The following article or section contains guides. The strategies shown are just suggestions.
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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
- Theme: Garden
- Music: Yard
- Time: 100 (200 seconds)
- Starting Pikmin:
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
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.
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 ( garden)
|
Cave units (?)
|
|
|
|
|
|
|
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
Room with 5 exits
|
Detailed object list
|
The game spawns these "main" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
1
|
Creeping Chrysanthemum
|
2
|
None
|
"Hard" enemy spots
|
-
|
Mirrored Element
|
Carried inside entry with ID 1
|
2
|
Queen Candypop Bud
|
2
|
None
|
"Special" enemy spots
|
5
|
Clover
|
8
|
None
|
"Hard" enemy spots
|
6
|
Figwort (small red)
|
8
|
None
|
"Hard" enemy spots
|
Then it spawns these "decoration" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
3
|
Dandelion
|
20[Sublevel 1 note 1]
|
None
|
Plant spots
|
4
|
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
|
1
|
None
|
Treasure spots
|
Then it spawns these "dead end" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
8
|
Queen Candypop Bud
|
3
|
None
|
Dead ends
|
- ^ 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.
- ^ 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
- Theme: Concrete
- Music: Concrete 2
- Time: +150 (+300 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
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.
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 (?)
|
|
|
|
|
|
|
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
Room with 4 exits
|
Detailed object list
|
The game spawns these "main" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
1
|
Queen Candypop Bud
|
2
|
None
|
"Special" enemy spots
|
2
|
Red Bulborb
|
2
|
None
|
"Special" enemy spots
|
-
|
Crystallized Telepathy
|
Carried inside entry with ID 2
|
Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
3
|
The Key
|
1
|
None
|
Treasure spots
|
4
|
Lustrous Element
|
1
|
None
|
Treasure spots
|
Then it spawns these "dead end" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
6
|
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
- Theme: Tiles
- Music: Tile 1
- Time: +180 (+360 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
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.
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 (?)
|
|
|
|
|
|
|
Dead end |
Dead end with item |
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor
|
|
|
|
|
|
|
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
|
1
|
None
|
"Hard" enemy spots
|
-
|
The Key
|
Carried inside entry with ID 1
|
2
|
Fiery Blowhog
|
3
|
None
|
"Hard" enemy spots
|
-
|
Crystallized Telepathy
|
Carried inside entry with ID 2
|
3
|
Fire geyser
|
4
|
None
|
"Hard" enemy spots
|
4
|
Fire geyser
|
2
|
None
|
"Easy" enemy spots
|
5
|
Fire geyser
|
2
|
None
|
"Easy" enemy spots
|
6
|
Fire geyser
|
2
|
None
|
"Easy" enemy spots
|
7
|
Fire geyser
|
2
|
None
|
"Easy" enemy spots
|
8
|
Fire geyser
|
2
|
None
|
Cave unit seams
|
9
|
Electrical wire
|
6
|
None
|
Cave unit seams
|
Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
10
|
Danger Chime
|
5
|
None
|
Treasure spots
|
Then it spawns these "dead end" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
12
|
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
|
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
Language
|
Name
|
Meaning
|
Japanese |
倍々ゲームの穴? |
Multiplication Hole
|
French (NoA) |
Terres fertiles |
Fertile lands
|
Spanish (NoA) |
Críadero |
Breeding Ground
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