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{{guide}}
The '''Hot House''' is the sixth level in [[Challenge Mode (Pikmin 2)|Challenge Mode (''Pikmin 2'')]]. The initial amount of Pikmin is small, but more can be gained in the first [[sublevel]] in preparation for the threats of the second.
 
The '''Hot House''' is the sixth level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. The initial number of Pikmin, three, is small, but more can be gained in the first [[sublevel]] by using the Queen Candypop Buds present there, in preparation for the threats of the second.


==Sublevel 1==
==Sublevel 1==
* '''Theme''': Soil
*'''Time''': 120 seconds
* '''Music''': ''[[Music in Pikmin 2#Frontier Cavern|Frontier Cavern]]''
*'''Music''': Frontier Cavern
* '''Time''': 120 (240 seconds)
*'''Enemies''':
* '''Starting Pikmin''':
**[[Dwarf Bulbear]]
** {{icon|Red Pikmin|v=P2|y}} × 1 (leaf)
**[[Dwarf Orange Bulborb]]
** {{icon|Yellow Pikmin|v=P2|y}} × 1 (leaf)
**[[Dwarf Red Bulborb]]
** {{icon|Blue Pikmin|v=P2|y}} × 1 (leaf)
**[[Snow Bulborb]]
* '''Treasures''':
*'''Treasures''':
** {{icon|Armored Nut|y}} × 1 (inside Dwarf Orange Bulborb)
**[[Armored Nut]]
** {{icon|Compelling Cookie|y}} × 1 (inside Dwarf Bulbear)
**[[Compelling Cookie]]
** {{icon|Pale Passion|y}} × 1 (inside Snow Bulborb)
**[[The Key]]
** {{icon|Sunseed Berry|y|v=TH}} × 1 (inside Dwarf Red Bulborb)
**[[Pale Passion]]
** {{icon|The Key|y}} × 1
**[[Sunseed Berry]]
* '''Enemies''':
*'''Candypop Buds'''
** {{icon|Dwarf Bulbear|y}} × 1
**[[Candypop Bud|Queen Candypop Bud]] x3
** {{icon|Dwarf Orange Bulborb|y}} × 1
** {{icon|Dwarf Bulborb|y|n=Dwarf Red Bulborb}} × 1
** {{icon|Mitite|y}} (group of 10) × 0 - 2 (from eggs)
** {{icon|Snow Bulborb|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Figwort|y}} (small red) × 6
** {{icon|Queen Candypop Bud|y}} × 3
** {{icon|Shoot|y}} (large) × 1
** {{icon|Shoot|y}} (small) × 2
* '''Others''':
** {{icon|Egg|y}} × 2
 
The first thing to do is increase the number of [[Pikmin family|Pikmin]] available using the Queen Candypop Buds; afterwards, proceed to deal with the enemies that are present on the sublevel. Do not forget about the Key; it is needed to proceed to the next sublevel.
 
{{cavegen|hh1}}
{{sublevel technical
|cave        = ch_NARI_05start3easy
|enemymax    = 8
|itemmax    = 1
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_MAT_cent_north_tsuchi.txt
|lightfile  = normal_light_cha.ini
|bg          = vrbox
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
}}
{{sublevel units
|room_cent_4_tsuchi|'''Circular room with 4 exits'''
|room_north_1_tsuchi|'''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|Queen Candypop Bud|y}}
| 2
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Snow Bulborb|y}}
| 1
| None
| Cave unit seams
|-
| -
| {{icon|Pale Passion|y}}
| colspan="3" | Carried inside entry with ID 2
|-
| 3
| {{icon|Dwarf Bulborb|y|n=Dwarf Red Bulborb}}
| 1
| None
| Cave unit seams
|-
| -
| {{icon|Sunseed Berry|y|v=TH}}
| colspan="3" | Carried inside entry with ID 3
|-
| 4
| {{icon|Dwarf Orange Bulborb|y}}
| 1
| None
| "Easy" enemy spots
|-
| -
| {{icon|Armored Nut|y}}
| colspan="3" | Carried inside entry with ID 4
|-
| 5
| {{icon|Dwarf Bulbear|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Compelling Cookie|y}}
| colspan="3" | Carried inside entry with ID 5
|-
| 6
| {{icon|Egg|y}}
| 2
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Shoot|y}} (small)
| 2
| None
| Plant spots
|-
| 8
| {{icon|Shoot|y}} (large)
| 1
| None
| Plant spots
|-
| 9
| {{icon|Figwort|y}} (small red)
| 6
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 10
| {{icon|The Key|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Queen Candypop Bud|y}}
| 1
| None
| Dead ends
|}
:''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''': Soil
*'''Time''': 80 seconds
* '''Music''': ''[[Music in Pikmin 2#Soil 2|Soil 2]]''
*'''Music''': Hot House
* '''Time''': +80 (+160 seconds)
*'''Enemies''':
* '''Treasures''':
**[[Fiery Blowhog]]
** {{icon|Anxious Sprout|y}} × 1 (partially buried)
**[[Watery Blowhog]]
** {{icon|Mirrored Element|y}} × 1 (inside Fiery Blowhog)
*'''Treasure''':
** {{icon|The Key|y}} × 1 (inside Watery Blowhog)
**[[Anxious Sprout]]
** {{icon|Triple Sugar Threat|y}} × 1
**[[The Key]]
* '''Enemies''':
**[[Mirrored Element]]
** {{icon|Fiery Blowhog|y}} × 1
**[[Triple Sugar Threat]]
** {{icon|Watery Blowhog|y}} × 1
* '''Obstacles''':
** {{icon|Electrical wire|y}} × 4
* '''Vegetation''':
** {{icon|Figwort|y}} (large red) × 4
** {{icon|Queen Candypop Bud|y}} × 1
** {{icon|Shoot|y}} (large) × 4
* '''Others''':
** None
 
{{cavegen|hh2}}
{{sublevel technical
|cave        = ch_NARI_05start3easy
|enemymax    = 7
|itemmax    = 2
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 2_MAT_cent_north_tsuchi.txt
|lightfile  = normal_light_cha.ini
|bg          = vrbox
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
}}
{{sublevel units
|room_cent_4_tsuchi|'''Circular room with 4 exits'''
|room_north_1_tsuchi|'''Circular 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|Watery Blowhog|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Queen Candypop Bud|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Fiery Blowhog|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Mirrored Element|y}}
| colspan="3" | Carried inside entry with ID 3
|-
| 4
| {{icon|Electrical wire|y}}
| 4
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 5
| {{icon|Figwort|y}} (large red)
| 4
| None
| Plant spots
|-
| 6
| {{icon|Shoot|y}} (large)
| 4
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Anxious Sprout|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Triple Sugar Threat|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]].''
 
==Names in other languages==
{{Foreignname
|Jap=地下の温室<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt -->
|SpaA=Invernadero
|SpaAM=Greenhouse
|FraA=Maison de feu
|FraAM=Fire house
|FraE=Maison de Feu
|FraEM=Fire house
|Ger=Das Treibhaus
|GerM=The Greenhouse
|Ita=Casa ardente
|ItaM=Burning house
}}


==See also==
* [[Challenge Mode (Pikmin 2)|Challenge Mode]]
* [[Queen Candypop Bud]]


{{CM}}
{{CM}}
[[Category:Pikmin 2]]
[[Category:Pikmin 2 Challenge Mode]]

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