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{{infobox challenge
{{infobox challenge
|image=P2 Collector's Room Screenshot.jpg
|image=CollectorsRoomImag.JPG
|size=250px
|size=250px
|sublevels=7
|sublevels=7
|white=50
|white=50
|whitem=f
|bitter=2
|bitter=2
|spicy=3
|spicy=3
Line 10: Line 11:
}}
}}
{{guide}}
{{guide}}
The '''Collector's Room''' is the thirteenth level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. It is named after the large amount of treasures to collect, particularly the Nintendo related objects in the final sublevel. 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.
 
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 [[HP|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==
==Sublevel 1==
* '''Theme''': Soil
*'''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Fire|Fire]]''
*'''Time''': 40 (80 seconds)
* '''Time''': 40 (80 seconds)
*'''Treasures''':
* '''Starting Pikmin''':
**{{icon|Eternal Emerald Eye|y}} × 1
** {{icon|White Pikmin|v=P2|y}} × 50 (flower)
**{{icon|Master's Instrument|y}} × 1
* '''Treasures''':
**{{icon|Pink Menace|y}} × 1 (buried)
** {{icon|Eternal Emerald Eye|y}} (US/Europe) / {{icon|Magical Stage|y}} (Japan) × 1
**{{icon|Repugnant Appendage|y}} × 1
** {{icon|Master's Instrument|y}} × 1
**{{icon|The Key|y}} × 1 (inside the Red Bulborb)
** {{icon|Pink Menace|y}} × 1 (fully buried)
*'''Enemies''':
** {{icon|Repugnant Appendage|y}} × 1
**{{icon|Red Bulborb|y}} × 1
** {{icon|The Key|y}} × 1 (inside Red Bulborb)
*'''Obstacles''':
* '''Enemies''':
**None
** {{icon|Bulborb|y|n=Red Bulborb}} × 1
*'''Plants''':
* '''Obstacles''':
**{{icon|Horsetail|y}} × 2
** None
*'''Others''':
* '''Vegetation''':
**None
** {{icon|Horsetail|y}} × 2
* '''Others''':
** None


The level has a simple Y-shaped figure with the items scattered [[Randomness|random]]ly around. 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. They will then 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 [[HP|health]] by the time they wake.
{{cavegen|cr1}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 43: Line 40:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_MAT_mid2_tsuchi.txt
|unitfile    = 1_MAT_mid2_tsuchi.txt
Line 50: Line 46:
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|item_cap_tsuchi|Dead end with item
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
|way2x2_tsuchi|Long corridor
}}
{{sublevel units
|room_mid2_3_tsuchi|'''Y-shaped room'''
}}
}}
}}
{{sublevel units
 
|room_mid2_3_tsuchi|'''Y-shaped room'''
The level has a simple Y-shaped figure with the items scattered [[Randomness|random]]ly around.
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Bulborb|y|n=Red Bulborb}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Horsetail|y}}
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 3
| {{icon|Pink Menace|y}}
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Master's Instrument|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Eternal Emerald Eye|y}} (US/EU)<br>{{icon|Magical Stage|y}} (JP)
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Repugnant Appendage|y}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 2==
==Sublevel 2==
* '''Theme''': Tiles
*'''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
*'''Time''': +30 (+60 seconds)
* '''Time''': +30 (+60 seconds)
*'''Treasures''':
* '''Treasures''':
**{{icon|Crystallized Clairvoyance|y}} &times; 1
** {{icon|Crystallized Clairvoyance|y}} &times; 1
**{{icon|Harmonic Synthesizer|y}} &times; 1
** {{icon|Harmonic Synthesizer|y}} (US/Europe) / {{icon|Ultimate Spinner|y}} (Japan) &times; 1
**{{icon|Space Wave Receiver|y}} &times; 1
** {{icon|Space Wave Receiver|y}} &times; 1
**{{icon|The Key|y}} &times; 1 (inside the Orange Bulborb)
** {{icon|The Key|y}} &times; 1 (inside Orange Bulborb)
**{{icon|Wiggle Noggin|y}} &times; 1
** {{icon|Wiggle Noggin|y}} &times; 1
*'''Enemies''':
* '''Enemies''':
**{{icon|Orange Bulborb|y}} &times; 1
** {{icon|Orange Bulborb|y}} &times; 1
*'''Obstacles''':
* '''Obstacles''':
**None
** None
*'''Plants''':
* '''Vegetation''':
**None
** None
*'''Others''':
* '''Others''':
**None
** None


