Pikmin 2

Collector's Room: Difference between revisions

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{{infobox challenge
{{infobox challenge
|image=CollectorsRoomImag.JPG
|image=P2 Collector's Room Screenshot.jpg
|size=250px
|size=250px
|sublevels=7
|sublevels=7
|white=50
|white=50
|whitem=f
|bitter=2
|bitter=2
|spicy=3
|spicy=3
Line 10: Line 9:
|gridrow=3
|gridrow=3
}}
}}
{{guide}}
The '''Collector's Room''' is the thirteenth level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. It is named after the large amount of treasures to collect, particularly the Nintendo related objects in the final sublevel. Very little time is given for each level, so it is recommended to simply find The Key and move on to the next level.


The '''Collector's Room''' is the thirteenth level in [[Challenge Mode (Pikmin 2)|Challenge Mode]] in ''[[Pikmin 2]]''.  Very little time is given for each level, so it is recommended to simply find The Key and move on to the next level.
==Sublevel 1==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Fire|Fire]]''
* '''Time''': 40 (80 seconds)
* '''Starting Pikmin''':
** {{icon|White Pikmin|v=P2|y}} × 50 (flower)
* '''Treasures''':
** {{icon|Eternal Emerald Eye|y}} (US/Europe) / {{icon|Magical Stage|y}} (Japan) × 1
** {{icon|Master's Instrument|y}} × 1
** {{icon|Pink Menace|y}} × 1 (fully buried)
** {{icon|Repugnant Appendage|y}} × 1
** {{icon|The Key|y}} × 1 (inside Red Bulborb)
* '''Enemies''':
** {{icon|Bulborb|y|n=Red Bulborb}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Horsetail|y}} × 2
* '''Others''':
** None


An easy strategy is to wake the Bulborbs up, then run as far from them as they can, until you're out of their range. Then they will walk back their original spot. Follow them (not too closely, or they'll notice) and the moment they reach their original spot and stop walking, [[throw]] Pikmin at them. They will fall asleep and take a few seconds to wake up, and with 50 Pikmin, they will likely lose a third of their [[HP|health]] by the time they wake. This will not work on the third floor, as the sublevel is too small, and the Bulblorb will reach you no matter what. It is recommended to use a spray here. Then, on the final sublevel, use both types of sprays.
The level has a simple Y-shaped figure with the items scattered [[Randomness|random]]ly around. An easy strategy is to wake the Bulborbs up, then run as far from them as they can, until you're out of their range. They will then walk back their original spot. Follow them (not too closely, or they'll notice) and the moment they reach their original spot and stop walking, [[throw]] Pikmin at them. They will fall asleep and take a few seconds to wake up, and with 50 Pikmin, they will likely lose a third of their [[HP|health]] by the time they wake.
 
==Sublevel 1==
*'''Theme''': Soil
*'''Time''': 40 (80 seconds)
*'''Enemies''':
**1 [[Red Bulborb]]
*'''Hazards''':
**None
*'''Treasures''':
**[[The Key]] (inside the Red Bulborb)
**[[Pink Menace]] (buried)
**[[Master's Instrument]]
**[[Eternal Emerald Eye]]
**[[Repugnant Appendage]]
*'''Plants''':
**2 [[Horsetail]]s
*'''Others''':
**None


{{cavegen|cr1}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 40: Line 43:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_MAT_mid2_tsuchi.txt
|unitfile    = 1_MAT_mid2_tsuchi.txt
Line 46: Line 50:
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|item_cap_tsuchi|Dead end with item
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
|way2x2_tsuchi|Long corridor
}}
}}
{{sublevel units
{{sublevel units
|room_mid2_3_tsuchi|'''Y-shaped room'''
|room_mid2_3_tsuchi|'''Y-shaped 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|Bulborb|y|n=Red Bulborb}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Horsetail|y}}
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 3
| {{icon|Pink Menace|y}}
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Master's Instrument|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Eternal Emerald Eye|y}} (US/EU)<br>{{icon|Magical Stage|y}} (JP)
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Repugnant Appendage|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]].''


