Hole of Heroes: Difference between revisions

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{{clean}}
{{game icons|p2=y}}
{{Solution}}
{{infobox cave
{{Infobox cave
|image    = Hole of Heroes sublevel 9.jpg
|location=Wistful Wild
|location = Wistful Wild
|sublevels=15
|sublevels = 15
|treasures=13
|treasures = 13
|hazards=Fire, Electricity, Water and Poison
|hazards   = {{fire}} {{water}} {{electricity}} {{poison}} {{explosion}}
}}
}}
The '''Hole of Heroes''' is the second to last cave you'll have to complete in Pikmin 2, which is slightly harder and deeper than the [[Cavern of Chaos]] cave, it has the most sublevels in the whole game. The cave has all four hazards and many miniboss battles, but the final-floor boss is relatively easy. To get to Hole of Heroes, you have to defeat the [[Hermit Crawmad]], a [[Fiery Blowhog]] and a [[Watery Blowhog]], and some [[Shearwig]]s. Then, you should use your Yellows to destroy the electric gate. Defeat the [[Armored Cannon Beetle Larva]] waiting at the bridge and stock up on nectar and sprays before you go in.
{{guide}}
The '''Hole of Heroes''' ({{j|百戦錬磨の穴|Hyakusenrenma no Ana|Hole of Veterans}}) is a [[cave]] in ''[[Pikmin 2]]'', found in the [[Wistful Wild]], the game's fourth and last [[area]]. It is the longest cave in the game with 15 sublevels but only 13 treasures, and of a difficulty comparable to the other Wistful Wild caves. The later sublevels are based around repeats of encounters with all the [[boss]]es from the previous areas in ''Pikmin 2'' except the [[Giant Breadbug]] and the [[Waterwraith]]. The final boss is the [[Raging Long Legs]]. In the US [[Region|version]] for this cave, there are {{pokos|2205}} worth of treasure. In the European version, there are {{pokos|2235}} worth of treasure. Compared to the [[Cavern of Chaos]] and the [[Dream Den]], the sublevel themes do not follow a particular order.


==Treasures==
==How to reach==
*[[Corpulent Nut]]
{{location map | width = 272 | height = 319 | image = WW texture.png | bg = #111 | caption = Location of the cave. | icons =
*[[Essence of True Love]]
{{map icon | cave | 196 | 234}}
*[[Love Sphere]]
}}
*[[Lustrous Element]]
 
*[[Nutrient Silo]] (NTSC)/[[Stringent Container]] (PAL)
From the landing site, you should head forward. Destroy the gate guarded by the [[Hermit Crawmad]], and remove the [[clog]] on that water. Use [[Yellow Pikmin]] to destroy the electric gate, and then go around the [[Conifer Spire]] and the [[Armored Cannon Larva|Armored Cannon Beetle Larva]] to reach the cave.
*[[Joyless Jewel]]
 
*[[Dimensional Slicer]] (NTSC)/[[Patience Tester]] (PAL)
All Pikmin types are relevant. Focus on Red and Purple Pikmin, as this dungeon focuses on combat above other elements. Also remember to bring a healthy amount of [[Blue Pikmin]] for the water-logged sublevel, and the two arachnorb rematches.
*[[Treasured Gyro Block]]
 
*[[Favorite Gyro Block]]
{{clear}}
*[[Lost Gyro Block]]
{{notes|ship=y}}
*[[Memorable Gyro Block]]
 
*[[Fond Gyro Block]]
==Sublevel 1==
*[[Remembered Old Buddy]]
* '''Theme''': Garden
* '''Music''': ''[[Music in Pikmin 2#Grass|Grass]]''
* '''Treasures''':
** {{icon|Corpulent Nut|y}}
* '''Enemies''':
** {{icon|Cloaking Burrow-nit|y}} × 2
** {{icon|Creeping Chrysanthemum|y}} × 2
** {{icon|Dwarf Orange Bulborb|y}} × 4
** {{icon|Female Sheargrub|y}} × 5
** {{icon|Male Sheargrub|y}} × 5
** {{icon|Mitite|y}} (group of 10) × 0 - 3 (from eggs)
** {{icon|Shearwig|y}} × 5
** {{icon|Skitter Leaf|y}} × 4
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Clover|y}} × 2
** {{icon|Figwort|y}} (small red) × 2
** {{icon|Margaret|y}} × 2
* '''Others''':
** {{icon|Egg|y}} × 3
 
Whatever hopes you had of having a gentle first sublevel are ruined here. [[Creeping Chrysanthemum]]s, [[Sheargrub]]s, [[Shearwig]]s, [[Skitter Leaf]]s, and [[Cloaking Burrow-nit]]s are littered across the scenic maze. [[Purple Pikmin]] are the best choice, but be weary of the [[Dwarf Orange Bulborb]]s that fall from the sky. Because of this, it is recommended you keep the [[camera]] zoomed out above you.
 
It's advised that you escort whatever loads your [[Pikmin family|Pikmin]] are carrying back to the [[Research Pod]]. Aside from the [[Corpulent Nut]], the only other items worth grabbing are [[nectar]] or [[spray]]s, so keep an eye out for [[egg]]s.
 
