Pâquerette Down the Bunburrows

Pâquerette Down the Bunburrows

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Down the Bunbarrows: Home Captures guide
By thEXP
This guide will show the solutions for how to get home captures on every bun in the game.
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Information
This guide will cover how to catch every bun in the game, as a home capture. A home capture basically entails catching the Bun in its starting room, without restricting the movement of the bun. (Such as causing a bun stack to go to a dead end with a tunnel.)

I won't be covering how to get to specific rooms, as that's an entirely different aspect, but I will inform you of how to create a new entrance to a room, when that is needed.

There will be spoilers ahead, and a guide like this can ruin a lot of the fun of solving the puzzles yourself. Sometimes, there is always that one puzzle you just can not wrap your head around, and that's why I'm making this guide.



Up to date as of 1.0.10. Will be updated when there are more buns to find.
W-1 | ENCOUNTER
Fairly self-explanatory. just follow the bun, and you will catch it.
W-2 | ANTHOPHOBIA
For this one, you want to scare it southwards, which requires a bit of a dance with the bun.
W-3 | PRIORITY
This one shows off how the bunny likes to move. Simply follow it, and you will catch it.
W-4 | OPEN WORLD
For this one, you just want to line it up with the south exit of the central area, then chase it left.
W-5 | DELICATESSE
Due to the bun's priority, it will often want to go into the infinite loop if you just chase behind it. Just carefully guide it to the dead end in the bottom right.
W-6 | LOVERS
There are 2 buns on this floor. Both can be lured into the same end point.
W-6-1


W-6-2
W-7 | CONFINED
This one requires you to come from C-7, by breaking the wall on the left side
Make sure to lure the bun back into W-7 to make it a home capture.
W-8 | PRECISION
This one requires you to work on leading the bun to the bottom left, making sure to shift the bun in the right direction.
W-9 | PASSAGE
This puzzle is all about using the tunnels to your advantage. Just remember, the bun will always prefer going left over right.
W-10 | INTERSECTION
For this one, all you have to do, is guide the bun through the right side of the cross tunnel. Then you can scare it upwards and catch it.
W-11 | LANE CHANGE
What may surprise you about this one, is there is no dead end. Obviously, you can still catch it, as the bun can not double back in the tunnel, letting you wait for it at the end.
W-12 | PROXIMITY
This puzzle shows you an important mechanic. The bunny will always try to keep a distance of two tiles between you. Knowing that, you can keep out of sight, so you can scare it the right way.
W-13 | SYNAPSES
This puzzle requires a lot of looping around the brain, to scare the bun in the right direction. It can take a while to work out, but if you work backwards, it can be a lot easier.
W-14 | SPAGHETTI
This level feels impossible to predict what the bun will do, but sooner or later, it just clicks, and everything slides into place.
W-15 | BLACK BOX
This puzzle has you using the trap in almost every way. To redirect, block burrows, and create a dead end. All useful tricks to remember.
W-16 | CORRIDOR
This puzzle uses another mechanic with the bun. When the bun is scared, it will always move to the next available intersection. So when it only has one option, it will always continue running. So once you scare it into the top-left corner, scare it back down into the trap.
W-17 | TELEBUN SWITCHBOARD
This one is a fun one. As it involves making the bun get stuck in an infinite loop, and eventually falling asleep.
W-18 | DECOMMISSIONED HANGAR
This puzzle involves getting the bun trapped at the top. It can't see the trap around the corner, as it is too far away. Allowing it to fall into it.
W-19 | UNDERSTAFFED SWITCHB.
The same concept as W-17, but with less resources. This solution could also work on that puzzle.
W-20 | TRASHED HANGAR
A similar layout to W-18, but because of the fire tiles, the same solution does not work here. Though, this solution should work on W-18 as well.
W-21 | SPIN
This level uses the carrots to chase it down the end, and then up. The bun won't grab the first carrot, as it leads to a dead-end, and will instead stop and chase the other carrot.
W-23 | PYTHONS
A simple puzzle, where the end goal is to lure the bun into a dead end, surrounded by traps on either side, out of sight.
W-24 | ANACONDAS
A slightly harder version of W-23, but due to the unbreakable middle, the same solution won't work. Instead, you need to scare the bun in from the side, letting it think it might have an escape through the middle.
W-25 | BOAS
The hardest version of W-23. There is no obvious way to lure it into the dead end. Except with a carrot, then mining in behind.

