Green Hole
Green Hole.png
Sublevels 2 Ultra-bitter sprays 1
Red Pikmin 10 Ultra-spicy sprays 1
Yellow Pikmin 10
P2 challenge mode flower.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
Blue Pikmin 10
White Pikmin 0
Purple Pikmin 0
Bulbmin 0

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

The leaf texture used in Pikmin 2's Challenge Mode menu. (Used on Pikipedia in the {{stub}} template.)

This article is a stub. You can help Pikipedia by expanding it.
Suggestions: Add a guide for each sublevel.

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 1Edit

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 2Edit

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   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.

TriviaEdit

  • 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 languagesEdit

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
  German Das grüne Loch The green Hole
  Italian Foro verde Green hole
  Spanish (NoA) Gruta Verde Green Grotto