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:
- Vegetation:
- Others:
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 (?)
|
|
|
|
|
|
|
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
Y-shaped room
|
Detailed object list
|
The game spawns these "main" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
1
|
Red Bulborb
|
1
|
None
|
"Hard" enemy spots
|
-
|
The Key
|
Carried inside entry with ID 1
|
Then it spawns these "decoration" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
2
|
Horsetail
|
2
|
None
|
Plant spots
|
Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
3
|
Pink Menace
|
1
|
None
|
Treasure spots
|
4
|
Master's Instrument
|
1
|
None
|
Treasure spots
|
5
|
Eternal Emerald Eye (US/EU) Magical Stage (JP)
|
1
|
None
|
Treasure spots
|
6
|
Repugnant Appendage
|
1
|
None
|
Treasure spots
|
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 2
- Theme: Tiles
- Music: Tile
- Time: +30 (+60 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
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 (?)
|
|
|
|
|
|
|
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
|
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 3
- Theme: Metal
- Music: Metal 3
- Time: +40 (+80 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
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 ( steel)
|
Cave units (?)
|
|
|
|
|
|
|
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
Circular room with 1 exit
|
Detailed object list
|
The game spawns these "main" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
1
|
Red Bulborb
|
1
|
None
|
"Hard" enemy spots
|
-
|
The Key
|
Carried inside entry with ID 1
|
Then it spawns these "decoration" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
2
|
Glowstem (red)
|
2
|
None
|
Plant spots
|
3
|
Glowstem (green)
|
2
|
None
|
Plant spots
|
Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
4
|
Omega Flywheel
|
1
|
None
|
Treasure spots
|
5
|
Temporal Mechanism
|
1
|
None
|
Treasure spots
|
6
|
Network Mainbrain
|
1
|
None
|
Treasure spots
|
7
|
Repair Juggernaut
|
1
|
None
|
Treasure spots
|
8
|
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
- Theme: Concrete
- Music: Concrete 1
- Time: +40 (+80 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
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 (?)
|
|
|
|
|
|
|
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
Room with 4 exits
|
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 5
- Theme: Soil
- Music: Soil 1
- Time: +40 (+80 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
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 (?)
|
|
|
|
|
|
|
Dead end |
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor
|
|
|
|
Long corridor |
Circular room with lumber
|
Detailed object list
|
The game spawns these "main" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
1
|
Red Bulborb
|
1
|
None
|
"Hard" enemy spots
|
-
|
The Key
|
Carried inside entry with ID 1
|
Then it spawns these "decoration" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
2
|
Fiddlehead
|
3
|
None
|
Plant spots
|
3
|
Common Glowcap
|
3
|
None
|
Plant spots
|
Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
4
|
Mirrored Stage
|
1
|
None
|
Treasure spots
|
5
|
Time Capsule
|
1
|
None
|
Treasure spots
|
6
|
Crystal Clover
|
1
|
None
|
Treasure spots
|
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 6
- Theme: Tiles
- Music: Tile
- Time: +45 (+90 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
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 (?)
|
|
|
|
|
|
|
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
|
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 7
- Theme: Concrete
- Music: Concrete 3
- Time: +60 (+120 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
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 (?)
|
|
|
|
|
|
|
Dead end |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
Large circular room
|
- For details on how objects are spawned, and how some may fail to spawn, see here.
Trivia
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
|
French (NoE) |
Salle du Collectionneur |
Collector's Room
|
German |
Zimmer des Sammlers |
Collector's Room
|
Italian |
Stanza collezionista |
Collector Room
|
Spanish (NoA) |
Salón del Coleccionista |
Collector's Room
|