Pikmin 2

Shower Room: Difference between revisions

From Pikipedia, the Pikmin wiki
Jump to navigation Jump to search
m (32 revisions)
Tag: Mobile edit
(84 intermediate revisions by 28 users not shown)
Line 1: Line 1:
{{Infobox cave
{{game icons|p2=y}}
|image=Shower Room sublevel 3.jpg
{{infobox cave
|location=Perplexing Pool
|image     = Shower Room sublevel 3.jpg
|sublevels=7
|location = Perplexing Pool
|treasures=14
|sublevels = 7
|hazards={{f}} {{w}} {{e}} {{p}} {{r}} {{b}}
|treasures = 14
|obstacles={{waterbody}} {{wgate}} {{bgate}}
|hazards   = {{fire}} {{water}} {{electricity}} {{poison}} {{explosion}}
}}
}}
The '''Shower Room''' is a dungeon found in the [[Perplexing Pool]] [[areas|area]] of ''[[Pikmin 2]]'', the [[sublevel]]s of which have mostly the same style as the 2P 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 to destroy the electric [[gate]] there. [[Blue Pikmin|Blues]] are needed next in order to destroy the rock formation covering the cave entrance, allowing Pikmin of other colours to approach it more easily.
{{guide}}
The '''Shower Room''' ({{j|シャワールーム|Shawā Rūmu|Shower Room}}) is a [[cave]] found in the [[Perplexing Pool]] [[areas|area]] of ''[[Pikmin 2]]'', the sublevels of which are themed around tiled washrooms and piping systems. The boss of the cave is the [[Ranging Bloyster]]. Due to the Bloyster's leader swapping gimmick, it’s recommended for one to take extra care in keeping both leaders alive. In the US [[Region|version]] of this cave, there are {{pokos|1220}} worth of treasure. In the European version of this cave, there are {{pokos|1240}} worth of treasure.


It is possible to avoid building the bridge by [[Throw#Longer throw trick|throwing blues while running]] to land near the cave 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 [[scales glitch]]; other types of Pikmin can be brought in by having the other [[captain]] bring them to the cave area and whistling him with the one behind the gate.
==How to reach==
{{location map | width = 272 | height = 428 | image = PP texture.png | bg = #111 | caption = Location of the cave. | icons =
{{map icon | cave | 239 | 339}}
}}


In the US [[Region|version]] of this cave, there are 1220 [[Poko]]s worth of treasure. In the European version of this cave, there are 1240 [[Poko]]s worth of treasure.
To the right of base is a large pond containing a [[Toady Bloyster]]. By going into this pond, you can find a [[bridge]]. Build this bridge, and use the ledge that was required in {{p1}} to collect the [[Repair-type Bolt]] to bring [[Yellow Pikmin]] across the river, and have them destroy the electric [[gate]]. Use [[Blue Pikmin]] to destroy the clog, revealing the cave. A side effect of destroying the clog is that all Pikmin types can cross the river.


There are few special considerations in terms of Pikmin squads. However, there are a few heavy treasures that might appear in water, making sufficient [[Blue Pikmin]] a must.
One can use the bridge's geometry to get a leader on top of the nearby ledge, and go [[out of bounds]] to the entrance of the cave without having to destroy the electric gate.{{cite youtube|8WIq8-8XWIE|explaining how to reach Shower Room without Yellow Pikmin|published={{date|13|July|2018}}|retrieved={{date|9|April|2020}}}}
{{clear}}
{{Notes|ship=y}}
{{Notes|ship=y}}


{{Solution}}
==Sublevel 1==
* '''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
* '''Treasures''':
** {{icon|Merciless Extractor|y}} (US) / {{icon|Divine Cooking Tool|y}} (Europe/Japan)
* '''Enemies''':
** {{icon|Mitite|y}} (group of 10) × indefinite amount (from eggs)
** {{icon|Watery Blowhog|y}} × 2
** {{icon|Wolpole|y}} × 7
** {{icon|Wollyhop|y}} × 2
* '''Obstacles''':
** {{icon|Boulder|y}} × 3
** {{icon|Electrical wire|y}} × 3
* '''Vegetation''':
** {{icon|Ivory Candypop Bud|y}} × 1 (if [[Candypop Bud#Maximum Pikmin requirement|max Pikmin requirement]] is met)
* '''Others''':
** {{icon|Egg|y}} × 1 or more


==Sublevel 1==
Electrical wires should block the paths, sometimes with Watery Blowhogs nearby. In this instance, Yellow Pikmin should still be used to shut off the wires 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. The Ivory Candypop Bud here only appears if the player has less than 20 White Pikmin in total.
*'''Theme''': Tiles
 
*'''Enemies''':
Humorously, [[Wolpole]]s will occasionally drop from the sky, and since they are not in water, they will flail about helplessly and pose no problem for the player.
**2 [[Wollywog]]s (1 drops from the sky in a dead end)
**2 [[Watery Blowhog]]s
**7 [[Wogpole]]s (drop from the sky, 2 in dead ends)
*'''Hazards''':
**3 [[Hazard#Boulders|boulders]]
**3 [[Hazard#Electricity|electrical wires]]
*'''Treasures''':
**[[Merciless Extractor]] (US) / [[Divine Cooking Tool]] (Europe)
*'''Plants''':
**None
*'''Others''':
**1 [[Ivory Candypop Bud]] (in a dead end)
**2 [[egg]]s (in dead ends)*


