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| {{infobox challenge | | {{infobox challenge |
| |image=Breeding Ground.jpg | | |image={{PAGENAME}}.jpg |
| |size=250px | | |size=320px |
| |sublevels=3 | | |sublevels=3 |
| |red=4 | | |red=4 |
| |spicy=3 | | |spicy=3 |
| |bitter=2 | | |bitter=2 |
| |gridcol=1
| |
| |gridrow=6
| |
| }} | | }} |
| {{guide}}
| | The '''Breeding Ground''' is the twenty-sixth level in [[Challenge Mode]] in [[Pikmin 2]]. |
| The '''Breeding Ground''' is the twenty-sixth level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. While the amount of Pikmin is small at first, there are many [[Queen Candypop Bud]]s available to increase the player's numbers, hence the name. | |
|
| |
|
| == Sublevel 1 == | | == Sublevel 1 == |
| * '''Theme''': Garden
| | Snatch your 4 Reds and throw them in the [[Candypop Bud]]s (Red Pikmin preferred, as they are stronger). Watch out for [[Creeping Chrysanthemum]]s. [[The Key]] should be lying around somewhere. |
| * '''Music''': ''[[Music in Pikmin 2#Grass|Grass]]''
| |
| * '''Time''': 100 (200 seconds)
| |
| * '''Starting Pikmin''':
| |
| ** {{icon|Red Pikmin|v=P2|y}} × 4 (flower)
| |
| * '''Treasures''':
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| ** {{icon|Mirrored Element|y}} × 2 (inside Creeping Chrysanthemums)
| |
| ** {{icon|The Key|y}} × 1
| |
| * '''Enemies''':
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| ** {{icon|Creeping Chrysanthemum|y}} × 2
| |
| * '''Obstacles''':
| |
| ** None
| |
| * '''Vegetation''':
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| ** {{icon|Clover|y}} × 8
| |
| ** {{icon|Dandelion|y}} × 16<ref group="Sublevel 1 note" name="s1n1">The sublevel's data makes it so 20 Dandelions should spawn in total, but no sublevel layout can ever accommodate that many. All layouts end up generating exactly 16.</ref>
| |
| ** {{icon|Figwort|y}} (small red) × 8
| |
| ** {{icon|Queen Candypop Bud|y}} × 5
| |
| * '''Others''':
| |
| ** None
| |
|
| |
|
| Snatch your 4 Red Pikmin and [[throw]] them in the [[Candypop Bud]]s (Red Pikmin preferred, as they are stronger). Watch out for [[Creeping Chrysanthemum]]s. [[The Key]] should be lying around somewhere.
| | *'''Time''': 100 seconds |
| | *'''Enemies''': |
| | **[[Creeping Chrysanthemum]] |
| | *'''Treasures''': |
| | **[[The Key]] |
| | **[[Mirrored Element]] |
|
| |
|
| {{cavegen|bg1}}
| |
| {{sublevel technical
| |
| |cave = ch_NARI_06start3hard
| |
| |enemymax = 20
| |
| |itemmax = 1
| |
| |gatemax = 0
| |
| |capmax = 100
| |
| |rooms = 1
| |
| |ctrratio = 0
| |
| |geyser = No
| |
| |unitfile = 1_units_big2_kusachi.txt
| |
| |lightfile = kusachi_light_lv0.ini
| |
| |bg = hiroba
| |
| |clog = No
| |
| |hiddenfloor = 1
| |
| |units =
| |
| {{sublevel units
| |
| |item_cap_kusachi|Dead end with item
| |
| |way3_kusachi|Three-way crossing
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| |way4_kusachi|Four-way crossing
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| |wayl_kusachi|Turning corridor
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| |way2_kusachi|Corridor
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| |way2x2_kusachi|Long corridor
| |
| }}
| |
