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{{game icons|p2=y}}
{{Infobox cave
{{infobox cave
|image    = Shower Room sublevel 3.jpg
|image    = Shower Room sublevel 3.jpg
|location  = Perplexing Pool
|location  = Perplexing Pool
|sublevels = 7
|sublevels = 7
|treasures = 14
|treasures = 14
|hazards  = {{fire}} {{water}} {{electricity}} {{poison}} {{explosion}}
|hazards  = {{f}} {{w}} {{e}} {{p}} {{r}} {{b}}
|obstacles = {{waterbody}} {{wgate}} {{bgate}}
}}
}}
{{guide}}
{{guide}}
The '''Shower Room''' ({{j|シャワールーム|Shawā Rūmu|Shower Room}}) is a [[cave]] found in the [[Perplexing Pool]] [[areas|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 [[Region|version]] of this cave, there are {{pokos|1220}} worth of treasure. In the European version of this cave, there are {{pokos|1240}} worth of treasure.
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 [[2-Player Battle]] 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 it and destroy the [[electric gate]] there. [[Blue Pikmin|Blues]] are needed next in order to destroy the [[clog|rock formation]] covering the cave entrance, allowing Pikmin of other colours to approach it.


==How to reach==
It is possible to avoid building the bridge by [[Throw#Longer throw trick|long throwing]] Blues to land near the cave's clog 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.
{{location map | width = 272 | height = 428 | image = PP texture.png | bg = #111 | caption = Location of the cave. | icons =
{{map icon | cave | 239 | 339}}
}}


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 {{p1}} 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.
Once Blue Pikmin destroy the rock covering the entrance, the surrounding water is drained. There are also the remains of a tiled object around as well as washing machine tubes, supporting that that part of the area is based on a bathroom theme.


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.
In the US [[Region|version]] of this cave, there are 1220 [[Poko]]s worth of treasure. In the European version of this cave, there are 1240 [[Poko]]s worth of treasure.


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.{{cite youtube|8WIq8-8XWIE|explaining how to reach Shower Room without Yellow Pikmin|published={{date|13|July|2018}}|retrieved={{date|9|April|2020}}}}
{{clear}}
{{Notes|ship=y}}
{{Notes|ship=y}}


==Sublevel 1==
==Sublevel 1==
* '''Theme''': Tiles
*'''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
*'''Treasures''':
* '''Treasures''':
**{{icon|Merciless Extractor|y}} (US) / {{icon|Broken Food Master US - Divine Cooking Tool EU|y|n=Divine Cooking Tool|l=Divine Cooking Tool}} (Europe)
** {{icon|Merciless Extractor|y}} (US) / {{icon|Divine Cooking Tool|y}} (Europe/Japan)
*'''Enemies''':
* '''Enemies''':
**{{icon|Watery Blowhog|y}} × 2
** {{icon|Mitite|y}} (group of 10) × indefinite amount (from eggs)
**{{icon|Wogpole|y}} × 7 (drop from the sky, 2 in dead ends)
** {{icon|Watery Blowhog|y}} × 2
**{{icon|Wollywog|y}} × 2 (1 drops from the sky in a dead end)
** {{icon|Wogpole|y}} × 7
*'''Hazards''':
** {{icon|Wollywog|y}} × 2
**{{icon|Boulder|y}} × 3
* '''Obstacles''':
**{{icon|Electrical wire|y}} × 3
** {{icon|Boulder|y}} × 3
*'''Plants''':
** {{icon|Electrical wire|y}} × 3
**{{icon|Ivory Candypop Bud|y}} × 1 (in a dead end)
* '''Vegetation''':
*'''Others''':
** {{icon|Ivory Candypop Bud|y}} × 1 (if [[Candypop Bud#Maximum Pikmin requirement|max Pikmin requirement]] is met)
**{{icon|Egg|y}} × 2 (in dead ends)
* '''Others''':
** {{icon|Egg|y}} × 1 or more


