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{{Infobox cave
{{Infobox cave
|image=Submerged Castle sublevel 4.jpg
  |location=Perplexing Pool
  |location=Perplexing Pool
  |sublevels=5
  |sublevels=5
  |treasures=13
  |treasures=13
  |hazards={{f}} {{w}} {{e}} {{p}} {{b}}
  |total_pokos=690
  |obstacles={{waterbody}} {{clog}} {{wgate}} {{bgate}} {{purples required}}  
  |hazards={{hazards}}
}}
}}
The '''Submerged Castle''' is located in the very back of the [[Perplexing Pool]] and is submerged in water, so it is only accessible to [[Blue Pikmin]] with the player; even if one manages to get a non-blue Pikmin to come with them as they enter the cave by utilizing the blue Pikmin to [[throw]] the other Pikmin as they drown, they still will not enter. It has been programmed into the game that they cannot enter the cave in any way whatsoever<ref>[http://www.youtube.com/watch?v=vLbnXgWkoz4 A video] demonstrating how to bring other Pikmin, and showing that they still won't enter.</ref>. All types of hazards are found here, though there are [[Bulbmin]] to be found as well. To get all 40 Bulbmin, one must have a maximum of 60 Pikmin.
The '''Submerged Castle''' is usually the second-to-last cave discovered in the [[Perplexing Pool]] in ''[[Pikmin 2]]'' and is arguably one of the hardest caves in the game. It is also submerged in water, so it is only accessible to [[Blue Pikmin]]; even if one manages to get a non-Blue Pikmin to come with them as they enter the cave (which can be done by utilizing the Blue Pikmin to throw the other Pikmin as they drown), they still will not be allowed to enter. It has been programmed into the game that they cannot enter the cave in any way, making it pointless to attempt. All types of hazards are found here, though there are [[Bulbmin]] to be found as well. In order for the Captains to gain forty Bulbmin, they must bring a maximum of 60 Blue Pikmin into the cave.


[[Waterwraith|The boss]] appears on all [[sublevel]]s after 5 minutes of staying in one, making it crucial that the player completes the first four very quickly, as they are unable to properly defeat the creature until the last sublevel. Alternately, the player can attempt to avoid or trap the rampaging monstrosity, or revisit the cave multiple times, taking a small amount of time and only a few treasures on each sublevel.
The [[Waterwraith]] (the boss of this cave) appears on every level, making it crucial that the Captains complete the cave's sublevels quickly. For them to get to the cave, they need to defeat many [[Yellow Wollywog|Yellow Wollywogs]] and tear down the black gate near the [[Glutton's Kitchen]]. After the gate is torn down, one needs to defeat two [[Hermit Crawmad|Hermit Crawmads]], [[Water Dumple|Water Dumples]], and a [[Withering Blowhog]]. The cave's entrance is surrounded by undrainable water.  The Waterwraith appears after 5 minutes (300 seconds) of exploring a sublevel. This is not the case on the final floor where it is instead triggered by the player walking into its arena.


To get to the cave, one needs to defeat many [[Yellow Wollywog]]s and tear down the black gate near the [[Glutton's Kitchen]]. After the gate is gone, the player needs to defeat two [[Hermit Crawmad]]s, [[Water Dumple]]s and a [[Withering Blowhog]]. The cave's entrance is surrounded by undrainable water, which is exactly why non-blue Pikmin can't enter: it was programmed so that the situation would make sense.
The Submerged Castle has a dreary music track unique to the cave. This music is very similar to the music that played in the "Cave of the Past", the final dungeon in another of Nintendo's popular games, ''EarthBound''. Both of the bosses in these caves were supernatural beings with somewhat unintelligible forms and seeming invulnerability.
 
There is a total of 690 [[Poko]]s worth of treasures here in the US [[Region|version]] of the game, and 760 in the European version. The Submerged Castle has a dreary music unique to the cave.


{{listen|filename=Submerged Castle Music.ogg|title=}}
{{listen|filename=Submerged Castle Music.ogg|title=}}


{{Notes|ship=y}}
==Treasures==
 
*[[Bug Bait]]
{{Solution}}
*[[Diet Doomer]]
 
*[[Pastry Wheel]]
==Waterwraith==
*[[Comfort Cookie]]
On Sublevels 1-4, the Waterwraith will appear after a being in the level for five minutes. A few key points to remember about the Waterwraith are:
*[[Confection Hoop]]
 
*[[Chocolate Cushion]]
#It'll steam around the level on two stone rollers, which will crush and kill any Pikmin in the way, but will also kill most enemies and disable traps. Try to use this to your advantage.
*[[Compelling Cookie]]
#It will not go into small corners or spaces, so you can hide there.
*[[Activity Arouser]] (NTSC)/[[Pondering Emblem]] (PAL)
#The best way to deal with it is to quickly snag all of the treasures and leave the sublevel before he appears. This means that you must NOT waste any time, so only focus on the treasures. Ignore enemies whenever possible and don't bother bringing back their carcasses.
*[[Succulent Mattress]]
#The Waterwraith is very, very deadly to your Pikmin, so it is vital that you stay out of its way. If you are careless, you could lose every one of your Pikmin.
*[[Pale Passion]]
#It follows your active captain, so watch out. However, you may be able to use this to your advantage, much like fighting the Ranging Bloyster.
*[[Drone Supplies]] (NTSC)/[[Open Archive]] (PAL)
#There is '''absolutely no way''' to harm it before Sublevel 5, so don't bother trying.
*[[Proton AA]]
#Move quickly and collect as many treasures as you can. Remember, if you forget to get a treasure, you can always go back and get it later.
*[[Professional Noisemaker]]
 
