Subterranean Complex: Difference between revisions

Most caves have each sublevel Walkthrough as heading 3.
(Most caves have each sublevel Walkthrough as heading 3.)
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*15-20 Purple
*15-20 Purple


==Sublevel 1==
===Sublevel 1===
''This level's hazard(s): Poison''
''This level's hazard(s): Poison''


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The player should start by destroying the poison pipes, and defeating some [[Bumbling Snitchbug]]s if they happen to be an annoyance. There are two treasures in this sublevel: the [[Nouveau Table]], which should be buried, and the [[Exhausted Superstick]]. The [[Snow Bulborb]]s and [[Hairy Bulborb]]s can then be dealt with, preferably using [[Purple Pikmin]].
The player should start by destroying the poison pipes, and defeating some [[Bumbling Snitchbug]]s if they happen to be an annoyance. There are two treasures in this sublevel: the [[Nouveau Table]], which should be buried, and the [[Exhausted Superstick]]. The [[Snow Bulborb]]s and [[Hairy Bulborb]]s can then be dealt with, preferably using [[Purple Pikmin]].


==Sublevel 2==
===Sublevel 2===
''This level's hazard(s): Explosions''
''This level's hazard(s): Explosions''


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The main focus on this level is on the various [[Bomb Rock]]s. The player should dismiss the Pikmin, and set off all bomb rocks he or she can find. The [[Careening Dirigibug]]s will be armed now, but this will not be as troublesome as the bomb rocks that were on the ground. The enemies should now be attacked one by one. Both [[Spray|spray types]] can help defeat the creatures ''very'' well here. The [[Swooping Snitchbug]]s here have a high tendency to throw Pikmin in the gaps that are between the larger expanses. This still doesn't make them as big as a threat as the Dirigibugs, but they still shouldn't be completely ignored. The treasures here are the [[Spirit Flogger]] and the [[Network Mainbrain]].
The main focus on this level is on the various [[Bomb Rock]]s. The player should dismiss the Pikmin, and set off all bomb rocks he or she can find. The [[Careening Dirigibug]]s will be armed now, but this will not be as troublesome as the bomb rocks that were on the ground. The enemies should now be attacked one by one. Both [[Spray|spray types]] can help defeat the creatures ''very'' well here. The [[Swooping Snitchbug]]s here have a high tendency to throw Pikmin in the gaps that are between the larger expanses. This still doesn't make them as big as a threat as the Dirigibugs, but they still shouldn't be completely ignored. The treasures here are the [[Spirit Flogger]] and the [[Network Mainbrain]].


==Sublevel 3==
===Sublevel 3===
''This level's hazard(s): Fire''
''This level's hazard(s): Fire''


This level has three [[Armored Cannon Beetle Larva]]e, along with multiple [[Hazards#fire|fire geysers]]. When taking them down, make sure the beetles aren't facing the void, or else your Pikmin will be tossed into it. Once the threats are cleared, the [[Ivory Candypop Bud]] can be used to make [[White Pikmin]] if desired. Treasures here are the [[Superstrong Stabilizer]], the [[Omega Flywheel]], and the [[Coiled Launcher]].
This level has three [[Armored Cannon Beetle Larva]]e, along with multiple [[Hazards#fire|fire geysers]]. When taking them down, make sure the beetles aren't facing the void, or else your Pikmin will be tossed into it. Once the threats are cleared, the [[Ivory Candypop Bud]] can be used to make [[White Pikmin]] if desired. Treasures here are the [[Superstrong Stabilizer]], the [[Omega Flywheel]], and the [[Coiled Launcher]].


==Sublevel 4==
===Sublevel 4===
''This level's hazard(s): None''
''This level's hazard(s): None''


This is a typical [[Cave#Rest Level|Rest Level]]. The only objects worth mentioning are [[egg]]s, [[Candypop Bud]]s and a [[geyser]], which can be used to get to the surface. There are three Ivory Candypops that can produce White Pikmin.
This is a typical [[Cave#Rest Level|Rest Level]]. The only objects worth mentioning are [[egg]]s, [[Candypop Bud]]s and a [[geyser]], which can be used to get to the surface. There are three Ivory Candypops that can produce White Pikmin.


==Sublevel 5==
===Sublevel 5===
''This level's hazard(s): Explosions''
''This level's hazard(s): Explosions''


[[File:Subterranean Complex sub 5.png|thumb]]Here, it is advisable to dismiss the Pikmin into the corner behind the pod and to take a captain. The main objective now is to make all the Bomb Rocks and [[Volatile Dweevil]]s that spawn from the ceiling fall. Every bomb that is in sight should be set off as well. Once everything is cleared, White Pikmin should be used to collect the [[Mystical Disc]] and the [[Adamantine Girdle]]. More [[Volatile Dweevil]]s will fall when the Pikmin move along.
[[File:Subterranean Complex sub 5.png|thumb]]Here, it is advisable to dismiss the Pikmin into the corner behind the pod and to take a captain. The main objective now is to make all the Bomb Rocks and [[Volatile Dweevil]]s that spawn from the ceiling fall. Every bomb that is in sight should be set off as well. Once everything is cleared, White Pikmin should be used to collect the [[Mystical Disc]] and the [[Adamantine Girdle]]. More [[Volatile Dweevil]]s will fall when the Pikmin move along.