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, [[Wogpole]]s 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.
{{cavegen|sr1}}
{{sublevel technical
{{sublevel technical
|cave        = yakushima_3
|cave        = yakushima_3
Line 54: Line 41:
|capmax      = 60
|capmax      = 60
|rooms      = 3
|rooms      = 3
|ctrratio    = 0.1
|geyser      = No
|geyser      = No
|unitfile    = 3_units_a_d_north_tile.txt
|unitfile    = 3_units_a_d_north_tile.txt
|lightfile  = suityu_light_lv0.ini
|lightfile  = suityu_light_lv0.ini
|bg          =
|bg          =  
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|cap_pipe|Dead end
|cap_pipe|Dead end
|item_cap_conc|Dead end with item
|item_cap_conc|Dead end with item
|item_cap_pipe|Dead end with item
|item_cap_pipe|Dead end with item
|way3_conc|Three-way crossing
|way3_conc|Three-way crossing
|way4_pipe|Four-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|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'''
}}
}}
}}
{{sublevel units
 
|way2_pipe|Corridor
Electrical wires 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.
|way2x2_conc|Long corridor
 
|room_4x4a_4_tile|'''Room with 4 exits'''
Oddly, [[Wogpole]]s will occasionally drop from the sky, but since they are not in water, they pose no problem to Pikmin.
|room_4x4d_4_tile|'''Room with 4 exits'''
|room_north2x2_1_tile|'''Square room with 1 exit'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Wollywog|y}}
| 1
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Watery Blowhog|y}}
| 2
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Boulder|y}}
| 3
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Wogpole|y}}
| 3
| Falls from the sky
| "Hard" enemy spots
|-
| 5
| {{icon|Wogpole|y}}
| 2
| Falls from the sky
| "Easy" enemy spots
|-
| 6
| {{icon|Electrical wire|y}}
| 3
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Merciless Extractor|y}} (US)<br>{{icon|Divine Cooking Tool|y}} (EU/JP)
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 8
| {{icon|Ivory Candypop Bud|y}}
| 1
| None
| Dead ends
|-
| 9
| {{icon|Egg|y}}
| 1
| None
| Dead ends
|-
| 10
| {{icon|Wogpole|y}}
| 2
| Falls from the sky
| Dead ends
|-
| 11
| {{icon|Wollywog|y}}
| 1
| Falls from the sky
| Dead ends
|-
! colspan="5" | Then it spawns "dead end" objects in as many dead ends as it can. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 9
| {{icon|Egg|y}}
| 100%
| None
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 2==
==Sublevel 2==
* '''Theme''': Tiles
*'''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Jellyfloat|Jellyfloat]]''
*'''Treasures''':
* '''Treasures''':
**{{icon|Durable Energy Cell|y}}
** {{icon|Durable Energy Cell|y}} (US/Europe) / {{icon|Revised Eternal Fuel Dynamo|y}} (Japan)
**{{icon|Sud Generator|y}}
** {{icon|Sud Generator|y}}
*'''Enemies''':
* '''Enemies''':
**{{icon|Dwarf Orange Bulborb|y}} &times; 6 (2 drop from the sky in dead ends)
** {{icon|Dwarf Orange Bulborb|y}} &times; 6
**{{icon|Lesser Spotted Jellyfloat|y}} &times; 1
** {{icon|Lesser Spotted Jellyfloat|y}} &times; 1
**{{icon|Orange Bulborb|y}} &times; 1
** {{icon|Mitite|y}} (group of 10) &times; indefinite amount (from eggs)
*'''Hazards''':
** {{icon|Orange Bulborb|y}} &times; 1
**{{icon|Boulder|y}} &times; 3
* '''Obstacles''':
**{{icon|Gas pipe|y}} &times; 3
** {{icon|Boulder|y}} &times; 3
*'''Plants''':
** {{icon|Poison emitter|v=P2|y}} &times; 3
**{{icon|Violet Candypop Bud|y}} &times; 1 (in a dead end)
* '''Vegetation''':
*'''Others''':
** {{icon|Violet Candypop Bud|y}} &times; 1 (if [[Candypop Bud#Maximum Pikmin requirement|max Pikmin requirement]] is met)
**1 type of [[gate]], with 4000 [[Health|HP]]
* '''Others''':
**{{icon|Egg|y}} &times; 2 (in dead ends)
** [[Gate]] with 4000 [[Health|HP]] &times; 1
** {{icon|Egg|y}} &times; 1 or more


