Collector's Room
The majority of the treasures in Collector's Room sublevel 1.
Sublevels 7 Ultra-bitter sprays 2
Red Pikmin 0 Ultra-spicy sprays 3
Yellow Pikmin 0
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P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
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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 (コレクタールーム?, lit.: "Collector's Room") is the thirteenth level in Pikmin 2's Challenge Mode. This unusual challenge places more emphasis on quickly defeating enemies and efficiently transporting treasure, given the extremely strict time limit. With this in mind, unless setting a high score is the goal, it's often best to simply leave each floor as soon as The Key has been collected.

Sublevel 1Edit

A small sublevel with various treasures scattered around. The Key is inside the Red Bulborb. If you don't care for a pink flower ranking, it is far faster to simply feed the Bulborb some of your White Pikmin. Otherwise, a good strategy is to wake it up, retreat until it loses interest in your squad, and attack it while it is falling back asleep – the animation where it falls back asleep cannot be interrupted, giving your army a few moments to wail on it unopposed.

You have so little time that you're probably better off leaving as soon as you collect The Key, but if you're feeling gutsy, there are a few treasures around to collect, including a buried Pink Menace.

Generate sample map →

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

This sublevel is essentially the same as the last one, except The Key is inside a Orange Bulborb, and the sublevel, tile themed, is slightly larger. The same method as the last sublevel applies, although keep in mind that Orange Bulborbs are much more aware of their surroundings.

Generate sample map →

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

An immensely cramped sublevel. If you're going for a pink flower, you may wish to simply use a bitter spray on the Red Bulborb – the sublevel is so small that, once it awakens, almost the entire sublevel is within its territory radius.

Generate sample map →

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

Somewhat similar to the second sublevel, except your adversary is a Hairy Bulborb. The same method applies.

Generate sample map →

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

This sublevel generates somewhat similarly to the Emergence Cave's first sublevel, although it uses a soil theme instead of snow. The Red Bulborb has The Key.

Generate sample map →

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

Another tile-themed sublevel. This sublevel is big enough thankfully that the usual Bulborb strategy will work – wake the Orange Bulborb up, retreat until it loses interest, and attack while it falls asleep again.

Generate sample map →

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

Be cautious as soon as you land – in all likelihood, the Gatling Groink will immediately aggro on you. The Key is inside it, so use any remaining sprays to kill it as quickly as possible.

This sublevel has quite a lot of treasure – if you have any time left over, you may want to take a few moments to collect as much as you can.

Generate sample map →

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

The following article or section needs help from someone who can translate Chinese/Dutch/Korean text.

Language Name Meaning
  Japanese コレクタールーム?
Korekutā rūmu
Collector's Room
  Chinese
(traditional)
收藏間
  Chinese
(simplified)
收藏间
  Dutch Verzamelkamers
  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
  Korean 컬렉터 룸
  Spanish Salón del Coleccionista Collector's Room