Pikmin 2

Glutton's Kitchen

Revision as of 05:00, April 14, 2024 by Soprano (talk | contribs) (Added Cavegen links.)
Glutton's Kitchen
An overview of sublevel 3 of Glutton's Kitchen.
Location Perplexing Pool
Sublevels 6
Treasures 14
Hazards Electricity

The following article or section contains guides.
The strategies shown are just suggestions.

The Glutton's Kitchen (食神の台所?, lit.: "Cooking God's Kitchen") is one of the caves in the Perplexing Pool. The final boss of the cave is the Giant Breadbug. In the US version of this cave, there are Poko × 1190 worth of treasures and Poko × 1270 worth of treasures in the European version.

The only hazard in this cave is electricity. As such, the only Pikmin that are strictly necessary are Yellow Pikmin. Purple Pikmin are also recommended to deal with the Spotty Bulbear and Armored Cannon Larva, and also to fight the Breadbugs with. As such, your squad might contain 30-50 Purple Pikmin, and the remainder Yellow Pikmin. White Pikmin may be useful for their carrying speed, but not entirely necessary. There is also a Queen Candypop Bud, and because of the large scale of Pikmin numbers, it is not a problem to leave room for those eight.

How to reach

 
Location of the cave.

The cave is located beside the seesaw blocks leading up to where Yellow Pikmin are first found. Yellow Pikmin are required in order to destroy the electric gate blocking access to the cave.

Notes

Ship's dialogs

Interesting! My odor detectors are reacting... A strong scent wafts from that hole!

I am a machine, so rating scents is beyond me, but your faces tell me all I need to know.

You are both drooling... I wish, just once, I could feel what it is like to drool.

Sublevel 1

There are numerous Dwarf Bulbears here. They should be killed with Purple Pikmin. Inside the large wooden box should be another Bulbear. It too should be defeated by throwing Pikmin over the edge, allowing the player to grab the Master's Instrument. Wooden walls of a house can also be seen when   /   is held down.

Generate sample map →

Technical sublevel information
Internal cave name yakushima_2
"Main" object maximum (?) 10
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_units_hit6x6_yakushima_toy.txt
Lighting file (?) yakushima_2_light.ini
Background (?) flooring (  wooden floor)
Cave units (?)
Dead end Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Room with wooden box
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Dwarf Bulbear 4 None "Hard" enemy spots
2   Dwarf Bulbear 3 None "Easy" enemy spots
3   Dwarf Bulbear 3 None "Easy" enemy spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
4   Master's Instrument 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2

A toy train track surrounds the Research Pod. It is possible to walk around on it, although this serves no purpose for the game's objective. There are Breadbugs on this level that will carry away treasure and defeated enemies into their dens. Cloaking Burrow-nits and Sheargrubs may also hinder the Pikmin from collecting the Massive Lid and Imperative Cookie. A Violet Candypop Bud can also appear here, but only if Purple Pikmin total is less than 20.

Pieces of chiyogami paper are also encountered on the floor. They are interactive, but like the train track, they serve no function other than to add to the scenery.

Generate sample map →

Technical sublevel information
Internal cave name yakushima_2
"Main" object maximum (?) 10
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_units_large_toy.txt
Lighting file (?) yakushima_2_light.ini
Background (?) tatami (  carpet)
Cave units (?)
Dead end Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Toy train track room
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Violet Candypop Bud 1 None "Special" enemy spots
2   Female Sheargrub 2 None "Easy" enemy spots
3   Female Sheargrub 2 None "Easy" enemy spots
4   Male Sheargrub 4 None "Hard" enemy spots
5   Breadbug 1 None "Hard" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
6   Breadbug 2 None Plant spots
7   Cloaking Burrow-nit 1 None Plant spots
8 Chiyogami paper 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
9   Massive Lid (GC US)
  Happiness Emblem (Wii US)
  Survival Container (EU)
  Milk Lid (JP)
1 None Treasure spots
10   Imperative Cookie 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3

A xylophone and a small tambourine are the main decorations on this level and also serve as large obstacles. Lots of electrical wires and Anode Beetles will be in the way, so those should taken care of with Yellow Pikmin; if the player lacks these, they may use this sublevel's Golden Candypop Bud. This type of Candypop cannot be found anywhere else in the game, so maybe it would be a good idea to throw a single Pikmin into it to make the Golden Candypop Bud appear in the Piklopedia.

A Puffy Blowhog also flies around here, and it can be encountered and fought out of bounds. Breadbugs will be stealing treasures and corpses, such as the Harmonic Synthesizer and Director of Destiny, since both lie in the open.

Note that due to the way sublevel generation works, it is possible for Harmonic Synthesizer to not appear, as detailed here and here.