The level is in the [[Tile Lands]] style and is made up of squares clustered together with paths. A similar strategy to the previous sublevel is recommended, but be wary of the Orange Bulborb's light sleeping.
{{cavegen|cr2}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 149: Line 87:
|capmax      = 0
|capmax      = 0
|rooms      = 4
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 2_units_tako_north_tile.txt
|unitfile    = 2_units_tako_north_tile.txt
Line 156: Line 93:
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|cap_pipe|Dead end
|cap_pipe|Dead end
|item_cap_pipe|Dead end with item
|item_cap_pipe|Dead end with item
|way3_pipe|Three-way crossing
|way3_pipe|Three-way crossing
|way4_pipe|Four-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|wayl_pipe|Turning corridor
|way2_pipe|Corridor
|way2_pipe|Corridor
}}
{{sublevel units
|way2x2_pipe|Long corridor
|room_tako2x2_8_tile|'''Square room with 4 exits'''
|room_north2x2_1_tile|'''Square room with 1 exit'''
}}
}}
}}
{{sublevel units
 
|way2x2_pipe|Long corridor
The level is in the [[Tile Lands]] style and is made up of squares clustered together with paths.
|room_tako2x2_8_tile|'''Square room with 4 exits'''
|room_north2x2_1_tile|'''Square room with 1 exit'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Orange Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Crystallized Clairvoyance|y}}
| 1
| None
| Treasure spots
|-
| 3
| {{icon|Harmonic Synthesizer|y}} (US/EU)<br>{{icon|Ultimate Spinner|y}} (JP)
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Wiggle Noggin|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Space Wave Receiver|y}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 3==
==Sublevel 3==
* '''Theme''': Metal
*'''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Metal 3|Metal 3]]''
*'''Time''': +40 (+80 seconds)
* '''Time''': +40 (+80 seconds)
*'''Treasures''':
* '''Treasures''':
**{{icon|Director of Destiny|y}} &times; 1
** {{icon|Director of Destiny|y}} &times; 1
**{{icon|Network Mainbrain|y}} &times; 1
** {{icon|Network Mainbrain|y}} &times; 1
**{{icon|Omega Flywheel|y}} &times; 1
** {{icon|Omega Flywheel|y}} &times; 1 (partially buried)
**{{icon|Repair Juggernaut|y}} &times; 1
** {{icon|Repair Juggernaut|y}} &times; 1
**{{icon|Temporal Mechanism|y}} &times; 1
** {{icon|Temporal Mechanism|y}} &times; 1
**{{icon|The Key|y}} &times; 1 (inside the Red Bulborb)
** {{icon|The Key|y}} &times; 1 (inside Red Bulborb)
*'''Enemies''':
* '''Enemies''':
**{{icon|Red Bulborb|y}} &times; 1
** {{icon|Bulborb|y|n=Red Bulborb}} &times; 1
*'''Obstacles''':
* '''Obstacles''':
**None
** None
*'''Plants''':
* '''Vegetation''':
**{{icon|Glowstem|y}} (green) &times; 2
** {{icon|Glowstem|y}} (green) &times; 2
**{{icon|Glowstem|y}} (red) &times; 2
** {{icon|Glowstem|y}} (red) &times; 2
*'''Others''':
* '''Others''':
**None
** None
 
The level is a simple circle made out of metal with a blue sand floor and a short path leading to the hole. A similar strategy to the last sublevel is recommended.


{{cavegen|cr3}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 249: Line 138:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_units_north_metal.txt
|unitfile    = 1_units_north_metal.txt
Line 256: Line 144:
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|item_cap_metal|Dead end with item
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_north_1_metal|'''Circular room with 1 exit'''
}}
}}
}}
{{sublevel units
 
