Spelunker's Locker

Spelunker's Locker is the third cave in Creature's Quay in Pikmin: Shipwrecked Stargazers. It takes place in a derelict, rusted shipwreck teeming with brutish beasts that make expeditions dangerous. The purpose of this ship is ambiguous, but it appears to either be a naval or shipping vessel.

How to reach
As with the other caves in the area, aside from Humpback Heights, reaching the entrance requires, at the very least, partial help from Black Pikmin. On the rainforest island, there is a cliff that not even Yellow Pikmin can reach. A nearby pool of water hides a Sprawlvine bean within a Sputtlefish. Defeat the Sputtlefish and take the bean, with Blue Pikmin.

Plant the bean near the cliff, and it will grow over the next few days. Upon full maturation, this Sprawlvine can be used to reach an area teeming with Tropical Cannon Beetle Larvae, alongside numerous Obsidian Candypop Buds for Black Pikmin. Eventually, there will be an open area near the sea, with a Tropical Cannon Beetle. The miniboss guards a pile of fragments that can be used to build a particularly long bridge to reach a dent in the ship's hull. Inside this dent is the cave entrance, blocked by a Glazed Sugluent that Black Pikmin can destroy.

Sublevel 1

 * Theme: Shipwreck
 * Music: Vessel Vanguards
 * Treasures:
 * Island Diagram
 * Muffled Cymbals
 * Strongman's Harp
 * Enemies:
 * Archertongue Ribbifin
 * Vegetation:
 * Archertongue Ribbifin
 * Vegetation:
 * Vegetation:

The first sublevel takes place in a square chamber of the ship. Shelves surround the four walls, and sand is scattered across the floor. There are two Swooping Snitchbugs that scout from above, planting Pikmin they see as potential prey. Danger truly lies in the other inhabitants of this sublevel; an Orange Bulborb and some Dwarf Orange Bulborbs rest in an out-of-the-way location, guarding the Muffled Cymbals.

There is also an Archertongue Ribbifin hiding on the shelves. This predator uses its tongue to catch prey from afar. The Archertongue Ribbifin holds the Island Diagram. Also on the shelf, possibly hard to see, is the Strongman's Harp. A Crimson Candypop Bud blooms in one of the corners, for adding Red Pikmin to the squad.

Sublevel 2

 * Theme: Shipwreck
 * Music: Vessel Vanguards
 * Treasures:
 * Alluring Silo
 * Farmground Filler
 * Enemies:
 * Geothermal Ribbifin
 * Paralic Voltantern
 * Vegetation:
 * Obstacles:
 * Vegetation:
 * Obstacles:
 * Obstacles:
 * Obstacles:

There are numerous interconnected corridors, with the landing point being in a small alcove. An electric gate keeps the squad from leaving, less they use the Golden Candypop Buds to get Yellow Pikmin. Upon tearing down this gate, the leaders and Pikmin can explore the winding area. Water Dumples and Dwarf Bulbears are standard enemies, but new ones are also encountered: the fire-spitting Geothermal Ribbifin, and the electric Paralic Voltantern.

The Alluring Silo is found on a portion of elevated ground. All Pikmin can reach it, but leaders can not. The Farmground Filler is trickier to get, as it is hidden in an otherwise inconspicuous Wogpole. The Wogpole flops around on solid ground, in an obscured corridor. The hole to the next sublevel is in a corridor directly next to the one the entrance was in, and the two are blocked off by a wall. Beware of the puddles of water in the pathway there.