Hole of Beasts: Difference between revisions

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{{Infobox cave
{{game icons|p2=y}}
{{infobox cave
|image    = Hole of Beasts sublevel 4.jpg
|image    = Hole of Beasts sublevel 4.jpg
|location  = Awakening Wood
|location  = Awakening Wood
Line 7: Line 8:
}}
}}
{{guide}}
{{guide}}
The '''Hole of Beasts''' is one of the first caves that the player 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 hazard is the element of fire.
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, the player needs 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 the way. In the opposite direction of the crushable bag, the entrance can be found in a dark corner. It is in the exact same place where the [[Extraordinary Bolt]] was in ''[[Pikmin (game)|Pikmin]]''. In this cave, there are 1,100 [[poko]]s worth of treasure.
==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}}.


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.
{{clear}}
{{Notes|ship=y}}
{{Notes|ship=y}}


==Sublevel 1==
==Sublevel 1==
[[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 close to the same, though some portions may be fragmented or slightly different.]]
[[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.]]
 
* '''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}}


*'''Theme''': Soil
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.
*'''Treasures''':
**{{icon|Stone of Glory|y}}
*'''Enemies''':
**{{icon|Female Sheargrub|y}} × 6
**{{icon|Male Sheargrub|y}} × 4
*'''Obstacles''':
**None
*'''Plants''':
**{{icon|Clover|y}} × 4
**{{icon|Figwort|y}} (small) × 2
**{{icon|Horsetail|y}} × 2
*'''Others''':
**None


{{cavegen|hob1}}
{{sublevel technical
{{sublevel technical
|cave        = forest_1
|cave        = forest_1
Line 38: Line 51:
|capmax      = 50
|capmax      = 50
|rooms      = 2
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_units_cent3_tsuchi.txt
|unitfile    = 1_units_cent3_tsuchi.txt
|lightfile  = normal_light_lv0.ini
|lightfile  = normal_light_lv0.ini
|bg          =  
|bg          =
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|item_cap_tsuchi|Dead end with item
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
|way2x2_tsuchi|Long corridor
}}
}}
{{sublevel units
{{sublevel units
|room_cent3_4_tsuchi|'''Circular room with 4 exits'''
|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]].''


{{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. There are roughly equal numbers of both genders; only the [[Male Sheargrub|males]] need defeating. Once that has been done, it is time to retrieve the Stone of Glory, the sublevel's only treasure.
{{clear}}
{{clear}}


==Sublevel 2==
==Sublevel 2==
[[Image:HOBsub2.JPG|thumb|right|This is the layout for the second sublevel; again, it is always the same.]]
[[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


*'''Theme''': Soil
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.
*'''Treasures''':
**None
*'''Enemies''':
**None
*'''Obstacles''':
**None
*'''Plants''':
**{{icon|Common Glowcap|y}} × 6
**{{icon|Figwort|y}} (small) × 2
*'''Others''':
**{{icon|Egg|y}} × 2 (in dead ends)
**{{icon|Violet Candypop Bud|y}} × 2 (if the player has less than 20 Purples)


{{cavegen|hob2}}
{{sublevel technical
{{sublevel technical
|cave        = forest_1
|cave        = forest_1
Line 87: Line 166:
|capmax      = 100
|capmax      = 100
|rooms      = 2
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_units_cent2_tsuchi.txt
|unitfile    = 1_units_cent2_tsuchi.txt
|lightfile  = muraon_light_lv2.ini
|lightfile  = muraon_light_lv2.ini
|bg          =  
|bg          =
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|cap_tsuchi|Dead end
|cap_tsuchi|Dead end
|item_cap_tsuchi|Dead end with item
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2_tsuchi|Corridor
}}
}}
{{sublevel units
{{sublevel units
|way2x2_tsuchi|Long corridor
|way2x2_tsuchi|Long corridor
|room_cent2_4_tsuchi|'''Circular room with 4 exits'''
|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]].''


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.
{{clear}}
{{clear}}


==Sublevel 3==
==Sublevel 3==
[[Image:HOBsub3.JPG|thumb|right|Sublevel 3 has, again, a relatively similar layout each time.]]
[[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.


*'''Theme''': Soil
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.
*'''Treasures''':
**{{icon|Cosmic Archive|y}}
**{{icon|Strife Monolith|y}}
*'''Enemies''':
**None
*'''Obstacles''':
**{{icon|Fire geyser|y}} × 14
*'''Plants''':
**{{icon|Common Glowcap|y}} × 8
*'''Others''':
**None


{{cavegen|hob3}}
{{sublevel technical
{{sublevel technical
|cave        = forest_1
|cave        = forest_1
Line 134: Line 260:
|capmax      = 0
|capmax      = 0
|rooms      = 3
|rooms      = 3
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 2_ABE_norhiba_blkhiba_tsuchi.txt
|unitfile    = 2_ABE_norhiba_blkhiba_tsuchi.txt
|lightfile  = normal_light_lv2.ini
|lightfile  = normal_light_lv2.ini
|bg          =  
|bg          =
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|cap_tsuchi|Dead end
|cap_tsuchi|Dead end
|way3_tsuchi|Three-way crossing
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
|way2x2_tsuchi|Long corridor
}}
}}
{{sublevel units
{{sublevel units
|room_north_1_hiba_tsuchi|'''Circular room with 1 exit'''
|room_north_1_hiba_tsuchi|'''Circular room with 1 exit'''
|room_block1_3_hiba_tsuchi|'''Room with hole in wall'''
|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]].''


{{listen|filename=HoB sub 2.ogg|title=}}
{{clear}}


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]], which should've been brought, this dungeon should pose no problems. If any [[Purple Pikmin|Purple]] or other non-Red Pikmin catch on fire, just [[whistle]] them to save them.
==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.]]