==Sublevel 1==
*'''Theme''': Concrete
*'''Enemies''':
**1 [[Waterwraith]]
**1 [[Fiery Bulblax]]
**2 [[Fiery Blowhog]]s (1 drops from the sky in a dead end)
*'''Hazards''':
**7 [[Hazard#Fire|fire geysers]]
*'''Treasures''':
**[[Professional Noisemaker]] (inside the Waterwraith, but impossible to obtain here)
**[[Bug Bait]] (inside the Fiery Bulblax)
**[[Pastry Wheel]]
**[[Diet Doomer]]
*'''Plants''':
**9 [[Fiddlehead]]s
*'''Others''':
**2 [[egg]]s (in dead ends)
 
{{sublevel technical
|cave        = yakushima_4
|enemymax    = 10
|itemmax    = 2
|gatemax    = 0
|capmax      = 50
|rooms      = 3
|geyser      = Yes
|unitfile    = 2_units_gw_l_conc.txt
|lightfile  = suityu_light_lv0.ini
|bg          = None
|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_4x4g_water_4_conc|'''Room with 4 exits and 2 walls'''
|room_north4x4l_1_conc|'''Room with a dead end after U-turn'''
}}
}}
 
You have likely already taken note that this sublevel contains many fire hazards; keep in mind that this cave is possible. To kill the [[Fiery Blowhog]], [[Group move|swarm]] it and blow your whistle when it shakes, then swarm it again until it is defeated. Now to killing the [[Fiery Bulblax]]. You should first find the Bulblax; once you do, [[throw]] a Pikmin onto its body or punch it. Blow your whistle once the Pikmin touches the flaming body so it doesn't die but the Bulblax wakes up. Lead it into a nearby pool of water, and the second its flames are put out, use an [[Ultra-Bitter Spray]] to keep it there. Once it dies, the [[Bug Bait]] will appear, (5 weight, 15 Pokos). Search for the other two treasures, a strawberry chocolate ([[Diet Doomer]], 5 weight, 25 Pokos) is usually in the open, as is the frosted doughnut ([[Pastry Wheel]], 10 weight, 35 Pokos). Look for the hole and leave. There is also a geyser on this floor, allowing the player to escape after having found all treasures. However, there is little sense to doing so, as the Waterwraith requires a very long time on this level to appear.


==Sublevel 2==
==Enemies==
*'''Theme''': Concrete
*[[Anode Beetle]]s
*'''Enemies''':
*[[Anode Dweevil]]s
**1 [[Waterwraith]]
*[[Bulbmin]]
**1 [[Careening Dirigibug]]
*[[Careening Dirigibug]]s
**1 [[Bulbmin]]
*[[Dwarf Orange Bulborb]]s
**3 [[Dwarf Orange Bulborb]]s
*[[Fiery Blowhog]]s
**4 [[Fiery Dweevil]]s (one drops from the sky)
*[[Fiery Bulblax]]s
*'''Hazards''':
*[[Fiery Dweevil]]s
**None
*[[Iridescent Glint Beetle]]s
*'''Treasures''':
*[[Mitite]]s
**[[Professional Noisemaker]] (inside the Waterwraith, but impossible to obtain here)
*[[Volatile Dweevil]]s
**[[Chocolate Cushion]]
*[[Withering Blowhog]]s
**[[Confection Hoop]]
*[[Wollywog]]s
**[[Comfort Cookie]]
*'''BOSS: [[Waterwraith]]'''
*'''Plants''':
**9 [[Fiddlehead]]s
*'''Others''':
**1 type of [[gate]], with 4000 [[Health|HP]]


{{sublevel technical
==Music==
|cave        = yakushima_4
*Submerged Castle
|enemymax    = 10
*The Waterwraith Appears
|itemmax    = 2
*The Waterwraith is Coming
|gatemax    = 2
*Boss Battle
|capmax      = 0
*The Waterwraith's Pathetic Escape
|rooms      = 3
|geyser      = No
|unitfile    = 3_units_h_k_pypes_conc.txt
|lightfile  = suityu_light_lv1.ini
|bg          = None
|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_pype10x18s_conc|'''Huge room with waterway and pipes'''
|room_dan4x4h_2_conc|'''Room with raised portion'''
|room_north4x4k_1_conc|'''Room with pipe and a depression'''
}}
}}


This area contains [[Careening Dirigibug]]s, [[Fiery Dweevil]]s and [[Bulbmin]]. To ensure safety, kill the Careening Dirigibug by throwing Pikmin at it and then [[Group move|swarming]] when it falls to the ground. For the Fiery Dweevils, ignore them unless they grab a treasure you are carrying, in which case use the captain's punches to kill it. The Fiery Dweevils are usually in an open, rusty pipe that is near the exit of a long pipe. Look around for an entrance of a pipe and walk inside (the [[Waterwraith]] cannot enter this area). Follow the pipe to a slide-like passageway, where you will go down quickly and fall out of the pipe, landing near the Chocolate Cushion (10 weight, 40 Pokos).
==Strategy==
On Sublevels 1-4, the Waterwraith appears after five minutes of being in the level. A few key points to remember about the Waterwraith are:


