Pikmin 2

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{{infobox challenge
{{infobox challenge
|image=CollectorsRoomImag.JPG
|image=P2 Collector's Room Screenshot.jpg
|size=170px
|size=250px
|sublevels=7
|sublevels=7
|red=0
|purple=0
|white=50
|white=50
|yellow=0
|blue=0
|bitter=2
|bitter=2
|spicy=3
|spicy=3
|gridcol=3
|gridrow=3
}}
}}
The thirteenth level in 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.
{{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.


== Sublevel 1 ==
==Sublevel 1==
The level has a simple banana-shaped figure wth the items scattered randomly around.
* '''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


===Enemies===
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.
*[[Red Bulborb]]


===Treasures===
{{cavegen|cr1}}
*[[Eternal Emerald Eye]]
{{sublevel technical
*[[Pink Menace]] (buried)
|cave        = ch_NARI_04series
*[[Repugnant Appendage ]]
|enemymax    = 1
*[[Master's Instrument]]
|itemmax    = 4
*[[The Key]]
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MAT_mid2_tsuchi.txt
|lightfile  = normal_light_cha.ini
|bg          = vrbox
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
}}
{{sublevel units
|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]].''


== Sublevel 2 ==
==Sublevel 2==
The level is in the [[Tile Lands]] style and is made up of squares clustered together with paths.
* '''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


===Enemies===
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.
*[[Orange Bulborb]]


===Treasures===
{{cavegen|cr2}}
*[[Space Wave Receiver]]
{{sublevel technical
*[[Wiggle Noggin]]
|cave        = ch_NARI_04series
*[[Harmonic Synthesizer]]
|enemymax    = 1
*[[Crystallized Clairvoyance]]
|itemmax    = 4
*[[The Key]]
|gatemax    = 0
|capmax      = 0
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_units_tako_north_tile.txt
|lightfile  = normal_light_lv0.ini
|bg          = vrbox
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_pipe|Dead end
|item_cap_pipe|Dead end with item
|way3_pipe|Three-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning 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'''
}}
}}
{| 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]].''


== Sublevel 3 ==
==Sublevel 3==
The level is a simple circle out of metal with a blue sand floor and a short path leading to the hole.
* '''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


===Enemies===
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.
*[[Red Bulborb]]


===Treasures===
{{cavegen|cr3}}
*[[Superstrong Stabilizer]]
{{sublevel technical
*[[Omega Flywheel]]
|cave        = ch_NARI_04series
*[[Temporal Mechanism]]
|enemymax    = 1
*[[Director of Destiny]]
|itemmax    = 5
*[[The Key]]
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_units_north_metal.txt
|lightfile  = metal_light_lv2.ini
|bg          = build
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
}}
{{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]].''


== Sublevel 4 ==
==Sublevel 4==
Similiar to level 2, with the difference of a sandy floor and rock walls.
* '''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


===Enemies===
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.
*[[Hairy Bulborb]]


===Treasures===
{{cavegen|cr4}}
*[[Chance Totem]]
{{sublevel technical
*[[Talisman of Life]]
|cave        = ch_NARI_04series
*[[Implement of Toil]]
|enemymax    = 1
*[[Strife Monolith]]
|itemmax    = 5
*[[Flame of Tomorrow]]
|gatemax    = 0
*[[The Key]]
|capmax      = 100
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_NARI_4x4b_conc.txt
|lightfile  = normal_light_lv0.ini
|bg          = vrbox
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
}}
{{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]].''


== Sublevel 5 ==
==Sublevel 5==
Similiar to level 3, only with the same floor as level 4 and more "''rooms''".
* '''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


===Enemies===
Similar to level 3, only with the same floor as level 4 and more "rooms".
*[[Red Bulborb]]


===Treasures===
{{cavegen|cr5}}
*[[Crystal Clover]]
{{sublevel technical
*[[Mirrored Stage]]
|cave        = ch_NARI_04series
*[[Time Capsule]]
|enemymax    = 1
*[[The Key]]
|itemmax    = 3
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_NARI_north4_tsuchi.txt
|lightfile  = normal_light_lv1.ini
|bg          = vrbox
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_tsuchi|Dead end
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
}}
{{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]].''


== Sublevel 6 ==
==Sublevel 6==
Similiar to level 2.
* '''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


===Enemies===
Similar to level 2.
*[[Orange Bulborb]]


===Treasures===
{{cavegen|cr6}}
*[[Rubber Ugly]]
{{sublevel technical
*[[Sud Generator]]
|cave        = ch_NARI_04series
*[[Merciless Extractor]]
|enemymax    = 1
*[[Milk Tub]]
|itemmax    = 5
*[[Invigorator]]
|gatemax    = 0
*[[The Key]]
|capmax      = 0
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_units_tako_north_tile.txt
|lightfile  = normal_light_lv2.ini
|bg          = vrbox
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_pipe|Dead end
|item_cap_pipe|Dead end with item
|way3_pipe|Three-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning 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'''
}}
}}
{| 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]].''