The level has a simple Y-shaped figure with the items scattered [[Randomness|random]]ly around.
==Sublevel 2==
* '''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
* '''Time''': +30 (+60 seconds)
* '''Treasures''':
** {{icon|Crystallized Clairvoyance|y}} &times; 1
** {{icon|Harmonic Synthesizer|y}} (US/Europe) / {{icon|Ultimate Spinner|y}} (Japan) &times; 1
** {{icon|Space Wave Receiver|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Orange Bulborb)
** {{icon|Wiggle Noggin|y}} &times; 1
* '''Enemies''':
** {{icon|Orange Bulborb|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None


==Sublevel 2==
The level is in the [[Tile Lands]] style and is made up of squares clustered together with paths. A similar strategy to the previous sublevel is recommended, but be wary of the Orange Bulborb's light sleeping.
*'''Theme''': Tiles
*'''Time''': +30 (+60 seconds)
*'''Enemies''':
**1 [[Orange Bulborb]]
*'''Hazards''':
**None
*'''Treasures''':
**[[The Key]] (inside the Orange Bulborb)
**[[Crystallized Clairvoyance]]
**[[Harmonic Synthesizer]]
**[[Wiggle Noggin]]
**[[Space Wave Receiver]]
*'''Plants''':
**None
*'''Others''':
**None


{{cavegen|cr2}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 87: Line 149:
|capmax      = 0
|capmax      = 0
|rooms      = 4
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 2_units_tako_north_tile.txt
|unitfile    = 2_units_tako_north_tile.txt
Line 93: Line 156:
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|cap_pipe|Dead end
|cap_pipe|Dead end
|item_cap_pipe|Dead end with item
|item_cap_pipe|Dead end with item
|way3_pipe|Three-way crossing
|way3_pipe|Three-way crossing
|way4_pipe|Four-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|wayl_pipe|Turning corridor
|way2_pipe|Corridor
|way2_pipe|Corridor
}}
{{sublevel units
|way2x2_pipe|Long corridor
|room_tako2x2_8_tile|'''Square room with 4 exits'''
|room_north2x2_1_tile|'''Square room with 1 exit'''
}}
}}
}}
{{sublevel units
|way2x2_pipe|Long corridor
|room_tako2x2_8_tile|'''Square room with 4 exits'''
|room_north2x2_1_tile|'''Square 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|Orange Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Crystallized Clairvoyance|y}}
| 1
| None
| Treasure spots
|-
| 3
| {{icon|Harmonic Synthesizer|y}} (US/EU)<br>{{icon|Ultimate Spinner|y}} (JP)
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Wiggle Noggin|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Space Wave Receiver|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]].''


The level is in the [[Tile Lands]] style and is made up of squares clustered together with paths.
==Sublevel 3==
* '''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Metal 3|Metal 3]]''
* '''Time''': +40 (+80 seconds)
* '''Treasures''':
** {{icon|Director of Destiny|y}} &times; 1
** {{icon|Network Mainbrain|y}} &times; 1
** {{icon|Omega Flywheel|y}} &times; 1 (partially buried)
** {{icon|Repair Juggernaut|y}} &times; 1
** {{icon|Temporal Mechanism|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Red Bulborb)
* '''Enemies''':
** {{icon|Bulborb|y|n=Red Bulborb}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 2
** {{icon|Glowstem|y}} (red) &times; 2
* '''Others''':
** None


