Shower Room: Difference between revisions
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The '''Shower Room''' is a | The '''Shower Room''' is a [[cave]] found in the [[Perplexing Pool]] [[areas|area]] of ''[[Pikmin 2]]'', the [[sublevel]]s of which have mostly the same style as the [[2-Player Battle]] location [[Tile Lands]]. To access the cave, a [[bridge]] must be built across the lake behind the landing area so that [[Yellow Pikmin]] can cross it and destroy the [[electric gate]] there. [[Blue Pikmin|Blues]] are needed next in order to destroy the [[clog|rock formation]] covering the cave entrance, allowing Pikmin of other types to approach it. | ||
It is possible to avoid building the bridge by [[Throw#Longer throw trick|long throwing]] Blues to land near the cave's clog and unblock it. This allows yellows to approach the gate without the use of the bridge. It is also possible to enter the cave without destroying that gate via the [[Glitches in Pikmin 2#Seesaw block glitch|seesaw block glitch]]; other types of Pikmin can be brought in by having the other [[ | It is possible to avoid building the bridge by [[Throw#Longer throw trick|long throwing]] Blues to land near the cave's clog and unblock it. This allows yellows to approach the gate without the use of the bridge. It is also possible to enter the cave without destroying that gate via the [[Glitches in Pikmin 2#Seesaw block glitch|seesaw block glitch]]; other types of Pikmin can be brought in by having the other [[leader]] bring them to the cave area and whistling him with the one behind the gate. | ||
Once Blue Pikmin destroy the rock covering the entrance, the surrounding water is drained. There are also the remains of a tiled object around as well as washing machine tubes, supporting that that part of the area is based on a bathroom theme. | Once Blue Pikmin destroy the rock covering the entrance, the surrounding water is drained. There are also the remains of a tiled object around as well as washing machine tubes, supporting that that part of the area is based on a bathroom theme. | ||
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==Sublevel 1== | ==Sublevel 1== | ||
*'''Theme''': Tiles | *'''Theme''': Tiles | ||
*'''Music''': ''[[Music (Pikmin 2)#Tile 1|Tile 1]]'' | |||
*'''Treasures''': | *'''Treasures''': | ||
**{{icon|Merciless Extractor|y}} (US) / {{icon|Broken Food Master US - Divine Cooking Tool EU|y|n=Divine Cooking Tool|l=Divine Cooking Tool}} (Europe) | **{{icon|Merciless Extractor|y}} (US) / {{icon|Broken Food Master US - Divine Cooking Tool EU|y|n=Divine Cooking Tool|l=Divine Cooking Tool}} (Europe) | ||
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|unitfile = 3_units_a_d_north_tile.txt | |unitfile = 3_units_a_d_north_tile.txt | ||
|lightfile = suityu_light_lv0.ini | |lightfile = suityu_light_lv0.ini | ||
|bg = | |bg = | ||
|clog = No | |clog = No | ||
|hiddenfloor = 0 | |hiddenfloor = 0 | ||
|units = | |units = | ||
{{sublevel units | |||
|cap_pipe|Dead end | |||
|item_cap_conc|Dead end with item | |||
|item_cap_pipe|Dead end with item | |||
|way3_conc|Three-way crossing | |||
|way4_pipe|Four-way crossing | |||
|wayl_pipe|Turning corridor | |||
}} | |||
{{sublevel units | |||
|way2_pipe|Corridor | |||
|way2x2_conc|Long corridor | |||
|room_4x4a_4_tile|'''Room with 4 exits''' | |||
|room_4x4d_4_tile|'''Room with 4 exits''' | |||
|room_north2x2_1_tile|'''Square room with 1 exit''' | |||
}} | |||
}} | }} | ||
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==Sublevel 2== | ==Sublevel 2== | ||
*'''Theme''': Tiles | *'''Theme''': Tiles | ||
*'''Music''': ''[[Music (Pikmin 2)#Tile 2|Tile 2]]'' | |||
*'''Treasures''': | *'''Treasures''': | ||
**{{icon|Durable Energy Cell|y}} | **{{icon|Durable Energy Cell|y}} | ||
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|unitfile = 2_units_ud_dry_tile.txt | |unitfile = 2_units_ud_dry_tile.txt | ||
|lightfile = suityu_light_lv1.ini | |lightfile = suityu_light_lv1.ini | ||