{{cavegen|sr1}}
{{sublevel technical
{{sublevel technical
|cave        = yakushima_3
|cave        = yakushima_3
Line 41: Line 54:
|capmax      = 60
|capmax      = 60
|rooms      = 3
|rooms      = 3
|ctrratio    = 0.1
|geyser      = No
|geyser      = No
|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          = None
|bg          =
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|cap_pipe|Dead end
|cap_pipe|Dead end
|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_conc|Three-way crossing
|way3_conc|Three-way crossing
|way4_pipe|Four-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|wayl_pipe|Turning corridor
}}
}}
{{sublevel units
{{sublevel units
|way2_pipe|Corridor
|way2_pipe|Corridor
|way2x2_conc|Long corridor
|way2x2_conc|Long corridor
|room_4x4a_4_tile|'''Room with 4 exits'''
|room_4x4a_4_tile|'''Room with 4 exits'''
|room_4x4d_4_tile|'''Room with 4 exits'''
|room_4x4d_4_tile|'''Room with 4 exits'''
|room_north2x2_1_tile|'''Square room with 1 exit'''
|room_north2x2_1_tile|'''Square room with 1 exit'''
}}
}}
}}
}}
{| 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|Wollywog|y}}
| 1
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Watery Blowhog|y}}
| 2
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Boulder|y}}
| 3
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Wogpole|y}}
| 3
| Falls from the sky
| "Hard" enemy spots
|-
| 5
| {{icon|Wogpole|y}}
| 2
| Falls from the sky
| "Easy" enemy spots
|-
| 6
| {{icon|Electrical wire|y}}
| 3
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Merciless Extractor|y}} (US)<br>{{icon|Divine Cooking Tool|y}} (EU/JP)
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 8
| {{icon|Ivory Candypop Bud|y}}
| 1
| None
| Dead ends
|-
| 9
| {{icon|Egg|y}}
| 1
| None
| Dead ends
|-
| 10
| {{icon|Wogpole|y}}
| 2
| Falls from the sky
| Dead ends
|-
| 11
| {{icon|Wollywog|y}}
| 1
| Falls from the sky
| 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
|-
| 9
| {{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]].''


<nowiki>*</nowiki>''Although the cave's files specify the existence of eggs, none appear in-game.''
==Sublevel 2==
 
* '''Theme''': Tiles
Electric generators 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.
* '''Music''': ''[[Music in Pikmin 2#Jellyfloat|Jellyfloat]]''
* '''Treasures''':
** {{icon|Durable Energy Cell|y}} (US/Europe) / {{icon|Revised Eternal Fuel Dynamo|y}} (Japan)
** {{icon|Sud Generator|y}}
* '''Enemies''':
** {{icon|Dwarf Orange Bulborb|y}} &times; 6
** {{icon|Lesser Spotted Jellyfloat|y}} &times; 1
** {{icon|Mitite|y}} (group of 10) &times; indefinite amount (from eggs)
** {{icon|Orange Bulborb|y}} &times; 1
* '''Obstacles''':
** {{icon|Boulder|y}} &times; 3
** {{icon|Poison emitter|v=P2|y}} &times; 3
* '''Vegetation''':
** {{icon|Violet Candypop Bud|y}} &times; 1 (if [[Candypop Bud#Maximum Pikmin requirement|max Pikmin requirement]] is met)
* '''Others''':
** [[Gate]] with 4000 [[Health|HP]] &times; 1
** {{icon|Egg|y}} &times; 1 or more


==Sublevel 2==
Apart from the boulders, Dwarf Orange Bulborbs fall from the ceiling as well. They could become a nuisance when attacking the Jellyfloat or the larger Orange Bulborb. The Violet Candypop Bud here will only appear if the player's total Purple Pikmin count is less than 20.
*'''Theme''': Tiles
*'''Enemies''':
**1 [[Lesser Spotted Jellyfloat]]
**1 [[Orange Bulborb]]
**6 [[Dwarf Orange Bulborb]]s (2 drop from the sky in dead ends)
*'''Hazards''':
**3 [[Hazard#Boulders|boulders]]
**3 [[Hazard#Poison gas|gas pipes]]
*'''Treasures''':
**[[Sud Generator]]
**[[Durable Energy Cell]]
*'''Plants''':
**None
*'''Others''':
**1 type of [[gate]], with 4000 [[Health|HP]]
**1 [[Violet Candypop Bud]] (in a dead end)
**2 [[egg]]s (in dead ends)


{{cavegen|sr2}}
{{sublevel technical
{{sublevel technical
|cave        = yakushima_3
|cave        = yakushima_3
Line 95: Line 201:
|capmax      = 50
|capmax      = 50
|rooms      = 2
|rooms      = 2
|ctrratio    = 0.2
|geyser      = No
|geyser      = No
|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          = None
|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
|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
|item_cap_pipe|Dead end with item
|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'''
}}
}}
}}
{{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'''
}}
}}
{| 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|Lesser Spotted Jellyfloat|y}}
| 1
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Orange Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Boulder|y}}
| 3
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Dwarf Orange Bulborb|y}}
| 2
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Dwarf Orange Bulborb|y}}
| 2
| None
| "Easy" enemy spots
|-
| 6
|{{icon|Poison emitter|v=P2|y}}
| 1
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Poison emitter|v=P2|y}}
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 8
| {{icon|Sud Generator|y}}
| 1
| None
| Treasure spots
|-
| 9
| {{icon|Durable Energy Cell|y}} (US/EU)<br>{{icon|Revised Eternal Fuel Dynamo|y}} (JP)
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Violet Candypop Bud|y}}
| 1
| None
| Dead ends
|-
| 12
| {{icon|Egg|y}}
| 1
| None
| Dead ends
|-
| 13
| {{icon|Dwarf Orange Bulborb|y}}
| 2
| Falls from the sky
| 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
|-
| 12
| {{icon|Egg|y}}
| 100%
| None
| Dead ends
|-
! colspan="5" | Then it spawns 1 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 10
| [[Gate]] (4000 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