Once that part of the level is complete, you can find the Bulbmin. The parent can be killed by getting close, and then throwing Pikmin onto its back. If you were to swarm it, the mother Bulbmin would most likely get a few mouthfuls of Pikmin. Once they see their leader is dead, the smaller Bulbmin will panic and begin running around; blow your whistle to gain control of them. The game decides the amount of Bulbmin at the beginning of the sublevel depending on your Pikmin amount. A checkered chocolate cookie ([[Comfort Cookie]], 4 weight, 10 Pokos) will come out of the parent Bulbmin once it is defeated. Finally, the [[Dwarf Orange Bulborb]]s can be killed by just swarming them the old-fashioned way. The final treasure, a plain doughnut ([[Confection Hoop]], 20 weight, 60 Pokos), can be found on a ledge guarded by some Dwarf Orange Bulborbs. To get there, walk to the opposite ledge and throw Pikmin over the gap and to the treasure. Throw more Pikmin over, since it is surrounded by the Bulborbs. The exit is [[Clog|sealed]], so you will have to use Pikmin to smash the rock and open the cave to the next sublevel. Getting the treasure back to the Research Pod takes some effort because of the Waterwraith that is always coming down a small isle that you have to walk through, do your best to try to avoid it and eventualy it will go away, get the treasure back to your ship. Continue on down.
#The Waterwraith steams around the level on two stone rollers, which crushes and kills Pikmin in the way, but also defeats most, if not all, enemies and disables traps.
#The Waterwraith does not go into small corners or spaces, making it safe to hide. 
#The best way for the Captains to deal with it is for them to quickly snag all of the treasures and leave the sublevel before he appears. The Leaders must ignore enemies when possible and avoid bringing back their carcasses.
#The Waterwraith is deadly to the Captain's Pikmin, so they must stay out of its way. If they are careless, they could lose every one of their Pikmin.
#It follows the active Captain. However, they can use this to their advantage, much like fighting the Ranging Bloyster.
#There is '''NO WAY''' to harm the Waterwraith before Sublevel 5, so don't bother trying. 
#The Captains must quickly collect as many treasures as they can. If they forget to get a treasure, they can always go back and get it later.


==Sublevel 3==
===Sublevel 1===
*'''Theme''': Concrete
This sublevel contains many fire hazards that your captains must avoid/defeat when first entering. Your captains can collect three treasures ([[Bug Bait]], [[Diet Doomer]], and [[Pastry Wheel]]) on this floor. When they defeat a [[Fiery Bulblax]] in the water, the [[Bug Bait]] appears. Your captains must search for the other two treasures, the [[Diet Doomer]] and the [[Pastry Wheel]]. After that, you can move on to the second Sublevel. There is also a geyser on this floor, allowing you to escape after having found all treasures, which is very convenient.
*'''Enemies''':
**1 [[Waterwraith]]
**2 [[Withering Blowhog]] (1 drops from the sky in a dead end)
**1 [[Bulbmin]]
**1 [[Wollywog]]
**3 [[Anode Dweevil]]s (1 drops from the sky in a dead end)
**4 [[Anode Beetle]]s
*'''Hazards''':
**5 [[Hazard#Electricity|electrical wires]]
*'''Treasures''':
**[[Professional Noisemaker]] (inside the Waterwraith, but impossible to obtain here)
**[[Activity Arouser]] (US) / [[Pondering Emblem]] (Europe) (inside the Withering Blowhog)
**[[Compelling Cookie]]
**[[Succulent Mattress]]
*'''Plants''':
**9 [[Fiddlehead]]s
*'''Others''':
**1 type of [[gate]], with 4000 [[Health|HP]]
**1 [[Ivory Candypop Bud]] (in a dead end)
**2 [[egg]]s (in dead ends)


{{sublevel technical
===Sublevel 2===
|cave        = yakushima_4
This area contains [[Careening Dirigibug]]s, [[Fiery Dweevil]]s, and [[Bulbmin]]. You must focus on looking for an entrance of a pipe and walk inside it to avoid the Waterwraith. Your captain must then take the pipe to a slide-like passageway, where you go down quickly and fall out of the pipe, landing near the [[Chocolate Cushion]].
|enemymax    = 15
|itemmax    = 2
|gatemax    = 3
|capmax      = 50
|rooms      = 4
|geyser      = No
|unitfile    = 3_units_f_g_m_conc.txt
|lightfile  = suityu_light_lv2.ini
|bg          = None
|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_4x4f_4_conc|'''Room with 4 exits and raised ledge'''
|room_4x4g_4_conc|'''Room with 4 exits and 2 walls'''
|room_hitode3x3m_5_conc|'''Room with 5 exits and 2 walls'''
}}
}}


