Dream Den: Difference between revisions

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{{Solution}}
{{game icons|p2=y}}
{{Infobox cave
{{infobox cave
|location=Wistful Wild
|image    = Dream_Den_11.jpg
|sublevels=14
|location = Wistful Wild
|treasures=21
|sublevels = 14
|hazards={{f}} {{w}} {{e}} {{p}} {{r}} {{b}}
|treasures = 21
|obstacles={{waterbody}} {{clog}} {{wgate}} {{bgate}} {{ledge}} {{buried}}
|hazards   = {{fire}} {{water}} {{electricity}} {{poison}} {{explosion}}
}}
}}
The '''Dream Den''' is a [[cave]] in ''[[Pikmin 2]]'', found in the [[Wistful Wild]]. Because it contains what may be regarded as the game's final [[:category:bosses|boss]], it is often the last cave completed. It is located to the far left of the landing site, across the lake and behind a poison [[gate]] there. All of the enemies in the way should be defeated and then [[Blue Pikmin]] should build a [[bridge]] across the water. Destroying the poison gate requires use of [[White Pikmin]]. The cave is one of the game's longest, with 14 [[sublevel]]s, and contains a variety of enemies in large quantities. In addition, many of the sublevels are filled with gas pipes and have sealed exits, so it is imperative that you keep [[White Pikmin]] alive for clearing the way down. The cave design is also relatively varied, with many previously encountered themes showing up here.
{{guide}}
In this cave, you will get a total of 5965 pokos for all treasures in the NTSC version.
The '''Dream Den''' ({{j|夢の穴|Yume no Ana|Hole of Dreams}}) is a [[cave]] in ''[[Pikmin 2]]'', found in the [[Wistful Wild]]. Because of its location, difficulty, and the fact that it contains what may be regarded as the game's final [[boss]], the [[Titan Dweevil]], it is often the last cave completed. The cave is the game's second longest, with 14 sublevels, and contains a variety of enemies in large quantities. The cave design is also relatively varied, with many previously encountered themes showing up here. In order, a garden sublevel is found at the top, followed by a toybox sublevel, with metal, concrete, soil, and finally tile sublevels appearing in groups of 3. In this cave, there is a total of {{pokos|5965}} for all treasures in the US [[Region|version]], and {{pokos|5945}} in the European version. There are no [[Bulbmin]] or [[Candypop Bud]]s in this cave, so extra care should be taken.


{{spoiler}}
{{spoiler section|
The final floor of the Dream Den is the location of [[Louie]]. He is found atop the game's final boss, the [[Titan Dweevil]], and is afterwards collected as a treasure and added to the [[Treasure Hoard]]. He does not replace the [[President]] after having been rescued, however.
The final floor of the Dream Den is the location of [[Louie]]. He is found atop the game's final boss, the [[Titan Dweevil]], and is afterwards collected as a treasure and added to the [[Treasure Hoard]]. He does not replace the [[President]] after having been rescued, however.
{{endspoiler}}
|the end of the plot in ''Pikmin 2''
}}
 
==How to reach==
{{location map | width = 272 | height = 319 | image = WW texture.png | bg = #111 | caption = Location of the cave. | icons =
{{map icon | cave | 238 | 160}}
}}
 
There are two methods to reach this cave:
 
#One can bring Pikmin through the [[Hole of Heroes]] area, requiring [[Blue Pikmin]] to destroy a [[clog]] and [[Yellow Pikmin]] to destroy an electric gate, though the player will then be forced to fight the [[Creeping Chrysanthemum]]s and [[Puffy Blowhog]]s directly below.
#They may alternatively go left and build a [[bridge]] by bringing [[Blue Pikmin]] across a lake.
 
Either way, the player must then destroy one of two [[Gate#Bramble gate|black poison gates]].
 
All Pikmin types should be brought along. If the player intends to fight the [[Titan Dweevil]] on the first run, bringing more [[Yellow Pikmin]] is recommended. Like the [[Hole of Heroes]], water is present in this cave, so sufficient [[Blue Pikmin]] are required as well.
 
{{clear}}
{{notes|ship=y}}
 
==Sublevel 1==
* '''Theme''': Garden
* '''Music''': ''[[Music in Pikmin 2#Grass|Grass]]''
* '''Treasures''':
** {{icon|Disguised Delicacy|y|v=TH}}
* '''Enemies''':
** {{icon|Dwarf Orange Bulborb|y}} × 23
** {{icon|Hermit Crawmad|y}} × 2
** {{icon|Lesser Spotted Jellyfloat|y}} × 2
* '''Obstacles''':
** {{icon|Poison emitter|v=P2|y}} × 3
* '''Vegetation''':
** {{icon|Figwort|y}} (large red) × 5
** {{icon|Figwort|y}} (small brown) × 5
* '''Others''':
** None
 
The first level of the Dream Den harbors [[Dwarf Orange Bulborb]]s, two [[Hermit Crawmad]]s and two [[Lesser Spotted Jellyfloat]]s. There are also poisonous gas pipes.
 
The enemies near the starting area, especially Dwarf Orange Bulborbs that are blocking paths, should be removed. Defeat the Lesser Spotted Jellyfloats (which may be near the starting area as well) the usual way. They will digest one Pikmin every thirty seconds. Once the area is clear of any obstructive enemies and gas pipes, the [[Disguised Delicacy]] can be taken back. Use Pikmin to destroy the [[clog]] on the hole, allowing you to continue down to the next sublevel.
 
{{cavegen|dd1}}
{{sublevel technical
|cave        = last_3
|enemymax    = 30
|itemmax    = 1
|gatemax    = 0
|capmax      = 100
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_ABE_vshit67_toy.txt
|lightfile  = hiroba_toy_light_cha.ini
|bg          = hiroba
|clog        = Yes
|hiddenfloor = 1
|units      =
{{sublevel units
|item_cap_toy|Dead end with item
|way3_toy|Three-way crossing
|way4_toy|Four-way crossing
|wayl_toy|Turning corridor
|way2_toy|Corridor
|way2x2_toy|Long corridor
}}
{{sublevel units
|room_vs_hitode6x7_4_toy|'''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|Lesser Spotted Jellyfloat|y}}
| 2
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Hermit Crawmad|y}}
| 2
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Poison emitter|v=P2|y}}
| 3
| None
| Cave unit seams
|-
! colspan="5" | Alongside it spawns 23 "main" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 4
| {{icon|Dwarf Orange Bulborb|y}}
| 100%
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 5
| {{icon|Figwort|y}} (small brown)
| 5
| None
| Plant spots
|-
| 6
| {{icon|Figwort|y}} (large red)
| 5
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Disguised Delicacy|y|v=TH}}
| 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==
[[File:Dream Den sublevel 2.jpg|thumb|Sublevel 2.]]
 
* '''Theme''': Toybox
* '''Music''': ''[[Music in Pikmin 2#Toy|Toy]]''
* '''Treasures''':
** {{icon|Implement of Toil|y}}
** {{icon|Manual Honer|y}} (inside Gatling Groink)
* '''Enemies''':
** {{icon|Gatling Groink|y}} (pedestal) × 1
** {{icon|Hairy Bulborb|y}} × 1
** {{icon|Snow Bulborb|y}} × 8
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None
 
There is a [[Gatling Groink]] on a raised platform that will start to attack the player as soon as the sublevel begins. Hide the Pikmin behind the wall of blocks, send one of the leaders out to distract the Groink, and attack with your Pikmin. Alternately, beat up the [[Snow Bulborb]]s and [[Hairy Bulborb]] with the fists of a leader or let the Gatling Groink kill them with its projectiles.
 
