Pikmin 2

The Giant's Bath: Difference between revisions

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{{merging|conflict|The Giant's Bath}}
{{infobox challenge
{{infobox challenge
|image=The Giant's Bath.jpg
|image     = The Giant's Bath.jpg
|size=250px
|size     = 250px
|blue=50
|blue     = 50
|bluem=f
|spicy     = 5
|spicy=5
|sublevels = 2
|sublevels=2
|gridcol   = 5
|gridcol=5
|gridrow   = 4
|gridrow=4
}}
}}
{{guide}}
{{guide}}
{{stub|Add the per-level guides.}}
 
'''The Giant's Bath''' is the twentieth level within [[Challenge Mode (Pikmin 2)|Challenge Mode]] in ''[[Pikmin 2]]''. You are exclusively given [[Blue Pikmin]]. It has many enemies and features the rare [[Toady Bloyster]]. You should watch your [[Pikmin (species)|Pikmin]] as you collect treasures.
'''The Giant's Bath''' is the twentieth level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. You are exclusively given [[Blue Pikmin]]. It has many enemies, including the rare [[Toady Bloyster]], and a boss encounter with the [[Ranging Bloyster]].


==Sublevel 1==
==Sublevel 1==
*'''Theme''': Tiles
* '''Theme''': Tiles
*'''Time''': 200 (400 seconds)
* '''Music''': ''[[Music in Pikmin 2#Jellyfloat|Jellyfloat]]''
*'''Treasures''':
* '''Time''': 200 (400 seconds)
**{{icon|Crystal Clover|y}} × 1
* '''Starting Pikmin''':
**{{icon|Eternal Emerald Eye|y}} × 1
** {{icon|Blue Pikmin|v=P2|y}} × 50 (flower)
**{{icon|Frosty Bauble|y}} × 1 (inside a Hermit Crawmad)
* '''Treasures''':
**{{icon|Maternal Sculpture|y}} × 1
** {{icon|Crystal Clover|y}} × 1
**{{icon|Petrified Heart|y}} × 1 (inside the Greater Spotted Jellyfloat)
** {{icon|Eternal Emerald Eye|y}} × 1
**{{icon|Rubber Ugly|y}} × 1
** {{icon|Frosty Bauble|y}} × 1 (inside Hermit Crawmad)
**{{icon|Sud Generator|y}} × 1
** {{icon|Joyless Jewel|y}} × 1 (inside Hermit Crawmad)
**{{icon|Tear Stone|y}} × 1 (inside the Bumbling Snitchbug)
** {{icon|Maternal Sculpture|y}} × 1
**{{icon|The Key|y}} × 1 (inside the Toady Bloyster)
** {{icon|Petrified Heart|y}} × 1 (inside Greater Spotted Jellyfloat)
**{{icon|Universal Com|y}} × 1 (inside a Hermit Crawmad)
** {{icon|Rubber Ugly|y}} × 1
*'''Enemies''':
** {{icon|Sud Generator|y}} × 1
**{{icon|Bumbling Snitchbug|y}} × 1
** {{icon|Tear Stone|y}} × 1 (inside Bumbling Snitchbug)
**{{icon|Greater Spotted Jellyfloat|y}} × 1
** {{icon|The Key|y}} × 1 (inside Toady Bloyster)
**{{icon|Hermit Crawmad|y}} × 2
* '''Enemies''':
**{{icon|Toady Bloyster|y}} × 1
** {{icon|Bumbling Snitchbug|y}} × 1
*'''Hazards''':
** {{icon|Greater Spotted Jellyfloat|y}} × 1
**None
** {{icon|Hermit Crawmad|y}} × 2
*'''Plants''':
** {{icon|Mitite|y}} (group of 10) × indefinite amount (from eggs)
**None
** {{icon|Toady Bloyster|y}} × 1
*'''Others''':
* '''Obstacles''':
**None
** None
* '''Vegetation''':
** None
* '''Others''':
** {{icon|Egg|y}} × 1 or more