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.
{{cavegen|sr2}}
{{sublevel technical
{{sublevel technical
|cave        = yakushima_3
|cave        = yakushima_3
Line 201: Line 94:
|capmax      = 50
|capmax      = 50
|rooms      = 2
|rooms      = 2
|ctrratio    = 0.2
|geyser      = No
|geyser      = No
|unitfile    = 2_units_ud_dry_tile.txt
|unitfile    = 2_units_ud_dry_tile.txt
|lightfile  = suityu_light_lv1.ini
|lightfile  = suityu_light_lv1.ini
|bg          =
|bg          =  
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|item_cap_conc|Dead end with item
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|way4_conc|Four-way crossing
|way2x2_conc|Long corridor
|way2x2_conc|Long corridor
|cap_pipe|Dead end
|cap_pipe|Dead end
|item_cap_pipe|Dead end with item
|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'''
}}
}}
}}
{{sublevel units
 
|wayl_pipe|Turning corridor
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.
|way2_pipe|Corridor
|room_ud4x4_2_tile|'''Room with 2 ramps'''
|room_drypool5x5_5_tile|'''Room with waterless pool'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Lesser Spotted Jellyfloat|y}}
| 1
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Orange Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Boulder|y}}
| 3
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Dwarf Orange Bulborb|y}}
| 2
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Dwarf Orange Bulborb|y}}
| 2
| None
| "Easy" enemy spots
|-
| 6
|{{icon|Poison emitter|v=P2|y}}
| 1
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 7
| {{icon|Poison emitter|v=P2|y}}
| 2
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 8
| {{icon|Sud Generator|y}}
| 1
| None
| Treasure spots
|-
| 9
| {{icon|Durable Energy Cell|y}} (US/EU)<br>{{icon|Revised Eternal Fuel Dynamo|y}} (JP)
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Violet Candypop Bud|y}}
| 1
| None
| Dead ends
|-
| 12
| {{icon|Egg|y}}
| 1
| None
| Dead ends
|-
| 13
| {{icon|Dwarf Orange Bulborb|y}}
| 2
| Falls from the sky
| Dead ends
|-
! colspan="5" | Then it spawns "dead end" objects in as many dead ends as it can. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 12
| {{icon|Egg|y}}
| 100%
| None
| Dead ends
|-
! colspan="5" | Then it spawns 1 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 10
| [[Gate]] (4000 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 3==
==Sublevel 3==
* '''Theme''': Tiles
*'''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Jellyfloat|Jellyfloat]]''
*'''Treasures''':
* '''Treasures''':
**{{icon|Mirrored Stage|y}} (inside the Greater Spotted Jellyfloat)
** {{icon|Mirrored Stage|y}} (inside Greater Spotted Jellyfloat)
**{{icon|Scrumptious Shell|y}}
** {{icon|Scrumptious Shell|y}}
**{{icon|Vorpal Platter|y}}
** {{icon|Vorpal Platter|y}}
*'''Enemies''':
* '''Enemies''':
**{{icon|Greater Spotted Jellyfloat|y}} &times; 1
** {{icon|Greater Spotted Jellyfloat|y}} &times; 1
**{{icon|Hermit Crawmad|y}} &times; 1
** {{icon|Hermit Crawmad|y}} &times; 1
**{{icon|Lesser Spotted Jellyfloat|y}} &times; 4
** {{icon|Lesser Spotted Jellyfloat|y}} &times; 4
**{{icon|Water Dumple|y}} &times; 4 (1 drops from the sky)
** {{icon|Mitite|y}} (group of 10) &times; indefinite amount (from eggs)
**{{icon|Wollywog|y}} &times; 1 (drops from the sky in a dead end)
** {{icon|Water Dumple|y}} &times; 4
*'''Hazards''':
** {{icon|Wollywog|y}} &times; 1
**None
* '''Obstacles''':
*'''Plants''':
** None
**None
* '''Vegetation''':
*'''Others''':
** None
**1 type of [[gate]], with 4000 [[Health|HP]]
* '''Others''':
**{{icon|Egg|y}} &times; 2 (in dead ends)
** [[Gate]] with 4000 [[Health|HP]] &times; 2
** {{icon|Egg|y}} &times; 1 or more