To defeat the Groink, position a leader against the base of the platform it is standing on. With the other leader, take a group of [[Yellow Pikmin]], and while the Gatling Groink is distracted, walk up the slope and attack it from behind. The [[Manual Honer]], which was held by the Gatling Groink, and the [[Implement of Toil]], which is usually located somewhere close to the wall of blocks, are found on this level.
 
{{cavegen|dd2}}
{{sublevel technical
|cave        = last_3
|enemymax    = 10
|itemmax    = 1
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_units_tower_toy.txt
|lightfile  = toy_light_cha.ini
|bg          = flooring
|clog        = No
|hiddenfloor = 1
|units      =
{{sublevel units
|cap_toy|Dead end
|way3_toy|Three-way crossing
|way4_toy|Four-way crossing
|wayl_toy|Turning corridor
|way2_toy|Corridor
|way2x2_toy|Long corridor
}}
{{sublevel units
|room_mid_tower_8_toy|'''Room with tower'''
}}
}}
{| 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|Gatling Groink|y}} (pedestal)
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|Manual Honer|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Hairy Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
! colspan="5" | Alongside it spawns 8 "main" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 3
| {{icon|Snow Bulborb|y}}
| 100%
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Implement of Toil|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''': Metal
* '''Music''': ''[[Music in Pikmin 2#Metal 2|Metal 2]]''
* '''Treasures''':
** {{icon|Glee Spinner|y}} (inside Spotty Bulbear)
* '''Enemies''':
** {{icon|Careening Dirigibug|y}} × 2
** {{icon|Dwarf Bulbear|y}} × 9
** {{icon|Spotty Bulbear|y}} × 1
* '''Obstacles''':
** {{icon|Bomb-rock|y}} × 11
** {{icon|Electrical wire|y}} × 4
** {{icon|Poison emitter|v=P2|y}} × 3
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) × 6
** {{icon|Glowstem|y}} (red) × 6
* '''Others''':
** None
 
This sublevel is filled with falling bomb-rocks, electrical wires, poison emitters, and [[Dwarf Bulbear]]s. There are also some [[Careening Dirigibug]]s that [[throw]] bomb-rocks. Somewhere in the level, a [[Spotty Bulbear]] will fall from the sky. This creature contains a treasure.
 
Pikmin or the leaders can be used to kill it; the player can also trick the Bulbear into falling off into the [[Pit|abyss]] (as the Bulbear will always take the most direct path towards the leaders), by making the Bulbear walk towards the leaders with a gap in between; subsequently, it will fall into the pit. Its treasure, the [[Glee Spinner]], will drop right where the Spotty Bulbear was before it fell into the abyss.
 
Note that the bomb-rocks and Spotty Bulbear will only fall when Pikmin are near. In order to know beforehand where the Spotty Bulbear is, it is possible to follow the Dwarf Bulbears, since they will go to and idle next to the adult's spawning location.
 
{{cavegen|dd3}}
{{sublevel technical
|cave        = last_3
|enemymax    = 30
|itemmax    = 0
|gatemax    = 0
|capmax      = 30
|rooms      = 4
|ctrratio    = 0.2
|geyser      = No
|unitfile    = 3_ABE_mid2_hit3_hit5_metal.txt
|lightfile  = metal_light_lv2.ini
|bg          = test
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_mid2_3_metal|'''T-shaped room'''
|room_hitode3x3_5_metal|'''Room with blue ledge'''
|room_hitode4x4_3_metal|'''Circular room with blue ledge'''
}}
}}
{| 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|Spotty Bulbear|y}}
| 1
| Falls when Pikmin are nearby
| "Hard" enemy spots
|-
| -
| {{icon|Glee Spinner|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Dwarf Bulbear|y}}
| 9
| None
| "Easy" enemy spots
|-
| 3
| {{icon|Electrical wire|y}}
| 4
| None
| Cave unit seams
|-
| 4
| {{icon|Poison emitter|v=P2|y}}
| 3
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Careening Dirigibug|y}}
| 2
| None
| "Hard" enemy spots
|-
! colspan="5" | Alongside it spawns 11 "main" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 6
| {{icon|Bomb-rock|y}}
| 100%
| Falls when Pikmin are nearby
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Glowstem|y}} (red)
| 6
| None
| Plant spots
|-
| 8
| {{icon|Glowstem|y}} (green)
| 6
| None
| Plant spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 4==
* '''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Metal 1|Metal 1]]''
* '''Treasures''':
** {{icon|Mirrored Element|y}}
* '''Enemies''':
** {{icon|Anode Beetle|y}} × 8
** {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (surface) × 10
* '''Obstacles''':
** {{icon|Poison emitter|v=P2|y}} × 3
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) × 5
** {{icon|Glowstem|y}} (red) × 5
* '''Others''':
** None
 
This sublevel is filled with [[Armored Cannon Larva|Armored Cannon Beetle Larva]]e and [[Anode Beetle]]s. While the positions of the Armored Cannon Beetle Larvae are constant, the positions of Anode Beetles and poison emitters are variable. There are a few strategies you can use to safely get through this level. One is to simply [[dismiss]] the Pikmin and take a small group of [[Purple Pikmin|Purple]] and [[White Pikmin]] with one of the leaders. The purples are then used to kill the enemies and the White Pikmin to disable poison emitters on the way.
 
Another method is to dismiss all your Pikmin and just take one or both of your leaders out and try to trick the Armored Cannon Beetles into shooting the others of their own species and poison emitters. Once done with killing the Armored Cannon Beetle Larvae, the player can send in yellows and whites to kill Anode Beetles and disable poison emitters, respectively.
 
After the coast is clear, retrieve the [[Mirrored Element]] (you may want to follow your Pikmin back, just in case). Another, much faster and easier way, albeit more dangerous, is to bring fifteen White Pikmin and run through the level, ignoring everything, and get them to carry the treasure. The White Pikmin should be able to carry it back without any dying, as they carry treasures very fast.
 
It should be noted that when an Anode Beetle is near the edge, Pikmin may bounce off the edge when thrown onto it.
 
{{cavegen|dd4}}
{{sublevel technical
|cave        = last_3
|enemymax    = 21
|itemmax    = 1
|gatemax    = 0
|capmax      = 100
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_ABE_nobo2_nor22_metal.txt
|lightfile  = metal_light_lv3.ini
|bg          = build
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_north2x2_1_metal|'''T-shaped room'''
|room_nobo2_4_metal|'''Zigzagging room'''
}}
}}
{| 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|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (surface)
| 10
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Poison emitter|v=P2|y}}
| 1
| None
| "Easy" enemy spots
|-
| 3
| {{icon|Poison emitter|v=P2|y}}
| 1
| None
| "Easy" enemy spots
|-
| 4
| {{icon|Poison emitter|v=P2|y}}
| 1
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Anode Beetle|y}}
| 8
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Glowstem|y}} (red)
| 5
| None
| Plant spots
|-
| 7
| {{icon|Glowstem|y}} (green)
| 5
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 8
| {{icon|Mirrored Element|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 5==
[[File:Dream Den-sub5.jpg|thumb|Sublevel 5.]]
* '''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Metal 2|Metal 2]]''
* '''Treasures''':
** {{icon|Insect Condo|y|v=TH}} (inside Fiery Bulblax)
* '''Enemies''':
** {{icon|Fiery Blowhog|y}} × 4
** {{icon|Fiery Bulblax|y}} × 1
** {{icon|Bulborb|y|n=Red Bulborb}} × 2
** {{icon|Withering Blowhog|y}} × 1
* '''Obstacles''':
** {{icon|Fire geyser|y}} × 22
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) × 5
** {{icon|Glowstem|y}} (red) × 5
* '''Others''':
** None
 
This sublevel is littered with fire hazards and also contains a Fiery Bulblax. There are also two Red Bulborbs, Fiery Blowhogs, and a Withering one as well. Red Pikmin can easily disable fire traps and defeat any Red Bulborbs, Fiery Blowhogs, or Withering Blowhogs.
 
