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[[File:Cave.png|thumb|A cave entrance, which is the same as the holes found within caves.]]
{{game icons|p2=y}}
'''Caves''' are the underground areas in ''[[Pikmin 2]]'', of which 14 exist in all. Although there is a large overworld, most [[Treasure Hoard|treasures]] are found in these caves, so most of the time playing the game is spent inside them. All enemies, including bosses, respawn between visits. However, in some caves such as the [[Frontier Cavern]] and the [[Hole of Beasts]], [[Candypop Bud|Violet Candypop Bud]] and [[Candypop Bud|Ivory Candypop Bud]] do not appear once the player has twenty or more [[Purple Pikmin]] or [[White Pikmin]]; this is to stop the player from easily gathering large numbers of purples and whites. Time does not pass while the player is in a cave.
[[Image:Cave entrance.jpg|thumb|The hole used to go down to the next sublevel. These look the same as entrances to caves above ground.]]
'''Caves''' are the underground areas in ''[[Pikmin 2]]'', of which 14 exist in all. Although there is a large overworld, most [[treasure]]s are found in these caves, so most of the time playing the game is spent down them. All enemies, including bosses, respawn between visits - the only exceptions to this are [[Violet Candypop Bud]]s and [[Ivory Candypop Bud]]s, which, in some caves such as [[Frontier Cavern]] and [[Hole of Beasts]], do not appear once the player has 20 or more [[Purple Pikmin]] or [[White Pikmin]] already; this is to stop the player from gathering large numbers of Purples and Whites with too much ease.
 
The time of [[day]] does not pass while the player is in a cave, and their floors are generated randomly each time, but follow a specific layout scheme. According to earlier versions of the game, this is because the space-time continuum was warped due to the cave's geomagnetic radiation field. <ref>"''A geomagnetic radiation field underground must have warped the space-time continuum.''" "''Even my record of the terrain has been erased.''" - Early dialog in [http://tcrf.net/Proto:Pikmin_2/Cutscene_Text#Return_to_the_Surface the prototype version of ''Pikmin 2''].</ref> The final version's instruction manual simplifies this and simply calls it "a powerful magnetic field".<ref>"''Because of a powerful magnetic field deep under the surface, time does not pass underground.''" - Explanation of the time passage in page 25 of the manual.</ref> <ref>"''The powerful magnetic field between the surface and underground can have peculiar, unexpected results. You can't rely merely on your memory, as familiar areas can often appear foreign.''" - Explanation of the caves' random generation in page 26 of the manual.</ref>
 
The holes through which the player enters the caves are round, rocky mounds, with a small hole in them with wisps of steam coming out. To enter one, the player must simply press {{button|gcn|A|wii|A}}. If the other leader is alive, it'll instantly join the party, regardless of distance. Any [[Pikmin family|Pikmin]] under the current leader's control will jump down with them, and any that are idle or working will return safely to their [[Onion]]s. Once the player enters a cave, there is no way to increase Pikmin population save for [[Bulbmin]] and/or [[Queen Candypop Bud]]s.
 
Inside a cave, if both leaders lose all their [[health]], the research pod will cancel the expedition, losing the collected treasures in the process, and then bring them to the overworld. A mission can also be aborted manually by using the [[Menu#Pause|pause menu]].


{{listen|title=A sample of common underground music|filename=Sublevel (1).ogg}}
{{listen|title=A sample of common underground music|filename=Sublevel (1).ogg}}
==Entering caves==
The holes in which you enter the caves are round, rocky mounds, with a small hole in them with wisps of steam coming out. Simply press (A) to enter it. Any [[Pikmin family|Pikmin]] under your control will jump down with you, and any that are idle or working will return safely to their [[Onion]]s. Once you enter a cave, there is no way to increase Pikmin population except if there are [[Bulbmin]] and/or [[Candypop_Bud#Queen_Candypop_Bud|Queen Candypop Buds.]]


==Sublevels==
==Sublevels==
The caves are split into several sublevels. The shortest cave has two sublevels and the longest has fifteen. Each sublevel usually has at least one treasure for you to find, and almost always one or more enemies. There are three types of sublevels. Every time you enter a sublevel, the game will save. So, if you reset the game while in a cave, you'll start over in the current sublevel you are on. The cave will always look slightly different when you restart the game.
The caves are split into several [[sublevel]]s. The shortest cave has two sublevels and the longest has fifteen. Each sublevel usually has at least one treasure for the player to find, and almost always one or more enemies. To enter a new sublevel, {{button|gcn|A|wii|A}} must be pressed near a hole; all Pikmin and live leaders will fall down the hole, and planted Pikmin will remain. This is also true for the exit [[geyser]]s that allow exiting the cave safely.


