Pikmin 2

Shower Room

Revision as of 15:04, June 7, 2024 by Chazmatron (talk | contribs) (→‎Sublevel 1: wog to hop/wol)
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

 
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 (?)
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Wollywog 1 None "Hard" enemy spots
2   Watery Blowhog 2 None "Hard" enemy spots
3   Boulder 3 None "Hard" enemy spots
4   Wogpole 3 Falls from the sky "Hard" enemy spots
5   Wogpole 2 Falls from the sky "Easy" enemy spots
6   Electrical wire 3 None Cave unit seams
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
7   Merciless Extractor (US)
  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 1 None Dead ends
9   Egg 1 None Dead ends
10   Wogpole 2 Falls from the sky Dead ends
11   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 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 (?)
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Lesser Spotted Jellyfloat 1 None "Hard" enemy spots
2   Orange Bulborb 1 None "Hard" enemy spots
3   Boulder 3 None "Hard" enemy spots
4   Dwarf Orange Bulborb 2 None "Easy" enemy spots
5   Dwarf Orange Bulborb 2 None "Easy" enemy spots
6   Poison emitter 1 None Cave unit seams
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
7   Poison emitter 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
8   Sud Generator 1 None Treasure spots
9   Durable Energy Cell (US/EU)
  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 1 None Dead ends
12   Egg 1 None Dead ends
13   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 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 (?)
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Greater Spotted Jellyfloat 1 None "Hard" enemy spots
-   Mirrored Stage Carried inside entry with ID 1
2   Lesser Spotted Jellyfloat 4 None "Hard" enemy spots
3   Hermit Crawmad 1 None "Hard" enemy spots
4   Water Dumple 3 None "Hard" enemy spots
5   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 1 None Treasure spots
7   Scrumptious Shell 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
9   Egg 1 None Dead ends
10   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 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

 
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 (?)
Huge rest room
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Queen Candypop Bud 2 None "Hard" enemy spots
2   Unmarked Spectralids (group of 9) 1 None "Hard" enemy spots
3   Clover 1 None "Easy" enemy spots
4   Clover 1 None "Easy" enemy spots
5   Figwort (small brown) 1 None "Easy" enemy spots
6   Figwort (small brown) 1 None "Easy" enemy spots
7   Fiddlehead 4 None "Special" enemy spots
8   Figwort (small brown) 4 None "Special" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
9   Clover 5 None Plant spots
10   Figwort (small red) 3 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
11   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 (?)
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Withering Blowhog 2 None "Hard" enemy spots
2   Wollywog 1 None "Special" enemy spots
3   Fiery Blowhog 2 None "Hard" enemy spots
4   Dwarf Orange Bulborb 3 None "Hard" enemy spots
5   Dwarf Orange Bulborb 2 None "Easy" enemy spots
6   Fire geyser 2 None "Hard" enemy spots
7   Fire geyser 3 None Cave unit seams
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
8   Broken Food Master (US)
  Merciless Extractor (EU)
  Broken Cooking God (JP)
1 None Treasure spots
9   Endless Repository (US)
  Permanent Container (EU/JP)
1 None Treasure spots
10   Pondering Emblem (US)
  Happiness Emblem (EU)
  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 1 None Dead ends
13   Egg 1 None Dead ends
14   Lesser Spotted Jellyfloat 1 Falls from the sky Dead ends
15   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 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 (?)
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
4   Wollywog 1 None "Hard" enemy spots
5   Bumbling Snitchbug 1 None "Hard" enemy spots
6   Orange Bulborb 1 None "Hard" enemy spots
7   Dwarf Orange Bulborb 4 None "Hard" enemy spots
8   Dwarf Orange Bulborb 3 None "Easy" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
1   Anode Dweevil 1 None Plant spots
2   Munge Dweevil 1 None Plant spots
3   Volatile Dweevil 1 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
9   Rubber Ugly 1 None Treasure spots
10   Behemoth Jaw 1 None Treasure spots
11   Abstract Masterpiece (US)
  Plentiful Tank (EU)
  Estimated Object GF (JP)
1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
13   Doodlebug 1 None Dead ends
14   Ivory Candypop Bud 1 None Dead ends
15   Anode Dweevil 1 Falls from the sky Dead ends
16   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

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 (?)
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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Ranging Bloyster 1 None "Special" enemy spots
-   Amplified Amplifier Carried inside entry with ID 1
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
3   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 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.

Names in other languages

Language Name Meaning
  Japanese シャワールーム?
Shawārūmu
Shower Room
  Chinese
(traditional)
淋浴間
  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

  1. ^ YouTube video explaining how to reach Shower Room without Yellow Pikmin, published on July 13th, 2018, retrieved on April 9th, 2020