Three Color Training: Difference between revisions
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(Fixed time info and elaborated Pikmin maturity, as per the in-game files.) |
(Expanded.) |
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==Sublevel 1== | ==Sublevel 1== | ||
*'''Theme''': Toybox | |||
*'''Time''': 230 | *'''Time''': 230 | ||
*'''Treasures''' | *'''Enemies''': | ||
**1 stationary [[Gatling Groink]] | |||
**9 [[Anode Beetle]]s | |||
**1 group of 10 [[Mitite]]s (in a dead end) | |||
*'''Hazards''': | |||
**6 [[Hazard#Poison gas|gas pipes]] | |||
*'''Treasures''': | |||
**[[The Key]] (inside the Gatling Groink) | |||
**9 [[Unknown Merit]]s (inside the Anode Beetles) | |||
**[[Fossilized Ursidae]] | |||
**[[Sulking Antenna]] | |||
**[[Flame Tiller]] (buried) | **[[Flame Tiller]] (buried) | ||
**[[Regal Diamond]] (buried) | **[[Regal Diamond]] (buried) | ||
**[[ | *'''Plants''': | ||
**None | |||
*'''Others''': | |||
**2 [[egg]]s (in dead ends) | |||
{{sublevel technical | |||
|cave = ch_MAT_yellow_purple_white | |||
|enemymax = 16 | |||
|itemmax = 4 | |||
|gatemax = 0 | |||
|capmax = 0 | |||
|rooms = 1 | |||
|geyser = Yes | |||
|unitfile = 1_MAT_tower2_toy.txt | |||
|lightfile = hiroba_toy_light_cha.ini | |||
|bg = "hiroba" (garden) | |||
|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''' | |||
}} | |||
}} | |||
If you are just going for the Pink Flower, use this strategy: send one [[captain]] 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 captain 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. Hopefully the exit will appear somewhere easy. | If you are just going for the Pink Flower, use this strategy: send one [[captain]] 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 captain 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. Hopefully the exit will appear somewhere easy. | ||
{{CM}} | {{CM}} |
Revision as of 15:42, January 7, 2014
Three Color Training | |||
---|---|---|---|
Sublevels | 1 | Ultra-bitter sprays | 0 |
Red Pikmin | 0 | Ultra-spicy sprays | 2 |
Yellow Pikmin | 30 | ||
Blue Pikmin | 0 | ||
White Pikmin | 15 | ||
Purple Pikmin | 15 | ||
Bulbmin | 0 |
The seventeenth level in Pikmin 2's Challenge Mode. There are Poison pipes, Anode Beetles, and one Gatling Groink atop a tower.
Sublevel 1
- Theme: Toybox
- Time: 230
- Enemies:
- 1 stationary Gatling Groink
- 9 Anode Beetles
- 1 group of 10 Mitites (in a dead end)
- Hazards:
- Treasures:
- The Key (inside the Gatling Groink)
- 9 Unknown Merits (inside the Anode Beetles)
- Fossilized Ursidae
- Sulking Antenna
- Flame Tiller (buried)
- Regal Diamond (buried)
- Plants:
- None
- Others:
- 2 eggs (in dead ends)
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | ch_MAT_yellow_purple_white | ||||
"Main" object maximum (?) | 16 | ||||
"Treasure" object maximum (?) | 4 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 1 | ||||
Corridor-to-room ratio (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | Yes | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 1_MAT_tower2_toy.txt | ||||
Lighting file (?) | hiroba_toy_light_cha.ini | ||||
Background (?) | "hiroba" (garden) (File:P2 VRBOX "hiroba" (garden).png)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Room with tower and 8 exits |
If you are just going for the Pink Flower, use this strategy: send one captain without any Pikmin to the Gatling Groink and find a spot where it can fire at you without hitting you. Now, take the other captain 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. Hopefully the exit will appear somewhere easy.