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Hot House

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Hot House
Hot House.png
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 1[edit]

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.

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 (?)
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
way2x2_tsuchi
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_cent_4_tsuchi
room_north_1_tsuchi
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 icon.png Queen Candypop Bud 2 None "Hard" enemy spots
2 Snow Bulborb icon.png Snow Bulborb 1 None Cave unit seams
- Pale Passion icon.png Pale Passion Carried inside entry with ID 2
3 Dwarf Bulborb icon.png Dwarf Red Bulborb 1 None Cave unit seams
- Sunseed Berry TH icon.png Sunseed Berry Carried inside entry with ID 3
4 Dwarf Orange Bulborb icon.png Dwarf Orange Bulborb 1 None "Easy" enemy spots
- Armored Nut icon.png Armored Nut Carried inside entry with ID 4
5 Dwarf Bulbear icon.png Dwarf Bulbear 1 None "Hard" enemy spots
- Compelling Cookie icon.png Compelling Cookie Carried inside entry with ID 5
6 Egg icon.png Egg 2 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
7 Shoot icon.png Shoot (small) 2 None Plant spots
8 Shoot icon.png Shoot (large) 1 None Plant spots
9 Figwort icon.png Figwort (small red) 6 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
10 The Key icon.png The Key 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
11 Queen Candypop Bud icon.png Queen Candypop Bud 1 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2[edit]

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 (?)
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
way2x2_tsuchi
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_cent_4_tsuchi
room_north_1_tsuchi
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 icon.png Watery Blowhog 1 None "Hard" enemy spots
- The Key icon.png The Key Carried inside entry with ID 1
2 Queen Candypop Bud icon.png Queen Candypop Bud 1 None "Hard" enemy spots
3 Fiery Blowhog icon.png Fiery Blowhog 1 None "Hard" enemy spots
- Mirrored Element icon.png Mirrored Element Carried inside entry with ID 3
4 Electrical wire icon.png Electrical wire 4 None Cave unit seams
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
5 Figwort icon.png Figwort (large red) 4 None Plant spots
6 Shoot icon.png Shoot (large) 4 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
7 Anxious Sprout icon.png Anxious Sprout 1 None Treasure spots
8 Triple Sugar Threat icon.png 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 languages[edit]

Language Name Meaning
Flag of Japan Japanese 地下の温室?
Flag of Québec French (NoA) Maison de feu Fire house
Flag of France French (NoE) Maison de Feu Fire house
Flag of Germany German Das Treibhaus The Greenhouse
Flag of Italy Italian Casa ardente Burning house
Flag of Mexico Spanish (NoA) Invernadero Greenhouse

See also[edit]