Breeding Ground: Difference between revisions

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{{infobox challenge
{{infobox challenge
|image=Breeding Ground.jpg
|image=P2 Breeding Ground Queen Candypop Bud.png
|size=250px
|size=250px
|sublevels=3
|sublevels=3
Line 13: Line 13:


== Sublevel 1 ==
== Sublevel 1 ==
*'''Theme''': Garden
* '''Theme''': Garden
*'''Music''': ''[[Music in Pikmin 2#Yard|Yard]]''
* '''Music''': ''[[Music in Pikmin 2#Grass|Grass]]''
*'''Time''': 100 (200 seconds)
* '''Time''': 100 (200 seconds)
*'''Starting Pikmin''':
* '''Starting Pikmin''':
**{{icon|Red Pikmin|y}} × 4 (flower)
** {{icon|Red Pikmin|v=P2|y}} × 4 (flower)
*'''Treasures''':
* '''Treasures''':
**{{icon|Mirrored Element|y}} × 2 (inside the Creeping Chrysanthemums)
** {{icon|Mirrored Element|y}} × 2 (inside 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
*'''Plants and fungi''':
* '''Vegetation''':
**{{icon|Clover|y}} × 8
** {{icon|Clover|y}} × 8
**{{icon|Dandelion|y}} × 2
** {{icon|Dandelion|y}} &times; 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|Figwort|y}} (small) &times; 8
** {{icon|Figwort|y}} (small red) &times; 8
**{{icon|Margaret|y}} &times; 6
** {{icon|Queen Candypop Bud|y}} &times; 5
**{{icon|Queen Candypop Bud|y}} &times; 5 (3 in dead ends)
* '''Others''':
*'''Others''':
** None
**None


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.
{{cavegen|bg1}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_06start3hard
|cave        = ch_NARI_06start3hard
Line 61: Line 63:
}}
}}
}}
}}
{| 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|Creeping Chrysanthemum|y}}
| 2
| None
| "Hard" enemy spots
|-
| -
| {{icon|Mirrored Element|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Queen Candypop Bud|y}}
| 2
| None
| "Special" enemy spots
|-
| 5
| {{icon|Clover|y}}
| 8
| None
| "Hard" enemy spots
|-
| 6
| {{icon|Figwort|y}} (small red)
| 8
| None
| "Hard" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 3
| {{icon|Dandelion|y}}
| 20<ref group="Sublevel 1 note" name="s1n1"/>
| None
| Plant spots
|-
| 4
| {{icon|Margaret|y}}
| 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>
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|The Key|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 8
| {{icon|Queen Candypop Bud|y}}
| 3
| None
| Dead ends
|}
<references group="Sublevel 1 note"/>
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


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.
== Sublevel 2 ==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]''
* '''Time''': +150 (+300 seconds)
* '''Treasures''':
** {{icon|Crystallized Telepathy|y}} &times; 2 (inside Red Bulborbs)
** {{icon|Lustrous Element|y}} &times; 1
** {{icon|The Key|y}} &times; 1
* '''Enemies''':
** {{icon|Bulborb|y|n=Red Bulborb}} &times; 2
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Queen Candypop Bud|y}} &times; 7
* '''Others''':
** [[Gate]] with 4000 [[Health|HP]] &times; 10


== Sublevel 2 ==
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.
*'''Theme''': Concrete
*'''Music''': ''[[Music in Pikmin 2#Concrete 2|Concrete 2]]''
*'''Time''': +150 (+300 seconds)
*'''Treasures''':
**{{icon|Crystallized Telepathy|y}} &times; 2
**{{icon|Lustrous Element|y}} &times; 1
**{{icon|The Key|y}} &times; 1
*'''Enemies''':
**{{icon|Red Bulborb|y}} &times; 2
*'''Obstacles''':
**None
*'''Plants and fungi''':
**{{icon|Queen Candypop Bud|y}} &times; 7 (5 in dead ends)
*'''Others''':
**1 type of [[gate]], with 4000 [[Health|HP]]


