Pikmin 2

Hot House: Difference between revisions

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m (Text replacement - "{{icon|Dwarf Red Bulborb|y}}" to "{{icon|Dwarf Bulborb|y|n=Dwarf Red Bulborb}}")
(Added Cavegen links.)
 
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==Sublevel 1==
==Sublevel 1==
* '''Theme''': Soil
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Snow 3|Snow 3]]''
* '''Music''': ''[[Music in Pikmin 2#Frontier Cavern|Frontier Cavern]]''
* '''Time''': 120 (240 seconds)
* '''Time''': 120 (240 seconds)
* '''Starting Pikmin''':
* '''Starting Pikmin''':
** {{icon|Red Pikmin|y}} × 1 (leaf)
** {{icon|Red Pikmin|v=P2|y}} × 1 (leaf)
** {{icon|Yellow Pikmin|y}} × 1 (leaf)
** {{icon|Yellow Pikmin|v=P2|y}} × 1 (leaf)
** {{icon|Blue Pikmin|y}} × 1 (leaf)
** {{icon|Blue Pikmin|v=P2|y}} × 1 (leaf)
* '''Treasures''':
* '''Treasures''':
** {{icon|Armored Nut|y}} × 1 (inside Dwarf Orange Bulborb)
** {{icon|Armored Nut|y}} × 1 (inside Dwarf Orange Bulborb)
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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.
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
{{sublevel technical
|cave        = ch_NARI_05start3easy
|cave        = ch_NARI_05start3easy
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| Dead ends
| Dead ends
|}
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Cave#Generation|here]].''
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 2==
==Sublevel 2==
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** None
** None


{{cavegen|hh2}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_05start3easy
|cave        = ch_NARI_05start3easy
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| Treasure spots
| Treasure spots
|}
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Cave#Generation|here]].''
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Names in other languages==
==Names in other languages==
Line 309: Line 311:
|FraE=Maison de Feu
|FraE=Maison de Feu
|FraEM=Fire house
|FraEM=Fire house
|Ger=Das Treibhaus
|GerM=The Greenhouse
|Ita=Casa ardente
|ItaM=Burning house
}}
}}



Latest revision as of 18:09, April 16, 2024

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. 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[edit]

The first thing to do is increase the number of 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.

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]

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?
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]