When throwing Pikmin on a Fiery Blowhog, make sure it doesn't face the edge, or it could throw Pikmin into the [[Pit|abyss]]. The Fiery Bulblax can be killed with the same technique used on the Spotty Bulbear on sublevel 3. It will drop the [[Insect Condo]].
 
{{cavegen|dd5}}
{{sublevel technical
|cave        = last_3
|enemymax    = 30
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 3
|ctrratio    = 0.2
|geyser      = No
|unitfile    = 3_units_mid2_hit6_hit7_metal.txt
|lightfile  = metal_light_lv4.ini
|bg          = build
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_metal|Dead end
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|way2_metal|Corridor
}}
{{sublevel units
|way2x2_metal|Long corridor
|room_hitode4x4_6_metal|'''Room with hatch'''
|room_hitode4x4_7_metal|'''Room with blue circle'''
|room_mid2_3_metal|'''T-shaped room'''
}}
}}
{| 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|Insect Condo|y|v=TH}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Withering Blowhog|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Bulborb|y|n=Red Bulborb}}
| 2
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Fiery Blowhog|y}}
| 4
| None
| "Hard" enemy spots
|-
! colspan="5" | Alongside it spawns 22 "main" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 5
| {{icon|Fire geyser|y}}
| 50%
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Fire geyser|y}}
| 50%
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Glowstem|y}} (red)
| 5
| None
| Plant spots
|-
| 8
| {{icon|Glowstem|y}} (green)
| 5
| None
| Plant spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 6==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Concrete 2|Concrete 2]]''
* '''Treasures''':
** {{icon|Future Orb|y}} (inside Greater Spotted Jellyfloat)
* '''Enemies''':
** {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (surface) × 3
** {{icon|Greater Spotted Jellyfloat|y}} × 1
** {{icon|Lesser Spotted Jellyfloat|y}} × 1
** {{icon|Mitite|y}} (group of 10) × 0 - 4 (from eggs)
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Shoot|y}} (small) × 6
* '''Others''':
** [[Gate]] with 1800 [[Health|HP]] × 8
** {{icon|Egg|y}} × 4
 
You start near an alcove. There are three, or two Armored Cannon Beetle Larvae, one [[Greater Spotted Jellyfloat]], and one [[Lesser Spotted Jellyfloat]]. Armored Cannon Beetles can be used to kill each other with rocks. The sinkhole will affect the path of the rocks.
 
Pikmin can be used to kill the Jellyfloats, but the larvae can also shoot them with the rocks. It works best with the Greater Spotted Jellyfloat, due to the fact that when it lands after sucking up a leader, it is an easy target for the Larvae. Remember to escape from the creature, or you will take damage.
 
After they are killed, grab the [[Future Orb]] the Greater Spotted Jellyfloat left behind, break down gates with Pikmin to get nectar eggs, and continue down the hole which may be inside a gate.
 
{{cavegen|dd6}}
{{sublevel technical
|cave        = last_3
|enemymax    = 5
|itemmax    = 0
|gatemax    = 8
|capmax      = 100
|rooms      = 1
|ctrratio    = 0.2
|geyser      = No
|unitfile    = 1_MAT_manq_2_conc.txt
|lightfile  = normal_light_lv4.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
}}
{{sublevel units
|room_manh7x7q_8_conc|'''Circular room with sandpit'''
}}
}}
{| 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|Greater Spotted Jellyfloat|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Future Orb|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Lesser Spotted Jellyfloat|y}}
| 1
| None
| "Easy" enemy spots
|-
| 3
| {{icon|Armored Cannon Larva|y|n=Armored Cannon Beetle Larva}} (surface)
| 3
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Shoot|y}} (small)
| 6
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Egg|y}}
| 4
| Falls from the sky
| Dead ends
|-
! colspan="5" | Then it spawns 8 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 5
| [[Gate]] (1800 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 7==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Concrete 1|Concrete 1]]''
* '''Treasures''':
** {{icon|Essence of Desire|y}} (inside Puffy Blowhog)
* '''Enemies''':
** {{icon|Bumbling Snitchbug|y}} × 3
** {{icon|Careening Dirigibug|y}} × 4
** {{icon|Puffy Blowhog|y}} × 2
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Figwort|y}} (small brown) × 5
* '''Others''':
** None
 
This is a very small level, but it contains several Bumbling Snitchbugs and Careening Dirigibugs, some of which may begin in your starting area. There are also two Puffy Blowhogs, one of which contains the [[Essence of Desire]]. When the treasure is collected and the coast is clear, the [[clog]] on the hole must be removed to continue downward.
 
{{cavegen|dd7}}
{{sublevel technical
|cave        = last_3
|enemymax    = 9
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MAT_danh_conc.txt
|lightfile  = normal_light_lv4.ini
|bg          =
|clog        = Yes
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
}}
{{sublevel units
|room_dan4x4h_2_conc|'''Room with 2 exits and a raised edge'''
}}
}}
{| 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|Puffy Blowhog|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Essence of Desire|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Puffy Blowhog|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Bumbling Snitchbug|y}}
| 1
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Bumbling Snitchbug|y}}
| 1
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Careening Dirigibug|y}}
| 1
| None
| "Hard" enemy spots
|-
| 6
| {{icon|Careening Dirigibug|y}}
| 1
| None
| "Hard" enemy spots
|-
| 7
| {{icon|Bumbling Snitchbug|y}}
| 1
| None
| "Easy" enemy spots
|-
| 8
| {{icon|Careening Dirigibug|y}}
| 1
| None
| "Easy" enemy spots
|-
| 9
| {{icon|Careening Dirigibug|y}}
| 1
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 10
| {{icon|Figwort|y}} (small brown)
| 5
| None
| Plant spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 8==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]''
* '''Treasures''':
** {{icon|Extreme Perspirator|y}}
** {{icon|Possessed Squash|y}}
* '''Enemies''':
** {{icon|Anode Dweevil|y}} × 3
** {{icon|Antenna Beetle|y}} × 1
** {{icon|Fiery Dweevil|y}} × 4
** {{icon|Hydro Dweevil|y}} × 4
** {{icon|Munge Dweevil|y}} × 3
* '''Obstacles''':
** {{icon|Electrical wire|y}} × 5
** {{icon|Fire geyser|y}} × 6
** {{icon|Poison emitter|v=P2|y}} × 10
* '''Vegetation''':
** None
* '''Others''':
** None
 
This sublevel is filled with Dweevils of all types, as well as fire, electrical and poison hazards. There is also an [[Antenna Beetle]] which can easily be stunned by a Purple Pikmin and killed by [[Group move|swarming]].
 