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''': ''[[Music in Pikmin 2#Jellyfloat|Jellyfloat]]''
* '''Treasures''':
** {{icon|Mirrored Stage|y}} (inside Greater Spotted Jellyfloat)
** {{icon|Scrumptious Shell|y}}
** {{icon|Vorpal Platter|y}}
* '''Enemies''':
** {{icon|Greater Spotted Jellyfloat|y}} &times; 1
** {{icon|Hermit Crawmad|y}} &times; 1
** {{icon|Lesser Spotted Jellyfloat|y}} &times; 4
** {{icon|Mitite|y}} (group of 10) &times; indefinite amount (from eggs)
** {{icon|Water Dumple|y}} &times; 4
** {{icon|Wollyhop|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** [[Gate]] with 4000 [[Health|HP]] &times; 2
** {{icon|Egg|y}} &times; 1 or more


==Sublevel 3==
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 sublevel by resetting. Be prepared for any Water Dumples that drop from above.
*'''Theme''': Tiles
*'''Enemies''':
**1 [[Greater Spotted Jellyfloat]]
**4 [[Lesser Spotted Jellyfloat]]s
**1 [[Hermit Crawmad]]
**4 [[Water Dumple]]s (1 drops from the sky)
**1 [[Wollywog]] (drops from the sky in a dead end)
*'''Hazards''':
**None
*'''Treasures''':
**[[Mirrored Stage]] (inside the Greater Spotted Jellyfloat)
**[[Vorpal Platter]]
**[[Scrumptious Shell]]
*'''Plants''':
**None
*'''Others''':
**1 type of [[gate]], with 4000 [[Health|HP]]
**2 [[egg]]s (in dead ends)


{{cavegen|sr3}}
{{sublevel technical
{{sublevel technical
|cave        = yakushima_3
|cave        = yakushima_3
Line 147: Line 369:
|capmax      = 50
|capmax      = 50
|rooms      = 4
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|geyser      = No
|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          = None
|bg          =
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|cap_pipe|Dead end
|cap_pipe|Dead end
|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_conc|Three-way crossing
|way3_conc|Three-way crossing
|way4_pipe|Four-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|wayl_pipe|Turning corridor
}}
}}
{{sublevel units
{{sublevel units
|way2_pipe|Corridor
|way2_pipe|Corridor
|way2x2_conc|Long corridor
|way2x2_conc|Long corridor
|room_4x4a_4_tile|'''Room with 4 exits'''
|room_4x4a_4_tile|'''Room with 4 exits'''
|room_4x4d_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_4x4f_4_tile|'''Room with 4 exits and a raised edge'''
|room_north4x4l_1_tile|'''Room with dead end after U-turn'''
|room_north4x4l_1_tile|'''Room with dead end after U-turn'''
}}
}}
}}
}}
{| 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|Greater Spotted Jellyfloat|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Mirrored Stage|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Lesser Spotted Jellyfloat|y}}
| 4
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Hermit Crawmad|y}}
| 1
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Water Dumple|y}}
| 3
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Water Dumple|y}}
| 1
| Falls from the sky
| "Hard" enemy spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Vorpal Platter|y}}
| 1
| None
| Treasure spots
|-
| 7
| {{icon|Scrumptious Shell|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 9
| {{icon|Egg|y}}
| 1
| None
| Dead ends
|-
| 10
| {{icon|Wollywog|y}}
| 1
| Falls from the sky
| 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
|-
| 9
| {{icon|Egg|y}}
| 100%
| None
| Dead ends
|-
! colspan="5" | Then it spawns 2 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 8
| [[Gate]] (4000 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


{{listen|filename=Shower Room sub 3.ogg|title=Excerpt from the level's music}}
==Sublevel 4==
[[File:Shower Room.JPG|thumb|180px|The rest level.]]


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.
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Relax|Relax]]''
* '''Treasures''':
** {{icon|Arboreal Frippery|y|v=US}}
* '''Enemies''':
** {{icon|Unmarked Spectralids|y}} (group of 9) &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Clover|y}} &times; 7
** {{icon|Fiddlehead|y}} &times; 4
** {{icon|Figwort|y}} (small brown) &times; 6
** {{icon|Figwort|y}} (small red) &times; 3
** {{icon|Queen Candypop Bud|y}} &times; 2
* '''Others''':
** None


==Sublevel 4==
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.
[[Image:Shower Room.JPG|thumb|180px|right|The rest level]]
 
*'''Theme''': Concrete
*'''Enemies''':
**1 group of [[Unmarked Spectralids]]
*'''Hazards''':
**None
*'''Treasures''':
**[[Arboreal Frippery]]
*'''Plants''':
**7 [[Clover]]s
**4 [[Fiddlehead]]s
**6 small dying [[Figwort]]s
**3 small [[Figwort]]s
*'''Others''':
**2 [[Queen Candypop Bud]]s