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 sublevel by resetting. Be prepared for any Water Dumples that drop from above.
{{cavegen|sr3}}
{{sublevel technical
{{sublevel technical
|cave        = yakushima_3
|cave        = yakushima_3
Line 369: Line 146:
|capmax      = 50
|capmax      = 50
|rooms      = 4
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = 4_units_a_d_f_l_tile.txt
|unitfile    = 4_units_a_d_f_l_tile.txt
|lightfile  = suityu_light_lv2.ini
|lightfile  = suityu_light_lv2.ini
|bg          =
|bg          =  
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|cap_pipe|Dead end
|cap_pipe|Dead end
|item_cap_conc|Dead end with item
|item_cap_conc|Dead end with item
|item_cap_pipe|Dead end with item
|item_cap_pipe|Dead end with item
|way3_conc|Three-way crossing
|way3_conc|Three-way crossing
|way4_pipe|Four-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|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'''
}}
}}
}}
{{sublevel units
 
|way2_pipe|Corridor
{{listen|filename=Shower Room sub 3.ogg|title=Excerpt from the level's music}}
|way2x2_conc|Long corridor
 
|room_4x4a_4_tile|'''Room with 4 exits'''
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.
|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'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Greater Spotted Jellyfloat|y}}
| 1
| None
| "Hard" enemy spots
|-
| -
| {{icon|Mirrored Stage|y}}
| colspan="3" | Carried inside entry with ID 1
|-
| 2
| {{icon|Lesser Spotted Jellyfloat|y}}
| 4
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Hermit Crawmad|y}}
| 1
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Water Dumple|y}}
| 3
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Water Dumple|y}}
| 1
| Falls from the sky
| "Hard" enemy spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 6
| {{icon|Vorpal Platter|y}}
| 1
| None
| Treasure spots
|-
| 7
| {{icon|Scrumptious Shell|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 9
| {{icon|Egg|y}}
| 1
| None
| Dead ends
|-
| 10
| {{icon|Wollywog|y}}
| 1
| Falls from the sky
| Dead ends
|-
! colspan="5" | Then it spawns "dead end" objects in as many dead ends as it can. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 9
| {{icon|Egg|y}}
| 100%
| None
| Dead ends
|-
! colspan="5" | Then it spawns 2 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 8
| [[Gate]] (4000 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 4==
==Sublevel 4==
[[File:Shower Room.JPG|thumb|180px|The rest level.]]
[[Image:Shower Room.JPG|thumb|180px|right|The rest level]]


* '''Theme''': Concrete
*'''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Relax|Relax]]''
*'''Treasures''':
* '''Treasures''':
**{{icon|Arboreal Frippery|y|v=US}}
** {{icon|Arboreal Frippery|y|v=US}}
*'''Enemies''':
* '''Enemies''':
**{{icon|Unmarked Spectralids|y}} &times; 1 (number of groups)
** {{icon|Unmarked Spectralids|y}} (group of 9) &times; 1
*'''Hazards''':
* '''Obstacles''':
**None
** None
*'''Plants''':
* '''Vegetation''':
**{{icon|Clover|y}} &times; 7
** {{icon|Clover|y}} &times; 7
**{{icon|Fiddlehead|y}} &times; 4
** {{icon|Fiddlehead|y}} &times; 4
**{{icon|Figwort|y}} (small) &times; 3
** {{icon|Figwort|y}} (small brown) &times; 6
**{{icon|Figwort|y}} (small, dying) &times; 6
** {{icon|Figwort|y}} (small red) &times; 3
**{{icon|Queen Candypop Bud|y}} &times; 2
** {{icon|Queen Candypop Bud|y}} &times; 2
*'''Others''':
* '''Others''':
**None
** None


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. This rest level is also similar to the [[Hidden Garden]], [[Challenge Mode (Pikmin 2)|Challenge Mode]]'s twenty-third level, with a few minor changes.
{{cavegen|sr4}}
{{sublevel technical
{{sublevel technical
|cave        = yakushima_3
|cave        = yakushima_3
Line 519: Line 201:
|capmax      = 0
|capmax      = 0
|rooms      = 1
|rooms      = 1
|ctrratio    = 0
|geyser      = Yes
|geyser      = Yes
|unitfile    = 1_unit_16x17r_conc.txt
|unitfile    = 1_unit_16x17r_conc.txt
|lightfile  = yakushima_3_16x17r_light.ini
|lightfile  = yakushima_3_16x17r_light.ini
|bg          =
|bg          =  
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|room_16x17r_conc|'''Huge rest room'''
|room_16x17r_conc|'''Huge rest room'''
}}
}}
}}
}}
 
