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| == Sublevel 1 == | | == Sublevel 1 == |
| * '''Theme''': Garden | | *'''Theme''': Garden |
| * '''Music''': ''[[Music in Pikmin 2#Grass|Grass]]'' | | *'''Music''': ''[[Music in Pikmin 2#Yard|Yard]]'' |
| * '''Time''': 100 (200 seconds) | | *'''Time''': 100 (200 seconds) |
| * '''Starting Pikmin''': | | *'''Starting Pikmin''': |
| ** {{icon|Red Pikmin|v=P2|y}} × 4 (flower) | | **{{icon|Red Pikmin|y}} × 4 (flower) |
| * '''Treasures''': | | *'''Treasures''': |
| ** {{icon|Mirrored Element|y}} × 2 (inside Creeping Chrysanthemums) | | **{{icon|Mirrored Element|y}} × 2 (inside the Creeping Chrysanthemums) |
| ** {{icon|The Key|y}} × 1 | | **{{icon|The Key|y}} × 1 |
| * '''Enemies''': | | *'''Enemies''': |
| ** {{icon|Creeping Chrysanthemum|y}} × 2 | | **{{icon|Creeping Chrysanthemum|y}} × 2 |
| * '''Obstacles''': | | *'''Obstacles''': |
| ** None | | **None |
| * '''Vegetation''': | | *'''Plants and fungi''': |
| ** {{icon|Clover|y}} × 8 | | **{{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|Dandelion|y}} × 2 |
| ** {{icon|Figwort|y}} (small red) × 8 | | **{{icon|Figwort|y}} (small) × 8 |
| ** {{icon|Queen Candypop Bud|y}} × 5 | | **{{icon|Margaret|y}} × 6 |
| * '''Others''': | | **{{icon|Queen Candypop Bud|y}} × 5 (3 in dead ends) |
| ** None | | *'''Others''': |
| | **None |
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| 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.
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| {{cavegen|bg1}}
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| {{sublevel technical | | {{sublevel technical |
| |cave = ch_NARI_06start3hard | | |cave = ch_NARI_06start3hard |
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| }} | | }} |
| }} | | }} |
| {| class="wikitable mw-collapsible mw-collapsed technicaltable"
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| ! 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.}}
| | 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. |
| |-
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| ! colspan="5" | The game spawns these "main" objects:
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| |-
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| ! ID !! Object !! Amount !! Fall method !! Spawn location
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| |-
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| | 1
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| | {{icon|Creeping Chrysanthemum|y}}
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| | 2
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| | None
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| | "Hard" enemy spots
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| |-
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| | -
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| | {{icon|Mirrored Element|y}}
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| | colspan="3" | Carried inside entry with ID 1
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| |-
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| | 2
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| | {{icon|Queen Candypop Bud|y}}
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| | 2
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| | None
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| | "Special" enemy spots
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| |-
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| | 5
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| | {{icon|Clover|y}}
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| | 8
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| | None
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| | "Hard" enemy spots
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| |-
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| | 6
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| | {{icon|Figwort|y}} (small red)
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| | 8
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| | None
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| | "Hard" enemy spots
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| |-
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| ! colspan="5" | Then it spawns these "decoration" objects:
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| |-
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| ! ID !! Object !! Amount !! Fall method !! Spawn location
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| |-
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| | 3
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| | {{icon|Dandelion|y}}
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| | 20<ref group="Sublevel 1 note" name="s1n1"/>
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| | None
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| | Plant spots
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| |-
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| | 4
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| | {{icon|Margaret|y}}
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| | 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>
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| | None
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| | Plant spots
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| |-
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| ! colspan="5" | Then it spawns these "treasure" objects:
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| |-
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| ! ID !! Object !! Amount !! Fall method !! Spawn location
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| |-
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| | 7
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| | {{icon|The Key|y}}
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| | 1
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| | None
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| | Treasure spots
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| |-
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| ! colspan="5" | Then it spawns these "dead end" objects:
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| |-
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| ! ID !! Object !! Amount !! Fall method !! Spawn location
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| |-
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| | 8
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| | {{icon|Queen Candypop Bud|y}}
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| | 3
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| | None
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| | Dead ends
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| |}
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| <references group="Sublevel 1 note"/>
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| :''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
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| == Sublevel 2 == | | == Sublevel 2 == |
| * '''Theme''': Concrete | | *'''Theme''': Concrete |
| * '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]'' | | *'''Music''': ''[[Music in Pikmin 2#Concrete 2|Concrete 2]]'' |
| * '''Time''': +150 (+300 seconds) | | *'''Time''': +150 (+300 seconds) |
| * '''Treasures''': | | *'''Treasures''': |
| ** {{icon|Crystallized Telepathy|y}} × 2 (inside Red Bulborbs) | | **{{icon|Crystallized Telepathy|y}} × 2 |
| ** {{icon|Lustrous Element|y}} × 1 | | **{{icon|Lustrous Element|y}} × 1 |
| ** {{icon|The Key|y}} × 1 | | **{{icon|The Key|y}} × 1 |
| * '''Enemies''': | | *'''Enemies''': |
| ** {{icon|Bulborb|y|n=Red Bulborb}} × 2 | | **{{icon|Red Bulborb|y}} × 2 |
| * '''Obstacles''': | | *'''Obstacles''': |
| ** None | | **None |
| * '''Vegetation''': | | *'''Plants and fungi''': |
| ** {{icon|Queen Candypop Bud|y}} × 7 | | **{{icon|Queen Candypop Bud|y}} × 7 (5 in dead ends) |
| * '''Others''': | | *'''Others''': |
| ** [[Gate]] with 4000 [[Health|HP]] × 10 | | **1 type of [[gate]], with 4000 [[Health|HP]] |
| | |
| 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.