| {{sublevel units
| |
| |room_big2_kusachi|'''Room with 5 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|Creeping Chrysanthemum|y}}
| |
| | 2
| |
| | None
| |
| | "Hard" enemy spots
| |
| |-
| |
| | -
| |
| | {{icon|Mirrored Element|y}}
| |
| | colspan="3" | Carried inside entry with ID 1
| |
| |-
| |
| | 2
| |
| | {{icon|Queen Candypop Bud|y}}
| |
| | 2
| |
| | None
| |
| | "Special" enemy spots
| |
| |-
| |
| | 5
| |
| | {{icon|Clover|y}}
| |
| | 8
| |
| | None
| |
| | "Hard" enemy spots
| |
| |-
| |
| | 6
| |
| | {{icon|Figwort|y}} (small red)
| |
| | 8
| |
| | None
| |
| | "Hard" enemy spots
| |
| |-
| |
| ! colspan="5" | Then it spawns these "decoration" objects:
| |
| |-
| |
| ! ID !! Object !! Amount !! Fall method !! Spawn location
| |
| |-
| |
| | 3
| |
| | {{icon|Dandelion|y}}
| |
| | 20<ref group="Sublevel 1 note" name="s1n1"/>
| |
| | None
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| | Plant spots
| |
| |-
| |
| | 4
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| | {{icon|Margaret|y}}
| |
| | 60<ref group="Sublevel 1 note">The sublevel's data makes it so 60 Margarets should spawn in total, but the Dandelions already fill all possible "decorative" object spawn points, so no Margaret can ever be spawned.</ref>
| |
| | None
| |
| | Plant spots
| |
| |-
| |
| ! colspan="5" | Then it spawns these "treasure" objects:
| |
| |-
| |
| ! ID !! Object !! Amount !! Fall method !! Spawn location
| |
| |-
| |
| | 7
| |
| | {{icon|The Key|y}}
| |
| | 1
| |
| | None
| |
| | Treasure spots
| |
| |-
| |
| ! colspan="5" | Then it spawns these "dead end" objects:
| |
| |-
| |
| ! ID !! Object !! Amount !! Fall method !! Spawn location
| |
| |-
| |
| | 8
| |
| | {{icon|Queen Candypop Bud|y}}
| |
| | 3
| |
| | None
| |
| | Dead ends
| |
| |}
| |
| <references group="Sublevel 1 note"/>
| |
| :''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
| |
|
| |
|
| == Sublevel 2 == | | == Sublevel 2 == |
| * '''Theme''': Concrete
| | Lots of Buds here. Make a mix of Blue, Red & Yellow and use an Ultra-spicy Spray if you want. If you want to collect everything, time will get tight. The Key should be behind one of the many gates, as will the hole. |
| * '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]''
| |
| * '''Time''': +150 (+300 seconds)
| |
| * '''Treasures''':
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| ** {{icon|Crystallized Telepathy|y}} × 2 (inside Red Bulborbs)
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| ** {{icon|Lustrous Element|y}} × 1
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| ** {{icon|The Key|y}} × 1
| |
| * '''Enemies''':
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| ** {{icon|Bulborb|y|n=Red Bulborb}} × 2
| |
| * '''Obstacles''':
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| ** None
| |
| * '''Vegetation''':
| |
| ** {{icon|Queen Candypop Bud|y}} × 7
| |
| * '''Others''':
| |
| ** [[Gate]] with 4000 [[Health|HP]] × 10
| |
|
| |
|
| Lots of Buds here. Make a mix of Blue, Red & Yellow Pikmin and use an ultra-spicy spray if you want. If you want to collect everything, time will get tight. The Key should be behind one of the many gates, as will the hole.
