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|size=250px
|size=250px
|red=10
|red=10
|redm=l
|yellow=10
|yellow=10
|yellowm=l
|blue=10
|blue=10
|bluem=l
|spicy=1
|spicy=1
|bitter=1
|bitter=1
|sublevels=2
|sublevels=2
|bulbmin=20
|gridcol=5
|gridcol=5
|gridrow=1
|gridrow=1
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{{stub|Add a guide for each sublevel.}}
{{stub|Add a guide for each sublevel.}}


The '''Green Hole''' is the fifth level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|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.
The '''Green Hole''' is the fifth level that is already unlocked in the [[Challenge Mode (Pikmin 2)|Challenge Mode]] of ''[[Pikmin 2]]''. The level difficulty is average, and it is possible to collect 20 small [[Bulbmin]] in the level. The challenge holds many species of Bulborb on the second sublevel.


==Sublevel 1==
==Sublevel 1==
* '''Theme''': Concrete
*'''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]''
*'''Time''': 85 (170 seconds)
* '''Time''': 85 (170 seconds)
*'''Treasures''':
* '''Starting Pikmin''':
**{{icon|Crystal King|y}} × 1
** {{icon|Red Pikmin|v=P2|y}} × 10 (leaf)
**{{icon|Spouse Alert|y}} × 1
** {{icon|Yellow Pikmin|v=P2|y}} × 10 (leaf)
**{{icon|Tear Stone|y}} × 2 (inside the 2 Bulbmin)
** {{icon|Blue Pikmin|v=P2|y}} × 10 (leaf)
**{{icon|The Key|y}} × 1
* '''Treasures''':
*'''Enemies''':
** {{icon|Crystal King|y}} × 1
**{{icon|Bulbmin|y}} × 2
** {{icon|Spouse Alert|y}} × 1
*'''Obstacles''':
** {{icon|Tear Stone|y}} × 2 (inside Bulbmin)
**None
** {{icon|The Key|y}} × 1
*'''Plants''':
* '''Enemies''':
**None
** {{icon|Bulbmin|y}} × 2
*'''Others''':
** {{icon|Mitite|y}} (group of 10) × 0 - 8 (from eggs)
**{{icon|Egg|y}} × 8
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** {{icon|Egg|y}} × 8


{{cavegen|gh1}}
{{sublevel technical
{{sublevel technical
|cave        = ch_ABEM_LeafChappy
|cave        = ch_ABEM_LeafChappy
Line 47: Line 44:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_MAT_manp_2_conc.txt
|unitfile    = 1_MAT_manp_2_conc.txt
Line 54: Line 50:
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|item_cap_conc|Dead end with item
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
|way2x2_conc|Long corridor
}}
{{sublevel units
|room_manh7x7p_9_conc|'''Circular room with 9 exits'''
}}
}}
}}
{{sublevel units
|room_manh7x7p_9_conc|'''Circular room with 9 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|Bulbmin|y}}
| 2
| None
| "Hard" enemy spots
|-
| -
| {{icon|Tear Stone|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Egg|y}}
| 8
| None
| "Easy" enemy spots
|-
! 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|Crystal King|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Spouse Alert|y}}
| 1
| None
| Treasure spots
|}
:''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''': Tiles
*'''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
*'''Time''': +100 (+200 seconds)
* '''Time''': +100 (+200 seconds)
*'''Treasures''':
* '''Treasures''':
**{{icon|Disguised Delicacy|y|v=TH}} × 1
** {{icon|Disguised Delicacy|y|v=TH}} × 1
**{{icon|Insect Condo|y|v=TH}} × 1
** {{icon|Insect Condo|y|v=TH}} × 1
**{{icon|Love Sphere|y}} × 1 (inside the Snow Bulborb)
** {{icon|Love Sphere|y}} × 1 (inside Snow Bulborb)
**{{icon|Mirth Sphere|y}} × 1 (inside the Dwarf Orange Bulborb)
** {{icon|Mirth Sphere|y}} × 1 (inside Dwarf Orange Bulborb)
**{{icon|Omniscient Sphere|y}} × 1 (inside the Dwarf Red Bulborb)
** {{icon|Omniscient Sphere|y}} × 1 (inside Dwarf Red Bulborb)
**{{icon|The Key|y}} × 1 (inside the Fiery Bulblax)
** {{icon|The Key|y}} × 1 (inside Fiery Bulblax)
*'''Enemies''':
* '''Enemies''':
**{{icon|Dwarf Orange Bulborb|y}} × 1 (in a dead end)
** {{icon|Dwarf Orange Bulborb|y}} × 1
**{{icon|Dwarf Red Bulborb|y}} × 1
** {{icon|Dwarf Bulborb|y|n=Dwarf Red Bulborb}} × 1
**{{icon|Fiery Bulblax|y}} × 1
** {{icon|Fiery Bulblax|y}} × 1
**{{icon|Snow Bulborb|y}} × 1 (in a dead end)
** {{icon|Mitite|y}} (group of 10) × 0 - 1 (from eggs)
*'''Obstacles''':
** {{icon|Snow Bulborb|y}} × 1
**None
* '''Obstacles''':
*'''Plants''':
** None
**None
* '''Vegetation''':
*'''Others''':
** None
**{{icon|Egg|y}} × 1 (in a dead end)
* '''Others''':
** {{icon|Egg|y}} × 1
{{see also|Fiery Bulblax#Strategy|t1=Fiery Bulblax strategy}}