There are two ways to kill the Dweevils and to reach the treasure. One is to dismiss the Pikmin and go out with one leader to kill them (this doesn't require much time with the [[Rocket Fist]] upgrade). The other is to go out with the entire army, using Purple Pikmin to kill the Dweevils (calling them back if they get into danger), and using [[Red Pikmin|Red]], [[Yellow Pikmin|Yellow]], and [[White Pikmin]] to disable hazards. If you can quickly call them back, your only real hazard is keeping them away from electrical wires and the shocks of the Anode Dweevil.


==Treasures==
The [[Extreme Perspirator]] and the [[Possessed Squash]], which are anywhere above ground but usually in dead-ends, are found here.
*[[Disguised Delicacy]]
*[[Manual Honer]]
*[[Implement of Toil]]
*[[Glee Spinner]]
*[[Mirrored Element]]
*[[Insect Condo]]
*[[Future Orb]]
*[[Essence of Desire]]
*[[Possessed Squash]]
*[[Extreme Perspirator]]
*[[Talisman of Life]]
*[[Yellow Taste Tyrant]]
*[[Boss Stone]]
*[[Stringent Container]] (NTSC)/[[Endless Repository]] (PAL)
*[[Universal Com]]
*[[Hypnotic Platter]] (NTSC)/[[Alien Billboard]] (PAL)
*[[Monster Pump]]
*[[Shock Therapist]]
*[[Flare Cannon]]
*[[Comedy Bomb]]
*[[King Of Bugs]]


==Enemies==
{{cavegen|dd8}}
*[[Anode Beetle]]
{{sublevel technical
*[[Anode Dweevil]]
|cave        = last_3
*[[Antenna Beetle]]
|enemymax    = 36
*[[Armored Cannon Beetle Larva]]
|itemmax    = 2
*[[Breadbug]]
|gatemax    = 0
*[[Bumbling Snitchbug]]
|capmax      = 0
*[[Careening Dirigibug]]
|rooms      = 1
*[[Caustic Dweevil]]
|ctrratio    = 0
*[[Cloaking Burrow-nit]]
|geyser      = No
*[[Doodlebug]]
|unitfile    = 1_units_spiral_conc.txt
*[[Dwarf Bulbear]]
|lightfile  = normal_light_lv4.ini
*[[Dwarf Orange Bulborb]]
|bg          = vrbox
*[[Fiery Blowhog]]
|clog        = No
*[[Fiery Bulblax]]
|hiddenfloor = 0
*[[Fiery Dweevil]]
|units      =
*[[Gatling Groink]]
{{sublevel units
*[[Greater Spotted Jellyfloat]]
|item_cap_conc|Dead end with item
*[[Hairy Bulborb]]
|way3_conc|Three-way crossing
*[[Hermit Crawmad]]
|way4_conc|Four-way crossing
*[[Iridescent Flint Beetle]]
|wayl_conc|Turning corridor
*[[Iridescent Glint Beetle]]
|way2_conc|Corridor
*[[Lesser Spotted Jellyfloat]]
|way2x2_conc|Long corridor
*[[Mitite]]
}}
*[[Munge Dweevil]]
{{sublevel units
*[[Orange Bulborb]]
|room_spiral_1_conc|'''Spiraling room'''
*[[Red Bulborb]]
}}
*[[Snow Bulborb]]
}}
*[[Spotty Bulbear]]
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
*[[Swooping Snitchbug]]
! 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.}}
*[[Volatile Dweevil]]
|-
*[[Water Dumple]]
! colspan="5" | The game spawns these "main" objects:
*[[Watery Blowhog]]
|-
*[[Withering Blowhog]]
! ID !! Object !! Amount !! Fall method !! Spawn location
*[[Wogpole]]
|-
*[[Wollywog]]
| 1
*'''Boss: [[Titan Dweevil]]'''
| {{icon|Antenna Beetle|y}}
| 1
| None
| "Special" enemy spots
|-
| 2
| {{icon|Fiery Dweevil|y}}
| 4
| None
| "Easy" enemy spots
|-
| 3
| {{icon|Hydro Dweevil|y}}
| 4
| None
| "Easy" enemy spots
|-
| 4
| {{icon|Anode Dweevil|y}}
| 3
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Munge Dweevil|y}}
| 3
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Fire geyser|y}}
| 6
| None
| "Hard" enemy spots
|-
| 7
| {{icon|Electrical wire|y}}
| 5
| None
| "Hard" enemy spots
|-
| 8
| {{icon|Poison emitter|v=P2|y}}
| 5
| None
| "Hard" enemy spots
|-
| 9
| {{icon|Poison emitter|v=P2|y}}
| 5
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 10
| {{icon|Fiddlehead|y}}
| 2<ref group="Sublevel 8 note">The sublevel's data makes it so 2 Fiddleheads should spawn in total, but the room used in this sublevel does not have any "decorative" object spots, so no Fiddleheads appear.</ref>
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Possessed Squash|y}}
| 1
| None
| Treasure spots
|-
| 12
| {{icon|Extreme Perspirator|y}}
| 1
| None
| Treasure spots
|}
<references group="Sublevel 8 note"/>
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


== Complete Guide ==
==Sublevel 9==
===Sublevel 1===
* '''Theme''': Soil
In the first level of the Dream Den, you are surrounded by [[Dwarf Orange Bulborb]]s. You will also find two [[Hermit Crawmad]]s as well as two [[Lesser Spotted Jellyfloat]]s. There are also gas pipes. Start by defeating the enemies near your starting area, especially Dwarf Orange Bulborbs that are blocking paths. Defeat the Lesser Spotted Jellyfloats (which may be near your starting area as well) the same way you usually do, but keep in mind that they will digest one Pikmin every thirty seconds. Once the area is clear of any obstructive enemies and gas pipes, take back the [[Disguised Delicacy]], use your Pikmin to destroy the seal on the hole, and continue down to the next sublevel.
* '''Music''': ''[[Music in Pikmin 2#Relax|Relax]]''
* '''Treasures''':
** None
* '''Enemies''':
** {{icon|Doodlebug|y}} &times; 2
** {{icon|Iridescent Flint Beetle|y}} &times; 1
** {{icon|Iridescent Glint Beetle|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Figwort|y}} (large red) &times; 2
** {{icon|Figwort|y}} (small red) &times; 2
* '''Others''':
** None


===Sublevel 2===
Sublevel 9 is the only rest level in the Dream Den. Several underground beetles reside here: one [[Iridescent Flint Beetle]], one [[Iridescent Glint Beetle]], and two [[Doodlebug]]s. Use [[Purple Pikmin]] to flip them easily with the help of their area-effective throw, or [[White Pikmin]] on the Doodlebugs for the safest approach. The bugs will drop lots of [[nectar]] and sprays. There are no treasures here so just continue down when you're ready, or use the geyser if you're in need of it.
There is a [[Gatling Groink]] on a raised platform that will start to attack you as soon as the sublevel begins. Hide your Pikmin behind the wall of blocks, and then send one of your captains out. With the captain, either beat up the [[Snow Bulborb]]s and [[Hairy Bulborb]] with your fists or let the Gatling Groink kill them with its projectiles. Once all enemies but the Gatling Groink are killed, take the same captain and position him against the base of the platform the Gatling Groink is standing on. With your other captain, take a group of [[yellow Pikmin]] and, while the Gatling Groink is distracted, go up the slope and attack it from behind. Once it is defeated, make sure to take it back before its life regenerates. Once it is gone, take back the [[Manual Honer]] which was held by the Gatling Groink, and the [[Implement of Toil]], which is usually located somewhere close to the wall of blocks. Once finished, go down the hole to the next sublevel.


