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==Sublevel 1==
==Sublevel 1==
* '''Theme''': Soil
*'''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Fire|Fire]]''
*'''Music''': ''[[Music in Pikmin 2#Fire|Fire]]''
* '''Time''': 40 (80 seconds)
*'''Time''': 40 (80 seconds)
* '''Starting Pikmin''':
*'''Starting Pikmin''':
** {{icon|White Pikmin|v=P2|y}} × 50 (flower)
**{{icon|White Pikmin|y}} × 50 (flower)
* '''Treasures''':
*'''Treasures''':
** {{icon|Eternal Emerald Eye|y}} (US/Europe) / {{icon|Magical Stage|y}} (Japan) × 1
**{{icon|Eternal Emerald Eye|y}} × 1
** {{icon|Master's Instrument|y}} × 1
**{{icon|Master's Instrument|y}} × 1
** {{icon|Pink Menace|y}} × 1 (fully buried)
**{{icon|Pink Menace|y}} × 1 (buried)
** {{icon|Repugnant Appendage|y}} × 1
**{{icon|Repugnant Appendage|y}} × 1
** {{icon|The Key|y}} × 1 (inside Red Bulborb)
**{{icon|The Key|y}} × 1 (inside the Red Bulborb)
* '''Enemies''':
*'''Enemies''':
** {{icon|Bulborb|y|n=Red Bulborb}} × 1
**{{icon|Red Bulborb|y}} × 1
* '''Obstacles''':
*'''Obstacles''':
** None
**None
* '''Vegetation''':
*'''Plants and fungi''':
** {{icon|Horsetail|y}} × 2
**{{icon|Horsetail|y}} × 2
* '''Others''':
*'''Others''':
** None
**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 63: Line 60:
}}
}}
}}
}}
{| 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.}}
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.
|-
! 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]]''
*'''Music''': ''[[Music in Pikmin 2#Tile 1|Tile 1]]''
* '''Time''': +30 (+60 seconds)
*'''Time''': +30 (+60 seconds)
* '''Treasures''':
*'''Treasures''':
** {{icon|Crystallized Clairvoyance|y}} &times; 1
**{{icon|Crystallized Clairvoyance|y}} &times; 1
** {{icon|Harmonic Synthesizer|y}} (US/Europe) / {{icon|Ultimate Spinner|y}} (Japan) &times; 1
**{{icon|Harmonic Synthesizer|y}} &times; 1
** {{icon|Space Wave Receiver|y}} &times; 1
**{{icon|Space Wave Receiver|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Orange Bulborb)
**{{icon|The Key|y}} &times; 1 (inside the Orange Bulborb)
** {{icon|Wiggle Noggin|y}} &times; 1
**{{icon|Wiggle Noggin|y}} &times; 1
* '''Enemies''':
*'''Enemies''':
** {{icon|Orange Bulborb|y}} &times; 1
**{{icon|Orange Bulborb|y}} &times; 1
* '''Obstacles''':
*'''Obstacles''':
** None
**None
* '''Vegetation''':
*'''Plants and fungi''':
** 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 171: Line 111:
}}
}}
}}
}}
{| 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.}}
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.
