Pikmin 2

Hot House

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Hot House
The Key in Hot House.
Sublevels 2 Ultra-bitter sprays 1
Red Pikmin 1 Ultra-spicy sprays 2
Yellow Pikmin 1
P2 challenge mode flower.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
Blue Pikmin 1
White Pikmin 0
Purple Pikmin 0
Bulbmin 0

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]

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 →

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 (?)
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
way2x2_tsuchi
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_cent_4_tsuchi
room_north_1_tsuchi
Circular room with 4 exits Circular room
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Queen Candypop Bud Queen Candypop Bud 2 None "Hard" enemy spots
2 Snow Bulborb Snow Bulborb 1 None Cave unit seams
- Pale Passion Pale Passion Carried inside entry with ID 2
3 Dwarf Bulborb Dwarf Red Bulborb 1 None Cave unit seams
- Sunseed Berry Sunseed Berry Carried inside entry with ID 3
4 Dwarf Orange Bulborb Dwarf Orange Bulborb 1 None "Easy" enemy spots
- Armored Nut Armored Nut Carried inside entry with ID 4
5 Dwarf Bulbear Dwarf Bulbear 1 None "Hard" enemy spots
- Compelling Cookie Compelling Cookie Carried inside entry with ID 5
6 Egg Egg 2 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
7 Shoot Shoot (small) 2 None Plant spots
8 Shoot Shoot (large) 1 None Plant spots
9 Figwort Figwort (small red) 6 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
10 The Key The Key 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
11 Queen Candypop Bud 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]

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 →

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 (?)
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
way2x2_tsuchi
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_cent_4_tsuchi
room_north_1_tsuchi
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 Watery Blowhog Watery Blowhog 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
2 Queen Candypop Bud Queen Candypop Bud 1 None "Hard" enemy spots
3 Fiery Blowhog Fiery Blowhog 1 None "Hard" enemy spots
- Mirrored Element Mirrored Element Carried inside entry with ID 3
4 Electrical wire Electrical wire 4 None Cave unit seams
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
5 Figwort Figwort (large red) 4 None Plant spots
6 Shoot Shoot (large) 4 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
7 Anxious Sprout Anxious Sprout 1 None Treasure spots
8 Triple Sugar Threat 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
Flag of Japan Japanese 地下の温室?
Chika no Onshitsu
Underground hot house
Flag of Québec French (NoA) Maison de feu Fire house
Flag of France French (NoE) Maison de Feu Fire house
Flag of Germany German Das Treibhaus The Greenhouse
Flag of Italy Italian Casa ardente Burning house
Flag of Mexico Spanish (NoA) Invernadero Greenhouse

See also[edit]