Collector's Room

From Pikipedia
Pikmin 2 icon.png
Collector's Room
CollectorsRoomImag.JPG
Sublevels 7 Ultra-bitter sprays 2
Red Pikmin 0 Ultra-spicy sprays 3
Yellow Pikmin 0
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 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
Blue Pikmin 0
White Pikmin 50
Purple Pikmin 0
Bulbmin 0

The following article or section contains guides.
The strategies presented may not be the only ones or the best ones.

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 Bulborb 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[edit]

Note: The previous object numbers were gathered from a very basic reading of the game's files. Research is currently underway to get more accurate numbers.
Technical information
Internal cave name ch_NARI_04series
(?) Enemy maximum 1
(?) Item maximum 4
(?) Gate maximum 0
(?) Dead end unit maximum 0
(?) Number of rooms 1
(?) Corridor-to-room ratio 0
(?) Escape geyser No
(?) Clogged hole No
(?) Unit file 1_MAT_mid2_tsuchi.txt
(?) Light 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[edit]

Note: The previous object numbers were gathered from a very basic reading of the game's files. Research is currently underway to get more accurate numbers.
Technical information
Internal cave name ch_NARI_04series
(?) Enemy maximum 1
(?) Item maximum 4
(?) Gate maximum 0
(?) Dead end unit maximum 0
(?) Number of rooms 4
(?) Corridor-to-room ratio 0
(?) Escape geyser No
(?) Clogged hole No
(?) Unit file 2_units_tako_north_tile.txt
(?) Light 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[edit]

Note: The previous object numbers were gathered from a very basic reading of the game's files. Research is currently underway to get more accurate numbers.
Technical information
Internal cave name ch_NARI_04series
(?) Enemy maximum 1
(?) Item maximum 5
(?) Gate maximum 0
(?) Dead end unit maximum 0
(?) Number of rooms 1
(?) Corridor-to-room ratio 0
(?) Escape geyser No
(?) Clogged hole No
(?) Unit file 1_units_north_metal.txt
(?) Light 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[edit]

Note: The previous object numbers were gathered from a very basic reading of the game's files. Research is currently underway to get more accurate numbers.
Technical information
Internal cave name ch_NARI_04series
(?) Enemy maximum 1
(?) Item maximum 5
(?) Gate maximum 0
(?) Dead end unit maximum 100
(?) Number of rooms 2
(?) Corridor-to-room ratio 0
(?) Escape geyser No
(?) Clogged hole No
(?) Unit file 1_NARI_4x4b_conc.txt
(?) Light 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[edit]

Note: The previous object numbers were gathered from a very basic reading of the game's files. Research is currently underway to get more accurate numbers.
Technical information
Internal cave name ch_NARI_04series
(?) Enemy maximum 1
(?) Item maximum 3
(?) Gate maximum 0
(?) Dead end unit maximum 0
(?) Number of rooms 2
(?) Corridor-to-room ratio 0
(?) Escape geyser No
(?) Clogged hole No
(?) Unit file 1_NARI_north4_tsuchi.txt
(?) Light 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[edit]

Note: The previous object numbers were gathered from a very basic reading of the game's files. Research is currently underway to get more accurate numbers.
Technical information
Internal cave name ch_NARI_04series
(?) Enemy maximum 1
(?) Item maximum 5
(?) Gate maximum 0
(?) Dead end unit maximum 0
(?) Number of rooms 4
(?) Corridor-to-room ratio 0
(?) Escape geyser No
(?) Clogged hole No
(?) Unit file 2_units_tako_north_tile.txt
(?) Light 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[edit]

Note: The previous object numbers were gathered from a very basic reading of the game's files. Research is currently underway to get more accurate numbers.
Technical information
Internal cave name ch_NARI_04series
(?) Enemy maximum 1
(?) Item maximum 11
(?) Gate maximum 0
(?) Dead end unit maximum 0
(?) Number of rooms 1
(?) Corridor-to-room ratio 0
(?) Escape geyser No (despite having one, in reality)
(?) Clogged hole No
(?) Unit file 1_MIYA_manh2_conc.txt
(?) Light 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.

Trivia[edit]

Names in other languages[edit]

Language Name Meaning
Flag of Japan.svg Japanese コレクタールーム? Collector's Room
Flag of Quebec.svg French (NoA) Salle du collectionneur Collector's room
Flag of Mexico.svg Spanish (NoA) Salón del Coleccionista Collector's Room