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| {{cavegen|bg2}}
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| {{sublevel technical | | {{sublevel technical |
| |cave = ch_NARI_06start3hard | | |cave = ch_NARI_06start3hard |
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| }} | | }} |
| }} | | }} |
| {| class="wikitable mw-collapsible mw-collapsed technicaltable"
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| ! 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.}}
| | 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. |
| |-
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| ! colspan="5" | The game spawns these "main" objects:
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| |-
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| ! ID !! Object !! Amount !! Fall method !! Spawn location
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| |-
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| | 1
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| | {{icon|Queen Candypop Bud|y}}
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| | 2
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| | None
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| | "Special" enemy spots
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| |-
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| | 2
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| | {{icon|Bulborb|y|n=Red Bulborb}}
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| | 2
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| | None
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| | "Special" enemy spots
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| |-
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| | -
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| | {{icon|Crystallized Telepathy|y}}
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| | colspan="3" | Carried inside entry with ID 2
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| |-
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| ! colspan="5" | Then it spawns these "treasure" objects:
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| |-
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| ! ID !! Object !! Amount !! Fall method !! Spawn location
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| |-
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| | 3
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| | {{icon|The Key|y}}
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| | 1
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| | None
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| | Treasure spots
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| |-
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| | 4
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| | {{icon|Lustrous Element|y}}
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| | 1
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| | None
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| | Treasure spots
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| |-
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| ! colspan="5" | Then it spawns these "dead end" objects:
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| |-
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| ! ID !! Object !! Amount !! Fall method !! Spawn location
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| |-
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| | 6
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| | {{icon|Queen Candypop Bud|y}}
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| | 5
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| | None
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| | Dead ends
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| |-
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| ! colspan="5" | Then it spawns 10 "gate" objects. Chances:
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| |-
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| ! ID !! Object !! Chance !! Fall method !! Spawn location
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| |-
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| | 5
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| | [[Gate]] (4000 [[Health|HP]])
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| | 100%
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| | None
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| | Gate spots
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| |}
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| :''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
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| == Sublevel 3 == | | == Sublevel 3 == |
| * '''Theme''': Tiles | | *'''Theme''': Tiles |
| * '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]'' | | *'''Music''': ''[[Music in Pikmin 2#Tile 1|Tile 1]]'' |
| * '''Time''': +180 (+360 seconds) | | *'''Time''': +180 (+360 seconds) |
| * '''Treasures''': | | *'''Treasures''': |
| ** {{icon|Crystallized Telepathy|y}} × 3 (inside Fiery Blowhogs) | | **{{icon|Crystallized Telepathy|y}} × 3 (inside 3 Fiery Blowhogs) |
| ** {{icon|Danger Chime|y}} × 5 | | **{{icon|Danger Chime|y}} × 5 |
| ** {{icon|The Key|y}} × 1 (inside Fiery Blowhog) | | **{{icon|The Key|y}} × 1 (inside a Fiery Blowhog) |
| * '''Enemies''': | | *'''Enemies''': |
| ** {{icon|Fiery Blowhog|y}} × 4 | | **{{icon|Fiery Blowhog|y}} × 4 |
| ** {{icon|Mitite|y}} (group of 10) × indefinite amount (from eggs)
| | *'''Obstacles''': |
| * '''Obstacles''': | | **{{icon|Fire geyser|y}} × 14 |
| ** {{icon|Electrical wire|y}} × 6 | | **{{icon|Electrical wire|y}} × 6 |
| ** {{icon|Fire geyser|y}} × 14 | | *'''Plants and fungi''': |
| * '''Vegetation''': | | **None |
| ** None | | *'''Others''': |
| * '''Others''': | | **1 type of [[gate]], with 4000 [[Health|HP]] |
| ** [[Gate]] with 4000 [[Health|HP]] × 3 | |
| ** {{icon|Egg|y}} × 1 or more
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| | |
| 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.
