Shower Room: Difference between revisions

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{{Solution}}
{{game icons|p2=y}}
{{infobox cave
|image    = Shower Room sublevel 3.jpg
|location  = Perplexing Pool
|sublevels = 7
|treasures = 14
|hazards  = {{fire}} {{water}} {{electricity}} {{poison}} {{explosion}}
}}
{{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.


 
==How to reach==
 
{{location map | width = 272 | height = 428 | image = PP texture.png | bg = #111 | caption = Location of the cave. | icons =
{{Infobox cave
{{map icon | cave | 239 | 339}}
|location=Perplexing Pool
|sublevels=7
|treasures=14
|hazards=Fire, Electricity, Water and Poison
}}
}}
The '''Shower Room''' is a dungeon 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 build 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.


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.


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.


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.
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}}}}


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.
{{clear}}
 
{{Notes|ship=y}}
==Treasures==
#
#*[[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 Spectralids]]
*[[Volatile Dweevil]]
*[[Water Dumple]]
*[[Watery Blowhog]]
*[[Withering Blowhog]]
*[[Wogpole]]
*[[Wollywog]]
*'''Boss: [[Ranging Bloyster]]'''


==Sublevel 1==
==Sublevel 1==
* '''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
* '''Treasures''':
** {{icon|Merciless Extractor|y}} (US) / {{icon|Divine Cooking Tool|y}} (Europe/Japan)
* '''Enemies''':
** {{icon|Mitite|y}} (group of 10) × indefinite amount (from eggs)
** {{icon|Watery Blowhog|y}} × 2
** {{icon|Wogpole|y}} × 7
** {{icon|Wollywog|y}} × 2
* '''Obstacles''':
** {{icon|Boulder|y}} × 3
** {{icon|Electrical wire|y}} × 3
* '''Vegetation''':
** {{icon|Ivory Candypop Bud|y}} × 1 (if [[Candypop Bud#Maximum Pikmin requirement|max Pikmin requirement]] is met)
* '''Others''':
** {{icon|Egg|y}} × 1 or more


Enemies: [[Wogpole]]s, two [[Wollywog]]s (one falls from the ceiling), two [[Watery Blowhog]]s
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.


Treasures: [[Merciless Extractor]] (NTSC) / [[Divine Cooking Tool]] (PAL)
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.


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.
{{cavegen|sr1}}
{{sublevel technical
|cave        = yakushima_3
|enemymax    = 14
|itemmax    = 1
|gatemax    = 0
|capmax      = 60
|rooms      = 3
|ctrratio    = 0.1
|geyser      = No
|unitfile    = 3_units_a_d_north_tile.txt
|lightfile  = suityu_light_lv0.ini
|bg          =
|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'''
}}
}}
{| 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
* '''Music''': ''[[Music in Pikmin 2#Jellyfloat|Jellyfloat]]''
* '''Treasures''':
** {{icon|Durable Energy Cell|y}} (US/Europe) / {{icon|Revised Eternal Fuel Dynamo|y}} (Japan)
** {{icon|Sud Generator|y}}
* '''Enemies''':
** {{icon|Dwarf Orange Bulborb|y}} &times; 6
** {{icon|Lesser Spotted Jellyfloat|y}} &times; 1
** {{icon|Mitite|y}} (group of 10) &times; indefinite amount (from eggs)
** {{icon|Orange Bulborb|y}} &times; 1
* '''Obstacles''':
** {{icon|Boulder|y}} &times; 3
** {{icon|Poison emitter|v=P2|y}} &times; 3
* '''Vegetation''':
** {{icon|Violet Candypop Bud|y}} &times; 1 (if [[Candypop Bud#Maximum Pikmin requirement|max Pikmin requirement]] is met)
* '''Others''':
** [[Gate]] with 4000 [[Health|HP]] &times; 1
** {{icon|Egg|y}} &times; 1 or more


Enemies: [[Orange Bulborb]], [[Dwarf Orange Bulborb]]s, [[Lesser Spotted Jellyfloat]]
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.


