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{{spoiler}}
{{game icons|p2=y}}
==Summary and Location==
{{infobox cave
The '''Hole of Beasts''' is one of the first caves that you will likely go in first in the [[Awakening Wood]], and is slightly harder and deeper than the [[Emergence Cave]], but still very easy, this cave's potential hazards is the element of fire.
|image    = Hole of Beasts sublevel 4.jpg
|location  = Awakening Wood
|sublevels = 5
|treasures = 6
|hazards  = {{fire}}
}}
{{guide}}
The '''Hole of Beasts''' ({{j|けだものの穴|Keda Mono no Ana|Hole of Beasts}}) is a [[cave]] in the [[Awakening Wood]] in {{p2}}. It is likely the second cave one will enter in the game, and has a fairly short length and easy difficulty. This cave contains the [[hazard]] of [[fire]], and its boss is an [[Empress Bulblax]]. In this cave, there are {{pokos|1,100}} worth of treasure.


In order to get to the Hole of Beasts, you need to have destroyed the black gate near the two [[Ultra-spicy spray|Ultra-spicy berry]] bearing [[Burgeoning Spiderwort|Burgeoning Spiderworts]], and then pass or defeat the few enemies in your way, you should go forward in the opposite direction of the crushable bag, and find the entrance in a dark corner.
==How to reach==
{{location map | width = 242 | height = 334 | image = AW texture.png | bg = #111 | caption = Location of the cave. | icons =
{{map icon | cave | 54 | 113}}
}}
Near the landing site is a pair of [[Burgeoning Spiderwort]]s bearing ultra-spicy berries. Beyond is a [[Cloaking Burrow-Nit]] and [[Creeping Chrysanthemum]]. Following the path both are on and turning right leads to the cave, located in the spot where the [[Extraordinary Bolt]] was found in {{p1}}.


==Cave Information==
Like the [[Emergence Cave]], very few Pikmin are likely available to you, and your squad is thus equally limited. Bringing all [[Purple Pikmin]] available to you, and filling the remainder of your squad with as many [[Red Pikmin]] as you can is recommended.
*Name: Hole of Beasts
*Location: [[Awakening Wood]]
*Sublevels: 5
*Treasures: 6
*[[Hazards]]: Fire


==List of Treasures==
{{clear}}
*[[Stone of Glory]]
{{Notes|ship=y}}
*[[Cosmic Archive]]
 
*[[Strife Monolith]]
==Sublevel 1==
*[[Dream Architect]]
[[File:P2 Hole of Beasts Sublevel 1 Map.jpg|thumb|This is the layout for the first sublevel in the Hole of Beasts; the way the land is distributed will always remain close to the same, though some portions may be fragmented or slightly different.]]
*[[Luck Wafer]]
 
*[[Prototype Detector]]
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Soil 1|Soil 1]]''
* '''Treasures''':
** {{icon|Stone of Glory|y}}
* '''Enemies''':
** {{icon|Female Sheargrub|y}} × 6
** {{icon|Male Sheargrub|y}} × 4
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Clover|y}} × 4
** {{icon|Figwort|y}} (small brown) × 2
** {{icon|Horsetail|y}} × 2
* '''Others''':
** None
{{listen|filename=HoB sub 1.ogg|title=Excerpt of the level's music}}
 
The first sublevel of the Hole of Beasts is relatively simple, with only a few Sheargrubs to worry about, all in the room after the landing site. Only the [[Male Sheargrub]]s need defeating, as the others are harmless. Once that has been done, it is time to retrieve the Stone of Glory, the sublevel's only treasure.
 