{{cavegen|hoh1}}
{{sublevel technical
|cave        = last_2
|enemymax    = 23
|itemmax    = 1
|gatemax    = 0
|capmax      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_units_big2_kusachi.txt
|lightfile  = hiroba_toy_light_cha.ini
|bg          = hiroba
|clog        = No
|hiddenfloor = 1
|units      =
{{sublevel units
|item_cap_kusachi|Dead end with item
|way3_kusachi|Three-way crossing
|way4_kusachi|Four-way crossing
|wayl_kusachi|Turning corridor
|way2_kusachi|Corridor
|way2x2_kusachi|Long corridor
}}
{{sublevel units
|room_big2_kusachi|'''Room with 5 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|Creeping Chrysanthemum|y}}
| 2
| None
| "Special" enemy spots
|-
| 2
| {{icon|Cloaking Burrow-nit|y}}
| 2
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Dwarf Orange Bulborb|y}}
| 2
| Falls from the sky
| "Hard" enemy spots
|-
| 4
| {{icon|Female Sheargrub|y}}
| 5
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Male Sheargrub|y}}
| 5
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Shearwig|y}}
| 5
| None
| "Easy" enemy spots
|-
| 8
| {{icon|Margaret|y}}
| 2
| None
| "Hard" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Skitter Leaf|y}}
| 4
| None
| Plant spots
|-
| 9
| {{icon|Clover|y}}
| 2
| None
| Plant spots
|-
| 10
| {{icon|Figwort|y}} (small red)
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Corpulent Nut|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 12
| {{icon|Egg|y}}
| 3
| None
| Dead ends
|-
| 13
| {{icon|Dwarf Orange Bulborb|y}}
| 2
| Falls from the sky
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 2==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Concrete 2|Concrete 2]]''
* '''Treasures''':
** {{icon|Essence of True Love|y}} (fully buried)
* '''Enemies''':
** {{icon|Anode Beetle|y}} × 6
** {{icon|Antenna Beetle|y}} × 1
** {{icon|Bumbling Snitchbug|y}} × 1
** {{icon|Careening Dirigibug|y}} × 2
** {{icon|Mitite|y}} (group of 10) × 0 - 3 (from eggs)
** {{icon|Swooping Snitchbug|y}} × 2
* '''Obstacles''':
** {{icon|Bomb-rock|y}} × 2
* '''Vegetation''':
** {{icon|Figwort|y}} (large red) × 4
** {{icon|Shoot|y}} (large) × 2
** {{icon|Shoot|y}} (small) × 4
* '''Others''':
** [[Gate]] with 2500 [[Health|HP]] × 5
** {{icon|Egg|y}} × 3
 
Both [[Bumbling Snitchbug]]s, and [[Swooping Snitchbug]]s live down here, along with [[Anode Beetle]]s, the irritating [[Careening Dirigibug]]s, and an [[Antenna Beetle]]. There are a lot of bug enemies here. If this isn't enough all together, bomb-rocks drop just like the Dwarf Bulborbs in the last sublevel. Take extreme caution and try to get all of the bombs down with a leader before bringing your troops in. The [[Essence of True Love]] is buried; [[dig]] it up with [[White Pikmin]].
 
{{cavegen|hoh2}}
{{sublevel technical
|cave        = last_2
|enemymax    = 12
|itemmax    = 1
|gatemax    = 5
|capmax      = 80
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|unitfile    = 4_ABE_a_b_e_m_conc.txt
|lightfile  = normal_light_lv1.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|way2x2_conc|Long corridor
|cap_pipe|Dead end
|wayl_pipe|Turning corridor
}}
{{sublevel units
|way2_pipe|Corridor
|room_4x4a_4_conc|'''Room with 4 exits'''
|room_4x4b_4_conc|'''Room with 4 exits'''
|room_4x4e_4_conc|'''Room with 4 exits and C-shaped wall'''
|room_hitode3x3m_5_conc|'''Room with 5 exits and 2 walls'''
}}
}}
{| 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|Bumbling Snitchbug|y}}
| 1
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Swooping Snitchbug|y}}
| 2
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Careening Dirigibug|y}}
| 2
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Antenna Beetle|y}}
| 1
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Anode Beetle|y}}
| 6
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Figwort|y}} (large red)
| 4
| None
| Plant spots
|-
| 7
| {{icon|Shoot|y}} (small)
| 4
| None
| Plant spots
|-
| 8
| {{icon|Shoot|y}} (large)
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 9
| {{icon|Essence of True Love|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Egg|y}}
| 3
| None
| Dead ends
|-
| 12
| {{icon|Bomb-rock|y}}
| 2
| Falls from the sky
| Dead ends
|-
! colspan="5" | Then it spawns 5 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 10
| [[Gate]] (2500 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 3==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]''
* '''Treasures''':
** {{icon|Love Sphere|y}}
* '''Enemies''':
** {{icon|Fiery Blowhog|y}} × 2
** {{icon|Puffy Blowhog|y}} × 1
** {{icon|Volatile Dweevil|y}} × 5
** {{icon|Watery Blowhog|y}} × 2
** {{icon|Withering Blowhog|y}} × 2
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Figwort|y}} (large brown) × 4
** {{icon|Figwort|y}} (small brown) × 4
* '''Others''':
** [[Gate]] with 2500 [[Health|HP]] × 8
 
Sublevel three is a maze of all species of the [[Blowhog family]]. Barriers make this place a pain, especially when there's a [[Withering Blowhog]] right on the other side. All of the Blowhogs can attack through the barriers, so be careful with the two earthbound types and do your best to keep the Withering Blowhogs from blowing away your Pikmin's flowers. You'll probably need flowered Pikmin for the next sublevel.
 
[[Volatile Dweevil]]s still appear in this level, so be very careful. Try scouting across all the available terrain alone before moving on. Travel with your group while carrying the [[Love Sphere]] and the corpses, just in case. One mistake could be all it takes to ruin your chances of success. If you're lucky, a [[Dweevil]] may appear next to a Blowhog and do damage for you, making your job a little easier.
 
{{cavegen|hoh3}}
{{sublevel technical
|cave        = last_2
|enemymax    = 10
|itemmax    = 1
|gatemax    = 8
|capmax      = 100
|rooms      = 2
|ctrratio    = 0.1
|geyser      = No
|unitfile    = 4_ABE_a_b_e_m_conc.txt
|lightfile  = normal_light_lv2.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|way2x2_conc|Long corridor
|cap_pipe|Dead end
|wayl_pipe|Turning corridor
}}
{{sublevel units
|way2_pipe|Corridor
|room_4x4a_4_conc|'''Room with 4 exits'''
|room_4x4b_4_conc|'''Room with 4 exits'''
|room_4x4e_4_conc|'''Room with 4 exits and C-shaped wall'''
|room_hitode3x3m_5_conc|'''Room with 5 exits and 2 walls'''
}}
}}
{| 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|Fiery Blowhog|y}}
| 2
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Watery Blowhog|y}}
| 2
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Puffy Blowhog|y}}
| 1
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Volatile Dweevil|y}}
| 3
| Falls from the sky
| "Hard" enemy spots
|-
| 5
| {{icon|Withering Blowhog|y}}
| 2
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Figwort|y}} (small brown)
| 4
| None
| Plant spots
|-
| 7
| {{icon|Figwort|y}} (large brown)
| 4
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 8
| {{icon|Love Sphere|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 10
| {{icon|Volatile Dweevil|y}}
| 2
| Falls from the sky
| Dead ends
|-
! colspan="5" | Then it spawns 8 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 9
| [[Gate]] (2500 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 4==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Common boss battle|Boss]] (only when combating)
* '''Treasures''':
** {{icon|Lustrous Element|y}} (inside Pileated Snagret)
* '''Enemies''':
** {{icon|Burrowing Snagret|y}} × 1
** {{icon|Pileated Snagret|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Common Glowcap|y}} × 3
** {{icon|Fiddlehead|y}} × 2
* '''Others''':
** None
{{see also|Burrowing Snagret#Strategy|t1=Burrowing Snagret strategy}}
{{see also|Pileated Snagret#Strategy|t1=Pileated Snagret strategy}}
 