Treasures: [[Sud Generator]], [[Durable Energy Cell]]
{{cavegen|sr2}}
 
{{sublevel technical
Apart from the boulders, Dwarf Orange Bulborbs fall from the ceiling aswell. They could become a nusiance when attacking the Jellyfloat or the larger Orange Bulborb.
|cave        = yakushima_3
|enemymax    = 10
|itemmax    = 2
|gatemax    = 1
|capmax      = 50
|rooms      = 2
|ctrratio    = 0.2
|geyser      = No
|unitfile    = 2_units_ud_dry_tile.txt
|lightfile  = suityu_light_lv1.ini
|bg          =
|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'''
}}
}}
{| 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
* '''Music''': ''[[Music in Pikmin 2#Jellyfloat|Jellyfloat]]''
* '''Treasures''':
** {{icon|Mirrored Stage|y}} (inside Greater Spotted Jellyfloat)
** {{icon|Scrumptious Shell|y}}
** {{icon|Vorpal Platter|y}}
* '''Enemies''':
** {{icon|Greater Spotted Jellyfloat|y}} &times; 1
** {{icon|Hermit Crawmad|y}} &times; 1
** {{icon|Lesser Spotted Jellyfloat|y}} &times; 4
** {{icon|Mitite|y}} (group of 10) &times; indefinite amount (from eggs)
** {{icon|Water Dumple|y}} &times; 4
** {{icon|Wollywog|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** [[Gate]] with 4000 [[Health|HP]] &times; 2
** {{icon|Egg|y}} &times; 1 or more


{{listen|filename=Shower Room sub 3.ogg|title=Excerpt from the level's music}}
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.


Enemies: [[Greater Spotted Jellyfloat]], [[Lesser Spotted Jellyfloat]]s, [[Wollywog]] (falls from ceiling), [[Hermit Crawmad]], [[Water Dumple]]
{{cavegen|sr3}}
{{sublevel technical
|cave        = yakushima_3
|enemymax    = 10
|itemmax    = 2
|gatemax    = 2
|capmax      = 50
|rooms      = 4
|ctrratio    = 0
|geyser      = No
|unitfile    = 4_units_a_d_f_l_tile.txt
|lightfile  = suityu_light_lv2.ini
|bg          =
|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'''
}}
}}
{| 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]].''


Treasures: [[Mirrored Stage]], [[Vorpal Platter]], [[Scrumptious Shell]]
==Sublevel 4==
[[File:Shower Room.JPG|thumb|180px|The rest level.]]


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


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


Treasures: [[Arboreal Frippery]]
{{cavegen|sr4}}
 
{{sublevel technical
A very large rest level. There are also 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.
|cave        = yakushima_3
|enemymax    = 15
|itemmax    = 1
|gatemax    = 0
|capmax      = 0
|rooms      = 1
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 1_unit_16x17r_conc.txt
|lightfile  = yakushima_3_16x17r_light.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|room_16x17r_conc|'''Huge rest room'''
}}
}}
{| 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|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
* '''Music''': ''[[Music in Pikmin 2#Tile|Tile]]''
* '''Treasures''':
** {{icon|Broken Food Master|y}} (US) / {{icon|Merciless Extractor|y}} (Europe) / {{icon|Broken Cooking God|y}} (Japan)
** {{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|Milky Cradle|y}} (Japan)
* '''Enemies''':
** {{icon|Dwarf Orange Bulborb|y}} &times; 5
** {{icon|Fiery Blowhog|y}} &times; 2
** {{icon|Lesser Spotted Jellyfloat|y}} &times; 1
** {{icon|Mitite|y}} (group of 10) &times; indefinite amount (from eggs)
** {{icon|Munge Dweevil|y}} &times; 2
** {{icon|Withering Blowhog|y}} &times; 2
** {{icon|Wollywog|y}} &times; 1
* '''Obstacles''':
** {{icon|Fire geyser|y}} &times; 5
* '''Vegetation''':
** {{icon|Violet Candypop Bud|y}} &times; 1
* '''Others''':
** [[Gate]] with 4000 [[Health|HP]] &times; 3
** {{icon|Egg|y}} &times; 1 or more


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)
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]].