'''Normal Sublevels''' usually have a few to many harmful enemies. These levels usually have most of the treasure in them.
Every time a sublevel is entered, the game is [[Saved game|saved]], so if the player turns the game off and then back on, they'll start over in the same sublevel, but with a different layout, if it's not fixed. Sublevels can be roughly categorized into three types:


'''[[Rest sublevel|Rest Sublevels]]''' either lack enemies or only have harmless enemies. A somewhat common exception to the "harmless enemy" rule is [[Doodlebug]]s or, in one case, [[Bulbmin]]. Rest levels have Pikmin-supporting items, such as [[nectar]], [[Sprays|Ultra-Bitter Spray]], Ultra-Spicy Spray, or [[Candypop Bud]]s. Usually these levels don't have treasure in them.
'''Normal levels''' usually have a few harmful enemies, and sometimes don't have any treasure.


'''Boss Sublevels''' are usually the final level of a cave. The only cave without a boss level is the [[Emergence Cave]], and the one with the most is the [[Hole of Heroes]]. They hold one large [[:Category:Bosses|boss enemy]] (although in some rare circumstances there may be up to three) and maybe a few normal enemies, and this enemy, when defeated, often drops an item which upgrades [[Captain Olimar|Olimar]]/[[Louie]]'s space suit or ship.
'''[[Rest sublevel|Rest levels]]''' either lack enemies or only have harmless enemies (exceptions being [[Doodlebug]]s and [[Bulbmin]]). Rest levels have Pikmin-supporting items, such as [[nectar]], [[Ultra-Bitter Spray]], [[Ultra-spicy spray]], or [[Candypop Bud]]s.


==Cave Designs==
'''Boss levels''' are usually the final level of a cave. The only cave without a boss level is the [[Emergence Cave]], and the one with the most is the [[Hole of Heroes]]. They hold one large [[Enemy#Boss|boss enemy]] (although in some rare circumstances there may be up to three) and maybe a few normal enemies, and the boss, when defeated, often drops an item which upgrades the [[leader]]s' space suits or ship.
These are a number of different cave designs.


===Common Cave Design===
== Floor designs ==
[[Image:Emperor's Realm.jpg|thumb|left|100px]] The most commonly seen type of cave design that vary in size. Has plants, dirt floors and walls, and sometimes small pools of water. Rocks, Eggs, and [[Bomb Rock]]s will occasionally fall from the cave ceiling.
Each cave floor is comprised of several [[Cave units|units]], organized in a random fashion, but commonly following a theme. The following is a list of existing themes.
{{clear}}


===[[Tile Lands|Tile Design]]===
;Concrete walls
[[Image:The Giant's Bath.jpg|thumb|left|100px]] Another semi-common type of design. Tiles cover nearly the whole sub-level and many [[Obstacles#Hazards|hazards]] are found on these types of design. [[Wogpole]]s will sometimes fall from the cave ceiling.
: [[Image:Concrete Maze.jpg|thumb|left|120px|[[Concrete Maze]].]] This design features plants, sandy floors, and concrete walls. [[Egg]]s and [[Bomb-rocks]] will occasionally fall from the cave ceiling.
{{clear}}
{{clear}}


===Swamp Design===
;Garden
[[File:Screenshot_2014-05-10_at_10.26.08_PM.png|thumb|left|134px]]
: [[Image:Three Color Training.jpg|thumb|left|120px|[[Three Color Training]].]] This type of design appears as if the party is outside. These type of designs always have harmful enemies in them, save [[Mitite]]s, and can be found in caves such as the [[Snagret Hole]] and in [[Challenge Mode (Pikmin 2)|Challenge Mode]]. The second to last level in Challenge mode, the [[Sniper Room]], is the only nighttime garden level.
The rarest type of cave design. Only two [[sublevel]]s have this design in the whole game. There is one in the [[Hole of Heroes]] and one in the [[Dream Den]]. There are many [[Shoot]]s here. Both times you enter sublevels with this type of design, you will land on a giant tree stump with a root that, when you walk down it, leads to a small piece of land, since these types of levels are mostly water. Even though these level consist almost entirely of water, there are other hazardous enemies such as [[Fiery Blowhog]]s (keep in mind that there is not much where you can run and there is a [[Gatling Groink]] in the Dream Den swamp level). You may encounter [[Wogpole]]s, [[Water Dumple]]s, [[Wollywog]]s, and [[Jellyfloat]]s here. {{clear}}
 
