The following article or section contains guides. The strategies shown are just suggestions.
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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:
- Treasures:
- Enemies:
- Obstacles:
- Plants and fungi:
- Others:
Technical sublevel information
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Internal cave name
|
ch_NARI_04series
|
"Main" object maximum (?)
|
1
|
"Treasure" object maximum (?)
|
4
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"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
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Lighting file (?)
|
normal_light_cha.ini
|
Background (?)
|
vrbox (none)
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Cave units (?)
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Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
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Y-shaped room
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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:
- Enemies:
- Obstacles:
- Plants and fungi:
- Others:
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
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Lighting file (?)
|
normal_light_lv0.ini
|
Background (?)
|
vrbox (none)
|
Cave units (?)
|
|
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|
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|
Dead end |
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor
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|
|
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Long corridor |
Square room with 4 exits |
Square room with 1 exit
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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:
- Enemies:
- Obstacles:
- Plants and fungi:
- Others:
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
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Cave units file (?)
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1_units_north_metal.txt
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Lighting file (?)
|
metal_light_lv2.ini
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Background (?)
|
build ( steel)
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Cave units (?)
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|
|
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Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
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Circular room with 1 exit
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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:
- Enemies:
- Obstacles:
- Plants and fungi:
- Others:
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
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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
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|
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Room with 4 exits
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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:
- Enemies:
- Obstacles:
- Plants and fungi:
- Others:
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
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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
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|
|
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Long corridor |
Circular room with lumber
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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:
- Enemies:
- Obstacles:
- Plants and fungi:
- Others:
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
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|
|
|
|
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:
- Enemies:
- Obstacles:
- Plants and fungi:
- Others:
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
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Large circular room
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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
Names in other languages
Language
|
Name
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Meaning
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Japanese |
コレクタールーム? |
Collector's Room
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French (NoA) |
Salle du collectionneur |
Collector's room
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Spanish (NoA) |
Salón del Coleccionista |
Collector's Room
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