Treasures: [[Broken Food Master]] (NTSC) / [[Merciless Extractor]] (PAL) [[Endless Repository]] (NTSC) / [[Permanent Container]] (PAL) [[Pondering Emblem]] (NTSC) / [[Happiness Emblem]] (PAL)
{{cavegen|sr5}}
{{sublevel technical
|cave        = yakushima_3
|enemymax    = 15
|itemmax    = 3
|gatemax    = 3
|capmax      = 0
|rooms      = 3
|ctrratio    = 0.2
|geyser      = No
|unitfile    = 3_units_d_f_ujikou_tile.txt
|lightfile  = suityu_light_lv2.ini
|bg          =
|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'''
}}
}}
{| 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]].''


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 can 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==
* '''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Jellyfloat|Jellyfloat]]''
* '''Treasures''':
** {{icon|Abstract Masterpiece|y|v=US}} (US) / {{icon|Plentiful Tank|y}} (Europe) / {{icon|Estimated Object GF|y}} (Japan)
** {{icon|Behemoth Jaw|y}}
** {{icon|Rubber Ugly|y}}
* '''Enemies''':
** {{icon|Anode Dweevil|y}} &times; 1
** {{icon|Bumbling Snitchbug|y}} &times; 1
** {{icon|Doodlebug|y}} &times; 1
** {{icon|Dwarf Orange Bulborb|y}} &times; 7
** {{icon|Munge Dweevil|y}} &times; 1
** {{icon|Orange Bulborb|y}} &times; 1
** {{icon|Volatile Dweevil|y}} &times; 1
** {{icon|Wollywog|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Ivory Candypop Bud|y}} &times; 1
* '''Others''':
** [[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.


==Sublevel 6==
{{cavegen|sr6}}
{{sublevel technical
|cave        = yakushima_3
|enemymax    = 10
|itemmax    = 3
|gatemax    = 3
|capmax      = 50
|rooms      = 3
|ctrratio    = 0.1
|geyser      = No
|unitfile    = 3_units_a_l_yuko_tile.txt
|lightfile  = suityu_light_lv3.ini
|bg          =
|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'''
}}
}}
{| 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]].''


Enemies: [[Anode Dweevil]], [[Munge Dweevil]], [[Volatile Dweevil]], [[Bumbling Snitchbug]] Orange Bulborb, Dwarf Orange Bulborb, [[Doodlebug]]
==Sublevel 7==
* '''Theme''': Tiles
* '''Music''': ''[[Music in Pikmin 2#Common boss battle|Boss]]'' (only when combating)
* '''Treasures''':
** {{icon|Amplified Amplifier|y}} (inside Ranging Bloyster)
* '''Enemies''':
** {{icon|Mitite|y}} (group of 10) &times; indefinite amount (from eggs)
** {{icon|Ranging Bloyster|y}} &times; 1
* '''Obstacles''':
** None
* '''Vegetation''':
** None
* '''Others''':
** [[Gate]] with 100 [[Health|HP]] &times; 6
** {{icon|Egg|y}} &times; 1 or more
{{see also|Ranging Bloyster#Strategy|t1=Ranging Bloyster strategy}}


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


==Sublevel 7==
{{cavegen|sr7}}
{{sublevel technical
|cave        = yakushima_3
|enemymax    = 1
|itemmax    = 0
|gatemax    = 6
|capmax      = 30
|rooms      = 2
|ctrratio    = 0.5
|geyser      = Yes
|unitfile    = 1_units_a_tile.txt
|lightfile  = suityu_light_lv4.ini
|bg          =
|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'''
}}
}}
{| 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]].''


Boss Enemy: Ranging Bloyster
==Gallery==
<gallery>
Shower Room Location.png|The cave entrance.
</gallery>


Treasure: [[Amplified Amplifier]]
==Trivia==
*The Shower Room is the only cave whose entrance is initially blocked off.


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.
==Names in other languages==
{{Foreignname
|Jap=シャワールーム
|JapR=Shawārūmu
|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==
*[[Perplexing Pool]]
*[[Ranging Bloyster]]
*[[Amplified Amplifier]]


==References==
{{refs}}


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