==Sublevel 3==
The level is a simple circle made out of metal with a blue sand floor and a short path leading to the hole. A similar strategy to the last sublevel is recommended.
*'''Theme''': Metal
*'''Time''': +40 (+80 seconds)
*'''Enemies''':
**1 [[Red Bulborb]]
*'''Hazards''':
**None
*'''Treasures''':
**[[The Key]] (inside the Red Bulborb)
**[[Omega Flywheel]]
**[[Temporal Mechanism]]
**[[Network Mainbrain]]
**[[Repair Juggernaut]]
**[[Director of Destiny]]
*'''Plants''':
**2 red [[Glowstem]]s
**2 green [[Glowstem]]s
*'''Others''':
**None


{{cavegen|cr3}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 138: Line 249:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_units_north_metal.txt
|unitfile    = 1_units_north_metal.txt
Line 144: Line 256:
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|item_cap_metal|Dead end with item
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_north_1_metal|'''Circular room with 1 exit'''
}}
}}
}}
{{sublevel units
|room_north_1_metal|'''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|Bulborb|y|n=Red Bulborb}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Glowstem|y}} (red)
| 2
| None
| Plant spots
|-
| 3
| {{icon|Glowstem|y}} (green)
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Omega Flywheel|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Temporal Mechanism|y}}
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Network Mainbrain|y}}
| 1
| None
| Treasure spots
|-
| 7
| {{icon|Repair Juggernaut|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Director of Destiny|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]].''


The level is a simple circle made out of metal with a blue sand floor and a short path leading to the hole.
==Sublevel 4==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Concrete 1|Concrete 1]]''
* '''Time''': +40 (+80 seconds)
* '''Treasures''':
** {{icon|Chance Totem|y}} &times; 1
** {{icon|Flame of Tomorrow|y}} &times; 1
** {{icon|Implement of Toil|y}} &times; 1
** {{icon|Strife Monolith|y}} &times; 1
** {{icon|Talisman of Life|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Hairy Bulborb)
* '''Enemies''':
** {{icon|Hairy Bulborb|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None


==Sublevel 4==
Similar to level 2, with the difference being a sandy floor and concrete walls. Once again, the strategy of the previous floors is effective here.
*'''Theme''': Concrete
*'''Time''': +40 (+80 seconds)
*'''Enemies''':
**1 [[Hairy Bulborb]]
*'''Hazards''':
**None
*'''Treasures''':
**[[The Key]] (inside the Hairy Bulborb)
**[[Implement of Toil]]
**[[Talisman of Life]]
**[[Strife Monolith]]
**[[Chance Totem]]
**[[Flame of Tomorrow]]
*'''Plants''':
**None
*'''Others''':
**None


{{cavegen|cr4}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 186: Line 368:
|capmax      = 100
|capmax      = 100
|rooms      = 2
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_NARI_4x4b_conc.txt
|unitfile    = 1_NARI_4x4b_conc.txt
Line 192: Line 375:
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|item_cap_conc|Dead end with item
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
|way2x2_conc|Long corridor
}}
{{sublevel units
|room_4x4b_4_conc|'''Room with 4 exits'''
}}
}}
}}
{{sublevel units
|room_4x4b_4_conc|'''Room with 4 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|Hairy Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Implement of Toil|y}}
| 1
| None
| Treasure spots
|-
| 3
| {{icon|Talisman of Life|y}}
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Strife Monolith|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Chance Totem|y}}
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Flame of Tomorrow|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]].''


Similar to level 2, with the difference being a sandy floor and concrete walls.
==Sublevel 5==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Soil 1|Soil 1]]''
* '''Time''': +40 (+80 seconds)
* '''Treasures''':
** {{icon|Crystal Clover|y}} &times; 1
** {{icon|Mirrored Stage|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Red Bulborb)
** {{icon|Time Capsule|y}} &times; 1
* '''Enemies''':
** {{icon|Bulborb|y|n=Red Bulborb}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Common Glowcap|y}} &times; 3
** {{icon|Fiddlehead|y}} &times; 3
* '''Others''':
** None