{{cavegen|sr4}}
{{sublevel technical
{{sublevel technical
|cave        = yakushima_3
|cave        = yakushima_3
Line 201: Line 519:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = Yes
|geyser      = Yes
|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          = None
|bg          =
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|room_16x17r_conc|'''Huge rest room'''
|room_16x17r_conc|'''Huge rest room'''
}}
}}
}}
}}
{| 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|Queen Candypop Bud|y}}
| 2
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Unmarked Spectralids|y}} (group of 9)
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Clover|y}}
| 1
| None
| "Easy" enemy spots
|-
| 4
| {{icon|Clover|y}}
| 1
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Figwort|y}} (small brown)
| 1
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Figwort|y}} (small brown)
| 1
| None
| "Easy" enemy spots
|-
| 7
| {{icon|Fiddlehead|y}}
| 4
| None
| "Special" enemy spots
|-
| 8
| {{icon|Figwort|y}} (small brown)
| 4
| None
| "Special" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 9
| {{icon|Clover|y}}
| 5
| None
| Plant spots
|-
| 10
| {{icon|Figwort|y}} (small red)
| 3
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Arboreal Frippery|y|v=US}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


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, Also Note that this rest level is similar to the [[Hidden Garden]], Challenge mode's twenty-third level with a few minor changes.
==Sublevel 5==
* '''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
* '''Treasures''':
** {{icon|Broken Food Master|y}} (US) / {{icon|Merciless Extractor|y}} (Europe) / {{icon|Broken Cooking God|y}} (Japan)
** {{icon|Endless Repository|y|v=US}} (US) / {{icon|Permanent Container|y}} (Europe/Japan)
** {{icon|Pondering Emblem|y|v=US}} (US) / {{icon|Happiness Emblem|y|v=EU}} (Europe) / {{icon|Milky Cradle|y}} (Japan)
* '''Enemies''':
** {{icon|Dwarf Orange Bulborb|y}} &times; 5
** {{icon|Fiery Blowhog|y}} &times; 2
** {{icon|Lesser Spotted Jellyfloat|y}} &times; 1
** {{icon|Mitite|y}} (group of 10) &times; indefinite amount (from eggs)
** {{icon|Munge Dweevil|y}} &times; 2
** {{icon|Withering Blowhog|y}} &times; 2
** {{icon|Wollyhop|y}} &times; 1
* '''Obstacles''':
** {{icon|Fire geyser|y}} &times; 5
* '''Vegetation''':
** {{icon|Violet Candypop Bud|y}} &times; 1
* '''Others''':
** [[Gate]] with 4000 [[Health|HP]] &times; 3
** {{icon|Egg|y}} &times; 1 or more


==Sublevel 5==
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. Note that the Violet Candypop Bud here may fail to appear entirely, as detailed [[Pikmin 2 cave generation|here]] and [[Mistake#Missing sublevel objects|here]].
*'''Theme''': Tiles
*'''Enemies''':
**2 [[Withering Blowhog]]s
**1 [[Wollywog]]
**2 [[Fiery Blowhog]]s
**5 [[Dwarf Orange Bulborb]]s
**1 [[Lesser Spotted Jellyfloat]] (drops from the sky in a dead end)
**2 [[Munge Dweevil]]s (drop from the sky in dead ends)
*'''Hazards''':
**5 [[Hazard#Fire|fire geysers]]
*'''Treasures''':
**[[Broken Food Master]] (US) / [[Merciless Extractor]] (Europe)
**[[Endless Repository]] (US) / [[Permanent Container]] (Europe)
**[[Pondering Emblem]] (US) / [[Happiness Emblem]] (Europe)
*'''Plants''':
**None
*'''Others''':
**1 type of [[gate]], with 4000 [[Health|HP]]
**1 [[Violet Candypop Bud]] (in a dead end)
**2 [[egg]]s


{{cavegen|sr5}}
{{sublevel technical
{{sublevel technical
|cave        = yakushima_3
|cave        = yakushima_3
Line 244: Line 647:
|capmax      = 0
|capmax      = 0
|rooms      = 3
|rooms      = 3
|ctrratio    = 0.2
|geyser      = No
|geyser      = No
|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          = None
|bg          =
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =
{{sublevel units
{{sublevel units
|cap_pipe|Dead end
|cap_pipe|Dead end
|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_conc|Three-way crossing
|way3_conc|Three-way crossing
|way4_pipe|Four-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|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'''
}}
}}
}}
{{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'''
}}
}}
{| 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|Withering Blowhog|y}}
| 2
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Wollywog|y}}
| 1
| None
| "Special" enemy spots
|-
| 3
| {{icon|Fiery Blowhog|y}}
| 2
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Dwarf Orange Bulborb|y}}
| 3
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Dwarf Orange Bulborb|y}}
| 2
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Fire geyser|y}}
| 2
| None
| "Hard" enemy spots
|-
| 7
| {{icon|Fire geyser|y}}
| 3
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 8
| {{icon|Broken Food Master|y}} (US)<br>{{icon|Merciless Extractor|y}} (EU)<br>{{icon|Broken Cooking God|y}} (JP)
| 1
| None
| Treasure spots
|-
| 9
| {{icon|Endless Repository|y|v=US}} (US)<br>{{icon|Permanent Container|y}} (EU/JP)
| 1
| None
| Treasure spots
|-
| 10
| {{icon|Pondering Emblem|y|v=US}} (US)<br>{{icon|Happiness Emblem|y|v=EU}} (EU)<br>{{icon|Milky Cradle|y}} (JP)
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 12
| {{icon|Violet Candypop Bud|y}}
| 1
| None
| Dead ends
|-
| 13
| {{icon|Egg|y}}
| 1
| None
| Dead ends
|-
| 14
| {{icon|Lesser Spotted Jellyfloat|y}}
| 1
| Falls from the sky
| Dead ends
|-
| 15
| {{icon|Munge Dweevil|y}}
| 2
| Falls from the sky
| 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
|-
| 13
| {{icon|Egg|y}}
| 100%
| None
| Dead ends
|-
! colspan="5" | Then it spawns 3 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 11
| [[Gate]] (4000 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