|bg = | |bg = | ||
|clog = No | |clog = No | ||
|hiddenfloor = 0 | |hiddenfloor = 0 | ||
|units = | |units = | ||
{{sublevel units | |||
|item_cap_conc|Dead end with item | |||
|way3_conc|Three-way crossing | |||
|way4_conc|Four-way crossing | |||
|way2x2_conc|Long corridor | |||
|cap_pipe|Dead end | |||
|item_cap_pipe|Dead end with item | |||
}} | |||
{{sublevel units | |||
|wayl_pipe|Turning corridor | |||
|way2_pipe|Corridor | |||
|room_ud4x4_2_tile|'''Room with 2 ramps''' | |||
|room_drypool5x5_5_tile|'''Room with waterless pool''' | |||
}} | |||
}} | }} | ||
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==Sublevel 3== | ==Sublevel 3== | ||
*'''Theme''': Tiles | *'''Theme''': Tiles | ||
*'''Music''': ''[[Music (Pikmin 2)#Tile 2|Tile 2]]'' | |||
*'''Treasures''': | *'''Treasures''': | ||
**{{icon|Mirrored Stage|y}} (inside the Greater Spotted Jellyfloat) | **{{icon|Mirrored Stage|y}} (inside the Greater Spotted Jellyfloat) | ||
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|unitfile = 4_units_a_d_f_l_tile.txt | |unitfile = 4_units_a_d_f_l_tile.txt | ||
|lightfile = suityu_light_lv2.ini | |lightfile = suityu_light_lv2.ini | ||
|bg = | |bg = | ||
|clog = No | |clog = No | ||
|hiddenfloor = 0 | |hiddenfloor = 0 | ||
|units = | |units = | ||
{{sublevel units | |||
|cap_pipe|Dead end | |||
|item_cap_conc|Dead end with item | |||
|item_cap_pipe|Dead end with item | |||
|way3_conc|Three-way crossing | |||
|way4_pipe|Four-way crossing | |||
|wayl_pipe|Turning corridor | |||
}} | |||
{{sublevel units | |||
|way2_pipe|Corridor | |||
|way2x2_conc|Long corridor | |||
|room_4x4a_4_tile|'''Room with 4 exits''' | |||
|room_4x4d_4_tile|'''Room with 4 exits''' | |||
|room_4x4f_4_tile|'''Room with 4 exits and a raised edge''' | |||
|room_north4x4l_1_tile|'''Room with dead end after U-turn''' | |||
}} | |||
}} | }} | ||
Sometimes this level has 6-7 enemies all gathered in one spot; should this happen, a [[ultra-bitter spray|bitter spray]] would be recommended, or regenerating the level with reset. Be prepared for any Water Dumples that drop from above. | Sometimes this level has 6-7 enemies all gathered in one spot; should this happen, a [[ultra-bitter spray|bitter spray]] would be recommended, or regenerating the level with reset. Be prepared for any Water Dumples that drop from above. | ||
==Sublevel 4== | ==Sublevel 4== | ||
[[ | [[File:Shower Room.JPG|thumb|180px|right|The rest level.]] | ||
*'''Theme''': Concrete | *'''Theme''': Concrete | ||
*'''Music''': ''[[Music (Pikmin 2)#Rest|Rest]]'' | |||
*'''Treasures''': | *'''Treasures''': | ||
**{{icon|Arboreal Frippery|y|v=US}} | **{{icon|Arboreal Frippery|y|v=US}} | ||
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|unitfile = 1_unit_16x17r_conc.txt | |unitfile = 1_unit_16x17r_conc.txt | ||
|lightfile = yakushima_3_16x17r_light.ini | |lightfile = yakushima_3_16x17r_light.ini | ||
|bg = | |bg = | ||
|clog = No | |clog = No | ||
|hiddenfloor = 0 | |hiddenfloor = 0 | ||
|units = | |units = | ||
{{sublevel units | |||
|room_16x17r_conc|'''Huge rest room''' | |||
}} | |||
}} | }} | ||
A very large rest level. This is a unique level layout, only seen once in the main game mode. It appears to take the place in some pipes and under a street drainage vent. There are some [[Queen Candypop Bud]]s here. Also, if you need to leave, there is a geyser available. Although water flows through the pipes, it is shallow enough so that any Pikmin type can pass through without any trouble. This rest level is also similar to the [[Hidden Garden]], Challenge mode's twenty-third level, with a few minor changes. | A very large rest level. This is a unique level layout, only seen once in the main game mode. It appears to take the place in some pipes and under a street drainage vent. There are some [[Queen Candypop Bud]]s here. Also, if you need to leave, there is a geyser available. Although water flows through the pipes, it is shallow enough so that any Pikmin type can pass through without any trouble. This rest level is also similar to the [[Hidden Garden]], [[Challenge Mode (Pikmin 2)|Challenge mode]]'s twenty-third level, with a few minor changes. | ||
