Pikmin 2

Breeding Ground: Difference between revisions

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{{infobox challenge
{{infobox challenge
|image={{PAGENAME}}.jpg
|image=P2 Breeding Ground Queen Candypop Bud.png
|size=250px
|size=250px
|sublevels=3
|sublevels=3
|red=4
|red=4
|redm=f
|spicy=3
|spicy=3
|bitter=2
|bitter=2
Line 10: Line 9:
|gridrow=6
|gridrow=6
}}
}}
{{guide}}
The '''Breeding Ground''' is the twenty-sixth level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. While the amount of Pikmin is small at first, there are many [[Queen Candypop Bud]]s available to increase the player's numbers, hence the name.


The twenty-sixth level in [[Challenge Mode]] in ''[[Pikmin 2]]''.
== Sublevel 1 ==
* '''Theme''': Garden
* '''Music''': ''[[Music in Pikmin 2#Grass|Grass]]''
* '''Time''': 100 (200 seconds)
* '''Starting Pikmin''':
** {{icon|Red Pikmin|v=P2|y}} × 4 (flower)
* '''Treasures''':
** {{icon|Mirrored Element|y}} × 2 (inside Creeping Chrysanthemums)
** {{icon|The Key|y}} × 1
* '''Enemies''':
** {{icon|Creeping Chrysanthemum|y}} × 2
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Clover|y}} × 8
** {{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 red) &times; 8
** {{icon|Queen Candypop Bud|y}} &times; 5
* '''Others''':
** None


== Sublevel 1 ==
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.
*'''Theme''': Garden
*'''Time''': 100
*'''Enemies''':
**2 [[Creeping Chrysanthemum]]s
*'''Hazards''':
**None
*'''Treasures''':
**2 [[Mirrored Element]]s (inside the Creeping Chrysanthemums)
**[[The Key]]
*'''Plants''':
**2 [[Dandelion]]s
**6 [[Margaret]]s
**8 [[Clover]]s
**8 small [[Figwort]]s
*'''Others''':
**5 [[Queen Candypop Bud]]s (3 in dead ends)


{{cavegen|bg1}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_06start3hard
|cave        = ch_NARI_06start3hard
Line 38: Line 43:
|capmax      = 100
|capmax      = 100
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_units_big2_kusachi.txt
|unitfile    = 1_units_big2_kusachi.txt
|lightfile  = kusachi_light_lv0.ini
|lightfile  = kusachi_light_lv0.ini
|bg          = "hiroba" (garden)
|bg          = hiroba
|clog        = No
|clog        = No
|hiddenfloor = 1
|hiddenfloor = 1
|units      =  
|units      =
{{sublevel units
{{sublevel units
|item_cap_kusachi|Dead end with item
|item_cap_kusachi|Dead end with item
|way3_kusachi|Three-way crossing
|way3_kusachi|Three-way crossing
|way4_kusachi|Four-way crossing
|way4_kusachi|Four-way crossing
|wayl_kusachi|Turning corridor
|wayl_kusachi|Turning corridor
|way2_kusachi|Corridor
|way2_kusachi|Corridor
|way2x2_kusachi|Long corridor
|way2x2_kusachi|Long corridor
}}
}}
{{sublevel units
{{sublevel units
|room_big2_kusachi|'''Room with 5 exits'''
|room_big2_kusachi|'''Room with 5 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|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 Reds 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
*'''Time''': +150
*'''Enemies''':
**2 [[Red Bulborb]]s
*'''Hazards''':
**None
*'''Treasures''':
**2 [[Crystallized Telepathy|Crystallized Telepathies]]
**[[The Key]]
**[[Lustrous Element]]
*'''Plants''':
**None
*'''Others''':
**7 [[Queen Candypop Bud]]s (5 in dead ends)
**1 type of [[gate]], with 4000 [[Health|HP]]