{{cavegen|hob1}}
{{sublevel technical
|cave        = forest_1
|enemymax    = 10
|itemmax    = 1
|gatemax    = 0
|capmax      = 50
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_units_cent3_tsuchi.txt
|lightfile  = normal_light_lv0.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
}}
{{sublevel units
|room_cent3_4_tsuchi|'''Circular room with 4 exits'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Male Sheargrub|y}}
| 4
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Female Sheargrub|y}}
| 2
| None
| "Easy" enemy spots
|-
| 3
| {{icon|Female Sheargrub|y}}
| 2
| None
| "Easy" enemy spots
|-
| 4
| {{icon|Female Sheargrub|y}}
| 2
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 5
| {{icon|Clover|y}}
| 4
| None
| Plant spots
|-
| 6
| {{icon|Horsetail|y}}
| 2
| None
| Plant spots
|-
| 7
| {{icon|Figwort|y}} (small brown)
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 8
| {{icon|Stone of Glory|y}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
{{clear}}
 
==Sublevel 2==
[[File:P2 Hole of Beasts Sublevel 2 Map.jpg|thumb|This is the layout for the second sublevel; again, it is always the same.]]
 
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Relax|Relax]]''
* '''Treasures''':
** None
* '''Enemies''':
** {{icon|Mitite|y}} (group of 10) × 0 - 2 (from eggs)
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Common Glowcap|y}} × 6
** {{icon|Figwort|y}} (small brown) × 2
** {{icon|Violet Candypop Bud|y}} × 2 (if [[Candypop Bud#Maximum Pikmin requirement|max Pikmin requirement]] is met)
* '''Others''':
** {{icon|Egg|y}} × 2
 
If 20 or more [[Purple Pikmin]] have been collected, the two [[Violet Candypop Bud]]s here will not show up, leaving the sublevel nearly completely empty. This is possible only if the 10 Purples in [[Emergence Cave]] have been obtained twice or more. If that is the case, besides the two [[egg]]s that provide [[nectar]] and [[spray]], there is nothing to do here.
 
{{cavegen|hob2}}
{{sublevel technical
|cave        = forest_1
|enemymax    = 2
|itemmax    = 0
|gatemax    = 0
|capmax      = 100
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_units_cent2_tsuchi.txt
|lightfile  = muraon_light_lv2.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_tsuchi|Dead end
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
}}
{{sublevel units
|way2x2_tsuchi|Long corridor
|room_cent2_4_tsuchi|'''Circular room with 4 exits'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Violet Candypop Bud|y}}
| 2
| None
| "Special" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Common Glowcap|y}}
| 6
| None
| Plant spots
|-
| 3
| {{icon|Figwort|y}} (small brown)
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Egg|y}}
| 2
| None
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
{{clear}}
 
==Sublevel 3==
[[File:P2 Hole of Beasts Sublevel 3 Map.jpg|thumb|Sublevel 3 has, again, a relatively similar layout each time.]]
 
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Fire|Fire]]''
* '''Treasures''':
** {{icon|Cosmic Archive|y}}
** {{icon|Strife Monolith|y}}
* '''Enemies''':
** None
* '''Obstacles''':
** {{icon|Fire geyser|y}} × 14
* '''Vegetation''':
** {{icon|Common Glowcap|y}} × 8
* '''Others''':
** None
{{listen|filename=HoB sub 2.ogg|title=}}
 
This sublevel has no enemies, but may be the first place where you are introduced to the game's most common [[hazard]]: fire. As long as you have at least 15 [[Red Pikmin]], this sublevel should pose no problems. If any [[Purple Pikmin|Purple]] or other non-Red Pikmin catch on fire, just [[whistle]] them to save them.
 
Take only Red Pikmin through into the next room and [[swarm]] them to pick up the Strife Monolith, which is in the fireplace-like dark space, and the Cosmic Archive, located near the hole to the next sublevel.
 
