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{{infobox challenge
The seventeenth level in Challenge mode in [[Pikmin 2]]. There are [[Poison pipe]]s, [[Anode Beetle]]s, and one [[Gatling Groink]]. You have 40 yellow, 15 white, and 15 purple Pikmin, make good use for them! There is one floor, but it's a tough one!
|image=Three Color Training.jpg
{{Improve}}
|size=250px
|sublevels=1
|yellow=30
|white=15
|purple=15
|bitter={{tt|0/1|0 on the GameCube, 1 elsewhere}}
|spicy={{tt|2/1|2 on the GameCube, 1 elsewhere}}
|gridcol=2
|gridrow=4
}}
{{guide}}
'''Three Color Training''' is the seventeenth level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. It is named after the fact that there are three different colors of Pikmin: [[Yellow Pikmin]], [[Purple Pikmin]], and [[White Pikmin]].
 
==Sublevel 1==
* '''Theme''': Toybox
* '''Music''': ''[[Music in Pikmin 2#Grass|Grass]]''
* '''Time''': 230 (460 seconds)
* '''Starting Pikmin''':
** {{icon|Yellow Pikmin|v=P2|y}} × 30 (leaf)
** {{icon|Purple Pikmin|v=P2|y}} × 15 (leaf)
** {{icon|White Pikmin|v=P2|y}} × 15 (leaf)
* '''Treasures''':
** {{icon|Flame Tiller|y}} × 1 (fully buried)
** {{icon|Fossilized Ursidae|y}} × 1
** {{icon|Regal Diamond|y}} × 1 (fully buried)
** {{icon|Sulking Antenna|y}} × 1
** {{icon|The Key|y}} × 1 (inside Gatling Groink)
** {{icon|Unknown Merit|y}} × 9 (inside Anode Beetles)
* '''Enemies''':
** {{icon|Anode Beetle|y}} × 9
** {{icon|Gatling Groink|y}} (pedestal) × 1
** {{icon|Mitite|y}} (group of 10) × 1 (from the ground)
** {{icon|Mitite|y}} (group of 10) × 0 - 2 (from eggs)
* '''Obstacles''':
** {{icon|Poison emitter|v=P2|y}} × 6
* '''Vegetation''':
** None
* '''Others''':
** {{icon|Egg|y}} × 2
 
The Gatling Groink has The Key, and it is at the top of a tower. You should try to place one of your leaders as close to the tower as possible; the Gatling Groink will try to fire at that leader, but the shot will be stopped by the tower. There are a few wooden blocks on one side of the tower that you can use to throw your Yellow Pikmin onto the platform of the Gatling Groink. Take caution when calling your Pikmin back; if you whistle for too long, the leader you left as bait will come back to your side, which will waste time. After defeating the Groink, collect The Key it drops (and the corpse, if you want to collect the other treasures), and either collect more treasures or just escape.
 
If you are just going for the pink flower, use this strategy: send one [[leader]] without any [[Pikmin Family|Pikmin]] to the Gatling Groink and find a spot where it can fire at you without hitting you. Now, take the other leader with all the Yellow Pikmin and attack the Gatling Groink until it dies. Now, quickly carry back the Gatling Groink (before it comes back to life) and the Key. With luck, the exit will appear somewhere easy.
 
Another strategy is to use the bitter spray on the Groink and throw Yellow Pikmin onto it. If you do it quickly, the Groink will be killed just before it returns to normal.
 
{{cavegen|tct1}}
{{sublevel technical
|cave        = ch_MAT_yellow_purple_white
|enemymax    = 16
|itemmax    = 4
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 1_MAT_tower2_toy.txt
|lightfile  = hiroba_toy_light_cha.ini
|bg          = hiroba
|clog        = No
|hiddenfloor = 1
|units      =
{{sublevel units
|item_cap_toy|Dead end with item
|way3_toy|Three-way crossing
|way4_toy|Four-way crossing
|wayl_toy|Turning corridor
|way2_toy|Corridor
|way2x2_toy|Long corridor
}}
{{sublevel units
|room_mid_tower2_8_toy|'''Room with tower and 8 exits'''
}}
}}
{| 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|Gatling Groink|y}} (pedestal)
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Anode Beetle|y}}
| 5
| None
| "Easy" enemy spots
|-
| -
| {{icon|Unknown Merit|y}}
| colspan="3" | Carried inside entry with ID 2
|-
| 3
| {{icon|Anode Beetle|y}}
| 4
| None
| "Hard" enemy spots
|-
| -
| {{icon|Unknown Merit|y}}
| colspan="3" | Carried inside entry with ID 3
|-
| 4
| {{icon|Poison emitter|v=P2|y}}
| 6
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 5
| {{icon|Fossilized Ursidae|y}}
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Sulking Antenna|y}}
| 1
| None
| Treasure spots
|-
| 7
| {{icon|Flame Tiller|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Regal Diamond|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 9
| {{icon|Mitite|y}} (group of 10)
| 1
| None
| Dead ends
|-
| 10
| {{icon|Egg|y}}
| 2
| None
| Dead ends
|}
:''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=三色試験場<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt -->
|JapM=3-colored Camp
|SpaA=Circuito Tricolor
|SpaAM=Tricolored Circuit
|FraA=Camp tricolore
|FraAM=Three-colored camp
|FraE=Camp Tricolore
|FraEM=Three-colored Camp
|Ger=Drei Farben
|GerM=Three Colors
|Ita=Esercizi a tre colori
|ItaM=Three Color Exercises
}}
 
{{CM}}

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