Collector's Room: Difference between revisions
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Revision as of 10:29, February 27, 2021
Collector's Room | |||
---|---|---|---|
Sublevels | 7 | Ultra-bitter sprays | 2 |
Red Pikmin | 0 | Ultra-spicy sprays | 3 |
Yellow Pikmin | 0 | ||
Blue Pikmin | 0 | ||
White Pikmin | 50 | ||
Purple Pikmin | 0 | ||
Bulbmin | 0 |
The following article or section contains guides. |
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
- Theme: Soil
- Music: Fire
- Time: 40 (80 seconds)
- Starting Pikmin:
- White Pikmin × 50 (flower)
- Treasures:
- Eternal Emerald Eye × 1
- Master's Instrument × 1
- Pink Menace × 1 (buried)
- Repugnant Appendage × 1
- The Key × 1 (inside the Red Bulborb)
- Enemies:
- Red Bulborb × 1
- Obstacles:
- None
- Plants and fungi:
- Horsetail × 2
- Others:
- None
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 |
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.
Sublevel 2
- Theme: Tiles
- Music: Tile 1
- Time: +30 (+60 seconds)
- Treasures:
- Crystallized Clairvoyance × 1
- Harmonic Synthesizer × 1
- Space Wave Receiver × 1
- The Key × 1 (inside the Orange Bulborb)
- Wiggle Noggin × 1
- Enemies:
- Orange Bulborb × 1
- Obstacles:
- None
- Plants and fungi:
- None
- Others:
- None
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 |
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.
Sublevel 3
- Theme: Metal
- Music: Metal 3
- Time: +40 (+80 seconds)
- Treasures:
- Director of Destiny × 1
- Network Mainbrain × 1
- Omega Flywheel × 1
- Repair Juggernaut × 1
- Temporal Mechanism × 1
- The Key × 1 (inside the Red Bulborb)
- Enemies:
- Red Bulborb × 1
- Obstacles:
- None
- Plants and fungi:
- Others:
- None
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 |
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.
Sublevel 4
- Theme: Concrete
- Music: Concrete 1
- Time: +40 (+80 seconds)
- Treasures:
- Chance Totem × 1
- Flame of Tomorrow × 1
- Implement of Toil × 1
- Strife Monolith × 1
- Talisman of Life × 1
- The Key × 1 (inside the Hairy Bulborb)
- Enemies:
- Hairy Bulborb × 1
- Obstacles:
- None
- Plants and fungi:
- None
- Others:
- None
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 |
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.
Sublevel 5
- Theme: Soil
- Music: Soil 1
- Time: +40 (+80 seconds)
- Treasures:
- Crystal Clover × 1
- Mirrored Stage × 1
- The Key × 1 (inside the Red Bulborb)
- Time Capsule × 1
- Enemies:
- Red Bulborb × 1
- Obstacles:
- None
- Plants and fungi:
- Common Glowcap × 3
- Fiddlehead × 3
- Others:
- None
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 |
Similar to level 3, only with the same floor as level 4 and more "rooms".
Sublevel 6
- Theme: Tiles
- Music: Tile 1
- Time: +45 (+90 seconds)
- Treasures:
- Broken Food Master × 1 (US) / Merciless Extractor × 1 (Europe)
- Invigorator × 1
- Milk Tub × 1
- Rubber Ugly × 1
- Sud Generator × 1
- The Key × 1 (inside the Orange Bulborb)
- Enemies:
- Orange Bulborb × 1
- Obstacles:
- None
- Plants and fungi:
- None
- Others:
- None
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 |
Similar to level 2.
Sublevel 7
- Theme: Concrete
- Music: Concrete 2
- Time: +60 (+120 seconds)
- Treasures:
- Cosmic Archive × 1
- Dream Architect × 1
- Favorite Gyro Block × 1
- Fond Gyro Block × 1
- Glee Spinner × 1
- Lost Gyro Block × 1
- Memorable Gyro Block × 1
- Prototype Detector × 1
- Remembered Old Buddy × 1
- Stone of Glory × 1
- The Key × 1 (inside the Gatling Groink)
- Treasured Gyro Block × 1
- Enemies:
- Gatling Groink × 1
- Obstacles:
- None
- Plants and fungi:
- Shoot (large) × 1
- Others:
- None
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 |
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.
Trivia
- It is the longest level in Challenge Mode.
- This cavern has all of the treasures from the Blast from the Past series.
Names in other languages
Language | Name | Meaning |
---|---|---|
Japanese | コレクタールーム? | Collector's Room |
French (NoA) | Salle du collectionneur | Collector's room |
Spanish (NoA) | Salón del Coleccionista | Collector's Room |