In rare occasions, a Fiery- and 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''': ''[[Music in Pikmin 2#Jellyfloat|Jellyfloat]]''
* '''Treasures''':
** {{icon|Abstract Masterpiece|y|v=US}} (US) / {{icon|Plentiful Tank|y}} (Europe) / {{icon|Estimated Object GF|y}} (Japan)
** {{icon|Behemoth Jaw|y}}
** {{icon|Rubber Ugly|y}}
* '''Enemies''':
** {{icon|Anode Dweevil|y}} &times; 1
** {{icon|Bumbling Snitchbug|y}} &times; 1
** {{icon|Doodlebug|y}} &times; 1
** {{icon|Dwarf Orange Bulborb|y}} &times; 7
** {{icon|Munge Dweevil|y}} &times; 1
** {{icon|Orange Bulborb|y}} &times; 1
** {{icon|Volatile Dweevil|y}} &times; 1
** {{icon|Wollyhop|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Ivory Candypop Bud|y}} &times; 1
* '''Others''':
** [[Gate]] with 4000 [[Health|HP]] &times; 3


==Sublevel 6==
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.
*'''Theme''': Tiles
*'''Enemies''':
**5 [[Anode Dweevil]]s (4 drop from the sky in dead ends)
**5 [[Munge Dweevil]]s (4 drop from the sky in dead ends)
**1 [[Volatile Dweevil]]
**1 [[Wollywog]]
**1 [[Bumbling Snitchbug]]
**1 [[Orange Bulborb]]
**7 [[Dwarf Orange Bulborb]]s
**1 [[Doodlebug]] (in a dead end)
*'''Hazards''':
**None
*'''Treasures''':
**[[Rubber Ugly]]
**[[Behemoth Jaw]]
**[[Abstract Masterpiece]] (US) / [[Plentiful Tank]] (Europe)
*'''Plants''':
**None
*'''Others''':
**1 type of [[gate]], with 4000 [[Health|HP]]
**1 [[Ivory Candypop Bud]] (in a dead end)


{{cavegen|sr6}}
{{sublevel technical
{{sublevel technical
|cave        = yakushima_3
|cave        = yakushima_3
Line 300: Line 825:
|capmax      = 50
|capmax      = 50
|rooms      = 3
|rooms      = 3
|ctrratio    = 0.1
|geyser      = No
|geyser      = No
|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          = None
|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
|way2x2_conc|Long corridor
|way2x2_conc|Long corridor
|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
}}
{{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'''
}}
}}
}}
{{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'''
}}
}}
{| 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
|-
| 4
| {{icon|Wollywog|y}}
| 1
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Bumbling Snitchbug|y}}
| 1
| None
| "Hard" enemy spots
|-
| 6
| {{icon|Orange Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| 7
| {{icon|Dwarf Orange Bulborb|y}}
| 4
| None
| "Hard" enemy spots
|-
| 8
| {{icon|Dwarf Orange Bulborb|y}}
| 3
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Anode Dweevil|y}}
| 1
| None
| Plant spots
|-
| 2
| {{icon|Munge Dweevil|y}}
| 1
| None
| Plant spots
|-
| 3
| {{icon|Volatile Dweevil|y}}
| 1
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 9
| {{icon|Rubber Ugly|y}}
| 1
| None
| Treasure spots
|-
| 10
| {{icon|Behemoth Jaw|y}}
| 1
| None
| Treasure spots
|-
| 11
| {{icon|Abstract Masterpiece|y|v=US}} (US)<br>{{icon|Plentiful Tank|y}} (EU)<br>{{icon|Estimated Object GF|y}} (JP)
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 13
| {{icon|Doodlebug|y}}
| 1
| None
| Dead ends
|-
| 14
| {{icon|Ivory Candypop Bud|y}}
| 1
| None
| Dead ends
|-
| 15
| {{icon|Anode Dweevil|y}}
| 1
| Falls from the sky
| Dead ends
|-
| 16
| {{icon|Munge Dweevil|y}}
| 1
| Falls from the sky
| Dead ends
|-
! colspan="5" | Then it spawns 3 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 12
| [[Gate]] (4000 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
==Sublevel 7==
* '''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Common boss battle|Boss]]'' (only when combating)
* '''Treasures''':
** {{icon|Amplified Amplifier|y}} (inside Ranging Bloyster)
* '''Enemies''':
** {{icon|Mitite|y}} (group of 10) &times; indefinite amount (from eggs)
** {{icon|Ranging Bloyster|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** [[Gate]] with 100 [[Health|HP]] &times; 6
** {{icon|Egg|y}} &times; 1 or more
{{see also|Ranging Bloyster#Strategy|t1=Ranging Bloyster strategy}}


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'' be killed in the following explosion.
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.


