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{{infobox challenge
{{infobox challenge
|image=CollectorsRoomImag.JPG
|image=CollectorsRoomImag.JPG
|size=250px
|sublevels=7
|sublevels=7
|white=50
|whitem=f
|bitter=2
|bitter=2
|spicy=3
|spicy=3
|gridcol=3
|time = sublevel 1 - 40
|gridrow=3
}}


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.
sublevel 2 - 30


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 3 - 40


==Sublevel 1==
sublevel 4 - 40
*'''Theme''': Soil
*'''Time''': 40
*'''Enemies''':
**1 [[Red Bulborb]]
*'''Hazards''':
**None
*'''Treasures''':
**[[The Key]] (inside the Red Bulborb)
**[[Pink Menace]] (buried)
**[[Master's Instrument]]
**[[Eternal Emerald Eye]]
**[[Repugnant Appendage]]
*'''Plants''':
**2 [[Horsetail]]s
*'''Others''':
**None


{{sublevel technical
sublevel 5 - 50
|cave        = ch_NARI_04series
|enemymax    = 1
|itemmax    = 4
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|geyser      = No
|unitfile    = 1_MAT_mid2_tsuchi.txt
|lightfile  = normal_light_cha.ini
|bg          = "vrbox" (none)
|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'''
}}
}}


The level has a simple Y-shaped figure with the items scattered randomly around.
sublevel 6 - 45


==Sublevel 2==
sublevel 7 - 60
*'''Theme''': Tiles
|whites = 50}}The '''Collector's Room '''is the thirteenth level in 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.
*'''Time''': +30
*'''Enemies''':
**1 [[Orange Bulborb]]
*'''Hazards''':
**None
*'''Treasures''':
**[[The Key]] (inside the Orange Bulborb)
**[[Crystallized Clairvoyance]]
**[[Harmonic Synthesizer]]
**[[Wiggle Noggin]]
**[[Space Wave Receiver]]
*'''Plants''':
**None
*'''Others''':
**None


{{sublevel technical
== Sublevel 1 ==
|cave        = ch_NARI_04series
Enemy: 1 [[Red Bulborb]] (there is only one enemy per level, and it always holds the Key)
|enemymax    = 1
 
|itemmax    = 4
[[Eternal Emerald Eye]], [[Pink Menace]] (buried), [[Repugnant Appendage]], [[Master's Instrument]], [[The Key]] (every level)
|gatemax    = 0
 
|capmax      = 0
The level has a simple banana-shaped figure wth the items scattered randomly around.
|rooms      = 4
 
|geyser      = No
== Sublevel 2 ==
|unitfile    = 2_units_tako_north_tile.txt
Enemy: [[Orange Bulborb]]
|lightfile  = normal_light_lv0.ini
 
|bg          = "vrbox" (none)
Treasures: [[Space Wave Receiver]], [[Wiggle Noggin]], [[Harmonic Synthesizer]], [[Crystallized Clairvoyance]]
|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'''
}}
}}


The level is in the [[Tile Lands]] style and is made up of squares clustered together with paths.
The level is in the [[Tile Lands]] style and is made up of squares clustered together with paths.


==Sublevel 3==
== Sublevel 3 ==
*'''Theme''': Metal
Enemy: Red Bulborb
*'''Time''': +40
*'''Enemies''':
**1 [[Red Bulborb]]
*'''Hazards''':
**None
*'''Treasures''':
**[[The Key]] (inside the Red Bulborb)
**[[Omega Flywheel]]
**[[Temporal Mechanism]]
**[[Network Mainbrain]]
**[[Repair Juggernaut]]
**[[Director of Destiny]]
*'''Plants''':
**2 red [[Glowstem]]s
**2 green [[Glowstem]]s
*'''Others''':
**None


{{sublevel technical
Treasures: [[Superstrong Stabilizer]], [[Omega Flywheel]], [[Temporal Mechanism]], [[Director of Destiny]]
|cave        = ch_NARI_04series
|enemymax    = 1
|itemmax    = 5
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|geyser      = No
|unitfile    = 1_units_north_metal.txt
|lightfile  = metal_light_lv2.ini
|bg          = "build" (steel)
|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'''
}}
}}


The level is a simple circle made out of metal with a blue sand floor and a short path leading to the hole.
The level is a simple circle out of metal with a blue sand floor and a short path leading to the hole.


==Sublevel 4==
== Sublevel 4 ==
*'''Theme''': Concrete
Enemy: [[Hairy Bulborb]]
*'''Time''': +40
*'''Enemies''':
**1 [[Hairy Bulborb]]
*'''Hazards''':
**None
*'''Treasures''':
**[[The Key]] (inside the Hairy Bulborb)
**[[Implement of Toil]]
**[[Talisman of Life]]
**[[Strife Monolith]]
**[[Chance Totem]]
**[[Flame of Tomorrow]]
*'''Plants''':
**None
*'''Others''':
**None


{{sublevel technical
Treasures: [[Chance Totem]], [[Talisman of Life]], [[Implement of Toil]],
|cave        = ch_NARI_04series
|enemymax    = 1
|itemmax    = 5
|gatemax    = 0
|capmax      = 100
|rooms      = 2
|geyser      = No
|unitfile    = 1_NARI_4x4b_conc.txt
|lightfile  = normal_light_lv0.ini
|bg          = "vrbox" (none)
|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'''
}}
}}


Similar to level 2, with the difference being a sandy floor and concrete walls.
Similar to level 2, with the difference of a sandy floor and rock walls.


