Shower Room: Difference between revisions

From Pikipedia, the Pikmin wiki
Jump to navigation Jump to search
m (Expanded.)
Line 1: Line 1:
{{Solution}}
{{Infobox cave
{{Infobox cave
|image=Shower Room sublevel 3.jpg
  |location=Perplexing Pool
  |location=Perplexing Pool
  |sublevels=7
  |sublevels=7
  |treasures=14
  |treasures=14
  |total_pokos=1220 (NTSC) or 1240 (PAL)
  |hazards={{f}} {{w}} {{e}} {{p}} {{r}} {{b}}
  |hazards={{hazards}}
  |obstacles={{waterbody}} {{wgate}} {{bgate}}
}}
}}
The '''Shower Room''' is a cavern found in the [[Perplexing Pool]] [[areas|area]] of ''[[Pikmin 2]]'', the [[sublevel]]s of which are mostly in the [[Tile Lands]] style. 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.
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.


It is possible to avoid building the bridge by 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 [[Glitches#Leaving Boundaries|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.
It is possible to avoid building the bridge by 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.


Once [[Blue Pikmin]] destroy the rock covering the entrance, the surrounding water is drained. There are also the remains of a tiled object around, supporting that the cave is a shower drain.  
In the NTSC version of this cave, there are 1220 [[Poko]]s worth of treasure. In the PAL version of this cave, there are 1240 [[Poko]]s worth of treasure.


In the NTSC version of this cave, there are {{Pokos}}x1220 worth of treasure. In the PAL version of this cave, there are {{Pokos}}x1240 worth of treasure.
{{Notes|ship=y}}


==Treasures==
{{Solution}}
#[[Merciless Extractor]] (NTSC) / [[Broken Food Master]] (PAL)
#[[Sud Generator]]
#[[Durable Energy Cell]]
#[[Mirrored Stage]]
#[[Vorpal Platter]]
#[[Scrumptious Shell]]
#[[Arboreal Frippery]]
#[[Broken Food Master]] (NTSC) / [[Merciless Extractor]] (PAL)
#[[Endless Repository]] (NTSC) / [[Permanent Container]] (PAL)
#[[Pondering Emblem]] (NTSC) / [[Happiness Emblem]] (PAL)
#[[Rubber Ugly]]
#[[Behemoth Jaw]]
#[[Abstract Masterpiece]] (NTSC) / [[Plentiful Tank]] (PAL)
#[[Amplified Amplifier]]
 
==Enemies==
*[[Anode Dweevil]]
*[[Bumbling Snitchbug]]
*[[Doodlebug]]
*[[Dwarf Orange Bulborb]]
*[[Fiery Blowhog]]
*[[Greater Spotted Jellyfloat]]
*[[Hermit Crawmad]]
*[[Lesser Spotted Jellyfloat]]
*[[Munge Dweevil]]
*[[Orange Bulborb]]
*[[Unmarked Spectralid]]s
*[[Volatile Dweevil]]
*[[Water Dumple]]
*[[Watery Blowhog]]
*[[Withering Blowhog]]
*[[Wogpole]]
*[[Wollywog]]
*'''Boss: [[Ranging Bloyster]]'''
 
==Music==
*Shower Room
 
*Jellyfloat Pool
 
*Rest Area
 
*Boss Fight


==Sublevel 1==
==Sublevel 1==
{{ToDo|2 eggs?}}
*'''Theme''': Tiles
*'''Enemies''':
**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]] (PAL)
*'''Plants''':
**None
*'''Others''':
**1 [[Ivory Candypop Bud]] (in a dead end)
**2 [[egg]]s (in dead ends)


Enemies: [[Wogpole]]s, two [[Wollywog]]s (one falls from the ceiling), two [[Watery Blowhog]]s
{{sublevel technical
 
|cave        = yakushima_3
Treasures: [[Merciless Extractor]] (NTSC) / [[Divine Cooking Tool]] (PAL)
|enemymax    = 14
|itemmax    = 1
|gatemax    = 0
|capmax      = 60
|rooms      = 3
|geyser      = No
|unitfile    = 3_units_a_d_north_tile.txt
|lightfile  = suityu_light_lv0.ini
|bg          = None
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_pipe|Dead end
|item_cap_conc|Dead end with item
|item_cap_pipe|Dead end with item
|way3_conc|Three-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
}}
{{sublevel units
|way2_pipe|Corridor
|way2x2_conc|Long corridor
|room_4x4a_4_tile|'''Room with 4 exits'''
|room_4x4d_4_tile|'''Room with 4 exits'''
|room_north2x2_1_tile|'''Square room with 1 exit'''
}}
}}


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.Strangley enough, wogpoles will fall from the sky. But don't be alarmed, they obviously will come no harm to your pikmin. They cannot and will not "shake" your pikmin off because they are not in water. The number that will fall is varied.
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.