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
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. This rest level is also similar to the [[Hidden Garden]], Challenge mode's twenty-third level, with a few minor changes.
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Queen Candypop Bud|y}}
| 2
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Unmarked Spectralids|y}} (group of 9)
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Clover|y}}
| 1
| None
| "Easy" enemy spots
|-
| 4
| {{icon|Clover|y}}
| 1
| None
| "Easy" enemy spots
|-
| 5
| {{icon|Figwort|y}} (small brown)
| 1
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Figwort|y}} (small brown)
| 1
| None
| "Easy" enemy spots
|-
| 7
| {{icon|Fiddlehead|y}}
| 4
| None
| "Special" enemy spots
|-
| 8
| {{icon|Figwort|y}} (small brown)
| 4
| None
| "Special" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 9
| {{icon|Clover|y}}
| 5
| None
| Plant spots
|-
| 10
| {{icon|Figwort|y}} (small red)
| 3
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 11
| {{icon|Arboreal Frippery|y|v=US}}
| 1
| None
| Treasure spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 5==
==Sublevel 5==
* '''Theme''': Tiles
*'''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
*'''Treasures''':
* '''Treasures''':
**{{icon|Broken Food Master US - Divine Cooking Tool EU|y|l=Broken Food Master|n=Broken Food Master}} (US) / {{icon|Merciless Extractor|y}} (Europe)
** {{icon|Broken Food Master|y}} (US) / {{icon|Merciless Extractor|y}} (Europe) / {{icon|Broken Cooking God|y}} (Japan)
**{{icon|Endless Repository US - Perfect Container EU|y|l=Endless Repository|n=Endless Repository}} (US) / {{icon|Permanent Container|y}} (Europe)
** {{icon|Endless Repository|y|v=US}} (US) / {{icon|Permanent Container|y}} (Europe/Japan)
**{{icon|Pondering Emblem|y|v=US}} (US) / {{icon|Happiness Emblem|y|v=EU}} (Europe)
** {{icon|Pondering Emblem|y|v=US}} (US) / {{icon|Happiness Emblem|y|v=EU}} (Europe) / {{icon|Milky Cradle|y}} (Japan)
*'''Enemies''':
* '''Enemies''':
**{{icon|Dwarf Orange Bulborb|y}} &times; 5
** {{icon|Dwarf Orange Bulborb|y}} &times; 5
**{{icon|Fiery Blowhog|y}} &times; 2
** {{icon|Fiery Blowhog|y}} &times; 2
**{{icon|Lesser Spotted Jellyfloat|y}} &times; 1 (drops from the sky in a dead end)
** {{icon|Lesser Spotted Jellyfloat|y}} &times; 1
**{{icon|Munge Dweevil|y}} &times; 2 (drop from the sky in dead ends)
** {{icon|Mitite|y}} (group of 10) &times; indefinite amount (from eggs)
**{{icon|Withering Blowhog|y}} &times; 2
** {{icon|Munge Dweevil|y}} &times; 2
**{{icon|Wollywog|y}} &times; 1
** {{icon|Withering Blowhog|y}} &times; 2
*'''Hazards''':
** {{icon|Wollywog|y}} &times; 1
**{{icon|Fire geyser|y}} &times; 5
* '''Obstacles''':
*'''Plants''':
** {{icon|Fire geyser|y}} &times; 5
**{{icon|Violet Candypop Bud|y}} &times; 1 (in a dead end)
* '''Vegetation''':
*'''Others''':
** {{icon|Violet Candypop Bud|y}} &times; 1
**1 type of [[gate]], with 4000 [[Health|HP]]
* '''Others''':
**{{icon|Egg|y}} &times; 2
** [[Gate]] with 4000 [[Health|HP]] &times; 3
** {{icon|Egg|y}} &times; 1 or more