Generate sample map →

Technical sublevel information
Internal cave name yakushima_2
"Main" object maximum (?) 16
"Treasure" object maximum (?) 2
"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 (?) 3_units_small2_small_mid_toy.txt
Lighting file (?) yakushima_2_light.ini
Background (?) flooring (  wooden floor)
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Large rectangular empty room Tambourine room Xylophone room
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Puffy Blowhog 1 None "Hard" enemy spots
2   Breadbug 2 None "Hard" enemy spots
3   Anode Beetle 4 None "Hard" enemy spots
4   Anode Beetle 2 None "Easy" enemy spots
5   Anode Beetle 2 None "Easy" enemy spots
6   Electrical wire 5 None Cave unit seams
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
7   Director of Destiny 1 None Treasure spots
8   Harmonic Synthesizer 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
9   Golden Candypop Bud 1 None Dead ends
10   Egg 1 None Dead ends
11   Anode Beetle 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
10   Egg 100% None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 4

A few Breadbugs and a Spotty Bulbear with its young are present here. It is possible to petrify both the parent and the young Bulbears with one single bitter spray. Another good strategy is to bring just a few Purple Pikmin and find it before it picks up any Dwarf Bulbears, than petrify it and toss away. Treasures available here are the Happiness Emblem, Invigorator and White Goodness.

Generate sample map →

Technical sublevel information
Internal cave name yakushima_2
"Main" object maximum (?) 8
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 2_units_hit47_hit67_toy.txt
Lighting file (?) yakushima_2_light.ini
Background (?) flooring (  wooden floor)
Cave units (?)
Dead end Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Room with 3 exits Room with 4 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Spotty Bulbear 1 None "Special" enemy spots
-   Happiness Emblem (GC US)
  Massive Lid (Wii US)
  Drone Supplies (EU)
  Good Old Memories (JP)
Carried inside entry with ID 1
2   Dwarf Bulbear 3 None "Hard" enemy spots
3   Dwarf Bulbear 2 None "Easy" enemy spots
4   Breadbug 2 None "Hard" enemy spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
5   White Goodness 1 None Treasure spots
6   Invigorator 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 5

Dwarf Bulbears and Armored Cannon Beetle Larvae which burrow out of dirt piles can be found here. Pikmin must be thrown onto their plates/blocks in order to defeat them. The Sulking Antenna and the Boom Cone are found in this level.

Alternatively, the Cannon Beetles can be used to defeat the Dwarf Bulbears and, with skill, other Cannon Beetles by luring them with a leader.

A Violet and a Queen Candypop Bud aid the players forces here. The flowers should fall from above in one of the "dead ends", though note that due to the way the sublevel generation works, the Violet Candypop Bud may fail to appear entirely, as detailed here and here.

Generate sample map →

Technical sublevel information
Internal cave name yakushima_2
"Main" object maximum (?) 13
"Treasure" object maximum (?) 2
"Gate" object maximum (?) 0
Dead end unit probability (?) 50
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 2_units_sara_sara2_toy.txt
Lighting file (?) yakushima_2_light.ini
Background (?) tatami (  carpet)
Cave units (?)
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
Room with a dirty plate Room with colored half-discs
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Armored Cannon Beetle Larva (buried) 3 None "Special" enemy spots
2   Dwarf Bulbear 4 None "Hard" enemy spots
3   Dwarf Bulbear 2 None "Easy" enemy spots
4   Dwarf Bulbear 2 None "Easy" enemy spots
5   Dwarf Bulbear 2 None "Easy" enemy spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
6   Boom Cone (US)
  Magical Stage (EU/JP)
1 None Treasure spots
7   Sulking Antenna 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
8   Queen Candypop Bud 1 Falls from the sky Dead ends
9   Violet Candypop Bud 1 None Dead ends
10   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
10   Egg 100% Falls from the sky Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 6

See also: Giant Breadbug strategy.

This sublevel, unlike the others, is always fully illuminated, making the player able to see the whole area. The Giant Breadbug is this cave's boss. Unlike most bosses, it is not accompanied by the usual boss theme, but it has its own music instead. It walks around the level with some small Breadbugs. Once defeated, the player will be able to obtain the Hideous Victual, the Meat of Champions, the Sweet Dreamer and the Dream Material. The latter treasure makes the leaders immune to electrical damage.

Generate sample map →

Technical sublevel information
Internal cave name yakushima_2
"Main" object maximum (?) 12
"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_units_opan_toy.txt
Lighting file (?) toy_light_cha.ini
Background (?) flooring (  wooden floor)
Cave units (?)
Giant Breadbug arena
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Giant Breadbug 1 None "Special" enemy spots
-   Dream Material Carried inside entry with ID 1
2   Breadbug 2 None "Hard" enemy spots
3   Egg 3 None "Easy" enemy spots
4   Anode Beetle 2 None "Easy" enemy spots
5   Anode Beetle 4 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
6   Electrical wire 7 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
7   Meat of Champions 1 None Treasure spots
8   Hideous Victual 1 None Treasure spots
9   Sweet Dreamer 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Chiyogami

 
Chiyogami paper on the second sublevel.