==Sublevel 2==
==Sublevel 2==
*'''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)


Enemies: [[Orange Bulborb]], [[Dwarf Orange Bulborb]]s, [[Lesser Spotted Jellyfloat]]
{{sublevel technical
 
|cave        = yakushima_3
Treasures: [[Sud Generator]], [[Durable Energy Cell]]
|enemymax    = 10
|itemmax    = 2
|gatemax    = 1
|capmax      = 50
|rooms      = 2
|geyser      = No
|unitfile    = 2_units_ud_dry_tile.txt
|lightfile  = suityu_light_lv1.ini
|bg          = None
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|way2x2_conc|Long corridor
|cap_pipe|Dead end
|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'''
}}
}}


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.
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==
==Sublevel 3==
*'''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)
{{sublevel technical
|cave        = yakushima_3
|enemymax    = 10
|itemmax    = 2
|gatemax    = 2
|capmax      = 50
|rooms      = 4
|geyser      = No
|unitfile    = 4_units_a_d_f_l_tile.txt
|lightfile  = suityu_light_lv2.ini
|bg          = None
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_pipe|Dead end
|item_cap_conc|Dead end with item
|item_cap_pipe|Dead end with item
|way3_conc|Three-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
}}
{{sublevel units
|way2_pipe|Corridor
|way2x2_conc|Long corridor
|room_4x4a_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_north4x4l_1_tile|'''Room with dead end after U-turn'''
}}
}}


{{listen|filename=Shower Room sub 3.ogg|title=Excerpt from the level's music}}
{{listen|filename=Shower Room sub 3.ogg|title=Excerpt from the level's music}}
Enemies: [[Greater Spotted Jellyfloat]], [[Lesser Spotted Jellyfloat]]s, [[Wollywog]] (falls from ceiling), [[Hermit Crawmad]], [[Water Dumple]]
Treasures: [[Mirrored Stage]], [[Vorpal Platter]], [[Scrumptious Shell]]


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.
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.
Line 89: Line 177:
==Sublevel 4==
==Sublevel 4==
[[Image:Shower Room.JPG|thumb|180px|right|The rest level]]
[[Image:Shower Room.JPG|thumb|180px|right|The rest level]]
Enemies: [[Unmarked Spectralid]]s


Treasures: [[Arboreal Frippery]]
*'''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
 
{{sublevel technical
|cave        = yakushima_3
|enemymax    = 15
|itemmax    = 1
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|geyser      = Yes
|unitfile    = 1_unit_16x17r_conc.txt
|lightfile  = yakushima_3_16x17r_light.ini
|bg          = None
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|room_16x17r_conc|'''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 [[Candypop Bud#Queen Candypop Bud|Queen Candypop Bud]] 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.
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==
==Sublevel 5==
*'''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]] (PAL)
**[[Endless Repository]] (US) / [[Permanent Container]] (PAL)
**[[Pondering Emblem]] (US) / [[Happiness Emblem]] (PAL)
*'''Plants''':
**None
*'''Others''':
**1 type of [[gate]], with 4000 [[Health|HP]]
**1 [[Violet Candypop Bud]] (in a dead end)
**2 [[egg]]s


Enemies: [[Withering Blowhog]]s, [[Fiery Blowhog]]s, [[Dwarf Orange Bulborb]], [[Lesser Spotted Jellyfloat]] (Behind a fence, uncommon), [[Munge Dweevil]] (Behind a fence with a treasure, very uncommon), and an occasional [[Wollywog]]
{{sublevel technical
 
|cave        = yakushima_3
Treasures: [[Broken Food Master]] (NTSC) / [[Merciless Extractor]] (PAL) [[Endless Repository]] (NTSC) / [[Permanent Container]] (PAL) [[Pondering Emblem]] (NTSC) / [[Happiness Emblem]] (PAL)
|enemymax    = 15
|itemmax    = 3
|gatemax    = 3
|capmax      = 0
|rooms      = 3
|geyser      = No
|unitfile    = 3_units_d_f_ujikou_tile.txt
|lightfile  = suityu_light_lv2.ini
|bg          = None
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|cap_pipe|Dead end
|item_cap_conc|Dead end with item
|item_cap_pipe|Dead end with item
|way3_conc|Three-way crossing
|way4_pipe|Four-way crossing
|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'''
}}
}}


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.
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==
==Sublevel 6==
*'''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]] (PAL)
*'''Plants''':
**None
*'''Others''':
**1 type of [[gate]], with 4000 [[Health|HP]]
**1 [[Ivory Candypop Bud]] (in a dead end)


