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{{infobox challenge | {{infobox challenge | ||
|image=Breeding Ground. | |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# | * '''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 | ** {{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 | ||
*''' | * '''Vegetation''': | ||
**{{icon|Clover|y}} × 8 | ** {{icon|Clover|y}} × 8 | ||
**{{icon|Dandelion|y}} × | ** {{icon|Dandelion|y}} × 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) × 8 | ** {{icon|Figwort|y}} (small red) × 8 | ||
** {{icon|Queen Candypop Bud|y}} × 5 | |||
**{{icon|Queen Candypop Bud|y}} × 5 | * '''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]].'' | |||
== Sublevel 2 == | |||
* '''Theme''': Concrete | |||
* '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]'' | |||
* '''Time''': +150 (+300 seconds) | |||
* '''Treasures''': | |||
** {{icon|Crystallized Telepathy|y}} × 2 (inside Red Bulborbs) | |||
** {{icon|Lustrous Element|y}} × 1 | |||
** {{icon|The Key|y}} × 1 | |||
* '''Enemies''': | |||
** {{icon|Bulborb|y|n=Red Bulborb}} × 2 | |||
* '''Obstacles''': | |||
** None | |||
* '''Vegetation''': | |||
** {{icon|Queen Candypop Bud|y}} × 7 | |||
* '''Others''': | |||
** [[Gate]] with 4000 [[Health|HP]] × 10 | |||
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. | |||
{{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]].'' | |||
== Sublevel 3 == | |||
* '''Theme''': Tiles | |||
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]'' | |||
* '''Time''': +180 (+360 seconds) | |||
* '''Treasures''': | |||
** {{icon|Crystallized Telepathy|y}} × 3 (inside Fiery Blowhogs) | |||
** {{icon|Danger Chime|y}} × 5 | |||
** {{icon|The Key|y}} × 1 (inside Fiery Blowhog) | |||
* '''Enemies''': | |||
** {{icon|Fiery Blowhog|y}} × 4 | |||
** {{icon|Mitite|y}} (group of 10) × indefinite amount (from eggs) | |||
* '''Obstacles''': | |||
** {{icon|Electrical wire|y}} × 6 | |||
** {{icon|Fire geyser|y}} × 14 | |||
* '''Vegetation''': | |||
** None | |||
* '''Others''': | |||
** [[Gate]] with 4000 [[Health|HP]] × 3 | |||
** {{icon|Egg|y}} × 1 or more | |||
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. | |||
{{cavegen|bg3}} | |||
{{sublevel technical | {{sublevel technical | ||
|cave = ch_NARI_06start3hard | |cave = ch_NARI_06start3hard | ||
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}} | }} | ||
}} | }} | ||
{| 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 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= | |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}} |