W-26 | ACCEPTANCE
This floor has 2 buns, both caught at the same spot, but with drastically different steps.


W-26-1
For this bun, you need to break down a wall, so you can have access to the carrot. You do this by luring both buns into the tunnels at the same time.
From here, you place the trap in the lower left, and use the bait to get it over to the left side.


W-26-2
Comparatively, this bun is easy. Just place the trap in the lower left quadrant, and chase it down there.
N-1 | CAPTURE
This level is the introduction to the trap, and will be your first encounter with it. Just hide the trap around a corner, and you can catch it in no time.
N-2 | SURROUNDED
For this one, it's all about finding the spot where a dead end can form from the trap. Just guide it to the bottom right, and trap the other end.
N-3 | R_BBIT
This one has a lot of open area, making it hard to find where you can trap it. Just loop it around the top, and back again into the trap.
N-4 | ESCAPE
To catch this one, you must guide the bun to the bottom right, creating a mini cross with the trap to catch it.
N-5 | GUIDANCE
To catch this bun, you need to use the trap. Not only to catch it at the end, but encourage it to head further south and get stuck.
N-6 | TWO ROOMS
It can be hard to find a dead end, even if you were to try every spot. Just head to the left room, and use the trap to make a corner to a dead end.
N-7 | YET ANOTHER OPEN WORLD
To catch this bun you have to guide it to the middle, where a dead end can be created. Make sure to use the trap to get it off the outer wall.
N-8 | RINGS
You'll want to keep this bun in the central loop, so block off the outside end of the tunnel, so it won't go out there.
N-9 | FAMILIAR FACE
To catch this bun, you want to lure the bun into the ears of the map. Then trap the way it went in, so it can't go out that way again.
N-10 | OLD TRICKS
This bun requires a bit of back and forth scaring of the bun. All you need to do, is scare it up to the top section, with a trap already blocking the right tunnel.
N-11 | NO WAY BACK
To catch this one, you want to guide it into the top-left tunnels, making sure to trap the left exit where it'll try to escape to.
N-12 | DISTRACTION
All you need to do to catch this one, is chase it into the left section, and then use your trap to create a dead end.
N-13 | GALLERIES
There are 3 buns to catch on this floor. None are that hard to catch. They are easiest to all catch when entering from C-13.


N-13-1
For this one, you can chase it all the way to the left.


N-13-2
This one is trapped in a straight line. Just walk up to it and grab it.


N-13-3
All you need to do, is place your trap near the way you entered, and scare the bun down that path.
N-14 | THRONE ROOM
To catch this king, You need to create a false dead end on the right side, using the one natural wall to cap it off.
N-15 | ALL ROADS
This one can feel really hard to get where you want it to go. If you chase it up to the hole down, you can place a trap in sight, only for it to still run into it.
N-16 | HAYSTACK
Finding where to place your traps, can be like finding a needle in a haystack. If you can keep looping it around the middle, you might find a corner that doesn't have any burrows for it to escape through.
N-17 | FUN(TUN)NEL
To catch this bun, you just need to funnel it to the tunnel that only has one entrance and one exit. Meaning you can trap one end, and scare it in to the other.
N-18 | MACHICOLATION
To solve this one, you need to guide it south from where it started. Use the trap to make it have to go that way.
N-19 | HOME INVASION
This bun needs you to use the odd quirk of stacked buns, to break a burrow, whilst also carefully using the carrots to lure them past barrows that chasing them would cause a half capture.
N-20 | TEAMWORK DRAGON
A method was found to catch all 4 buns at once. This may be the intended solution, and may be easier to preform. (Thanks to GuyWithOneEye linking me with the video on how to preform it)
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This level it long and complicated With multiple steps for each of the 4 buns.
The first step is getting over to NE?-20. This is the same for all of them.
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This position will be your starting point to catch all of them.


N-20-1
For this bun, you need to start with catching the 2 rightmost buns, as they will get in the way. Those 2 will not count as a home capture when done this way.
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After this, just chase the bun into NE?-20, and back out into the dug dead end.