This level contains electrical hazards, so take caution. [[Group move|Swarm]] the electricity generators the very second they turn off. It is probably safer to throw Bulbmin instead of swarming them. To defeat the [[Anode Beetle]]s make sure the one you are attacking isn't sparking, and throw Pikmin at the top before swarming the flesh. The [[Withering Blowhog]] is killed the same way as always: throw Pikmin and Bulbmin on it. The Withering Blowhog holds the lid ([[Activity Arouser]], 15 weight, 100 Pokos), but the Bulbmin holds nothing. For Anode Dweevils, just throw Bulbmin on them, as Bulbmin are immune to all hazards. Defeat the [[Wollywog]] in the same way as you would a Yellow Wollywog.
Afterwards, you must focus on finding the [[Bulbmin]]. The parent can be defeated by getting close and throwing Pikmin onto its back. The Mother Bulbmin gets a few mouthfuls of Pikmin if you attempt to swarm it with your Pikmin. Once they see their leader is dead, the smaller Bulbmin panic and begin running around; your current leader must blow their whistle to gain control of them. The game decides the amount of Bulbmin at the beginning of the sublevel depending on the amount of Pikmin. Occasionally though, the player can possibly find an Ivory Candypop Bud on this sublevel and get [[White Pikmin]]. However, throwing a White Pikmin at the Waterwraith does not have a different effect than any other non-purple Pikmin. A checkered chocolate cookie known as the [[Comfort Cookie]] then comes out of the parent Bulbmin once defeated. The final treasure, a [[Confection Hoop]] can be found on a ledge guarded by some Dwarf Orange Bulborbs. Your captains can get there by walking to the opposite side and throw some Pikmin up to collect the treasure and defeat the Bulborbs. The exit is [[Clog|sealed]], so you use Pikmin to smash the rock and open the cave to the next sublevel. Getting the treasure back to the [[Research Pod]] takes you effort because of the Waterwraith always coming down a small isle that is required to walk through. Quickly calling Pikmin to the side of the isle can avoid them being crushed. Then your captains can get the treasure back to their pod and advance to the next sublevel.


To end this short sublevel, take note that the last two treasures, the large chocolate checkered cookie ([[Succulent Mattress]], 8 weight, 50 Pokos) and the swirled cookie ([[Compelling Cookie]], 4 weight, 10 Pokos) can be anywhere in the open, usually behind a gate. The [[Waterwraith]] will likely have appeared by this time, so try to ignore it unless the strategy worked (''then'' you can kill it) and break the exit, which is yet again covered in rocks.
===Sublevel 3===
This level contains electrical hazards which you must avoid. Swarming the electricity generators the very second they turn off can be dangerous but it is possible. It is safer to use Bulbmin instead of swarming them. You must kill the Withering Blowhog as it holds the [[Activity Arouser]]. Anode Dweevils only require Bulbmin to be thrown on them, as Bulbmin are immune to all hazards. You must must defeat the [[Wollywog]] the same way as defeating a Yellow Wollywog.


There is an additional [[Ivory Candypop Bud]] in one of the alcoves on this floor, but it is best ignored as the White Pikmin will have a harder time following the rest of your group throughout the next sublevel's bothersome puddles and will prove to be more of an obstacle than a helpful unit.
For your captain to full complete this sublevel, they must collect the two treasures [[Succulent Mattress]] and the [[Compelling Cookie]] and take them back to the Research Pod. These treasures can be anywhere, usually behind a gate. The [[Waterwraith]] likely has appeared by this time so you must break the exit if it appeared. It is also covered in rocks.


==Sublevel 4==
There is an additional Ivory Candypop Bud in one of the alcoves on this floor, but it is best ignored as the White Pikmin have a harder time following the rest of their group throughout the next sublevel's bothersome puddles.
*'''Theme''': Concrete
*'''Enemies''':
**1 [[Waterwraith]]
**5 [[Volatile Dweevil]]s (drop from the sky)
**2 [[Careening Dirigibug]]s (drop from the sky)
**2 [[Bulbmin]]
**1 [[Iridescent Glint Beetle]]
*'''Hazards''':
**10 [[bomb-rock]]s (drop from the sky)
**3 [[Hazard#Poison gas|gas pipes]]
*'''Treasures''':
**[[Professional Noisemaker]] (inside the Waterwraith, but impossible to obtain here)
**[[Pale Passion]] (inside the Iridescent Glint Beetle)
**[[Drone Supplies]] (US) / [[Open Archive]] (Europe)
**[[Proton AA]]
*'''Plants''':
**9 [[Fiddlehead]]s
*'''Others''':
**1 type of [[gate]], with 4000 [[Health|HP]]
**2 [[egg]]s (in dead ends)


{{sublevel technical
Note: you must not swarm electric generators when treasure is about to reach the ship. you may be paused while the ship identifies the treasure, but the genetator won't, causing a lot of your Pikmin to get shocked.
|cave        = yakushima_4
|enemymax    = 25
|itemmax    = 2
|gatemax    = 4
|capmax      = 50
|rooms      = 4
|geyser      = No
|unitfile    = 4_units_d_j_n_o_conc.txt
|lightfile  = suityu_light_lv3.ini
|bg          = None
|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
|item_cap_pipe|Dead end with item
|wayl_pipe|Turning corridor
|way2x2_pipe|Long corridor
|room_4x4d_4_conc|'''Room with 4 exits'''
|room_north4x4j_1_conc|'''Room with 1 exit and a pipe'''
|room_pype3x4n_2_conc|'''Room with 2 exits and a pipe'''
}}
{{sublevel units
|room_pype4x4o_3_conc|'''Room with 3 exits and a pipe'''
}}
}}