{{cavegen|bg2}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_06start3hard
|cave        = ch_NARI_06start3hard
Line 84: Line 164:
|capmax      = 100
|capmax      = 100
|rooms      = 3
|rooms      = 3
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_NARI_4x4b_conc.txt
|unitfile    = 1_NARI_4x4b_conc.txt
|lightfile  = normal_light_cha.ini
|lightfile  = normal_light_cha.ini
|bg          = None
|bg          =
|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_4x4b_4_conc|'''Room with 4 exits'''
}}
}}
}}
{{sublevel units
|room_4x4b_4_conc|'''Room with 4 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|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 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
*'''Time''': +180
*'''Enemies''':
**4 [[Fiery Blowhog]]s
*'''Hazards''':
**14 [[Hazard#Fire|fire geysers]]
**6 [[Hazard#Electricity|electrical wires]]
*'''Treasures''':
**[[The Key]] (inside a Fiery Blowhog)
**3 [[Crystallized Telepathy|Crystallized Telepathies]] (inside 3 Fiery Blowhogs)
**[[Danger Chime]]
*'''Plants''':
**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 130: Line 275:
|capmax      = 50
|capmax      = 50
|rooms      = 4
|rooms      = 4
|geyser      = No (despite having one, in reality)  
|ctrratio    = 0.2
|geyser      = No (despite having one, in reality)
|unitfile    = 3_units_d_f_ujikou_tile.txt
|unitfile    = 3_units_d_f_ujikou_tile.txt
|lightfile  = normal_light_cha.ini
|lightfile  = normal_light_cha.ini
|bg          = None
|bg          =
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|cap_pipe|Dead end
|cap_pipe|Dead end
|item_cap_conc|Dead end with item
|item_cap_conc|Dead end with item
|item_cap_pipe|Dead end with item
|item_cap_pipe|Dead end with item
|way3_conc|Three-way crossing
|way3_conc|Three-way crossing
|way4_pipe|Four-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|wayl_pipe|Turning corridor
}}
}}
{{sublevel units
{{sublevel units
|way2_pipe|Corridor
|way2_pipe|Corridor
|way2x2_conc|Long corridor
|way2x2_conc|Long corridor
|room_4x4d_4_tile|'''Room with 4 exits'''
|room_4x4d_4_tile|'''Room with 4 exits'''
|room_4x4f_4_tile|'''Room with 4 exits and a raised edge'''
|room_4x4f_4_tile|'''Room with 4 exits and a raised edge'''
|room_u_jikou1_4x4_2_tile|'''Room with a pathway with grill'''
|room_u_jikou1_4x4_2_tile|'''Room with a pathway with grill'''
}}
}}
}}
}}
{| 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]].''


We meet the [[Shower Room]] style and you will need all Pikmin colors. A [[Fiery Blowhog]] should have The Key. There will be lots of [[Danger Chime]]s here. Take The Key and exit.
==Names in other languages==
{{Foreignname
|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
|SpaA=Criadero
|SpaAM=Breeding Ground
|FraA=Terres fertiles
|FraAM=Fertile lands
|FraE=Terres Fertiles
|FraEM=Fertile Lands
|Ger=Die Bruthöhle
|GerM=The Breeding Cave
|Ita=Terra fertile
|ItaM=Fertile land
}}


{{CM}}
{{CM}}

Latest revision as of 16:07, June 23, 2024

Breeding Ground
Three Queen Candypop Buds in Breeding Ground sublevel 1.
Sublevels 3 Ultra-bitter sprays 2
Red Pikmin 4 Ultra-spicy sprays 3
Yellow Pikmin 0
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 0
White Pikmin 0
Purple Pikmin 0
Bulbmin 0

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

The Breeding Ground is the twenty-sixth level in Pikmin 2's Challenge Mode. While the amount of Pikmin is small at first, there are many Queen Candypop Buds available to increase the player's numbers, hence the name.