==Sublevel 5== | ==Sublevel 5== | ||
*'''Theme''': Tiles | *'''Theme''': Tiles | ||
*'''Music''': ''[[Music (Pikmin 2)#Tile 1|Tile 1]]'' | |||
*'''Treasures''': | *'''Treasures''': | ||
**{{icon|Broken Food Master US - Divine Cooking Tool EU|y|l=Broken Food Master|n=Broken Food Master}} (US) / {{icon|Merciless Extractor|y}} (Europe) | **{{icon|Broken Food Master US - Divine Cooking Tool EU|y|l=Broken Food Master|n=Broken Food Master}} (US) / {{icon|Merciless Extractor|y}} (Europe) | ||
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|unitfile = 3_units_d_f_ujikou_tile.txt | |unitfile = 3_units_d_f_ujikou_tile.txt | ||
|lightfile = suityu_light_lv2.ini | |lightfile = suityu_light_lv2.ini | ||
|bg = | |bg = | ||
|clog = No | |clog = No | ||
|hiddenfloor = 0 | |hiddenfloor = 0 | ||
|units = | |units = | ||
{{sublevel units | |||
|cap_pipe|Dead end | |||
|item_cap_conc|Dead end with item | |||
|item_cap_pipe|Dead end with item | |||
|way3_conc|Three-way crossing | |||
|way4_pipe|Four-way crossing | |||
|wayl_pipe|Turning corridor | |||
}} | |||
{{sublevel units | |||
|way2_pipe|Corridor | |||
|way2x2_conc|Long corridor | |||
|room_4x4d_4_tile|'''Room with 4 exits''' | |||
|room_4x4f_4_tile|'''Room with 4 exits and a raised edge''' | |||
|room_u_jikou1_4x4_2_tile|'''Room with waterway and grill''' | |||
}} | |||
}} | }} | ||
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==Sublevel 6== | ==Sublevel 6== | ||
*'''Theme''': Tiles | *'''Theme''': Tiles | ||
*'''Music''': ''[[Music (Pikmin 2)#Tile 2|Tile 2]]'' | |||
*'''Treasures''': | *'''Treasures''': | ||
**{{icon|Abstract Masterpiece|y|v=US}} (US) / {{icon|Plentiful Tank|y}} (Europe) | **{{icon|Abstract Masterpiece|y|v=US}} (US) / {{icon|Plentiful Tank|y}} (Europe) | ||
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|unitfile = 3_units_a_l_yuko_tile.txt | |unitfile = 3_units_a_l_yuko_tile.txt | ||
|lightfile = suityu_light_lv3.ini | |lightfile = suityu_light_lv3.ini | ||
|bg = | |bg = | ||
|clog = No | |clog = No | ||
|hiddenfloor = 0 | |hiddenfloor = 0 | ||
|units = | |units = | ||
{{sublevel units | |||
|item_cap_conc|Dead end with item | |||
|way2x2_conc|Long corridor | |||
|item_cap_pipe|Dead end with item | |||
|way3_pipe|Three-way crossing | |||
|way4_pipe|Four-way crossing | |||
|wayl_pipe|Turning corridor | |||
}} | |||
{{sublevel units | |||
|way2_pipe|Corridor | |||
|room_4x4a_4_tile|'''Room with 4 exits''' | |||
|room_north4x4l_1_tile|'''Room with dead end after U-turn''' | |||
|room_yukoana1_5x3_2_tile|'''Corridor with 6 pipes''' | |||
}} | |||
}} | }} | ||
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==Sublevel 7== | ==Sublevel 7== | ||
*'''Theme''': Tiles | *'''Theme''': Tiles | ||
*'''Music''': ''[[Music (Pikmin 2)#Common boss battle|Boss]]'' (only when combating) | |||
*'''Treasures''': | *'''Treasures''': | ||
**{{icon|Amplified Amplifier|y}} (inside the Ranging Bloyster) | **{{icon|Amplified Amplifier|y}} (inside the Ranging Bloyster) | ||
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|unitfile = 1_units_a_tile.txt | |unitfile = 1_units_a_tile.txt | ||
|lightfile = suityu_light_lv4.ini | |lightfile = suityu_light_lv4.ini | ||
|bg = | |bg = | ||
|clog = No | |clog = No | ||
|hiddenfloor = 0 | |hiddenfloor = 0 | ||
|units = | |units = | ||
{{sublevel units | |||
|item_cap_conc|Dead end with item | |||
|item_cap_pipe|Dead end with item | |||
|way3_conc|Three-way crossing | |||
|way4_pipe|Four-way crossing | |||
|wayl_pipe|Turning corridor | |||
|way2_pipe|Corridor | |||
}} | |||
{{sublevel units | |||
|way2x2_conc|Long corridor | |||
|way2x2_pipe|Long corridor | |||
|room_4x4a_4_tile|'''Room with 4 exits''' | |||
}} | |||
}} | }} | ||
