Collector's Room | |||
---|---|---|---|
File:CollectorsRoomImag.JPG | |||
Sublevels | 7 | Ultra-bitter sprays | 2 |
Red Pikmin | 0 | Ultra-spicy sprays | 3 |
Yellow Pikmin | 0 | ||
Blue Pikmin | 0 | ||
White Pikmin | 50 | ||
Purple Pikmin | 0 | ||
Bulbmin | 0 |
The thirteenth level in Challenge Mode in Pikmin 2. Very little time is given for each level, so it is recommended to simply find The Key and move on to the next level.
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. Then they will 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. This will not work on the third floor, as the sublevel is too small, and the Bulblorb will reach you no matter what. It is recommended to use a spray here. Then, on the final sublevel, use both types of sprays.
Sublevel 1
- Theme: Soil
- Time: 40
- Enemies:
- Hazards:
- None
- Treasures:
- The Key (inside the Red Bulborb)
- Pink Menace (buried)
- Master's Instrument
- Eternal Emerald Eye
- Repugnant Appendage
- Plants:
- Others:
- None
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 (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 1_MAT_mid2_tsuchi.txt | ||||
Lighting file (?) | normal_light_cha.ini | ||||
Background (?) | "vrbox" (none) (File:P2 VRBOX "vrbox" (none).png)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Y-shaped room |
The level has a simple Y-shaped figure with the items scattered randomly around.
Sublevel 2
- Theme: Tiles
- Time: +30
- Enemies:
- Hazards:
- None
- Treasures:
- The Key (inside the Orange Bulborb)
- Crystallized Clairvoyance
- Harmonic Synthesizer
- Wiggle Noggin
- Space Wave Receiver
- Plants:
- None
- Others:
- None
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 (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 2_units_tako_north_tile.txt | ||||
Lighting file (?) | normal_light_lv0.ini | ||||
Background (?) | "vrbox" (none) (File:P2 VRBOX "vrbox" (none).png)
| ||||
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 |
The level is in the Tile Lands style and is made up of squares clustered together with paths.
Sublevel 3
- Theme: Metal
- Time: +40
- Enemies:
- Hazards:
- None
- Treasures:
- The Key (inside the Red Bulborb)
- Omega Flywheel
- Temporal Mechanism
- Network Mainbrain
- Repair Juggernaut
- Director of Destiny
- Plants:
- Others:
- None
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 (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 1_units_north_metal.txt | ||||
Lighting file (?) | metal_light_lv2.ini | ||||
Background (?) | "build" (steel) (File:P2 VRBOX "build" (steel).png)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Circular room with 1 exit |
The level is a simple circle made out of metal with a blue sand floor and a short path leading to the hole.
Sublevel 4
- Theme: Concrete
- Time: +40
- Enemies:
- Hazards:
- None
- Treasures:
- The Key (inside the Hairy Bulborb)
- Implement of Toil
- Talisman of Life
- Strife Monolith
- Chance Totem
- Flame of Tomorrow
- Plants:
- None
- Others:
- None
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 (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 1_NARI_4x4b_conc.txt | ||||
Lighting file (?) | normal_light_lv0.ini | ||||
Background (?) | "vrbox" (none) (File:P2 VRBOX "vrbox" (none).png)
| ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Room with 4 exits |
Similar to level 2, with the difference being a sandy floor and concrete walls.
Sublevel 5
- Theme: Soil
- Time: +40
- Enemies:
- Hazards:
- None
- Treasures:
- The Key (inside the Red Bulborb)
- Mirrored Stage
- Time Capsule
- Crystal Clover
- Plants:
- Others:
- None
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 (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 1_NARI_north4_tsuchi.txt | ||||
Lighting file (?) | normal_light_lv1.ini | ||||
Background (?) | "vrbox" (none) (File:P2 VRBOX "vrbox" (none).png)
| ||||
Cave units (?) | |||||
Dead end | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor |
Long corridor | Circular room with lumber |
Similar to level 3, only with the same floor as level 4 and more "rooms".
Sublevel 6
- Theme: Tiles
- Time: +45
- Enemies:
- Hazards:
- None
- Treasures:
- The Key (inside the Orange Bulborb)
- Milk Tub
- Broken Food Master (US) / Merciless Extractor (PAL)
- Sud Generator
- Rubber Ugly
- Invigorator
- Plants:
- None
- Others:
- None
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 (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 2_units_tako_north_tile.txt | ||||
Lighting file (?) | normal_light_lv2.ini | ||||
Background (?) | "vrbox" (none) (File:P2 VRBOX "vrbox" (none).png)
| ||||
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 |
Similar to level 2.
Sublevel 7
- Theme:
- Time: +60
- Enemies:
- Hazards:
- None
- Treasures:
- Plants:
- 1 large Shoot
- Others:
- None
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 (?) | {{{ctrratio}}} | ||||
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) (File:P2 VRBOX "vrbox" (none).png)
| ||||
Cave units (?) | |||||
Dead end | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
Large circular room |
Caution: the Gatling Groink here will be standing right in front of the Pod, so the Pikmin should be taken away from the landing position immediately.
The level is a circle with sandy ground and a small path for the Pod or treasures, depending on how the level is generated. The name Collector's Room comes from the Nintendo objects in this sublevel.