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{{merging|conflict|Collector's Room}}
{{infobox challenge
{{infobox challenge
|image=P2 Collector's Room Screenshot.jpg
|image=CollectorsRoomImag.JPG
|size=250px
|size=250px
|sublevels=7
|sublevels=7
|white=50
|white=50
|whitem=f
|bitter=2
|bitter=2
|spicy=3
|spicy=3
Line 9: Line 12:
|gridrow=3
|gridrow=3
}}
}}
{{guide}}
 
The '''Collector's Room''' is the thirteenth level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. It is named after the large amount of treasures to collect, particularly the Nintendo related objects in the final sublevel. Very little time is given for each level, so it is recommended to simply find The Key and move on to the next level.
The thirteenth level in [[Challenge Mode (Pikmin 2)|Challenge Mode]] in ''[[Pikmin 2]]''. Very little time is given for each level, so it is recommended to simply find The Key and move on to the next level.
 
An easy strategy is to wake the Bulborbs up, then run as far from them as they can, until you're out of their range. Then they will walk back their original spot. Follow them (not too closely, or they'll notice) and the moment they reach their original spot and stop walking, [[throw]] Pikmin at them. They will fall asleep and take a few seconds to wake up, and with 50 Pikmin, they will likely lose a third of their [[HP|health]] by the time they wake. This will not work on the third floor, as the sublevel is too small, and the Bulblorb will reach you no matter what. It is recommended to use a spray here. Then, on the final sublevel, use both types of sprays.  


==Sublevel 1==
==Sublevel 1==
* '''Theme''': Soil
*'''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Fire|Fire]]''
*'''Time''': 40 (80 seconds)
* '''Time''': 40 (80 seconds)
*'''Enemies''':
* '''Starting Pikmin''':
**1 [[Red Bulborb]]
** {{icon|White Pikmin|v=P2|y}} × 50 (flower)
*'''Hazards''':
* '''Treasures''':
**None
** {{icon|Eternal Emerald Eye|y}} (US/Europe) / {{icon|Magical Stage|y}} (Japan) × 1
*'''Treasures''':
** {{icon|Master's Instrument|y}} × 1
**[[The Key]] (inside the Red Bulborb)
** {{icon|Pink Menace|y}} × 1 (fully buried)
**[[Pink Menace]] (buried)
** {{icon|Repugnant Appendage|y}} × 1
**[[Master's Instrument]]
** {{icon|The Key|y}} × 1 (inside Red Bulborb)
**[[Eternal Emerald Eye]]
* '''Enemies''':
**[[Repugnant Appendage]]
** {{icon|Bulborb|y|n=Red Bulborb}} × 1
*'''Plants''':
* '''Obstacles''':
**2 [[Horsetail]]s
** None
*'''Others''':
* '''Vegetation''':
**None
** {{icon|Horsetail|y}} × 2
* '''Others''':
** None


The level has a simple Y-shaped figure with the items scattered [[Randomness|random]]ly around. An easy strategy is to wake the Bulborbs up, then run as far from them as they can, until you're out of their range. They will then walk back their original spot. Follow them (not too closely, or they'll notice) and the moment they reach their original spot and stop walking, [[throw]] Pikmin at them. They will fall asleep and take a few seconds to wake up, and with 50 Pikmin, they will likely lose a third of their [[HP|health]] by the time they wake.
{{cavegen|cr1}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 43: Line 42:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_MAT_mid2_tsuchi.txt
|unitfile    = 1_MAT_mid2_tsuchi.txt
|lightfile  = normal_light_cha.ini
|lightfile  = normal_light_cha.ini
|bg          = vrbox
|bg          = "vrbox" (none)
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|item_cap_tsuchi|Dead end with item
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
|way2x2_tsuchi|Long corridor
}}
{{sublevel units
|room_mid2_3_tsuchi|'''Y-shaped room'''
}}
}}
}}
{{sublevel units
 