{{cavegen|hob3}}
{{sublevel technical
|cave        = forest_1
|enemymax    = 14
|itemmax    = 2
|gatemax    = 0
|capmax      = 0
|rooms      = 3
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_ABE_norhiba_blkhiba_tsuchi.txt
|lightfile  = normal_light_lv2.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_tsuchi|Dead end
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
}}
{{sublevel units
|room_north_1_hiba_tsuchi|'''Circular room with 1 exit'''
|room_block1_3_hiba_tsuchi|'''Room with hole in wall'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Fire geyser|y}}
| 7
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Fire geyser|y}}
| 7
| None
| "Special" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 3
| {{icon|Common Glowcap|y}}
| 8
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Cosmic Archive|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Strife Monolith|y}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
{{clear}}
 
==Sublevel 4==
[[File:P2 Hole of Beasts Sublevel 4 Map.jpg|thumb|This is the layout for the fourth sublevel in the Hole of Beasts; the way the land is distributed will usually stay the same, but the twisted alcove may be attached on a different one of the alcoves.]]
 
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Soil 2|Soil 2]]''
* '''Treasures''':
** {{icon|Dream Architect|y}} (inside Red Bulborb)
** {{icon|Luck Wafer|y}}
* '''Enemies''':
** {{icon|Mitite|y}} (group of 10) × 1 (from the ground)
** {{icon|Mitite|y}} (group of 10) × 0 - 2 (from eggs)
** {{icon|Bulborb|y|n=Red Bulborb}} × 1
* '''Obstacles''':
** {{icon|Fire geyser|y}} × 4
* '''Vegetation''':
** {{icon|Common Glowcap|y}} × 6
** {{icon|Violet Candypop Bud|y}} × 1
* '''Others''':
** {{icon|Egg|y}} × 2
{{listen|filename=HoB sub 3.ogg|title=}}


==Enemies==
Find the [[Bulborb|Red Bulborb]] and throw [[Purple Pikmin]] at it to defeat the enemy and get the Dream Architect. Then take your Pikmin to the curved alcove to find the Luck Wafer, a very light, but valuable treasure. Nearby is a [[Violet Candypop Bud]]; this one never disappears no matter how many Purples you possess.
*[[Sheargrub|Female Sheargrub]]
*[[Sheargrub|Male Sheargrub]]
*[[Mitite]]
*[[Red Bulborb]]
*'''Boss: [[Empress Bulblax]]'''


==Complete Guide==
In one of the alcoves not containing any of the [[egg]]s found here, there will be a swarm of [[Mitite]]s that reveal themselves before scuttling around. [[Throw]] your Purple Pikmin to defeat them in order to get, in some cases, much-needed [[nectar]]. After your scavenging is complete, proceed to the final sublevel of this cave.


===Sublevel 1===
{{cavegen|hob4}}
[[Image:HOBsub1.JPG|thumb|right|This is the layout for the first sublevel in the Hole of Beasts, the way the land is distributed will always remain the same.]]
{{sublevel technical
|cave        = forest_1
|enemymax    = 6
|itemmax    = 1
|gatemax    = 0
|capmax      = 50
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_ABE_mid1_nor3_tsuchi.txt
|lightfile  = normal_light_lv3.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
}}
{{sublevel units
|room_mid1_6_tsuchi|'''Room with 6 exits'''
|room_north3_1_tsuchi|'''Room with long dead end'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Bulborb|y|n=Red Bulborb}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Dream Architect|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Violet Candypop Bud|y}}
| 1
| None
| "Special" enemy spots
|-
| 3
| {{icon|Fire geyser|y}}
| 4
| None
| "Hard" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Common Glowcap|y}}
| 6
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 5
| {{icon|Luck Wafer|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Mitite|y}} (group of 10)
| 1
| None
| Dead ends
|-
| 7
| {{icon|Egg|y}}
| 2
| None
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


The first sublevel of the Hole of Heroes is relatively simple, there are about 10 [[Sheargrub|Sheargrubs]] out in the area, mostly in the upper area, that you may want to eliminate, as there are about five for each gender, meaning that simply it would be imperative that you should take out the males. Once you have completed that, then you can retrieve the [[Stone of Glory]], a rather familiar appliance.
==Sublevel 5==
[[File:P2 Hole of Beasts Sublevel 5 Map.jpg|thumb|This is the layout for the last (fifth) sublevel in the Hole of Beasts. The way the land is distributed will always remain the same.]]