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 [[Pikmin 2 cave generation|here]] and [[Mistake#Missing sublevel objects|here]].
{{cavegen|sr5}}
{{sublevel technical
{{sublevel technical
|cave        = yakushima_3
|cave        = yakushima_3
Line 647: Line 243:
|capmax      = 0
|capmax      = 0
|rooms      = 3
|rooms      = 3
|ctrratio    = 0.2
|geyser      = No
|geyser      = No
|unitfile    = 3_units_d_f_ujikou_tile.txt
|unitfile    = 3_units_d_f_ujikou_tile.txt
|lightfile  = suityu_light_lv2.ini
|lightfile  = suityu_light_lv2.ini
|bg          =
|bg          =  
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|cap_pipe|Dead end
|cap_pipe|Dead end
|item_cap_conc|Dead end with item
|item_cap_conc|Dead end with item
|item_cap_pipe|Dead end with item
|item_cap_pipe|Dead end with item
|way3_conc|Three-way crossing
|way3_conc|Three-way crossing
|way4_pipe|Four-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|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'''
}}
}}
}}
{{sublevel units
 
|way2_pipe|Corridor
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.
|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'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Withering Blowhog|y}}
| 2
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Wollywog|y}}
| 1
| None
| "Special" enemy spots
|-
| 3
| {{icon|Fiery Blowhog|y}}
| 2
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Dwarf Orange Bulborb|y}}
| 3
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Dwarf Orange Bulborb|y}}
| 2
| None
| "Easy" enemy spots
|-
| 6
| {{icon|Fire geyser|y}}
| 2
| None
| "Hard" enemy spots
|-
| 7
| {{icon|Fire geyser|y}}
| 3
| None
| Cave unit seams
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 8
| {{icon|Broken Food Master|y}} (US)<br>{{icon|Merciless Extractor|y}} (EU)<br>{{icon|Broken Cooking God|y}} (JP)
| 1
| None
| Treasure spots
|-
| 9
| {{icon|Endless Repository|y|v=US}} (US)<br>{{icon|Permanent Container|y}} (EU/JP)
| 1
| None
| Treasure spots
|-
| 10
| {{icon|Pondering Emblem|y|v=US}} (US)<br>{{icon|Happiness Emblem|y|v=EU}} (EU)<br>{{icon|Milky Cradle|y}} (JP)
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 12
| {{icon|Violet Candypop Bud|y}}
| 1
| None
| Dead ends
|-
| 13
| {{icon|Egg|y}}
| 1
| None
| Dead ends
|-
| 14
| {{icon|Lesser Spotted Jellyfloat|y}}
| 1
| Falls from the sky
| Dead ends
|-
| 15
| {{icon|Munge Dweevil|y}}
| 2
| Falls from the sky
| Dead ends
|-
! colspan="5" | Then it spawns "dead end" objects in as many dead ends as it can. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 13
| {{icon|Egg|y}}
| 100%
| None
| Dead ends
|-
! colspan="5" | Then it spawns 3 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 11
| [[Gate]] (4000 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 6==
==Sublevel 6==
* '''Theme''': Tiles
*'''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Jellyfloat|Jellyfloat]]''
*'''Treasures''':
* '''Treasures''':
**{{icon|Abstract Masterpiece|y|v=US}} (US) / {{icon|Plentiful Tank|y}} (Europe)
** {{icon|Abstract Masterpiece|y|v=US}} (US) / {{icon|Plentiful Tank|y}} (Europe) / {{icon|Estimated Object GF|y}} (Japan)
**{{icon|Behemoth Jaw|y}}
** {{icon|Behemoth Jaw|y}}
**{{icon|Rubber Ugly|y}}
** {{icon|Rubber Ugly|y}}
*'''Enemies''':
* '''Enemies''':
**{{icon|Anode Dweevil|y}} &times; 5 (4 drop from the sky in dead ends)
** {{icon|Anode Dweevil|y}} &times; 1
**{{icon|Bumbling Snitchbug|y}} &times; 1
** {{icon|Bumbling Snitchbug|y}} &times; 1
**{{icon|Doodlebug|y}} &times; 1 (in a dead end)
** {{icon|Doodlebug|y}} &times; 1
**{{icon|Dwarf Orange Bulborb|y}} &times; 7
** {{icon|Dwarf Orange Bulborb|y}} &times; 7
**{{icon|Munge Dweevil|y}} &times; 5 (4 drop from the sky in dead ends)
** {{icon|Munge Dweevil|y}} &times; 1
**{{icon|Orange Bulborb|y}} &times; 1
** {{icon|Orange Bulborb|y}} &times; 1
**{{icon|Volatile Dweevil|y}} &times; 1
** {{icon|Volatile Dweevil|y}} &times; 1
**{{icon|Wollywog|y}} &times; 1
** {{icon|Wollywog|y}} &times; 1
*'''Hazards''':
* '''Obstacles''':
**None
** None
*'''Plants''':
* '''Vegetation''':
**{{icon|Ivory Candypop Bud|y}} &times; 1 (in a dead end)
** {{icon|Ivory Candypop Bud|y}} &times; 1
*'''Others''':
* '''Others''':
**1 type of [[gate]], with 4000 [[Health|HP]]
** [[Gate]] with 4000 [[Health|HP]] &times; 3
 