{{cavegen|gh2}}
{{sublevel technical
{{sublevel technical
|cave        = ch_ABEM_LeafChappy
|cave        = ch_ABEM_LeafChappy
Line 147: Line 93:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = Yes
|geyser      = Yes
|unitfile    = 1_MAT_vs_drypool_tile.txt
|unitfile    = 1_MAT_vs_drypool_tile.txt  
|lightfile  = normal_light_lv0.ini
|lightfile  = normal_light_lv0.ini
|bg          = f010
|bg          = f010
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|item_cap_pipe|Dead end with item
|item_cap_pipe|Dead end with item
|way3_pipe|Three-way crossing
|way3_pipe|Three-way crossing
|way4_pipe|Four-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|wayl_pipe|Turning corridor
|way2_pipe|Corridor
|way2_pipe|Corridor
|way2x2_pipe|Long corridor
|way2x2_pipe|Long corridor
}}
{{sublevel units
|room_vs_drypool5x5_5_tile|'''Room with waterless pool'''
}}
}}
}}
{{sublevel units
 
|room_vs_drypool5x5_5_tile|'''Room with waterless pool'''
{{see also|Fiery Bulblax#Strategy|t1=Fiery Bulblax strategy}}
}}
}}
{| 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 Bulblax|y}}
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Dwarf Bulborb|y|n=Dwarf Red Bulborb}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Omniscient Sphere|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|Insect Condo|y|v=TH}}
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Disguised Delicacy|y|v=TH}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 5
| {{icon|Dwarf Orange Bulborb|y}}
| 1
| None
| Dead ends
|-
| -
| {{icon|Mirth Sphere|y}}
| colspan="3" | Carried inside entry with ID 5
|-
| 6
| {{icon|Snow Bulborb|y}}
| 1
| None
| Dead ends
|-
| -
| {{icon|Love Sphere|y}}
| colspan="3" | Carried inside entry with ID 6
|-
| 7
| {{icon|Egg|y}}
| 1
| None
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Trivia==
==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 ("[[Pikmin 2 prerelease information#Early Bulborbs|Dwarf Blue Bulborb]]") carries a blue marble, and the Snow Bulborb ("[[Pikmin 2 prerelease information#Early Bulborbs|Yellow Bulborb]]") carries a yellow marble.
*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 ("[[Pikmin 2 prerelease information#Early Bulborbs|Dwarf Blue Bulborb]]") carries a blue marble, and the Snow Bulborb ("[[Pikmin 2 prerelease information#Early Bulborbs|Yellow Bulborb]]") carries a yellow marble.


==Names in other languages==
==Names in other languages==
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|SpaA=Gruta Verde
|SpaA=Gruta Verde
|SpaAM=Green Grotto
|SpaAM=Green Grotto
|FraA=Trou vert
|FraAM=Green hole
|FraE=Trou Vert
|FraEM=Green Hole
|Ger=Das grüne Loch
|GerM=The green Hole
|Ita=Foro verde
|ItaM=Green hole
}}
}}


{{CM}}
{{CM}}

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