Pikmin 2

Collector's Room: Difference between revisions

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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.
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.
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 health by the time they wake. This will not work on the thid floor, as the sublevel is too small, and the Bulblorb will reach you no matter what. It is recmommended to use a spray here. Then, on the final sublevel, use both types of sprays.  
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 health by the time they wake. This will not work on the thid floor, as the sublevel is too small, and the Bulblorb will reach you no matter what. It is recmommended to use a spray here. Then, on the final sublevel, use both types of sprays.  



Revision as of 13:16, June 24, 2013

Collector's Room
File:CollectorsRoomImag.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 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.

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 health by the time they wake. This will not work on the thid floor, as the sublevel is too small, and the Bulblorb will reach you no matter what. It is recmommended to use a spray here. Then, on the final sublevel, use both types of sprays.

Sublevel 1

The level has a simple banana-shaped figure wth the items scattered randomly around.

Enemies

Treasures

Sublevel 2

The level is in the Tile Lands style and is made up of squares clustered together with paths.

Enemies

Treasures

Sublevel 3

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

Enemies

Treasures

Sublevel 4

Similiar to level 2, with the difference of a sandy floor and rock walls.

Enemies

Treasures

Sublevel 5

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

Enemies

Treasures

Sublevel 6

Similiar to level 2.

Enemies

Treasures

Sublevel 7

Caution: the Gatling Groink here will be standing right in front of the Pod, so the Pikmin should be taken away from the landing position immediately.

Enemies

Treasures

The level is a circle with sandy ground and a small path for the Pod or treasures, depending on how the level is generated. The name Collector's Room comes from the Nintendo objects in this sublevel.