Pikmin 2

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The '''Hot House''' is the sixth level in [[Challenge Mode (Pikmin 2)]]. The initial amount of Pikmin is small, but more can be gained in the first [[sublevel]] in preparation for the threats of the second.
{{guide}}
 
The '''Hot House''' is the sixth level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. The initial number of Pikmin, three, is small, but more can be gained in the first [[sublevel]] by using the Queen Candypop Buds present there, in preparation for the threats of the second.


==Sublevel 1==
==Sublevel 1==
*'''Time''': 120 seconds
* '''Theme''': Soil
*'''Enemies''':
* '''Music''': ''[[Music in Pikmin 2#Frontier Cavern|Frontier Cavern]]''
**[[Dwarf Bulbear]]
* '''Time''': 120 (240 seconds)
**[[Dwarf Orange Bulborb]]
* '''Starting Pikmin''':
**[[Dwarf Red Bulborb]]
** {{icon|Red Pikmin|v=P2|y}} × 1 (leaf)
**[[Snow Bulborb]]
** {{icon|Yellow Pikmin|v=P2|y}} × 1 (leaf)
*'''Treasures''':
** {{icon|Blue Pikmin|v=P2|y}} × 1 (leaf)
**[[Armored Nut]]
* '''Treasures''':
**[[Compelling Cookie]]
** {{icon|Armored Nut|y}} × 1 (inside Dwarf Orange Bulborb)
**[[The Key]]
** {{icon|Compelling Cookie|y}} × 1 (inside Dwarf Bulbear)
**[[Pale Passion]]
** {{icon|Pale Passion|y}} × 1 (inside Snow Bulborb)
**[[Sunseed Berry]]
** {{icon|Sunseed Berry|y|v=TH}} × 1 (inside Dwarf Red Bulborb)
*'''Candypop Buds'''
** {{icon|The Key|y}} × 1
**[[Queen Candypop Buds]] x3
* '''Enemies''':
** {{icon|Dwarf Bulbear|y}} × 1
** {{icon|Dwarf Orange Bulborb|y}} × 1
** {{icon|Dwarf Bulborb|y|n=Dwarf Red Bulborb}} × 1
** {{icon|Mitite|y}} (group of 10) × 0 - 2 (from eggs)
** {{icon|Snow Bulborb|y}} × 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Figwort|y}} (small red) × 6
** {{icon|Queen Candypop Bud|y}} × 3
** {{icon|Shoot|y}} (large) × 1
** {{icon|Shoot|y}} (small) × 2
* '''Others''':
** {{icon|Egg|y}} × 2
 
The first thing to do is increase the number of [[Pikmin family|Pikmin]] available using the Queen Candypop Buds; afterwards, proceed to deal with the enemies that are present on the sublevel. Do not forget about the Key; it is needed to proceed to the next sublevel.
 
{{cavegen|hh1}}
{{sublevel technical
|cave        = ch_NARI_05start3easy
|enemymax    = 8
|itemmax    = 1
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = No
|unitfile    = 2_MAT_cent_north_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_cent_4_tsuchi|'''Circular room with 4 exits'''
|room_north_1_tsuchi|'''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|Queen Candypop Bud|y}}
| 2
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Snow Bulborb|y}}
| 1
| None
| Cave unit seams
|-
| -
| {{icon|Pale Passion|y}}
| colspan="3" | Carried inside entry with ID 2
|-
| 3
| {{icon|Dwarf Bulborb|y|n=Dwarf Red Bulborb}}
| 1
| None
| Cave unit seams
|-
| -
| {{icon|Sunseed Berry|y|v=TH}}
| colspan="3" | Carried inside entry with ID 3
|-
| 4
| {{icon|Dwarf Orange Bulborb|y}}
| 1
| None
| "Easy" enemy spots
|-
| -
| {{icon|Armored Nut|y}}
| colspan="3" | Carried inside entry with ID 4
|-
| 5
| {{icon|Dwarf Bulbear|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Compelling Cookie|y}}
| colspan="3" | Carried inside entry with ID 5
|-
| 6
| {{icon|Egg|y}}
| 2
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Shoot|y}} (small)
| 2
| None
| Plant spots
|-
| 8
| {{icon|Shoot|y}} (large)
| 1
| None
| Plant spots
|-
| 9
| {{icon|Figwort|y}} (small red)
| 6
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 10
| {{icon|The Key|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Queen Candypop Bud|y}}
| 1
| None
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 2==
==Sublevel 2==
*'''Time''': 80 seconds
* '''Theme''': Soil
*'''Enemies''':  
* '''Music''': ''[[Music in Pikmin 2#Soil 2|Soil 2]]''
**[[Fiery Blowhog]]
* '''Time''': +80 (+160 seconds)
**[[Watery Blowhog]]
* '''Treasures''':
*'''Treasure''':
** {{icon|Anxious Sprout|y}} × 1 (partially buried)
**[[Anxious Sprout]]
** {{icon|Mirrored Element|y}} × 1 (inside Fiery Blowhog)
**[[The Key]]
** {{icon|The Key|y}} × 1 (inside Watery Blowhog)
**[[Mirrored Element]]
** {{icon|Triple Sugar Threat|y}} × 1
**[[Triple Sugar Threat]]
* '''Enemies''':
** {{icon|Fiery Blowhog|y}} × 1
** {{icon|Watery Blowhog|y}} × 1
* '''Obstacles''':
** {{icon|Electrical wire|y}} × 4
* '''Vegetation''':
** {{icon|Figwort|y}} (large red) × 4
** {{icon|Queen Candypop Bud|y}} × 1
** {{icon|Shoot|y}} (large) × 4
* '''Others''':
** None
 
