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{{infobox challenge | {{infobox challenge | ||
|image=Green Hole.png | |image=Green Hole.png | ||
|size=250px | |||
|red=10 | |||
|yellow=10 | |||
|blue=10 | |||
|spicy=1 | |spicy=1 | ||
|bitter=1 | |bitter=1 | ||
|sublevels=2 | |sublevels=2 | ||
| | |gridcol=5 | ||
|gridrow=1 | |||
}} | |||
{{guide}} | |||
{{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 | |||
==Sublevel 1== | ==Sublevel 1== | ||
*'''Time''': 85 seconds | * '''Theme''': Concrete | ||
*''' | * '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]'' | ||
*'''Enemies''': | * '''Time''': 85 (170 seconds) | ||
** | * '''Starting Pikmin''': | ||
*''' | ** {{icon|Red Pikmin|v=P2|y}} × 10 (leaf) | ||
** | ** {{icon|Yellow Pikmin|v=P2|y}} × 10 (leaf) | ||
** | ** {{icon|Blue Pikmin|v=P2|y}} × 10 (leaf) | ||
* '''Treasures''': | |||
** {{icon|Crystal King|y}} × 1 | |||
** {{icon|Spouse Alert|y}} × 1 | |||
** {{icon|Tear Stone|y}} × 2 (inside Bulbmin) | |||
** {{icon|The Key|y}} × 1 | |||
* '''Enemies''': | |||
** {{icon|Bulbmin|y}} × 2 | |||
** {{icon|Mitite|y}} (group of 10) × 0 - 8 (from eggs) | |||
* '''Obstacles''': | |||
** None | |||
* '''Vegetation''': | |||
** None | |||
* '''Others''': | |||
** {{icon|Egg|y}} × 8 | |||
{{cavegen|gh1}} | |||
{{sublevel technical | |||
|cave = ch_ABEM_LeafChappy | |||
|enemymax = 10 | |||
|itemmax = 3 | |||
|gatemax = 0 | |||
|capmax = 0 | |||
|rooms = 1 | |||
|ctrratio = 0 | |||
|geyser = No | |||
|unitfile = 1_MAT_manp_2_conc.txt | |||
|lightfile = normal_light_cha.ini | |||
|bg = f010 | |||
|clog = No | |||
|hiddenfloor = 0 | |||
|units = | |||
{{sublevel units | |||
|item_cap_conc|Dead end with item | |||
|way3_conc|Three-way crossing | |||
|way4_conc|Four-way crossing | |||
|wayl_conc|Turning corridor | |||
|way2_conc|Corridor | |||
|way2x2_conc|Long corridor | |||
}} | |||
{{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== | ||
*'''Time''': 100 seconds | * '''Theme''': Tiles | ||
*''' | * '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]'' | ||
*'''Enemies''': | * '''Time''': +100 (+200 seconds) | ||
** | * '''Treasures''': | ||
** | ** {{icon|Disguised Delicacy|y|v=TH}} × 1 | ||
** | ** {{icon|Insect Condo|y|v=TH}} × 1 | ||
** | ** {{icon|Love Sphere|y}} × 1 (inside Snow Bulborb) | ||
*''' | ** {{icon|Mirth Sphere|y}} × 1 (inside Dwarf Orange Bulborb) | ||
** | ** {{icon|Omniscient Sphere|y}} × 1 (inside Dwarf Red Bulborb) | ||
** | ** {{icon|The Key|y}} × 1 (inside Fiery Bulblax) | ||
* '''Enemies''': | |||
* | ** {{icon|Dwarf Orange Bulborb|y}} × 1 | ||
** {{icon|Dwarf Bulborb|y|n=Dwarf Red Bulborb}} × 1 | |||
** {{icon|Fiery Bulblax|y}} × 1 | |||
** {{icon|Mitite|y}} (group of 10) × 0 - 1 (from eggs) | |||
** {{icon|Snow Bulborb|y}} × 1 | |||
* '''Obstacles''': | |||
** None | |||
* '''Vegetation''': | |||
** None | |||
* '''Others''': | |||
** {{icon|Egg|y}} × 1 | |||
{{see also|Fiery Bulblax#Strategy|t1=Fiery Bulblax strategy}} | |||
{{cavegen|gh2}} | |||
{{sublevel technical | |||
|cave = ch_ABEM_LeafChappy | |||
|enemymax = 2 | |||
|itemmax = 2 | |||
|gatemax = 0 | |||
|capmax = 0 | |||
|rooms = 1 | |||
|ctrratio = 0 | |||
|geyser = Yes | |||
|unitfile = 1_MAT_vs_drypool_tile.txt | |||
|lightfile = normal_light_lv0.ini | |||
|bg = f010 | |||
|clog = No | |||
|hiddenfloor = 0 | |||
|units = | |||
{{sublevel units | |||
|item_cap_pipe|Dead end with item | |||
|way3_pipe|Three-way crossing | |||
|way4_pipe|Four-way crossing | |||
|wayl_pipe|Turning corridor | |||
|way2_pipe|Corridor | |||
|way2x2_pipe|Long corridor | |||
}} | |||
{{sublevel units | |||
|room_vs_drypool5x5_5_tile|'''Room with waterless pool''' | |||
}} | |||
}} | |||
{| 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== | |||
* 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== | |||
{{Foreignname | |||
|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 --> | |||
|SpaA=Gruta Verde | |||
|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}} | ||