The Giant's Bath: Difference between revisions
m (Policy.) |
(The recently added trivia covers a lot of the same ground as part of the opening paragraph, so I removed the trivia and improved the opening.) |
||
(31 intermediate revisions by 15 users not shown) | |||
Line 1: | Line 1: | ||
{{infobox challenge | {{infobox challenge | ||
|image=The Giant's Bath.jpg | |image = The Giant's Bath.jpg | ||
|size=250px | |size = 250px | ||
|blue=50 | |blue = 50 | ||
|spicy = 5 | |||
|spicy=5 | |sublevels = 2 | ||
|sublevels=2 | |gridcol = 5 | ||
|gridcol=5 | |gridrow = 4 | ||
|gridrow=4 | |||
}} | }} | ||
{{guide}} | {{guide}} | ||
'''The Giant's Bath''' is the twentieth level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. You are exclusively given [[Blue Pikmin]] for this level. The Giant's Bath contains a unique selection of enemies, including the rare [[Toady Bloyster]] (an enemy otherwise unseen underground), and a boss encounter with the [[Ranging Bloyster]]. | |||
== Sublevel 1 == | |||
* '''Theme''': Tiles | |||
* '''Music''': ''[[Music in Pikmin 2#Jellyfloat|Jellyfloat]]'' | |||
* '''Time''': 200 (400 seconds) | |||
* '''Starting Pikmin''': | |||
** {{icon|Blue Pikmin|v=P2|y}} × 50 (flower) | |||
* '''Treasures''': | |||
** {{icon|Crystal Clover|y}} × 1 | |||
** {{icon|Eternal Emerald Eye|y}} × 1 | |||
** {{icon|Frosty Bauble|y}} × 1 (inside Hermit Crawmad) | |||
** {{icon|Joyless Jewel|y}} × 1 (inside Hermit Crawmad) | |||
** {{icon|Maternal Sculpture|y}} × 1 | |||
** {{icon|Petrified Heart|y}} × 1 (inside Greater Spotted Jellyfloat) | |||
** {{icon|Rubber Ugly|y}} × 1 | |||
** {{icon|Sud Generator|y}} × 1 | |||
** {{icon|Tear Stone|y}} × 1 (inside Bumbling Snitchbug) | |||
** {{icon|The Key|y}} × 1 (inside Toady Bloyster) | |||
* '''Enemies''': | |||
** {{icon|Bumbling Snitchbug|y}} × 1 | |||
** {{icon|Greater Spotted Jellyfloat|y}} × 1 | |||
** {{icon|Hermit Crawmad|y}} × 2 | |||
** {{icon|Mitite|y}} (group of 10) × indefinite amount (from eggs) | |||
** {{icon|Toady Bloyster|y}} × 1 | |||
* '''Obstacles''': | |||
** 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 | |||
|wayl_conc|Turning corridor | |||
|way2_conc|Corridor | |||
|way3_conc|Three-way crossing | |||
|way4_conc|Four-way crossing | |||
|way2x2_conc|Long corridor | |||
|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''' | |||
}} | |||
}} | |||
{| 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 | ** {{icon|Regal Diamond|y}} × 1 (fully buried) | ||
*'''Enemies''': | ** {{icon|The Key|y}} × 1 (inside Ranging Bloyster) | ||
**{{icon|Ranging Bloyster|y}} × 1 | * '''Enemies''': | ||
*''' | ** {{icon|Ranging Bloyster|y}} × 1 | ||
**None | * '''Obstacles''': | ||
*''' | ** None | ||
**{{icon|Ivory Candypop Bud|y}} × 2 | * '''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 | |||
|item_cap_conc|Dead end with item | |||
|item_cap_pipe|Dead end with item | |||
|way3_pipe|Three-way crossing | |||
|way4_pipe|Four-way crossing | |||
|wayl_pipe|Turning corridor | |||
|way2_pipe|Corridor | |||
}} | |||
{{sublevel units | |||
|way2x2_pipe|Long corridor | |||
|room_bunki7x7_8_tile|'''Ranging Bloyster arena''' | |||
}} | |||
}} | }} | ||
{| 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 "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== | |||
{{Foreignname | {{Foreignname | ||
|Jap=巨人のトイレ<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt --> | |Jap = 巨人のトイレ<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt --> | ||
|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 12:38, February 17, 2025
The Giant's Bath | |||
---|---|---|---|
![]() | |||
Sublevels | 2 | Ultra-bitter sprays | 0 |
Red Pikmin | 0 | Ultra-spicy sprays | 5 |
Yellow Pikmin | 0 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
Blue Pikmin | 50 | ||
White Pikmin | 0 | ||
Purple Pikmin | 0 | ||
Bulbmin | 0 |
The following article or section contains guides. |
The Giant's Bath is the twentieth level in Pikmin 2's Challenge Mode. You are exclusively given Blue Pikmin for this level. The Giant's Bath contains a unique selection of enemies, including the rare Toady Bloyster (an enemy otherwise unseen underground), and a boss encounter with the Ranging Bloyster.
