Pikmin 2

Breeding Ground

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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