Sniper Room
Sniper Room | |||
---|---|---|---|
![]() | |||
Sublevels | 1 | Ultra-bitter sprays | 1 |
Red Pikmin | 0 | Ultra-spicy sprays | 1 |
Yellow Pikmin | 30 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
Blue Pikmin | 0 | ||
White Pikmin | 0 | ||
Purple Pikmin | 20 | ||
Bulbmin | 0 |
The following article or section contains guides. |
The Sniper Room is the twenty-ninth level in Pikmin 2's Challenge Mode. While it only consists of a single sublevel, it is filled with a variety of powerful enemies that tend to use projectiles, making completing the level rather difficult, especially if going for a pink flower. These enemies include Dwarf Orange Bulborbs, Snow Bulborbs, a Decorated Cannon Beetle, an Armored Cannon Beetle Larva, and a Gatling Groink.
This challenge level was the first instance in the Pikmin series where one could play on PNF-404's surface at night, predating night expeditions in Pikmin 4. However, this doesn't affect gameplay, beyond the very dim lighting.
Sublevel 1[edit]
- Theme: Garden
- Music: Concrete 2
- Time: 255 (510 seconds)
- Starting Pikmin:
Yellow Pikmin × 30 (flower)
Purple Pikmin × 20 (flower)
- Treasures:
Colossal Fossil × 1 (partially buried)
Crystal Clover × 1
Crystallized Clairvoyance × 1 (inside Careening Dirigibug)
Crystallized Telekinesis × 1 (inside Orange Bulborb)
Crystallized Telepathy × 1 (inside Gatling Groink)
Eternal Emerald Eye × 1
Gyroid Bust × 1
Love Sphere × 2 (inside Dwarf Orange Bulborbs)
Lustrous Element × 1 (inside Snow Bulborb)
Mirrored Element × 1 (inside Snow Bulborb)
Mirth Sphere × 2 (inside Dwarf Orange Bulborbs)
Omniscient Sphere × 2 (inside Dwarf Orange Bulborbs)
Petrified Heart × 1 (inside Decorated Cannon Beetle)
Tear Stone × 1 (inside Armored Cannon Beetle Larvae)[Sublevel 1 note 1]
The Key × 1
- Enemies:
Armored Cannon Beetle Larva (buried) × 1[Sublevel 1 note 1]
Careening Dirigibug × 1
Decorated Cannon Beetle × 1
Dwarf Orange Bulborb × 6
Gatling Groink (pedestal) × 1
Mitite (group of 10) × indefinite amount (from eggs)
Orange Bulborb × 1
Snow Bulborb × 2
- Obstacles:
- None
- Vegetation:
Figwort (large brown) × 11
Figwort (small brown) × 6
Foxtail × 6
Seeding Dandelion × 4
- Others:
Egg × 1 or more
The enemies here mostly use projectiles, hence the cave's name, so they can be used to attack each other. It is advisable to use the spray against the Groink. Treasures are spread throughout the field, and the key is well hidden.
With two players, one player can distract the Groink, while the other sneaks up from behind and attacks from the shovel.
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | ch_MUKI_bombing | ||||
"Main" object maximum (?) | 23 | ||||
"Treasure" object maximum (?) | 5 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 80 | ||||
Number of rooms (?) | 3 | ||||
Corridor-to-room ratio (?) | 0 | ||||
Escape geyser (?) | Yes | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 2_units_5x5a_big_tekiF_kusachi.txt | ||||
Lighting file (?) | sniper_light_lv0.ini | ||||
Background (?) | hiroba (![]() | ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Room with 2 circling paths | Room with upside-down bucket |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() |
1 | None | "Special" enemy spots |
- | ![]() |
Carried inside entry with ID 1 | ||
2 | ![]() |
1 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 2 | ||
3 | ![]() |
1 | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 3 | ||
4 | ![]() |
1 | Falls from the sky | Cave unit seams |
- | ![]() |
Carried inside entry with ID 4 | ||
5 | ![]() |
1 | None | Cave unit seams |
- | ![]() |
Carried inside entry with ID 5 | ||
6 | ![]() |
2 | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 6 | ||
7 | ![]() |
2 | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 7 | ||
8 | ![]() |
2 | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 8 | ||
9 | ![]() |
1 | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 9 | ||
10 | ![]() |
1 | None | "Easy" enemy spots |
- | ![]() |
Carried inside entry with ID 10 | ||
11 | ![]() |
3 | None | "Easy" enemy spots |
12 | ![]() |
3 | None | "Easy" enemy spots |
13 | ![]() |
1 | None | "Easy" enemy spots |
14 | ![]() |
1 | None | "Easy" enemy spots |
15 | ![]() |
1 | None | "Easy" enemy spots |
19 | ![]() |
1[Sublevel 1 note 1] | None | "Special" enemy spots |
- | ![]() |
Carried inside entry with ID 19 | ||
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
16 | ![]() |
6 | None | Plant spots |
17 | ![]() |
8 | None | Plant spots |
18 | ![]() |
4 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
20 | ![]() |
1 | None | Treasure spots |
21 | ![]() |
1 | None | Treasure spots |
22 | ![]() |
1 | None | Treasure spots |
23 | ![]() |
1 | None | Treasure spots |
24 | ![]() |
1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
25 | ![]() |
1 | None | Dead ends |
Then it spawns "dead end" objects in as many dead ends as it can. Chances: | ||||
ID | Object | Chance | Fall method | Spawn location |
25 | ![]() |
100% | None | Dead ends |
- ^ a b c The sublevel's data makes it so 2 Armored Cannon Beetle Larvae (and 2 Tear Stones) should spawn in total, but no sublevel layout can ever accommodate them. All layouts end up generating exactly 1 (of each). Because the Beetle on "hard" enemy spots comes first in the sublevel data, that's the one that ends up being spawned.
- For details on how objects are spawned, and how some may fail to spawn, see here.
Trivia[edit]
- This is the only Challenge Mode level to include Foxtails or Seeding Dandelions.
Names in other languages[edit]
Language | Name | Meaning |
---|---|---|
スナイパールーム? | Sniper Room | |
Salle du tireur | Sniper's room | |
Salle du Tireur | Sniper's Room | |
Heckenschützengefahr | Beware Snipers | |
Stanza del cecchino | Sniper's Room | |
Salón del Francotirador | Sniper's Room |