|room_mid2_3_tsuchi|'''Y-shaped room'''
The level has a simple Y-shaped figure with the items scattered [[Randomness|random]]ly around.
}}
}}
{| 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|Bulborb|y|n=Red Bulborb}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Horsetail|y}}
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 3
| {{icon|Pink Menace|y}}
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Master's Instrument|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Eternal Emerald Eye|y}} (US/EU)<br>{{icon|Magical Stage|y}} (JP)
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Repugnant Appendage|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
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
*'''Time''': +30 (+60 seconds)
* '''Time''': +30 (+60 seconds)
*'''Enemies''':
* '''Treasures''':
**1 [[Orange Bulborb]]
** {{icon|Crystallized Clairvoyance|y}} &times; 1
*'''Hazards''':
** {{icon|Harmonic Synthesizer|y}} (US/Europe) / {{icon|Ultimate Spinner|y}} (Japan) &times; 1
**None
** {{icon|Space Wave Receiver|y}} &times; 1
*'''Treasures''':
** {{icon|The Key|y}} &times; 1 (inside Orange Bulborb)
**[[The Key]] (inside the Orange Bulborb)
** {{icon|Wiggle Noggin|y}} &times; 1
**[[Crystallized Clairvoyance]]
* '''Enemies''':
**[[Harmonic Synthesizer]]
** {{icon|Orange Bulborb|y}} &times; 1
**[[Wiggle Noggin]]
* '''Obstacles''':
**[[Space Wave Receiver]]
** None
*'''Plants''':
* '''Vegetation''':
**None
** None
*'''Others''':
* '''Others''':
**None
** None
 
The level is in the [[Tile Lands]] style and is made up of squares clustered together with paths. A similar strategy to the previous sublevel is recommended, but be wary of the Orange Bulborb's light sleeping.


{{cavegen|cr2}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 149: Line 89:
|capmax      = 0
|capmax      = 0
|rooms      = 4
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 2_units_tako_north_tile.txt
|unitfile    = 2_units_tako_north_tile.txt
|lightfile  = normal_light_lv0.ini
|lightfile  = normal_light_lv0.ini
|bg          = vrbox
|bg          = "vrbox" (none)
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|cap_pipe|Dead end
|cap_pipe|Dead end
|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
}}
{{sublevel units
|way2x2_pipe|Long corridor
|room_tako2x2_8_tile|'''Square room with 4 exits'''
|room_north2x2_1_tile|'''Square room with 1 exit'''
}}
}}
}}
{{sublevel units
 
|way2x2_pipe|Long corridor
The level is in the [[Tile Lands]] style and is made up of squares clustered together with paths.
|room_tako2x2_8_tile|'''Square room with 4 exits'''
|room_north2x2_1_tile|'''Square room with 1 exit'''
}}
}}
{| 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|Orange Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Crystallized Clairvoyance|y}}
| 1
| None
| Treasure spots
|-
| 3
| {{icon|Harmonic Synthesizer|y}} (US/EU)<br>{{icon|Ultimate Spinner|y}} (JP)
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Wiggle Noggin|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Space Wave Receiver|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 3==
==Sublevel 3==
* '''Theme''': Metal
*'''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Metal 3|Metal 3]]''
*'''Time''': +40 (+80 seconds)
* '''Time''': +40 (+80 seconds)
*'''Enemies''':
* '''Treasures''':
**1 [[Red Bulborb]]
** {{icon|Director of Destiny|y}} &times; 1
*'''Hazards''':
** {{icon|Network Mainbrain|y}} &times; 1
**None
** {{icon|Omega Flywheel|y}} &times; 1 (partially buried)
*'''Treasures''':
** {{icon|Repair Juggernaut|y}} &times; 1
**[[The Key]] (inside the Red Bulborb)
** {{icon|Temporal Mechanism|y}} &times; 1
**[[Omega Flywheel]]
** {{icon|The Key|y}} &times; 1 (inside Red Bulborb)
**[[Temporal Mechanism]]
* '''Enemies''':
**[[Network Mainbrain]]
** {{icon|Bulborb|y|n=Red Bulborb}} &times; 1
**[[Repair Juggernaut]]
* '''Obstacles''':
**[[Director of Destiny]]
** None
*'''Plants''':
* '''Vegetation''':
**2 red [[Glowstem]]s
** {{icon|Glowstem|y}} (green) &times; 2
**2 green [[Glowstem]]s
** {{icon|Glowstem|y}} (red) &times; 2
*'''Others''':
* '''Others''':
**None
** None