As you start, go for the Toady Bloyster. Don't go in the water, as you'll waste more time. Before leaving, avoid the Bumbling Snitchbugs, since they are able to grab you. Afterwards, go deeper into the cave. Remember: if you want a pink flower, you don't have to collect any treasure other than The Key dropped by the Toady Bloyster.
{{cavegen|gb1}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_02tile
|cave        = ch_NARI_02tile
Line 48: Line 52:
|capmax      = 50
|capmax      = 50
|rooms      = 3
|rooms      = 3
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 2_units_northF_pool_tile.txt
|unitfile    = 2_units_northF_pool_tile.txt
|lightfile  = normal_light_cha.ini
|lightfile  = normal_light_cha.ini
|bg          =  
|bg          =
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|wayl_conc|Turning corridor
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2_conc|Corridor
|way3_conc|Three-way crossing
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|way4_conc|Four-way crossing
|way2x2_conc|Long corridor
|way2x2_conc|Long corridor
|cap_pipe|Dead end
|cap_pipe|Dead end
}}
{{sublevel units
|item_cap_pipe|Dead end with item
|room_north2x2_1_tekiF_tile|'''Square room with 1 exit'''
|room_pool5x5_5_tile|'''Room with pool'''
}}
}}
}}
{{sublevel units
|item_cap_pipe|Dead end with item
|room_north2x2_1_tekiF_tile|'''Square room with 1 exit'''
|room_pool5x5_5_tile|'''Room with pool'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Toady Bloyster|y}}
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Hermit Crawmad|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Frosty Bauble|y}}
| colspan="3" | Carried inside entry with ID 2
|-
| 3
| {{icon|Hermit Crawmad|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Joyless Jewel|y}}
| colspan="3" | Carried inside entry with ID 3
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Bumbling Snitchbug|y}}
| 1
| None
| Plant spots
|-
| -
| {{icon|Tear Stone|y}}
| colspan="3" | Carried inside entry with ID 4
|-
| 5
| {{icon|Greater Spotted Jellyfloat|y}}
| 1
| None
| Plant spots
|-
| -
| {{icon|Petrified Heart|y}}
| colspan="3" | Carried inside entry with ID 5
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Rubber Ugly|y}}
| 1
| None
| Treasure spots
|-
| 7
| {{icon|Sud Generator|y}}
| 1
| None
| Treasure spots
|-
| 8
| {{icon|Maternal Sculpture|y}}
| 1
| None
| Treasure spots
|-
| 9
| {{icon|Eternal Emerald Eye|y}}
| 1
| None
| Treasure spots
|-
| 10
| {{icon|Crystal Clover|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Egg|y}}
| 1
| None
| Dead ends
|-
! colspan="5" | Then it spawns "dead end" objects in as many dead ends as it can. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 11
| {{icon|Egg|y}}
| 100%
| None
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 2==
==Sublevel 2==
*'''Theme''': Tiles
* '''Theme''': Tiles
*'''Time''': +150 (+300 seconds)
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
*'''Treasures''':
* '''Time''': +150 (+300 seconds)
**{{icon|Paradoxical Enigma|y}} × 1
* '''Treasures''':
**{{icon|Pink Menace|y}} × 1
** {{icon|Paradoxical Enigma|y}} × 1 (partially buried)
**{{icon|Regal Diamond|y}} × 1
** {{icon|Pink Menace|y}} × 1 (fully buried)
**{{icon|The Key|y}} × 1 (inside the Ranging Bloyster)
** {{icon|Regal Diamond|y}} × 1 (fully buried)
*'''Enemies''':
** {{icon|The Key|y}} × 1 (inside Ranging Bloyster)
**{{icon|Ranging Bloyster|y}} × 1
* '''Enemies''':
*'''Hazards''':
** {{icon|Ranging Bloyster|y}} × 1
**None
* '''Obstacles''':
*'''Plants''':
** None
**{{icon|Ivory Candypop Bud|y}} × 2 (in dead ends)
* '''Vegetation''':
*'''Others''':
** {{icon|Ivory Candypop Bud|y}} × 2
**None
* '''Others''':
** None
{{see also|Ranging Bloyster#Strategy|t1=Ranging Bloyster strategy}}


The Ranging Bloyster awaits in the arena. To battle it effectively, split your leaders and ambush it. When moving, be fast and continue switching or it'll start to eat your Pikmin squad. Run until you are under its bulb-like gill and use the same strategy as you did for the Toady Bloyster. Get the key and leave the challenge level.
{{cavegen|gb2}}
{{sublevel technical
{{sublevel technical
|cave        = ch_NARI_02tile
|cave        = ch_NARI_02tile
Line 94: Line 220:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = Yes
|geyser      = Yes
|unitfile    = 1_MIYA_bunki_tile.txt
|unitfile    = 1_MIYA_bunki_tile.txt
|lightfile  = normal_light_cha.ini
|lightfile  = normal_light_cha.ini
|bg          =  
|bg          =
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|item_cap_conc|Dead end with item
|item_cap_conc|Dead end with item
|item_cap_pipe|Dead end with item
|item_cap_pipe|Dead end with item
|way3_pipe|Three-way crossing
|way3_pipe|Three-way crossing
|way4_pipe|Four-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|wayl_pipe|Turning corridor
|way2_pipe|Corridor
|way2_pipe|Corridor
}}
}}
{{sublevel units
{{sublevel units
|way2x2_pipe|Long corridor
|way2x2_pipe|Long corridor
|room_bunki7x7_8_tile|'''Ranging Bloyster arena'''
|room_bunki7x7_8_tile|'''Ranging Bloyster arena'''
}}
}}
}}
}}
 