==Sublevel 5==
== Sublevel 5 ==
*'''Theme''': Soil
Enemy: Red Bulborb
*'''Time''': +40
*'''Enemies''':
**1 [[Red Bulborb]]
*'''Hazards''':
**None
*'''Treasures''':
**[[The Key]] (inside the Red Bulborb)
**[[Mirrored Stage]]
**[[Time Capsule]]
**[[Crystal Clover]]
*'''Plants''':
**3 [[Fiddlehead]]s
**3 [[Common Glowcap]]s
*'''Others''':
**None


{{sublevel technical
Treasures: [[Crystal Clover]], [[Mirrored Stage]], [[Time Capsule]]
|cave        = ch_NARI_04series
|enemymax    = 1
|itemmax    = 3
|gatemax    = 0
|capmax      = 0
|rooms      = 2
|geyser      = No
|unitfile    = 1_NARI_north4_tsuchi.txt
|lightfile  = normal_light_lv1.ini
|bg          = "vrbox" (none)
|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'''
}}
}}


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''".


==Sublevel 6==
== Sublevel 6 ==
*'''Theme''': Tiles
Enemy: Orange Bulborb
*'''Time''': +45
*'''Enemies''':
**1 [[Orange Bulborb]]
*'''Hazards''':
**None
*'''Treasures''':
**[[The Key]] (inside the Orange Bulborb)
**[[Milk Tub]]
**[[Broken Food Master]] (US) / [[Merciless Extractor]] (Europe)
**[[Sud Generator]]
**[[Rubber Ugly]]
**[[Invigorator]]
*'''Plants''':
**None
*'''Others''':
**None


{{sublevel technical
Treasures: [[Rubber Ugly]], [[Sud Generator]], [[Merciless Extractor]], [[Milk Tub]], [[Invigorator]]
|cave        = ch_NARI_04series
|enemymax    = 1
|itemmax    = 5
|gatemax    = 0
|capmax      = 0
|rooms      = 4
|geyser      = No
|unitfile    = 2_units_tako_north_tile.txt
|lightfile  = normal_light_lv2.ini
|bg          = "vrbox" (none)
|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'''
}}
}}


Similar to level 2.
Similar to level 2.


==Sublevel 7==
== Sublevel 7 ==
*'''Theme''':  
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.
*'''Time''': +60
*'''Enemies''':
**1 [[Gatling Groink]]
*'''Hazards''':
**None
*'''Treasures''':
**[[The Key]] (inside the Gatling Groink)
**[[Remembered Old Buddy]]
**[[Fond Gyro Block]]
**[[Memorable Gyro Block]]
**[[Lost Gyro Block]]
**[[Favorite Gyro Block]]
**[[Treasured Gyro Block]]
**[[Glee Spinner]]
**[[Stone of Glory]]
**[[Cosmic Archive]]
**[[Dream Architect]]
**[[Prototype Detector]]
*'''Plants''':
**1 large [[Shoot]]
*'''Others''':
**None
 
{{sublevel technical
|cave        = ch_NARI_04series
|enemymax    = 1
|itemmax    = 11
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|geyser      = No (despite having one, in reality)
|unitfile    = 1_MIYA_manh2_conc.txt
|lightfile  = normal_light_lv0.ini
|bg          = "vrbox" (none)
|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'''
}}
}}


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.
Treasures: [[Dream Architect]], [[Remembered Old Buddy]], [[Glee Spinner]], [[Cosmic Archive]], [[Fond Gyro Block]], [[Memorable Gyro Block]], [[Lost Gyro Block]], [[Favorite Gyro Block]], [[Treasured Gyro Block]], [[Stone of Glory]], [[Prototype Detector]]


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 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.
The name Collector's Room comes from the Nintendo objects in this level.
 
==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
}}


== 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}}
[[Category:Pikmin 2 Challenge Mode]]
[[Category:Pikmin 2]]

Revision as of 18:03, June 25, 2014

Collector's Room
File:CollectorsRoomImag.JPG
Sublevels 7 Ultra-bitter sprays 2
Red Pikmin 0 Ultra-spicy sprays 3
Yellow Pikmin 0
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 0
White Pikmin 0
Purple Pikmin 0
Bulbmin 0

The Collector's Room is the thirteenth level in 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.

Sublevel 1

Enemy: 1 Red Bulborb (there is only one enemy per level, and it always holds the Key)

Eternal Emerald Eye, Pink Menace (buried), Repugnant Appendage, Master's Instrument, The Key (every level)

The level has a simple banana-shaped figure wth the items scattered randomly around.

Sublevel 2

Enemy: Orange Bulborb

Treasures: Space Wave Receiver, Wiggle Noggin, Harmonic Synthesizer, Crystallized Clairvoyance

The level is in the Tile Lands style and is made up of squares clustered together with paths.

Sublevel 3

Enemy: Red Bulborb

Treasures: Superstrong Stabilizer, Omega Flywheel, Temporal Mechanism, Director of Destiny

The level is a simple circle out of metal with a blue sand floor and a short path leading to the hole.

Sublevel 4

Enemy: Hairy Bulborb

Treasures: Chance Totem, Talisman of Life, Implement of Toil,

Similar to level 2, with the difference of a sandy floor and rock walls.

Sublevel 5

Enemy: Red Bulborb

Treasures: Crystal Clover, Mirrored Stage, Time Capsule

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

Sublevel 6

Enemy: Orange Bulborb

Treasures: Rubber Ugly, Sud Generator, Merciless Extractor, Milk Tub, Invigorator

Similar to level 2.

Sublevel 7

Caution: the Gatling Groink here will be standing right in front of the Pod, so the Pikmin should be taken away from the landing position immediately.

Treasures: Dream Architect, Remembered Old Buddy, Glee Spinner, Cosmic Archive, Fond Gyro Block, Memorable Gyro Block, Lost Gyro Block, Favorite Gyro Block, Treasured Gyro Block, Stone of Glory, Prototype Detector

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 level.

 Trivia