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[[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.]]
[[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 Hoard|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. However, in some caves such as [[Frontier Cavern]] and [[Hole of Beasts]], Violet Candypop Buds and Ivory Candypop Buds do not appear once the player has twenty or more [[Purple Pikmin]] or [[White Pikmin]] already; 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.
'''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 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 easily gathering large numbers of purples and whites.
 
Time 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>


{{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==
==Entering caves==
The holes through 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 (species)|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 [[Queen Candypop Bud]]s.
The holes through 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 (species)|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 save [[Bulbmin]] and/or [[Queen Candypop Bud]]s.


==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 turn the game off then back on, 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 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 turn the game off then back on, you'll start over in the current sublevel you are on.The cave will always look slightly different when you restart the game.


'''Normal levels''' usually have a few harmful enemies. These levels usually have most of the treasure in them.
'''Normal levels''' usually have a few harmful enemies, and sometimes don't have any treasure.


'''[[Rest sublevel|Rest levels]]''' 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]], [[Ultra-bitter Spray]], [[Ultra-spicy Spray]], or [[Candypop Bud]]s. Usually these levels don't have treasure in them.
'''[[Rest sublevel|Rest levels]]''' 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]], [[Ultra-Bitter Spray]], [[Ultra-spicy spray]], or [[Candypop Bud]]s.


'''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 [[: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 [[Olimar]]/[[Louie]]'s space suit or ship.
'''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 [[: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 [[Olimar]]/[[Louie]]/[[The President]]'s space suit or ship.


==Cave Designs==
== Cave Designs ==
There are a number of different cave designs.
There are a number of different cave designs.


===Common cave design===
;Common cave design
[[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.
: [[Image:Emperor's Realm.jpg|thumb|left|80px]] 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-rocks]] will occasionally fall from the cave ceiling.
{{clear}}
{{clear}}


===[[Tile Lands|Tile design]]===
;Tile design
[[Image:The Giant's Bath.jpg|thumb|left|100px]] Another semi-common type of design. Tiles cover nearly the whole sub-level and many [[hazards]] are found on these types of design. [[Wogpole]]s will sometimes fall from the cave ceiling.
: [[Image:The Giant's Bath.jpg|thumb|left|80px]] Another semi-common type of design. Tiles cover nearly the whole sub-level and many [[hazards]] are found on these types of design. [[Wogpole]]s will sometimes fall from the cave ceiling.
{{clear}}
{{clear}}


===Swamp design===
;Swamp design
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 come to 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.
: [[Image:Hole of Heroes sublevel 6.jpg|thumb|left|80px]] The rarest type of cave design. Only 2 [[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 come to 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}}
{{clear}}


===Boss design===
;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. This design can also be a Tile or Battlefield design at the same time.
: [[Image:Empress Bulblax beta.jpg|left|thumb|80px]] 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. This design can also be a Tile or Battlefield design at the same time.
{{clear}}
{{clear}}


===Outside design===
;Outside design
[[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:Three Color Training.jpg|thumb|left|80px]] This type of design appears as if you are outside. These type of designs always have harmful enemies in them, save [[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.
{{clear}}
{{clear}}


===Garden design===
;Garden design
[[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 can also have pipes to connect areas.
: [[Image:Hidden Garden.jpg|left|thumb|80px]] Slightly rare. These are rest areas with water not deep enough for Pikmin to drown in, and enemies such as [[Skitter Leaf]]s , and [[Unmarked Spectralids]]. They can also have pipes to connect areas.
{{clear}}
{{clear}}


===Battlefield Design===
;Battlefield Design
[[Image:Dream Den-sub5.jpg|thumb|left|100px]] This type of sublevel is another common one that normally consists of [[Careening Dirigibug]], [[Gatling Groink]]s or [[Lithopod]]s . Bombs are the most common method of attack from enemies on these floors. By going over edges, Pikmin can die on these floors. The first area that you can see a floor like this is the 1st sublevel of the [[White Flower Garden]].
: [[Image:Dream Den-sub5.jpg|thumb|left|80px]] This type of sublevel is another common one that normally consists of [[Careening Dirigibug]] , [[Gatling Groink]]s or [[Lithopod]]s . Bombs are the most common method of attack from enemies on these floors. By going over edges, Pikmin can die on these floors. The first area that you can see a floor like this is the 1st sublevel of the [[White Flower Garden]].
{{clear}}
{{clear}}


===Toybox design===
;Toybox design
[[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 [[captain]]s. They sometimes can be covered with a large carpet that expands so far that the [[captain]]s cannot see how large it is.
: [[Image:Lost Toy Box.png|left|thumb|80px]] 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 [[captain]]s. They sometimes can be covered with a large carpet that expands so far that the [[captain]]s cannot see how large it is.
{{clear}}
{{clear}}


===Snow design===
;Snow design
[[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:Cave of Pain.jpg|left|thumb|80px]] 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.
{{clear}}
{{clear}}


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* [[Hole of Heroes]]
* [[Hole of Heroes]]
* [[Dream Den]]
* [[Dream Den]]
==References==
<references/>


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[[de:Höhle]]
[[Category:Caves]]
[[Category:Caves| ]]

Revision as of 18:04, April 28, 2012

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 easily gathering large numbers of purples and whites.

Time 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]

Entering caves

The holes through 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 under your control will jump down with you, and any that are idle or working will return safely to their Onions. Once you enter a cave, there is no way to increase Pikmin population save Bulbmin and/or Queen Candypop Buds.

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 turn the game off then back on, you'll start over in the current sublevel you are on.The cave will always look slightly different when you restart the game.

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. A somewhat common exception to the "harmless enemy" rule is Doodlebugs or, in one case, 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 this enemy, when defeated, often drops an item which upgrades Olimar/Louie/The President's space suit or ship.

Cave Designs

There are a number of different cave designs.

Common cave design
Emperor's Realm.jpg
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-rocks will occasionally fall from the cave ceiling.
Tile design
The Giant's Bath.jpg
Another semi-common type of design. 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.
Swamp design
Hole of Heroes sublevel 6.jpg
The rarest type of cave design. Only 2 sublevels have this design in the whole game. There is one in the Hole of Heroes and one in the Dream Den. There are many Shoots here. Both times you come to 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 Blowhogs (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 Wogpoles, Water Dumples, Wollywogs, and Jellyfloats here.
Boss design
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. This design can also be a Tile or Battlefield design at the same time.
Outside design
Three Color Training.jpg
This type of design appears as if you are outside. These type of designs always have harmful enemies in them, save Mitites. These types 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 outdoor level.
Garden design
Hidden Garden.jpg
Slightly rare. These are rest areas with water not deep enough for Pikmin to drown in, and enemies such as Skitter Leafs , and Unmarked Spectralids. They can also have pipes to connect areas.
Battlefield Design
Dream Den-sub5.jpg
This type of sublevel is another common one that normally consists of Careening Dirigibug , Gatling Groinks or Lithopods . Bombs are the most common method of attack from enemies on these floors. By going over edges, Pikmin can die on these floors. The first area that you can see a floor like this is the 1st sublevel of the White Flower Garden.
Toybox design
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 expands so far that the captains cannot see how large it is.
Snow design
Cave of Pain.jpg
A common sublevel design in the Valley of Repose, these sublevels are blanketed with snow. The floors are commonly littered with dying Figworts. Hairy Bulborbs and Snow Bulborbs are often present on these sublevels.

List of caves

Valley of Repose

Awakening Wood

Perplexing Pool

Wistful Wild

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.

de:Höhle