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Some gates have to be torn down to get to the Bloyster. Be careful, as sometimes its tentacles can reach through the gate. See the link above for a very effective strategy. | Some gates have to be torn down to get to the Bloyster. Be careful, as sometimes its tentacles can reach through the gate. See the link above for a very effective strategy. | ||
==Trivia== | |||
*The Shower Room is the only cave whose entrance is initially inaccessible. | |||
==Names in other languages== | ==Names in other languages== | ||
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}} | }} | ||
== | ==See also== | ||
* | *[[Perplexing Pool]] | ||
*[[Ranging Bloyster]] | |||
*[[Amplified Amplifier]] | |||
{{Perplexing Pool}} | {{Perplexing Pool}} | ||
{{Caves}} | {{Caves}} | ||
[[Category:Shower Room| ]] | [[Category:Shower Room| ]] |
Revision as of 09:15, July 5, 2015
Shower Room | |
---|---|
Location | Perplexing Pool |
Sublevels | 7 |
Treasures | 14 |
Hazards |
The following article or section contains guides. |
The Shower Room is a cave found in the Perplexing Pool area of Pikmin 2, the sublevels of which have mostly the same style as the 2-Player Battle location Tile Lands. To access the cave, a bridge must be built across the lake behind the landing area so that Yellow Pikmin can cross it and destroy the electric gate there. Blues are needed next in order to destroy the rock formation covering the cave entrance, allowing Pikmin of other types to approach it.
It is possible to avoid building the bridge by long throwing Blues to land near the cave's clog and unblock it. This allows yellows to approach the gate without the use of the bridge. It is also possible to enter the cave without destroying that gate via the seesaw block glitch; other types of Pikmin can be brought in by having the other leader bring them to the cave area and whistling him with the one behind the gate.
Once Blue Pikmin destroy the rock covering the entrance, the surrounding water is drained. There are also the remains of a tiled object around as well as washing machine tubes, supporting that that part of the area is based on a bathroom theme.
In the US version of this cave, there are 1220 Pokos worth of treasure. In the European version of this cave, there are 1240 Pokos worth of treasure.
Notes
Ship's dialogs
“A large rock sits in a reservoir of water. May I interject here?
I have been observing the two of you working together. You have been cooperating well.
Yet, to face the dangers ahead, you must be free of the shackles of a boss-worker relationship!
Learn to use X to separate and Y to change leaders.
If you can master teamwork, you can overcome any impediment!”Sublevel 1
- Theme: Tiles
- Music: Tile 1
- Treasures:
- Merciless Extractor (US) / [icon] Divine Cooking Tool (Europe)
- Enemies:
- Watery Blowhog × 2
- Wogpole × 7 (drop from the sky, 2 in dead ends)
- Wollywog × 2 (1 drops from the sky in a dead end)
- Obstacles:
- Boulder × 3
- Electrical wire × 3
- Plants:
- Ivory Candypop Bud × 1 (in a dead end)
- Others:
- Egg × 2 (in dead ends)
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | yakushima_3 | ||||
"Main" object maximum (?) | 14 | ||||
"Treasure" object maximum (?) | 1 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 60 | ||||
Number of rooms (?) | 3 | ||||
Corridor-to-room ratio (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 3_units_a_d_north_tile.txt | ||||
Lighting file (?) | suityu_light_lv0.ini | ||||
Background (?) | None | ||||
Cave units (?) | |||||
Dead end | Dead end with item | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor |
Corridor | Long corridor | Room with 4 exits | Room with 4 exits | Square room with 1 exit |
Electrical wires should block the paths, sometimes with Watery Blowhogs nearby. In this instace, Yellow Pikmin should still be used to shut off the generators because they can still be easily saved from any water. Apart from the enemies, some boulders may fall from the ceiling. However, the level has a simple layout, so the treasure should be easy to find.
