Shower Room: Difference between revisions
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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. | 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={{9|April|2020}}}} | 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}}}} | ||
{{Notes|ship=y}} | {{Notes|ship=y}} |
Revision as of 15:01, October 5, 2020
Shower Room | |
---|---|
Location | Perplexing Pool |
Sublevels | 7 |
Treasures | 14 |
Hazards |
The following article or section contains guides. |
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, and is of average difficulty. In the US version of this cave, there are × 1220 worth of treasure. In the European version of this cave, there are × 1240 worth of treasure.
How to reach
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
- Theme: Tiles
- Music: Tile 1
- Treasures:
- Merciless Extractor (US) / Divine Cooking Tool (Europe)
- Enemies:
- Watery Blowhog × 2
- Wogpole × 7 (drop from the sky, 2 in dead ends)
- Wollywog × 2 (1 drops from the sky in a dead end)
- Obstacles:
- Boulder × 3
- Electrical wire × 3
- Plants and fungi:
- Ivory Candypop Bud × 1 (in a dead end and only if the White Pikmin total is less than 20)
- Others:
- Egg × 2 (in dead ends)
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | yakushima_3 | ||||
"Main" object maximum (?) | 14 | ||||
"Treasure" object maximum (?) | 1 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 60 | ||||
Number of rooms (?) | 3 | ||||
Corridor-to-room ratio (?) | 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 (?) | |||||
Dead end | Dead end with item | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor |
Corridor | Long corridor | Room with 4 exits | Room with 4 exits | Square room with 1 exit |
Electrical wires should block the paths, sometimes with Watery Blowhogs nearby. In this instace, Yellow Pikmin should still be used to shut off the generators because they can still be easily saved from any water. Apart from the enemies, some boulders may fall from the ceiling. However, the level has a simple layout, so the treasure should be easy to find. The Ivory Candypop Bud here only appears if the player has less than 20 White Pikmin in total.
Oddly, Wogpoles will occasionally drop from the sky, but since they are not in water, they pose no problem to Pikmin.
Sublevel 2
- Theme: Tiles
- Music: Tile 2
- Treasures:
- Enemies:
- Dwarf Orange Bulborb × 6 (2 drop from the sky in dead ends)
- Lesser Spotted Jellyfloat × 1
- Orange Bulborb × 1
- Obstacles:
- Plants and fungi:
- Violet Candypop Bud × 1 (in a dead end, and only if the Purple Pikmin total is less than 20)
- Others:
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | yakushima_3 | ||||
"Main" object maximum (?) | 10 | ||||
"Treasure" object maximum (?) | 2 | ||||
"Gate" object maximum (?) | 1 | ||||
Dead end unit probability (?) | 50 | ||||
Number of rooms (?) | 2 | ||||
Corridor-to-room ratio (?) | 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 (?) | |||||
Dead end with item | Three-way crossing | Four-way crossing | Long corridor | Dead end | Dead end with item |
Turning corridor | Corridor | Room with 2 ramps | Room with waterless pool |
Apart from the boulders, Dwarf Orange Bulborbs fall from the ceiling as well. They could become a 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.
Sublevel 3
- Theme: Tiles
- Music: Tile 2
- Treasures:
- Mirrored Stage (inside the Greater Spotted Jellyfloat)
- Scrumptious Shell
- Vorpal Platter
- Enemies:
- Greater Spotted Jellyfloat × 1
- Hermit Crawmad × 1
- Lesser Spotted Jellyfloat × 4
- Water Dumple × 4 (1 drops from the sky)
- Wollywog × 1 (drops from the sky in a dead end)
- Obstacles:
- None
- Plants and fungi:
- None
- Others:
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | yakushima_3 | ||||
"Main" object maximum (?) | 10 | ||||
"Treasure" object maximum (?) | 2 | ||||
"Gate" object maximum (?) | 2 | ||||
Dead end unit probability (?) | 50 | ||||
Number of rooms (?) | 4 | ||||
Corridor-to-room ratio (?) | 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 (?) | |||||
Dead end | Dead end with item | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor |
Corridor | Long corridor | Room with 4 exits | Room with 4 exits | Room with 4 exits and a raised edge | Room with dead end after U-turn |
Sometimes this level has 6-7 enemies all gathered in one spot; should this happen, a bitter spray would be recommended, or regenerating the level with reset. Be prepared for any Water Dumples that drop from above.
Sublevel 4
- Theme: Concrete
- Music: Rest
- Treasures:
- Enemies:
- Unmarked Spectralids × 1 (number of groups)
- Obstacles:
- None
- Plants and fungi:
- Clover × 7
- Fiddlehead × 4
- Figwort (small) × 3
- Figwort (small, dying) × 6
- Queen Candypop Bud × 2
- Others:
- None
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | yakushima_3 | ||||
"Main" object maximum (?) | 15 | ||||
"Treasure" object maximum (?) | 1 | ||||
"Gate" object maximum (?) | 0 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 1 | ||||
Corridor-to-room ratio (?) | 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 (?) | |||||
Huge rest room |
A very large rest level. This is a unique level layout, only seen once in the main game mode. It appears to take the place in some pipes and under a street drainage vent. There are some Queen Candypop Buds here. Also, if you need to leave, there is a geyser available. Although water flows through the pipes, it is shallow enough so that any Pikmin type can pass through without any trouble. This rest level is also similar to the Hidden Garden, Challenge mode's twenty-third level, with a few minor changes.