This floor is difficult due to the [[bomb-rock]]s and [[Volatile Dweevil]]s that fall from the ceiling, and the Careening Digiribugs. Take careful steps here, and search for the Deviled Ham container ([[Drone Supplies]], 15 weight, 130 Pokos) and the AA battery ([[Proton AA]], 6 weight, 90 Pokos). Finally, there is an [[Iridescent Glint Beetle]] running around the place. Throw a Pikmin at it to make it to drop the white chocolate ([[Pale Passion]], 5 weight, 25 Pokos). In order to make the path safer for your Pikmin, quickly run through the area with a single captain and detonate all the bomb-rocks and Dweevils. Finish by breaking the hole and then diving on down to the final floor. As a side note, it is possible for the Waterwraith to get stuck in one of the corners of this sublevel, making collecting everything a breeze, although the Wraith will still follow you to the next sublevel once you leave.
===Sublevel 4===
This floor is difficult due to the [[Bomb Rock]]s and [[Volatile Dweevil]]s that fall from the ceiling, and the Careening Digiribugs. Your captains must first focus on getting the [[Drone Supplies]] and the [[Proton AA]]. There is an [[Iridescent Glint Beetle]] running around the place. You must throw a Pikmin at it to make it to drop the [[Pale Passion]]. In order for you to make the path safer for their Pikmin, they must quickly run through the area with a single captain and detonate all the Bomb Rocks and Volatile Dweevils. Then, your captains must finish by breaking the hole and diving on down to the Final Floor. It is also possible for the Waterwraith to get stuck in one of the corners of this sublevel. Though, the Waterwraith still follows your captains to the next sublevel once they leave.


==Sublevel 5 (Final Floor)==
[[File:Submerged_Castle_Final_Floor.png|thumb|the layout for sublevel 5]]
*'''Theme''': Concrete
===Sublevel 5 (Final Floor)===
*'''Enemies''':
The Waterwraith appears in the arena after entering. However, it appears in the arena by itself if you wait too long. Your captains should have plenty of Bulbmin by this point. They must start out by smashing the three gates in the starting area and use their Bulbmin to produce ten or more Purple Pikmin from the two Violet Candypop Buds. You must then smash the three eggs and use the nectar to give your Pikmin flowers. Your pikmin must then smash the final black gate that blocks access to the boss arena.
**1 [[Waterwraith]]
*'''Hazards''':
**None
*'''Treasures''':
**[[Professional Noisemaker]] (inside the Waterwraith)
*'''Plants''':
**3 small [[Figwort]]s
**3 [[Fiddlehead]]s
*'''Others''':
**3 [[egg]]s
**1 type of [[gate]], with 100 [[Health|HP]]
**2 [[Violet Candypop Bud]]s (in dead ends)


{{sublevel technical
====Final Floor Battle====
|cave        = yakushima_4
First, you will need [[Purple Pikmin]] to harm it. The Purple Pikmin must stun the Waterwraith and make it scared, indicated by it turning solid and purple in coloration. Also, it is recommended that you change the [[Bulbmin]] into Purple Pikmin as Bulbmin cannot be brought outside of the cave. The Waterwraith starts out by falling and lifting its front steamroller. Then, your captains must get to the side of it as it lifts it and once it drops it, you must throw a Purple Pikmin at it. Then, the Waterwraith will turn purple. When it's purple, your Pikmin can damage it; if it doesn't become purple, then the captain must call the Pikmin back and wait for their chance to throw more Purples at it. You must rapidly throw Pikmin at its purple body when the Waterwraith is solidified. Soon, the Waterwraith roars a few times and turns clear again, sending all your Pikmin that were on it flying. The Waterwraith roars again and smashes rocks and rolls around if the Pikmin don't hit again fast enough. Your captains must gather their Pikmin when the Waterwraith does so. When the Waterwraith is scared, throw Purple Pikmin onto it super-fast, then if you have any [[Bulbmin]] left, throw them on as well; this will make it easy to defeat its first form.
|enemymax    = 4
|itemmax    = 0
|gatemax    = 4
|capmax      = 0
|rooms      = 2
|geyser      = Yes
|unitfile    = 1_units_manh_boss_conc.txt
|lightfile  = normal_light_lv4.ini
|bg          = None
|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_manh_boss_conc|'''Circular room with 1 exit'''
|room_4x4d_4_conc|'''Room with 4 exits'''
}}
}}


The Waterwraith will appear in the arena after you enter; however, it will appear in the arena by itself if you for 15 seconds. You should have plenty of Bulbmin by this point. Start out by smashing the three gates in the starting area. Since you can't take them with you, use your Bulbmin to produce ten (''more'' if the strategy worked) Purples from the two [[Violet Candypop Bud]]s. Now, smash the three [[egg]]s and use the nectar to give your Pikmin flowers. Then smash the final black gate that blocks access to the boss arena.
You must avoid being squished with the rock rollers, for they will crush your captains, and the Pikmin. After repeating several times, the Waterwraith's health circle falls to zero and runs away from your captains. They can see the rock rollers shatter and go away. Your captain must then chase the Waterwraith until it bends down and starts panting. Your captains and Pikmin cannot be harmed by it, so you can unleash all of the Pikmin on it. The Waterwraith still shakes a lot, but it is still incapable of hurting the Pikmin. This is the only boss that a captain can damage. If you wait too long, the Waterwraith will start running some more. When the Waterwraith runs out of health this time, it tilts its body and bubbles start popping out. After it does that, the Waterwraith shatters into many bubbles, being fully vaporized.