|-
! 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]]''
*'''Music''': ''[[Music in Pikmin 2#Metal 3|Metal 3]]''
* '''Time''': +40 (+80 seconds)
*'''Time''': +40 (+80 seconds)
* '''Treasures''':
*'''Treasures''':
** {{icon|Director of Destiny|y}} &times; 1
**{{icon|Director of Destiny|y}} &times; 1
** {{icon|Network Mainbrain|y}} &times; 1
**{{icon|Network Mainbrain|y}} &times; 1
** {{icon|Omega Flywheel|y}} &times; 1 (partially buried)
**{{icon|Omega Flywheel|y}} &times; 1
** {{icon|Repair Juggernaut|y}} &times; 1
**{{icon|Repair Juggernaut|y}} &times; 1
** {{icon|Temporal Mechanism|y}} &times; 1
**{{icon|Temporal Mechanism|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Red Bulborb)
**{{icon|The Key|y}} &times; 1 (inside the Red Bulborb)
* '''Enemies''':
*'''Enemies''':
** {{icon|Bulborb|y|n=Red Bulborb}} &times; 1
**{{icon|Red Bulborb|y}} &times; 1
* '''Obstacles''':
*'''Obstacles''':
** None
**None
* '''Vegetation''':
*'''Plants and fungi''':
** {{icon|Glowstem|y}} (green) &times; 2
**{{icon|Glowstem|y}} (green) &times; 2
** {{icon|Glowstem|y}} (red) &times; 2
**{{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 269: Line 162:
}}
}}
}}
}}
{| 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.}}
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.
|-
! 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]]''
*'''Music''': ''[[Music in Pikmin 2#Concrete 1|Concrete 1]]''
* '''Time''': +40 (+80 seconds)
*'''Time''': +40 (+80 seconds)
* '''Treasures''':
*'''Treasures''':
** {{icon|Chance Totem|y}} &times; 1
**{{icon|Chance Totem|y}} &times; 1
** {{icon|Flame of Tomorrow|y}} &times; 1
**{{icon|Flame of Tomorrow|y}} &times; 1
** {{icon|Implement of Toil|y}} &times; 1
**{{icon|Implement of Toil|y}} &times; 1
** {{icon|Strife Monolith|y}} &times; 1
**{{icon|Strife Monolith|y}} &times; 1
** {{icon|Talisman of Life|y}} &times; 1
**{{icon|Talisman of Life|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Hairy Bulborb)
**{{icon|The Key|y}} &times; 1 (inside the Hairy Bulborb)
* '''Enemies''':
*'''Enemies''':
** {{icon|Hairy Bulborb|y}} &times; 1
**{{icon|Hairy Bulborb|y}} &times; 1
* '''Obstacles''':
*'''Obstacles''':
** None
**None
* '''Vegetation''':
*'''Plants and fungi''':
** 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 388: Line 212:
}}
}}
}}
}}
{| 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.}}
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.
|-
! 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]]''
*'''Music''': ''[[Music in Pikmin 2#Soil 1|Soil 1]]''
* '''Time''': +40 (+80 seconds)
*'''Time''': +40 (+80 seconds)
* '''Treasures''':
*'''Treasures''':
** {{icon|Crystal Clover|y}} &times; 1
**{{icon|Crystal Clover|y}} &times; 1
** {{icon|Mirrored Stage|y}} &times; 1
**{{icon|Mirrored Stage|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Red Bulborb)
**{{icon|The Key|y}} &times; 1 (inside the Red Bulborb)
** {{icon|Time Capsule|y}} &times; 1
**{{icon|Time Capsule|y}} &times; 1
* '''Enemies''':
*'''Enemies''':
** {{icon|Bulborb|y|n=Red Bulborb}} &times; 1
**{{icon|Red Bulborb|y}} &times; 1
* '''Obstacles''':
*'''Obstacles''':
** None
**None
* '''Vegetation''':
*'''Plants and fungi''':
** {{icon|Common Glowcap|y}} &times; 3
**{{icon|Common Glowcap|y}} &times; 3
** {{icon|Fiddlehead|y}} &times; 3
**{{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 491: Line 262:
}}
}}
}}
}}
{| 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.}}
Similar to level 3, only with the same floor as level 4 and more "rooms".
