Collector's Room: Difference between revisions

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{{infobox challenge
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|image=CollectorsRoomImag.JPG
|size=250px
|sublevels=7
|white=50
|whitem=f
|bitter=2
|spicy=3
|gridcol=3
|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.
 
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 1==
*'''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
|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 2==
*'''Theme''': Tiles
*'''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
|cave        = ch_NARI_04series
|enemymax    = 1
|itemmax    = 4
|gatemax    = 0
|capmax      = 0
|rooms      = 4
|geyser      = No
|unitfile    = 2_units_tako_north_tile.txt
|lightfile  = normal_light_lv0.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'''
}}
}}
 
The level is in the [[Tile Lands]] style and is made up of squares clustered together with paths.
 
==Sublevel 3==
*'''Theme''': Metal
*'''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
|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.
 
==Sublevel 4==
*'''Theme''': Concrete
*'''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
|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.
 
==Sublevel 5==
*'''Theme''': Soil
*'''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
|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".
 
==Sublevel 6==
*'''Theme''': Tiles
*'''Time''': +45
*'''Enemies''':
**1 [[Orange Bulborb]]
*'''Hazards''':
**None
*'''Treasures''':
**[[The Key]] (inside the Orange Bulborb)
**[[Milk Tub]]
**[[Broken Food Master]] (US) / [[Merciless Extractor]] (PAL)
**[[Sud Generator]]
**[[Rubber Ugly]]
**[[Invigorator]]
*'''Plants''':
**None
*'''Others''':
**None
 
{{sublevel technical
|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.
 
==Sublevel 7==
*'''Theme''':
*'''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.
 
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.
 
{{CM}}

Revision as of 04:02, May 11, 2014

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