First, take note that you need Purple Pikmin to harm it. The Purple Pikmin will stun the Waterwraith and make it solid and purple.  Anyhow, this boss will start out by falling and lifting its front steamroller. Get to the side of it as it lifts it and once it drops it, throw a Purple at it - it will turn solid and purple. When it's purple you can damage it; if it doesn't become purple then call your Pikmin back and wait for your chance to throw more Purples at it. Throw Pikmin rapidly at its purple body when it is solidified. Soon, it will roar a few times and turn clear again, sending your Pikmin flying. If this happens and Pikmin don't hit again fast enough, then it will roar again, so gather your Pikmin as it smashes its rocks and starts to roll around.
Once defeated, the Waterwraith drops a [[Professional Noisemaker]] which gives you a device called the [[Pluckaphone]], which allows them to pluck Pikmin sprouts from the ground just by whistling at them.


Be sure not to get squished with the rock rollers, or those rocks could flatten your Pikmin. After repeating several times until its [[HP#HP wheel|health circle]] falls to zero, you will see the rock steamrollers shatter. Now, it runs away from you. Chase it until it bends down and starts panting. There is no way you can get hurt by it, so don't hold back - unleash all your Pikmin on it. It will shake a lot still, but continue to hurt it. This is one of two bosses that a captain can damage. If you wait too long again, it will start running some more. When it runs out of health the following will occur: first, it looks like it was shot, for it tilts its body and bubbles start popping out. After it does that, it will shatter into many bubbles, being fully vaporized.
==Alternative Strategies==
If you are having problems collecting all the treasures in each sublevel before the Waterwraith appears, reset the game until the treasure locations for at least one is favorable. Collect one treasure from each sublevel as you go down, and defeat the boss, then re-enter the cave and collect the remaining treasures in a similar fashion - the Waterwraith will appear on both trips, though. This is only recommended if you are finding the normal route too challenging.


Once defeated, the Waterwraith will drop the head of a [[Wikipedia:megaphone|megaphone]] ([[Professional Noisemaker]], 15 Weight, 100 Pokos, part of the [[Exploration Kit]]). This gives you a device called the [[Pluckaphone]], which allows you to [[pluck]] Pikmin sprouts from the ground just by whistling at them.
Also, you can simply visit the Submerged Castle multiple times collecting as much treasure as you can before the Waterwraith appears, and then continue on to the next level, until you have everything, thus finishing with minimal interactions with the Waterwraith.  


==Trivia==
==Trivia==
*The cavern contains 13 treasures, a famously unlucky number; this appears to be intended to reflect the cave's nature, and especially that of its boss.
*The cavern contains thirteen treasures, a famously unlucky number; this appears to be intended to reflect the cave's nature, and especially that of its boss.
*The music is very similar to the music that plays in the "[[wikibound:Cave of the Past|Cave of the Past]]", the final dungeon in another of [[Nintendo]]'s popular games, ''[[wikibound:EarthBound|EarthBound]]''. Both of the bosses in these caves were supernatural beings with somewhat unintelligible forms and seeming invulnerability.
*If an external cheat is used to make all Pikmin types immune to drowning and the player tries to enter the Submerged Castle with them, the game will outright deny the player from entering, stating that only Blue Pikmin may enter.
*An earlier version of the game's English script reveals that this cave was originally intended to be called "The Submarine Castle". <ref>[http://tcrf.net/Pikmin_2/Early_English_Script TCRF article with the early script]</ref>
*The Submerged Castle was originally going to be called "The Submarine Castle."
*The Waterwraith is actually programmed to drop the [[Professional Noisemaker]] in all sublevels, not just the final one.
*In the game's data, you can find that the "timer" until the Waterwraith falls from the sky on the final floor is 15 seconds, but normally the Waterwraith never falls until you enter the center of the arena on the final floor.
*The cave's file contains a timer for the Waterwraith to appear after 15 seconds on the final sublevel, but it remains unused in favor of having the creature spawn when the arena is entered.


==References==
==Gallery==
<references />
 
==Names in other languages==
{{Foreignname
|Jap=水中の城
|JapM=Underwater Castle <!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > BgmList_Yakushima.txt -->
}}


{{Map Perplexing Pool}}
{{Caves}}
{{Caves}}
[[Category:Pikmin 2]]
[[Category:Perplexing Pool]]
[[Category:Walkthroughs]]
[[Category:Submerged Castle]]
[[Category:Caves]]