|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.
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Bulborb|y|n=Red Bulborb}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Glowstem|y}} (red)
| 2
| None
| Plant spots
|-
| 3
| {{icon|Glowstem|y}} (green)
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Omega Flywheel|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Temporal Mechanism|y}}
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Network Mainbrain|y}}
| 1
| None
| Treasure spots
|-
| 7
| {{icon|Repair Juggernaut|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Director of Destiny|y}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 4==
==Sublevel 4==
* '''Theme''': Concrete
*'''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Concrete 1|Concrete 1]]''
*'''Time''': +40 (+80 seconds)
* '''Time''': +40 (+80 seconds)
*'''Treasures''':
* '''Treasures''':
**{{icon|Chance Totem|y}} &times; 1
** {{icon|Chance Totem|y}} &times; 1
**{{icon|Flame of Tomorrow|y}} &times; 1
** {{icon|Flame of Tomorrow|y}} &times; 1
**{{icon|Implement of Toil|y}} &times; 1
** {{icon|Implement of Toil|y}} &times; 1
**{{icon|Strife Monolith|y}} &times; 1
** {{icon|Strife Monolith|y}} &times; 1
**{{icon|Talisman of Life|y}} &times; 1
** {{icon|Talisman of Life|y}} &times; 1
**{{icon|The Key|y}} &times; 1 (inside the Hairy Bulborb)
** {{icon|The Key|y}} &times; 1 (inside Hairy Bulborb)
*'''Enemies''':
* '''Enemies''':
**{{icon|Hairy Bulborb|y}} &times; 1
** {{icon|Hairy Bulborb|y}} &times; 1
*'''Obstacles''':
* '''Obstacles''':
**None
** None
*'''Plants''':
* '''Vegetation''':
**None
** None
*'''Others''':
* '''Others''':
**None
** None


Similar to level 2, with the difference being a sandy floor and concrete walls. Once again, the strategy of the previous floors is effective here.
{{cavegen|cr4}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 368: Line 186:
|capmax      = 100
|capmax      = 100
|rooms      = 2
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_NARI_4x4b_conc.txt
|unitfile    = 1_NARI_4x4b_conc.txt
Line 375: Line 192:
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|item_cap_conc|Dead end with item
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
|way2x2_conc|Long corridor
}}
{{sublevel units
|room_4x4b_4_conc|'''Room with 4 exits'''
}}
}}
}}
{{sublevel units
 
|room_4x4b_4_conc|'''Room with 4 exits'''
Similar to level 2, with the difference being a sandy floor and concrete walls.
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Hairy Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Implement of Toil|y}}
| 1
| None
| Treasure spots
|-
| 3
| {{icon|Talisman of Life|y}}
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Strife Monolith|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Chance Totem|y}}
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Flame of Tomorrow|y}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 5==
==Sublevel 5==
* '''Theme''': Soil
*'''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Soil 1|Soil 1]]''
*'''Time''': +40 (+80 seconds)
* '''Time''': +40 (+80 seconds)
*'''Treasures''':
* '''Treasures''':
**{{icon|Crystal Clover|y}} &times; 1
** {{icon|Crystal Clover|y}} &times; 1
**{{icon|Mirrored Stage|y}} &times; 1
** {{icon|Mirrored Stage|y}} &times; 1
**{{icon|The Key|y}} &times; 1 (inside the Red Bulborb)
** {{icon|The Key|y}} &times; 1 (inside Red Bulborb)
**{{icon|Time Capsule|y}} &times; 1
** {{icon|Time Capsule|y}} &times; 1
*'''Enemies''':
* '''Enemies''':
**{{icon|Red Bulborb|y}} &times; 1
** {{icon|Bulborb|y|n=Red Bulborb}} &times; 1
*'''Obstacles''':
* '''Obstacles''':
**None
** None
*'''Plants''':
* '''Vegetation''':
**{{icon|Common Glowcap|y}} &times; 3
** {{icon|Common Glowcap|y}} &times; 3
**{{icon|Fiddlehead|y}} &times; 3
** {{icon|Fiddlehead|y}} &times; 3
*'''Others''':
* '''Others''':
**None
** None
 
Similar to level 3, only with the same floor as level 4 and more "rooms".