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
{{see also|Ranging Bloyster strategy|l1=Ranging Bloyster#Strategy}}
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Ranging Bloyster|y}}
| 1
| None
| Plant spots
|-
| -
| {{icon|The Key|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|Paradoxical Enigma|y}}
| 1
| None
| Treasure spots
|-
| 3
| {{icon|Regal Diamond|y}}
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Pink Menace|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 5
| {{icon|Ivory Candypop Bud|y}}
| 2
| None
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Names in other languages==
==Names in other languages==
Line 122: Line 297:
|SpaA=El Baño del Gigante
|SpaA=El Baño del Gigante
|SpaAM=The Giant's Bath
|SpaAM=The Giant's Bath
|FraA=Bain géant
|FraAM=Giant bath
|FraE=Bain Géant
|FraEM=Giant Bath
|Ger=Wenn Riesen baden
|GerM=When Giants bathe
|Ita=Vasca gigante
|ItaM=Gigantic tub
}}
}}


{{CM}}
{{CM}}

Latest revision as of 18:21, April 16, 2024

The Giant's Bath
The Giant's Bath.jpg
Sublevels 2 Ultra-bitter sprays 0
Red Pikmin 0 Ultra-spicy sprays 5
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 50
White Pikmin 0
Purple Pikmin 0
Bulbmin 0

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

The Giant's Bath is the twentieth level in Pikmin 2's Challenge Mode. You are exclusively given Blue Pikmin. It has many enemies, including the rare Toady Bloyster, and a boss encounter with the Ranging Bloyster.

Sublevel 1[edit]

As you start, go for the Toady Bloyster. Don't go in the water, as you'll waste more time. Before leaving, avoid the Bumbling Snitchbugs, since they are able to grab you. Afterwards, go deeper into the cave. Remember: if you want a pink flower, you don't have to collect any treasure other than The Key dropped by the Toady Bloyster.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_02tile
"Main" object maximum (?) 3
"Treasure" object maximum (?) 5
"Gate" object maximum (?) 0
Dead end unit probability (?) 50
Number of rooms (?) 3
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 2_units_northF_pool_tile.txt
Lighting file (?) normal_light_cha.ini
Background (?) None
Cave units (?)
wayl_conc
way2_conc
way3_conc
way4_conc
way2x2_conc
cap_pipe
Turning corridor Corridor Three-way crossing Four-way crossing Long corridor Dead end
item_cap_pipe
room_north2x2_1_tekiF_tile
room_pool5x5_5_tile
Dead end with item Square room with 1 exit Room with pool
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Toady Bloyster Toady Bloyster 1 None "Special" enemy spots
- The Key The Key Carried inside entry with ID 1
2 Hermit Crawmad Hermit Crawmad 1 None "Hard" enemy spots
- Frosty Bauble Frosty Bauble Carried inside entry with ID 2
3 Hermit Crawmad Hermit Crawmad 1 None "Hard" enemy spots
- Joyless Jewel Joyless Jewel Carried inside entry with ID 3
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
4 Bumbling Snitchbug Bumbling Snitchbug 1 None Plant spots
- Tear Stone Tear Stone Carried inside entry with ID 4
5 Greater Spotted Jellyfloat Greater Spotted Jellyfloat 1 None Plant spots
- Petrified Heart Petrified Heart Carried inside entry with ID 5
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
6 Rubber Ugly Rubber Ugly 1 None Treasure spots
7 Sud Generator Sud Generator 1 None Treasure spots
8 Maternal Sculpture Maternal Sculpture 1 None Treasure spots
9 Eternal Emerald Eye Eternal Emerald Eye 1 None Treasure spots
10 Crystal Clover Crystal Clover 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
11 Egg Egg 1 None Dead ends
Then it spawns "dead end" objects in as many dead ends as it can. Chances:
ID Object Chance Fall method Spawn location
11 Egg Egg 100% None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2[edit]

See also: Ranging Bloyster strategy.

The Ranging Bloyster awaits in the arena. To battle it effectively, split your leaders and ambush it. When moving, be fast and continue switching or it'll start to eat your Pikmin squad. Run until you are under its bulb-like gill and use the same strategy as you did for the Toady Bloyster. Get the key and leave the challenge level.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_02tile
"Main" object maximum (?) 0
"Treasure" object maximum (?) 3
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 1_MIYA_bunki_tile.txt
Lighting file (?) normal_light_cha.ini
Background (?) None
Cave units (?)
item_cap_conc
item_cap_pipe
way3_pipe
way4_pipe
wayl_pipe
way2_pipe
Dead end with item Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_pipe
room_bunki7x7_8_tile
Long corridor Ranging Bloyster arena
Detailed object list
The game spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
1 Ranging Bloyster Ranging Bloyster 1 None Plant spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2 Paradoxical Enigma Paradoxical Enigma 1 None Treasure spots
3 Regal Diamond Regal Diamond 1 None Treasure spots
4 Pink Menace Pink Menace 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
5 Ivory Candypop Bud Ivory Candypop Bud 2 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Names in other languages[edit]

Language Name Meaning
Flag of Japan Japanese 巨人のトイレ?
Flag of Québec French (NoA) Bain géant Giant bath
Flag of France French (NoE) Bain Géant Giant Bath
Flag of Germany German Wenn Riesen baden When Giants bathe
Flag of Italy Italian Vasca gigante Gigantic tub
Flag of Mexico Spanish (NoA) El Baño del Gigante The Giant's Bath