===Boss Design===
[[Image:Empress Bulblax beta.jpg|left|thumb|100px]]These cave designs are the designs that appear on sub-levels where you fight bosses. Each one is different, though they commonly have an "arena" where the boss is fought. Keep note that some Boss Sublevels have a Tile or Battlefield design.
{{clear}}
{{clear}}


===Outside Design===
;Metal
[[Image:Three Color Training.jpg|thumb|left|100px]] This type of design appears as if you are outside. These type of designs always have harmful enemies in them, say like [[Mitite]]s. These types can be found in caves such as the [[Snagret Hole]] and in [[Challenge Mode (Pikmin 2)|Challenge Mode]]. The second to last level in Challenge mode, the [[Sniper Room]], is the only nighttime outdoor level.
: [[Image:Dream Den-sub5.jpg|thumb|left|120px|[[Dream Den]].]] This design has metal floors and low walls, making it possible to [[throw]] Pikmin and ward some enemies out of bounds. It frequently contains [[Careening Dirigibug]]s, [[Gatling Groink]]s, or [[Lithopod]]s, with [[bomb-rocks]] appearing on occasion. The first area with a floor like this is the 1st sublevel of the [[White Flower Garden]].
{{clear}}
{{clear}}


===Garden Design===
;Snow
[[Image:Hidden Garden.jpg|left|thumb|100px]] Slightly rare. These are rest areas with water not deep enough for Pikmin to drown in, and enemies such as [[Mamuta]]s, [[Skitter Leaf]]s, and [[Unmarked Spectralid]]s. They sometimes have small pipes to connect areas. 
: [[Image:Cave of Pain.jpg|left|thumb|120px|[[Cave of Pain]].]] A common sublevel design in the [[Valley of Repose]], these sublevels are blanketed with snow, and have stone &ndash; and occasionally brick &ndash; walls. The floors are commonly littered with dying [[Figwort]]s. [[Hairy Bulborb]]s and [[Snow Bulborb]]s are often present here.
{{clear}}
{{clear}}


===Battlefield Design===
;Soil
[[Image:Dream Den-sub5.jpg|thumb|left|100px]] This type of sublevel is another common one that normally consists of [[Careening Dirigibugs]], [[Gatling Groink]]s, or [[Lithopod]]s. Bombs are the most common method of attack from enemies on these floors. Pikmin can die by being thrown off of the edges in these sublevels, so watch your aim. Certain enemies can also be guided off the edge as well. The first area that you can see a floor like this is the 1st sublevel of the [[White Flower Garden]]. 
: [[Image:Emperor's Realm.jpg|thumb|left|120px|[[Emperor's Realm]].]] This theme represents a very basic type of cave, with soil floors and stone walls.
{{clear}}
{{clear}}


===Toybox Design===
;Toybox
[[Image:Lost Toy Box.png|left|thumb|100px]] These cave designs are in caves such as [[Glutton's Kitchen]] and the [[Dream Den]]. These levels are often filled with giant toys and treasures that are used for food, entertainment, and office supplies. The borders of the sublevels are smaller toys that Pikmin and [[Piklopedia|enemies]] can cross, but not [[Leader|Captain]]s. They sometimes can be covered with a large carpet that expands so far that the player cannot see how large it is.
: [[Image:Lost Toy Box.png|left|thumb|120px|[[Lost Toy Box]].]] These cave designs are in caves such as [[Glutton's Kitchen]] and the [[Dream Den]]. These levels are often filled with giant toys and treasures that are used for food, entertainment, and office supplies. The borders of the sublevels are smaller toys that Pikmin and [[Enemy|enemies]] can cross, but not [[Leader|captain]]s. They sometimes can be covered with a large carpet that stretch for the entirety of the floor.
{{clear}}
{{clear}}