The level is a simple circle made out of metal with a blue sand floor and a short path leading to the hole. A similar strategy to the last sublevel is recommended.
{{cavegen|cr3}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 249: Line 140:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_units_north_metal.txt
|unitfile    = 1_units_north_metal.txt
|lightfile  = metal_light_lv2.ini
|lightfile  = metal_light_lv2.ini
|bg          = build
|bg          = "build" (steel)
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|item_cap_metal|Dead end with item
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_north_1_metal|'''Circular room with 1 exit'''
}}
}}
}}
{{sublevel units
 
|room_north_1_metal|'''Circular room with 1 exit'''
The level is a simple circle made out of metal with a blue sand floor and a short path leading to the hole.
}}
}}
{| 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|Bulborb|y|n=Red Bulborb}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Glowstem|y}} (red)
| 2
| None
| Plant spots
|-
| 3
| {{icon|Glowstem|y}} (green)
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Omega Flywheel|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Temporal Mechanism|y}}
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Network Mainbrain|y}}
| 1
| None
| Treasure spots
|-
| 7
| {{icon|Repair Juggernaut|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Director of Destiny|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 4==
==Sublevel 4==
* '''Theme''': Concrete
*'''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Concrete 1|Concrete 1]]''
*'''Time''': +40 (+80 seconds)
* '''Time''': +40 (+80 seconds)
*'''Enemies''':
* '''Treasures''':
**1 [[Hairy Bulborb]]
** {{icon|Chance Totem|y}} &times; 1
*'''Hazards''':
** {{icon|Flame of Tomorrow|y}} &times; 1
**None
** {{icon|Implement of Toil|y}} &times; 1
*'''Treasures''':
** {{icon|Strife Monolith|y}} &times; 1
**[[The Key]] (inside the Hairy Bulborb)
** {{icon|Talisman of Life|y}} &times; 1
**[[Implement of Toil]]
** {{icon|The Key|y}} &times; 1 (inside Hairy Bulborb)
**[[Talisman of Life]]
* '''Enemies''':
**[[Strife Monolith]]
** {{icon|Hairy Bulborb|y}} &times; 1
**[[Chance Totem]]
* '''Obstacles''':
**[[Flame of Tomorrow]]
** None
*'''Plants''':
* '''Vegetation''':
**None
** None
*'''Others''':
* '''Others''':
**None
** None
 
Similar to level 2, with the difference being a sandy floor and concrete walls. Once again, the strategy of the previous floors is effective here.


{{cavegen|cr4}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 368: Line 188:
|capmax      = 100
|capmax      = 100
|rooms      = 2
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_NARI_4x4b_conc.txt
|unitfile    = 1_NARI_4x4b_conc.txt
|lightfile  = normal_light_lv0.ini
|lightfile  = normal_light_lv0.ini
|bg          = vrbox
|bg          = "vrbox" (none)
|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_4x4b_4_conc|'''Room with 4 exits'''
}}
}}
}}
{{sublevel units
 
|room_4x4b_4_conc|'''Room with 4 exits'''
Similar to level 2, with the difference being a sandy floor and concrete walls.
}}
}}
{| 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|Hairy Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Implement of Toil|y}}
| 1
| None
| Treasure spots
|-
| 3
| {{icon|Talisman of Life|y}}
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Strife Monolith|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Chance Totem|y}}
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Flame of Tomorrow|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 5==
==Sublevel 5==
* '''Theme''': Soil
*'''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Soil 1|Soil 1]]''
*'''Time''': +40 (+80 seconds)
* '''Time''': +40 (+80 seconds)
*'''Enemies''':
* '''Treasures''':
**1 [[Red Bulborb]]
** {{icon|Crystal Clover|y}} &times; 1
*'''Hazards''':
** {{icon|Mirrored Stage|y}} &times; 1
**None
** {{icon|The Key|y}} &times; 1 (inside Red Bulborb)
*'''Treasures''':
** {{icon|Time Capsule|y}} &times; 1
**[[The Key]] (inside the Red Bulborb)
* '''Enemies''':
**[[Mirrored Stage]]
** {{icon|Bulborb|y|n=Red Bulborb}} &times; 1
**[[Time Capsule]]
* '''Obstacles''':
**[[Crystal Clover]]
** None
*'''Plants''':
* '''Vegetation''':
**3 [[Fiddlehead]]s
** {{icon|Common Glowcap|y}} &times; 3
**3 [[Common Glowcap]]s
** {{icon|Fiddlehead|y}} &times; 3
*'''Others''':
* '''Others''':
**None
** None