N-20-2
This bun requires you to first catch the right-most bun, as otherwise, it will get in the way.
---
Then you chase the bun into NE?-20 so you can catch it.


N-20-3
This bun begins the same way as N-20-1, with having to remove the two rightmost buns to be able to capture it.
---
From this point, you can chase it into NE?-20 and catch it like the others.


N-20-4
This bun requires you to catch the right middle one. Which needs to be done from a different location to prevent this bun from stacking. Just like N-20-2
---
You then chase it into NE?-20 and catch it like the rest.
N-21 | BOOMERANG
The solution for this one involves having the carrot lead the bun towards the turn, then using yourself from another direction to scare it the correct way.
N-22 SMALL BITES
There are two buns again. They are both caught at the same time, whilst stacked. Being careful to avoid moving the stack past burrows.

N-23 | DEPRESSION
To catch this bun, you need to come from N-24, so that you can reach the wall you need to break.
C-1 | ASCENT
This is a long one, though not to hard. You just have to chase it up the stairs, one at a time, till you get it to the top.
C-2 | EXCHANGES
This one can get messy as you try to make it escape the central area. Once you get it on a wall though, you just lure it around to the right area, and trap it.
C-3 | MINER
This puzzle introduces the pickaxe. Use it to get around to the other side of the bun, and scare it left into the dead end.
C-4 | HOUSE
The dead end you can create is right in the middle of the map, just create it, and scare it up there.
C-5 | RUINS
This is a similar puzzle to C-4, though, due to the tunnels added, the same dead end won't work. Instead, you guide it into the top right to trap it.
C-6 | BRIDGE
With this one,you want to guide the bun to the bottom right, creating a dead end with the pickaxe.
C-7 | PILLARS
This one can be caught fairly quickly. Just break the block to the south of where you start, to create a false turn.
C-8 | COMMITMENT
For this bun, you just need to break the block that allows it to already run straight into the false turn.
C-9 | CONSEQUENCES
You will likely have to loop the bun twice, as it will lead you to where to make the dead end.
C-10 | ANTICIPATION
For this bun, you just need to dig a straight line to the pocket on the right side to create a dead end.
C-11 | PRESSURE
You can catch this bun in the bottom right, you just need to break the center of the loop to be able to scare it into a false turn.
C-12 | TOUGH CONSEQUENCES
To catch this one, you have to use the fact the bun can see you over holes, so that you can scare it to the right, and have enough uses of the pickaxe to create the false turn.
C-13 | CROSSROADS
To catch this one, you must enter from S-13, so that you can break the pillar blocking it from entering. Then you need to scare it up the middle so that it's caught in C-13.
C-14 | MICROMANAGEMENT
Catching this bun, is all about forcing it through the middle tunnel, and aproaching it from below to force it left.
C-15 | BUFFER
This bun needs to be chased to the right side. Just make sure to place the trap over there before you do.
C-16 | HIGHWAY ENGINEER
There are a lot of pathways to the bun, but most of them use all of you pickaxe swings. You just need to find a route there that only takes 8 so that you can create a dead end.
C-17 | RENOVATIONS
Just loop the bun around the left side, after breaking the middle tunnel to scare it upwards. Then the bun will run into your arms.
C-18 | ECTOMY
This bun is hard to describe, If you manage to get it to the lower path, you can easily catch it by chasing it to the right side.
C-19 | MITIGATION
You can see the dead end in front of the elivator, but getting it there takes some work. You need to be able to get around the bun a couple of times, so you can place the trap, and get back to it, without it moving.
C-20 | CRUMBLED CROSSROADS
This bun can be caught up the top, by using the hole as a wall to guide it into a dead end.
C-21 | HUB
This bun is surprisingly easy. All you need to do is dig down from the dead center of C-20, then grab the bun.
C-22 | CAVES
For this bun, you need to chase it into E-22 and then back.
C-23 | CLOCKWORK
This is a long one. As the name suggests, the solution involves making the bun move in circles, slowly guiding it more south.
C-24 | BANQUET
This bun requires you to use the bun's priority of going left, to force it to chase the carrots you place.
C-26 | PILGRIMAGE
This bun requires you to use the buns in W-26 to break a wall. Allowing you to enter the room from the left side.
C-27 | PILLARS ROOM
This bun is really easy to catch. You just need to chase it straight into the dead end.


