The following article or section contains guides .The strategies shown are just suggestions.
The Collector's Room is the thirteenth level in Challenge Mode in Pikmin 2 . 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 : Fire
Time : 40 (80 seconds)
Starting Pikmin :
Treasures :
Enemies :
Obstacles :
Plants and fungi :
Others :
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 (?)
Dead end with item
Three-way crossing
Four-way crossing
Turning corridor
Corridor
Long corridor
Y-shaped room
The level has a simple Y-shaped figure with the items scattered randomly 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 health by the time they wake.
Sublevel 2
Theme : Tiles
Music : Tile 1
Time : +30 (+60 seconds)
Treasures :
Enemies :
Obstacles :
Plants and fungi :
Others :
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 (?)
Dead end
Dead end with item
Three-way crossing
Four-way crossing
Turning corridor
Corridor
Long corridor
Square room with 4 exits
Square room with 1 exit
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.
Sublevel 3
Theme : Metal
Music : Metal 3
Time : +40 (+80 seconds)
Treasures :
Enemies :
Obstacles :
Plants and fungi :
Others :
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
( steel)
Cave units (?)
Dead end with item
Three-way crossing
Four-way crossing
Turning corridor
Corridor
Long corridor
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. A similar strategy to the last sublevel is recommended.
Sublevel 4
Theme : Concrete
Music : Concrete 1
Time : +40 (+80 seconds)
Treasures :
Enemies :
Obstacles :
Plants and fungi :
Others :
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 (?)
0
Escape geyser (?)
No
Clogged hole (?)
No
Cave units file (?)
1_NARI_4x4b_conc.txt
Lighting file (?)
normal_light_lv0.ini
Background (?)
vrbox
(none)
Cave units (?)
Dead end with item
Three-way crossing
Four-way crossing
Turning corridor
Corridor
Long corridor
Room with 4 exits
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.
Sublevel 5
Theme : Soil
Music : Soil 1
Time : +40 (+80 seconds)
Treasures :
Enemies :
Obstacles :
Plants and fungi :
Others :
Technical sublevel information
Internal cave name
ch_NARI_04series
"Main" object maximum (?)
1
"Treasure" object maximum (?)
3
"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 (?)
1_NARI_north4_tsuchi.txt
Lighting file (?)
normal_light_lv1.ini
Background (?)
vrbox
(none)
Cave units (?)
Dead end
Dead end with item
Three-way crossing
Four-way crossing
Turning corridor
Corridor
Long corridor
Circular room with lumber
Similar to level 3, only with the same floor as level 4 and more "rooms".
Sublevel 6
Theme : Tiles
Music : Tile 1
Time : +45 (+90 seconds)
Treasures :
Enemies :
Obstacles :
Plants and fungi :
Others :
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 (?)
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_lv2.ini
Background (?)
vrbox
(none)
Cave units (?)
Dead end
Dead end with item
Three-way crossing
Four-way crossing
Turning corridor
Corridor
Long corridor
Square room with 4 exits
Square room with 1 exit
Similar to level 2.
Sublevel 7
Theme : Concrete
Music : Concrete 2
Time : +60 (+120 seconds)
Treasures :
Enemies :
Obstacles :
Plants and fungi :
Others :
Technical sublevel information
Internal cave name
ch_NARI_04series
"Main" object maximum (?)
1
"Treasure" object maximum (?)
11
"Gate " object maximum (?)
0
Dead end unit probability (?)
0
Number of rooms (?)
1
Corridor-to-room ratio (?)
0
Escape geyser (?)
No (despite having one, in reality)
Clogged hole (?)
No
Cave units file (?)
1_MIYA_manh2_conc.txt
Lighting file (?)
normal_light_lv0.ini
Background (?)
vrbox
(none)
Cave units (?)
Dead end
Three-way crossing
Four-way crossing
Turning corridor
Corridor
Long corridor
Large circular room
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 Gataling Groink will spawn right in front of the Pod . It is smart to use any remaining sprays against it.
Trivia
Names in other languages
Language
Name
Meaning
Japanese
コレクタールーム?
Collector's Room
French (NoA )
Salle du collectionneur
Collector's room
Spanish (NoA )
Salón del Coleccionista
Collector's Room
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