Collector's Room
| Collector's Room | |||
|---|---|---|---|
| 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 following article or section contains guides. |
The Collector's Room (コレクタールーム?, lit.: "Collector Room") is the thirteenth level in Pikmin 2's Challenge Mode. This unusual challenge places more emphasis on quickly defeating enemies and efficiently transporting treasure, given the extremely strict time limit. With this in mind, unless setting a high score is the goal, it's often best to simply leave each floor as soon as The Key has been collected.
Sublevel 1[edit]
- Theme: Soil
- Music: Fire
- Time: 40 (80 seconds)
- Starting Pikmin:
White Pikmin × 50 (flower)
- Treasures:
- Nintendo Switch
Eternal Emerald Eye × 1
Master's Instrument × 1
Pink Menace × 1 (fully buried)
Repugnant Appendage × 1
The Key × 1 (inside Red Bulborb)
- Nintendo GameCube / Wii
Eternal Emerald Eye (North America/Europe) /
Magical Stage (Japan) × 1
Master's Instrument × 1
Pink Menace × 1 (fully buried)
Repugnant Appendage × 1
The Key × 1 (inside Red Bulborb)
- Nintendo Switch
- Enemies:
Red Bulborb × 1
- Obstacles:
- None
- Vegetation:
Horsetail × 2
- Others:
- None
A small sublevel with various treasures scattered around. The Key is inside the Red Bulborb. If you don't care for a pink flower ranking, it is far faster to simply feed the Bulborb some of your White Pikmin. Otherwise, a good strategy is to wake it up, retreat until it loses interest in your squad, and attack it while it is falling back asleep – the animation where it falls back asleep cannot be interrupted, giving your army a few moments to wail on it unopposed.
You have so little time that you're probably better off leaving as soon as you collect The Key, but if you're feeling gutsy, there are a few treasures around to collect, including a buried Pink Menace.
| 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 (?) | 0 | ||||
| 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 (?) | |||||
| Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
| Y-shaped room | |||||
| Detailed object list | ||||
|---|---|---|---|---|
| The game spawns these "main" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 1 | 1 | None | "Hard" enemy spots | |
| - | Carried inside entry with ID 1 | |||
| Then it spawns these "decoration" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 2 | 2 | None | Plant spots | |
| Then it spawns these "treasure" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 3 | 1 | None | Treasure spots | |
| 4 | 1 | None | Treasure spots | |
| 5 | 1 | None | Treasure spots | |
| 6 | 1 | None | Treasure spots | |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 2[edit]
- Theme: Tiles
- Music: Tile
- Time: +30 (+60 seconds)
- Treasures:
- Nintendo Switch
Crystallized Clairvoyance × 1
Harmonic Synthesizer × 1
Space Wave Receiver × 1
The Key × 1 (inside Orange Bulborb)
Wiggle Noggin × 1
- Nintendo GameCube / Wii
Crystallized Clairvoyance × 1
Harmonic Synthesizer (North America/Europe) /
Ultimate Spinner (Japan) × 1
Space Wave Receiver × 1
The Key × 1 (inside Orange Bulborb)
Wiggle Noggin × 1
- Nintendo Switch
- Enemies:
Orange Bulborb × 1
- Obstacles:
- None
- Vegetation:
- None
- Others:
- None
This sublevel is essentially the same as the last one, except The Key is inside a Orange Bulborb, and the sublevel, tile themed, is slightly larger. The same method as the last sublevel applies, although keep in mind that Orange Bulborbs are much more aware of their surroundings.
| 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 (?) | 0 | ||||
| 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 (?) | |||||
| 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 | |||
| Detailed object list | ||||
|---|---|---|---|---|
| The game spawns these "main" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 1 | 1 | None | "Hard" enemy spots | |
| - | Carried inside entry with ID 1 | |||
| Then it spawns these "treasure" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 2 | 1 | None | Treasure spots | |
| 3 | 1 | None | Treasure spots | |
| 4 | 1 | None | Treasure spots | |
| 5 | 1 | None | Treasure spots | |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 3[edit]
- Theme: Metal
- Music: Metal 3
- Time: +40 (+80 seconds)
- Treasures:
Director of Destiny × 1
Network Mainbrain × 1
Omega Flywheel × 1 (partially buried)
Repair Juggernaut × 1
Temporal Mechanism × 1
The Key × 1 (inside Red Bulborb)
- Enemies:
Red Bulborb × 1
- Obstacles:
- None
- Vegetation:
- Others:
- None
An immensely cramped sublevel. If you're going for a pink flower, you may wish to simply use a bitter spray on the Red Bulborb – the sublevel is so small that, once it awakens, almost the entire sublevel is within its territory radius.