If you are coming from the elevator or the west side, you simply chase it down first, and loop it back to where it starts.
S-1 | ROUND TRIP
This bun requires you to loop it so that it heads to the right and then down.
S-2 | INTERROGATION ROOM
For this one, you need to get the bun caught in a loop. It'll then fall asleep, and you can pick it up.
S-3 | OYSTER
With the almost symmetric design, you should head to the small asymmetric design, and making that the dead end.
S-4 | HANGAR
For this bun, you need to use its left priority to scare it down.
S-5 | DENIAL
To catch this bun, you need to scare it to the left, by coming up from C-6.
S-6 | BAIT
This level is the introduction to the bait. Just place it in either of the tunnels with a bend, to encourage the bun to grab it.
S-7 | CAPSULE
For this one, you have to chase it down a burrow, and force it out into the dead end with the bait.
S-8 | HOOK
You must chase this bun upwards, with the bait over to the right to lure it towards the dead end.
S-9 | LINE AND SINKER
This bun can be caught by using the bait and where your position is when the bun picks it up, to scare it into a different direction.
S-10 | FULL COURSE MEAL
You will have to loop the bun once, so you can lay the bait ahead of time. So that it will take the turn through the burrow towards the dead ends.
S-11 | SNARE
This bun needs to be lured to the top row in the middle, so you can use the trap to make a dead end.
S-12 | SELF CONTROL
This level uses the fact the bun will not chase the carrot if it doesn't have a direct line of site. Allowing you to walk up and out of the dead end you created, to trap the bun.
S-13 | FOUNTAIN
This bun can be chased up into the top, by breaking the block beneath it.
S-14 | TREAT
This bun, you need to grab the treat before moving the bun. Then using the treat to make it stop in the middle of the tunnel.
S-15 | DIET
This bun needs to be chased south, then using a piece of bait, lured down to run through the tunnel.
S-16 | BEAMS
This bun needs to be guided across the treat traps, so that you can catch it.
S-17 | LASERS
This bun makes you need to loop the bun in an anti-clockwise direction, to be able to move the traps, and move it to the right.
S-18 | SIRENS
This bun needs to be lured to the top left side, by carefully blocking the treats with the trap. carefully moving it around.
S-19 | ANGER
To catch this bun, you need so come from S-20, so that it can be chased to the left side.
S-20 | BARGAINING
This bun requires you to enter from C-20. As you need both carrots to catch it in the top right corner.
S-21 | SOFT-LOCK
This level requires some setup before the puzzle can be solved. You need to break a specific tile with the buns creation a stack.

From this position, both buns can be caught using a similar method.


S-21-1
all you need to do, is scare the bun up through where you broke the tile, and have the trap at the left exit.


S-21-2
Same method, just slightly different manoeuvring.
S-22 | SECRET STASH
For this bun, you need to come from C-22 to be able to access both sides of the map. So you can use the traps to catch it.
S-23 | DRACONIAN DIET
This level is similar to S-15. With the obvious solution gone. Instead, you need to manually chase it down the center corridor. This solution could work on S-15 as well.
S-24 | ROCK-BOTTOM
This bun requires you to chase a bun from the floor above to be able to stack them and break a path to the other side. Then you can stack them all together, and carefully guide them into the trap, without causing them to try and use a tunnel.
E-1 | TWO LARGE ROOMS
This level wants to trick you with the two rooms on the side. Just ignore them, and use your trap to make a false turn where you entered from.
E-2 | ARCHITECT
This level introduces you to the shovel. The last tool you can use, though, is not used for the puzzle. For this bun, you just get it stuck in a loop, the pick it up.
E-3 | CLANS
This level shows off one of the main uses of the shovel, being able to enter the level in different positions.


E-3-1
This bun needs you to enter from the top left area.


E-3-2
This bun requires you to enter from the far right. Using some cycling to get deep enough to reach it.


E-3-3
This bun requires you to enter from the bottom left.


