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{{merging|conflict|Rusty Gulch}}
{{game icons|p2=y}}
{{game icons|p2=y}}
[[File:Rusty Gulch preview.png|thumb|300px|Stage preview.]]
[[Image:Rusty Gulch.png|thumb|Attacking a Gatling Groink]]
The '''Rusty Gulch''' is the sixth [[2-Player Battle]] stage in {{p2}}. It is constructed out of rusty metal pathways held by large pillars. Certain spots have odd colored "sand", and the entire stage is floating over a [[Pit|bottomless void]] in which Pikmin die when [[throw]]n. [[Gatling Groink]]s notably appear on two of the layouts. One of the layouts bears great resemblance to that of [[Subterranean Complex]], sublevel 5 and [[Dream Den]], sublevel 4, featuring multiple ramps with a high area at the center.
The '''Rusty Gulch''' is a map in the [[2-Player Battle]] of ''[[Pikmin 2]]''. The Rusty Gulch  is constructed out of rusty metal pathways held by large pillars. Certain spots have odd colored "sand", and the entire stage is floating over a bottomless void in which Pikmin die when [[throw]]n, and may be home to a [[Gatling Groink]]. One of the layouts that the stage can have bears great resemblance to that of [[Subterranean Complex]], sublevel 5 and [[Dream Den]], sublevel 4, featuring multiple ramps with a high area at the center.


==Level information==
==Level information==
*'''Theme''': Metal
*'''Theme''': Metal
*'''Enemies''':
**[[Dwarf Red Bulborb]]s
**[[Male Sheargrub]]s
**[[Female Sheargrub]]s
**Stationary [[Gatling Groink]]
**[[Honeywisp]]s
**[[Shearwig]]s (under marbles)
*'''Hazards''':
**None
*'''Treasures''':
*'''Treasures''':
**None
**None
*'''Enemies''':
*'''Plants''':
**{{icon|Dwarf Bulborb|y|n=Dwarf Red Bulborb}}
**{{icon|Female Sheargrub|y}}
**{{icon|Gatling Groink|y}} (stationary)
**{{icon|Honeywisp|y}}
**{{icon|Male Sheargrub|y}}
**{{icon|Shearwig|y}} (under marbles)
*'''Obstacles''':
**None
**None
*'''Plants and fungi''':
**{{icon|Pellet Posy|y}}
*'''Others''':
*'''Others''':
**{{icon|Egg|y}}
**[[Pellet Posy|Pellet Posies]]
**[[Egg]]s