===Sublevel 2===
* '''Theme''': Soil
[[Image:HOBsub2.JPG|thumb|right|This is the layout for the second sublevel in the Hole of Beasts, the way the land is distributed will always remain the same.]]
* '''Music''': ''[[Music in Pikmin 2#Common boss battle|Boss]]'' (only when combating)
* '''Treasures''':
** {{icon|Prototype Detector|y}} (inside Empress Bulblax)
* '''Enemies''':
** {{icon|Empress Bulblax|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Common Glowcap|y}} × 8
* '''Others''':
** None
{{see also|Empress Bulblax#Strategy|t1=Empress Bulblax strategy}}


This sublevel is almost absolutely unnecasary in some ways, if you already have done the trick explained in Sublevel 2 of the [[Emergence Cave]], then I may repeat, this is another of those infamous places that if you have ''in total'', 11 or more [[Purple Pikmin]], the two [[Violet Candypop Buds]] here will not show up. Otherwise besides the two [[Eggs|eggs]] to provide you [[nectar]], [[spray]], and others; and the suddenly noticed increased distribution of [[Glowcap|Glowcaps]] there is nothing to do here, so move along now.
The last sublevel of the Hole of Beasts holds a very strange and large creature, an Empress Bulblax. This is the only enemy in the sublevel, and unlike later Empress Bulblaxes in the game, it does not produce [[Bulborb Larvae]], and it also has less health. To defeat it, throw Pikmin onto its head, and then whistle them to prevent them from being shaken off when necessary. Do not attempt to pursue it from the side though, as it has a dangerous rolling attack that can crush Pikmin. Once defeated, it will drop the [[Prototype Detector]], a treasure that will make finding other treasures much easier. Collect it and leave the cave via the [[geyser]].


===Sublevel 3===
{{cavegen|hob5}}
[[Image:HOBsub3.JPG|thumb|right|This is the layout for the third sublevel in the Hole of Beasts, the way the land is distributed will usually remain the same.]]
{{sublevel technical
|cave        = forest_1
|enemymax    = 1
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 1_units_boss_tsuchi.txt
|lightfile  = qchap_light.ini
|bg          =
|clog        = {{tt|Yes|Even though the game claims there is a clog on the hole, there is none – there is no hole either.}}
|hiddenfloor = 0
|units      =
{{sublevel units
|room_boss_1_tsuchi|'''Empress Bulblax arena'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Empress Bulblax|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Prototype Detector|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Common Glowcap|y}}
| 8
| None
| Plant spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


This sublevel has no enemies, but this may be the first place where you are intoduced to the most common and trivial hazards, fire. As long as you have plenty of [[Red Pikmin]], say about 50, which you should've brought plenty anyway, this dungeon is relative simple. If you do have [[Purple Pikmin]], or others if appicable, catch on fire, just whistle them to save them, you'll soon learn that fire is easy to deal with. Lead your Pikmin through and have them swarm to pick up the [[Strife Monolith]], inside a dark secluded space, and the [[Cosmic Archive]], located near the entrance to the next sublevel.
{{clear}}


===Sublevel 4===
==Gallery==
[[Image:HOBsub4.JPG|thumb|right|This is the layout for the fourth sublevel in the Hole of Beasts, the way the land is distributed will usually stay the same.]]
<gallery>
Hole of Beasts Location.png|The cave entrance.
HoB creature.jpg|The imprint on the floor at the start of sublevel 5.
</gallery>


