Hot House
Hot House | |||
---|---|---|---|
![]() | |||
Sublevels | 2 | Ultra-bitter sprays | 1 |
Red Pikmin | 1 | Ultra-spicy sprays | 2 |
Yellow Pikmin | 1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
Blue Pikmin | 1 | ||
White Pikmin | 0 | ||
Purple Pikmin | 0 | ||
Bulbmin | 0 |
The following article or section contains guides. |
The Hot House is the sixth level in Pikmin 2's Challenge Mode. While you start off with an extremely small group of Pikmin, Queen Candypop Buds on the first sublevel can be used to increase your numbers to prepare for the second sublevel.
Sublevel 1[edit]
- Theme: Soil
- Music: Frontier Cavern
- Time: 120 (240 seconds)
- Starting Pikmin:
Red Pikmin × 1 (leaf)
Yellow Pikmin × 1 (leaf)
Blue Pikmin × 1 (leaf)
- Treasures:
Armored Nut × 1 (inside Dwarf Orange Bulborb)
Compelling Cookie × 1 (inside Dwarf Bulbear)
Pale Passion × 1 (inside Snow Bulborb)
Sunseed Berry × 1 (inside Dwarf Red Bulborb)
The Key × 1
- Enemies:
Dwarf Bulbear × 1
Dwarf Orange Bulborb × 1
Dwarf Red Bulborb × 1
Mitite (group of 10) × 0 - 2 (from eggs)
Snow Bulborb × 1
- Obstacles:
- None
- Vegetation:
Figwort (small red) × 6
Queen Candypop Bud × 3
Shoot (large) × 1
Shoot (small) × 2
- Others:
Egg × 2
This sublevel has a few weak enemies. Given the small number of Pikmin you start with, your first priority will probably be locating the Queen Candypop Buds to grow more. The second sublevel has fire, water, and electric hazards – a safe bet is to use each Candypop to grow a different type, leaving the sublevel with nine of each.
Once you've built your army up, simply locate and transport The Key back. You may have to slay a few of the Dwarf Bulborbs, especially if you want a high score, as each one drops a treasure.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | ch_NARI_05start3easy | ||||
"Main" object maximum (?) | 8 | ||||
"Treasure" object maximum (?) | 1 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 2 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 2_MAT_cent_north_tsuchi.txt | ||||
Lighting file (?) | normal_light_cha.ini | ||||
Background (?) | vrbox (none)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Circular room with 4 exits | Circular room |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() |
2 | None | "Hard" enemy spots |
2 | ![]() |
1 | None | Cave unit seams |
- | ![]() |
Carried inside entry with ID 2 | ||
3 | ![]() |
1 | None | Cave unit seams |
- | ![]() |
Carried inside entry with ID 3 | ||
4 | ![]() |
1 | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 4 | ||
5 | ![]() |
1 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 5 | ||
6 | ![]() |
2 | None | "Easy" enemy spots |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
7 | ![]() |
2 | None | Plant spots |
8 | ![]() |
1 | None | Plant spots |
9 | ![]() |
6 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
10 | ![]() |
1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
11 | ![]() |
1 | None | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 2[edit]
- Theme: Soil
- Music: Soil 2
- Time: +80 (+160 seconds)
- Treasures:
Anxious Sprout × 1 (partially buried)
Mirrored Element × 1 (inside Fiery Blowhog)
The Key × 1 (inside Watery Blowhog)
Triple Sugar Threat × 1
- Enemies:
Fiery Blowhog × 1
Watery Blowhog × 1
- Obstacles:
Electrical wire × 4
- Vegetation:
Figwort (large red) × 4
Queen Candypop Bud × 1
Shoot (large) × 4
- Others:
- None
This sublevel features several hazards. Most pressing are the electrical wires – you'll likely want to break those first to prevent any casualities. The Key is inside the Watery Blowhog; given how it usually spawns next to the Fiery Blowhog, you will have to be quick with your whistle to rescue any Pikmin that begin drowning or burning. If you can lure both together, a single dose of ultra-bitter spray can petrify both, allowing for a much simpler battle.
This sublevel also has another Queen Candypop Bud. You may wish to grow more Red Pikmin due to their higher attack power, but it ultimately doesn't really matter. Sweep the sublevel once the Blowhogs are dead to locate the two treasures in the open before leaving if you're looking for a high score.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | ch_NARI_05start3easy | ||||
"Main" object maximum (?) | 7 | ||||
"Treasure" object maximum (?) | 2 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 2 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | Yes | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 2_MAT_cent_north_tsuchi.txt | ||||
Lighting file (?) | normal_light_cha.ini | ||||
Background (?) | vrbox (none)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Circular room with 4 exits | Circular room with 1 exit |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() |
1 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 1 | ||
2 | ![]() |
1 | None | "Hard" enemy spots |
3 | ![]() |
1 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 3 | ||
4 | ![]() |
4 | None | Cave unit seams |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
5 | ![]() |
4 | None | Plant spots |
6 | ![]() |
4 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
7 | ![]() |
1 | None | Treasure spots |
8 | ![]() |
1 | None | Treasure 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 |
---|---|---|
地下の温室? Chika no Onshitsu |
Underground hot house | |
Maison de feu | Fire house | |
Maison de Feu | Fire house | |
Das Treibhaus | The Greenhouse | |
Casa ardente | Burning house | |
Invernadero | Greenhouse |