{{cavegen|cr5}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 470: Line 233:
|capmax      = 0
|capmax      = 0
|rooms      = 2
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 1_NARI_north4_tsuchi.txt
|unitfile    = 1_NARI_north4_tsuchi.txt
Line 477: Line 239:
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|cap_tsuchi|Dead end
|cap_tsuchi|Dead end
|item_cap_tsuchi|Dead end with item
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2_tsuchi|Corridor
}}
{{sublevel units
|way2x2_tsuchi|Long corridor
|room_north4_1_tsuchi|'''Circular room with lumber'''
}}
}}
}}
{{sublevel units
 
|way2x2_tsuchi|Long corridor
Similar to level 3, only with the same floor as level 4 and more "rooms".
|room_north4_1_tsuchi|'''Circular room with lumber'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Bulborb|y|n=Red Bulborb}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Fiddlehead|y}}
| 3
| None
| Plant spots
|-
| 3
| {{icon|Common Glowcap|y}}
| 3
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Mirrored Stage|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Time Capsule|y}}
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Crystal Clover|y}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 6==
==Sublevel 6==
* '''Theme''': Tiles
*'''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
*'''Time''': +45 (+90 seconds)
* '''Time''': +45 (+90 seconds)
*'''Treasures''':
* '''Treasures''':
**{{icon|Broken Food Master US - Divine Cooking Tool EU|y|l=Broken Food Master|n=Broken Food Master}} &times; 1 (US) / {{icon|Merciless Extractor|y}} &times; 1 (Europe)
** {{icon|Broken Food Master|y}} (US) / {{icon|Merciless Extractor|y}} (Europe) / {{icon|Broken Cooking God|y}} (Japan) &times; 1
**{{icon|Invigorator|y}} &times; 1
** {{icon|Invigorator|y}} &times; 1
**{{icon|Milk Tub|y}} &times; 1
** {{icon|Milk Tub|y}} &times; 1
**{{icon|Rubber Ugly|y}} &times; 1
** {{icon|Rubber Ugly|y}} (US/Europe) / {{icon|Divine Cooking Tool|y}} (Japan) &times; 1
**{{icon|Sud Generator|y}} &times; 1
** {{icon|Sud Generator|y}} &times; 1
**{{icon|The Key|y}} &times; 1 (inside the Orange Bulborb)
** {{icon|The Key|y}} &times; 1 (inside Orange Bulborb)
*'''Enemies''':
* '''Enemies''':
**{{icon|Orange Bulborb|y}} &times; 1
** {{icon|Orange Bulborb|y}} &times; 1
*'''Obstacles''':
* '''Obstacles''':
**None
** None
*'''Plants''':
* '''Vegetation''':
**None
** None
*'''Others''':
* '''Others''':
**None
** None


Similar to level 2.
{{cavegen|cr6}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 578: Line 282:
|capmax      = 0
|capmax      = 0
|rooms      = 4
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 2_units_tako_north_tile.txt
|unitfile    = 2_units_tako_north_tile.txt
Line 585: Line 288:
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|cap_pipe|Dead end
|cap_pipe|Dead end
|item_cap_pipe|Dead end with item
|item_cap_pipe|Dead end with item
|way3_pipe|Three-way crossing
|way3_pipe|Three-way crossing
|way4_pipe|Four-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|wayl_pipe|Turning corridor
|way2_pipe|Corridor
|way2_pipe|Corridor
}}
{{sublevel units
|way2x2_pipe|Long corridor
|room_tako2x2_8_tile|'''Square room with 4 exits'''
|room_north2x2_1_tile|'''Square room with 1 exit'''
}}
}}
}}
{{sublevel units
 