Here is where you want flower Pikmin. It's the first boss return of the cave. There are two Snagrets, one [[Pileated Snagret]] and one [[Burrowing Snagret]], and there's a sandy sinkhole in the middle of the arena that causes a huge issue when you find yourself retreating from the feathered Snagret. Note that you do not have to kill both beasts, only the Pileated Snagret. Fight it for the [[Lustrous Element]], but be careful not to walk into its burrowing partner. Locate both monsters if you must. You may want to use [[White Pikmin]] as a last resort.
 
{{cavegen|hoh4}}
{{sublevel technical
|cave        = last_2
|enemymax    = 7
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MAT_manq_conc.txt
|lightfile  = normal_light_lv3.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
}}
{{sublevel units
|room_manh7x7q_8_conc|'''Circular sandpit 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|Pileated Snagret|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Lustrous Element|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Burrowing Snagret|y}}
| 1
| None
| "Easy" enemy spots
|-
| 3
| {{icon|Common Glowcap|y}}
| 3
| None
| Cave unit seams
|-
| 4
| {{icon|Fiddlehead|y}}
| 2
| None
| Cave unit seams
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 5==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Relax|Relax]]''
* '''Treasures''':
** None
* '''Enemies''':
** {{icon|Honeywisp|y}} × 7
** {{icon|Iridescent Glint Beetle|y}} × 2
** {{icon|Mamuta|y}} × 2
** {{icon|Mitite|y}} (group of 10) × 0 - 7 (from Honeywisps)
** {{icon|Unmarked Spectralids|y}} (group of 9) × 2
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Queen Candypop Bud|y}} × 1
** {{icon|Shoot|y}} (small) × 5
* '''Others''':
** None
 
A treasureless rest level. There aren't any creatures here that can kill, and all four of them could even contribute to your squad. Mamutas pound your Pikmin into the ground, but give them flowers. Honeywisps and Unmarked Spectralids provide nectar or, if you're lucky, a spray. [[Iridescent Glint Beetle]]s have the same results: 1<sup>st</sup> hit nectar, 2<sup>nd</sup> hit sprays.
 
If you have taken severe damage and feel you need to return to the surface, there's a geyser waiting for you here. There's also a Queen Candypop Bud and plenty of nectar just in case there's a couple of leaf or bud Pikmin among your flowered soldiers.
 
{{cavegen|hoh5}}
{{sublevel technical
|cave        = last_2
|enemymax    = 14
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 4_units_a_d_e_h_conc.txt
|lightfile  = normal_light_lv4.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
}}
{{sublevel units
|room_4x4a_4_conc|'''Room with 4 exits'''
|room_4x4d_4_conc|'''Room with 4 exits'''
|room_4x4e_4_conc|'''Room with 4 exits and C-shaped wall'''
|room_dan4x4h_2_conc|'''Room with 2 exits and a raised edge'''
}}
}}
{| 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|Queen Candypop Bud|y}}
| 1
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Mamuta|y}}
| 2
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Iridescent Glint Beetle|y}}
| 1
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Iridescent Glint Beetle|y}}
| 1
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Unmarked Spectralids|y}} (group of 9)
| 1
| None
| "Easy" enemy spots
|-
| 7
| {{icon|Unmarked Spectralids|y}} (group of 9)
| 1
| None
| "Easy" enemy spots
|-
! colspan="5" | Alongside it spawns 7 "main" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 3
| {{icon|Honeywisp|y}}
| 100%
| None
| "Hard" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 8
| {{icon|Shoot|y}} (small)
| 5
| None
| Plant spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 6==
[[File:Hole of Heroes sublevel 6.jpg|thumb|Sublevel 6.]]
 
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Flooded Stump|Flooded Stump]]'' (exclusive to this sublevel)
* '''Treasures''':
** {{icon|Nutrient Silo|y}} (US) / {{icon|Stringent Container|y|v=EU}} (Europe/Japan)
* '''Enemies''':
** {{icon|Hermit Crawmad|y}} &times; 2
** {{icon|Mitite|y}} (group of 10) &times; 0 - 2 (from eggs)
** {{icon|Water Dumple|y}} &times; 3
** {{icon|Wogpole|y}} &times; 6
** {{icon|Wollywog|y}} &times; 1
** {{icon|Yellow Wollywog|y}} &times; 2
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Lapis Lazuli Candypop Bud|y}} &times; 2
** {{icon|Shoot|y}} (large) &times; 2
** {{icon|Shoot|y}} (small) &times; 3
* '''Others''':
** {{icon|Egg|y}} &times; 2
 
If your Blue Pikmin are low on numbers, there are some Candypop Buds here in your favor. You are going to need them if you want a safe journey across this place. Find a safe spot for your non-aquatic troops. That may involve some fighting for the territory; if not, all the better.
 
The enemies here prove to be chores, aside from the Wogpoles, but the creatures can be problematic if you're retreating or in a situation where you need all the room you can get without having to call off more soldiers. If you need to, Water Dumples don't take too long to kill with a leader. After collecting the [[Nutrient Silo]] ([[Stringent Container]] in the European [[Region|version]]), get rid of the seal over the hole and jump in for your next boss fight.
 
It should be noted that it is possible for the dungeon generator to, in rare cases, give this sublevel a seemingly impossible layout, in which the Nutrient Silo is placed atop a stump that is too tall for any type but Yellows to reach; of course, most of the sublevel is flooded, making it incredibly difficult for Yellows to access it. With long throws, it is possible for Yellows to reach the treasure, though they will start drowning after pulling it off the stump. The treasure will be submerged, so it won't be in the way as the Pikmin are called back. Should this happen, it's simpler to reset and try again. This sublevel's layout only appears twice in the game, and its music is unique.
 