==Sublevel 5==
Similar to level 3, only with the same floor as level 4 and more "rooms".
*'''Theme''': Soil
*'''Time''': +40 (+80 seconds)
*'''Enemies''':
**1 [[Red Bulborb]]
*'''Hazards''':
**None
*'''Treasures''':
**[[The Key]] (inside the Red Bulborb)
**[[Mirrored Stage]]
**[[Time Capsule]]
**[[Crystal Clover]]
*'''Plants''':
**3 [[Fiddlehead]]s
**3 [[Common Glowcap]]s
*'''Others''':
**None


{{cavegen|cr5}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 233: Line 470:
|capmax      = 0
|capmax      = 0
|rooms      = 2
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_NARI_north4_tsuchi.txt
|unitfile    = 1_NARI_north4_tsuchi.txt
Line 239: Line 477:
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|cap_tsuchi|Dead end
|cap_tsuchi|Dead end
|item_cap_tsuchi|Dead end with item
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2_tsuchi|Corridor
}}
{{sublevel units
|way2x2_tsuchi|Long corridor
|room_north4_1_tsuchi|'''Circular room with lumber'''
}}
}}
}}
{{sublevel units
|way2x2_tsuchi|Long corridor
|room_north4_1_tsuchi|'''Circular room with lumber'''
}}
}}
{| 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|Bulborb|y|n=Red Bulborb}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Fiddlehead|y}}
| 3
| None
| Plant spots
|-
| 3
| {{icon|Common Glowcap|y}}
| 3
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Mirrored Stage|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Time Capsule|y}}
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Crystal Clover|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]].''


Similar to level 3, only with the same floor as level 4 and more "rooms".
==Sublevel 6==
* '''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
* '''Time''': +45 (+90 seconds)
* '''Treasures''':
** {{icon|Broken Food Master|y}} (US) / {{icon|Merciless Extractor|y}} (Europe) / {{icon|Broken Cooking God|y}} (Japan) &times; 1
** {{icon|Invigorator|y}} &times; 1
** {{icon|Milk Tub|y}} &times; 1
** {{icon|Rubber Ugly|y}} (US/Europe) / {{icon|Divine Cooking Tool|y}} (Japan) &times; 1
** {{icon|Sud Generator|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Orange Bulborb)
* '''Enemies''':
** {{icon|Orange Bulborb|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None


==Sublevel 6==
Similar to level 2.
*'''Theme''': Tiles
*'''Time''': +45 (+90 seconds)
*'''Enemies''':
**1 [[Orange Bulborb]]
*'''Hazards''':
**None
*'''Treasures''':
**[[The Key]] (inside the Orange Bulborb)
**[[Milk Tub]]
**[[Broken Food Master]] (US) / [[Merciless Extractor]] (Europe)
**[[Sud Generator]]
**[[Rubber Ugly]]
**[[Invigorator]]
*'''Plants''':
**None
*'''Others''':
**None


{{cavegen|cr6}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 282: Line 578:
|capmax      = 0
|capmax      = 0
|rooms      = 4
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 2_units_tako_north_tile.txt
|unitfile    = 2_units_tako_north_tile.txt
Line 288: Line 585:
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|cap_pipe|Dead end
|cap_pipe|Dead end
|item_cap_pipe|Dead end with item
|item_cap_pipe|Dead end with item
|way3_pipe|Three-way crossing
|way3_pipe|Three-way crossing
|way4_pipe|Four-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|wayl_pipe|Turning corridor
|way2_pipe|Corridor
|way2_pipe|Corridor
}}
}}
{{sublevel units
{{sublevel units
|way2x2_pipe|Long corridor
|way2x2_pipe|Long corridor
|room_tako2x2_8_tile|'''Square room with 4 exits'''
|room_tako2x2_8_tile|'''Square room with 4 exits'''
|room_north2x2_1_tile|'''Square room with 1 exit'''
|room_north2x2_1_tile|'''Square 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|Orange Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Milk Tub|y}}
| 1
| None
| Treasure spots
|-
| 3
| {{icon|Broken Food Master|y}} (US)<br>{{icon|Merciless Extractor|y}} (EU)<br>{{icon|Broken Cooking God|y}} (JP)
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Sud Generator|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Rubber Ugly|y}} (US/EU)<br>{{icon|Divine Cooking Tool|y}} (JP)
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Invigorator|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]].''