===Sublevel 3===
{{cavegen|dd9}}
This sublevel is filled with falling bomb-rocks, electrical generators, gas pipes, and [[Dwarf Bulbear]]s. There are also some [[Careening Dirigibug]]s that throw bomb-rocks. Somewhere in the level, a [[Spotty Bulbear]] will fall from the sky. This creature contains a treasure. You could use Pikmin to defeat it, but there is a much easier strategy you can utilize. First of all, to make it fall, take one or two [[white Pikmin|white flower Pikmin]] and find the place where your treasure radar goes off (it will be near a place where a group of Dwarf Bulbears are looking upwards), and it will drop. The Spotty Bulbear will always take the most direct path to you, even if it means walking off an edge. Try to make it so that a bottomless pit lies between you and the Spotty Bulbear. The Bulbear will try to walk towards you, but fall in the pit instead. Its treasure, the [[Glee Spinner]], will drop right where the Spotty Bulbear was before it fell into the abyss. Take it back, and go down the hole to the next sublevel. As a side note, this strategy also works with fleeing [[Dweevil]]s that are holding treasures by chasing them over the edges.
{{sublevel technical
|cave        = last_3
|enemymax    = 2
|itemmax    = 0
|gatemax    = 0
|capmax      = 100
|rooms      = 2
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 1_units_cent3_tsuchi.txt
|lightfile  = normal_light_lv4.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_cent3_4_tsuchi|
}}
}}
{| 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}}
| 2
| None
| "Hard" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Figwort|y}} (small red)
| 2
| None
| Plant spots
|-
| 3
| {{icon|Figwort|y}} (large red)
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Iridescent Flint Beetle|y}}
| 1
| None
| Dead ends
|-
| 5
| {{icon|Iridescent Glint Beetle|y}}
| 1
| None
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


===Sublevel 4===
==Sublevel 10==
This sublevel is filled with [[Armored Cannon Beetle Larva]]e and [[Anode Beetle]]s. There are a few strategies you can use to safely get through this level. One is to simply dismiss your Pikmin and take a small group of [[purple Pikmin]] with one of your captains. Use the purples to kill the enemies, but watch out for when the Armored Cannon Beetle Larvae rear back and when the Anode Beetles start to spark. You can also bring [[white Pikmin]] to disable gas pipes on the way. Another method is to dismiss all your Pikmin and just take one or both of your captains out and try to trick the Armored Cannon Beetles into shooting the others of their own species and gas pipes. Once you are done killing the Armored Cannon Beetle Larvae, send in yellows and whites to kill Anode Beetles and disable gas pipes, respectively. After the coast is clear, take back the [[Mirrored Element]] (you may want to follow your Pikmin back, just in case) and continue down. Be careful when using Purple Pikmin to kill the enemies, as when an Anode Beetle is near the edge, your pikmin will sometimes fly off the edge when thrown on to it. There is also a strategy that is recommended for zero death runs, but not for 100% kill runs. Simply take 10 to 20 whites down to the mirrored element, avoiding and ignoring all enemies and hazards. It is recommended to kill atleast a few anode beetles, though. Have your guys carry back the treasure. There is a glitch that can happen anywhere at anytime. When your pikmin are carrying stuff back, they are invinsible to every thing except for elemental hazards, So escorting is not absolutly needed.
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Fire|Fire]]''
* '''Treasures''':
** {{icon|Talisman of Life|y}} (inside Lesser Spotted Jellyfloat)
* '''Enemies''':
** {{icon|Fiery Blowhog|y}} &times; 4
** {{icon|Gatling Groink|y}} (free) &times; 1
** {{icon|Lesser Spotted Jellyfloat|y}} &times; 2
** {{icon|Water Dumple|y}} &times; 5
** {{icon|Wollywog|y}} &times; 2
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Shoot|y}} (large) &times; 3
** {{icon|Shoot|y}} (small) &times; 7
* '''Others''':
** None


===Sublevel 5===
Ultra-bitter sprays are recommended here. Simply resetting the game and waiting for a better layout is a good tactic for this level if the enemy spawns are impractical, for instance, if an enemy spawns near the starting area.
[[Image:Dream Den-sub5.jpg|thumb|sublevel 5]]
This sublevel is littered with fire hazards and also contains a Fiery Bulblax. There are also two Red Bulborbs, Fiery Blowhogs, and a Withering one as well. Start by using red Pikmin to disable fire traps, and defeating any Red Bulborbs, Fiery Blowhogs, or Withering Blowhogs in your way. When throwing Pikmin on a Fiery Blowhog, make sure it is not facing the edge so it does not throw Pikmin into the abyss. To defeat the Fiery Bulblax, wake it up, and use the same technique you used with the Spotty Bulbear on Sublevel 3. It will drop the [[Insect Condo]]. Clear out any enemies you need to, take the treasure back, and go down the hole.


===Sublevel 6===
With one leader and no Pikmin, go out and find a [[Gatling Groink]] as soon as possible. Beat it up with your fists, and make sure to periodically check on the Pikmin, because sometimes a [[Lesser Spotted Jellyfloat]] will come over to your starting platform and start eating them.
You will be near an alcove when you begin. There are three Armored Cannon Beetle Larvae, one Greater Spotted Jellyfloat, and one Lesser Spotted Jellyfloat. Start by going out with your captains and having the Armored Cannon Beetles kill each other with rocks. The sinkhole will affect the path of the rocks, so formulate your strategy according to that. Once finished killing at least 2 of the Armored Cannon Beetle Larvae, take your Pikmin and kill the Jellyfloats. Try to attack the Greater Spotted Jellyfloat first, as they will not only try to take Pikmin, but captains as well. A method to kill the Jellyfloats here is to let the Larvae shoot them with the rocks. It works best with the Greater Spotted Jellyfloat, due to the fact that when it lands after sucking up a captain, it is an easy target for the Larvae. Just make sure to escape the Jellyfloat after it lands. After they are killed, grab the [[Future Orb]] the Greater Spotted Jellyfloat left behind, break down gates with Pikmin to get nectar eggs, and continue down the hole (it may be inside a gate).


===Sublevel 7===
Another strategy is to use the Gatling Groink's projectiles to kill [[Fiery Blowhog]]s, [[Water Dumple]]s, and [[Wollywog]]s; however, this can take a long time, and enemies may have more than enough time to sneak up on your Pikmin. If you have a spare ultra-bitter spray, you can use it on the Gatling Groink when its health is three-fourths gone; if you can defeat it while it is frozen, you won't have to take the regenerating body back to the ship.
This is a very small level, but it contains several Bumbling Snitchbugs and Careening Dirigibugs, some of which may begin in your starting area. There are also two Puffy Blowhogs, one of which contains the [[Essence of Desire]]. When the treasure is collected and the coast is clear, remove the seal from the hole and continue downward. When Bumbling Snitchbugs and Careening Dirigibugs are near together, make sure that a Bumbling Snitchbug doesn't grab your captain while a Careening Dirigibug throws a bomb rock on your Pikmin, you may lose all of them. Unfortunately, this sublevel isn't easy because it is hard to focus on only one enemy.