Sublevel 1[edit]

Snatch your 4 Red Pikmin and throw them in the Candypop Buds (Red Pikmin preferred, as they are stronger). Watch out for Creeping Chrysanthemums. The Key should be lying around somewhere.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_06start3hard
"Main" object maximum (?) 20
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 0
Dead end unit probability (?) 100
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_units_big2_kusachi.txt
Lighting file (?) kusachi_light_lv0.ini
Background (?) hiroba (P2 VRBOX hiroba.png garden)
Cave units (?)
item_cap_kusachi
way3_kusachi
way4_kusachi
wayl_kusachi
way2_kusachi
way2x2_kusachi
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_big2_kusachi
Room with 5 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Creeping Chrysanthemum Creeping Chrysanthemum 2 None "Hard" enemy spots
- Mirrored Element Mirrored Element Carried inside entry with ID 1
2 Queen Candypop Bud Queen Candypop Bud 2 None "Special" enemy spots
5 Clover Clover 8 None "Hard" enemy spots
6 Figwort Figwort (small red) 8 None "Hard" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
3 Dandelion Dandelion 20[Sublevel 1 note 1] None Plant spots
4 Margaret Margaret 60[Sublevel 1 note 2] None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
7 The Key The Key 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
8 Queen Candypop Bud Queen Candypop Bud 3 None Dead ends
  1. ^ a b 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.
  2. ^ 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.
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2[edit]

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.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_06start3hard
"Main" object maximum (?) 4
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 10
Dead end unit probability (?) 100
Number of rooms (?) 3
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_NARI_4x4b_conc.txt
Lighting file (?) normal_light_cha.ini
Background (?) None
Cave units (?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_4x4b_4_conc
Room with 4 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Queen Candypop Bud Queen Candypop Bud 2 None "Special" enemy spots
2 Bulborb Red Bulborb 2 None "Special" enemy spots
- Crystallized Telepathy Crystallized Telepathy Carried inside entry with ID 2
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
3 The Key The Key 1 None Treasure spots
4 Lustrous Element Lustrous Element 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
6 Queen Candypop Bud Queen Candypop Bud 5 None Dead ends
Then it spawns 10 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
5 Gate (4000 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3[edit]

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 Chimes here. Take The Key and exit.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_06start3hard
"Main" object maximum (?) 24
"Treasure" object maximum (?) 5
"Gate" object maximum (?) 3
Dead end unit probability (?) 50
Number of rooms (?) 4
Corridor-to-room ratio (?) 0.2
Escape geyser (?) No (despite having one, in reality)
Clogged hole (?) No
Cave units file (?) 3_units_d_f_ujikou_tile.txt
Lighting file (?) normal_light_cha.ini
Background (?) None
Cave units (?)
cap_pipe
item_cap_conc
item_cap_pipe
way3_conc
way4_pipe
wayl_pipe
Dead end Dead end with item Dead end with item Three-way crossing Four-way crossing Turning corridor
way2_pipe
way2x2_conc
room_4x4d_4_tile
room_4x4f_4_tile
room_u_jikou1_4x4_2_tile
Corridor Long corridor Room with 4 exits Room with 4 exits and a raised edge Room with a pathway with grill
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Fiery Blowhog Fiery Blowhog 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
2 Fiery Blowhog Fiery Blowhog 3 None "Hard" enemy spots
- Crystallized Telepathy Crystallized Telepathy Carried inside entry with ID 2
3 Fire geyser Fire geyser 4 None "Hard" enemy spots
4 Fire geyser Fire geyser 2 None "Easy" enemy spots
5 Fire geyser Fire geyser 2 None "Easy" enemy spots
6 Fire geyser Fire geyser 2 None "Easy" enemy spots
7 Fire geyser Fire geyser 2 None "Easy" enemy spots
8 Fire geyser Fire geyser 2 None Cave unit seams
9 Electrical wire Electrical wire 6 None Cave unit seams
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
10 Danger Chime Danger Chime 5 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
12 Egg Egg 1 None Dead ends
Then it spawns "dead end" objects in as many dead ends as it can. Chances:
ID Object Chance Fall method Spawn location
12 Egg Egg 100% None Dead ends
Then it spawns 3 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
11 Gate (4000 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Names in other languages[edit]

Language Name Meaning
Flag of Japan Japanese 倍々ゲームの穴? Multiplication Hole
Flag of Québec French (NoA) Terres fertiles Fertile lands
Flag of France French (NoE) Terres Fertiles Fertile Lands
Flag of Germany German Die Bruthöhle The Breeding Cave
Flag of Italy Italian Terra fertile Fertile land
Flag of Mexico Spanish (NoA) Criadero Breeding Ground