle Adamantine Girdle1NoneTreasure spots
Then it spawns these "dead end" objects:
IDObjectAmountFall methodSpawn location
21Volatile Dweevil Volatile Dweevil2Falls from the skyDead ends
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 6[edit]

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.

Generate sample map →

Technical sublevel information
Internal cave nametutorial_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 (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_cent_4_metal
room_mid2_3_metal
room_hitode3x4_4_metal
room_north2x2_1_metal
room_hitode2x3_5_metal
4-way purple-floored roomY-shaped roomRoughly plus-shaped roomT-shaped roomX-shaped room
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Careening Dirigibug Careening Dirigibug2None"Hard" enemy spots
2Poison emitter Poison emitter2None"Hard" enemy spots
3Anode Beetle Anode Beetle6None"Easy" enemy spots
4Fiery Dweevil Fiery Dweevil1None"Easy" enemy spots
5Fiery Dweevil Fiery Dweevil1None"Easy" enemy spots
6Munge Dweevil Munge Dweevil1None"Easy" enemy spots
7Munge Dweevil Munge Dweevil1None"Easy" enemy spots
8Poison emitter Poison emitter1NoneCave unit seams
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
9Glowstem Glowstem (red)6NonePlant spots
10Glowstem Glowstem (green)6NonePlant spots
Then it spawns these "treasure" objects:
IDObjectAmountFall methodSpawn location
11Vacuum Processor Vacuum Processor1NoneTreasure spots
12Space Wave Receiver Space Wave Receiver1NoneTreasure spots
13Repair Juggernaut Repair Juggernaut1NoneTreasure spots
Then it spawns these "dead end" objects:
IDObjectAmountFall methodSpawn location
14Egg Egg1NoneDead ends
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 7[edit]

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.

Generate sample map →

Technical sublevel information
Internal cave nametutorial_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 (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_ari1_3_metal
room_hitode4x4_6_metal
room_hitode4x4_tower_3_metal
Circular room with gapsRoom with hatchCircular room with tower
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Gatling Groink Gatling Groink (pedestal)1None"Special" enemy spots
-Indomitable CPU Indomitable CPUCarried inside entry with ID 1
2Gatling Groink Gatling Groink (free)1None"Hard" enemy spots
3Careening Dirigibug Careening Dirigibug1NoneCave unit seams
4Bomb-rock Bomb-rock4None"Hard" enemy spots
5Bomb-rock Bomb-rock3None"Easy" enemy spots
6Bomb-rock Bomb-rock3None"Easy" enemy spots
7Bomb-rock Bomb-rock3None"Easy" enemy spots
8Bomb-rock Bomb-rock3None"Easy" enemy spots
9Bomb-rock Bomb-rock3None"Easy" enemy spots
10Bomb-rock Bomb-rock3None"Easy" enemy spots
11Bomb-rock Bomb-rock3None"Easy" enemy spots
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
12Glowstem Glowstem (red)7NonePlant spots
13Glowstem Glowstem (green)7NonePlant spots
Then it spawns these "treasure" objects:
IDObjectAmountFall methodSpawn location
14Thirst Activator Thirst Activator (US)
Perfect Container Perfect Container (EU)
Alternative Reactor Alternative Reactor (JP)
1NoneTreasure spots
15Furious Adhesive Furious Adhesive1NoneTreasure spots
Then it spawns these "dead end" objects:
IDObjectAmountFall methodSpawn location
16Egg Egg2NoneDead ends
17Volatile Dweevil Volatile Dweevil1Falls from the skyDead ends
Then it spawns "dead end" objects in as many dead ends as it can. Chances:
IDObjectChanceFall methodSpawn location
17Volatile Dweevil Volatile Dweevil100%Falls from the skyDead ends
For details on how objects are spawned, and how some may fail to spawn, seehere.

Sublevel 8[edit]

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.

Generate sample map →

Technical sublevel information
Internal cave nametutorial_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 (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_hitode2x2_4_metal
Pathway with tubes
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Queen Candypop Bud Queen Candypop Bud2None"Hard" enemy spots
2Violet Candypop Bud Violet Candypop Bud3None"Hard" enemy spots
3Egg Egg2None"Easy" enemy spots
4Egg Egg2None"Easy" enemy spots
5Egg Egg2NoneCave unit seams
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
6Glowstem Glowstem (green)12NonePlant spots
Then it spawns these "dead end" objects:
IDObjectAmountFall methodSpawn location
7Egg Egg1None 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:
IDObjectChanceFall methodSpawn location
7Egg EggN/A or 100%[Sublevel 8 note 1]Falls from the skyDead ends
  1. ^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).
  2. ^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]

Subterranean Complex sublevel 9, with a dormant Man-at-Legs.
The Man-at-Legs, in the center of its arena.
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.

Generate sample map →

Technical sublevel information
Internal cave nametutorial_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 (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_houdai_1_metal
Man-at-Legs dry arena
Detailed object list
The game spawns these "main" objects:
IDObjectAmountFall methodSpawn location
1Man-at-Legs Man-at-Legs1None"Hard" enemy spots
-Stellar Orb Stellar OrbCarried inside entry with ID 1
Then it spawns these "decoration" objects:
IDObjectAmountFall methodSpawn location
2Glowstem Glowstem (red)5NonePlant spots
3Glowstem Glowstem (green)5NonePlant 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]

  • The cave entrance.

    The cave entrance.

  • The entrance when foggy.

    The entrance when foggy.

Names in other languages[edit]

LanguageNameMeaning
Flag of Japan Japanese地下の秘密基地?
Chika no Himitsu Kichi
Subterranean Secret Base
Flag of the Republic of China (Taiwan) Chinese
(traditional)
地下的秘密基地
Flag of France FrenchComplexe SouterrainSubterranean Complex
Flag of Germany GermanMysteriöses GebietMysterious Area
Flag of Italy ItalianRoccaforte SegretaSecret Stronghold
Flag of Mexico Spanish (NoA)Complejo SubterráneoSubterranean Complex

Trivia[edit]

The sublevel hole appearing near the edge in sublevel 3.
  • 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]

  1. ^Twitch clip on Twitch, published on August 14th, 2018, retrieved on August 17th, 2018
Valley of Repose
Overview of the Valley of Repose, cropped. From File:Nemuri snap.jpg.
Hocotate ship
Red Pikmin
Courage Reactor
Utter Scrap
Pink Menace
Spiny Alien Treat
Fossilized Ursidae
Temporal Mechanism
Unspeakable Wonder
Cave
Cave
Cave
Burrowing Snagret

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Courage Reactor Courage ReactorUtter Scrap Utter Scrap
Pink Menace Pink MenaceSpiny Alien Treat Spiny Alien Treat
Fossilized Ursidae Fossilized UrsidaeTemporal Mechanism Temporal Mechanism
Unspeakable Wonder Unspeakable Wonder
Cave Emergence CaveCave Subterranean Complex
Cave Frontier Cavern
Caves inPikmin 2
Valley of ReposeEmergence Cave •Subterranean Complex •Frontier Cavern
Awakening WoodHole of Beasts •White Flower Garden •Bulblax Kingdom •Snagret Hole
Perplexing PoolCitadel of Spiders •Glutton's Kitchen •Shower Room •Submerged Castle
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