===Sublevel 8===
The lone treasure, the [[Talisman of Life]], is inside a Lesser Spotted Jellyfloat, usually far away from the starting area; [[Blue Pikmin]] might be necessary to reach it. However, if you don't have 15 blues, there is actually a trick you can use to get the treasure, as long as you have two Purple Pikmin.
This sublevel is filled with Dweevils of all colors ([[Munge Dweevil]], [[Caustic Dweevil]], [[Fiery Dweevil]], [[Anode Dweevil]]), as well as fire and electrical hazards and gas pipes. There is also an [[Antenna Beetle]] which can easily be stunned by a purple Pikmin and killed by swarming. There are two ways you can kill the Dweevils to reach the treasure. One is to dismiss your Pikmin and go out with one captain to kill them (they shouldn’t take too long if you have the [[Brute Knuckles|Rocket Punch Upgrade]]). The other is to go out with your entire army, use purple Pikmin to kill the Dweevils (calling them back if they get into danger), and use [[Red Pikmin|red]], [[Yellow Pikmin|yellow]], and [[White Pikmin|white Pikmin]] to disable hazards. If you can quickly call them back, your only real hazard is keeping them away from electricity hazards and the shocks of the Anode Dweevil. Once all the hazards are taken care of and all the Dweevils in your path have been exterminated, take back the [[Extreme Perspirator]] and the [[Possessed Squash]], which are anywhere above ground but usually in dead-ends, find the hole, and go down it.


===Sublevel 9===
To execute the trick, you must line up some dead enemy carcasses near land. Then, you want to get the Jellyfloat with the treasure as close to land as possible when it is defeated, so that when its treasure pops it, the carcasses beneath it make it bounce toward the land instead of away from it.{{cite youtube|7Gg3rysR6l4|showing the tenth sublevel of the Dream Den completed without Blue Pikmin}} Then take back any enemy carcasses you want, and continue down to the next level.
Sublevel 9 is the only rest level in the Dream Den. Several underground beetles reside here: one [[Iridescent Flint Beetle]], one [[Iridescent Glint Beetle]], and two [[Doodlebug]]s. Use [[Purple Pikmin|Purples]] to flip them easily with the help of their area-effective throw, or [[White Pikmin]] on the Doodlebugs for the safest approach. The bugs will drop lots of [[nectar]] and sprays. There are no treasures here, so just continue down when you’re ready, or use the geyser if you’re in need of it.


===Sublevel 10===
{{cavegen|dd10}}
Ultra-Bitter sprays are recommended here. Immediately press X to dismiss your Pikmin (do '''not''' call them with B first) unless there is an enemy on your starting platform. If this happens, you should defeat it first, or simply reset the game and hope for a better layout. With one captain and no Pikmin, go out and find a Gatling Groink as soon as possible. Beat him up with your fists, and make sure to periodically check on the Pikmin because sometimes a [[Lesser Spotted Jellyfloat]] will come over to your starting platform and start eating your Pikmin. Another strategy is to use the Gatling Groink’s projectiles to kill [[Fiery Blowhog]]s, [[Water Dumple]]s, and [[Wollywog]]s; however, this can take a long time, and enemies may have more than enough time to sneak up on your Pikmin. If you have a spare Ultra-Bitter Spray, you can use it on the Gatling Groink when its health is three-fourths gone; if you can defeat it while it is frozen, you won’t have to take the regenerating body back to the ship. The lone treasure, the [[Talisman of Life]], is inside a Lesser Spotted Jellyfloat, usually far away from your starting area; you will probably need to use [[blue Pikmin]] to reach it. Use this opportunity to take care of any Water Dumples, Fiery Blowhogs, and Wollywogs that are in the way. Take back any enemy carcasses you want, and continue down to the next level.
{{sublevel technical
|cave        = last_3
|enemymax    = 14
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_units_ike4_tsuchi.txt
|lightfile  = normal_light_lv4.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_ike4_5_tsuchi|'''Swamp with trunks'''
}}
}}
{| 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|Lesser Spotted Jellyfloat|y}}
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|Talisman of Life|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Lesser Spotted Jellyfloat|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Gatling Groink|y}} (free)
| 1
| None
| "Special" enemy spots
|-
| 4
| {{icon|Fiery Blowhog|y}}
| 4
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Wollywog|y}}
| 1
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Wollywog|y}}
| 1
| None
| "Easy" enemy spots
|-
| 7
| {{icon|Water Dumple|y}}
| 5
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 8
| {{icon|Shoot|y}} (small)
| 7
| None
| Plant spots
|-
| 9
| {{icon|Shoot|y}} (large)
| 3
| None
| Plant spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 11==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Soil 1|Soil 1]]''
* '''Treasures''':
** {{icon|Boss Stone|y}}
** {{icon|Yellow Taste Tyrant|y}} (US/Europe) / {{icon|Universally Best Art|y}} (Japan)
* '''Enemies''':
** {{icon|Breadbug|y}} &times; 1
** {{icon|Bumbling Snitchbug|y}} &times; 1
** {{icon|Cloaking Burrow-nit|y}} &times; 4
** {{icon|Dwarf Bulbear|y}} &times; 6
** {{icon|Fiery Blowhog|y}} &times; 2
** {{icon|Watery Blowhog|y}} &times; 2
* '''Obstacles''':
** {{icon|Electrical wire|y}} &times; 2
** {{icon|Poison emitter|v=P2|y}} &times; 5
* '''Vegetation''':
** {{icon|Figwort|y}} (large red) &times; 5
** {{icon|Figwort|y}} (small red) &times; 5
* '''Others''':
** None


===Sublevel 11===
This sublevel has both [[Fiery Blowhog]]s and [[Watery Blowhog]]s, some [[Dwarf Bulbear]]s, poison emitters, [[Cloaking Burrow-Nit]]s, a [[Breadbug]], and a [[Bumbling Snitchbug]]. Electrical wires are also usually encountered in this level, sometimes placed in bizarre locations such as on top of a stump. Sometimes the Cloaking Burrow-Nit will be near the poison emitters, so it will be difficult to disable them without having Pikmin eaten.
This sublevel has both [[Fiery Blowhog]]s and [[Watery Blowhog]]s, some [[Dwarf Bulbear]]s, gas pipes, [[Cloaking Burrow-Nit]]s, a [[Breadbug]], and a [[Bumbling Snitchbug]]. Electric nodes have also been seen on this sublevel, placed in bizarre locations such as on top of a stump. Sometimes the Cloaking Burrow-Nit will be near the gas pipes, so the pipes will be difficult to disable without having your Pikmin eaten. The best way to clear this level is to take all of your Pikmin and just eliminate one threat at a time. One treasure, the [[Boss Stone]], is inside the [[Breadbug]]’s lair – use carcasses of other enemies or [[purple Pikmin]] to defeat it. The other treasure, the [[Yellow Taste Tyrant]], can be anywhere above ground, but usually on a high ledge. Use [[yellow Pikmin]] to get it. Collect your spoils, break the seal on the hole, and go down.


The best way to clear this level is to take all of the Pikmin and eliminate one threat at a time. Both treasures, the [[Boss Stone]] and the [[Yellow Taste Tyrant]], can be anywhere above ground, but usually on a high ledge or in a dead-end. Use [[Yellow Pikmin]] to get it. Collect your spoils, break the [[clog]] on the hole, and go down.