{{cavegen|hoh6}}
{{sublevel technical
|cave        = last_2
|enemymax    = 8
|itemmax    = 1
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_units_ike4_tsuchi.txt
|lightfile  = normal_light_lv4.ini
|bg          =
|clog        = Yes
|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_ike4_5_tsuchi|'''Swamp with trunks'''
}}
}}
{| 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|Wollywog|y}}
| 1
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Yellow Wollywog|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Yellow Wollywog|y}}
| 1
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Hermit Crawmad|y}}
| 2
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Water Dumple|y}}
| 3
| None
| "Hard" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Wogpole|y}}
| 6
| None
| Plant spots
|-
| 7
| {{icon|Shoot|y}} (small)
| 3
| None
| Plant spots
|-
| 8
| {{icon|Shoot|y}} (large)
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 9
| {{icon|Nutrient Silo|y}} (US)<br>{{icon|Stringent Container|y|v=EU}} (EU/JP)
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 10
| {{icon|Lapis Lazuli Candypop Bud|y}}
| 2
| None
| Dead ends
|-
| 11
| {{icon|Egg|y}}
| 2
| Falls from the sky
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Enemies==
==Sublevel 7==
*[[Anode Beetle]]
* '''Theme''': Tiles
*[[Anode Dweevil]]
* '''Music''': ''[[Music in Pikmin 2#Common boss battle|Boss]]'' (only when combating)
*[[Antenna Beetle]]
* '''Treasures''':
*[[Armored Cannon Beetle Larva]]
** {{icon|Joyless Jewel|y}} (inside Ranging Bloyster)
*[[Beady Long Legs]]
* '''Enemies''':
*[[Bulbmin]]
** {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (surface) &times; 2
*[[Bulborb Larva]]
** {{icon|Decorated Cannon Beetle|y}} &times; 2
*[[Bumbling Snitchbug]]
** {{icon|Ranging Bloyster|y}} &times; 1
*[[Burrowing Snagret]]
* '''Obstacles''':
*[[Careening Dirigibug]]
** {{icon|Boulder|y}} &times; 6
*[[Caustic Dweevil]]
* '''Vegetation''':
*[[Cloaking Burrow-nit]]
** None
*[[Creeping Chrysanthemum]]
* '''Others''':
*[[Decorated Cannon Beetle]]
** [[Gate]] with 4000 [[Health|HP]] &times; 5
*[[Doodlebug]]
{{see also|Ranging Bloyster#Strategy|t1=Ranging Bloyster strategy}}
*[[Dwarf Bulbear]]
*[[Dwarf Orange Bulborb]]
*[[Dwarf Red Bulborb]]
*[[Emperor Bulblax]]
*[[Empress Bulblax]]
*[[Female Sheargrub]]
*[[Fiery Blowhog]]
*[[Fiery Bulblax]]
*[[Fiery Dweevil]]
*[[Greater Spotted Jellyfloat]]
*[[Hairy Bulborb]]
*[[Hermit Crawmad]]
*[[Honeywisp]]
*[[Iridescent Flint Beetle]]
*[[Iridescent Glint Beetle]]
*[[Lesser Spotted Jellyfloat]]
*[[Male Sheargrub]]
*[[Mamuta]]
*[[Man-at-Legs]]
*[[Mitite]]
*[[Munge Dweevil]]
*[[Orange Bulborb]]
*[[Pileated Snagret]]
*[[Puffy Blowhog]]
*[[Ranging Bloyster]]
*[[Red Bulborb]]
*[[Shearwig]]
*[[Skitter Leaf]]
*[[Snow Bulborb]]
*[[Spotty Bulbear]]
*[[Unmarked Spectralids]]
*[[Volatile Dweevil]]
*[[Water Dumple]]
*[[Watery Blowhog]]
*[[Withering Blowhog]]
*[[Wogpole]]
*[[Wollywog]]
*[[Yellow Wollywog]]
*'''Boss: [[Raging Long Legs]]'''


== Sublevel 1  ==
This arena is roomy, and you'll find a Ranging Bloyster just waiting to feed. Get your Pikmin safe behind the hole or in a dead end, and defeat the Cannon Beetles with their own boulders. Otherwise, the Pikmin will be crushed to death. Then you can move to the big blob. Split into two teams, surround the beast, and alternate between leaders to get a good shot at the bulb on the monster's back. Again, you may want to feed it White Pikmin as a last resort. Soon enough, you'll get the [[Joyless Jewel]] as the prize.


At first glance, this appears to be a tranquil field, but take a few steps and the bugs will burrow out of the ground and attack. This place is full of sheargrubs and other burrowing enemies like a pair of cloaking burrow-nits and a pair of creeping crysanthemums. If you get occupied with too many enemies at once, a bitter spray might help you escape from the sticky situation. There's only one treasure here, and it's out in the open-just be careful of the falling dwarf orange bulborbs. Ignore the skitter leaves...
{{cavegen|hoh7}}
{{sublevel technical
|cave        = last_2
|enemymax    = 10
|itemmax    = 0
|gatemax    = 5
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MIYA_bunki_tile.txt
|lightfile  = normal_light_lv4.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|item_cap_pipe|Dead end with item
|way3_pipe|Three-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|way2_pipe|Corridor
}}
{{sublevel units
|way2x2_pipe|Long corridor
|room_bunki7x7_8_tile|'''Large square room with 5 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
|-
| 2
| {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (surface)
| 2
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Decorated Cannon Beetle|y}}
| 2
| None
| "Hard" enemy spots
|-
! colspan="5" | Alongside it spawns 6 "main" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 4
| {{icon|Boulder|y}}
| 100%
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Ranging Bloyster|y}}
| 1
| None
| Plant spots
|-
| -
| {{icon|Joyless Jewel|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns 5 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 5
| [[Gate]] (4000 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


== Sublevel ==
==Sublevel 8==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Relax|Relax]]''
* '''Treasures''':
** None
* '''Enemies''':
** {{icon|Bulbmin|y}} &times; 1
** {{icon|Doodlebug|y}} &times; 2
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Crimson Candypop Bud|y}} &times; 2
** {{icon|Queen Candypop Bud|y}} &times; 1
** {{icon|Shoot|y}} (small) &times; 5
* '''Others''':
** None


This floor is home to a large amount of "bug" enemies. Swooping and Bumbling Snitchbugs are spotted often on this floor. Anode Beetles litter the cave as well. There is one Antenna Beetle on this floor, along with 2 Careening Dirigibugs. The level's only treasure is underground, and must be dug up by white pikmin. Be careful of falling bomb-rocks in the corners.
Yet another rest level. You're more than halfway through, but you get another chance to go back to the surface here, along with Crimson Candypop Buds and a Queen Candypop Bud. If you've lost Pikmin, you can use that and the Bulbmin wandering down here. Be careful, aside from the Bulbmin, Doodlebugs may appear to endanger your soldiers. Lastly, there's a good chance to get nectar and sprays here. There's no treasure here.