==Sublevel 7 (Final Floor)==
Note that due to the way [[Pikmin 2 cave generation|sublevel generation]] works, there is a 1 in 2,147,483,648 chance that the Ranging Bloyster will not appear, as explained [[Mistake#Missing sublevel objects|here]].
*'''Theme''': Tiles
*'''Enemies''':
**1 [[Ranging Bloyster]]
*'''Hazards''':
**None
*'''Treasures''':
**[[Amplified Amplifier]]
*'''Plants''':
**None
*'''Others''':
**1 type of [[gate]], with 100 [[Health|HP]]
**1 [[egg]] (drops from the sky in a dead end)


{{cavegen|sr7}}
{{sublevel technical
{{sublevel technical
|cave        = yakushima_3
|cave        = yakushima_3
Line 346: Line 998:
|capmax      = 30
|capmax      = 30
|rooms      = 2
|rooms      = 2
|ctrratio    = 0.5
|geyser      = Yes
|geyser      = Yes
|unitfile    = 1_units_a_tile.txt
|unitfile    = 1_units_a_tile.txt
|lightfile  = suityu_light_lv4.ini
|lightfile  = suityu_light_lv4.ini
|bg          = None
|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_conc|Three-way crossing
|way3_conc|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_conc|Long corridor
|way2x2_conc|Long corridor
|way2x2_pipe|Long corridor
|way2x2_pipe|Long corridor
|room_4x4a_4_tile|'''Room with 4 exits'''
|room_4x4a_4_tile|'''Room with 4 exits'''
}}
}}
}}
}}
{| 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|Ranging Bloyster|y}}
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|Amplified Amplifier|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 3
| {{icon|Egg|y}}
| 1
| Falls from the sky
| 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
|-
| 3
| {{icon|Egg|y}}
| 100%
| Falls from the sky
| Dead ends
|-
! colspan="5" | Then it spawns 6 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 2
| [[Gate]] (100 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
==Gallery==
<gallery>
Shower Room Location.png|The cave entrance.
</gallery>


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 [[Ranging Bloyster|here]] for a very effective strategy.
==Trivia==
*The Shower Room is the only cave whose entrance is initially blocked off.
*The area around the entrance to the Shower Room is in the shape of a sink, with the entrance being fittingly placed right on top of the sink's drain hole.


==Names in other languages==
==Names in other languages==
{{Foreignname
{{Foreignname
|Jap=シャワールーム
|Jap=シャワールーム
|JapM=Shower Room <!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > BgmList_Yakushima.txt -->
|JapR=Shawārūmu
|JapM=Shower Room
|SpaA=Salón de Ducha
|SpaAM=Shower Room
|Fra=Salle Aqua
|FraM= Aquatic Room
|Ita=Sala da Bagno
|ItaM=Bath Room
|Ger=Duschraum
|GerM=Shower Room
|ChiTrad=淋浴間
}}
}}


{{Caves}}
==See also==
*[[Perplexing Pool]]
*[[Ranging Bloyster]]
*[[Amplified Amplifier]]
 
==References==
{{refs}}
 
{{Perplexing Pool}}
{{p2 caves}}
[[Category:Shower Room| ]]

Revision as of 20:23, July 24, 2024

Shower Room
An overview of sublevel 3 of the Shower Room.
Location Perplexing Pool
Sublevels 7
Treasures 14
Hazards Fire Water Electricity Poison Explosion

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

The Shower Room (シャワールーム?, lit.: "Shower Room") is a cave found in the Perplexing Pool area of Pikmin 2, the sublevels of which are themed around tiled washrooms and piping systems. The boss of the cave is the Ranging Bloyster. Due to the Bloyster's leader swapping gimmick, it’s recommended for one to take extra care in keeping both leaders alive. In the US version of this cave, there are Poko × 1220 worth of treasure. In the European version of this cave, there are Poko × 1240 worth of treasure.

How to reach

PP texture.png
cave
Location of the cave.

To the right of base is a large pond containing a Toady Bloyster. By going into this pond, you can find a bridge. Build this bridge, and use the ledge that was required in Pikmin to collect the Repair-type Bolt to bring Yellow Pikmin across the river, and have them destroy the electric gate. Use Blue Pikmin to destroy the clog, revealing the cave. A side effect of destroying the clog is that all Pikmin types can cross the river.

There are few special considerations in terms of Pikmin squads. However, there are a few heavy treasures that might appear in water, making sufficient Blue Pikmin a must.

One can use the bridge's geometry to get a leader on top of the nearby ledge, and go out of bounds to the entrance of the cave without having to destroy the electric gate.[1]

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

Electrical wires should block the paths, sometimes with Watery Blowhogs nearby. In this instance, Yellow Pikmin should still be used to shut off the wires 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. The Ivory Candypop Bud here only appears if the player has less than 20 White Pikmin in total.

Humorously, Wolpoles will occasionally drop from the sky, and since they are not in water, they will flail about helplessly and pose no problem for the player.

Generate sample map →

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 (?) 0.1
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 (?)
cap_pipe
item_cap_conc
item_cap_pipe
way3_conc
way4_pipe
wayl_pipe
Dead end Dead end with item Dead end with item Three-way crossing Four-way crossing Turning corridor
way2_pipe
way2x2_conc
room_4x4a_4_tile
room_4x4d_4_tile
room_north2x2_1_tile
Corridor Long corridor Room with 4 exits 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 Wollywog Wollywog 1 None "Hard" enemy spots
2 Watery Blowhog Watery Blowhog 2 None "Hard" enemy spots
3 Boulder Boulder 3 None "Hard" enemy spots
4 Wogpole Wogpole 3 Falls from the sky "Hard" enemy spots
5 Wogpole Wogpole 2 Falls from the sky "Easy" enemy spots
6 Electrical wire Electrical wire 3 None Cave unit seams
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
7 Merciless Extractor Merciless Extractor (US)
Divine Cooking Tool Divine Cooking Tool (EU/JP)
1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
8 Ivory Candypop Bud Ivory Candypop Bud 1 None Dead ends
9 Egg Egg 1 None Dead ends
10 Wogpole Wogpole 2 Falls from the sky Dead ends
11 Wollywog Wollywog 1 Falls from the sky Dead ends
Then it spawns "dead end" objects in as many dead ends as it can. Chances:
ID Object Chance Fall method Spawn location
9 Egg Egg 100% None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2

Apart from the boulders, Dwarf Orange Bulborbs fall from the ceiling as well. They could become a nuisance when attacking the Jellyfloat or the larger Orange Bulborb. The Violet Candypop Bud here will only appear if the player's total Purple Pikmin count is less than 20.

