Pikmin 2

Three Color Training: Difference between revisions

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{{infobox challenge
{{infobox challenge
|image=Three Color Training.jpg
|image=Three Color Training.jpg
|size=250px
|sublevels=1
|sublevels=1
|yellow=30
|yellowm=l
|white=15
|whitem=l
|purple=15
|purplem=l
|spicy=2
|spicy=2
|time = sublevel 1 - 230
|gridcol=2
|yellows = 30
|gridrow=4
|purples = 15
}}
|whites = 15}}
 
'''Three Color Training''' is the seventeenth level of Challenge Mode in ''[[Pikmin 2]]''. This challenge cavern has only one sublevel, but stay on guard, as this cavern can still cause trouble even for experienced players.
The seventeenth level in ''[[Pikmin 2]]'''s [[Challenge Mode (Pikmin 2)|Challenge Mode]]. There are [[Hazards|Poison pipes]], [[Anode Beetle]]s, and one [[Gatling Groink]] atop a tower.


==Strategy==
The Gatling Groink has The Key, and it is at the top of a tower. You should try to place one of your captains as close to the tower as possible; the Gatling Groink will try to fire at that captain, 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 captain 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, then escape, or just escape.
==Sublevel 1==
==Sublevel 1==
*'''Time''': 230
*'''Theme''': Toybox
*'''Time''': 230 (460 seconds)
*'''Enemies''':
*'''Enemies''':
**[[Anode Beetle]] x8
**1 stationary [[Gatling Groink]]
**[[Gatling Groink]]
**9 [[Anode Beetle]]s
*'''Treasure''':
**1 group of 10 [[Mitite]]s (in a dead end)
**[[The Key]]
*'''Hazards''':
**[[Unknown Merit]] x8
**6 [[Hazard#Poison gas|gas pipes]]
*'''Treasures''':
**[[The Key]] (inside the Gatling Groink)
**9 [[Unknown Merit]]s (inside the Anode Beetles)
**[[Fossilized Ursidae]]
**[[Fossilized Ursidae]]
**[[Sulking Antenna]]
**[[Sulking Antenna]]
**[[Flame Tiller]]
**[[Flame Tiller]] (buried)
**[[Regal Diamond]]
**[[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.


==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 -->
|SpaA=Circuito Tricolor
|SpaAM=Tricolored Circuit
}}


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

Revision as of 15:44, July 16, 2014

Three Color Training
Three Color Training.jpg
Sublevels 1 Ultra-bitter sprays 0
Red Pikmin 0 Ultra-spicy sprays 2
Yellow Pikmin 30
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 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

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 (?)
item_cap_toy
way3_toy
way4_toy
wayl_toy
way2_toy
way2x2_toy
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
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 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.

Names in other languages

Language Name Meaning
Flag of Japan Japanese 三色試験場?
Flag of Mexico Spanish (NoA) Circuito Tricolor Tricolored Circuit