Similar to level 2.
==Sublevel 7==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]''
* '''Time''': +60 (+120 seconds)
* '''Treasures''':
** {{icon|Cosmic Archive|y}} &times; 1
** {{icon|Dream Architect|y}} &times; 1
** {{icon|Favorite Gyro Block|y}} &times; 1
** {{icon|Fond Gyro Block|y}} &times; 1
** {{icon|Glee Spinner|y}} &times; 1
** {{icon|Lost Gyro Block|y}} &times; 1
** {{icon|Memorable Gyro Block|y}} &times; 1
** {{icon|Prototype Detector|y}} &times; 1
** {{icon|Remembered Old Buddy|y}} &times; 1
** {{icon|Stone of Glory|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Gatling Groink)
** {{icon|Treasured Gyro Block|y}} &times; 1
* '''Enemies''':
** {{icon|Gatling Groink|y}} (free) &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Shoot|y}} (large) &times; 1
* '''Others''':
** None


==Sublevel 7==
The level is a circle with sandy ground and a small path for the Pod or treasures, depending on how the level is generated. It is advised to start moving immediately, as a Gatling Groink will spawn right in front of the [[Pod]]. It is smart to use any remaining sprays against it.
*'''Theme''':
*'''Time''': +60 (+120 seconds)
*'''Enemies''':
**1 [[Gatling Groink]]
*'''Hazards''':
**None
*'''Treasures''':
**[[The Key]] (inside the Gatling Groink)
**[[Remembered Old Buddy]]
**[[Fond Gyro Block]]
**[[Memorable Gyro Block]]
**[[Lost Gyro Block]]
**[[Favorite Gyro Block]]
**[[Treasured Gyro Block]]
**[[Glee Spinner]]
**[[Stone of Glory]]
**[[Cosmic Archive]]
**[[Dream Architect]]
**[[Prototype Detector]]
*'''Plants''':
**1 large [[Shoot]]
*'''Others''':
**None


{{cavegen|cr7}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 338: Line 689:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = No (despite having one, in reality)
|geyser      = No (despite having one, in reality)
|unitfile    = 1_MIYA_manh2_conc.txt
|unitfile    = 1_MIYA_manh2_conc.txt
Line 344: Line 696:
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|cap_pipe|Dead end
|cap_pipe|Dead end
|way3_conc|Three-way crossing
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
|way2x2_conc|Long corridor
}}
{{sublevel units
|room_manh_2_conc|'''Large circular room'''
}}
}}
}}
{{sublevel units
|room_manh_2_conc|'''Large 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|Gatling Groink|y}} (free)
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Shoot|y}} (large)
| 1
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 3
| {{icon|Remembered Old Buddy|y}}
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Fond Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Memorable Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Lost Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 7
| {{icon|Favorite Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Treasured Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 9
| {{icon|Glee Spinner|y}}
| 1
| None
| Treasure spots
|-
| 10
| {{icon|Stone of Glory|y}}
| 1
| None
| Treasure spots
|-
| 11
| {{icon|Cosmic Archive|y}}
| 1
| None
| Treasure spots
|-
| 12
| {{icon|Dream Architect|y}}
| 1
| None
| Treasure spots
|-
| 13
| {{icon|Prototype Detector|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]].''