This sublevel is more difficult, but somewhat easy. Find the [[Red Bulborb]], where its location may vary, and pound it with [[Purple Pikmin]] to vanquish the beast and get the [[Dream Architect]], likely an extremely remembered item in our world. Then take your Pikmin to the curved alcove to find the [[Luck Wafer]], a very light, but valulable piece, nearby is a [[Violet Candypop Buds|Violet Candypop Bud]], luckily, this one never disapears no matter how many purples you possess. Also in one of the alcoves not containg any of the two or so [[Eggs|eggs]] found here, there will be a swarm of [[Mitite|Mitites]] that reveal themselves and will scuttle around, use your Purple Pikmin to defeat them to get in some cases, much needed [[nectar]]. After your thorough scavenging is complete, proceed to the final sublevel of this cave.
==Names in other languages==
{{Foreignname
|Jap=けだものの穴
|JapR=Keda Mono no Ana
|JapM=Hole of Beasts
|SpaA=Sima de las Bestias
|SpaAM=Chasm of the Beasts
|Ger=Höhle der Bestien
|GerM=Cave of Beasts
|Fra=Gîte des Bêtes
|FraM=Gite of Beasts
|Ita=Covo di Bestie
|ItaM=Lair of Beasts
|ChiTrad=野獸洞穴
}}


===Sublevel 5 (Final Floor)===
==See also==
[[Image:HOBsub5.JPG|thumb|right|This is the layout for the last (fifth) sublevel in the Hole of Beasts, the way the land is distributed will always remain the same.]]
*[[Awakening Wood]]
*[[Prototype Detector]]


'''BOSS: [[Empress Bulblax|EMPRESS BULBLAX]]'''
{{Awakening Wood}}
The last sublevel of the Hole of Beasts holds a very strange and large creature, an Empress Bulblax, as the name suggests, it is a female matriarch, making it seem simple why it is a boss. This one though, out of the several you are yet to see, ''does not'' produce the small, aggravating vermin known as [[Bulborb Larva|Bulborb Larvae]]. If you know what these are beforehand, you should be relieved that you will not find them ''in this sublevel''. Simple, just follow the instructions on how to defeat this, and you are done. Throw Pikimn onto it to pummel the beast, and then call your Pikmin to prevent them from being shaken off when neccasary. It will roll around in attempt tto squash your Pikmin, luckily, it can only roll horizontally. If you are however, about to be caught in this attack, you can swarm your Pikmin against a small, but noticeable indent in the wall to prevent you and the Pikmin from being smashed. When you defeat it, it will drop one of the most renowned treasures in the game, the [[Prototype Detector]], a device allowing you to unlock the [[Treasure Gauge]], a very important machine that will track down '''''any''''' treasure in this world, very useful indeed you may say. Once you accomplish this last dungeon and rejoice maybe, you may exit via the geyser and leave to do possibly the next task, which may be going to the [[White Flower Garden]].
{{p2 caves}}
[[Category:Hole of Beasts| ]]

Latest revision as of 05:52, April 14, 2024

Hole of Beasts
Hole of Beasts sublevel 4.jpg
Location Awakening Wood
Sublevels 5
Treasures 6
Hazards Fire icon.png

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

The Hole of Beasts (けだものの穴?, lit.: "Hole of Beasts") is a cave in the Awakening Wood in Pikmin 2. It is likely the second cave one will enter in the game, and has a fairly short length and easy difficulty. This cave contains the hazard of fire, and its boss is an Empress Bulblax. In this cave, there are Poko icon.png × 1,100 worth of treasure.

How to reach[edit]

AW texture.png
Cave icon.png
Location of the cave.

Near the landing site is a pair of Burgeoning Spiderworts bearing ultra-spicy berries. Beyond is a Cloaking Burrow-Nit and Creeping Chrysanthemum. Following the path both are on and turning right leads to the cave, located in the spot where the Extraordinary Bolt was found in Pikmin.

Like the Emergence Cave, very few Pikmin are likely available to you, and your squad is thus equally limited. Bringing all Purple Pikmin available to you, and filling the remainder of your squad with as many Red Pikmin as you can is recommended.

Notes

Ship's dialogs

Krrzt! Bzzrrt! Biological sensors are reacting violently. The readings are ominous.

A beast of unknown power lurks in these depths. A large Pikmin group would be reassuring.

My sound sensors are picking up hostile roars of many beasts. Expect dangerous encounters.

