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{{infobox challenge
no
|image=P2 Collector's Room Screenshot.jpg
|size=250px
|sublevels=7
|white=50
|bitter=2
|spicy=3
|gridcol=3
|gridrow=3
}}
{{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.
 
==Sublevel 1==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Fire|Fire]]''
* '''Time''': 40 (80 seconds)
* '''Starting Pikmin''':
** {{icon|White Pikmin|v=P2|y}} × 50 (flower)
* '''Treasures''':
** {{icon|Eternal Emerald Eye|y}} (US/Europe) / {{icon|Magical Stage|y}} (Japan) × 1
** {{icon|Master's Instrument|y}} × 1
** {{icon|Pink Menace|y}} × 1 (fully buried)
** {{icon|Repugnant Appendage|y}} × 1
** {{icon|The Key|y}} × 1 (inside Red Bulborb)
* '''Enemies''':
** {{icon|Bulborb|y|n=Red Bulborb}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{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
|cave        = ch_NARI_04series
|enemymax    = 1
|itemmax    = 4
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_MAT_mid2_tsuchi.txt
|lightfile  = normal_light_cha.ini
|bg          = vrbox
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
|way2x2_tsuchi|Long corridor
}}
{{sublevel units
|room_mid2_3_tsuchi|'''Y-shaped 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|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==
* '''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
* '''Time''': +30 (+60 seconds)
* '''Treasures''':
** {{icon|Crystallized Clairvoyance|y}} &times; 1
** {{icon|Harmonic Synthesizer|y}} (US/Europe) / {{icon|Ultimate Spinner|y}} (Japan) &times; 1
** {{icon|Space Wave Receiver|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Orange Bulborb)
** {{icon|Wiggle Noggin|y}} &times; 1
* '''Enemies''':
** {{icon|Orange Bulborb|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** 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
|cave        = ch_NARI_04series
|enemymax    = 1
|itemmax    = 4
|gatemax    = 0
|capmax      = 0
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_units_tako_north_tile.txt
|lightfile  = normal_light_lv0.ini
|bg          = vrbox
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_pipe|Dead end
|item_cap_pipe|Dead end with item
|way3_pipe|Three-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning 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'''
}}
}}
{| 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==
* '''Theme''': Metal
* '''Music''': ''[[Music in Pikmin 2#Metal 3|Metal 3]]''
* '''Time''': +40 (+80 seconds)
* '''Treasures''':
** {{icon|Director of Destiny|y}} &times; 1
** {{icon|Network Mainbrain|y}} &times; 1
** {{icon|Omega Flywheel|y}} &times; 1 (partially buried)
** {{icon|Repair Juggernaut|y}} &times; 1
** {{icon|Temporal Mechanism|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Red Bulborb)
* '''Enemies''':
** {{icon|Bulborb|y|n=Red Bulborb}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Glowstem|y}} (green) &times; 2
** {{icon|Glowstem|y}} (red) &times; 2
* '''Others''':
** 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
|cave        = ch_NARI_04series
|enemymax    = 1
|itemmax    = 5
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_units_north_metal.txt
|lightfile  = metal_light_lv2.ini
|bg          = build
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_metal|Dead end with item
|way3_metal|Three-way crossing
|way4_metal|Four-way crossing
|wayl_metal|Turning corridor
|way2_metal|Corridor
|way2x2_metal|Long corridor
}}
{{sublevel units
|room_north_1_metal|'''Circular 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|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==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Concrete 1|Concrete 1]]''
* '''Time''': +40 (+80 seconds)
* '''Treasures''':
** {{icon|Chance Totem|y}} &times; 1
** {{icon|Flame of Tomorrow|y}} &times; 1
** {{icon|Implement of Toil|y}} &times; 1
** {{icon|Strife Monolith|y}} &times; 1
** {{icon|Talisman of Life|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Hairy Bulborb)
* '''Enemies''':
** {{icon|Hairy Bulborb|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** 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
|cave        = ch_NARI_04series
|enemymax    = 1
|itemmax    = 5
|gatemax    = 0
|capmax      = 100
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_NARI_4x4b_conc.txt
|lightfile  = normal_light_lv0.ini
|bg          = vrbox
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
}}
{{sublevel units
|room_4x4b_4_conc|'''Room with 4 exits'''
}}
}}
{| 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==
* '''Theme''': Soil
* '''Music''': ''[[Music in Pikmin 2#Soil 1|Soil 1]]''
* '''Time''': +40 (+80 seconds)
* '''Treasures''':
** {{icon|Crystal Clover|y}} &times; 1
** {{icon|Mirrored Stage|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Red Bulborb)
** {{icon|Time Capsule|y}} &times; 1
* '''Enemies''':
** {{icon|Bulborb|y|n=Red Bulborb}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Common Glowcap|y}} &times; 3
** {{icon|Fiddlehead|y}} &times; 3
* '''Others''':
** None
 