Caution: the [[Gatling Groink]] here will be standing right in front of the [[Research Pod|Pod]], so the Pikmin should be taken away from the landing position immediately.
==Trivia==
 
* It is the longest level in [[Challenge Mode (Pikmin 2)|Challenge Mode]].
The level is a circle with sandy ground and a small path for the Pod or treasures, depending on how the level is generated.
* This cavern has all of the treasures from the [[Blast from the Past series]].
The name Collector's Room comes from the Nintendo objects in this sublevel.
* All of [[The Key]]s in the sublevels are obtained by defeating the only enemy on that floor.


==Names in other languages==
==Names in other languages==
Line 369: Line 819:
|SpaA=Salón del Coleccionista
|SpaA=Salón del Coleccionista
|SpaAM=Collector's Room
|SpaAM=Collector's Room
|FraA=Salle du collectionneur
|FraAM=Collector's room
|FraE=Salle du Collectionneur
|FraEM=Collector's Room
|Ger=Zimmer des Sammlers
|GerM=Collector's Room
|Ita=Stanza collezionista
|ItaM=Collector Room
}}
}}
==Trivia==
*It is the longest level in [[Challenge Mode (Pikmin 2)|Challenge Mode]].
*This cavern has all of the treasures from the [[Blast from the Past series]].


{{CM}}
{{CM}}

Latest revision as of 07:27, November 2, 2024

Collector's Room
P2 Collector's Room Screenshot.jpg
Sublevels 7 Ultra-bitter sprays 2
Red Pikmin 0 Ultra-spicy sprays 3
Yellow Pikmin 0
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 50
Purple Pikmin 0
Bulbmin 0

The following article or section contains guides.
The strategies shown are just suggestions.

The Collector's Room is the thirteenth level in Pikmin 2's Challenge Mode. It is named after the large amount of treasures to collect, particularly the Nintendo related objects in the final sublevel. Very little time is given for each level, so it is recommended to simply find The Key and move on to the next level.

Sublevel 1Edit

The level has a simple Y-shaped figure with the items scattered randomly around. An easy strategy is to wake the Bulborbs up, then run as far from them as they can, until you're out of their range. They will then walk back their original spot. Follow them (not too closely, or they'll notice) and the moment they reach their original spot and stop walking, throw Pikmin at them. They will fall asleep and take a few seconds to wake up, and with 50 Pikmin, they will likely lose a third of their health by the time they wake.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_04series
"Main" object maximum (?) 1
"Treasure" object maximum (?) 4
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_MAT_mid2_tsuchi.txt
Lighting file (?) normal_light_cha.ini
Background (?) vrbox (none)
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Y-shaped room
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Red Bulborb 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2   Horsetail 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
3   Pink Menace 1 None Treasure spots
4   Master's Instrument 1 None Treasure spots
5   Eternal Emerald Eye (US/EU)
  Magical Stage (JP)
1 None Treasure spots
6   Repugnant Appendage 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2Edit

The level is in the Tile Lands style and is made up of squares clustered together with paths. A similar strategy to the previous sublevel is recommended, but be wary of the Orange Bulborb's light sleeping.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_04series
"Main" object maximum (?) 1
"Treasure" object maximum (?) 4
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 4
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 2_units_tako_north_tile.txt
Lighting file (?) normal_light_lv0.ini
Background (?) vrbox (none)
Cave units (?)
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
Long corridor Square room with 4 exits Square room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Orange Bulborb 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2   Crystallized Clairvoyance 1 None Treasure spots
3   Harmonic Synthesizer (US/EU)
  Ultimate Spinner (JP)
1 None Treasure spots
4   Wiggle Noggin 1 None Treasure spots
5   Space Wave Receiver 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3Edit

The level is a simple circle made out of metal with a blue sand floor and a short path leading to the hole. A similar strategy to the last sublevel is recommended.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_04series
"Main" object maximum (?) 1
"Treasure" object maximum (?) 5
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_units_north_metal.txt
Lighting file (?) metal_light_lv2.ini
Background (?) build (  steel)
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Red Bulborb 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2   Glowstem (red) 2 None Plant spots
3   Glowstem (green) 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
4   Omega Flywheel 1 None Treasure spots
5   Temporal Mechanism 1 None Treasure spots
6   Network Mainbrain 1 None Treasure spots
7   Repair Juggernaut 1 None Treasure spots
8   Director of Destiny 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 4Edit

