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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''':
** {{icon|Mirrored Element|y}} × 2 (inside Creeping Chrysanthemums)
** {{icon|The Key|y}} × 1
* '''Enemies''':
** {{icon|Creeping Chrysanthemum|y}} × 2
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Clover|y}} × 8
** {{icon|Dandelion|y}} &times; 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) &times; 8
** {{icon|Queen Candypop Bud|y}} &times; 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
|way4_kusachi|Four-way crossing
|wayl_kusachi|Turning corridor
|way2_kusachi|Corridor
|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
| Plant spots
|-
| 4
| {{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''':
** {{icon|Crystallized Telepathy|y}} &times; 2 (inside Red Bulborbs)
** {{icon|Lustrous Element|y}} &times; 1
** {{icon|The Key|y}} &times; 1
* '''Enemies''':
** {{icon|Bulborb|y|n=Red Bulborb}} &times; 2
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Queen Candypop Bud|y}} &times; 7
* '''Others''':
** [[Gate]] with 4000 [[Health|HP]] &times; 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}} &times; 3 (inside Fiery Blowhogs)
** {{icon|Danger Chime|y}} &times; 5
** {{icon|The Key|y}} &times; 1 (inside Fiery Blowhog)
* '''Enemies''':
** {{icon|Fiery Blowhog|y}} &times; 4
** {{icon|Mitite|y}} (group of 10) &times; indefinite amount (from eggs)
* '''Obstacles''':
** {{icon|Electrical wire|y}} &times; 6
** {{icon|Fire geyser|y}} &times; 14
* '''Vegetation''':
** None
* '''Others''':
** [[Gate]] with 4000 [[Health|HP]] &times; 3
** {{icon|Egg|y}} &times; 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]]

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