===Sublevel 12===
{{cavegen|dd11}}
Right as you begin, you will notice that there is an [[Antenna Beetle]] in this level, messing up your treasure gauge. There are also [[Wollywog]]s, [[Orange Bulborb]]s, gas pipes, and falling rocks to make it harder for you. Kill any enemies in your starting area, then use [[white Pikmin]] to clear the gas pipes. If an enemy is near a gas pipe, ignore the pipe and continue. Once all the gas pipes are out of your way, try to lure any Wollywogs that were near gas pipes to your area, and pelt them with [[purple Pikmin]]. Once it dies, clear out the gas pipes in your way, and then send out purples to defeat all the enemies. If you can defeat the Antenna Beetle, finding the underground treasure in this sublevel will be much easier. There is also a treasure inside one of the Orange Bulborbs, so unless an enemy is in your way, defeat the Antenna Beetle first so you can easily find the treasures. Once all the gas pipes and enemies in your path are cleared out, take back the [[Stringent Container]] which was inside the Orange Bulborb, and use your treasure gauge to find the underground treasure, the [[Universal Com]]. Look for the hole and jump down. (might be behind a gate)
{{sublevel technical
|cave        = last_3
|enemymax    = 23
|itemmax    = 2
|gatemax    = 0
|capmax      = 0
|rooms      = 3
|ctrratio    = 0
|geyser      = No
|unitfile    = E3_units_tsuchi.txt
|lightfile  = normal_light_lv4.ini
|bg          =
|clog        = Yes
|hiddenfloor = No
|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_cent_4_tsuchi|'''Circular room with 4 exits'''
|room_saka1_1_tsuchi|'''Room with trunk in center'''
|room_saka2_2_tsuchi|'''Room with large trunk in wall'''
|room_hitode3_4_tsuchi|'''Room with 4 exits'''
|room_mid1_6_tsuchi|'''Room with 6 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|Breadbug|y}}
| 1
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Cloaking Burrow-nit|y}}
| 4
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Fiery Blowhog|y}}
| 2
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Watery Blowhog|y}}
| 2
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Bumbling Snitchbug|y}}
| 1
| None
| "Hard" enemy spots
|-
| 6
| {{icon|Dwarf Bulbear|y}}
| 6
| None
| "Easy" enemy spots
|-
| 7
| {{icon|Poison emitter|v=P2|y}}
| 5
| None
| Cave unit seams
|-
| 8
| {{icon|Electrical wire|y}}
| 2
| None
| "Hard" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 9
| {{icon|Figwort|y}} (small red)
| 5
| None
| Plant spots
|-
| 10
| {{icon|Figwort|y}} (large red)
| 5
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Boss Stone|y}}
| 1
| None
| Treasure spots
|-
| 12
| {{icon|Yellow Taste Tyrant|y}} (US/EU)<br>{{icon|Universally Best Art|y}} (JP)
| 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 13===
==Sublevel 12==
[[Image:DreamDen-sub13.jpg|thumb|sublevel 13]]
* '''Theme''': Tiles
This level is small, but a plethora of adult Bulborbs cramps up the level. There are two [[Orange Bulborb]]s, two [[Red Bulborb]]s, and two [[Hairy Bulborb]]s. Inside one of these Bulborbs is a treasure. First, use your treasure gauge to find the Bulborb with the treasure. If that Bulborb is dangerously close to another Bulborb, use an Ultra-Bitter Spray and bombard it with volleys of [[Purple Pikmin]]. If you can, try to freeze both (or all, if there are more than 2) Bulborbs at once to clear this level quicker. Once the Bulborb with the treasure is dead, clear out any Bulborbs in your way with Ultra-Bitter Sprays and/or purple Pikmin, take back the [[Hypnotic Platter]], and continue down to the final level. If you have all of the treasures, leave all of your pikmin with the president, and run to the exit with Olimar, as you don't need to open the way down.
* '''Music''': ''[[Music in Pikmin 2#Jellyfloat|Jellyfloat]]''
* '''Treasures''':
** {{icon|Stringent Container|y|v=US}} (US) / {{icon|Endless Repository|y|v=EU}} (Europe/Japan) (inside Orange Bulborb in all regions)
** {{icon|Universal Com|y}} (fully buried)
* '''Enemies''':
** {{icon|Antenna Beetle|y}} &times; 1
** {{icon|Orange Bulborb|y}} &times; 2
** {{icon|Wollywog|y}} &times; 2
* '''Obstacles''':
** {{icon|Boulder|y}} &times; 4
** {{icon|Poison emitter|v=P2|y}} &times; 15
* '''Vegetation''':
** None
* '''Others''':
** [[Gate]] with 2500 [[Health|HP]] &times; 4


There is an [[Antenna Beetle]] in this level, messing with the treasure gauge. There are also [[Wollywog]]s, [[Orange Bulborb]]s, poison emitters, and falling rocks. If an enemy is near a poison emitter, ignore it and continue. Once all the poison emitters are out of your way, you should lure any Wollywogs that were near them away, and attack them with [[Purple Pikmin]]. Once these die, use White Pikmin to take down the remaining obstacles and use Purple Pikmin to defeat all the enemies.


===Sublevel 14 (Final Floor)===
If you can defeat the Antenna Beetle, finding the underground treasure in this sublevel will be much easier. There is also a treasure inside one of the Orange Bulborbs, so unless an enemy is in your way, defeat the Antenna Beetle first so you can easily find the treasures. Once all the poison emitters and enemies in your path are cleared out, take back the [[Stringent Container]] which was inside the Orange Bulborb, and use your treasure gauge to find the underground treasure, the [[Universal Com]]. Look for the hole and jump down.
''If you do not have 30 or more Pikmin left or at least three [[Purple Pikmin]] left, just leave now; you won’t be able to carry most of the treasures back to your ship.'' This is the last sublevel in the cave, and home to the diabolical [[Titan Dweevil]]. The sublevel has a sink-like appearance with the boss in the center. If you need to regroup, there is a geyser available on this level that you can use to return to the surface without fighting the boss. In fact, there are several strategies that suggest this. You might want to return to the surface and come back with 100 [[Yellow Pikmin]] if you want to be done with this battle quickly. Another suggestion is to bring 30-35 [[red Pikmin]] (because they are stronger) or [[yellow Pikmin]] (because they can be thrown high and hit the Titan Dweevil easier), and 65-70 [[blue Pikmin]] that can just be placed in the alcove throughout the entire fight (so even if they get hit by the Monster Pump, they’ll be OK). For an in-depth guide on how to defeat the Titan Dweevil, go [[Titan Dweevil|here]]. Once it is defeated, take back the [[Monster Pump]], the [[Shock Therapist]], the [[Flare Cannon]], the [[Comedy Bomb]], and the [[King of Bugs]] for a total of 4,010 [[Poko]]s. Escape via geyser.
 