E-3-4
This bun, again, requires you to enter from the far right.
E-4 | MILLEFEUILLE
This level wants you to come down from the very top of E-2, as to be able to enter the next 2 floors in the correct spot.
E-6 | RESEARCH
This bun requires that you use the fact that digging down in multiple spots is preserved, allowing you to guide the bun to the left side and catch it.
E-7 | MOLE
This level makes you use the position preservation that the shovel gives, to slowly move towards the trapped bun.
E-8 | SOLITUDE?
This bun is probably the hardest to do, as you may not even realise there is a bun on this floor. To catch it, you actually need to start from C-5 and dig around to the east side, then down.
E-9 | PEEK-A-BUN
These two buns are caught in different ways. Both though, requiring extensive use of the shovel.


E-9-1
This bun is caught by chasing it south, using the hole to block a route and forcing it to turn.



E-9-2
This bun needs you to come from beneath it, to chase it downwards.
E-10 | TURFS
There are 2 buns on this floor, and both are caught independently.


E-10-1
This bun, you use the hole to block the route to the treat, and get it stuck in a loop.


E-10-2
This bun needs you to break a wall with your shovel, to be able to access the treat.
E-12 | TREASURE
This level uses the floor above to enable you access to both the buns, and the trap. Both buns need to be caught separately.


E-12-1
This bun is fairly easy. Just chase it out into the small corner to exhaust it.


E-12-2
This bun is caught in the same spot, but requires more use of the trap to get it there.
E-14 | DREAMS
The next few levels are all desinged around infinite loops, and working out how to abuse them. You just need to guide it into the loop.
E-15 | NREM
For this one, you just need to guide it into the inner loop, to allow you to exhaust it.
E-16 | DRIPPING TAP
A very similar puzzle to the previous one. You just need to use the trap to lure it out the correct way.
E-17 | INSOMNIA
This bun needs you to block off a normal exit of the lower path, to move the bun into a spot where you can scare it into the loop.
E-18 | SEDATIVES
The traps on this level, are used to keep the bun in the loop, allowing you to put it to sleep and catch it.
E-19 | EAR PLUGS
This level, you need to block off the top exit, then stand in a spot able to scare it into the other two.
E-20 | NIGHTMARES
The trap is used in a fairly unique way. To make the bun not stop in the gap at the back. Allowing you to get it into the loop.
E-21 | HYPNOTICS
This level requires you to guide the bun to where you will begin looping the bun, so that you can place the traps to create the loop.
E-22 | SCHEDULE
This bun uses the fact that the bun can see you whilst it is in a burrow, and make an early turn to cause it to loop.
GLITCH BUNS
These buns do not count towards the tower, and are more of a bonus for exploration. They often require breaking out of the levels in abnormal ways.
NW?-20
This bun can be found by luring two buns into the bottom left of N-20.
NW?-21
This bun requires you to bring a bun from another room, into W-21, so that you can stack the buns and break a wall on the north side.
NW?-24
This bun requires you to bring the bun from W-23 down a level, so you can break a northern wall, and find the bun.

NW?-25
This bun is no longer obtainable as of 1.0.10. I will leave this video here to show how the glitch, and the bun, were caught in previous versions, in case you decide to try playing on an older patch.

If you want to catch it for yourself, here is a YouTube video showing how to preform it. (Video not by me)
NW?-26
This bun just needs to be forced into an endless loop, so that it can fall asleep.
NE?-2
This bun needs you to breed E-1 and E-2 together, whilst breaking an unbreakable tile. So you can dig your way out.
NE?-4
This bun is caught in a very similar way to NE?-2 Instead, you just dig down a couple of floors first.
NE?-20
This bun needs you to lure all of the buns to the right side, and break open both top tunnels.
SW?-22
This bun wants you to come from C-22 to be able to get around the bend in S-22.
SW?-24
This bun requires you to bring a bun from S-22 so you can stack the buns, to break a wall and get to the bun.
SW?-26
For this bun, you need to fuse the two in W-26 to break the tile in front of the carrot, so that you can walk past it.
SE?-6
This bun requires you to bring C-5 into E-6 to break a wall you wouldn't normally be able to.
SE?-12
This bun uses a the same trick as SE-6, but then uses the shovel to dig all the way down to floor 12, and grab the bun.
SE?-24
This bun needs you to come from below, so you have enough uses of the pickaxe to break open the loop needed to open the right wall.
SE?-26
This bun requires you to make it most of the way through PILGRIMAGE to get to this bun. Starting from W-26 makes it easier to get there.
40 Comments
PLMMJ 6 Feb @ 12:12pm 
NW-25 is now properly impossible but NW-24 has been added to replace it. Solution I used to get it:

Part 1:
Chase W-23 down, then put a trap next to the tunnel block. Chase the bunny in so it moves up and right. Put a trap up top, then a trap down low, then move it back down and goad it until it's directly below the hole. Remove both traps and put them so it has no choice but to go up and in the hole, then chase it in from below by breaking the lower right block.

