Pikmin 2

Green Hole: Difference between revisions

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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
|bulbmin={{tt|0|Up to 20 available}}
|spicy=1
|spicy=1
|bitter=1
|bitter=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 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.
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.


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


{{cavegen|gh1}}
{{sublevel technical
{{sublevel technical
|cave        = ch_ABEM_LeafChappy
|cave        = ch_ABEM_LeafChappy
Line 44: Line 47:
|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 50: Line 54:
|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
*'''Time''': +100 (+200 seconds)
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
*'''Treasures''':
* '''Time''': +100 (+200 seconds)
**{{icon|Disguised Delicacy|y|v=TH}} × 1
* '''Treasures''':
**{{icon|Insect Condo|y|v=TH}} × 1
** {{icon|Disguised Delicacy|y|v=TH}} × 1
**{{icon|Love Sphere|y}} × 1 (inside the Snow Bulborb)
** {{icon|Insect Condo|y|v=TH}} × 1
**{{icon|Mirth Sphere|y}} × 1 (inside the Dwarf Orange Bulborb)
** {{icon|Love Sphere|y}} × 1 (inside Snow Bulborb)
**{{icon|Omniscient Sphere|y}} × 1 (inside the Dwarf Red Bulborb)
** {{icon|Mirth Sphere|y}} × 1 (inside Dwarf Orange Bulborb)
**{{icon|The Key|y}} × 1 (inside the Fiery Bulblax)
** {{icon|Omniscient Sphere|y}} × 1 (inside Dwarf Red Bulborb)
*'''Enemies''':
** {{icon|The Key|y}} × 1 (inside Fiery Bulblax)
**{{icon|Dwarf Orange Bulborb|y}} × 1 (in a dead end)
* '''Enemies''':
**{{icon|Dwarf Red Bulborb|y}} × 1
** {{icon|Dwarf Orange Bulborb|y}} × 1
**{{icon|Fiery Bulblax|y}} × 1
** {{icon|Dwarf Bulborb|y|n=Dwarf Red Bulborb}} × 1
**{{icon|Snow Bulborb|y}} × 1 (in a dead end)
** {{icon|Fiery Bulblax|y}} × 1
*'''Hazards''':
** {{icon|Mitite|y}} (group of 10) × 0 - 1 (from eggs)
**None
** {{icon|Snow Bulborb|y}} × 1
*'''Plants''':
* '''Obstacles''':
**None
** None
*'''Others''':
* '''Vegetation''':
**{{icon|Egg|y}} × 1 (in a dead end)
** None
* '''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 93: Line 147:
|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
{{see also|Fiery Bulblax strategy|l1=Fiery Bulblax#Strategy}}
|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==
==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 Orange Bulborb ([[Early Bulborbs#Blue Bulborb|Blue Bulborb]]) carries a blue marble, and the Snow Bulborb ([[Early Bulborbs#Yellow Bulborb|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}}

Latest revision as of 18:08, April 16, 2024

Green Hole
A group of Pikmin carrying a Bulbmin corpse in Green Hole.
Sublevels 2 Ultra-bitter sprays 1
Red Pikmin 10 Ultra-spicy sprays 1
Yellow Pikmin 10
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 10
White Pikmin 0
Purple Pikmin 0
Bulbmin 0

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

The leaf texture used in Pikmin 2's Challenge Mode menu. (Used on Pikipedia in the {{stub}} template.)

This article is a stub. You can help Pikipedia by expanding it.
Suggestions: Add a guide for each sublevel.

The Green Hole is the fifth level in Pikmin 2's 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.

Sublevel 1[edit]

Generate sample map →

Technical sublevel information
Internal cave name ch_ABEM_LeafChappy
"Main" object maximum (?) 10
"Treasure" object maximum (?) 3
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_MAT_manp_2_conc.txt
Lighting file (?) normal_light_cha.ini
Background (?) f010 (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_manh7x7p_9_conc
Circular room with 9 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Bulbmin Bulbmin 2 None "Hard" enemy spots
- Tear Stone Tear Stone Carried inside entry with ID 1
2 Egg Egg 8 None "Easy" enemy spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
3 The Key The Key 1 None Treasure spots
4 Crystal King Crystal King 1 None Treasure spots
5 Spouse Alert Spouse Alert 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2[edit]

See also: Fiery Bulblax strategy.

Generate sample map →

Technical sublevel information
Internal cave name ch_ABEM_LeafChappy
"Main" object maximum (?) 2
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 1_MAT_vs_drypool_tile.txt
Lighting file (?) normal_light_lv0.ini
Background (?) f010 (none)
Cave units (?)
item_cap_pipe
way3_pipe
way4_pipe
wayl_pipe
way2_pipe
way2x2_pipe
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_vs_drypool5x5_5_tile
Room with waterless pool
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Fiery Bulblax Fiery Bulblax 1 None "Special" enemy spots
- The Key The Key Carried inside entry with ID 1
2 Dwarf Bulborb Dwarf Red Bulborb 1 None "Hard" enemy spots
- Omniscient Sphere Omniscient Sphere Carried inside entry with ID 2
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
3 Insect Condo Insect Condo 1 None Treasure spots
4 Disguised Delicacy Disguised Delicacy 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
5 Dwarf Orange Bulborb Dwarf Orange Bulborb 1 None Dead ends
- Mirth Sphere Mirth Sphere Carried inside entry with ID 5
6 Snow Bulborb Snow Bulborb 1 None Dead ends
- Love Sphere Love Sphere Carried inside entry with ID 6
7 Egg Egg 1 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Trivia[edit]

  • 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 ("Dwarf Blue Bulborb") carries a blue marble, and the Snow Bulborb ("Yellow Bulborb") carries a yellow marble.

Names in other languages[edit]

Language Name Meaning
Flag of Japan Japanese グリーンホール? Green Hole
Flag of Québec French (NoA) Trou vert Green hole
Flag of France French (NoE) Trou Vert Green Hole
Flag of Germany German Das grüne Loch The green Hole
Flag of Italy Italian Foro verde Green hole
Flag of Mexico Spanish (NoA) Gruta Verde Green Grotto