| 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 (?) | 0 | ||||
| Escape geyser (?) | No | ||||
| Clogged hole (?) | No | ||||
| Cave units file (?) | 1_units_north_metal.txt | ||||
| Lighting file (?) | metal_light_lv2.ini | ||||
| Background (?) | build ( | ||||
| Cave units (?) | |||||
| Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
| Circular room with 1 exit | |||||
| Detailed object list | ||||
|---|---|---|---|---|
| The game spawns these "main" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 1 | 1 | None | "Hard" enemy spots | |
| - | Carried inside entry with ID 1 | |||
| Then it spawns these "decoration" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 2 | 2 | None | Plant spots | |
| 3 | 2 | None | Plant spots | |
| Then it spawns these "treasure" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 4 | 1 | None | Treasure spots | |
| 5 | 1 | None | Treasure spots | |
| 6 | 1 | None | Treasure spots | |
| 7 | 1 | None | Treasure spots | |
| 8 | 1 | None | Treasure spots | |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 4[edit]
- Theme: Concrete
- Music: Concrete 1
- Time: +40 (+80 seconds)
- Treasures:
Chance Totem × 1
Flame of Tomorrow × 1
Implement of Toil × 1
Strife Monolith × 1
Talisman of Life × 1
The Key × 1 (inside Hairy Bulborb)
- Enemies:
Hairy Bulborb × 1
- Obstacles:
- None
- Vegetation:
- None
- Others:
- None
Somewhat similar to the second sublevel, except your adversary is a Hairy Bulborb. The same method applies.
| 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 (?) | 0 | ||||
| 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 (?) | |||||
| Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
| Room with 4 exits | |||||
| Detailed object list | ||||
|---|---|---|---|---|
| The game spawns these "main" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 1 | 1 | None | "Hard" enemy spots | |
| - | Carried inside entry with ID 1 | |||
| Then it spawns these "treasure" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 2 | 1 | None | Treasure spots | |
| 3 | 1 | None | Treasure spots | |
| 4 | 1 | None | Treasure spots | |
| 5 | 1 | None | Treasure spots | |
| 6 | 1 | None | Treasure spots | |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 5[edit]
- Theme: Soil
- Music: Soil 1
- Time: +40 (+80 seconds)
- Treasures:
Crystal Clover × 1
Mirrored Stage × 1
The Key × 1 (inside Red Bulborb)
Time Capsule × 1
- Enemies:
Red Bulborb × 1
- Obstacles:
- None
- Vegetation:
Common Glowcap × 3
Fiddlehead × 3
- Others:
- None
This sublevel generates somewhat similarly to the Emergence Cave's first sublevel, although it uses a soil theme instead of snow. The Red Bulborb has The Key.
| 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 (?) | 0 | ||||
| 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 (?) | |||||
| Dead end | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor |
| Long corridor | Circular room with lumber | ||||
| Detailed object list | ||||
|---|---|---|---|---|
| The game spawns these "main" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 1 | 1 | None | "Hard" enemy spots | |
| - | Carried inside entry with ID 1 | |||
| Then it spawns these "decoration" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 2 | 3 | None | Plant spots | |
| 3 | 3 | None | Plant spots | |
| Then it spawns these "treasure" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 4 | 1 | None | Treasure spots | |
| 5 | 1 | None | Treasure spots | |
| 6 | 1 | None | Treasure spots | |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 6[edit]
- Theme: Tiles
- Music: Tile
- Time: +45 (+90 seconds)
- Treasures:
- Nintendo Switch
Broken Food Master × 1
Invigorator × 1
Milk Tub × 1
Rubber Ugly × 1
Sud Generator × 1
The Key × 1 (inside Orange Bulborb)
- Nintendo GameCube / Wii
Broken Food Master (North America/Japan) /
Merciless Extractor (Europe) × 1
Invigorator × 1
Milk Tub × 1
Rubber Ugly (North America/Europe) /
Divine Cooking Tool (Japan) × 1
Sud Generator × 1
The Key × 1 (inside Orange Bulborb)
- Nintendo Switch
- Enemies:
Orange Bulborb × 1
- Obstacles:
- None
- Vegetation:
- None
- Others:
- None
Another tile-themed sublevel. This sublevel is big enough thankfully that the usual Bulborb strategy will work – wake the Orange Bulborb up, retreat until it loses interest, and attack while it falls asleep again.