{{cavegen|hh2}}
{{sublevel technical
|cave        = ch_NARI_05start3easy
|enemymax    = 7
|itemmax    = 2
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 2_MAT_cent_north_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_cent_4_tsuchi|'''Circular room with 4 exits'''
|room_north_1_tsuchi|'''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|Watery Blowhog|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Queen Candypop Bud|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Fiery Blowhog|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Mirrored Element|y}}
| colspan="3" | Carried inside entry with ID 3
|-
| 4
| {{icon|Electrical wire|y}}
| 4
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 5
| {{icon|Figwort|y}} (large red)
| 4
| None
| Plant spots
|-
| 6
| {{icon|Shoot|y}} (large)
| 4
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Anxious Sprout|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Triple Sugar Threat|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]].''
 
==Names in other languages==
{{Foreignname
|Jap=地下の温室<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt -->
|SpaA=Invernadero
|SpaAM=Greenhouse
|FraA=Maison de feu
|FraAM=Fire house
|FraE=Maison de Feu
|FraEM=Fire house
|Ger=Das Treibhaus
|GerM=The Greenhouse
|Ita=Casa ardente
|ItaM=Burning house
}}
 
==See also==
* [[Challenge Mode (Pikmin 2)|Challenge Mode]]
* [[Queen Candypop Bud]]
 
{{CM}}

Latest revision as of 19:09, April 16, 2024

Hot House
The Key in Hot House.
Sublevels 2 Ultra-bitter sprays 1
Red Pikmin 1 Ultra-spicy sprays 2
Yellow Pikmin 1
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 1
White Pikmin 0
Purple Pikmin 0
Bulbmin 0

The following article or section contains guides.
The strategies shown are just suggestions.

The Hot House is the sixth level in Pikmin 2's Challenge Mode. The initial number of Pikmin, three, is small, but more can be gained in the first sublevel by using the Queen Candypop Buds present there, in preparation for the threats of the second.

Sublevel 1[edit]

The first thing to do is increase the number of Pikmin available using the Queen Candypop Buds; afterwards, proceed to deal with the enemies that are present on the sublevel. Do not forget about the Key; it is needed to proceed to the next sublevel.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_05start3easy
"Main" object maximum (?) 8
"Treasure" object maximum (?) 1
"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 (?) 2_MAT_cent_north_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_cent_4_tsuchi
room_north_1_tsuchi
Circular room with 4 exits Circular room
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Queen Candypop Bud Queen Candypop Bud 2 None "Hard" enemy spots
2 Snow Bulborb Snow Bulborb 1 None Cave unit seams
- Pale Passion Pale Passion Carried inside entry with ID 2
3 Dwarf Bulborb Dwarf Red Bulborb 1 None Cave unit seams
- Sunseed Berry Sunseed Berry Carried inside entry with ID 3
4 Dwarf Orange Bulborb Dwarf Orange Bulborb 1 None "Easy" enemy spots
- Armored Nut Armored Nut Carried inside entry with ID 4
5 Dwarf Bulbear Dwarf Bulbear 1 None "Hard" enemy spots
- Compelling Cookie Compelling Cookie Carried inside entry with ID 5
6 Egg Egg 2 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
7 Shoot Shoot (small) 2 None Plant spots
8 Shoot Shoot (large) 1 None Plant spots
9 Figwort Figwort (small red) 6 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
10 The Key The Key 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
11 Queen Candypop Bud Queen Candypop Bud 1 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2[edit]

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_05start3easy
"Main" object maximum (?) 7
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 2_MAT_cent_north_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_cent_4_tsuchi
room_north_1_tsuchi
Circular room with 4 exits Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Watery Blowhog Watery Blowhog 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
2 Queen Candypop Bud Queen Candypop Bud 1 None "Hard" enemy spots
3 Fiery Blowhog Fiery Blowhog 1 None "Hard" enemy spots
- Mirrored Element Mirrored Element Carried inside entry with ID 3
4 Electrical wire Electrical wire 4 None Cave unit seams
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
5 Figwort Figwort (large red) 4 None Plant spots
6 Shoot Shoot (large) 4 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
7 Anxious Sprout Anxious Sprout 1 None Treasure spots
8 Triple Sugar Threat Triple Sugar Threat 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Names in other languages[edit]

Language Name Meaning
Flag of Japan Japanese 地下の温室?
Flag of Québec French (NoA) Maison de feu Fire house
Flag of France French (NoE) Maison de Feu Fire house
Flag of Germany German Das Treibhaus The Greenhouse
Flag of Italy Italian Casa ardente Burning house
Flag of Mexico Spanish (NoA) Invernadero Greenhouse

See also[edit]