== Sublevel 7 ==
==Sublevel 7==
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.
* '''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


===Enemies===
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.
*[[Gatling Groink]]


===Treasures===
{{cavegen|cr7}}
*[[Dream Architect]]
{{sublevel technical
*[[Remembered Old Buddy]]
|cave        = ch_NARI_04series
*[[Glee Spinner]]
|enemymax    = 1
*[[Cosmic Archive]]
|itemmax    = 11
*[[Fond Gyro Block]]
|gatemax    = 0
*[[Memorable Gyro Block]]
|capmax      = 0
*[[Lost Gyro Block]]
|rooms      = 1
*[[Favorite Gyro Block]]
|ctrratio    = 0
*[[Treasured Gyro Block]]
|geyser      = No (despite having one, in reality)
*[[Stone of Glory]]
|unitfile    = 1_MIYA_manh2_conc.txt
*[[Prototype Detector]]
|lightfile  = normal_light_lv0.ini
*[[The Key]]
|bg          = vrbox
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_pipe|Dead end
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
}}
{{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]].''


The level is a circle with sandy ground and a small path for the Pod or treasures, depending on how the level is generated.
==Trivia==
The name Collector's Room comes from the Nintendo objects in this sublevel.
* 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]].
* All of [[The Key]]s in the sublevels are obtained by defeating the only enemy on that floor.
 
==Names in other languages==
{{Foreignname
|Jap=コレクタールーム
|JapM=Collector's Room<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt -->
|SpaA=Salón del Coleccionista
|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
}}


{{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 1[edit]

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 (?)
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_mid2_3_tsuchi
Y-shaped room
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Bulborb Red Bulborb 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Horsetail Horsetail 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
3 Pink Menace Pink Menace 1 None Treasure spots
4 Master's Instrument Master's Instrument 1 None Treasure spots
5 Eternal Emerald Eye Eternal Emerald Eye (US/EU)
Magical Stage Magical Stage (JP)
1 None Treasure spots
6 Repugnant Appendage Repugnant Appendage 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2[edit]

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 (?)
cap_pipe
item_cap_pipe
way3_pipe
way4_pipe
wayl_pipe
way2_pipe
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_pipe
room_tako2x2_8_tile
room_north2x2_1_tile
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 Orange Bulborb 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2 Crystallized Clairvoyance Crystallized Clairvoyance 1 None Treasure spots
3 Harmonic Synthesizer Harmonic Synthesizer (US/EU)
Ultimate Spinner Ultimate Spinner (JP)
1 None Treasure spots
4 Wiggle Noggin Wiggle Noggin 1 None Treasure spots
5 Space Wave Receiver Space Wave Receiver 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3[edit]

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 (P2 VRBOX build.png steel)
Cave units (?)
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
way2x2_metal
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_north_1_metal
Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Bulborb Red Bulborb 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Glowstem Glowstem (red) 2 None Plant spots
3 Glowstem Glowstem (green) 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
4 Omega Flywheel Omega Flywheel 1 None Treasure spots
5 Temporal Mechanism Temporal Mechanism 1 None Treasure spots
6 Network Mainbrain Network Mainbrain 1 None Treasure spots
7 Repair Juggernaut Repair Juggernaut 1 None Treasure spots
8 Director of Destiny Director of Destiny 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 4[edit]

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 (?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_4x4b_4_conc
Room with 4 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Hairy Bulborb Hairy Bulborb 1 None "Hard" enemy spots
- The Key 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 Implement of Toil 1 None Treasure spots
3 Talisman of Life Talisman of Life 1 None Treasure spots
4 Strife Monolith Strife Monolith 1 None Treasure spots
5 Chance Totem Chance Totem 1 None Treasure spots
6 Flame of Tomorrow Flame of Tomorrow 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 5[edit]

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 (?)
cap_tsuchi
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_tsuchi
room_north4_1_tsuchi
Long corridor Circular room with lumber
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Bulborb Red Bulborb 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Fiddlehead Fiddlehead 3 None Plant spots
3 Common Glowcap Common Glowcap 3 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
4 Mirrored Stage Mirrored Stage 1 None Treasure spots
5 Time Capsule Time Capsule 1 None Treasure spots
6 Crystal Clover Crystal Clover 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 6[edit]

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 (?)
cap_pipe
item_cap_pipe
way3_pipe
way4_pipe
wayl_pipe
way2_pipe
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_pipe
room_tako2x2_8_tile
room_north2x2_1_tile
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 Orange Bulborb 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2 Milk Tub Milk Tub 1 None Treasure spots
3 Broken Food Master Broken Food Master (US)
Merciless Extractor Merciless Extractor (EU)
Broken Cooking God Broken Cooking God (JP)
1 None Treasure spots
4 Sud Generator Sud Generator 1 None Treasure spots
5 Rubber Ugly Rubber Ugly (US/EU)
Divine Cooking Tool Divine Cooking Tool (JP)
1 None Treasure spots
6 Invigorator Invigorator 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 7[edit]

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 (?)
cap_pipe
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_manh_2_conc
Large circular room
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Gatling Groink Gatling Groink (free) 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Shoot Shoot (large) 1 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
3 Remembered Old Buddy Remembered Old Buddy 1 None Treasure spots
4 Fond Gyro Block Fond Gyro Block 1 None Treasure spots
5 Memorable Gyro Block Memorable Gyro Block 1 None Treasure spots
6 Lost Gyro Block Lost Gyro Block 1 None Treasure spots
7 Favorite Gyro Block Favorite Gyro Block 1 None Treasure spots
8 Treasured Gyro Block Treasured Gyro Block 1 None Treasure spots
9 Glee Spinner Glee Spinner 1 None Treasure spots
10 Stone of Glory Stone of Glory 1 None Treasure spots
11 Cosmic Archive Cosmic Archive 1 None Treasure spots
12 Dream Architect Dream Architect 1 None Treasure spots
13 Prototype Detector Prototype Detector 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Trivia[edit]

Names in other languages[edit]

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