White Flower Garden
White Flower Garden sublevel 3.jpg
Location Awakening Wood
Sublevels 5
Treasures 7
Hazards Fire icon.png Poison icon.png

The following article or section contains guides.
The strategies shown are just suggestions.

The White Flower Garden (白い花園?, lit.: "White Flower Garden") is a cave in Pikmin 2, and is typically the first or second accessed in the Awakening Wood. It is where White Pikmin, the third type of Pikmin in the game, are discovered. It has 5 sublevels and the last contains the cave's boss, the Burrowing Snagret. In the US version, this cave has Poko icon.png × 580 worth of treasure. In the European version, there are Poko icon.png × 670 worth of treasure.

How to reachEdit

 
Location of the cave.

This cave can be reached the same way that the Hole of Beasts was reached. However, before reaching the Creeping Chrysanthemum, turning right will reveal a bag that requires the equivalent of 200 Pikmin to crush, so at least 11 Purple Pikmin are needed. Proceeding past it and the nearby Cloaking Burrow-Nit will lead to the cave. Defeating the Cloaking Burrow-Nit first is recommended, as the cave discovery cutscene can allow the Burrow-Nit a free shot at your squad if left unchecked.

Like the caves before it, your squad is likely limited. Bring as many Purple Pikmin as you can, and fill the rest of your squad with Red Pikmin.

Notes

Ship's dialogs

Astounding! My metal detectors are reacting violently. What could be down below?

If you find trouble below, press START/PAUSE to contact me and press R on the radar screen.

The exploration pod will drop its loot to make room to carry you, Louie, and the Pikmin to safety.

Sublevel 1Edit

 
A map of sublevel 1; the layout is always the same.

The first sublevel is simple, and only contains one treasure. The cave theme is metallic, with a sandy floor for the most part. You will encounter some Sheargrubs when you approach the opening at the far end of the first plateau. You will encounter some more on the second plateau. The Alien Billboard (or Nutrient Silo) will be in one of the three branching corridors, and the exit hole in another corridor.

Generate sample map →

Technical sublevel information
Internal cave name forest_2
"Main" object maximum (?) 10
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 2_ABE_nor1_cen2_metal.txt
Lighting file (?) metal_light_lv0.ini
Background (?) test (  cavern)
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Circular room with 1 exit Circular room with 4 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Male Sheargrub 4 None "Hard" enemy spots
2   Female Sheargrub 2 None "Easy" enemy spots
3   Female Sheargrub 2 None "Easy" enemy spots
4   Female Sheargrub 2 None "Easy" enemy spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
5   Alien Billboard (US/JP)
  Nutrient Silo (EU)
1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2Edit

 
A map of sublevel 2; the layout is usually the same.

The second sublevel features a donut-shaped plateau that has two triangular corridors branching inward and three corridors branching outwards. The Petrified Heart and Drought Ender will either be in one of the central corridors, or in one of the outer corridors. The exit hole is located either in one of the outer corridors, or the center of the room by the center corridors. You should scout the area with an army of Red Pikmin, as there are two Fiery Blowhogs patrolling the sublevel.

Generate sample map →

Technical sublevel information
Internal cave name forest_2
"Main" object maximum (?) 2
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_ABE_ari_metal.txt
Lighting file (?) metal_light_lv1.ini
Background (?) test (  cavern)
Cave units (?)
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
Long corridor Donut-shaped room
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Fiery Blowhog 2 None "Hard" enemy spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2   Drought Ender 1 None Treasure spots
3   Petrified Heart 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3Edit

 
A map of sublevel 3; the layout is always the same.

This sublevel is where White Pikmin are discovered. Heading down the long pathway, you will come across three Ivory Candypop Buds. (As a side note, they will not appear if your total White Pikmin count is 20 or more.) Throw 5 Pikmin into the Ivory Candypop Buds, and each will be transformed into a White Pikmin, which are immune to poison and have the ability to excavate treasures buried completely underground. This new ability is used almost immediately, as heading down the corridor with the new White Pikmin will cause them to start digging up a hidden underground treasure, the Superstick Textile.

This sublevel has no enemies except for Honeywisps, and it is recommended to defeat them as they will drop nectar for your new White Pikmin. They can be found from one of two corners on a wall with a branching narrow corridor. Once you're done with the sublevel, head to the hole for the next one.