Similar to level 2, with the difference being a sandy floor and concrete walls. Once again, the strategy of the previous floors is effective here.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_04series
"Main" object maximum (?) 1
"Treasure" object maximum (?) 5
"Gate" object maximum (?) 0
Dead end unit probability (?) 100
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_NARI_4x4b_conc.txt
Lighting file (?) normal_light_lv0.ini
Background (?) vrbox (none)
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Room with 4 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Hairy Bulborb 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2   Implement of Toil 1 None Treasure spots
3   Talisman of Life 1 None Treasure spots
4   Strife Monolith 1 None Treasure spots
5   Chance Totem 1 None Treasure spots
6   Flame of Tomorrow 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 5Edit

Similar to level 3, only with the same floor as level 4 and more "rooms".

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_04series
"Main" object maximum (?) 1
"Treasure" object maximum (?) 3
"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 (?) 1_NARI_north4_tsuchi.txt
Lighting file (?) normal_light_lv1.ini
Background (?) vrbox (none)
Cave units (?)
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
Long corridor Circular room with lumber
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Red Bulborb 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2   Fiddlehead 3 None Plant spots
3   Common Glowcap 3 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
4   Mirrored Stage 1 None Treasure spots
5   Time Capsule 1 None Treasure spots
6   Crystal Clover 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 6Edit

Similar to level 2.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_04series
"Main" object maximum (?) 1
"Treasure" object maximum (?) 5
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 4
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 2_units_tako_north_tile.txt
Lighting file (?) normal_light_lv2.ini
Background (?) vrbox (none)
Cave units (?)
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
Long corridor Square room with 4 exits Square room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Orange Bulborb 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2   Milk Tub 1 None Treasure spots
3   Broken Food Master (US)
  Merciless Extractor (EU)
  Broken Cooking God (JP)
1 None Treasure spots
4   Sud Generator 1 None Treasure spots
5   Rubber Ugly (US/EU)
  Divine Cooking Tool (JP)
1 None Treasure spots
6   Invigorator 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 7Edit

The level is a circle with sandy ground and a small path for the Pod or treasures, depending on how the level is generated. It is advised to start moving immediately, as a Gatling Groink will spawn right in front of the Pod. It is smart to use any remaining sprays against it.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_04series
"Main" object maximum (?) 1
"Treasure" object maximum (?) 11
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) No (despite having one, in reality)
Clogged hole (?) No
Cave units file (?) 1_MIYA_manh2_conc.txt
Lighting file (?) normal_light_lv0.ini
Background (?) vrbox (none)
Cave units (?)
Dead end Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Large circular room
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Gatling Groink (free) 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2   Shoot (large) 1 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
3   Remembered Old Buddy 1 None Treasure spots
4   Fond Gyro Block 1 None Treasure spots
5   Memorable Gyro Block 1 None Treasure spots
6   Lost Gyro Block 1 None Treasure spots
7   Favorite Gyro Block 1 None Treasure spots
8   Treasured Gyro Block 1 None Treasure spots
9   Glee Spinner 1 None Treasure spots
10   Stone of Glory 1 None Treasure spots
11   Cosmic Archive 1 None Treasure spots
12   Dream Architect 1 None Treasure spots
13   Prototype Detector 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

TriviaEdit

Names in other languagesEdit

Language Name Meaning
  Japanese コレクタールーム? Collector's Room
  French (NoA) Salle du collectionneur Collector's room
  French (NoE) Salle du Collectionneur Collector's Room
  German Zimmer des Sammlers Collector's Room
  Italian Stanza collezionista Collector Room
  Spanish (NoA) Salón del Coleccionista Collector's Room