Revision as of 20:45, July 16, 2014

Submerged Castle
The entrance to a cave.
Location Perplexing Pool
Sublevels 5
Treasures 13
Hazards class="navbox mw-collapsible autocollapse navbox-light" style="background-color: #eee;" Hazards
Fire icon.png Water icon.png Electricity icon.png Poison icon.png A crushing hazard icon, used to represent the dangers of being crushed found in the games. Based on the warning icons seen before entering a cave in Pikmin 2 (Nintendo Switch). A stabbing hazard icon, used to represent the dangers of being stabbed found in the games. Based on the warning icons seen before entering a cave in Pikmin 2 (Nintendo Switch). An ice hazard icon, used to represent ice hazards found in the games. Based on the warning icons seen before entering a cave in Pikmin 2 (Nintendo Switch).
Fire Water Electricity Poison Crush Stab Ice
Other hazards

|-

|-

|} The Submerged Castle is usually the second-to-last cave discovered in the Perplexing Pool in Pikmin 2 and is arguably one of the hardest caves in the game. It is also submerged in water, so it is only accessible to Blue Pikmin; even if one manages to get a non-Blue Pikmin to come with them as they enter the cave (which can be done by utilizing the Blue Pikmin to throw the other Pikmin as they drown), they still will not be allowed to enter. It has been programmed into the game that they cannot enter the cave in any way, making it pointless to attempt. All types of hazards are found here, though there are Bulbmin to be found as well. In order for the Captains to gain forty Bulbmin, they must bring a maximum of 60 Blue Pikmin into the cave.

The Waterwraith (the boss of this cave) appears on every level, making it crucial that the Captains complete the cave's sublevels quickly. For them to get to the cave, they need to defeat many Yellow Wollywogs and tear down the black gate near the Glutton's Kitchen. After the gate is torn down, one needs to defeat two Hermit Crawmads, Water Dumples, and a Withering Blowhog. The cave's entrance is surrounded by undrainable water. The Waterwraith appears after 5 minutes (300 seconds) of exploring a sublevel. This is not the case on the final floor where it is instead triggered by the player walking into its arena.

The Submerged Castle has a dreary music track unique to the cave. This music is very similar to the music that played in the "Cave of the Past", the final dungeon in another of Nintendo's popular games, EarthBound. Both of the bosses in these caves were supernatural beings with somewhat unintelligible forms and seeming invulnerability.

Treasures

Enemies

Music

  • Submerged Castle
  • The Waterwraith Appears
  • The Waterwraith is Coming
  • Boss Battle
  • The Waterwraith's Pathetic Escape

Strategy

On Sublevels 1-4, the Waterwraith appears after five minutes of being in the level. A few key points to remember about the Waterwraith are:

  1. The Waterwraith steams around the level on two stone rollers, which crushes and kills Pikmin in the way, but also defeats most, if not all, enemies and disables traps.
  2. The Waterwraith does not go into small corners or spaces, making it safe to hide. 
  3. The best way for the Captains to deal with it is for them to quickly snag all of the treasures and leave the sublevel before he appears. The Leaders must ignore enemies when possible and avoid bringing back their carcasses.
  4. The Waterwraith is deadly to the Captain's Pikmin, so they must stay out of its way. If they are careless, they could lose every one of their Pikmin.
  5. It follows the active Captain. However, they can use this to their advantage, much like fighting the Ranging Bloyster.
  6. There is NO WAY to harm the Waterwraith before Sublevel 5, so don't bother trying. 
  7. The Captains must quickly collect as many treasures as they can. If they forget to get a treasure, they can always go back and get it later.

Sublevel 1

This sublevel contains many fire hazards that your captains must avoid/defeat when first entering. Your captains can collect three treasures (Bug Bait, Diet Doomer, and Pastry Wheel) on this floor. When they defeat a Fiery Bulblax in the water, the Bug Bait appears. Your captains must search for the other two treasures, the Diet Doomer and the Pastry Wheel. After that, you can move on to the second Sublevel. There is also a geyser on this floor, allowing you to escape after having found all treasures, which is very convenient.

Sublevel 2

This area contains Careening Dirigibugs, Fiery Dweevils, and Bulbmin. You must focus on looking for an entrance of a pipe and walk inside it to avoid the Waterwraith. Your captain must then take the pipe to a slide-like passageway, where you go down quickly and fall out of the pipe, landing near the Chocolate Cushion.

Afterwards, you must focus on finding the Bulbmin. The parent can be defeated by getting close and throwing Pikmin onto its back. The Mother Bulbmin gets a few mouthfuls of Pikmin if you attempt to swarm it with your Pikmin. Once they see their leader is dead, the smaller Bulbmin panic and begin running around; your current leader must blow their whistle to gain control of them. The game decides the amount of Bulbmin at the beginning of the sublevel depending on the amount of Pikmin. Occasionally though, the player can possibly find an Ivory Candypop Bud on this sublevel and get White Pikmin. However, throwing a White Pikmin at the Waterwraith does not have a different effect than any other non-purple Pikmin. A checkered chocolate cookie known as the Comfort Cookie then comes out of the parent Bulbmin once defeated. The final treasure, a Confection Hoop can be found on a ledge guarded by some Dwarf Orange Bulborbs. Your captains can get there by walking to the opposite side and throw some Pikmin up to collect the treasure and defeat the Bulborbs. The exit is sealed, so you use Pikmin to smash the rock and open the cave to the next sublevel. Getting the treasure back to the Research Pod takes you effort because of the Waterwraith always coming down a small isle that is required to walk through. Quickly calling Pikmin to the side of the isle can avoid them being crushed. Then your captains can get the treasure back to their pod and advance to the next sublevel.