|way2x2_pipe|Long corridor
Similar to level 2.
|room_tako2x2_8_tile|'''Square room with 4 exits'''
|room_north2x2_1_tile|'''Square room with 1 exit'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Orange Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Milk Tub|y}}
| 1
| None
| Treasure spots
|-
| 3
| {{icon|Broken Food Master|y}} (US)<br>{{icon|Merciless Extractor|y}} (EU)<br>{{icon|Broken Cooking God|y}} (JP)
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Sud Generator|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Rubber Ugly|y}} (US/EU)<br>{{icon|Divine Cooking Tool|y}} (JP)
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Invigorator|y}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 7==
==Sublevel 7==
* '''Theme''': Concrete
*'''Theme''':  
* '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]''
*'''Time''': +60 (+120 seconds)
* '''Time''': +60 (+120 seconds)
*'''Treasures''':
* '''Treasures''':
**{{icon|Cosmic Archive|y}} &times; 1
** {{icon|Cosmic Archive|y}} &times; 1
**{{icon|Dream Architect|y}} &times; 1
** {{icon|Dream Architect|y}} &times; 1
**{{icon|Favorite Gyro Block|y}} &times; 1
** {{icon|Favorite Gyro Block|y}} &times; 1
**{{icon|Fond Gyro Block|y}} &times; 1
** {{icon|Fond Gyro Block|y}} &times; 1
**{{icon|Glee Spinner|y}} &times; 1
** {{icon|Glee Spinner|y}} &times; 1
**{{icon|Lost Gyro Block|y}} &times; 1
** {{icon|Lost Gyro Block|y}} &times; 1
**{{icon|Memorable Gyro Block|y}} &times; 1
** {{icon|Memorable Gyro Block|y}} &times; 1
**{{icon|Prototype Detector|y}} &times; 1
** {{icon|Prototype Detector|y}} &times; 1
**{{icon|Remembered Old Buddy|y}} &times; 1
** {{icon|Remembered Old Buddy|y}} &times; 1
**{{icon|Stone of Glory|y}} &times; 1
** {{icon|Stone of Glory|y}} &times; 1
**{{icon|The Key|y}} &times; 1 (inside the Gatling Groink)
** {{icon|The Key|y}} &times; 1 (inside Gatling Groink)
**{{icon|Treasured Gyro Block|y}} &times; 1
** {{icon|Treasured Gyro Block|y}} &times; 1
*'''Enemies''':
* '''Enemies''':
**{{icon|Gatling Groink|y}} &times; 1
** {{icon|Gatling Groink|y}} (free) &times; 1
*'''Obstacles''':
* '''Obstacles''':
**None
** None
*'''Plants''':
* '''Vegetation''':
**{{icon|Shoot|y}} (large) &times; 1
** {{icon|Shoot|y}} (large) &times; 1
*'''Others''':
* '''Others''':
**None
** None


The level is a circle with sandy ground and a small path for the Pod or treasures, depending on how the level is generated. It is advised to start moving immediately, as a Gatling Groink will spawn right in front of the [[Pod]]. It is smart to use any remaining sprays against it.
{{cavegen|cr7}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
Line 689: Line 338:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = No (despite having one, in reality)
|geyser      = No (despite having one, in reality)
|unitfile    = 1_MIYA_manh2_conc.txt
|unitfile    = 1_MIYA_manh2_conc.txt
Line 696: Line 344:
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|cap_pipe|Dead end
|cap_pipe|Dead end
|way3_conc|Three-way crossing
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
|way2x2_conc|Long corridor
}}
{{sublevel units
|room_manh_2_conc|'''Large circular room'''
}}
}}
}}
{{sublevel units
|room_manh_2_conc|'''Large circular room'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Gatling Groink|y}} (free)
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Shoot|y}} (large)
| 1
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 3
| {{icon|Remembered Old Buddy|y}}
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Fond Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 5
| {{icon|Memorable Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 6
| {{icon|Lost Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 7
| {{icon|Favorite Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Treasured Gyro Block|y}}
| 1
| None
| Treasure spots
|-
| 9
| {{icon|Glee Spinner|y}}
| 1
| None
| Treasure spots
|-
| 10
| {{icon|Stone of Glory|y}}
| 1
| None
| Treasure spots
|-
| 11
| {{icon|Cosmic Archive|y}}
| 1
| None
| Treasure spots
|-
| 12
| {{icon|Dream Architect|y}}
| 1
| None
| Treasure spots
|-
| 13
| {{icon|Prototype Detector|y}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Trivia==
Caution: the [[Gatling Groink]] here will be standing right in front of the [[Research Pod|Pod]], so the Pikmin should be taken away from the landing position immediately.
* It is the longest level in [[Challenge Mode (Pikmin 2)|Challenge Mode]].
 
* This cavern has all of the treasures from the [[Blast from the Past series]].
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==
==Names in other languages==
Line 818: Line 369:
|SpaA=Salón del Coleccionista
|SpaA=Salón del Coleccionista
|SpaAM=Collector's Room
|SpaAM=Collector's Room
|FraA=Salle du collectionneur
|FraAM=Collector's room
|FraE=Salle du Collectionneur
|FraEM=Collector's Room
|Ger=Zimmer des Sammlers
|GerM=Collector's Room
|Ita=Stanza collezionista
|ItaM=Collector Room
}}
}}
==Trivia==
*It is the longest level in [[Challenge Mode (Pikmin 2)|Challenge Mode]].
*This cavern has all of the treasures from the [[Blast from the Past series]].


{{CM}}
{{CM}}

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