===Snow Design===
;Tiles
[[Image:Cave of Pain.jpg|left|thumb|100px]] A common sublevel design in the [[Valley of Repose]], these sublevels are blanketed with snow. The floors are commonly littered with dying [[Figwort]]s. [[Hairy Bulborb]]s and [[Snow Bulborb]]s are often present on these sublevels.
: [[Image:The Giant's Bath.jpg|thumb|left|120px|[[The Giant's Bath]].]] Tiles cover nearly the whole sub-level and many [[hazard]]s are found on these types of design. [[Wogpole]]s will sometimes fall from the cave ceiling.
{{clear}}
{{clear}}


==List of caves==
==List of caves==
===[[Valley of Repose]]===
====[[Valley of Repose]]====
* [[Emergence Cave]]
* [[Emergence Cave]]
* [[Frontier Cavern]]
* [[Frontier Cavern]]
* [[Subterranean Complex]]
* [[Subterranean Complex]]


===[[Awakening Wood]]===
====[[Awakening Wood]]====
* [[Hole of Beasts]]
* [[Hole of Beasts]]
* [[White Flower Garden]]
* [[White Flower Garden]]
Line 67: Line 65:
* [[Snagret Hole]]
* [[Snagret Hole]]


===[[Perplexing Pool]]===
====[[Perplexing Pool]]====
* [[Citadel of Spiders]]
* [[Citadel of Spiders]]
* [[Glutton's Kitchen]]
* [[Glutton's Kitchen]]
Line 73: Line 71:
* [[Submerged Castle]]
* [[Submerged Castle]]


===[[Wistful Wild]]===
====[[Wistful Wild]]====
* [[Cavern of Chaos]]
* [[Cavern of Chaos]]
* [[Hole of Heroes]]
* [[Hole of Heroes]]
* [[Dream Den]]
* [[Dream Den]]
== Glitches==
*There is a glitch that can happen when proceeding to the next sublevel. In the animation where you jump into the hole, some pikmin may appear idle and won't jump in with you. Thankfully, these Pikmin that don't jump in will appear on the next sublevel.
*If a Pikmin is suffering from a hazard (excluding [[Bomb Rock|Bombs]] and [[Electricity]] ) and you choose to go to the next sublevel, the Pikmin will still have the suffering animation when jumping down the hole. Luckily, they will be fine on the next sublevel. Similarly, if they make that last cry, and then you advance to the next floor, they will be alive with that hazard on their head, but they will still count to the Pikmin lost count, even though they really didn't die.


== Trivia==
==Technical discrepancies==
*In an earlier version of ''Pikmin 2'', you could leave caves with half of the collected treasure if you leave the cave through the pause menu. However, you lose all of your Pikmin if you do so.
Even though the cave and sublevel information is present in human-readable format within the game's files, some of their settings appear to make no sense, as the values in the files don't match up to what happens in-game. The following assumed discrepancies exist:
*The [[Forest Navel]] may have been (and could perhaps be considered) the first cave explored by Olimar.
*Property {f002} (敵最大数, meaning "Maximum number of enemies") of a sublevel indicates the maximum number of enemies (plants, hazards and other things included) that can appear. This value, however, doesn't always seem to make sense. The same applies to property {f014} (キャップ最大数, meaning "Maximum number of dead ends").
*Caves are once again present in ''[[Pikmin 3]]'' but they no longer have sublevels like in ''Pikmin 2''. The caves vary in size, but time still continues. Only during certain events can the time-limit be halted, this however, only appears once. Typically, these caverns hold great importance to the story, being either locations where you discover a new Pikmin type or where you fight a major boss.
*The objects in a cave's sublevel are specified in a list, with the number of instances after the object's name. This number is quite erratic, often deviating from any sort of pattern. This can even lead to numbers that appear to indicate the existence of at least some objects of a certain type, when in fact, none appear. An example of this would be the first floor of [[Hazard Training]], which claims to have "11" eggs, but has none. There is another property, connected to all objects, named "type", but even that property's values don't follow any pattern. Examples of erratic numbers include:
[[Category:Caves]]
**"2" small dying [[Figwort]]s actually means 2 (sublevel 1 of the [[Twilight Garden]], line 62 of ch_MUKI_damagumo.txt)
[[Category:Glitches]]
**"20" small dying [[Figwort]]s actually means 2 (sublevel 1 of the [[Twilight Garden]], line 48 of ch_MUKI_damagumo.txt)
[[Category:Pikmin 2]]
**"20" [[Fiery Blowhog]]s actually means 2 (sublevel 2 of the [[White Flower Garden]], line 78 of forest_2.txt)
**"12" [[Common Glowcap]]s actually means 12 (sublevel 1 of the [[Red Chasm]], line 43 of ch_MAT_limited_time.txt)
*Property {f013} (隠し床, meaning "Hidden floor") of a sublevel indicates whether there's ground under the [[cave units]] or if it should be simulated. This is due to the fact that toybox and garden levels' units do not contain ground. However, sublevel 4 of [[Snagret Hole]] has this value set to 1 as well, despite the fact that soil-type units always have a ground.
*Sublevel 8 of the [[Dream Den]], sublevels 1 and 2 of the [[Hot House]] and sublevels 1, 2, 4, 5, 6 and 7 of the [[Collector's Room]] all have their property {f00A} (VRBOX, the "skybox" model) set to "vrbox". Both sublevels of the [[Green Hole]] have that property set to "f010". Both of these values are invalid, and the game defaults to having no "skybox".
*The final sublevels of the [[Subterranean Complex]], the [[Hole of Beasts]] and the [[Bulblax Kingdom]] all have property {f010} (階段を壊す岩で隠す(0=オフ 1=オン)) set to 1. This property decides whether the hole to the next sublevel should be [[clog]]ged or not. The oddity here is that the final sublevel does not have a hole.
*The final sublevels in the [[Cave of Pain]], [[Red Chasm]], [[Collector's Room]] and the [[Breeding Ground]] all have property {f007} (帰還噴水(1=あり)) set to 0. This property decides whether a level contains an escape [[geyser]] or not. Naturally, all final sublevels contain one in-game, so the fact that these sublevels have that property set to 0 is a mystery.
 