The second sublevel of this cave features a unique object, exclusive to the cave and sublevel: a piece of chiyogami paper. It is a brown and slightly crumbled piece of paper with an ocean wave pattern. When walked on top of, it rustles. When a Yellow Pikmin is thrown from a piece of chiyogami, it will be thrown much higher and will fall more slowly, in New Play Control! Pikmin 2 (and, by extension, the Nintendo Switch port) exclusively. All Pikmin types will act as if they hit an enemy when thrown.[1] This object is also special in that it is internally designed like an enemy, complete with attributes such as health and weight. However, since it can't actually be fought, such values go unused in actual gameplay.

Technical information

Pikmin 2 technical information (?)
Internal name chiyogami
Global properties (List)
ID Japanese comment Property Value
s000 friction(not used) Friction 0.5
s001 wallReflection Unknown (wall bounce speed multiplier?) 0.5
s002 faceDirAdjust Unknown 0.25
s003 accel Acceleration 0.1
s004 bounceFactor Unknown (bounce when it hits the ground?) 0.3
fp00 ライフ HP 1100
fp01 マップとの当り Unknown (related to slopes) 40
fp02 ダメージスケールXZ Horizontal damage scale 0.5
fp03 ダメージスケールY Vertical damage scale 0.5
fp04 ダメージフレーム Damage scale duration 0.35
fp05 質量 Unknown (weight?) 0.1
fp06 速度 Move speed 50
fp08 回転速度率 Rotation acceleration 0.2
fp09 テリトリー Territory radius 25
fp10 ホーム範囲 "Home" radius 80
fp11 プライベート距離 "Private" radius 20
fp12 視界距離 Sight radius 500
fp13 視界角度 FOV 90
fp14 探索距離 Unknown (exploration radius?) 500
fp15 探索角度 Unknown (exploration angle?) 120
fp16 振り払い率 Successful shake rate 1
fp17 振り払い力 Shake knockback 200
fp18 振り払いダメージ Shake damage 0
fp19 振り払い範囲 Shake range 30
fp20 攻撃可能範囲 Unknown (shock attack max range?) 80
fp21 攻撃可能角度 Unknown (shock attack max angle?) 50
fp22 攻撃ヒット範囲 Unknown (attack hit range?) 80
fp23 攻撃ヒット角度 Unknown (attack hit angle?) 50
fp24 攻撃力 Attack damage 10
fp25 視界高 Unknown (height visibility?) 50
fp26 探索高 Unknown (exploration height?) 50
fp27 ライフの高さ HP wheel height 90
fp28 回転最大速度 Rotation speed 8
fp29 警戒時間 Unknown (warning time?) 15
fp30 警戒ライフ Unknown 30
fp31 ライフ回復率 Regeneration rate 0.0001
fp32 LOD半径 Off-camera radius 55
fp33 マップとのあたりポリゴンの選定 Collision processing radius 40
fp34 ピクミンとのあたり Pikmin damage radius 40
fp35 石化時間 Petrification duration 1
fp36 ヒップドロップダメージ Purple Pikmin drop damage N/A
fp37 地震気絶確立 Purple Pikmin stun chance N/A
fp38 地震気絶時間 Purple Pikmin stun time N/A
ip01 振り払い打撃A Shake mode 1 – hit count 6
ip02 振り払い張付1 Shake mode 1 – Pikmin requirement 5
ip03 振り払い打撃B Shake mode 2 – hit count 12
ip04 振り払い張付2 Shake mode 2 – Pikmin requirement 10
ip05 振り払い打撃C Shake mode 3 – hit count 17
ip06 振り払い張付3 Shake mode 3 – Pikmin requirement 20
ip07 振り払い打撃D Shake mode 4 – hit count 22
Specific properties
None

Gallery

Trivia

  • The Massive Lid and Happiness Emblem's places are switched between the US GameCube and US Wii versions of the game. This is the only known instance in the entire series where two plot-based collectibles are switched between different versions of the game, within the same region.
  • The Glutton's Kitchen is in the same location where the Pilot's Seat in Pikmin was in The Distant Spring.

Names in other languages

Language Name Meaning
  Japanese 食神の台所?
Shokujin no Daidokoro
Cooking God's Kitchen
  Chinese
(traditional)
食神廚房
  French (NoA) Grande cuisine Great kitchen
  French (NoE) La Grande Cuisine (GameCube and Switch version)
Grande Cuisine (Wii version)
The Great Kitchen
Great Kitchen
  German Schlemmers Küche Gourmet's Kitchen
  Italian Cucina Golosa Gluttonous Kitchen
  Korean 식신의 부엌 Cooking God's Kitchen
  Spanish Paraíso del Glotón Glutton's Paradise

See also

References

  1. ^ YouTube video showing how Pikmin react to being thrown while on top of a piece of chiyogami