Generate sample map →

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 (?) 0.2
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 (?)
item_cap_conc
way3_conc
way4_conc
way2x2_conc
cap_pipe
item_cap_pipe
Dead end with item Three-way crossing Four-way crossing Long corridor Dead end Dead end with item
wayl_pipe
way2_pipe
room_ud4x4_2_tile
room_drypool5x5_5_tile
Turning corridor Corridor Room with 2 ramps Room with waterless pool
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Lesser Spotted Jellyfloat Lesser Spotted Jellyfloat 1 None "Hard" enemy spots
2 Orange Bulborb Orange Bulborb 1 None "Hard" enemy spots
3 Boulder Boulder 3 None "Hard" enemy spots
4 Dwarf Orange Bulborb Dwarf Orange Bulborb 2 None "Easy" enemy spots
5 Dwarf Orange Bulborb Dwarf Orange Bulborb 2 None "Easy" enemy spots
6 Poison emitter Poison emitter 1 None Cave unit seams
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
7 Poison emitter Poison emitter 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
8 Sud Generator Sud Generator 1 None Treasure spots
9 Durable Energy Cell Durable Energy Cell (US/EU)
Revised Eternal Fuel Dynamo Revised Eternal Fuel Dynamo (JP)
1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
11 Violet Candypop Bud Violet Candypop Bud 1 None Dead ends
12 Egg Egg 1 None Dead ends
13 Dwarf Orange Bulborb Dwarf Orange Bulborb 2 Falls from the sky Dead ends
Then it spawns "dead end" objects in as many dead ends as it can. Chances:
ID Object Chance Fall method Spawn location
12 Egg Egg 100% None Dead ends
Then it spawns 1 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
10 Gate (4000 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3

Sometimes this level has 6-7 enemies all gathered in one spot; should this happen, a bitter spray would be recommended, or regenerating the sublevel by resetting. Be prepared for any Water Dumples that drop from above.

Generate sample map →

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 (?) 0
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 (?)
cap_pipe
item_cap_conc
item_cap_pipe
way3_conc
way4_pipe
wayl_pipe
Dead end Dead end with item Dead end with item Three-way crossing Four-way crossing Turning corridor
way2_pipe
way2x2_conc
room_4x4a_4_tile
room_4x4d_4_tile
room_4x4f_4_tile
room_north4x4l_1_tile
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Greater Spotted Jellyfloat Greater Spotted Jellyfloat 1 None "Hard" enemy spots
- Mirrored Stage Mirrored Stage Carried inside entry with ID 1
2 Lesser Spotted Jellyfloat Lesser Spotted Jellyfloat 4 None "Hard" enemy spots
3 Hermit Crawmad Hermit Crawmad 1 None "Hard" enemy spots
4 Water Dumple Water Dumple 3 None "Hard" enemy spots
5 Water Dumple Water Dumple 1 Falls from the sky "Hard" enemy spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
6 Vorpal Platter Vorpal Platter 1 None Treasure spots
7 Scrumptious Shell Scrumptious Shell 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
9 Egg Egg 1 None Dead ends
10 Wollywog Wollywog 1 Falls from the sky Dead ends
Then it spawns "dead end" objects in as many dead ends as it can. Chances:
ID Object Chance Fall method Spawn location
9 Egg Egg 100% None Dead ends
Then it spawns 2 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
8 Gate (4000 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 4

Sublevel 4 of the Shower Room.
The rest level.

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.

Generate sample map →

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 (?) 0
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 (?)
room_16x17r_conc
Huge rest room
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Queen Candypop Bud Queen Candypop Bud 2 None "Hard" enemy spots
2 Unmarked Spectralids Unmarked Spectralids (group of 9) 1 None "Hard" enemy spots
3 Clover Clover 1 None "Easy" enemy spots
4 Clover Clover 1 None "Easy" enemy spots
5 Figwort Figwort (small brown) 1 None "Easy" enemy spots
6 Figwort Figwort (small brown) 1 None "Easy" enemy spots
7 Fiddlehead Fiddlehead 4 None "Special" enemy spots
8 Figwort Figwort (small brown) 4 None "Special" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
9 Clover Clover 5 None Plant spots
10 Figwort Figwort (small red) 3 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
11 Arboreal Frippery Arboreal Frippery 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 5

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. Note that the Violet Candypop Bud here may fail to appear entirely, as detailed here and here.

