Pikmin 2

Sniper Room

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Sniper Room
Sniper Room.jpg
Sublevels 1 Ultra-bitter sprays 1
Red Pikmin 0 Ultra-spicy sprays 1
Yellow Pikmin 30
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 0
Purple Pikmin 20
Bulbmin 0

The following article or section contains guides.
The strategies shown are just suggestions.

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 1Edit

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.

Generate sample map →

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 (  garden)
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   Gatling Groink (pedestal) 1 None "Special" enemy spots
-   Crystallized Telepathy Carried inside entry with ID 1
2   Armored Cannon Beetle Larva (buried) 1 None "Hard" enemy spots
-   Tear Stone Carried inside entry with ID 2
3   Decorated Cannon Beetle 1 None "Easy" enemy spots
-   Petrified Heart Carried inside entry with ID 3
4   Careening Dirigibug 1 Falls from the sky Cave unit seams
-   Crystallized Clairvoyance Carried inside entry with ID 4
5   Orange Bulborb 1 None Cave unit seams
-   Crystallized Telekinesis Carried inside entry with ID 5
6   Dwarf Orange Bulborb 2 None "Easy" enemy spots
-   Love Sphere Carried inside entry with ID 6
7   Dwarf Orange Bulborb 2 None "Easy" enemy spots
-   Omniscient Sphere Carried inside entry with ID 7
8   Dwarf Orange Bulborb 2 None "Easy" enemy spots
-   Mirth Sphere Carried inside entry with ID 8
9   Snow Bulborb 1 None "Easy" enemy spots
-   Lustrous Element Carried inside entry with ID 9
10   Snow Bulborb 1 None "Easy" enemy spots
-   Mirrored Element Carried inside entry with ID 10
11   Figwort (small brown) 3 None "Easy" enemy spots
12   Figwort (small brown) 3 None "Easy" enemy spots
13   Figwort (large brown) 1 None "Easy" enemy spots
14   Figwort (large brown) 1 None "Easy" enemy spots
15   Figwort (large brown) 1 None "Easy" enemy spots
19   Armored Cannon Beetle Larva (buried) 1[Sublevel 1 note 1] None "Special" enemy spots
-   Tear Stone Carried inside entry with ID 19
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
16   Foxtail 6 None Plant spots
17   Figwort (large brown) 8 None Plant spots
18   Seeding Dandelion 4 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
20   The Key 1 None Treasure spots
21   Eternal Emerald Eye 1 None Treasure spots
22   Crystal Clover 1 None Treasure spots
23   Gyroid Bust 1 None Treasure spots
24   Colossal Fossil 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
25   Egg 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   Egg 100% None Dead ends
  1. ^ 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.

TriviaEdit

Names in other languagesEdit

Language Name Meaning
  Japanese スナイパールーム? Sniper Room
  French (NoA) Salle du tireur Sniper's room
  French (NoE) Salle du Tireur Sniper's Room
  German Heckenschützengefahr Beware Snipers
  Italian Stanza del cecchino Sniper's Room
  Spanish (NoA) Salón del Francotirador Sniper's Room