The following article or section contains guides. The strategies shown are just suggestions.
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The Giant's Bath is the twentieth level in Pikmin 2's Challenge Mode. You are exclusively given Blue Pikmin. It has many enemies, including the rare Toady Bloyster, and a boss encounter with the Ranging Bloyster.
Sublevel 1
- Theme: Tiles
- Music: Jellyfloat
- Time: 200 (400 seconds)
- Starting Pikmin:
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- 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.
Generate sample map →
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
|
Toady Bloyster
|
1
|
None
|
"Special" enemy spots
|
-
|
The Key
|
Carried inside entry with ID 1
|
2
|
Hermit Crawmad
|
1
|
None
|
"Hard" enemy spots
|
-
|
Frosty Bauble
|
Carried inside entry with ID 2
|
3
|
Hermit Crawmad
|
1
|
None
|
"Hard" enemy spots
|
-
|
Joyless Jewel
|
Carried inside entry with ID 3
|
Then it spawns these "decoration" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
4
|
Bumbling Snitchbug
|
1
|
None
|
Plant spots
|
-
|
Tear Stone
|
Carried inside entry with ID 4
|
5
|
Greater Spotted Jellyfloat
|
1
|
None
|
Plant spots
|
-
|
Petrified Heart
|
Carried inside entry with ID 5
|
Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
6
|
Rubber Ugly
|
1
|
None
|
Treasure spots
|
7
|
Sud Generator
|
1
|
None
|
Treasure spots
|
8
|
Maternal Sculpture
|
1
|
None
|
Treasure spots
|
9
|
Eternal Emerald Eye
|
1
|
None
|
Treasure spots
|
10
|
Crystal Clover
|
1
|
None
|
Treasure spots
|
Then it spawns these "dead end" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
11
|
Egg
|
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
|
Egg
|
100%
|
None
|
Dead ends
|
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 2
- Theme: Tiles
- Music: Tile
- Time: +150 (+300 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
- 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.
Generate sample map →
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
|
Ranging Bloyster
|
1
|
None
|
Plant spots
|
-
|
The Key
|
Carried inside entry with ID 1
|
Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
2
|
Paradoxical Enigma
|
1
|
None
|
Treasure spots
|
3
|
Regal Diamond
|
1
|
None
|
Treasure spots
|
4
|
Pink Menace
|
1
|
None
|
Treasure spots
|
Then it spawns these "dead end" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
5
|
Ivory Candypop Bud
|
2
|
None
|
Dead ends
|
- For details on how objects are spawned, and how some may fail to spawn, see here.
Names in other languages
Language
|
Name
|
Meaning
|
Japanese |
巨人のトイレ? |
|
French (NoA) |
Bain géant |
Giant bath
|
French (NoE) |
Bain Géant |
Giant Bath
|
German |
Wenn Riesen baden |
When Giants bathe
|
Italian |
Vasca gigante |
Gigantic tub
|
Spanish (NoA) |
El Baño del Gigante |
The Giant's Bath
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