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.


{{cavegen|sr6}}
{{sublevel technical
{{sublevel technical
|cave        = yakushima_3
|cave        = yakushima_3
Line 825: Line 298:
|capmax      = 50
|capmax      = 50
|rooms      = 3
|rooms      = 3
|ctrratio    = 0.1
|geyser      = No
|geyser      = No
|unitfile    = 3_units_a_l_yuko_tile.txt
|unitfile    = 3_units_a_l_yuko_tile.txt
|lightfile  = suityu_light_lv3.ini
|lightfile  = suityu_light_lv3.ini
|bg          =
|bg          =  
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|item_cap_conc|Dead end with item
|item_cap_conc|Dead end with item
|way2x2_conc|Long corridor
|way2x2_conc|Long corridor
|item_cap_pipe|Dead end with item
|item_cap_pipe|Dead end with item
|way3_pipe|Three-way crossing
|way3_pipe|Three-way crossing
|way4_pipe|Four-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|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'''
}}
}}
}}
{{sublevel units
 
|way2_pipe|Corridor
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.
|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'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 4
| {{icon|Wollywog|y}}
| 1
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Bumbling Snitchbug|y}}
| 1
| None
| "Hard" enemy spots
|-
| 6
| {{icon|Orange Bulborb|y}}
| 1
| None
| "Hard" enemy spots
|-
| 7
| {{icon|Dwarf Orange Bulborb|y}}
| 4
| None
| "Hard" enemy spots
|-
| 8
| {{icon|Dwarf Orange Bulborb|y}}
| 3
| None
| "Easy" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Anode Dweevil|y}}
| 1
| None
| Plant spots
|-
| 2
| {{icon|Munge Dweevil|y}}
| 1
| None
| Plant spots
|-
| 3
| {{icon|Volatile Dweevil|y}}
| 1
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 9
| {{icon|Rubber Ugly|y}}
| 1
| None
| Treasure spots
|-
| 10
| {{icon|Behemoth Jaw|y}}
| 1
| None
| Treasure spots
|-
| 11
| {{icon|Abstract Masterpiece|y|v=US}} (US)<br>{{icon|Plentiful Tank|y}} (EU)<br>{{icon|Estimated Object GF|y}} (JP)
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 13
| {{icon|Doodlebug|y}}
| 1
| None
| Dead ends
|-
| 14
| {{icon|Ivory Candypop Bud|y}}
| 1
| None
| Dead ends
|-
| 15
| {{icon|Anode Dweevil|y}}
| 1
| Falls from the sky
| Dead ends
|-
| 16
| {{icon|Munge Dweevil|y}}
| 1
| Falls from the sky
| Dead ends
|-
! colspan="5" | Then it spawns 3 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 12
| [[Gate]] (4000 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Sublevel 7==
==Sublevel 7==
* '''Theme''': Tiles
*'''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Common boss battle|Boss]]'' (only when combating)
*'''Treasures''':
* '''Treasures''':
**{{icon|Amplified Amplifier|y}} (inside the Ranging Bloyster)
** {{icon|Amplified Amplifier|y}} (inside Ranging Bloyster)
*'''Enemies''':
* '''Enemies''':
**{{icon|Ranging Bloyster|y}} &times; 1
** {{icon|Mitite|y}} (group of 10) &times; indefinite amount (from eggs)
*'''Hazards''':
** {{icon|Ranging Bloyster|y}} &times; 1
**None
* '''Obstacles''':
*'''Plants''':
** None
**None
* '''Vegetation''':
*'''Others''':
** None
**1 type of [[gate]], with 100 [[Health|HP]]
* '''Others''':
