Hot House
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Hot House | |||
---|---|---|---|
Sublevels | 2 | Ultra-bitter sprays | 1 |
Red Pikmin | 1 | Ultra-spicy sprays | 2 |
Yellow Pikmin | 1 | ||
Blue Pikmin | 1 | ||
White Pikmin | 0 | ||
Purple Pikmin | 0 | ||
Bulbmin | 0 |
The following article or section contains guides. |
The Hot House is the sixth level in Pikmin 2's Challenge Mode. The initial number of Pikmin, three, is small, but more can be gained in the first sublevel by using the Queen Candypop Buds present there, in preparation for the threats of the second.
Sublevel 1
- Theme: Soil
- Music: Snow 3
- Time: 120 (240 seconds)
- Starting Pikmin:
- Red Pikmin × 1 (leaf)
- Yellow Pikmin × 1 (leaf)
- Blue Pikmin × 1 (leaf)
- Treasures:
- Armored Nut × 1 (inside Dwarf Orange Bulborb)
- Compelling Cookie × 1 (inside Dwarf Bulbear)
- Pale Passion × 1 (inside Snow Bulborb)
- Sunseed Berry × 1 (inside Dwarf Red Bulborb)
- The Key × 1
- Enemies:
- Dwarf Bulbear × 1
- Dwarf Orange Bulborb × 1
- [icon] Dwarf Red Bulborb × 1
- Snow Bulborb × 1
- Mitite (group of 10) × 0 - 2 (from eggs)
- Obstacles:
- None
- Vegetation:
- Figwort (small red) × 6
- Queen Candypop Bud × 3
- Shoot (large) × 1
- Shoot (small) × 2
- Others:
- Egg × 2
The first thing to do is increase the number of Pikmin available using the Queen Candypop Buds; afterwards, proceed to deal with the enemies that are present on the sublevel. Do not forget about the Key; it is needed to proceed to the next sublevel.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | ch_NARI_05start3easy | ||||
"Main" object maximum (?) | 8 | ||||
"Treasure" object maximum (?) | 1 | ||||
"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 (?) | 2_MAT_cent_north_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 |
Circular room with 4 exits | Circular room |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | Queen Candypop Bud | 2 | None | "Hard" enemy spots |
2 | Snow Bulborb | 1 | None | Cave unit seams |
- | Pale Passion | Carried inside entry with ID 2 | ||
3 | [icon] Dwarf Red Bulborb | 1 | None | Cave unit seams |
- | Sunseed Berry | Carried inside entry with ID 3 | ||
4 | Dwarf Orange Bulborb | 1 | None | "Easy" enemy spots |
- | Armored Nut | Carried inside entry with ID 4 | ||
5 | Dwarf Bulbear | 1 | None | "Hard" enemy spots |
- | Compelling Cookie | Carried inside entry with ID 5 | ||
6 | Egg | 2 | None | "Easy" enemy spots |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
7 | Shoot (small) | 2 | None | Plant spots |
8 | Shoot (large) | 1 | None | Plant spots |
9 | Figwort (small red) | 6 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
10 | The Key | 1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
11 | Queen Candypop Bud | 1 | None | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 2
- Theme: Soil
- Music: Soil 2
- Time: +80 (+160 seconds)
- Treasures:
- Anxious Sprout × 1 (partially buried)
- Mirrored Element × 1 (inside Fiery Blowhog)
- The Key × 1 (inside Watery Blowhog)
- Triple Sugar Threat × 1
- Enemies:
- Fiery Blowhog × 1
- Watery Blowhog × 1
- Obstacles:
- Electrical wire × 4
- Vegetation:
- Figwort (large red) × 4
- Queen Candypop Bud × 1
- Shoot (large) × 4
- Others:
- None
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | ch_NARI_05start3easy | ||||
"Main" object maximum (?) | 7 | ||||
"Treasure" object maximum (?) | 2 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 2 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | Yes | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 2_MAT_cent_north_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 |
Circular room with 4 exits | Circular room with 1 exit |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | Watery Blowhog | 1 | None | "Hard" enemy spots |
- | The Key | Carried inside entry with ID 1 | ||
2 | Queen Candypop Bud | 1 | None | "Hard" enemy spots |
3 | Fiery Blowhog | 1 | None | "Hard" enemy spots |
- | Mirrored Element | Carried inside entry with ID 3 | ||
4 | Electrical wire | 4 | None | Cave unit seams |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
5 | Figwort (large red) | 4 | None | Plant spots |
6 | Shoot (large) | 4 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
7 | Anxious Sprout | 1 | None | Treasure spots |
8 | Triple Sugar Threat | 1 | None | Treasure spots |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Names in other languages
Language | Name | Meaning |
---|---|---|
Japanese | 地下の温室? | |
French (NoA) | Maison de feu | Fire house |
French (NoE) | Maison de Feu | Fire house |
Spanish (NoA) | Invernadero | Greenhouse |