Similar to level 3, only with the same floor as level 4 and more "rooms".
{{cavegen|cr5}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 470: Line 235:
|capmax      = 0
|capmax      = 0
|rooms      = 2
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_NARI_north4_tsuchi.txt
|unitfile    = 1_NARI_north4_tsuchi.txt
|lightfile  = normal_light_lv1.ini
|lightfile  = normal_light_lv1.ini
|bg          = vrbox
|bg          = "vrbox" (none)
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|cap_tsuchi|Dead end
|cap_tsuchi|Dead end
|item_cap_tsuchi|Dead end with item
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2_tsuchi|Corridor
}}
{{sublevel units
|way2x2_tsuchi|Long corridor
|room_north4_1_tsuchi|'''Circular room with lumber'''
}}
}}
}}
{{sublevel units
 
|way2x2_tsuchi|Long corridor
Similar to level 3, only with the same floor as level 4 and more "rooms".
|room_north4_1_tsuchi|'''Circular room with lumber'''
}}
}}
{| 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|Bulborb|y|n=Red Bulborb}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Fiddlehead|y}}
| 3
| None
| Plant spots
|-
| 3
| {{icon|Common Glowcap|y}}
| 3
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Mirrored Stage|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Time Capsule|y}}
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Crystal Clover|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 6==
==Sublevel 6==
* '''Theme''': Tiles
*'''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
*'''Time''': +45 (+90 seconds)
* '''Time''': +45 (+90 seconds)
*'''Enemies''':
* '''Treasures''':
**1 [[Orange Bulborb]]
** {{icon|Broken Food Master|y}} (US) / {{icon|Merciless Extractor|y}} (Europe) / {{icon|Broken Cooking God|y}} (Japan) &times; 1
*'''Hazards''':
** {{icon|Invigorator|y}} &times; 1
**None
** {{icon|Milk Tub|y}} &times; 1
*'''Treasures''':
** {{icon|Rubber Ugly|y}} (US/Europe) / {{icon|Divine Cooking Tool|y}} (Japan) &times; 1
**[[The Key]] (inside the Orange Bulborb)
** {{icon|Sud Generator|y}} &times; 1
**[[Milk Tub]]
** {{icon|The Key|y}} &times; 1 (inside Orange Bulborb)
**[[Broken Food Master]] (US) / [[Merciless Extractor]] (Europe)
* '''Enemies''':
**[[Sud Generator]]
** {{icon|Orange Bulborb|y}} &times; 1
**[[Rubber Ugly]]
* '''Obstacles''':
**[[Invigorator]]
** None
*'''Plants''':
* '''Vegetation''':
**None
** None
*'''Others''':
* '''Others''':
**None
** None
 
Similar to level 2.


{{cavegen|cr6}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 578: Line 284:
|capmax      = 0
|capmax      = 0
|rooms      = 4
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 2_units_tako_north_tile.txt
|unitfile    = 2_units_tako_north_tile.txt
|lightfile  = normal_light_lv2.ini
|lightfile  = normal_light_lv2.ini
|bg          = vrbox
|bg          = "vrbox" (none)
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|cap_pipe|Dead end
|cap_pipe|Dead end
|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
}}
{{sublevel units
|way2x2_pipe|Long corridor
|room_tako2x2_8_tile|'''Square room with 4 exits'''
|room_north2x2_1_tile|'''Square room with 1 exit'''
}}
}}
}}
{{sublevel units
 