Oddly, Wogpoles will occasionally drop from the sky, but since they are not in water, they pose no problem to Pikmin.
Sublevel 2
- Theme: Tiles
- Music: Tile 2
- Treasures:
- Enemies:
- Dwarf Orange Bulborb × 6 (2 drop from the sky in dead ends)
- Lesser Spotted Jellyfloat × 1
- Orange Bulborb × 1
- Obstacles:
- Plants:
- Violet Candypop Bud × 1 (in a dead end)
- Others:
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | yakushima_3 | ||||
"Main" object maximum (?) | 10 | ||||
"Treasure" object maximum (?) | 2 | ||||
"Gate" object maximum (?) | 1 | ||||
Dead end unit probability (?) | 50 | ||||
Number of rooms (?) | 2 | ||||
Corridor-to-room ratio (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 2_units_ud_dry_tile.txt | ||||
Lighting file (?) | suityu_light_lv1.ini | ||||
Background (?) | None | ||||
Cave units (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Long corridor | Dead end | Dead end with item |
Turning corridor | Corridor | Room with 2 ramps | Room with waterless pool |
Apart from the boulders, Dwarf Orange Bulborbs fall from the ceiling as well. They could become a nusiance when attacking the Jellyfloat or the larger Orange Bulborb.
Sublevel 3
- Theme: Tiles
- Music: Tile 2
- Treasures:
- Mirrored Stage (inside the Greater Spotted Jellyfloat)
- Scrumptious Shell
- Vorpal Platter
- Enemies:
- Greater Spotted Jellyfloat × 1
- Hermit Crawmad × 1
- Lesser Spotted Jellyfloat × 4
- Water Dumple × 4 (1 drops from the sky)
- Wollywog × 1 (drops from the sky in a dead end)
- Obstacles:
- None
- Plants:
- None
- Others:
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | yakushima_3 | ||||
"Main" object maximum (?) | 10 | ||||
"Treasure" object maximum (?) | 2 | ||||
"Gate" object maximum (?) | 2 | ||||
Dead end unit probability (?) | 50 | ||||
Number of rooms (?) | 4 | ||||
Corridor-to-room ratio (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 4_units_a_d_f_l_tile.txt | ||||
Lighting file (?) | suityu_light_lv2.ini | ||||
Background (?) | None | ||||
Cave units (?) | |||||
Dead end | Dead end with item | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor |
Corridor | Long corridor | Room with 4 exits | Room with 4 exits | Room with 4 exits and a raised edge | Room with dead end after U-turn |
Sometimes this level has 6-7 enemies all gathered in one spot; should this happen, a bitter spray would be recommended, or regenerating the level with reset. Be prepared for any Water Dumples that drop from above.
Sublevel 4
- Theme: Concrete
- Music: Rest
- Treasures:
- Enemies:
- Unmarked Spectralids × 1 (number of groups)
- Obstacles:
- None
- Plants:
- Clover × 7
- Fiddlehead × 4
- Figwort (small) × 3
- Figwort (small, dying) × 6
- Queen Candypop Bud × 2
- Others:
- None
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | yakushima_3 | ||||
"Main" object maximum (?) | 15 | ||||
"Treasure" object maximum (?) | 1 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 1 | ||||
Corridor-to-room ratio (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | Yes | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 1_unit_16x17r_conc.txt | ||||
Lighting file (?) | yakushima_3_16x17r_light.ini | ||||
Background (?) | None | ||||
Cave units (?) | |||||
Huge rest room |
A very large rest level. This is a unique level layout, only seen once in the main game mode. It appears to take the place in some pipes and under a street drainage vent. There are some Queen Candypop Buds here. Also, if you need to leave, there is a geyser available. Although water flows through the pipes, it is shallow enough so that any Pikmin type can pass through without any trouble. This rest level is also similar to the Hidden Garden, Challenge mode's twenty-third level, with a few minor changes.
