The following article or section contains guides. The strategies shown are just suggestions.
|
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:
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
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.
Generate sample map →
showTechnical 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
|
showDetailed object list
|
The game spawns these "main" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
1
|
Queen Candypop Bud
|
2
|
None
|
"Hard" enemy spots
|
2
|
Snow Bulborb
|
1
|
None
|
Cave unit seams
|
-
|
Pale Passion
|
Carried inside entry with ID 2
|
3
|
Dwarf Red Bulborb
|
1
|
None
|
Cave unit seams
|
-
|
Sunseed Berry
|
Carried inside entry with ID 3
|
4
|
Dwarf Orange Bulborb
|
1
|
None
|
"Easy" enemy spots
|
-
|
Armored Nut
|
Carried inside entry with ID 4
|
5
|
Dwarf Bulbear
|
1
|
None
|
"Hard" enemy spots
|
-
|
Compelling Cookie
|
Carried inside entry with ID 5
|
6
|
Egg
|
2
|
None
|
"Easy" enemy spots
|
Then it spawns these "decoration" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
7
|
Shoot (small)
|
2
|
None
|
Plant spots
|
8
|
Shoot (large)
|
1
|
None
|
Plant spots
|
9
|
Figwort (small red)
|
6
|
None
|
Plant spots
|
Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
10
|
The Key
|
1
|
None
|
Treasure spots
|
Then it spawns these "dead end" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
11
|
Queen Candypop Bud
|
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:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
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.
Generate sample map →
showTechnical 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
|
showDetailed object list
|
The game spawns these "main" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
1
|
Watery Blowhog
|
1
|
None
|
"Hard" enemy spots
|
-
|
The Key
|
Carried inside entry with ID 1
|
2
|
Queen Candypop Bud
|
1
|
None
|
"Hard" enemy spots
|
3
|
Fiery Blowhog
|
1
|
None
|
"Hard" enemy spots
|
-
|
Mirrored Element
|
Carried inside entry with ID 3
|
4
|
Electrical wire
|
4
|
None
|
Cave unit seams
|
Then it spawns these "decoration" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
5
|
Figwort (large red)
|
4
|
None
|
Plant spots
|
6
|
Shoot (large)
|
4
|
None
|
Plant spots
|
Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
7
|
Anxious Sprout
|
1
|
None
|
Treasure spots
|
8
|
Triple Sugar Threat
|
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
|
Japanese |
地下の温室? Chika no Onshitsu |
Underground hot house
|
French (NoA) |
Maison de feu |
Fire house
|
French (NoE) |
Maison de Feu |
Fire house
|
German |
Das Treibhaus |
The Greenhouse
|
Italian |
Casa ardente |
Burning house
|
Spanish (NoA) |
Invernadero |
Greenhouse
|
See also[edit]