Pikmin 2

Breeding Ground

Revision as of 16:07, June 23, 2024 by Twins1105 (talk | contribs) (Replaced infobox image.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
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 1Edit

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 (  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
  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 2Edit

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 (?)
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 3Edit

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 (?)
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 languagesEdit

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