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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.
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
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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.
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
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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.
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
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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.
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
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Similar to level 3, only with the same floor as level 4 and more "rooms".
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
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Similar to level 2.
Similar to level 2.


{{cavegen|cr6}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_04series
|cave        = ch_NARI_04series
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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.
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

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