Pikmin 2

Shower Room: Difference between revisions

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==Trivia==
==Trivia==
*The Shower Room is the only cave whose entrance is initially blocked off.
*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 placed right on top of the sink's drain hole.
*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==

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