Generate sample map →

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 (?) 0.2
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 (?)
cap_pipe
item_cap_conc
item_cap_pipe
way3_conc
way4_pipe
wayl_pipe
Dead end Dead end with item Dead end with item Three-way crossing Four-way crossing Turning corridor
way2_pipe
way2x2_conc
room_4x4d_4_tile
room_4x4f_4_tile
room_u_jikou1_4x4_2_tile
Corridor Long corridor Room with 4 exits Room with 4 exits and a raised edge Room with waterway and grill
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Withering Blowhog Withering Blowhog 2 None "Hard" enemy spots
2 Wollywog Wollywog 1 None "Special" enemy spots
3 Fiery Blowhog Fiery Blowhog 2 None "Hard" enemy spots
4 Dwarf Orange Bulborb Dwarf Orange Bulborb 3 None "Hard" enemy spots
5 Dwarf Orange Bulborb Dwarf Orange Bulborb 2 None "Easy" enemy spots
6 Fire geyser Fire geyser 2 None "Hard" enemy spots
7 Fire geyser Fire geyser 3 None Cave unit seams
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
8 Broken Food Master Broken Food Master (US)
Merciless Extractor Merciless Extractor (EU)
Broken Cooking God Broken Cooking God (JP)
1 None Treasure spots
9 Endless Repository Endless Repository (US)
Permanent Container Permanent Container (EU/JP)
1 None Treasure spots
10 Pondering Emblem Pondering Emblem (US)
Happiness Emblem Happiness Emblem (EU)
Milky Cradle Milky Cradle (JP)
1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
12 Violet Candypop Bud Violet Candypop Bud 1 None Dead ends
13 Egg Egg 1 None Dead ends
14 Lesser Spotted Jellyfloat Lesser Spotted Jellyfloat 1 Falls from the sky Dead ends
15 Munge Dweevil Munge Dweevil 2 Falls from the sky Dead ends
Then it spawns "dead end" objects in as many dead ends as it can. Chances:
ID Object Chance Fall method Spawn location
13 Egg Egg 100% None Dead ends
Then it spawns 3 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
11 Gate (4000 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 6

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.

Generate sample map →

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 (?) 0.1
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 (?)
item_cap_conc
way2x2_conc
item_cap_pipe
way3_pipe
way4_pipe
wayl_pipe
Dead end with item Long corridor Dead end with item Three-way crossing Four-way crossing Turning corridor
way2_pipe
room_4x4a_4_tile
room_north4x4l_1_tile
room_yukoana1_5x3_2_tile
Corridor Room with 4 exits Room with dead end after U-turn Corridor with 6 pipes
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
4 Wollywog Wollywog 1 None "Hard" enemy spots
5 Bumbling Snitchbug Bumbling Snitchbug 1 None "Hard" enemy spots
6 Orange Bulborb Orange Bulborb 1 None "Hard" enemy spots
7 Dwarf Orange Bulborb Dwarf Orange Bulborb 4 None "Hard" enemy spots
8 Dwarf Orange Bulborb Dwarf Orange Bulborb 3 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
1 Anode Dweevil Anode Dweevil 1 None Plant spots
2 Munge Dweevil Munge Dweevil 1 None Plant spots
3 Volatile Dweevil Volatile Dweevil 1 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
9 Rubber Ugly Rubber Ugly 1 None Treasure spots
10 Behemoth Jaw Behemoth Jaw 1 None Treasure spots
11 Abstract Masterpiece Abstract Masterpiece (US)
Plentiful Tank Plentiful Tank (EU)
Estimated Object GF Estimated Object GF (JP)
1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
13 Doodlebug Doodlebug 1 None Dead ends
14 Ivory Candypop Bud Ivory Candypop Bud 1 None Dead ends
15 Anode Dweevil Anode Dweevil 1 Falls from the sky Dead ends
16 Munge Dweevil Munge Dweevil 1 Falls from the sky Dead ends
Then it spawns 3 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
12 Gate (4000 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 7

  • Theme: Tiles
  • Music: Boss (only when combating)
  • Treasures:
  • Enemies:
  • Obstacles:
    • None
  • Vegetation:
    • None
  • Others:
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.

Note that due to the way sublevel generation works, there is a 1 in 2,147,483,648 chance that the Ranging Bloyster will not appear, as explained here.

Generate sample map →

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 (?) 0.5
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 1_units_a_tile.txt
Lighting file (?) suityu_light_lv4.ini
Background (?) None
Cave units (?)
item_cap_conc
item_cap_pipe
way3_conc
way4_pipe
wayl_pipe
way2_pipe
Dead end with item Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_conc
way2x2_pipe
room_4x4a_4_tile
Long corridor Long corridor Room with 4 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Ranging Bloyster Ranging Bloyster 1 None "Special" enemy spots
- Amplified Amplifier Amplified Amplifier Carried inside entry with ID 1
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
3 Egg Egg 1 Falls from the sky Dead ends
Then it spawns "dead end" objects in as many dead ends as it can. Chances:
ID Object Chance Fall method Spawn location
3 Egg Egg 100% Falls from the sky Dead ends
Then it spawns 6 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
2 Gate (100 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Gallery

Trivia

  • The Shower Room is the only cave whose entrance is initially blocked off.
  • The area around the entrance to the Shower Room is in the shape of a sink, with the entrance being fittingly placed right on top of the sink's drain hole.

Names in other languages

Language Name Meaning
Flag of Japan Japanese シャワールーム?
Shawārūmu
Shower Room
Flag of the Republic of China (Taiwan) Chinese
(traditional)
淋浴間
Flag of France French Salle Aqua Aquatic Room
Flag of Germany German Duschraum Shower Room
Flag of Italy Italian Sala da Bagno Bath Room
Flag of Mexico Spanish (NoA) Salón de Ducha Shower Room

See also

References

  1. ^ YouTube video explaining how to reach Shower Room without Yellow Pikmin, published on July 13th, 2018, retrieved on April 9th, 2020