Generate sample map →

Technical sublevel information
Internal cave name forest_2
"Main" object maximum (?) 6
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_units_white_metal.txt
Lighting file (?) forest_2_siro_light.ini
Background (?) None
Cave units (?)
White Pikmin room
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Ivory Candypop Bud 3 None "Hard" enemy spots
2   Honeywisp 2 None "Special" enemy spots
3   Glowstem (green) 1 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
4   Figwort (small brown) 6 None Plant spots
5   Figwort (large brown) 2 None Plant spots
6   Clover 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
7   Superstick Textile 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 4Edit

 
Sublevel 4.

The fourth sublevel doesn't have any enemies, but it does have two treasures and a lot of poisonous gas pipes. There are two strategies you can use here.

  1. Use the White Pikmin obtained on the previous sublevel to shut off all the poison pipes, then have the other Pikmin collect the treasures.
  2. Use the White Pikmin to obtain both of the treasures, while ignoring the poison pipes.

If one of the treasures is up on a swirled plateau, throw the Pikmin up onto the lower section of the plateau. Then head into the alcove under the plateau and whistle to the Pikmin, guiding them to the treasure via   /  .

The Toxic Toadstool will be partially buried.

Generate sample map →

Technical sublevel information
Internal cave name forest_2
"Main" object maximum (?) 5
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 3
Corridor-to-room ratio (?) 0.1
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 3_ABE_sak1_sak2_hit1_tsuchi.txt
Lighting file (?) normal_light_lv3.ini
Background (?) None
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Room with trunk in center Room with large trunk Room with 5 exits
Detailed object list
The game spawns 5 "main" objects. Chances:
ID Object Chance Fall method Spawn location
1   Poison emitter 100% None Cave unit seams
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2   Survival Ointment (US)
  Container of Sea Bounty (EU)
  Paper Slider (JP)
1 None Treasure spots
3   Toxic Toadstool 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 5Edit

 
Sublevel 5; the layout is always the same.
See also: Burrowing Snagret strategy.

Upon entering the cave, have one leader go ahead and break the eggs on the side of the arena, and have the other leader collect a squad of Purple Pikmin. If you have less than 20 Purple Pikmin, then use Red Pikmin instead.

You should use an ultra-spicy spray in this battle, and if you have any, ultra-bitter spray is also advised. If you have ultra-spicy spray, spray your Pikmin before the Burrowing Snagret starts emerging from the ground. If you have an ultra-bitter spray, then spray the Snagret when it firsts emerges. After this, throw a steady stream of Pikmin onto the Snagret's head.

Once the Burrowing Snagret has been defeated, it will leave behind the Five-man Napsack. After collecting this, you can hold   /   to have the controlled leader take a nap. After obtaining the Five-man Napsack, go across the arena to the exit geyser.

Generate sample map →

Technical sublevel information
Internal cave name forest_2
"Main" object maximum (?) 4
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 1_units_snake_tsuchi.txt
Lighting file (?) normal_light_lv2.ini
Background (?) None
Cave units (?)
Burrowing Snagret arena
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Burrowing Snagret 1 None "Hard" enemy spots
-   Five-man Napsack Carried inside entry with ID 1
2   Egg 3 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
3   Figwort (large brown) 3 None Plant spots
4   Figwort (small brown) 7 None Plant spots
5   Fiddlehead 5 None Plant spots
For details on how objects are spawned, and how some may fail to spawn, see here.

NamingEdit

The English name "White Flower Garden" is a direct translation of the Japanese name for the cave, 白い花園?. Although in English, it is ambiguous whether it is the garden or the flowers that are white, the Japanese name makes it clear that it means "flower garden that is white", and not "garden of white flowers". This makes sense, considering that the flowers in question are the flowers atop a White Pikmin's head, which are actually colored magenta.

In earlier versions of the game, the cave was to be called "Garden of White Flowers"[1], which appears to be a mistranslation from the Japanese title.

Names in other languagesEdit

Language Name Meaning
  Japanese 白い花園?
Shiroi Hanazono
White flower garden
  Chinese
(traditional)
白色花園
  French Jardin Blanc White garden
  German Weißer Garten White garden
  Italian Parco di Fiori Bianchi White flower park
  Spanish (NoA) Jardín de Blancaflor White flower garden

GalleryEdit

See alsoEdit

ReferencesEdit

  1. ^ Pikmin 2/Early English Script on The Cutting Room Floor


 

This article was a featured article from April 2nd, 2022 to June 1st, 2022.