{{sublevel technical
{{sublevel technical
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|capmax      = 50
|capmax      = 50
|rooms      = 4
|rooms      = 4
|ctrratio    = 0.1
|geyser      = No
|geyser      = No
|unitfile    = vs_6_nobo_metal.txt
|unitfile    = vs_6_nobo_metal.txt
|lightfile  = vs_6_light.ini
|lightfile  = vs_6_light.ini
|bg          = build
|bg          = "build" (steel)
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =  
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 1 (1/3 chance)
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 1
  {{!}}-
  {{!}}-
  {{sublevel units
  {{sublevel units
  |room_vs_nobo2_4_metal|Zigzagging corridors (×1)
  |room_vs_nobo2_4_metal|Zigzagging corridors (x1)
  |room_vs_north_1_metal|Circular room with 1 exit (×2)
  |room_vs_north_1_metal|Circular room with 1 exit (x2)
  |item_cap_metal|Dead end with item (×2)
  |item_cap_metal|Dead end with item (x2)
  }}
  }}
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 2 (1/3 chance)
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 2
  {{!}}-
  {{!}}-
  {{sublevel units
  {{sublevel units
  |room_vs_hitode2x3_5_metal|X-shaped room (×1)
  |room_vs_hitode2x3_5_metal|X-shaped room (x1)
  |room_hitode3x3_5_metal|Room with raised corner (×2)
  |room_hitode3x3_5_metal|Room with raised corner (x2)
  |cap_metal|Dead end (×4)
  |cap_metal|Dead end (x4)
  |way2_metal|Corridor (×14)
  |way2_metal|Corridor (x14)
  |way2x2_metal|Long corridor (×4)
  |way2x2_metal|Long corridor (x4)
  |wayl_metal|Turning corridor (×11)
  |wayl_metal|Turning corridor (x11)
}}
{{sublevel units
|way3_metal|Three-way crossing (×7)
|item_cap_metal|Dead end with item (×2)
  }}
  }}
{{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 3 (1/3 chance)
{{!}}-
  {{sublevel units
  {{sublevel units
  |room_hitode4x4_tower_3_metal|Circular room with raised corner (×2)
  |way3_metal|Three-way crossing (x7)
|room_cent_4_metal|Circular room with 4 exits (×2)
  |item_cap_metal|Dead end with item (x2)
  |way2x2_metal|Long corridor (×3)
|cap_metal|Dead end (×4)
|wayl_metal|Turning corridor (×10)
|way2_metal|Corridor (×8)
  }}
  }}
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Random units
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 3
  {{!}}-
  {{!}}-
  {{sublevel units
  {{sublevel units
  |cap_metal|Dead end
  |room_hitode4x4_tower_3_metal|Circular room with raised corner (x2)
|item_cap_metal|Dead end with item
  |room_cent_4_metal|Circular room with 4 exits (x2)
|way3_metal|Three-way crossing
  |way2x2_metal|Long corridor (x3)
|way4_metal|Four-way crossing
  |cap_metal|Dead end (x4)
|wayl_metal|Turning corridor
  |wayl_metal|Turning corridor (x10)
|way2_metal|Corridor
  |way2_metal|Corridor (x8)
}}
{{sublevel units
|way2x2_metal|Long corridor
|room_vs_nobo2_4_metal|'''Zigzagging corridors'''
  |room_cent_4_metal|'''Circular room with 4 exits'''
  |room_vs_north_1_metal|'''Circular room with 1 exit'''
  |room_vs_hitode2x3_5_metal|'''X-shaped room'''
  |room_hitode3x3_5_metal|'''Room with raised corner'''
}}
{{sublevel units
  |room_hitode4x4_tower_3_metal|'''Circular room with raised corner'''
  }}
  }}
}}
}}
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One very interesting strategy involving the [[Gatling Groink]]s in this area is to actually have a Gatling Groink guard your base and marble from opponents. First, find a Gatling Groink, preferably close to your base. "Kill" it, then have your Pikmin start bringing it back to your Onion. Right before they bring it to the Onion, call them back. After a bit, the Groink will fully regenerate in your base. This is a good strategy if you don't play by getting yellow marbles, but remember the Groink will attack anyone's Pikmin, so be careful when carrying items back to your base.
One very interesting strategy involving the [[Gatling Groink]]s in this area is to actually have a Gatling Groink guard your base and marble from opponents. First, find a Gatling Groink, preferably close to your base. "Kill" it, then have your Pikmin start bringing it back to your Onion. Right before they bring it to the Onion, call them back. After a bit, the Groink will fully regenerate in your base. This is a good strategy if you don't play by getting yellow marbles, but remember the Groink will attack anyone's Pikmin, so be careful when carrying items back to your base.


If you do play by getting yellow marbles, another way is to intercept the opponent whilst carrying a [[Gatling Groink]] near their base, and make sure the Groink revives. This means that you can gather yellow marbles faster while the opponent fumbles around with the Gatling Groink. This strategy is more effective for getting yellow marbles and making your opponent slow down.
If you do play by getting yellow marbles, another way is to intercept the opponent whilst carrying a [[Gatling Groink]] near his/her base, and make sure the Groink revives. This means that you can gather yellow marbles faster while the opponent fumbles around with the Gatling Groink. This strategy is more effective for getting yellow marbles and making your opponent slow down.


==Gallery==
==Other tactics==
<gallery>
File:Rusty Gulch.png|Attacking a Gatling Groink.
</gallery>


==Names in other languages==
There are many raised locations on pattern 1 that can give you an opportunity to ambush your foe from above.
{{Needs translation|French}}
{{Foreignname
|Jap  = ひやひやコース
|JapR  = Hiyahiya Kōsu
|JapM  = Creepy course
|Fra  = Ravin Rouillé
|FraM  =
|Spa  = Mole de Orín
|SpaM  = Rusty Mass
|Ita  = Burrone scuro
|ItaM  = Dark ravine
|Ger  = Rostschlucht
|GerM  = Rusty Gulch
}}


{{2PB}}
{{2P}}

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