== Sublevel 3 ==
{{cavegen|hoh8}}
{{sublevel technical
|cave        = last_2
|enemymax    = 6
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 3
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 4_units_a_d_e_h_conc.txt
|lightfile  = normal_light_lv4.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
}}
{{sublevel units
|room_4x4a_4_conc|'''Room with 4 exits'''
|room_4x4d_4_conc|'''Room with 4 exits'''
|room_4x4e_4_conc|'''Room with 4 exits and C-shaped wall'''
|room_dan4x4h_2_conc|'''Room with 2 exits and a raised edge'''
}}
}}
{| 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|Queen Candypop Bud|y}}
| 1
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Crimson Candypop Bud|y}}
| 2
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Bulbmin|y}}
| 1
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Doodlebug|y}}
| 1
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Doodlebug|y}}
| 1
| None
| "Hard" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Shoot|y}} (small)
| 5
| None
| Plant spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


It may be a small sublevel, but it's packed with all the blowhog varieties- two fiery, two watery, two withering, and a puffy blowhog. Almost always there will be some kind of blowhog sending out some kind of pestilence through a fence that your Pikmin are working on. If it is fire or water, use reds or blues respectively to knock down the wall. If it is some kind of wind, you'll just have to keep on battering until the wall falls. An alternate strategy is to shoot off a bitter spray through the wall- but only if you're determined to keep your Pikmin's flowers (which is understandable, considering the difficulty of the next sublevel's battle.) On this sublevel, volatile dweevils may drop from above. Keep your Pikmin away from them and see if you can get them to damage some of the blowhogs in the immediate area with their explosive attacks.
==Sublevel 9==
* '''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
* '''Treasures''':
** {{icon|Dimensional Slicer|y}} (US) / {{icon|Patience Tester|y}} (Europe) / {{icon|Flying Saucer|y}} (Japan) (inside Fiery Bulblax in all regions)
* '''Enemies''':
** {{icon|Dwarf Bulbear|y}} &times; 6
** {{icon|Dwarf Orange Bulborb|y}} &times; 3
** {{icon|Dwarf Bulborb|y|n=Dwarf Red Bulborb}} &times; 3
** {{icon|Fiery Bulblax|y}} &times; 1
** {{icon|Hairy Bulborb|y}} &times; 1
** {{icon|Orange Bulborb|y}} &times; 1
** {{icon|Bulborb|y|n=Red Bulborb}} &times; 1
** {{icon|Snow Bulborb|y}} &times; 3
** {{icon|Spotty Bulbear|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** [[Gate]] with 2500 [[Health|HP]] &times; 3
A Red, Hairy, and Orange Bulborb, a Spotty Bulbear with its young, and a Fiery Bulblax &ndash; in fact, every land breed of the [[Grub-dog family]] appears throughout the next 3 floors, besides the Bulbmin which were encountered the floor above. Some Breadbug mimics have also secured a very well defended habitat. The Fiery Bulblax has the [[Dimensional Slicer]] ([[Patience Tester]] in the European version), but since the rest of the bulborbs are in close proximity, it is highly likely that you will have to kill every enemy here.


== Sublevel 4  ==
A suggestion would be to knock down the gate leading to the main arena, run out with no Pikmin and hide behind a wall to attract the Spotty Bulbear's attention. While that is happening, you can switch leaders and kill the rest of the bulborbs, then leave. If the Bulbear is in an awkward position, use a spray (highly recommended, since juvenile Bulbears will be following) then leave. Though it is unlikely, it is possible for the ship to land in the main room when you enter the sublevel. This will undoubtedly lead to you having a tense start, especially if the Spotty Bulbear is near when you land. Should this happen, your best bet is to immediately spray it with an ultra-bitter spray (which you should have at least a few of from the previous sublevel) and attack it, or at least buy yourself time to think. Alternatively, reset the console in hopes you get a better layout.


In this level, there is a [[Pileated Snagret]] and a [[Burrowing Snagret]]. A pit which drags Pikmin to its center is also present in the middle of the arena-like cave. Note that only the Pileated Snagret holds a treasure, so concentrate on it and avoid the Burrowing Snagret. It is advisable to search for the Pileated on the rim of the pit, so that it can be attacked without having to worry about getting pulled away.
If you are lucky, you can kill the Spotty Bulbear through the wall before the gate by punching, but you need to collect the corpse immediately. You can also punch the enemies on top of the sink part for a safe but long strategy. Remember to use Red Pikmin for the Fiery Bulblax. It should be noted that the wandering Spotty Bulbear can wake up the other sleeping beasts. However, as long as you and your troops are not nearby, they will simply go right back to sleep.


== Sublevel 5  ==
Another method is to break the gate, then go in with either leader, lure the Bulborbs into the hole, get out, and repeatedly [[punch]] them while they are stuck inside the hole. Remember to also kill all the Dwarfs (as carrying will be a nuisance with them) and the Fiery Bulbax. The Rocket Fist is recommended, and the Scorch Guard is necessary to punch the Fiery Bulblax.


The sublevel looks like a rest-stop, and it is. There are many Mamutas, Honeywisps, and Unmarked Spectralids. Two Iridescent Glint Beetles hide on this sublevel. There is also a geyser, and more than enough nectar.
{{cavegen|hoh9}}
{{sublevel technical
|cave        = last_2
|enemymax    = 20
|itemmax    = 0
|gatemax    = 3
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_units_ud_dry_tile.txt
|lightfile  = normal_light_lv4.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|way2x2_conc|Long corridor
|cap_pipe|Dead end
|item_cap_pipe|Dead end
}}
{{sublevel units
|wayl_pipe|Turning corridor
|way2_pipe|Corridor
|room_ud4x4_2_tile|'''Room with 2 exits and 2 ramps'''
|room_drypool5x5_5_tile|'''Room with a waterless pool'''
}}
}}
{| 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|Fiery Bulblax|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Dimensional Slicer|y}} (US)<br>{{icon|Patience Tester|y}} (EU)<br>{{icon|Flying Saucer|y}} (JP)
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Spotty Bulbear|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Bulborb|y|n=Red Bulborb}}
| 1
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Hairy Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Orange Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| 7
| {{icon|Dwarf Bulborb|y|n=Dwarf Red Bulborb}}
| 3
| None
| "Easy" enemy spots
|-
| 8
| {{icon|Snow Bulborb|y}}
| 3
| None
| "Easy" enemy spots
|-
| 9
| {{icon|Dwarf Orange Bulborb|y}}
| 3
| None
| "Easy" enemy spots
|-
! colspan="5" | Alongside it spawns 6 "main" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 6
| {{icon|Dwarf Bulbear|y}}
| 100%
| None
| "Hard" enemy spots
|-
! colspan="5" | Then it spawns 3 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 10
| [[Gate]] (2500 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