Enemies: [[Anode Dweevil]], [[Munge Dweevil]], [[Volatile Dweevil]], [[Bumbling Snitchbug]], [[Orange Bulborb]], [[Dwarf Orange Bulborb]], [[Doodlebug]], [[Wollywog]]
{{sublevel technical
|cave        = yakushima_3
|enemymax    = 10
|itemmax    = 3
|gatemax    = 3
|capmax      = 50
|rooms      = 3
|geyser      = No
|unitfile    = 3_units_a_l_yuko_tile.txt
|lightfile  = suityu_light_lv3.ini
|bg          = None
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way2x2_conc|Long corridor
|item_cap_pipe|Dead end with item
|way3_pipe|Three-way crossing
|way4_pipe|Four-way crossing
|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'''
}}
}}


Treasures: [[Rubber Ugly]], [[Behemoth Jaw]], [[Abstract Masterpiece]] (NTSC) / [[Plentiful Tank]] (PAL)
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.


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 Duck; 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 (Final Floor)==
*'''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)


==Sublevel 7==
{{sublevel technical
 
|cave        = yakushima_3
Boss Enemy: [[Ranging Bloyster]]
|enemymax    = 1
 
|itemmax    = 0
Treasure: [[Amplified Amplifier]]
|gatemax    = 6
 
|capmax      = 30
Some gates have to be torn down to get to the Bloyster. Be careful, as sometimes his tongues can reach through the gate. See the link [[Ranging Bloyster|here]] for a very effective strategy.
|rooms      = 2
[[Video:Pikmin_2_Ranging_Bloyster|thumb|300px|left|How to beat the boss]]
|geyser      = Yes
<br clear="all">
|unitfile    = 1_units_a_tile.txt
|lightfile  = suityu_light_lv4.ini
|bg          = None
|clog        = No
|hiddenfloor = 0
|units      =  
{{sublevel units
|item_cap_conc|Dead end with item
|item_cap_pipe|Dead end with item
|way3_conc|Three-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|way2_pipe|Corridor
}}
{{sublevel units
|way2x2_conc|Long corridor
|way2x2_pipe|Long corridor
|room_4x4a_4_tile|'''Room with 4 exits'''
}}
}}


==Trivia==
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.
*The Shower Room was originally going to be named the Well of Waves.


{{Map Perplexing Pool}}
{{Caves}}
{{Caves}}
[[Category:Pikmin 2]]
[[Category:Perplexing Pool]]

Revision as of 14:17, January 2, 2014

Shower Room
An overview of sublevel 3 of the Shower Room.
Location Perplexing Pool
Sublevels 7
Treasures 14
Hazards Template:F [[wikipedia:{{{1}}}|{{{1}}}]] Template:E Pikmin Template:R Template:B

The Shower Room is a dungeon found in the Perplexing Pool area of Pikmin 2, the sublevels 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. 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.

It is possible to avoid building the bridge by 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.

In the NTSC version of this cave, there are 1220 Pokos worth of treasure. In the PAL version of this cave, there are 1240 Pokos worth of treasure.

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!

Template:Solution

Sublevel 1

To do: 2 eggs?
Care to do so?

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 (?) {{{ctrratio}}}
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 3_units_a_d_north_tile.txt
Lighting file (?) suityu_light_lv0.ini
Background (?) None (File:P2 VRBOX None.png)
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

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.

Sublevel 2

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 (?) {{{ctrratio}}}
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 2_units_ud_dry_tile.txt
Lighting file (?) suityu_light_lv1.ini
Background (?) None (File:P2 VRBOX None.png)
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

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

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 (?) {{{ctrratio}}}
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 (File:P2 VRBOX None.png)
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

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

Sublevel 4 of the Shower Room.
The rest level
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 (?) {{{ctrratio}}}
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 1_unit_16x17r_conc.txt
Lighting file (?) yakushima_3_16x17r_light.ini
Background (?) None (File:P2 VRBOX None.png)
Cave units (?)
room_16x17r_conc
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, 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

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 (?) {{{ctrratio}}}
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 3_units_d_f_ujikou_tile.txt
Lighting file (?) suityu_light_lv2.ini
Background (?) None (File:P2 VRBOX None.png)
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

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

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 (?) {{{ctrratio}}}
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 3_units_a_l_yuko_tile.txt
Lighting file (?) suityu_light_lv3.ini
Background (?) None (File:P2 VRBOX None.png)
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

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.

Sublevel 7 (Final Floor)

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 (?) {{{ctrratio}}}
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 1_units_a_tile.txt
Lighting file (?) suityu_light_lv4.ini
Background (?) None (File:P2 VRBOX None.png)
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

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 here for a very effective strategy.


Artwork of the bomb rock.

This page is currently pending deletion. Reason:
split into P2 and P4 varieties
Discuss your opinion on the talk page.

#REDIRECT Template:P2 caves