Sublevel 1[edit]
- Theme: Tiles
- Music: Jellyfloat
- Time: 200 (400 seconds)
- Starting Pikmin:
Blue Pikmin × 50 (flower)
- Treasures:
Crystal Clover × 1
Eternal Emerald Eye × 1
Frosty Bauble × 1 (inside Hermit Crawmad)
Joyless Jewel × 1 (inside Hermit Crawmad)
Maternal Sculpture × 1
Petrified Heart × 1 (inside Greater Spotted Jellyfloat)
Rubber Ugly × 1
Sud Generator × 1
Tear Stone × 1 (inside Bumbling Snitchbug)
The Key × 1 (inside Toady Bloyster)
- Enemies:
Bumbling Snitchbug × 1
Greater Spotted Jellyfloat × 1
Hermit Crawmad × 2
Mitite (group of 10) × indefinite amount (from eggs)
Toady Bloyster × 1
- Obstacles:
- None
- Vegetation:
- None
- Others:
Egg × 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.
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 (?) | |||||
Turning corridor | Corridor | Three-way crossing | Four-way crossing | Long corridor | Dead end |
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 | ![]() |
1 | None | "Special" enemy spots |
- | ![]() |
Carried inside entry with ID 1 | ||
2 | ![]() |
1 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 2 | ||
3 | ![]() |
1 | None | "Hard" enemy spots |
- | ![]() |
Carried inside entry with ID 3 | ||
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
4 | ![]() |
1 | None | Plant spots |
- | ![]() |
Carried inside entry with ID 4 | ||
5 | ![]() |
1 | None | Plant spots |
- | ![]() |
Carried inside entry with ID 5 | ||
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
6 | ![]() |
1 | None | Treasure spots |
7 | ![]() |
1 | None | Treasure spots |
8 | ![]() |
1 | None | Treasure spots |
9 | ![]() |
1 | None | Treasure spots |
10 | ![]() |
1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
11 | ![]() |
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 | ![]() |
100% | None | Dead ends |
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 2[edit]
- Theme: Tiles
- Music: Tile
- Time: +150 (+300 seconds)
- Treasures:
Paradoxical Enigma × 1 (partially buried)
Pink Menace × 1 (fully buried)
Regal Diamond × 1 (fully buried)
The Key × 1 (inside Ranging Bloyster)
- Enemies:
Ranging Bloyster × 1
- Obstacles:
- None
- Vegetation:
- Others:
- None
- 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.
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 (?) | |||||
Dead end with item | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor |
Long corridor | Ranging Bloyster arena |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() |
1 | None | Plant spots |
- | ![]() |
Carried inside entry with ID 1 | ||
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
2 | ![]() |
1 | None | Treasure spots |
3 | ![]() |
1 | None | Treasure spots |
4 | ![]() |
1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
5 | ![]() |
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 |
---|---|---|
巨人のトイレ? | ||
Bain géant | Giant bath | |
Bain Géant | Giant Bath | |
Wenn Riesen baden | When Giants bathe | |
Vasca gigante | Gigantic tub | |
El Baño del Gigante | The Giant's Bath |