Similar to level 3, only with the same floor as level 4 and more "rooms".
 
{{cavegen|cr5}}
{{sublevel technical
|cave        = ch_NARI_04series
|enemymax    = 1
|itemmax    = 3
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 1_NARI_north4_tsuchi.txt
|lightfile  = normal_light_lv1.ini
|bg          = vrbox
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_tsuchi|Dead end
|item_cap_tsuchi|Dead end with item
|way3_tsuchi|Three-way crossing
|way4_tsuchi|Four-way crossing
|wayl_tsuchi|Turning corridor
|way2_tsuchi|Corridor
}}
{{sublevel units
|way2x2_tsuchi|Long corridor
|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==
* '''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
* '''Time''': +45 (+90 seconds)
* '''Treasures''':
** {{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|Milk Tub|y}} &times; 1
** {{icon|Rubber Ugly|y}} (US/Europe) / {{icon|Divine Cooking Tool|y}} (Japan) &times; 1
** {{icon|Sud Generator|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Orange Bulborb)
* '''Enemies''':
** {{icon|Orange Bulborb|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** None
 
Similar to level 2.
 
{{cavegen|cr6}}
{{sublevel technical
|cave        = ch_NARI_04series
|enemymax    = 1
|itemmax    = 5
|gatemax    = 0
|capmax      = 0
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_units_tako_north_tile.txt
|lightfile  = normal_light_lv2.ini
|bg          = vrbox
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_pipe|Dead end
|item_cap_pipe|Dead end with item
|way3_pipe|Three-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning 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'''
}}
}}
{| 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==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]''
* '''Time''': +60 (+120 seconds)
* '''Treasures''':
** {{icon|Cosmic Archive|y}} &times; 1
** {{icon|Dream Architect|y}} &times; 1
** {{icon|Favorite Gyro Block|y}} &times; 1
** {{icon|Fond Gyro Block|y}} &times; 1
** {{icon|Glee Spinner|y}} &times; 1
** {{icon|Lost Gyro Block|y}} &times; 1
** {{icon|Memorable Gyro Block|y}} &times; 1
** {{icon|Prototype Detector|y}} &times; 1
** {{icon|Remembered Old Buddy|y}} &times; 1
** {{icon|Stone of Glory|y}} &times; 1
** {{icon|The Key|y}} &times; 1 (inside Gatling Groink)
** {{icon|Treasured Gyro Block|y}} &times; 1
* '''Enemies''':
** {{icon|Gatling Groink|y}} (free) &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Shoot|y}} (large) &times; 1
* '''Others''':
** 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
|cave        = ch_NARI_04series
|enemymax    = 1
|itemmax    = 11
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = No (despite having one, in reality)
|unitfile    = 1_MIYA_manh2_conc.txt
|lightfile  = normal_light_lv0.ini
|bg          = vrbox
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_pipe|Dead end
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
}}
{{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==
* 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]].
 
==Names in other languages==
{{Foreignname
|Jap=コレクタールーム
|JapM=Collector's Room<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt -->
|SpaA=Salón del Coleccionista
|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
}}
 
{{CM}}

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