**{{icon|Egg|y}} &times; 1 (drops from the sky in a dead end)
** [[Gate]] with 100 [[Health|HP]] &times; 6
** {{icon|Egg|y}} &times; 1 or more
{{see also|Ranging Bloyster#Strategy|t1=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 [[Pikmin 2 cave generation|sublevel generation]] works, there is a 1 in 2,147,483,648 chance that the Ranging Bloyster will not appear, as explained [[Mistake#Missing sublevel objects|here]].
{{cavegen|sr7}}
{{sublevel technical
{{sublevel technical
|cave        = yakushima_3
|cave        = yakushima_3
Line 998: Line 344:
|capmax      = 30
|capmax      = 30
|rooms      = 2
|rooms      = 2
|ctrratio    = 0.5
|geyser      = Yes
|geyser      = Yes
|unitfile    = 1_units_a_tile.txt
|unitfile    = 1_units_a_tile.txt
|lightfile  = suityu_light_lv4.ini
|lightfile  = suityu_light_lv4.ini
|bg          =
|bg          =  
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =
|units      =  
{{sublevel units
{{sublevel units
|item_cap_conc|Dead end with item
|item_cap_conc|Dead end with item
|item_cap_pipe|Dead end with item
|item_cap_pipe|Dead end with item
|way3_conc|Three-way crossing
|way3_conc|Three-way crossing
|way4_pipe|Four-way crossing
|way4_pipe|Four-way crossing
|wayl_pipe|Turning corridor
|wayl_pipe|Turning corridor
|way2_pipe|Corridor
|way2_pipe|Corridor
}}
{{sublevel units
|way2x2_conc|Long corridor
|way2x2_pipe|Long corridor
|room_4x4a_4_tile|'''Room with 4 exits'''
}}
}}
}}
{{sublevel units
|way2x2_conc|Long corridor
|way2x2_pipe|Long corridor
|room_4x4a_4_tile|'''Room with 4 exits'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Ranging Bloyster|y}}
| 1
| None
| "Special" enemy spots
|-
| -
| {{icon|Amplified Amplifier|y}}
| colspan="3" | Carried inside entry with ID 1
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 3
| {{icon|Egg|y}}
| 1
| Falls from the sky
| Dead ends
|-
! colspan="5" | Then it spawns "dead end" objects in as many dead ends as it can. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 3
| {{icon|Egg|y}}
| 100%
| Falls from the sky
| Dead ends
|-
! colspan="5" | Then it spawns 6 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 2
| [[Gate]] (100 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''


==Gallery==
{{see also|Ranging Bloyster strategy|l1=Ranging Bloyster#Strategy}}
<gallery>
Shower Room Location.png|The cave entrance.
</gallery>


==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 above for a very effective strategy.
*The Shower Room is the only cave whose entrance is initially blocked off.


==Names in other languages==
==Names in other languages==
{{Foreignname
{{Foreignname
|Jap=シャワールーム
|Jap=シャワールーム
|JapR=Shawārūmu
|JapM=Shower Room <!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > BgmList_Yakushima.txt -->
|JapM=Shower Room
|SpaA=Salón de Ducha
|SpaAM=Shower Room
|Fra=Salle Aqua
|FraM= Aquatic Room
|Ita=Sala da Bagno
|ItaM=Bath Room
|Ger=Duschraum
|GerM=Shower Room
|ChiTrad=淋浴間
}}
}}


==See also==
==Trivia==
*[[Perplexing Pool]]
*The Shower Room is the only cave whose entrance is initially inaccessible.
*[[Ranging Bloyster]]
*[[Amplified Amplifier]]
 
==References==
{{refs}}


{{Perplexing Pool}}
{{Perplexing Pool}}
{{p2 caves}}
{{Caves}}
[[Category:Shower Room| ]]
[[Category:Shower Room| ]]

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