| | *'''Time''': 100 seconds |
| | | *'''Enemies''': |
| {{cavegen|bg2}}
| | **[[Red Bulborb]] |
| {{sublevel technical
| | *'''Treasures''': |
| |cave = ch_NARI_06start3hard
| | **[[The Key]] |
| |enemymax = 4
| | **[[Crystallized Telepathy]] |
| |itemmax = 2
| | **[[Lustrous Element]] |
| |gatemax = 10
| |
| |capmax = 100
| |
| |rooms = 3
| |
| |ctrratio = 0
| |
| |geyser = No
| |
| |unitfile = 1_NARI_4x4b_conc.txt
| |
| |lightfile = normal_light_cha.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_4x4b_4_conc|'''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|Queen Candypop Bud|y}}
| |
| | 2
| |
| | None
| |
| | "Special" enemy spots
| |
| |-
| |
| | 2
| |
| | {{icon|Bulborb|y|n=Red Bulborb}}
| |
| | 2
| |
| | None
| |
| | "Special" enemy spots
| |
| |-
| |
| | -
| |
| | {{icon|Crystallized Telepathy|y}}
| |
| | colspan="3" | Carried inside entry with ID 2
| |
| |-
| |
| ! colspan="5" | Then it spawns these "treasure" objects:
| |
| |-
| |
| ! ID !! Object !! Amount !! Fall method !! Spawn location
| |
| |-
| |
| | 3
| |
| | {{icon|The Key|y}}
| |
| | 1
| |
| | None
| |
| | Treasure spots
| |
| |-
| |
| | 4
| |
| | {{icon|Lustrous Element|y}}
| |
| | 1
| |
| | None
| |
| | Treasure spots
| |
| |-
| |
| ! colspan="5" | Then it spawns these "dead end" objects:
| |
| |-
| |
| ! ID !! Object !! Amount !! Fall method !! Spawn location
| |
| |-
| |
| | 6
| |
| | {{icon|Queen Candypop Bud|y}}
| |
| | 5
| |
| | None
| |
| | Dead ends
| |
| |-
| |
| ! colspan="5" | Then it spawns 10 "gate" objects. Chances:
| |
| |-
| |
| ! ID !! Object !! Chance !! Fall method !! Spawn location
| |
| |-
| |
| | 5
| |
| | [[Gate]] (4000 [[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 3 == | | == Sublevel 3 == |
| * '''Theme''': Tiles
| | We meet the [[Shower Room]] style and you will need all Pikmin colors. A [[Fiery Blowhog]] should have The Key. There will be lots of [[Danger Chime]]s here. Take The Key and exit. |
| * '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
| |
| * '''Time''': +180 (+360 seconds)
| |
| * '''Treasures''':
| |
| ** {{icon|Crystallized Telepathy|y}} × 3 (inside Fiery Blowhogs)
| |
| ** {{icon|Danger Chime|y}} × 5
| |
| ** {{icon|The Key|y}} × 1 (inside Fiery Blowhog)
| |
| * '''Enemies''':
| |
| ** {{icon|Fiery Blowhog|y}} × 4
| |
| ** {{icon|Mitite|y}} (group of 10) × indefinite amount (from eggs)
| |
| * '''Obstacles''':
| |
| ** {{icon|Electrical wire|y}} × 6
| |
| ** {{icon|Fire geyser|y}} × 14
| |
| * '''Vegetation''':
| |
| ** None
| |
| * '''Others''':
| |
| ** [[Gate]] with 4000 [[Health|HP]] × 3
| |
| ** {{icon|Egg|y}} × 1 or more
| |
|
| |
|
| We meet the [[Shower Room]] style and you will need all Pikmin types. A [[Fiery Blowhog]] should have The Key. There will be lots of [[Danger Chime]]s here. Take The Key and exit.
| | *'''Time''': 100 seconds |
| | *'''Enemies''': |
| | **[[Fiery Blowhog]] |
| | *'''Treasures''': |
| | **[[Danger Chime]] |
| | **[[Crystallized Telepathy]] |
|
| |
|
| {{cavegen|bg3}}
| | ==Trivia== |
| {{sublevel technical
| | *Breeding Ground was originally named the "Cave of Growth." |
| |cave = ch_NARI_06start3hard
| |
| |enemymax = 24
| |
| |itemmax = 5
| |
| |gatemax = 3
| |
| |capmax = 50
| |
| |rooms = 4
| |
| |ctrratio = 0.2
| |
| |geyser = No (despite having one, in reality)
| |
| |unitfile = 3_units_d_f_ujikou_tile.txt