{{Caves}}
{{cavegen|dd12}}
{{sublevel technical
|cave        = last_3
|enemymax    = 24
|itemmax    = 1
|gatemax    = 4
|capmax      = 100
|rooms      = 3
|ctrratio    = 0.2
|geyser      = No
|unitfile    = 2_ABE_d_dry_tile.txt
|lightfile  = normal_light_lv4.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way3_pipe|Three-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|way2_pipe|Corridor
|way2x2_pipe|Long corridor
}}
{{sublevel units
|room_drypool5x5_5_tile|'''Room with waterless pool'''
|room_4x4d_4_tile|'''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|Orange Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Stringent Container|y|v=US}} (US)<br>{{icon|Endless Repository|y|v=EU}} (EU/JP)
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Antenna Beetle|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Orange Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Wollywog|y}}
| 2
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Boulder|y}}
| 2
| None
| "Hard" enemy spots
|-
| 6
| {{icon|Boulder|y}}
| 2
| None
| "Easy" enemy spots
|-
| 7
| {{icon|Poison emitter|v=P2|y}}
| 10
| None
| "Hard" enemy spots
|-
| 8
| {{icon|Poison emitter|v=P2|y}}
| 5
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 9
| {{icon|Universal Com|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns 4 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 10
| [[Gate]] (2500 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 13==
[[File:DreamDen-sub13.jpg|thumb|Sublevel 13.]]
 
* '''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
* '''Treasures''':
** {{icon|Hypnotic Platter|y|v=US}} (US) / {{icon|Alien Billboard|y}} (Europe) / {{icon|Inviting...Thing|y}} (Japan) (inside Orange Bulborb in all regions)
* '''Enemies''':
** {{icon|Hairy Bulborb|y}} &times; 2
** {{icon|Mitite|y}} (group of 10) &times; indefinite amount (from eggs)
** {{icon|Orange Bulborb|y}} &times; 2
** {{icon|Bulborb|y|n=Red Bulborb}} &times; 2
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** {{icon|Egg|y}} &times; indefinite amount
 
This level is small, but cramped with Bulborbs. There are two [[Orange Bulborb]]s, two [[Bulborb|Red Bulborb]]s, and two [[Hairy Bulborb]]s. Inside one of the Orange Bulborbs is a treasure. The treasure gauge can be used to find the Bulborb with the treasure. If that Bulborb is dangerously close to another Bulborb, an [[Ultra-bitter spray]] could be used on both creatures, followed by bombarded them with volleys of [[Purple Pikmin]].
 
The [[Hypnotic Platter]] will be dropped by the creature. Clear the way back, deliver the treasure and enter the final hole.
 
{{cavegen|dd13}}
{{sublevel technical
|cave        = last_3
|enemymax    = 6
|itemmax    = 0
|gatemax    = 0
|capmax      = 100
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_MAT_tak22_nor22_tile.txt
|lightfile  = normal_light_lv4.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_pipe|Dead end with item
|way3_pipe|Three-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|way2_pipe|Corridor
|way2x2_pipe|Long corridor
}}
{{sublevel units
|room_tako2x2_8_tile|'''Square room with 4 exits'''
|room_north2x2_1_tile|'''T-shaped room'''
}}
}}
{| 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|Orange Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Hypnotic Platter|y|v=US}} (US)<br>{{icon|Alien Billboard|y}} (EU)<br>{{icon|Inviting...Thing|y}} (JP)
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Orange Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Bulborb|y|n=Red Bulborb}}
| 2
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Hairy Bulborb|y}}
| 2
| None
| "Hard" enemy spots
|-
! colspan="5" | Then it spawns "dead end" objects in as many dead ends as it can. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 5
| {{icon|Egg|y}}
| 100%
| Falls from the sky
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Sublevel 14==
* '''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Titan Dweevil|Titan Dweevil]]'' (only when combating)
* '''Treasures''':
** {{icon|Comedy Bomb|y}} (attached to Titan Dweevil)
** {{icon|Flare Cannon|y}} (attached to Titan Dweevil)
** {{icon|King of Bugs|y}} (attached to Titan Dweevil)
** {{icon|Monster Pump|y}} (attached to Titan Dweevil)
** {{icon|Shock Therapist|y}} (attached to Titan Dweevil)
* '''Enemies''':
** {{icon|Titan Dweevil|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None
{{see also|Titan Dweevil#Strategy|t1=Titan Dweevil strategy}}
 
''Note: 30 or more Pikmin must be left in order to carry most of the treasures back to the ship; three [[Purple Pikmin]] will also suffice.''
 
This is the last sublevel in the cave, and home to the [[Titan Dweevil]]. The sublevel has a sink-like appearance with the boss in the center. Several small [[Titan Dweevil#Trivia|firefly-like insects]] appear in this sublevel. There is a geyser available on this level that can be used to return to the surface without fighting the boss. There are several strategies that suggest this. Returning with almost 100 [[Yellow Pikmin]] is a strategy commonly used for a speedy defeat. An in-depth guide on how to defeat the Titan Dweevil can be found in the link above. The treasures the Titan Dweevil drops are the [[Flare Cannon]], the [[Shock Therapist]], the [[Comedy Bomb]], the [[Monster Pump]] and the [[King of Bugs]].
 
{{cavegen|dd14}}
{{sublevel technical
|cave        = last_3
|enemymax    = 1
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 1_units_otakara_tile.txt
|lightfile  = oootakara_light.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|item_cap_pipe|Dead end with item
|way3_pipe|Three-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|way2_pipe|Corridor
}}
{{sublevel units
|way2x2_pipe|Long corridor
|room_oootakara_tile|'''Titan Dweevil 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|Titan Dweevil|y}}
| 1
| None
| "Hard" enemy spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
 
==Gallery==
<gallery>
Dream Den Location.png|Entrance to the cave.
</gallery>


==Trivia==
==Trivia==
*Ironically, the Dream Den is located where the 1st piece of the ship in Pikmin 1 is found.
*The Dream Den is located where the first [[ship part]] of the [[S.S. Dolphin]], the [[Main Engine]], is found in ''[[Pikmin (game)|Pikmin]]''.
*The final floor's layout is commonly thought as being based on a [[GameCube]]. In fact, it is nothing more than a kitchen sink.
*The Official Nintendo Power game guide states that several early bosses return in this cave, like [[Man-at-Legs]], [[Empress Bulblax]], and many others. However, none of these bosses are found here. The [[Hole of Heroes]] on the other hand has most of the previous bosses.
*According to the name of the [[cave units|unit]] definition file, it is possible that [[#Sublevel 11|sublevel 11]] uses the same general layout as a cave that had been previously presented at E3. It is the only sublevel in the game in which this is the case.
*In sublevel 11, if an electrical wire spawns on top of the wooden structure, one of its ends will be on the structure while the other will be on the floor. The electric discharge between the two ends will still connect correctly.{{cite web|https://www.reddit.com/r/Pikmin/comments/d5emsh/how_do_the_electric_again/|How do the Electric Again?|reddit|published={{date|17|September|2019}}|retrieved={{date|17|September|2019}}}}
*Curiously, the music track ''[[Music in Pikmin 2#Flooded Stump|Flooded Stump]]'' is defined to play on the ninth sublevel. In practice, it is overridden by the rest sublevel theme. The same occurs in all sublevels of the [[Submerged Castle]] as well.
*This cave has more treasures than any other cave in ''Pikmin 2''.
 
==Names in other languages==
{{Foreignname
|Jap=夢の穴
|JapR=Yume no Ana
|JapM=Hole of Dreams
|SpaA=Refugio de los Sueños
|SpaAM=Dream Refuge
|Fra=Pays des Rêves
|FraM=Country of Dreams
|Ita=Tana di Sogno
|ItaM=Dream Den
|Ger=Bau der Träume
|GerM=Den of Dreams
|ChiTrad=夢之洞穴
}}
 
==See also==
*[[Wistful Wild]]
*[[Titan Dweevil Series]]
 
==References==
{{refs}}
 
{{Wistful Wild}}
{{p2 caves}}
[[Category:Dream Den| ]]