Cryptic Cavern
Cryptic Cavern sub5.jpg
Sublevels 5 Ultra-bitter sprays 2
Red Pikmin 5 Ultra-spicy sprays 3
Yellow Pikmin 0
P2 challenge mode flower.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
Blue Pikmin 0
White Pikmin 5
Purple Pikmin 0
Bulbmin 0

The following article or section contains guides.
The strategies shown are just suggestions.

Cryptic Cavern is the eleventh level in Pikmin 2's Challenge Mode. There are 5 sublevels, each with one enemy in the same basic layout.

Sublevel 1Edit

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.

Generate sample map →

Technical sublevel information
Internal cave name ch_MAT_t_hunter_enemy
"Main" object maximum (?) 1
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_MAT_north_boss_tsuchi.txt
Lighting file (?) normal_light_cha.ini
Background (?) None
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Doodlebug 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2   Regal Diamond 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2Edit

A Watery Blowhog. Kill it quickly, grab The Key, and off to the hole.

Generate sample map →

Technical sublevel information
Internal cave name ch_MAT_t_hunter_enemy
"Main" object maximum (?) 1
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_MAT_north_tsuchi.txt
Lighting file (?) normal_light_lv0.ini
Background (?) None
Cave units (?)
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
Long corridor Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Watery Blowhog 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2   Pink Menace 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3Edit

An Anode Dweevil. This can be defeated relatively easily with leaders, is hard to hit with Pikmin, and kills them instantly if it attacks, so attacking with leaders is often the safer option.

Generate sample map →

Technical sublevel information
Internal cave name ch_MAT_t_hunter_enemy
"Main" object maximum (?) 1
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_MAT_north_tsuchi.txt
Lighting file (?) normal_light_lv1.ini
Background (?) None
Cave units (?)
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
Long corridor Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Anode Dweevil 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2   Memorial Shell 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 4Edit

 
The Fiery Bulblax on the fourth sublevel.
  • Theme: Soil
  • Music: Soil 2
  • Time: +40 (+80 seconds)
  • Treasures:
  • Enemies:
  • Obstacles:
    • None
  • Vegetation:
    • None
  • Others:
    • None
See also: Fiery Bulblax strategy.

A Fiery Bulblax. Take the 5 Red Pikmin 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. After its defeat, advance to the last sublevel. There are no buried treasures to look for.

Generate sample map →

Technical sublevel information
Internal cave name ch_MAT_t_hunter_enemy
"Main" object maximum (?) 1
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_MAT_north_tsuchi.txt
Lighting file (?) normal_light_lv2.ini
Background (?) None
Cave units (?)
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
Long corridor Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Fiery Bulblax 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 5Edit

  • Theme: Soil
  • Music: Concrete 3
  • Time: +70 (+140 seconds)
  • Treasures:
  • Enemies:
  • Obstacles:
    • None
  • Vegetation:
    • None
  • Others:
    • None
See also: 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.

Generate sample map →

Technical sublevel information
Internal cave name ch_MAT_t_hunter_enemy
"Main" object maximum (?) 1
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 1_MAT_north_boss_tsuchi.txt
Lighting file (?) normal_light_lv0.ini
Background (?) None
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Burrowing Snagret 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
For details on how objects are spawned, and how some may fail to spawn, see here.

Names in other languagesEdit

Language Name Meaning
  Japanese かくしもちの洞窟? Treasure Keeper's Cave
  French (NoA) Terres des mystères Mystery lands
  French (NoE) Terres des Mystères Mystery Lands
  German Höhle der Geheimnisse Cave of Secrets
  Italian Grotta misteriosa Mysterious Cave
  Spanish (NoA) Caverna Críptica Cryptic Cavern