Take only Red Pikmin through into the next room and [[Group move|swarm]] them to pick up the Strife Monolith, which is in the fireplace-like dark space, and the Cosmic Archive, located near the entrance to the next sublevel.
* '''Theme''': Soil
{{clear}}
* '''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=}}


==Sublevel 4==
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.
[[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, but the twisted alcove may be attached on a different one of the alcoves.]]


*'''Theme''': Soil
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.
*'''Treasures''':
**{{icon|Dream Architect|y}} (inside the Red Bulborb)
**{{icon|Luck Wafer|y}}
*'''Enemies''':
**{{icon|Mitite|y}} × 10 (in dead ends)
**{{icon|Red Bulborb|y}} × 1
*'''Obstacles''':
**{{icon|Fire geyser|y}} × 4
*'''Plants''':
**{{icon|Common Glowcap|y}} × 6
**{{icon|Violet Candypop Bud|y}} × 1
*'''Others''':
**{{icon|Egg|y}} × 2 (in dead ends)


{{cavegen|hob4}}
{{sublevel technical
{{sublevel technical
|cave        = forest_1
|cave        = forest_1
Line 187: Line 363:
|capmax      = 50
|capmax      = 50
|rooms      = 2
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 2_ABE_mid1_nor3_tsuchi.txt
|unitfile    = 2_ABE_mid1_nor3_tsuchi.txt
|lightfile  = normal_light_lv3.ini
|lightfile  = normal_light_lv3.ini
|bg          =  
|bg          =
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|item_cap_tsuchi|Dead end with item
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
|way2x2_tsuchi|Long corridor
}}
}}
{{sublevel units
{{sublevel units
|room_mid1_6_tsuchi|'''Room with 6 exits'''
|room_mid1_6_tsuchi|'''Room with 6 exits'''
|room_north3_1_tsuchi|'''Room with long dead end'''
|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]].''


{{listen|filename=HoB sub 3.ogg|title=}}
==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.]]


Find the [[Red Bulborb]], where its location may vary, and pound it with [[Purple Pikmin]] to vanquish the beast and get the Dream Architect. Then take your Pikmin to the curved alcove to find the Luck Wafer, a very light, but valuable piece. Nearby is a [[Violet Candypop Buds|Violet Candypop Bud]]; luckily, this one never disappears no matter how many Purples you possess.
* '''Theme''': Soil
* '''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}}


In one of the alcoves not containing any of the [[Egg|eggs]] 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 thorough scavenging is complete, proceed to the final sublevel of this cave.
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 5==
[[Image:HoB creature.jpg|thumb|The imprint on the floor at the start of sublevel 5.]]
[[File:HOBsub5.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.]]
 
*'''Theme''': Soil
*'''Treasures''':
**{{icon|Prototype Detector|y}} (inside the Empress Bulblax)
*'''Enemies''':
**{{icon|Empress Bulblax|y}} × 1
*'''Obstacles''':
**None
*'''Plants''':
**{{icon|Common Glowcap|y}} × 8
*'''Others''':
**None


{{cavegen|hob5}}
{{sublevel technical
{{sublevel technical
|cave        = forest_1
|cave        = forest_1
Line 237: Line 478:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = Yes
|geyser      = Yes
|unitfile    = 1_units_boss_tsuchi.txt
|unitfile    = 1_units_boss_tsuchi.txt
|lightfile  = qchap_light.ini
|lightfile  = qchap_light.ini
|bg          =  
|bg          =
|clog        = {{tt|Yes|Even though the game claims there is a clog on the hole, there is none – there is no hole either.}}
|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
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|room_boss_1_tsuchi|'''Empress Bulblax arena'''
|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]].''


{{see also|Empress Bulblax#Strategy|t1=Empress Bulblax strategy}}
{{clear}}


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]]e. If you know what these are beforehand, you should be relieved that you will not find them ''in this sublevel''.
==Gallery==
 
<gallery>
Just follow the instructions on how to defeat it [[Empress Bulblax#Strategy|here]], and the treasure is yours. Throw Pikmin onto its head to pummel the beast, and then call them to prevent them from being shaken off when necessary. The boss will roll around in attempt to squash your Pikmin, but luckily it can only roll horizontally.
Hole of Beasts Location.png|The cave entrance.
 
HoB creature.jpg|The imprint on the floor at the start of sublevel 5.
However, '''do not''' attempt to pursue it with your army, as you and your Pikmin can not attack it if it is in movement. Also, attempting to throw Pikmin at it will result in them flying off her and landing right in the path of the Empress, enabling her to crush them. Also, any Pikmin thrown off will continue to attempt to attack the Empress and will more than likely be squashed.
</gallery>
 
Should you be standing in its track, you will still have time to [[Group move|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]]. This device allows you to unlock the [[Treasure Gauge]], a very important machine that will track down any treasure in this world, making this very useful indeed. Once you complete this last sublevel, you may exit via the geyser.  
{{clear}}


==Names in other languages==
==Names in other languages==
{{Foreignname
{{Foreignname
|Jap=けだものの穴
|Jap=けだものの穴
|JapM=Hole of Beasts<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > BgmList_Forest.txt -->
|JapR=Keda Mono no Ana
|JapM=Hole of Beasts
|SpaA=Sima de las Bestias
|SpaAM=Chasm of the Beasts
|Ger=Höhle der Bestien
|Ger=Höhle der Bestien
|GerM=Cave of Beasts
|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
}}
}}
==See also==
*[[Awakening Wood]]
*[[Prototype Detector]]


{{Awakening Wood}}
{{Awakening Wood}}
{{Caves}}
{{p2 caves}}
[[Category:Hole of Beasts| ]]
[[Category:Hole of Beasts| ]]