Rusty Gulch: Difference between revisions

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{{game icons|p2=y}}
==WHAT'S THAT SMELL????==
[[Image:Rusty Gulch.png|thumb|Attacking a Gatling Groink]]
The '''Rusty Gulch''' is a map in the [[2-Player Mode]] of ''[[Pikmin 2]]''. The Rusty Gulch  is constructed out of rusty metal pathways held by large pillars. Certain spots have odd colored "sand", and the entire stage is floating over a bottomless void in which Pikmin die when thrown, and may be home to a [[Gatling Groink]]. One of the layouts that the stage can have bears great resemblence to that of [[Subterranean Complex]], sublevel 5 and [[Dream Den]], sublevel 4, featuring multiple ramps with a high area at the center.
 
==Level information==
*'''Theme''': Metal
*'''Enemies''':
**[[Dwarf Red Bulborb]]s
**[[Male Sheargrub]]s
**[[Female Sheargrub]]s
**Stationary [[Gatling Groink]]
**[[Honeywisp]]s
**[[Shearwig]]s (under marbles)
*'''Hazards''':
**None
*'''Treasures''':
**None
*'''Plants''':
**None
*'''Others''':
**[[Pellet Posy|Pellet Posies]]
**[[Egg]]s
 
{{sublevel technical
|2p          = y
|cave        = vs_6_hiyahiya
|enemymax    = 35
|itemmax    = 0
|gatemax    = 0
|capmax      = 50
|rooms      = 4
|geyser      = No
|unitfile    = vs_6_nobo_metal.txt
|lightfile  = vs_6_light.ini
|bg          = "build" (steel)
|clog        = No
|hiddenfloor = 0
|units      =  
{{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 1
{{!}}-
{{sublevel units
|room_vs_nobo2_4_metal|Zigzagging corridors (x1)
|room_vs_north_1_metal|Circular room with 1 exit (x2)
|item_cap_metal|Dead end with item (x2)
}}
{{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 2
{{!}}-
{{sublevel units
|room_vs_hitode2x3_5_metal|X-shaped room (x1)
|room_hitode3x3_5_metal|Room with raised corner (x2)
|cap_metal|Dead end (x4)
|way2_metal|Corridor (x14)
|way2x2_metal|Long corridor (x4)
|wayl_metal|Turning corridor (x11)
}}
{{sublevel units
|way3_metal|Three-way crossing (x7)
|item_cap_metal|Dead end with item (x2)
}}
{{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 3
{{!}}-
{{sublevel units
|room_hitode4x4_tower_3_metal|Circular room with raised corner (x2)
|room_cent_4_metal|Circular room with 4 exits (x2)
|way2x2_metal|Long corridor (x3)
|cap_metal|Dead end (x4)
|wayl_metal|Turning corridor (x10)
|way2_metal|Corridor (x8)
}}
}}
 
==Gatling Groink strategies==
One very interesting strategy involving the [[Gatling Groink]]s in this area is to actually have a Gatling Groink guard your base and marble from opponents. First, find a Gatling Groink, preferably close to your base. "Kill" it, then have your Pikmin start bringing it back to your Onion. Right before they bring it to the Onion, call them back. After a bit, the Groink will fully regenerate in your base. This is a good strategy if you don't play by getting yellow marbles, but remember the Groink will attack anyone's Pikmin, so be careful when carrying items back to your base.
 
If you do play by getting yellow marbles, another way is to intercept the opponent whilst carrying a [[Gatling Groink]] near his/her base, and make sure the Groink revives. This means that you can gather yellow marbles faster while the opponent fumbles around with the Gatling Groink. This strategy is more effective for getting yellow marbles and making your opponent slow down.
 
==Other tactics==
 
There are many raised locations on pattern 1 that can give you an opportunity to ambush your foe from above.
 
{{2P}}

Revision as of 18:39, May 21, 2014

WHAT'S THAT SMELL????