Sublevel 5
- Theme: Tiles
- Music: Tile 1
- Treasures:
- [icon] Broken Food Master (US) / Merciless Extractor (Europe)
- [icon] Endless Repository (US) / Permanent Container (Europe)
- Pondering Emblem (US) / Happiness Emblem (Europe)
- Enemies:
- Dwarf Orange Bulborb × 5
- Fiery Blowhog × 2
- Lesser Spotted Jellyfloat × 1 (drops from the sky in a dead end)
- Munge Dweevil × 2 (drop from the sky in dead ends)
- Withering Blowhog × 2
- Wollywog × 1
- Obstacles:
- Fire geyser × 5
- Plants:
- Violet Candypop Bud × 1 (in a dead end)
- Others:
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | yakushima_3 | ||||
"Main" object maximum (?) | 15 | ||||
"Treasure" object maximum (?) | 3 | ||||
"Gate" object maximum (?) | 3 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 3 | ||||
Corridor-to-room ratio (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 3_units_d_f_ujikou_tile.txt | ||||
Lighting file (?) | suityu_light_lv2.ini | ||||
Background (?) | None | ||||
Cave units (?) | |||||
Dead end | Dead end with item | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor |
Corridor | Long corridor | Room with 4 exits | Room with 4 exits and a raised edge | Room with waterway and grill |
In rare occasions, a Fiery and a Withering Blowhog are behind a gate that must be destroyed to collect treasure. Not only does this mean that one should only use Red Pikmin, but that these will also be deflowered. Restarting this layout is highly recommended. Also, some fire geysers could pose a threat to non-Reds.
Sublevel 6
- Theme: Tiles
- Music: Tile 2
- Treasures:
- Abstract Masterpiece (US) / Plentiful Tank (Europe)
- Behemoth Jaw
- Rubber Ugly
- Enemies:
- Anode Dweevil × 5 (4 drop from the sky in dead ends)
- Bumbling Snitchbug × 1
- Doodlebug × 1 (in a dead end)
- Dwarf Orange Bulborb × 7
- Munge Dweevil × 5 (4 drop from the sky in dead ends)
- Orange Bulborb × 1
- Volatile Dweevil × 1
- Wollywog × 1
- Obstacles:
- None
- Plants:
- Ivory Candypop Bud × 1 (in a dead end)
- Others:
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | yakushima_3 | ||||
"Main" object maximum (?) | 10 | ||||
"Treasure" object maximum (?) | 3 | ||||
"Gate" object maximum (?) | 3 | ||||
Dead end unit probability (?) | 50 | ||||
Number of rooms (?) | 3 | ||||
Corridor-to-room ratio (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 3_units_a_l_yuko_tile.txt | ||||
Lighting file (?) | suityu_light_lv3.ini | ||||
Background (?) | None | ||||
Cave units (?) | |||||
Dead end with item | Long corridor | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor |
Corridor | Room with 4 exits | Room with dead end after U-turn | Corridor with 6 pipes |
The first thing one should do is set off the Volatile Dweevil that is hiding in one of the pipes. The Orange Bulborb may be sitting in front of the Rubber Ugly; also, just like the Volatile Dweevil, all Dweevils are hiding in the pipes, so they could take treasures that are being carried by Pikmin. One good way to deal with Dweevils is to throw a Purple Pikmin at or near it to stun it, but do not throw Purples at Volatile Dweevils, since the Pikmin will very likely be killed in the following explosion.
Sublevel 7
- Theme: Tiles
- Music: Boss (only when combating)
- Treasures:
- Amplified Amplifier (inside the Ranging Bloyster)
- Enemies:
- Ranging Bloyster × 1
- Obstacles:
- None
- Plants:
- None
- Others:
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | yakushima_3 | ||||
"Main" object maximum (?) | 1 | ||||
"Treasure" object maximum (?) | 0 | ||||
"Gate" object maximum (?) | 6 | ||||
Dead end unit probability (?) | 30 | ||||
Number of rooms (?) | 2 | ||||
Corridor-to-room ratio (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | Yes | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 1_units_a_tile.txt | ||||
Lighting file (?) | suityu_light_lv4.ini | ||||
Background (?) | None | ||||
Cave units (?) | |||||
Dead end with item | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor |
Long corridor | Long corridor | Room with 4 exits |
- See also: Ranging Bloyster strategy.
Some gates have to be torn down to get to the Bloyster. Be careful, as sometimes its tentacles can reach through the gate. See the link above for a very effective strategy.
Trivia
- The Shower Room is the only cave whose entrance is initially inaccessible.
Names in other languages
Language | Name | Meaning |
---|---|---|
Japanese | シャワールーム? | Shower Room |
See also
This page is currently pending deletion. Reason: |
#REDIRECT Template:P2 caves