Sensors are also showing extreme heat pockets. You may need flame-resistant Pikmin...

But my sensors indicate no such data! Are my records incomplete?

Sublevel 1[edit]

An unofficial map of sublevel 1 of the Hole of Beasts.
This is the layout for the first sublevel in the Hole of Beasts; the way the land is distributed will always remain close to the same, though some portions may be fragmented or slightly different.

The first sublevel of the Hole of Beasts is relatively simple, with only a few Sheargrubs to worry about, all in the room after the landing site. Only the Male Sheargrubs need defeating, as the others are harmless. Once that has been done, it is time to retrieve the Stone of Glory, the sublevel's only treasure.

Generate sample map →

Technical sublevel information
Internal cave name forest_1
"Main" object maximum (?) 10
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 0
Dead end unit probability (?) 50
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_units_cent3_tsuchi.txt
Lighting file (?) normal_light_lv0.ini
Background (?) None
Cave units (?)
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
way2x2_tsuchi
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_cent3_4_tsuchi
Circular room with 4 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Male Sheargrub icon.png Male Sheargrub 4 None "Hard" enemy spots
2 Female Sheargrub icon.png Female Sheargrub 2 None "Easy" enemy spots
3 Female Sheargrub icon.png Female Sheargrub 2 None "Easy" enemy spots
4 Female Sheargrub icon.png Female Sheargrub 2 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
5 Clover icon.png Clover 4 None Plant spots
6 Horsetail icon.png Horsetail 2 None Plant spots
7 Figwort icon.png Figwort (small brown) 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
8 Stone of Glory icon.png Stone of Glory 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2[edit]

An unofficial map of sublevel 2 of the Hole of Beasts.
This is the layout for the second sublevel; again, it is always the same.

If 20 or more Purple Pikmin have been collected, the two Violet Candypop Buds here will not show up, leaving the sublevel nearly completely empty. This is possible only if the 10 Purples in Emergence Cave have been obtained twice or more. If that is the case, besides the two eggs that provide nectar and spray, there is nothing to do here.

Generate sample map →

Technical sublevel information
Internal cave name forest_1
"Main" object maximum (?) 2
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 0
Dead end unit probability (?) 100
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_units_cent2_tsuchi.txt
Lighting file (?) muraon_light_lv2.ini
Background (?) None
Cave units (?)
cap_tsuchi
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_tsuchi
room_cent2_4_tsuchi
Long corridor Circular room with 4 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Violet Candypop Bud icon.png Violet Candypop Bud 2 None "Special" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Common Glowcap icon.png Common Glowcap 6 None Plant spots
3 Figwort icon.png Figwort (small brown) 2 None Plant spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
4 Egg icon.png Egg 2 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3[edit]

An unofficial map of sublevel 3 of the Hole of Beasts.
Sublevel 3 has, again, a relatively similar layout each time.

This sublevel has no enemies, but may be the first place where you are introduced to the game's most common hazard: fire. As long as you have at least 15 Red Pikmin, this sublevel should pose no problems. If any Purple or other non-Red Pikmin catch on fire, just whistle them to save them.

Take only Red Pikmin through into the next room and swarm them to pick up the Strife Monolith, which is in the fireplace-like dark space, and the Cosmic Archive, located near the hole to the next sublevel.

Generate sample map →

Technical sublevel information
Internal cave name forest_1
"Main" object maximum (?) 14
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 3
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 2_ABE_norhiba_blkhiba_tsuchi.txt
Lighting file (?) normal_light_lv2.ini
Background (?) None
Cave units (?)
cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
way2x2_tsuchi
Dead end Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_north_1_hiba_tsuchi
room_block1_3_hiba_tsuchi
Circular room with 1 exit Room with hole in wall
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Fire geyser icon.png Fire geyser 7 None "Hard" enemy spots
2 Fire geyser icon.png Fire geyser 7 None "Special" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
3 Common Glowcap icon.png Common Glowcap 8 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
4 Cosmic Archive icon.png Cosmic Archive 1 None Treasure spots
5 Strife Monolith icon.png Strife Monolith 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 4[edit]

An unofficial map of sublevel 4 of the Hole of Beasts, showing the layout variations that can occur.
This is the layout for the fourth sublevel in the Hole of Beasts; the way the land is distributed will usually stay the same, but the twisted alcove may be attached on a different one of the alcoves.