== Sublevel ==
==Sublevel 10==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Common boss battle|Boss]]'' (only when combating)
* '''Treasures''':
** {{icon|Treasured Gyro Block|y}} (inside Emperor Bulblax)
* '''Enemies''':
** {{icon|Emperor Bulblax|y}} &times; 2
** {{icon|Mitite|y}} (group of 10) &times; 2 (from the ground)
* '''Obstacles''':
** {{icon|Poison emitter|v=P2|y}} &times; 3
* '''Vegetation''':
** {{icon|Common Glowcap|y}} &times; 7
* '''Others''':
** None
{{see also|Emperor Bulblax#Strategy|t1=Emperor Bulblax strategy}}


A special sublevel with a layout seen only twice in the game, and music unique to the Hole of Heroes. It is aquatic and moving any non-blues through it will be a pain- explore it using your blues. First off, there is a section of land connecting to the stump that you're on in the water. If you get your Pikmin to it, they'll be safer than where they are now. Unfortunately, there may be some enemies on the beach that will cause big trouble in the small space. Consider resetting if the beach is too heavily guarded. When you set out to explore with blues to get the treasure, be careful with the water dumples. Punching them is sometimes safer than taking them on with Pikmin. There are two yellow wollywogs, two hermit crawmads and a regular wollywog here. Take them on one at a time if they get in the way of your path to the treasure, but if you don't have to fight them, don't risk it. Wogpoles are harmless. If you need to make more blue Pikmin, use lapiz lazuli candypop buds here (if your non-blues can reach them.) The hole is blocked by a stone formation that your Pikmin must destroy in order to delve deeper.
Relive another boss battle as the montage of the bulborb family continues, this time with the [[Pikmin (game)|previous game]]'s final boss: not one, but two [[Emperor Bulblax]]es. These two aren't nearly as big, but they're still deadly. If you're going to scout for nectar and sprays before to attack them, it's okay, but be warned that Mitites may show up.


== Sublevel 7  ==
Just like with the two Snagrets, only one of these bulblaxes holds a treasure: the [[Treasured Gyro Block]]. Purple Pikmin should be used to make the battle easier. If you have the treasure gauge, find the right Bulblax when it's blinking. Again, if you are low on purples, you can sacrifice some whites.


Plenty of space for a clash with the ranging bloyster and its quartet of cannon beetles. Have one pilot hide your Pikmin in the alcove behind your ship while you send the other to activate the falling rocks and have the armored cannon beetle larvae and decorated cannon beetles shoot eachother to death with their boulders. After that, the ranging bloyster is easy prey; keep switching control of your pilots to keep it confused so you can easily attack the bulb on its backside. It will give up the sublevel's treasure.
{{cavegen|hoh10}}
{{sublevel technical
|cave        = last_2
|enemymax    = 7
|itemmax    = 0
|gatemax    = 0
|capmax      = 100
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_ABE_blk_cent2_tsuchi.txt
|lightfile  = normal_light_lv4.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'''
|room_block1_3_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|Emperor Bulblax|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Treasured Gyro Block|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Emperor Bulblax|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Mitite|y}} (group of 10)
| 1
| None
| "Easy" enemy spots
|-
| 4
| {{icon|Mitite|y}} (group of 10)
| 1
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Poison emitter|v=P2|y}}
| 3
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Common Glowcap|y}}
| 7
| None
| Plant spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


== Sublevel ==
==Sublevel 11==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Common boss battle|Boss]]'' (only when combating)
* '''Treasures''':
** {{icon|Favorite Gyro Block|y}} (inside Empress Bulblax)
* '''Enemies''':
** {{icon|Bulborb Larva|y}} &times; indefinite amount (created by the Empress Bulblax)
** {{icon|Empress Bulblax|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Common Glowcap|y}} &times; 6
* '''Others''':
** [[Gate]] with 2500 [[Health|HP]] &times; 1
{{see also|Empress Bulblax#Strategy|t1=Empress Bulblax strategy}}


Another rest-stop sublevel. On this floor, there is a large amount of Candypop buds. There is also a Bulbmin if you don't have a full party of 100. A few doodlebugs also appear on this sublevel, as well as a geyser. The doodlebugs are a valuable source of ultra-bitter sprays.
The bulborb montage reaches a climax as an Empress Bulblax is the last in the family to defeat. You start at its rear, where the babies come out. The Bulborb larva will be instant trouble. Keep your Pikmin away from them. They can eat your Pikmin lightning fast. Get rid of them all before meeting the Empress and going after the treasure it somehow swallowed.


== Sublevel 9  ==
You are able to petrify it, but you must spray it from the sides; attempting to spray its behind or face will not work. Attack with Purples if you can. If not, Red Pikmin may do just as well, but any Pikmin can do the job. Be careful when dealing with the beast and make sure you know what you're going to do about the offspring when they arrive, if they have time to.


This sublevel has every grub-dog in the game (except Emperor, and Empress Bulblax, and Water Dumple), and trios of all the dwarves. You may consider using bitter sprays on the fiery bulblax (which holds the treasure) and spotty bulbear. A glitch can be used to defeat the Bulbear without losing health or Pikmin.
Take cover when it starts to roll from side to side. The ceiling conveniently comes down very close to where you stand. A safe place is behind the hole, so find time to break down the gate. If you push all of your Pikmin against a wall, the boulders won't usually hit you. At the end of the fight, feel free to search for any nectars that were dropped by the larva. If you're having trouble trying to get to the Empress Bulblax's head, have one leader move a little when there's no Larvae and the other [[punch]] each baby. This is also a good place to add the [[Common Glowcap]] to your [[Piklopedia (Pikmin 2)|Piklopedia]] if you haven't already.


