Hot House
The Key in Hot House.
Sublevels 2 Ultra-bitter sprays 1
Red Pikmin 1 Ultra-spicy sprays 2
Yellow Pikmin 1
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 1
White Pikmin 0
Purple Pikmin 0
Bulbmin 0

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

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 1Edit

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.

Generate sample map →

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   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 2Edit

Generate sample map →

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 languagesEdit

Language Name Meaning
  Japanese 地下の温室?
  French (NoA) Maison de feu Fire house
  French (NoE) Maison de Feu Fire house
  German Das Treibhaus The Greenhouse
  Italian Casa ardente Burning house
  Spanish (NoA) Invernadero Greenhouse

See alsoEdit