|-
! 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]]''
*'''Music''': ''[[Music in Pikmin 2#Tile 1|Tile 1]]''
* '''Time''': +45 (+90 seconds)
*'''Time''': +45 (+90 seconds)
* '''Treasures''':
*'''Treasures''':
** {{icon|Broken Food Master|y}} (US) / {{icon|Merciless Extractor|y}} (Europe) / {{icon|Broken Cooking God|y}} (Japan) &times; 1
**{{icon|Broken Food Master|y}} &times; 1 (US) / {{icon|Merciless Extractor|y}} &times; 1 (Europe)
** {{icon|Invigorator|y}} &times; 1
**{{icon|Invigorator|y}} &times; 1
** {{icon|Milk Tub|y}} &times; 1
**{{icon|Milk Tub|y}} &times; 1
** {{icon|Rubber Ugly|y}} (US/Europe) / {{icon|Divine Cooking Tool|y}} (Japan) &times; 1
**{{icon|Rubber Ugly|y}} &times; 1
** {{icon|Sud Generator|y}} &times; 1
**{{icon|Sud Generator|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Orange Bulborb)
**{{icon|The Key|y}} &times; 1 (inside the Orange Bulborb)
* '''Enemies''':
*'''Enemies''':
** {{icon|Orange Bulborb|y}} &times; 1
**{{icon|Orange Bulborb|y}} &times; 1
* '''Obstacles''':
*'''Obstacles''':
** None
**None
* '''Vegetation''':
*'''Plants and fungi''':
** 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 600: Line 314:
}}
}}
}}
}}
{| 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.}}
Similar to level 2.
|-
! 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''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]''
*'''Music''': ''[[Music in Pikmin 2#Concrete 2|Concrete 2]]''
* '''Time''': +60 (+120 seconds)
*'''Time''': +60 (+120 seconds)
* '''Treasures''':
*'''Treasures''':
** {{icon|Cosmic Archive|y}} &times; 1
**{{icon|Cosmic Archive|y}} &times; 1
** {{icon|Dream Architect|y}} &times; 1
**{{icon|Dream Architect|y}} &times; 1
** {{icon|Favorite Gyro Block|y}} &times; 1
**{{icon|Favorite Gyro Block|y}} &times; 1
** {{icon|Fond Gyro Block|y}} &times; 1
**{{icon|Fond Gyro Block|y}} &times; 1
** {{icon|Glee Spinner|y}} &times; 1
**{{icon|Glee Spinner|y}} &times; 1
** {{icon|Lost Gyro Block|y}} &times; 1
**{{icon|Lost Gyro Block|y}} &times; 1
** {{icon|Memorable Gyro Block|y}} &times; 1
**{{icon|Memorable Gyro Block|y}} &times; 1
** {{icon|Prototype Detector|y}} &times; 1
**{{icon|Prototype Detector|y}} &times; 1
** {{icon|Remembered Old Buddy|y}} &times; 1
**{{icon|Remembered Old Buddy|y}} &times; 1
** {{icon|Stone of Glory|y}} &times; 1
**{{icon|Stone of Glory|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Gatling Groink)
**{{icon|The Key|y}} &times; 1 (inside the Gatling Groink)
** {{icon|Treasured Gyro Block|y}} &times; 1
**{{icon|Treasured Gyro Block|y}} &times; 1
* '''Enemies''':
*'''Enemies''':
** {{icon|Gatling Groink|y}} (free) &times; 1
**{{icon|Gatling Groink|y}} &times; 1
* '''Obstacles''':
*'''Obstacles''':
** None
**None
* '''Vegetation''':
*'''Plants and fungi''':
** {{icon|Shoot|y}} (large) &times; 1
**{{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 709: Line 370:
}}
}}
}}
}}
{| 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.}}
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.
|-
! 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==
==Trivia==
* It is the longest level in [[Challenge Mode (Pikmin 2)|Challenge Mode]].
*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]].
*This cavern has all of the treasures from the [[Blast from the Past series]].
* All of [[The Key]]s in the sublevels are obtained by defeating the only enemy on that floor.


==Names in other languages==
==Names in other languages==
Line 821: Line 385:
|FraA=Salle du collectionneur
|FraA=Salle du collectionneur
|FraAM=Collector's room
|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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