Sublevel 5
- Theme: Tiles
- Music: Tile 1
- Treasures:
- Broken Food Master (US) / Merciless Extractor (Europe) / [icon] Broken Cooking God (Japan)
- Endless Repository (US) / Permanent Container (Europe and Japan)
- Pondering Emblem (US) / Happiness Emblem (Europe) / [icon] Milky Cradle (Japan)
- Enemies:
- Dwarf Orange Bulborb × 5
- Fiery Blowhog × 2
- Lesser Spotted Jellyfloat × 1 (drops from the sky in a dead end)
- Munge Dweevil × 2 (drop from the sky in dead ends)
- Withering Blowhog × 2
- Wollywog × 1
- Obstacles:
- Fire geyser × 5
- Plants and fungi:
- Violet Candypop Bud × 1 (in a dead end)
- Others:
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | yakushima_3 | ||||
"Main" object maximum (?) | 15 | ||||
"Treasure" object maximum (?) | 3 | ||||
"Gate" object maximum (?) | 3 | ||||
Dead end unit probability (?) | 0 | ||||
Number of rooms (?) | 3 | ||||
Corridor-to-room ratio (?) | 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 (?) | |||||
Dead end | Dead end with item | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor |
Corridor | Long corridor | Room with 4 exits | Room with 4 exits and a raised edge | Room with waterway and grill |
In rare occasions, a Fiery and a Withering Blowhog are behind a gate that must be destroyed to collect treasure. Not only does this mean that one should only use Red Pikmin, but that these will also be deflowered. Restarting this layout is highly recommended. Also, some fire geysers could pose a threat to non-Reds. Note that the Violet Candypop Bud here may fail to appear entirely, as detailed here and here.
Sublevel 6
- Theme: Tiles
- Music: Tile 2
- Treasures:
- Abstract Masterpiece (US) / Plentiful Tank (Europe) / Estimated Object GF (Japan)
- Behemoth Jaw
- Rubber Ugly
- Enemies:
- Anode Dweevil × 5 (4 drop from the sky in dead ends)
- Bumbling Snitchbug × 1
- Doodlebug × 1 (in a dead end)
- Dwarf Orange Bulborb × 7
- Munge Dweevil × 5 (4 drop from the sky in dead ends)
- Orange Bulborb × 1
- Volatile Dweevil × 1
- Wollywog × 1
- Obstacles:
- None
- Plants and fungi:
- Ivory Candypop Bud × 1 (in a dead end)
- Others:
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | yakushima_3 | ||||
"Main" object maximum (?) | 10 | ||||
"Treasure" object maximum (?) | 3 | ||||
"Gate" object maximum (?) | 3 | ||||
Dead end unit probability (?) | 50 | ||||
Number of rooms (?) | 3 | ||||
Corridor-to-room ratio (?) | 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 (?) | |||||
Dead end with item | Long corridor | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor |
Corridor | Room with 4 exits | Room with dead end after U-turn | Corridor with 6 pipes |
The first thing one should do is set off the Volatile Dweevil that is hiding in one of the pipes. The Orange Bulborb may be sitting in front of the Rubber Ugly; also, just like the Volatile Dweevil, all Dweevils are hiding in the pipes, so they could take treasures that are being carried by Pikmin. One good way to deal with Dweevils is to throw a Purple Pikmin at or near it to stun it, but do not throw Purples at Volatile Dweevils, since the Pikmin will very likely be killed in the following explosion.
Sublevel 7
- Theme: Tiles
- Music: Boss (only when combating)
- Treasures:
- Amplified Amplifier (inside the Ranging Bloyster)
- Enemies:
- Ranging Bloyster × 1
- Obstacles:
- None
- Plants and fungi:
- None
- Others:
Technical sublevel information | |||||
---|---|---|---|---|---|
Internal cave name | yakushima_3 | ||||
"Main" object maximum (?) | 1 | ||||
"Treasure" object maximum (?) | 0 | ||||
"Gate" object maximum (?) | 6 | ||||
Dead end unit probability (?) | 30 | ||||
Number of rooms (?) | 2 | ||||
Corridor-to-room ratio (?) | 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 (?) | |||||
Dead end with item | Dead end with item | Three-way crossing | Four-way crossing | Turning corridor | Corridor |
Long corridor | Long corridor | Room with 4 exits |
- See also: Ranging Bloyster strategy.
Some gates have to be torn down to get to the Bloyster. Be careful, as sometimes its tentacles can reach through the gate. See the link above for a very effective strategy.
Note that due to the way sublevel generation works, there is a very small chance that the Ranging Bloyster will not appear, as explained here.
Gallery
Trivia
- The Shower Room is the only cave whose entrance is initially blocked off.
Names in other languages
Language | Name | Meaning |
---|---|---|
Japanese | シャワールーム? Shawārūmu |
Shower Room |
French | Salle Aqua | Aquatic Room |
German | Duschraum | Shower Room |
Italian | Sala da Bagno | Bath Room |
Spanish (NoA) | Salón de Ducha | Shower Room |
See also
References
- ^ YouTube video explaining how to reach Shower Room without Yellow Pikmin, published on July 13th, 2018, retrieved on April 9th, 2020
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