| 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 (?) | 0 | ||||
| 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 (?) | |||||
| 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 | |||
| Detailed object list | ||||
|---|---|---|---|---|
| The game spawns these "main" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 1 | 1 | None | "Hard" enemy spots | |
| - | Carried inside entry with ID 1 | |||
| Then it spawns these "treasure" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 2 | 1 | None | Treasure spots | |
| 3 | 1 | None | Treasure spots | |
| 4 | 1 | None | Treasure spots | |
| 5 | 1 | None | Treasure spots | |
| 6 | 1 | None | Treasure spots | |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 7[edit]
- Theme: Concrete
- Music: Concrete 3
- Time: +60 (+120 seconds)
- Treasures:
Cosmic Archive × 1
Dream Architect × 1
Favorite Gyro Block × 1
Fond Gyro Block × 1
Glee Spinner × 1
Lost Gyro Block × 1
Memorable Gyro Block × 1
Prototype Detector × 1
Remembered Old Buddy × 1
Stone of Glory × 1
The Key × 1 (inside Gatling Groink)
Treasured Gyro Block × 1
- Enemies:
Gatling Groink (free) × 1
- Obstacles:
- None
- Vegetation:
Shoot (large) × 1
- Others:
- None
Be cautious as soon as you land – in all likelihood, the Gatling Groink will immediately aggro on you. The Key is inside it, so use any remaining sprays to kill it as quickly as possible.
This sublevel has quite a lot of treasure – if you have any time left over, you may want to take a few moments to collect as much as you can.
| 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 (?) | 0 | ||||
| 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 (?) | |||||
| Dead end | Three-way crossing | Four-way crossing | Turning corridor | Corridor | Long corridor |
| Large circular room | |||||
| Detailed object list | ||||
|---|---|---|---|---|
| The game spawns these "main" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 1 | 1 | None | "Hard" enemy spots | |
| - | Carried inside entry with ID 1 | |||
| Then it spawns these "decoration" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 2 | 1 | None | Plant spots | |
| Then it spawns these "treasure" objects: | ||||
| ID | Object | Amount | Fall method | Spawn location |
| 3 | 1 | None | Treasure spots | |
| 4 | 1 | None | Treasure spots | |
| 5 | 1 | None | Treasure spots | |
| 6 | 1 | None | Treasure spots | |
| 7 | 1 | None | Treasure spots | |
| 8 | 1 | None | Treasure spots | |
| 9 | 1 | None | Treasure spots | |
| 10 | 1 | None | Treasure spots | |
| 11 | 1 | None | Treasure spots | |
| 12 | 1 | None | Treasure spots | |
| 13 | 1 | None | Treasure spots | |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Nintendo's official records[edit]
These are Nintendo's official records for the challenge, as obtained from a Japanese official webpage for Pikmin 2[1] and New Play Control! Pikmin 2.[2] Due to regional differences, the following scores may not apply to the North American and European versions of the games.
- Pikmin 2
- New Play Control! Pikmin 2
Trivia[edit]
- It is the longest level in Challenge Mode.
- This cavern has all of the treasures from the Blast from the Past series.
- All of The Keys in the sublevels are obtained by defeating the only enemy on that floor.
Names in other languages[edit]
|
The following article or section needs help from someone who can translate Chinese/Dutch text. |
| Language | Name | Meaning |
|---|---|---|
| コレクタールーム? Korekutā rūmu |
Collector Room | |
(traditional) |
收藏間 | |
(simplified) |
收藏间 | |
| Verzamelkamers | ||
| Salle du collectionneur | Collector's room | |
| Salle du Collectionneur | Collector's Room | |
| Zimmer des Sammlers | Collector's Room | |
| Stanza collezionista | Collector Room | |
| 컬렉터 룸 Keollegteo Lum |
Collector's Room | |
| Salón del Coleccionista | Collector's Room |
References[edit]
- ^ Pikmin Nintendo official records on Nintendo Official Site
- ^ Pikmin Nintendo in-house official records on Nintendo Official Site