{{cavegen|bg2}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_06start3hard
|cave        = ch_NARI_06start3hard
Line 108: Line 184:
}}
}}
}}
}}
{| 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|Queen Candypop Bud|y}}
| 2
| None
| "Special" enemy spots
|-
| 2
| {{icon|Bulborb|y|n=Red Bulborb}}
| 2
| None
| "Special" enemy spots
|-
| -
| {{icon|Crystallized Telepathy|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|The Key|y}}
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Lustrous Element|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Queen Candypop Bud|y}}
| 5
| None
| Dead ends
|-
! colspan="5" | Then it spawns 10 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 5
| [[Gate]] (4000 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


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.
== Sublevel 3 ==
* '''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
* '''Time''': +180 (+360 seconds)
* '''Treasures''':
** {{icon|Crystallized Telepathy|y}} &times; 3 (inside Fiery Blowhogs)
** {{icon|Danger Chime|y}} &times; 5
** {{icon|The Key|y}} &times; 1 (inside Fiery Blowhog)
* '''Enemies''':
** {{icon|Fiery Blowhog|y}} &times; 4
** {{icon|Mitite|y}} (group of 10) &times; indefinite amount (from eggs)
* '''Obstacles''':
** {{icon|Electrical wire|y}} &times; 6
** {{icon|Fire geyser|y}} &times; 14
* '''Vegetation''':
** None
* '''Others''':
** [[Gate]] with 4000 [[Health|HP]] &times; 3
** {{icon|Egg|y}} &times; 1 or more


== Sublevel 3 ==
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.
*'''Theme''': Tiles
*'''Music''': ''[[Music in Pikmin 2#Tile 1|Tile 1]]''
*'''Time''': +180 (+360 seconds)
*'''Treasures''':
**{{icon|Crystallized Telepathy|y}} &times; 3 (inside 3 Fiery Blowhogs)
**{{icon|Danger Chime|y}} &times; 5
**{{icon|The Key|y}} &times; 1 (inside a Fiery Blowhog)
*'''Enemies''':
**{{icon|Fiery Blowhog|y}} &times; 4
*'''Obstacles''':
**{{icon|Fire geyser|y}} &times; 14
**{{icon|Electrical wire|y}} &times; 6
*'''Plants and fungi''':
**None
*'''Others''':
**1 type of [[gate]], with 4000 [[Health|HP]]


{{cavegen|bg3}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_06start3hard
|cave        = ch_NARI_06start3hard
Line 160: Line 299:
}}
}}
}}
}}
 
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
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.
! 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 Blowhog|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Fiery Blowhog|y}}
| 3
| None
| "Hard" enemy spots
|-
| -
| {{icon|Crystallized Telepathy|y}}
| colspan="3" | Carried inside entry with ID 2
|-
| 3
| {{icon|Fire geyser|y}}
| 4
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Fire geyser|y}}
| 2
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Fire geyser|y}}
| 2
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Fire geyser|y}}
| 2
| None
| "Easy" enemy spots
|-
| 7
| {{icon|Fire geyser|y}}
| 2
| None
| "Easy" enemy spots
|-
| 8
| {{icon|Fire geyser|y}}
| 2
| None
| Cave unit seams
|-
| 9
| {{icon|Electrical wire|y}}
| 6
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 10
| {{icon|Danger Chime|y}}
| 5
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 12
| {{icon|Egg|y}}
| 1
| None
| Dead ends
|-
! colspan="5" | Then it spawns "dead end" objects in as many dead ends as it can. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 12
| {{icon|Egg|y}}
| 100%
| None
| Dead ends
|-
! colspan="5" | Then it spawns 3 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 11
| [[Gate]] (4000 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==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=Críadero
|SpaA=Criadero
|SpaAM=Breeding Ground
|SpaAM=Breeding Ground
|FraA=Terres fertiles
|FraA=Terres fertiles
|FraAM=Fertile lands
|FraAM=Fertile lands
|FraE=Terres Fertiles
|FraEM=Fertile Lands
|Ger=Die Bruthöhle
|GerM=The Breeding Cave
|Ita=Terra fertile
|ItaM=Fertile land
}}
}}


{{CM}}
{{CM}}