Part 2:
Circumvent the entire map by way of the back tunnels. Don't worry if the native bun moves right. Chase the W-23 bun right, then put traps above and below the bottom-right breakable block and chase it down so it gets in position. Then move W-24 right then down if you haven't already, and the block will break gaining access to the new bun.
FilmWalrus 18 Jan @ 10:01pm 
I would cut or rework N-19. I spent probably 10 hours on it before coming here for a hint and the exception to stacking violating home captures feels completely arbitrary and unintuitive. Even after watching the video I wouldn't have understood until reading the comments. Probably the only puzzle I don't like in an otherwise beautiful game.
thEXP  [author] 8 Jan @ 4:27am 
@guyWithOneEye Interesting. I might just add that vid at the bottom of the section, and credit you for finding the vid.

As for why they don't shake at the point in the video that you mentioned, it actually makes sense. Bun's prefer moving straight over turning, and need to be at least 3 tiles away from you when they stop. Due to these facts about movement, you hadn't forced it to step further than it needed to to stop, nor did you force it to take a second preference movement. So no rules were broken for movement.
GuyWithOneEye 8 Jan @ 12:38am 
Haven't seen anyone share this, hopefully this is new info, but you can actually HC the 4 N-20 bunnies in one go. I figured this out when using a similar method to get the two left bunnies, but the same method doesn't seem to work for the two right bunnies because of their placement. I had no idea you could even do any of these individually like you did. [ https://youtu.be/bhiFlpwnecs?si=q4z0gbXZIp5A0kmb ] Here's a video of it. [/url] On a fresh save to confirm it works.

There's an interesting mechanic at 1:34ish in the vid, where the stack does NOT wobble even though it passes the single tile tunnel above it. I THINK it works here because it doesn't apply for some reason when exiting the screen in the same motion as when it passes the tunnel. Not sure if it's a feature or bug, though maybe I'm just misunderstanding something.

Either way those were my last HC's! Minus a few glitch ones that I haven't even found yet... and apparently like a couple hundred babies...
thEXP  [author] 27 Dec, 2023 @ 10:31pm 
Thanks for pointing that out. Though, I have to ask, is the Gif for N-4 appearing for you? As I went to fix that issue, but now the Gif seems to of vanished. I tried uploading it again, but that didn't seem to fix it. So I hope it's just on my end.
Trash Panda Express 26 Dec, 2023 @ 5:07pm 
Your left and right's are mixed up on N-4 and N-6. Thanks for the guide
thEXP  [author] 23 Dec, 2023 @ 9:13pm 
You're fine!~ As I said, N-19 is probably the most confusing level, because it uses a rule almost once-off.
MrU 23 Dec, 2023 @ 6:56pm 
Sorry! Turns out @PeteyDog's comment made more sense. You have to complete a home run without getting the stacked bunnies to wobble. This has greatly helped me to understand that a home run isn't grabbing the bunnies one at a time in their home burrow.

[quote]
the key realisation is that home captures can count for stacked bunnies if the stacked bunnies don't "shake" (triggered by them passing a hole that they could enter, but can't because they're too thicc)
[/quote]
MrU 23 Dec, 2023 @ 6:53pm 
@thEXP from what I can find only N-19-1 can be caught with a home run by ||capturing N-19-2 ahead of time while having a hole in the middle, to prevent it from eating the carrots used to lure N-19-1 up||
I'd love to know if N-19-2 can be caught with a home run!
(Your GIF for N-19 doesn't show a home run, by the way)
thEXP  [author] 16 Dec, 2023 @ 4:03pm 
@Icks There is actually a sign if you broke the Home Capture rule or not. When a Bun's pathing is altered due to being stacked, weather that be because they should of stopped or took a different turn, they will do a little shake.

I do agree that N19 is probably the hardest floor, due to it being very different, but I think it is worthwhile leaving it as-is.