Green Hole: Difference between revisions
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|Jap=グリーンホール | |Jap=グリーンホール | ||
|JapM=Green Hole<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt --> | |JapM=Green Hole<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt --> | ||
|SpaA= | |SpaA=Agujero verde | ||
|SpaAM=Green | |SpaAM=Green hole | ||
|FraA=Trou vert | |FraA=Trou vert | ||
|FraAM=Green hole | |FraAM=Green hole |
Revision as of 02:28, February 20, 2022
Green Hole | |||
---|---|---|---|
Sublevels | 2 | Ultra-bitter sprays | 1 |
Red Pikmin | 10 | Ultra-spicy sprays | 1 |
Yellow Pikmin | 10 | ||
Blue Pikmin | 10 | ||
White Pikmin | 0 | ||
Purple Pikmin | 0 | ||
Bulbmin | 0 |
The following article or section contains guides. |
This article is a stub. You can help Pikipedia by expanding it. |
The Green Hole is the fifth level in Pikmin 2's Challenge Mode and is automatically unlocked with the mode. The level difficulty is average, and it is possible to collect 20 small Bulbmin in the first sublevel. This level holds many species of Bulborb on the second sublevel.
Sublevel 1
- Theme: Concrete
- Music: Concrete 2
- Time: 85 (170 seconds)
- Starting Pikmin:
- Red Pikmin × 10 (leaf)
- Yellow Pikmin × 10 (leaf)
- Blue Pikmin × 10 (leaf)
- Treasures:
- Crystal King × 1
- Spouse Alert × 1
- Tear Stone × 2 (inside Bulbmin)
- The Key × 1
- Enemies:
- Obstacles:
- None
- Vegetation:
- None
- Others:
- Egg × 8
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | ch_ABEM_LeafChappy | ||||
"Main" object maximum (?) | 10 | ||||
"Treasure" object maximum (?) | 3 | ||||
"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_MAT_manp_2_conc.txt | ||||
Lighting file (?) | normal_light_cha.ini | ||||
Background (?) | f010 (none)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Circular room with 9 exits |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | Bulbmin | 2 | None | "Hard" enemy spots |
- | Tear Stone | Carried inside entry with ID 1 | ||
2 | Egg | 8 | None | "Easy" enemy spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
3 | The Key | 1 | None | Treasure spots |
4 | Crystal King | 1 | None | Treasure spots |
5 | Spouse Alert | 1 | None | Treasure spots |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 2
- Theme: Tiles
- Music: Tile 1
- Time: +100 (+200 seconds)
- Treasures:
- Disguised Delicacy × 1
- Insect Condo × 1
- Love Sphere × 1 (inside Snow Bulborb)
- Mirth Sphere × 1 (inside Dwarf Orange Bulborb)
- Omniscient Sphere × 1 (inside Dwarf Red Bulborb)
- The Key × 1 (inside Fiery Bulblax)
- Enemies:
- Dwarf Orange Bulborb × 1
- [icon] Dwarf Red Bulborb × 1
- Fiery Bulblax × 1
- Mitite (group of 10) × 0 - 1 (from eggs)
- Snow Bulborb × 1
- Obstacles:
- None
- Vegetation:
- None
- Others:
- Egg × 1
- See also: Fiery Bulblax strategy.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | ch_ABEM_LeafChappy | ||||
"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 (?) | Yes | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 1_MAT_vs_drypool_tile.txt | ||||
Lighting file (?) | normal_light_lv0.ini | ||||
Background (?) | f010 (none)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Room with waterless pool |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | Fiery Bulblax | 1 | None | "Special" enemy spots |
- | The Key | Carried inside entry with ID 1 | ||
2 | [icon] Dwarf Red Bulborb | 1 | None | "Hard" enemy spots |
- | Omniscient Sphere | Carried inside entry with ID 2 | ||
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
3 | Insect Condo | 1 | None | Treasure spots |
4 | Disguised Delicacy | 1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
5 | Dwarf Orange Bulborb | 1 | None | Dead ends |
- | Mirth Sphere | Carried inside entry with ID 5 | ||
6 | Snow Bulborb | 1 | None | Dead ends |
- | Love Sphere | Carried inside entry with ID 6 | ||
7 | Egg | 1 | None | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Trivia
- On the second sublevel, the enemies (except for the Fiery Bulblax) carry a treasure whose color matches their prototypical color. i.e.: the Dwarf Red Bulborb carries a red marble, the Dwarf Orange Bulborb ("Dwarf Blue Bulborb") carries a blue marble, and the Snow Bulborb ("Yellow Bulborb") carries a yellow marble.
Names in other languages
Language | Name | Meaning |
---|---|---|
Japanese | グリーンホール? | Green Hole |
French (NoA) | Trou vert | Green hole |
French (NoE) | Trou Vert | Green Hole |
Spanish (NoA) | Agujero verde | Green hole |