== Sublevel 10  ==
{{cavegen|hoh11}}
{{sublevel technical
|cave        = last_2
|enemymax    = 1
|itemmax    = 0
|gatemax    = 1
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_units_queen_c_tsuchi.txt
|lightfile  = qchap_light.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_queen_c_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|Favorite Gyro Block|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}}
| 6
| None
| Plant spots
|-
! colspan="5" | Then it spawns 1 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 3
| [[Gate]] (2500 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


Whites and purples are your Pikmin of choice for this small sublevel. The whites can disable the gas pipes while your purples pound on the mitite swarms and the emperor bulblax duo. They're easy to defeat as long as you pummel them with purples as they rise up from the ground. One of them holds the treasure.
==Sublevel 12==
* '''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Relax|Relax]]''
* '''Treasures''':
** {{icon|Lost Gyro Block|y}} (inside Iridescent Glint Beetle)
* '''Enemies''':
** {{icon|Doodlebug|y}} &times; 1
** {{icon|Iridescent Flint Beetle|y}} &times; 1
** {{icon|Iridescent Glint Beetle|y}} &times; 1
** {{icon|Mitite|y}} (group of 10) &times; 0 - 2 (from eggs)
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 3
** {{icon|Glowstem|y}} (red) &times; 3
** {{icon|Queen Candypop Bud|y}} &times; 1
* '''Others''':
** {{icon|Egg|y}} &times; 2


== Sublevel 11  ==
You had the last geyser exit four sublevels ago, and here's your last exit before moving onward to the last three sublevels of the cave. You should use Bulbmin, if you have any on the Queen Candypop Bud.


In this sublevel you fight [[Empress Bulblax]]. This one produces [[Bulborb Larva]]. Where you start out you see its rear end so call your Pikmin and run to its face. Then start attacking it. Do not worry about the larva, Empress Bublax will run them over herself. You will also need to run when it hits the walls when it rolls because boulders will fall in your general area. When you defeat it you will get the [[Favorite Gyro Block]]. Consider breaking down the fence that blocks the hole to the next sublevel; it will give you more room to dodge the falling boulders.
Be careful with the Doodlebug somewhere here, but feel free to attack the other two Iridescent Beetles. The Glint one has a treasure, so keep searching until you catch it. Then you can progress to the last three sublevels of the cave, treating you to a montage of the Arachnorb family.


== Sublevel 12  ==
{{cavegen|hoh12}}
{{sublevel technical
|cave        = last_2
|enemymax    = 4
|itemmax    = 0
|gatemax    = 0
|capmax      = 80
|rooms      = 3
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 2_ABE_nor1_cen2_metal.txt
|lightfile  = metal_light_lv4.ini
|bg          = test
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_north_1_metal|'''Circular room with 1 exit'''
|room_cent2_4_metal|'''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|Iridescent Glint Beetle|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Lost Gyro Block|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Queen Candypop Bud|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Iridescent Flint Beetle|y}}
| 1
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Doodlebug|y}}
| 1
| None
| "Hard" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 5
| {{icon|Glowstem|y}} (red)
| 3
| None
| Plant spots
|-
| 6
| {{icon|Glowstem|y}} (green)
| 3
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 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]].''


Sublevel 12 is like a rest stop. The enemies (flint beetles) here are harmless, save for the doodlebug. There is also an [[Iridescent Glint Beetle]] that when you hit it (which is easy to do with Purples) it will give you the [[Lost Gyro Block]]. And that is the only treasure on that floor. There is a geyser here in case you need to leave, and there are also queen candypop buds.
==Sublevel 13==
* '''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Common boss battle|Boss]]'' (only when combating)
* '''Treasures''':
** {{icon|Memorable Gyro Block|y}} (inside Man-at-Legs)
* '''Enemies''':
** {{icon|Man-at-Legs|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None
{{see also|Man-at-Legs#Strategy|t1=Man-at-Legs strategy}}


== Sublevel 13 ==
The Hole of Heroes holds a few final surprises for you, as the creatures you're going to face from now on go from metallic to organic, and the Man-at-Legs here is the first of them.


In sublevels 13-15 you fight one of each enemy in the [[Arachnorb]] family. In sublevel 13 you will fight [[Man-at-Legs]]. It is surrounded by water, so have one pilot hide all non-blue Pikmin in the corner near the research pod while the other takes blues in to fight the Man-at-Legs. During the fight, use the bumps in the arena as cover. It will drop the [[Memorable Gyro Block]].
The spider awaits in the middle of a moat of water, so take all the Blue Pikmin with you, assuming they survived [[#Sublevel 6|sublevel six]]. Best of luck in this fight, and take shelter behind the metal walls and bumps littered around here. It is recommended to use both sprays to defeat this boss. Collect the [[Memorable Gyro Block]] and move on.


== Sublevel 14 ==
{{cavegen|hoh13}}
In this sublevel, there are a lot of [[Dweevil family|dweevil]]s, some pools of water, and a [[Beady Long Legs]]. The Beady Long Legs will fall from the sky if you stand where the treasure meter goes crazy for a little while. First, you should use the captains to kill all the dweevils, and then use Purple, Blue, or Red Pikmin to fight the Beady Long Legs. The treasure it will give you is the [[Fond Gyro Block]]. It may fall in the water, so take some Blues with you afterwards.
{{sublevel technical
|cave        = last_2
|enemymax    = 1
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_units_houdai2_metal.txt
|lightfile  = metal_light_lv4.ini
|bg          = test
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_houdai2_1_metal|'''Man-at-Legs 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|Man-at-Legs|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Memorable Gyro Block|y}}
| colspan="3" | Carried inside entry with ID 1
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 14==
[[File:Hole of Heroes sublevel 14.jpg|thumb|Sublevel 14.]]
 
