Pikmin 2

Collector's Room

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Collector's Room
The majority of the treasures in Collector's Room sublevel 1.
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 (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]

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.

Generate sample map →

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 (?)
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Bulborb Red Bulborb 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Horsetail Horsetail 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
3 Pink Menace Pink Menace 1 None Treasure spots
4 Master's Instrument Master's Instrument 1 None Treasure spots
5 Eternal Emerald Eye Eternal Emerald Eye (NA/EU)
Magical Stage Magical Stage (JP)
1 None Treasure spots
6 Repugnant Appendage Repugnant Appendage 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2[edit]

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.

Generate sample map →

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 (?)
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Orange Bulborb Orange Bulborb 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2 Crystallized Clairvoyance Crystallized Clairvoyance 1 None Treasure spots
3 Harmonic Synthesizer Harmonic Synthesizer (NA/EU)
Ultimate Spinner Ultimate Spinner (JP)
1 None Treasure spots
4 Wiggle Noggin Wiggle Noggin 1 None Treasure spots
5 Space Wave Receiver Space Wave Receiver 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3[edit]

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.

Generate sample map →

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 (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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Bulborb Red Bulborb 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Glowstem Glowstem (red) 2 None Plant spots
3 Glowstem Glowstem (green) 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
4 Omega Flywheel Omega Flywheel 1 None Treasure spots
5 Temporal Mechanism Temporal Mechanism 1 None Treasure spots
6 Network Mainbrain Network Mainbrain 1 None Treasure spots
7 Repair Juggernaut Repair Juggernaut 1 None Treasure spots
8 Director of Destiny Director of Destiny 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 4[edit]

Somewhat similar to the second sublevel, except your adversary is a Hairy Bulborb. The same method applies.

Generate sample map →

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