Sublevel 3

This level contains electrical hazards which you must avoid. Swarming the electricity generators the very second they turn off can be dangerous but it is possible. It is safer to use Bulbmin instead of swarming them. You must kill the Withering Blowhog as it holds the Activity Arouser. Anode Dweevils only require Bulbmin to be thrown on them, as Bulbmin are immune to all hazards. You must must defeat the Wollywog the same way as defeating a Yellow Wollywog.

For your captain to full complete this sublevel, they must collect the two treasures Succulent Mattress and the Compelling Cookie and take them back to the Research Pod. These treasures can be anywhere, usually behind a gate. The Waterwraith likely has appeared by this time so you must break the exit if it appeared. It is also covered in rocks.

There is an additional Ivory Candypop Bud in one of the alcoves on this floor, but it is best ignored as the White Pikmin have a harder time following the rest of their group throughout the next sublevel's bothersome puddles.

Note: you must not swarm electric generators when treasure is about to reach the ship. you may be paused while the ship identifies the treasure, but the genetator won't, causing a lot of your Pikmin to get shocked.

Sublevel 4

This floor is difficult due to the Bomb Rocks and Volatile Dweevils that fall from the ceiling, and the Careening Digiribugs. Your captains must first focus on getting the Drone Supplies and the Proton AA. There is an Iridescent Glint Beetle running around the place. You must throw a Pikmin at it to make it to drop the Pale Passion. In order for you to make the path safer for their Pikmin, they must quickly run through the area with a single captain and detonate all the Bomb Rocks and Volatile Dweevils. Then, your captains must finish by breaking the hole and diving on down to the Final Floor. It is also possible for the Waterwraith to get stuck in one of the corners of this sublevel. Though, the Waterwraith still follows your captains to the next sublevel once they leave.

the layout for sublevel 5

Sublevel 5 (Final Floor)

The Waterwraith appears in the arena after entering. However, it appears in the arena by itself if you wait too long. Your captains should have plenty of Bulbmin by this point. They must start out by smashing the three gates in the starting area and use their Bulbmin to produce ten or more Purple Pikmin from the two Violet Candypop Buds. You must then smash the three eggs and use the nectar to give your Pikmin flowers. Your pikmin must then smash the final black gate that blocks access to the boss arena.

Final Floor Battle

First, you will need Purple Pikmin to harm it. The Purple Pikmin must stun the Waterwraith and make it scared, indicated by it turning solid and purple in coloration. Also, it is recommended that you change the Bulbmin into Purple Pikmin as Bulbmin cannot be brought outside of the cave. The Waterwraith starts out by falling and lifting its front steamroller. Then, your captains must get to the side of it as it lifts it and once it drops it, you must throw a Purple Pikmin at it. Then, the Waterwraith will turn purple. When it's purple, your Pikmin can damage it; if it doesn't become purple, then the captain must call the Pikmin back and wait for their chance to throw more Purples at it. You must rapidly throw Pikmin at its purple body when the Waterwraith is solidified. Soon, the Waterwraith roars a few times and turns clear again, sending all your Pikmin that were on it flying. The Waterwraith roars again and smashes rocks and rolls around if the Pikmin don't hit again fast enough. Your captains must gather their Pikmin when the Waterwraith does so. When the Waterwraith is scared, throw Purple Pikmin onto it super-fast, then if you have any Bulbmin left, throw them on as well; this will make it easy to defeat its first form.

You must avoid being squished with the rock rollers, for they will crush your captains, and the Pikmin. After repeating several times, the Waterwraith's health circle falls to zero and runs away from your captains. They can see the rock rollers shatter and go away. Your captain must then chase the Waterwraith until it bends down and starts panting. Your captains and Pikmin cannot be harmed by it, so you can unleash all of the Pikmin on it. The Waterwraith still shakes a lot, but it is still incapable of hurting the Pikmin. This is the only boss that a captain can damage. If you wait too long, the Waterwraith will start running some more. When the Waterwraith runs out of health this time, it tilts its body and bubbles start popping out. After it does that, the Waterwraith shatters into many bubbles, being fully vaporized.

Once defeated, the Waterwraith drops a Professional Noisemaker which gives you a device called the Pluckaphone, which allows them to pluck Pikmin sprouts from the ground just by whistling at them.

Alternative Strategies

If you are having problems collecting all the treasures in each sublevel before the Waterwraith appears, reset the game until the treasure locations for at least one is favorable. Collect one treasure from each sublevel as you go down, and defeat the boss, then re-enter the cave and collect the remaining treasures in a similar fashion - the Waterwraith will appear on both trips, though. This is only recommended if you are finding the normal route too challenging.

Also, you can simply visit the Submerged Castle multiple times collecting as much treasure as you can before the Waterwraith appears, and then continue on to the next level, until you have everything, thus finishing with minimal interactions with the Waterwraith.

Trivia

  • The cavern contains thirteen treasures, a famously unlucky number; this appears to be intended to reflect the cave's nature, and especially that of its boss.
  • If an external cheat is used to make all Pikmin types immune to drowning and the player tries to enter the Submerged Castle with them, the game will outright deny the player from entering, stating that only Blue Pikmin may enter.
  • The Submerged Castle was originally going to be called "The Submarine Castle."
  • In the game's data, you can find that the "timer" until the Waterwraith falls from the sky on the final floor is 15 seconds, but normally the Waterwraith never falls until you enter the center of the arena on the final floor.

Gallery

Template:Map Perplexing Pool

Artwork of the bomb rock.

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