Cryptic Cavern: Difference between revisions

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{{infobox challenge
{{infobox challenge
|image=CrypticCavernImag.JPG
|image=Cryptic Cavern sub5.jpg
|size=200px
|size=250px
|red=5
|red=5
|white=5
|white=5
Line 7: Line 7:
|bitter=2
|bitter=2
|sublevels=5
|sublevels=5
|gridcol=1
|gridrow=3
}}
}}
The eleventh level in Challenge mode in [[Pikmin 2]]. There are 5 sublevels, each with one enemy.
{{guide}}
'''Cryptic Cavern''' is the eleventh level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. There are 5 [[sublevel]]s, each with one [[enemy]] in the same basic layout.


== Sublevel 1 ==
==Sublevel 1==
The [[Doodlebug]] is hidden in the middle of the level; it may be poisonous, but it's very easy to beat. As soon as it's hit on the top, it'll disappear. Grab the key and hurry to the next level. There isn't much time to waste.If you have much time find th regal dimond
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Toy|Toy]]''
* '''Time''': 50 (100 seconds)
* '''Starting Pikmin''':
** {{icon|Red Pikmin|v=P2|y}} × 5 (flower)
** {{icon|White Pikmin|v=P2|y}} × 5 (flower)
* '''Treasures''':
** {{icon|Regal Diamond|y}} × 1 (fully buried)
** {{icon|The Key|y}} × 1 (inside Doodlebug)
* '''Enemies''':
** {{icon|Doodlebug|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None


== Sublevel 2 ==
The [[Doodlebug]] is hidden in the middle of the second room; it may be poisonous, but is very easy to beat. As soon as it takes a hit from the top, it'll disappear. Grab [[The Key]] and hurry to the next level. If it re-hides before you get The Key, search around the middle of the level, particularly closer to the research pod; you should find it again.
A [[Watery Blowhog]]. Kill it quick, grab the key, and off to the hole.


== Sublevel 3 ==
{{cavegen|cc1}}
An [[Anode Dweevil]]. Only use you're Captains as matters of attacking.
{{sublevel technical
|cave        = ch_MAT_t_hunter_enemy
|enemymax    = 1
|itemmax    = 1
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MAT_north_boss_tsuchi.txt
|lightfile  = normal_light_cha.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_north_1_mat_tsuchi|'''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|Doodlebug|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Regal Diamond|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]].''
 
==Sublevel 2==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Soil 1|Soil 1]]''
* '''Time''': +75 (+150 seconds)
* '''Treasures''':
** {{icon|Pink Menace|y}} × 1 (fully buried)
** {{icon|The Key|y}} × 1 (inside Watery Blowhog)
* '''Enemies''':
** {{icon|Watery Blowhog|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None
 
A [[Watery Blowhog]]. Kill it quickly, grab The Key, and off to the hole.
 
{{cavegen|cc2}}
{{sublevel technical
|cave        = ch_MAT_t_hunter_enemy
|enemymax    = 1
|itemmax    = 1
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MAT_north_tsuchi.txt
|lightfile  = normal_light_lv0.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_north_1_tsuchi|'''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|Watery Blowhog|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Pink Menace|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]].''
 
==Sublevel 3==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Concrete 2|Concrete 2]]''
* '''Time''': +65 (+130 seconds)
* '''Treasures''':
** {{icon|Memorial Shell|y}} × 1 (fully buried)
** {{icon|The Key|y}} × 1 (inside Anode Dweevil)
* '''Enemies''':
** {{icon|Anode Dweevil|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None
 
An [[Anode Dweevil]]. This can be defeated relatively easily with [[leader]]s, is hard to hit with [[Pikmin family|Pikmin]], and kills them instantly if it attacks, so attacking with leaders is often the safer option.
 
{{cavegen|cc3}}
{{sublevel technical
|cave        = ch_MAT_t_hunter_enemy
|enemymax    = 1
|itemmax    = 1
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MAT_north_tsuchi.txt
|lightfile  = normal_light_lv1.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_north_1_tsuchi|'''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|Anode Dweevil|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Memorial Shell|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]].''
 
==Sublevel 4==
[[File:Cryptic Cavern 4.jpg|thumb|The Fiery Bulblax on the fourth sublevel.]]
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Soil 2|Soil 2]]''
* '''Time''': +40 (+80 seconds)
* '''Treasures''':
** {{icon|The Key|y}} × 1 (inside Fiery Bulblax)
* '''Enemies''':
** {{icon|Fiery Bulblax|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None
{{see also|Fiery Bulblax#Strategy|t1=Fiery Bulblax strategy}}
 
A [[Fiery Bulblax]]. Take the 5 [[Red Pikmin]] and use both kind of [[spray]]s, or else you are almost guaranteed to lose Pikmin. You will make it just before the Bulblax turns normal. After its defeat, advance to the last sublevel. There are no buried treasures to look for.
 
{{cavegen|cc4}}
{{sublevel technical
|cave        = ch_MAT_t_hunter_enemy
|enemymax    = 1
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MAT_north_tsuchi.txt
|lightfile  = normal_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_north_1_tsuchi|'''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|Fiery Bulblax|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|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 5==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]''
* '''Time''': +70 (+140 seconds)
* '''Treasures''':
** {{icon|The Key|y}} × 1 (inside Burrowing Snagret)
* '''Enemies''':
** {{icon|Burrowing Snagret|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None
{{see also|Burrowing Snagret#Strategy|t1=Burrowing Snagret strategy}}
 
A [[Burrowing Snagret]] resides here in the last sublevel. Use all the sprays you have left. Always aim for the head, its weak point. When it buries itself in the ground, wait for it to get stuck on emerging, so you have time to aim at the head. When its head is being attacked by a number of Pikmin, the creature will stop attacking to retreat.


== Sublevel 4 ==
{{cavegen|cc5}}
A [[Fiery Bulblax ]]. Don't worry. Take you're 5 Red and use both kind of sprays, or else you are almost guaranteed to lose Pikmin. You will make it ''just'' before the Bulblax turns normal. If not before, your Whites should have started digging something up after walking around the cave.
{{sublevel technical
|cave        = ch_MAT_t_hunter_enemy
|enemymax    = 1
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 1_MAT_north_boss_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_north_1_mat_tsuchi|'''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|Burrowing Snagret|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|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]].''
 
==Names in other languages==
{{Foreignname
|Jap=かくしもちの洞窟<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt -->
|JapM=Treasure Keeper's Cave
|SpaA=Caverna Críptica
|SpaAM=Cryptic Cavern
|FraA=Terres des mystères
|FraAM=Mystery lands
|FraE=Terres des Mystères
|FraEM=Mystery Lands
|Ger=Höhle der Geheimnisse
|GerM=Cave of Secrets
|Ita=Grotta misteriosa
|ItaM=Mysterious Cave
}}


== Sublevel 5 ==
{{CM}}
Alright... a [[Burrowing Snagret]] vs. not 2, not 7, but 10 Pikmin. Use all the sprays you have left. Always aim for the head, thats it's weakpoint. When it buries, wait for it to come up while it get's stuck, so you have time to aim at the head (thats the reason why we had to collect time). When it's head is full of Pikmin, it won't attack. Should all Pikmin have survived, congrats! Another Pink Flower.