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| {{cavegen|bg3}}
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| {{sublevel technical | | {{sublevel technical |
| |cave = ch_NARI_06start3hard | | |cave = ch_NARI_06start3hard |
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| }} | | }} |
| }} | | }} |
| {| 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.}}
| | 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. |
| |-
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| ! colspan="5" | The game spawns these "main" objects:
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| |-
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| ! ID !! Object !! Amount !! Fall method !! Spawn location
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| |-
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| | 1
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| | {{icon|Fiery Blowhog|y}}
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| | 1
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| | None
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| | "Hard" enemy spots
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| |-
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| | -
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| | {{icon|The Key|y}}
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| | colspan="3" | Carried inside entry with ID 1
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| |-
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| | 2
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| | {{icon|Fiery Blowhog|y}}
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| | 3
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| | None
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| | "Hard" enemy spots
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| |-
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| | -
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| | {{icon|Crystallized Telepathy|y}}
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| | colspan="3" | Carried inside entry with ID 2
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| |-
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| | 3
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| | {{icon|Fire geyser|y}}
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| | 4
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| | None
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| | "Hard" enemy spots
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| |-
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| | 4
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| | {{icon|Fire geyser|y}}
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| | 2
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| | None
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| | "Easy" enemy spots
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| |-
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| | 5
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| | {{icon|Fire geyser|y}}
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| | 2
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| | None
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| | "Easy" enemy spots
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| |-
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| | 6
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| | {{icon|Fire geyser|y}}
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| | 2
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| | None
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| | "Easy" enemy spots
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| |-
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| | 7
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| | {{icon|Fire geyser|y}}
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| | 2
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| | None
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| | "Easy" enemy spots
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| |-
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| | 8
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| | {{icon|Fire geyser|y}}
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| | 2
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| | None
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| | Cave unit seams
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| |-
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| | 9
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| | {{icon|Electrical wire|y}}
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| | 6
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| | None
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| | Cave unit seams
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| |-
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| ! colspan="5" | Then it spawns these "treasure" objects:
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| |-
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| ! ID !! Object !! Amount !! Fall method !! Spawn location
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| |-
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| | 10
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| | {{icon|Danger Chime|y}}
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| | 5
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| | None
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| | Treasure spots
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| |-
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| ! colspan="5" | Then it spawns these "dead end" objects:
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| |-
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| ! ID !! Object !! Amount !! Fall method !! Spawn location
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| |-
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| | 12
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| | {{icon|Egg|y}}
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| | 1
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| | None
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| | Dead ends
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| |-
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| ! colspan="5" | Then it spawns "dead end" objects in as many dead ends as it can. Chances:
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| |-
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| ! ID !! Object !! Chance !! Fall method !! Spawn location
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| |-
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| | 12
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| | {{icon|Egg|y}}
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| | 100%
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| | None
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| | Dead ends
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| |-
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| ! colspan="5" | Then it spawns 3 "gate" objects. Chances:
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| |-
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| ! ID !! Object !! Chance !! Fall method !! Spawn location
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| |-
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| | 11
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| | [[Gate]] (4000 [[Health|HP]])
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| | 100%
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| | None
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| | Gate spots
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| |}
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| :''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
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| ==Names in other languages== | | ==Names in other languages== |
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| |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 --> | | |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 | | |JapM=Multiplication Hole |
| |SpaA=Criadero | | |SpaA=Críadero |
| |SpaAM=Breeding Ground | | |SpaAM=Breeding Ground |
| |FraA=Terres fertiles | | |FraA=Terres fertiles |
| |FraAM=Fertile lands | | |FraAM=Fertile lands |
| |FraE=Terres Fertiles
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| |FraEM=Fertile Lands
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| |Ger=Die Bruthöhle
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| |GerM=The Breeding Cave
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| |Ita=Terra fertile
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| |ItaM=Fertile land
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| }} | | }} |
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| {{CM}} | | {{CM}} |