| |
| |lightfile = normal_light_cha.ini
| |
| |bg =
| |
| |clog = No
| |
| |hiddenfloor = 0
| |
| |units =
| |
| {{sublevel units
| |
| |cap_pipe|Dead end
| |
| |item_cap_conc|Dead end with item
| |
| |item_cap_pipe|Dead end with item
| |
| |way3_conc|Three-way crossing
| |
| |way4_pipe|Four-way crossing
| |
| |wayl_pipe|Turning corridor
| |
| }}
| |
| {{sublevel units
| |
| |way2_pipe|Corridor
| |
| |way2x2_conc|Long corridor
| |
| |room_4x4d_4_tile|'''Room with 4 exits'''
| |
| |room_4x4f_4_tile|'''Room with 4 exits and a raised edge'''
| |
| |room_u_jikou1_4x4_2_tile|'''Room with a pathway with grill'''
| |
| }}
| |
| }}
| |
| {| 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 Blowhog|y}}
| |
| | 1
| |
| | None
| |
| | "Hard" enemy spots
| |
| |-
| |
| | -
| |
| | {{icon|The Key|y}}
| |
| | colspan="3" | Carried inside entry with ID 1
| |
| |-
| |
| | 2
| |
| | {{icon|Fiery Blowhog|y}}
| |
| | 3
| |
| | None
| |
| | "Hard" enemy spots
| |
| |-
| |
| | -
| |
| | {{icon|Crystallized Telepathy|y}}
| |
| | colspan="3" | Carried inside entry with ID 2
| |
| |-
| |
| | 3
| |
| | {{icon|Fire geyser|y}}
| |
| | 4
| |
| | None
| |
| | "Hard" enemy spots
| |
| |-
| |
| | 4
| |
| | {{icon|Fire geyser|y}}
| |
| | 2
| |
| | None
| |
| | "Easy" enemy spots
| |
| |-
| |
| | 5
| |
| | {{icon|Fire geyser|y}}
| |
| | 2
| |
| | None
| |
| | "Easy" enemy spots
| |
| |-
| |
| | 6
| |
| | {{icon|Fire geyser|y}}
| |
| | 2
| |
| | None
| |
| | "Easy" enemy spots
| |
| |-
| |
| | 7
| |
| | {{icon|Fire geyser|y}}
| |
| | 2
| |
| | None
| |
| | "Easy" enemy spots
| |
| |-
| |
| | 8
| |
| | {{icon|Fire geyser|y}}
| |
| | 2
| |
| | None
| |
| | Cave unit seams
| |
| |-
| |
| | 9
| |
| | {{icon|Electrical wire|y}}
| |
| | 6
| |
| | None
| |
| | Cave unit seams
| |
| |-
| |
| ! colspan="5" | Then it spawns these "treasure" objects:
| |
| |-
| |
| ! ID !! Object !! Amount !! Fall method !! Spawn location
| |
| |-
| |
| | 10
| |
| | {{icon|Danger Chime|y}}
| |
| | 5
| |
| | None
| |
| | Treasure spots
| |
| |-
| |
| ! colspan="5" | Then it spawns these "dead end" objects:
| |
| |-
| |
| ! ID !! Object !! Amount !! Fall method !! Spawn location
| |
| |-
| |
| | 12
| |
| | {{icon|Egg|y}}
| |
| | 1
| |
| | None
| |
| | Dead ends
| |
| |-
| |
| ! colspan="5" | Then it spawns "dead end" objects in as many dead ends as it can. Chances:
| |
| |-
| |
| ! ID !! Object !! Chance !! Fall method !! Spawn location
| |
| |-
| |
| | 12
| |
| | {{icon|Egg|y}}
| |
| | 100%
| |
| | None
| |
| | Dead ends
| |
| |-
| |
| ! colspan="5" | Then it spawns 3 "gate" objects. Chances:
| |
| |-
| |
| ! ID !! Object !! Chance !! Fall method !! Spawn location
| |
| |-
| |
| | 11
| |
| | [[Gate]] (4000 [[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]].''
| |
|
| |
|
| ==Names in other languages==
| |
| {{Foreignname
| |
| |Jap=倍々ゲームの穴<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt -->
| |
| |JapM=Multiplication Hole
| |
| |SpaA=Criadero
| |
| |SpaAM=Breeding Ground
| |
| |FraA=Terres fertiles
| |
| |FraAM=Fertile lands
| |
| |FraE=Terres Fertiles
| |
| |FraEM=Fertile Lands
| |
| |Ger=Die Bruthöhle
| |
| |GerM=The Breeding Cave
| |
| |Ita=Terra fertile
| |
| |ItaM=Fertile land
| |
| }}
| |
|
| |
|
| {{CM}} | | {{CM}} |
| | [[Category:Pikmin 2]] |
| | [[Category:Pikmin 2 Challenge Mode]] |