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Collector's Room: Difference between revisions

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{{guide}}
The '''Collector's Room''' is the thirteenth level in [[Challenge Mode (Pikmin 2)|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.
The '''Collector's Room''' is the thirteenth level in [[Challenge Mode (Pikmin 2)|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.


Line 19: Line 19:
*'''Time''': 40 (80 seconds)
*'''Time''': 40 (80 seconds)
*'''Enemies''':
*'''Enemies''':
**1 [[Red Bulborb]]
**{{icon|Red Bulborb|y}} × 1
*'''Hazards''':
*'''Hazards''':
**None
**None
*'''Treasures''':
*'''Treasures''':
**[[The Key]] (inside the Red Bulborb)
**{{icon|Eternal Emerald Eye|y}} × 1
**[[Pink Menace]] (buried)
**{{icon|Master's Instrument|y}} × 1
**[[Master's Instrument]]
**{{icon|Pink Menace|y}} × 1 (buried)
**[[Eternal Emerald Eye]]
**{{icon|Repugnant Appendage|y}} × 1
**[[Repugnant Appendage]]
**{{icon|The Key|y}} × 1 (inside the Red Bulborb)
*'''Plants''':
*'''Plants''':
**2 [[Horsetail]]s
**{{icon|Horsetail|y}} × 2
*'''Others''':
*'''Others''':
**None
**None
Line 66: Line 66:
*'''Time''': +30 (+60 seconds)
*'''Time''': +30 (+60 seconds)
*'''Enemies''':
*'''Enemies''':
**1 [[Orange Bulborb]]
**{{icon|Orange Bulborb|y}} × 1
*'''Hazards''':
*'''Hazards''':
**None
**None
*'''Treasures''':
*'''Treasures''':
**[[The Key]] (inside the Orange Bulborb)
**{{icon|Crystallized Clairvoyance|y}} × 1
**[[Crystallized Clairvoyance]]
**{{icon|Harmonic Synthesizer|y}} × 1
**[[Harmonic Synthesizer]]
**{{icon|Space Wave Receiver|y}} × 1
**[[Wiggle Noggin]]
**{{icon|The Key|y}} × 1 (inside the Orange Bulborb)
**[[Space Wave Receiver]]
**{{icon|Wiggle Noggin|y}} × 1
*'''Plants''':
*'''Plants''':
**None
**None
Line 115: Line 115:
*'''Time''': +40 (+80 seconds)
*'''Time''': +40 (+80 seconds)
*'''Enemies''':
*'''Enemies''':
**1 [[Red Bulborb]]
**{{icon|Red Bulborb|y}} × 1
*'''Hazards''':
*'''Hazards''':
**None
**None
*'''Treasures''':
*'''Treasures''':
**[[The Key]] (inside the Red Bulborb)
**{{icon|Director of Destiny|y}} × 1
**[[Omega Flywheel]]
**{{icon|Network Mainbrain|y}} × 1
**[[Temporal Mechanism]]
**{{icon|Omega Flywheel|y}} × 1
**[[Network Mainbrain]]
**{{icon|Repair Juggernaut|y}} × 1
**[[Repair Juggernaut]]
**{{icon|Temporal Mechanism|y}} × 1
**[[Director of Destiny]]
**{{icon|The Key|y}} × 1 (inside the Red Bulborb)
*'''Plants''':
*'''Plants''':
**2 red [[Glowstem]]s
**{{icon|Glowstem|y}} (green) × 2
**2 green [[Glowstem]]s
**{{icon|Glowstem|y}} (red) × 2
*'''Others''':
*'''Others''':
**None
**None
Line 164: Line 164:
*'''Time''': +40 (+80 seconds)
*'''Time''': +40 (+80 seconds)
*'''Enemies''':
*'''Enemies''':
**1 [[Hairy Bulborb]]
**{{icon|Hairy Bulborb|y}} × 1
*'''Hazards''':
*'''Hazards''':
**None
**None
*'''Treasures''':
*'''Treasures''':
**[[The Key]] (inside the Hairy Bulborb)
**{{icon|Chance Totem|y}} × 1
**[[Implement of Toil]]
**{{icon|Flame of Tomorrow|y}} × 1
**[[Talisman of Life]]
**{{icon|Implement of Toil|y}} × 1
**[[Strife Monolith]]
**{{icon|Strife Monolith|y}} × 1
**[[Chance Totem]]
**{{icon|Talisman of Life|y}} × 1
**[[Flame of Tomorrow]]
**{{icon|The Key|y}} × 1 (inside the Hairy Bulborb)
*'''Plants''':
*'''Plants''':
**None
**None
Line 212: Line 212:
*'''Time''': +40 (+80 seconds)
*'''Time''': +40 (+80 seconds)
*'''Enemies''':
*'''Enemies''':
**1 [[Red Bulborb]]
**{{icon|Red Bulborb|y}} × 1
*'''Hazards''':
*'''Hazards''':
**None
**None
*'''Treasures''':
*'''Treasures''':
**[[The Key]] (inside the Red Bulborb)
**{{icon|Crystal Clover|y}} × 1
**[[Mirrored Stage]]
**{{icon|Mirrored Stage|y}} × 1
**[[Time Capsule]]
**{{icon|The Key|y}} × 1 (inside the Red Bulborb)
**[[Crystal Clover]]
**{{icon|Time Capsule|y}} × 1
*'''Plants''':
*'''Plants''':
**3 [[Fiddlehead]]s
**{{icon|Common Glowcap|y}} × 3
**3 [[Common Glowcap]]s
**{{icon|Fiddlehead|y}} × 3
*'''Others''':
*'''Others''':
**None
**None
Line 260: Line 260:
*'''Time''': +45 (+90 seconds)
*'''Time''': +45 (+90 seconds)
*'''Enemies''':
*'''Enemies''':
**1 [[Orange Bulborb]]
**{{icon|Orange Bulborb|y}} × 1
*'''Hazards''':
*'''Hazards''':
**None
**None
*'''Treasures''':
*'''Treasures''':
**[[The Key]] (inside the Orange Bulborb)
**{{icon|Broken Food Master US - Divine Cooking Tool EU|y|l=Broken Food Master|n=Broken Food Master}} × 1 (US) / {{icon|Merciless Extractor|y}} × 1 (Europe)
**[[Milk Tub]]
**{{icon|Invigorator|y}} × 1
**[[Broken Food Master]] (US) / [[Merciless Extractor]] (Europe)
**{{icon|Milk Tub|y}} × 1
**[[Sud Generator]]
**{{icon|Rubber Ugly|y}} × 1
**[[Rubber Ugly]]
**{{icon|Sud Generator|y}} × 1
**[[Invigorator]]
**{{icon|The Key|y}} × 1 (inside the Orange Bulborb)
*'''Plants''':
*'''Plants''':
**None
**None
Line 310: Line 310:
*'''Time''': +60 (+120 seconds)
*'''Time''': +60 (+120 seconds)
*'''Enemies''':
*'''Enemies''':
**1 [[Gatling Groink]]
**{{icon|Gatling Groink|y}} × 1
*'''Hazards''':
*'''Hazards''':
**None
**None
*'''Treasures''':
*'''Treasures''':
**[[The Key]] (inside the Gatling Groink)
**{{icon|Cosmic Archive|y}} × 1
**[[Remembered Old Buddy]]
**{{icon|Dream Architect|y}} × 1
**[[Fond Gyro Block]]
**{{icon|Favorite Gyro Block|y}} × 1
**[[Memorable Gyro Block]]
**{{icon|Fond Gyro Block|y}} × 1
**[[Lost Gyro Block]]
**{{icon|Glee Spinner|y}} × 1
**[[Favorite Gyro Block]]
**{{icon|Lost Gyro Block|y}} × 1
**[[Treasured Gyro Block]]
**{{icon|Memorable Gyro Block|y}} × 1
**[[Glee Spinner]]
**{{icon|Prototype Detector|y}} × 1
**[[Stone of Glory]]
**{{icon|Remembered Old Buddy|y}} × 1
**[[Cosmic Archive]]
**{{icon|Stone of Glory|y}} × 1
**[[Dream Architect]]
**{{icon|The Key|y}} × 1 (inside the Gatling Groink)
**[[Prototype Detector]]
**{{icon|Treasured Gyro Block|y}} × 1
*'''Plants''':
*'''Plants''':
**1 large [[Shoot]]
**{{icon|Shoot|y}} (large) × 1
*'''Others''':
*'''Others''':
**None
**None