|way2x2_pipe|Long corridor
Similar to level 2.
|room_tako2x2_8_tile|'''Square room with 4 exits'''
|room_north2x2_1_tile|'''Square room with 1 exit'''
}}
}}
{| 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|Orange Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Milk Tub|y}}
| 1
| None
| Treasure spots
|-
| 3
| {{icon|Broken Food Master|y}} (US)<br>{{icon|Merciless Extractor|y}} (EU)<br>{{icon|Broken Cooking God|y}} (JP)
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Sud Generator|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Rubber Ugly|y}} (US/EU)<br>{{icon|Divine Cooking Tool|y}} (JP)
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Invigorator|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 7==
==Sublevel 7==
* '''Theme''': Concrete
*'''Theme''':  
* '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]''
*'''Time''': +60 (+120 seconds)
* '''Time''': +60 (+120 seconds)
*'''Enemies''':
* '''Treasures''':
**1 [[Gatling Groink]]
** {{icon|Cosmic Archive|y}} &times; 1
*'''Hazards''':
** {{icon|Dream Architect|y}} &times; 1
**None
** {{icon|Favorite Gyro Block|y}} &times; 1
*'''Treasures''':
** {{icon|Fond Gyro Block|y}} &times; 1
**[[The Key]] (inside the Gatling Groink)
** {{icon|Glee Spinner|y}} &times; 1
**[[Remembered Old Buddy]]
** {{icon|Lost Gyro Block|y}} &times; 1
**[[Fond Gyro Block]]
** {{icon|Memorable Gyro Block|y}} &times; 1
**[[Memorable Gyro Block]]
** {{icon|Prototype Detector|y}} &times; 1
**[[Lost Gyro Block]]
** {{icon|Remembered Old Buddy|y}} &times; 1
**[[Favorite Gyro Block]]
** {{icon|Stone of Glory|y}} &times; 1
**[[Treasured Gyro Block]]
** {{icon|The Key|y}} &times; 1 (inside Gatling Groink)
**[[Glee Spinner]]
** {{icon|Treasured Gyro Block|y}} &times; 1
**[[Stone of Glory]]
* '''Enemies''':
**[[Cosmic Archive]]
** {{icon|Gatling Groink|y}} (free) &times; 1
**[[Dream Architect]]
* '''Obstacles''':
**[[Prototype Detector]]
** None
*'''Plants''':
* '''Vegetation''':
**1 large [[Shoot]]
** {{icon|Shoot|y}} (large) &times; 1
*'''Others''':
* '''Others''':
**None
** None
 
The level is a circle with sandy ground and a small path for the Pod or treasures, depending on how the level is generated. It is advised to start moving immediately, as a Gatling Groink will spawn right in front of the [[Pod]]. It is smart to use any remaining sprays against it.


{{cavegen|cr7}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 689: Line 340:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = No (despite having one, in reality)
|geyser      = No (despite having one, in reality)
|unitfile    = 1_MIYA_manh2_conc.txt
|unitfile    = 1_MIYA_manh2_conc.txt
|lightfile  = normal_light_lv0.ini
|lightfile  = normal_light_lv0.ini
|bg          = vrbox
|bg          = "vrbox" (none)
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|cap_pipe|Dead end
|cap_pipe|Dead end
|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_manh_2_conc|'''Large circular room'''
}}
}}
}}
{{sublevel units
|room_manh_2_conc|'''Large circular room'''
}}
}}
{| 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|Gatling Groink|y}} (free)
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Shoot|y}} (large)
| 1
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 3
| {{icon|Remembered Old Buddy|y}}
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Fond Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Memorable Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Lost Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 7
| {{icon|Favorite Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Treasured Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 9
| {{icon|Glee Spinner|y}}
| 1
| None
| Treasure spots
|-
| 10
| {{icon|Stone of Glory|y}}
| 1
| None
| Treasure spots
|-
| 11
| {{icon|Cosmic Archive|y}}
| 1
| None
| Treasure spots
|-
| 12
| {{icon|Dream Architect|y}}
| 1
| None
| Treasure spots
|-
| 13
| {{icon|Prototype Detector|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]].''


==Trivia==
Caution: the [[Gatling Groink]] here will be standing right in front of the [[Research Pod|Pod]], so the Pikmin should be taken away from the landing position immediately.
* It is the longest level in [[Challenge Mode (Pikmin 2)|Challenge Mode]].
 
* This cavern has all of the treasures from the [[Blast from the Past series]].
The level is a circle with sandy ground and a small path for the Pod or treasures, depending on how the level is generated.
* All of [[The Key]]s in the sublevels are obtained by defeating the only enemy on that floor.
The name Collector's Room comes from the Nintendo objects in this sublevel.


==Names in other languages==
==Names in other languages==
Line 819: Line 371:
|SpaA=Salón del Coleccionista
|SpaA=Salón del Coleccionista
|SpaAM=Collector's Room
|SpaAM=Collector's Room
|FraA=Salle du collectionneur
|FraAM=Collector's room
|FraE=Salle du Collectionneur
|FraEM=Collector's Room
|Ger=Zimmer des Sammlers
|GerM=Collector's Room
|Ita=Stanza collezionista
|ItaM=Collector Room
}}
}}


{{CM}}
{{CM}}

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