Collector's Room
P2 Collector's Room Screenshot.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 50
Purple Pikmin 0
Bulbmin 0

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

The Collector's Room is the thirteenth level in Pikmin 2's 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 1Edit

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.

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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Red Bulborb 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2   Horsetail 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
3   Pink Menace 1 None Treasure spots
4   Master's Instrument 1 None Treasure spots
5   Eternal Emerald Eye (US/EU)
  Magical Stage (JP)
1 None Treasure spots
6   Repugnant Appendage 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2Edit

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.

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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Orange Bulborb 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2   Crystallized Clairvoyance 1 None Treasure spots
3   Harmonic Synthesizer (US/EU)
  Ultimate Spinner (JP)
1 None Treasure spots
4   Wiggle Noggin 1 None Treasure spots
5   Space Wave Receiver 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3Edit

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.

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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Red Bulborb 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2   Glowstem (red) 2 None Plant spots
3   Glowstem (green) 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
4   Omega Flywheel 1 None Treasure spots
5   Temporal Mechanism 1 None Treasure spots
6   Network Mainbrain 1 None Treasure spots
7   Repair Juggernaut 1 None Treasure spots
8   Director of Destiny 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 4Edit

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.

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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Hairy Bulborb 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2   Implement of Toil 1 None Treasure spots
3   Talisman of Life 1 None Treasure spots
4   Strife Monolith 1 None Treasure spots
5   Chance Totem 1 None Treasure spots
6   Flame of Tomorrow 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 5Edit

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

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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Red Bulborb 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2   Fiddlehead 3 None Plant spots
3   Common Glowcap 3 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
4   Mirrored Stage 1 None Treasure spots
5   Time Capsule 1 None Treasure spots
6   Crystal Clover 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 6Edit

Similar to level 2.

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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Orange Bulborb 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2   Milk Tub 1 None Treasure spots
3   Broken Food Master (US)
  Merciless Extractor (EU)
  Broken Cooking God (JP)
1 None Treasure spots
4   Sud Generator 1 None Treasure spots
5   Rubber Ugly (US/EU)
  Divine Cooking Tool (JP)
1 None Treasure spots
6   Invigorator 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 7Edit

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.

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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Gatling Groink (free) 1 None "Hard" enemy spots
-   The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2   Shoot (large) 1 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
3   Remembered Old Buddy 1 None Treasure spots
4   Fond Gyro Block 1 None Treasure spots
5   Memorable Gyro Block 1 None Treasure spots
6   Lost Gyro Block 1 None Treasure spots
7   Favorite Gyro Block 1 None Treasure spots
8   Treasured Gyro Block 1 None Treasure spots
9   Glee Spinner 1 None Treasure spots
10   Stone of Glory 1 None Treasure spots
11   Cosmic Archive 1 None Treasure spots
12   Dream Architect 1 None Treasure spots
13   Prototype Detector 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

TriviaEdit

Names in other languagesEdit

Language Name Meaning
  Japanese コレクタールーム? Collector's Room
  French (NoA) Salle du collectionneur Collector's room
  French (NoE) Salle du Collectionneur Collector's Room
  German Zimmer des Sammlers Collector's Room
  Italian Stanza collezionista Collector Room
  Spanish (NoA) Salón del Coleccionista Collector's Room