Find the Red Bulborb and throw Purple Pikmin at it to defeat the enemy and get the Dream Architect. Then take your Pikmin to the curved alcove to find the Luck Wafer, a very light, but valuable treasure. Nearby is a Violet Candypop Bud; this one never disappears no matter how many Purples you possess.

In one of the alcoves not containing any of the eggs found here, there will be a swarm of Mitites that reveal themselves before scuttling around. Throw your Purple Pikmin to defeat them in order to get, in some cases, much-needed nectar. After your scavenging is complete, proceed to the final sublevel of this cave.

Generate sample map →

Technical sublevel information
Internal cave name forest_1
"Main" object maximum (?) 6
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 0
Dead end unit probability (?) 50
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 2_ABE_mid1_nor3_tsuchi.txt
Lighting file (?) normal_light_lv3.ini
Background (?) None
Cave units (?)
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
way2x2_tsuchi
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_mid1_6_tsuchi
room_north3_1_tsuchi
Room with 6 exits Room with long dead end
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Bulborb icon.png Red Bulborb 1 None "Hard" enemy spots
- Dream Architect icon.png Dream Architect Carried inside entry with ID 1
2 Violet Candypop Bud icon.png Violet Candypop Bud 1 None "Special" enemy spots
3 Fire geyser icon.png Fire geyser 4 None "Hard" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
4 Common Glowcap icon.png Common Glowcap 6 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
5 Luck Wafer icon.png Luck Wafer 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
6 Mitite icon.png Mitite (group of 10) 1 None Dead ends
7 Egg icon.png Egg 2 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 5[edit]

An unofficial map of sublevel 5 of the Hole of Beasts.
This is the layout for the last (fifth) sublevel in the Hole of Beasts. The way the land is distributed will always remain the same.
See also: Empress Bulblax strategy.

The last sublevel of the Hole of Beasts holds a very strange and large creature, an Empress Bulblax. This is the only enemy in the sublevel, and unlike later Empress Bulblaxes in the game, it does not produce Bulborb Larvae, and it also has less health. To defeat it, throw Pikmin onto its head, and then whistle them to prevent them from being shaken off when necessary. Do not attempt to pursue it from the side though, as it has a dangerous rolling attack that can crush Pikmin. Once defeated, it will drop the Prototype Detector, a treasure that will make finding other treasures much easier. Collect it and leave the cave via the geyser.

Generate sample map →

Technical sublevel information
Internal cave name forest_1
"Main" object maximum (?) 1
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) Yes
Clogged hole (?) Yes
Cave units file (?) 1_units_boss_tsuchi.txt
Lighting file (?) qchap_light.ini
Background (?) None
Cave units (?)
room_boss_1_tsuchi
Empress Bulblax arena
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Empress Bulblax icon.png Empress Bulblax 1 None "Hard" enemy spots
- Prototype Detector icon.png Prototype Detector Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Common Glowcap icon.png Common Glowcap 8 None Plant spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Gallery[edit]

Names in other languages[edit]

Language Name Meaning
Flag of Japan Japanese けだものの穴?
Keda Mono no Ana
Hole of Beasts
Flag of the Republic of China (Taiwan) Chinese
(traditional)
野獸洞穴
Flag of France French Gîte des Bêtes Gite of Beasts
Flag of Germany German Höhle der Bestien Cave of Beasts
Flag of Italy Italian Covo di Bestie Lair of Beasts
Flag of Mexico Spanish (NoA) Sima de las Bestias Chasm of the Beasts

See also[edit]