==References==
<references/>
 
[[Category:Caves| ]]

Revision as of 13:08, July 22, 2014

File:Cave entrance.jpg
The hole used to go down to the next sublevel. These look the same as entrances to caves above ground.

Caves are the underground areas in Pikmin 2, of which 14 exist in all. Although there is a large overworld, most treasures are found in these caves, so most of the time playing the game is spent down them. All enemies, including bosses, respawn between visits - the only exceptions to this are Violet Candypop Buds and Ivory Candypop Buds, which, in some caves such as Frontier Cavern and Hole of Beasts, do not appear once the player has 20 or more Purple Pikmin or White Pikmin already; this is to stop the player from gathering large numbers of Purples and Whites with too much ease.

The time of day does not pass while the player is in a cave, and their floors are generated randomly each time, but follow a specific layout scheme. According to earlier versions of the game, this is because the space-time continuum was warped due to the cave's geomagnetic radiation field. [1] The final version's instruction manual simplifies this and simply calls it "a powerful magnetic field".[2] [3]

The holes through which the player enters the caves are round, rocky mounds, with a small hole in them with wisps of steam coming out. To enter one, the player must simply press A / A. If the other leader is alive, it'll instantly join the party, regardless of distance. Any Pikmin under the current leader's control will jump down with them, and any that are idle or working will return safely to their Onions. Once the player enters a cave, there is no way to increase Pikmin population save for Bulbmin and/or Queen Candypop Buds.

Inside a cave, if both leaders lose all their health, the research pod will cancel the expedition, losing the collected treasures in the process, and then bring them to the overworld. A mission can also be aborted manually by using the pause menu.

Sublevels

The caves are split into several sublevels. The shortest cave has two sublevels and the longest has fifteen. Each sublevel usually has at least one treasure for the player to find, and almost always one or more enemies. To enter a new sublevel, A / A must be pressed near a hole; all Pikmin and live leaders will fall down the hole, and planted Pikmin will remain. This is also true for the exit geysers that allow exiting the cave safely.

Every time a sublevel is entered, the game is saved, so if the player turns the game off and then back on, they'll start over in the same sublevel, but with a different layout, if it's not fixed. Sublevels can be roughly categorized into three types:

Normal levels usually have a few harmful enemies, and sometimes don't have any treasure.

Rest levels either lack enemies or only have harmless enemies (exceptions being Doodlebugs and Bulbmin). Rest levels have Pikmin-supporting items, such as nectar, Ultra-Bitter Spray, Ultra-spicy spray, or Candypop Buds.

Boss levels are usually the final level of a cave. The only cave without a boss level is the Emergence Cave, and the one with the most is the Hole of Heroes. They hold one large boss enemy (although in some rare circumstances there may be up to three) and maybe a few normal enemies, and the boss, when defeated, often drops an item which upgrades the leaders' space suits or ship.

Floor designs

Each cave floor is comprised of several units, organized in a random fashion, but commonly following a theme. The following is a list of existing themes.