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Common boss battle|Boss]]'' (only when combating)
* '''Treasures''':
** {{icon|Fond Gyro Block|y}} (inside Beady Long Legs)
* '''Enemies''':
** {{icon|Anode Dweevil|y}} &times; 2
** {{icon|Beady Long Legs|y}} &times; 1
** {{icon|Fiery Dweevil|y}} &times; 3
** {{icon|Hydro Dweevil|y}} &times; 2
** {{icon|Munge Dweevil|y}} &times; 3
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Shoot|y}} (large) &times; 4
** {{icon|Shoot|y}} (small) &times; 4
* '''Others''':
** None
{{see also|Beady Long Legs#Strategy|t1=Beady Long Legs strategy}}


== Sublevel 15 ==
Sublevel 14 is the second-to-last level in this extensive cave, and the creatures here are obviously trying to hint at something. But regardless, deal with all of the Dweevils here before tackling the Beady Long Legs, who's the original inspiration for the boss you just battled, and the one you're about to.
In sublevel 15 (the final floor), there will be a big arena with some [[Jellyfloat]]s in it. If you stand in the middle, the [[Raging Long Legs]] will fall, so do not go in the middle until you kill all the Jellyfloats. Then use some Reds or Purples to kill the Raging Long Legs and get the [[Remembered Old Buddy]].


It doesn't matter which type of Pikmin you use against it, but be wary of the water that lies around here. Yellow Pikmin are recommended for best results because they can be thrown high. Throwing Purple Pikmin at its feet is also effective. When and if you finally win, gather the last member of the Gyro Block family before moving onto the final battle the Hole of Heroes has to offer.
The Gyro Block may fall into the water once you and your troops have defeated the Beady Long Legs. Should this happen, you will have to retrieve it with Blue Pikmin. If you do not have enough Blue Pikmin or Bulbmin to carry it, you can potentially lure any remaining dweevil (which will try to take it for itself like always) and try to get it onto the sand, where you and your non-Blue Pikmin can ambush it and take the treasure back.
{{cavegen|hoh14}}
{{sublevel technical
|cave        = last_2
|enemymax    = 11
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_units_king_tsuchi.txt
|lightfile  = normal_light_lv4.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_kingchp_tsuchi|'''Swamp room'''
}}
}}
{| 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|Beady Long Legs|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Fond Gyro Block|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Munge Dweevil|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Fiery Dweevil|y}}
| 1
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Fiery Dweevil|y}}
| 1
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Anode Dweevil|y}}
| 1
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Munge Dweevil|y}}
| 1
| None
| "Easy" enemy spots
|-
| 7
| {{icon|Hydro Dweevil|y}}
| 1
| None
| "Easy" enemy spots
|-
| 8
| {{icon|Fiery Dweevil|y}}
| 1
| None
| "Easy" enemy spots
|-
| 9
| {{icon|Anode Dweevil|y}}
| 1
| None
| "Easy" enemy spots
|-
| 10
| {{icon|Munge Dweevil|y}}
| 1
| None
| "Easy" enemy spots
|-
| 11
| {{icon|Hydro Dweevil|y}}
| 1
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 12
| {{icon|Shoot|y}} (small)
| 4
| None
| Plant spots
|-
| 13
| {{icon|Shoot|y}} (large)
| 4
| None
| Plant spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
==Sublevel 15==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Common boss battle|Boss]]'' (only when combating)
* '''Treasures''':
** {{icon|Remembered Old Buddy|y}} (inside Raging Long Legs)
* '''Enemies''':
** {{icon|Greater Spotted Jellyfloat|y}} &times; 2
** {{icon|Lesser Spotted Jellyfloat|y}} &times; 2
** {{icon|Mitite|y}} (group of 10) &times; indefinite amount (from eggs and inside the Raging Long Legs)
** {{icon|Raging Long Legs|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** [[Gate]] with 2500 [[Health|HP]] &times; 2
** {{icon|Egg|y}} &times; 1 or more
{{see also|Raging Long Legs#Strategy|t1=Raging Long Legs strategy}}
The final sublevel should be explored with caution. It is advised to take care of all the [[Jellyfloat]]s before confronting the boss: a [[Raging Long Legs]]. Just stay away from the center, and give the jellyfloats time to float over to you.
A good strategy for the boss is to use a smaller group of Pikmin, so you can avoid the Long Legs's stomping legs. It may be intimidating, but it's also a big target. Always attack the head when it roars the second time, because you have more time to attack it. The Raging Long Legs has a ''lot'' of health, and even with 20 Purple Pikmin it will survive at least one round of attacking.
However, if you attack it with about 40 Purples affected by an ultra-spicy spray, then it can die in one cycle. The most important thing is to avoid its giant feet, which can easily smash half your Pikmin squad. For this reason, it is advisable to use a smaller group of Pikmin. Your prize is the [[Remembered Old Buddy]], which is the head of a R.O.B.
{{cavegen|hoh15}}
{{sublevel technical
|cave        = last_2
|enemymax    = 1
|itemmax    = 0
|gatemax    = 2
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 2_units_Oashi_d_conc.txt
|lightfile  = normal_light_lv4.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
}}
{{sublevel units
|room_4x4d_4_tile|'''Room with 4 exits'''
|room_Oashi8x9_conc|'''Circular room with 1 exit'''
}}
}}
{| 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|Raging Long Legs|y}}
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|Remembered Old Buddy|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|Lesser Spotted Jellyfloat|y}}
| 2
| None
| Plant spots
|-
| 3
| {{icon|Greater Spotted Jellyfloat|y}}
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 5
| {{icon|Egg|y}}
| 1
| None
| Dead ends
|-
! colspan="5" | Then it spawns "dead end" objects in as many dead ends as it can. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 5
| {{icon|Egg|y}}
| 100%
| None
| Dead ends
|-
! colspan="5" | Then it spawns 2 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 4
| [[Gate]] (2500 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
==Gallery==
<gallery>
Hole of Heroes Location.png|Entrance to the cave.
</gallery>
==Trivia==
*This is the longest cave in the game, with the shortest being the [[Emergence Cave]].
**It was formerly the longest cave in the series, before the [[Cavern for a King]] in {{p4}}.
*This is the only cave with more sublevels than treasures.
==Names in other languages==
{{Foreignname
|notes=y
|Jap=百戦錬磨の穴
|JapR=Hyakusenrenma no Ana
|JapM=Hole of Veterans
|SpaA=Sima de los Héroes
|SpaAM=Chasm of the Heroes
|Fra=Grotte des Héros
|FraM=Cave of Heroes
|Ita=Fossa di Eroi
|ItaM=Grave of Heroes
|ItaN="Fossa" normally means "ditch", but is often used as a crude synonym to "grave"
|Ger=Heldenheim
|GerM=Home of Heroes
|ChiTrad=身經百戰洞穴
}}


==See also==
*[[Wistful Wild]]
*[[Arachnorb]]


{{Caves}}
{{Wistful Wild}}
{{p2 caves}}
[[Category:Hole of Heroes| ]]