==Sublevel 6==
===Sublevel 6===
''This level's hazard(s): Explosions, Fire, Poison, Electricity''
''This level's hazard(s): Explosions, Fire, Poison, Electricity''


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There is an exit geyser on this sublevel if the player needs to leave the cave, but there is also a rest stop two sublevels down at which can be used to replenish one's Pikmin army.
There is an exit geyser on this sublevel if the player needs to leave the cave, but there is also a rest stop two sublevels down at which can be used to replenish one's Pikmin army.


==Sublevel 7==
===Sublevel 7===
''This level's hazard(s): Explosions''
''This level's hazard(s): Explosions''


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A good way to get rid of the walking Gatling Groink is to lure it over a gap which causes it to fall and instantly die.
A good way to get rid of the walking Gatling Groink is to lure it over a gap which causes it to fall and instantly die.


==Sublevel 8==
===Sublevel 8===
''This level's hazard(s): None''
''This level's hazard(s): None''


Another rest level, and here there are two [[Queen Candypop Bud]]s which can help make up for lost Pikmin. There are also three [[Violet Candypop Bud]]s for [[Purple Pikmin]], and a geyser to return to the surface. Also, there is a cool secret: if you keep resetting, the cave hole will appear touching a low wall, allowing you to move off the floor and fall into the pit.  Make sure no pikmin are following you; if correctly, you will reappear at the pod.
Another rest level, and here there are two [[Queen Candypop Bud]]s which can help make up for lost Pikmin. There are also three [[Violet Candypop Bud]]s for [[Purple Pikmin]], and a geyser to return to the surface. Also, there is a cool secret: if you keep resetting, the cave hole will appear touching a low wall, allowing you to move off the floor and fall into the pit.  Make sure no pikmin are following you; if correctly, you will reappear at the pod.


==Sublevel 9 (Final level)==
===Sublevel 9 (Final level)===
Looking around this level will reveal some metal switches and walls sticking out of the ground. There is an orb in the middle, which is the boss. However, it should not be attacked with normal Pikmin. Purples will inflict additional damage when they land on it while it is still dormant. The [[Man-at-Legs]] should have lost up to half of its health or more.
Looking around this level will reveal some metal switches and walls sticking out of the ground. There is an orb in the middle, which is the boss. However, it should not be attacked with normal Pikmin. Purples will inflict additional damage when they land on it while it is still dormant. The [[Man-at-Legs]] should have lost up to half of its health or more.


This strategy is no longer possible in [[New Play Control! Pikmin 2]], as the creature is invincible while it is getting up from its dormant state.
This strategy is no longer possible in ''[[New Play Control! Pikmin 2]]'', as the creature is invincible while it is getting up from its dormant state.


Once the enemy has stood up, it should start shooting at the Pikmin. Its red aiming laser will make it a bit easier to avoid. The player should now run away behind any barrier. The shots are low and can't go through the metal. Of course, this requires some distance, or else the Man-at-Legs could shoot over the obstacle. A good barrier is the long metal wall on the far side of the arena. One could also dismiss the Pikmin a distance away from the creature while it prepares to fire, then run tight circles around its legs, causing the Man-at-Legs to fire at [[Captain Olimar|Olimar]] and miss. This strategy is more effective if the player has already obtained the [[Rush Boots]], as it will be easier to avoid the shots. The creature makes some short pauses from shooting sometimes, which won't last longer than one second, and then it starts firing again; the player needs to be sure to know when it's done completely. In this longer pause, it is possible to run in and attack. This process needs to be repeated until it is defeated. It is also possible to attack while the enemy is firing, but this is only advisable when all Pikmin can be thrown onto the creature before it continues to fire. When defeated, it will leave a lightbulb; its name is [[Stellar Orb]], and it will light the area up. In every cave. It will get very helpful in large caves with patrolling enemies; a good example would be the [[Cavern of Chaos#Sublevel 8|eighth sublevel of the Cavern of Chaos]].
Once the enemy has stood up, it should start shooting at the Pikmin. Its red aiming laser will make it a bit easier to avoid. The player should now run away behind any barrier. The shots are low and can't go through the metal. Of course, this requires some distance, or else the Man-at-Legs could shoot over the obstacle. A good barrier is the long metal wall on the far side of the arena. One could also dismiss the Pikmin a distance away from the creature while it prepares to fire, then run tight circles around its legs, causing the Man-at-Legs to fire at [[Captain Olimar|Olimar]] and miss. This strategy is more effective if the player has already obtained the [[Rush Boots]], as it will be easier to avoid the shots. The creature makes some short pauses from shooting sometimes, which won't last longer than one second, and then it starts firing again; the player needs to be sure to know when it's done completely. In this longer pause, it is possible to run in and attack. This process needs to be repeated until it is defeated. It is also possible to attack while the enemy is firing, but this is only advisable when all Pikmin can be thrown onto the creature before it continues to fire. When defeated, it will leave a lightbulb; its name is [[Stellar Orb]], and it will light the area up. In every cave. It will get very helpful in large caves with patrolling enemies; a good example would be the [[Cavern of Chaos#Sublevel 8|eighth sublevel of the Cavern of Chaos]].
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