Concrete walls
This design features plants, sandy floors, and concrete walls. Eggs and Bomb-rocks will occasionally fall from the cave ceiling.
Garden
This type of design appears as if the party is outside. These type of designs always have harmful enemies in them, save Mitites, and can be found in caves such as the Snagret Hole and in Challenge Mode. The second to last level in Challenge mode, the Sniper Room, is the only nighttime garden level.
Metal
This design has metal floors and low walls, making it possible to throw Pikmin and ward some enemies out of bounds. It frequently contains Careening Dirigibugs, Gatling Groinks, or Lithopods, with bomb-rocks appearing on occasion. The first area with a floor like this is the 1st sublevel of the White Flower Garden.
Snow
A common sublevel design in the Valley of Repose, these sublevels are blanketed with snow, and have stone – and occasionally brick – walls. The floors are commonly littered with dying Figworts. Hairy Bulborbs and Snow Bulborbs are often present here.
Soil
This theme represents a very basic type of cave, with soil floors and stone walls.
Toybox
These cave designs are in caves such as Glutton's Kitchen and the Dream Den. These levels are often filled with giant toys and treasures that are used for food, entertainment, and office supplies. The borders of the sublevels are smaller toys that Pikmin and enemies can cross, but not captains. They sometimes can be covered with a large carpet that stretch for the entirety of the floor.
Tiles
Tiles cover nearly the whole sub-level and many hazards are found on these types of design. Wogpoles will sometimes fall from the cave ceiling.

List of caves

Valley of Repose

Awakening Wood

Perplexing Pool

Wistful Wild

Technical discrepancies

Even though the cave and sublevel information is present in human-readable format within the game's files, some of their settings appear to make no sense, as the values in the files don't match up to what happens in-game. The following assumed discrepancies exist:

  • Property {f002} (敵最大数, meaning "Maximum number of enemies") of a sublevel indicates the maximum number of enemies (plants, hazards and other things included) that can appear. This value, however, doesn't always seem to make sense. The same applies to property {f014} (キャップ最大数, meaning "Maximum number of dead ends").
  • The objects in a cave's sublevel are specified in a list, with the number of instances after the object's name. This number is quite erratic, often deviating from any sort of pattern. This can even lead to numbers that appear to indicate the existence of at least some objects of a certain type, when in fact, none appear. An example of this would be the first floor of Hazard Training, which claims to have "11" eggs, but has none. There is another property, connected to all objects, named "type", but even that property's values don't follow any pattern. Examples of erratic numbers include:
  • Property {f013} (隠し床, meaning "Hidden floor") of a sublevel indicates whether there's ground under the cave units or if it should be simulated. This is due to the fact that toybox and garden levels' units do not contain ground. However, sublevel 4 of Snagret Hole has this value set to 1 as well, despite the fact that soil-type units always have a ground.
  • Sublevel 8 of the Dream Den, sublevels 1 and 2 of the Hot House and sublevels 1, 2, 4, 5, 6 and 7 of the Collector's Room all have their property {f00A} (VRBOX, the "skybox" model) set to "vrbox". Both sublevels of the Green Hole have that property set to "f010". Both of these values are invalid, and the game defaults to having no "skybox".
  • The final sublevels of the Subterranean Complex, the Hole of Beasts and the Bulblax Kingdom all have property {f010} (階段を壊す岩で隠す(0=オフ 1=オン)) set to 1. This property decides whether the hole to the next sublevel should be clogged or not. The oddity here is that the final sublevel does not have a hole.
  • The final sublevels in the Cave of Pain, Red Chasm, Collector's Room and the Breeding Ground all have property {f007} (帰還噴水(1=あり)) set to 0. This property decides whether a level contains an escape geyser or not. Naturally, all final sublevels contain one in-game, so the fact that these sublevels have that property set to 0 is a mystery.

References

  1. ^ "A geomagnetic radiation field underground must have warped the space-time continuum." "Even my record of the terrain has been erased." - Early dialog in the prototype version of Pikmin 2.
  2. ^ "Because of a powerful magnetic field deep under the surface, time does not pass underground." - Explanation of the time passage in page 25 of the manual.
  3. ^ "The powerful magnetic field between the surface and underground can have peculiar, unexpected results. You can't rely merely on your memory, as familiar areas can often appear foreign." - Explanation of the caves' random generation in page 26 of the manual.