Revision as of 15:35, December 21, 2014

Collector's Room
File:CollectorsRoomImag.JPG
Sublevels 7 Ultra-bitter sprays 2
Red Pikmin 0 Ultra-spicy sprays 3
Yellow Pikmin 0
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 50
Purple Pikmin 0
Bulbmin 0

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

The Collector's Room is 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

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)
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_mid2_3_tsuchi
Y-shaped room

The level has a simple Y-shaped figure with the items scattered randomly around.

Sublevel 2

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)
Cave units (?)
cap_pipe
item_cap_pipe
way3_pipe
way4_pipe
wayl_pipe
way2_pipe
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_pipe
room_tako2x2_8_tile
room_north2x2_1_tile
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

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 (P2 VRBOX build.png steel)
Cave units (?)
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
way2x2_metal
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_north_1_metal
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

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)
Cave units (?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_4x4b_4_conc
Room with 4 exits

Similar to level 2, with the difference being a sandy floor and concrete walls.

Sublevel 5

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)
Cave units (?)
cap_tsuchi
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_tsuchi
room_north4_1_tsuchi
Long corridor Circular room with lumber

Similar to level 3, only with the same floor as level 4 and more "rooms".

Sublevel 6

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)
Cave units (?)
cap_pipe
item_cap_pipe
way3_pipe
way4_pipe
wayl_pipe
way2_pipe
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_pipe
room_tako2x2_8_tile
room_north2x2_1_tile
Long corridor Square room with 4 exits Square room with 1 exit

Similar to level 2.

Sublevel 7

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)
Cave units (?)
cap_pipe
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_manh_2_conc
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.

Names in other languages

Language Name Meaning
Flag of Japan Japanese コレクタールーム? Collector's Room
Flag of Mexico Spanish (NoA) Salón del Coleccionista Collector's Room

Trivia