Shower Room: Difference between revisions

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}}
}}
{{guide}}
{{guide}}
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.
The '''Shower Room''' is a [[cave]] 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 types to approach it.


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 [[Glitches in Pikmin 2#Seesaw block glitch|seesaw block 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.
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 [[Glitches in Pikmin 2#Seesaw block glitch|seesaw block glitch]]; other types of Pikmin can be brought in by having the other [[leader]] bring them to the cave area and whistling him with the one behind the gate.


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.
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.
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==Sublevel 1==
==Sublevel 1==
*'''Theme''': Tiles
*'''Theme''': Tiles
*'''Music''': ''[[Music (Pikmin 2)#Tile 1|Tile 1]]''
*'''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|Broken Food Master US - Divine Cooking Tool EU|y|n=Divine Cooking Tool|l=Divine Cooking Tool}} (Europe)
Line 44: Line 45:
|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
{{sublevel units
|way2_pipe|Corridor
|way2_pipe|Corridor
|way2x2_conc|Long corridor
|way2x2_conc|Long corridor
|room_4x4a_4_tile|'''Room with 4 exits'''
|room_4x4a_4_tile|'''Room with 4 exits'''
|room_4x4d_4_tile|'''Room with 4 exits'''
|room_4x4d_4_tile|'''Room with 4 exits'''
|room_north2x2_1_tile|'''Square room with 1 exit'''
|room_north2x2_1_tile|'''Square room with 1 exit'''
}}
}}
}}
}}


Line 71: Line 72:
==Sublevel 2==
==Sublevel 2==
*'''Theme''': Tiles
*'''Theme''': Tiles
*'''Music''': ''[[Music (Pikmin 2)#Tile 2|Tile 2]]''
*'''Treasures''':
*'''Treasures''':
**{{icon|Durable Energy Cell|y}}
**{{icon|Durable Energy Cell|y}}
Line 97: Line 99:
|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
{{sublevel units
|wayl_pipe|Turning corridor
|wayl_pipe|Turning corridor
|way2_pipe|Corridor
|way2_pipe|Corridor
|room_ud4x4_2_tile|'''Room with 2 ramps'''
|room_ud4x4_2_tile|'''Room with 2 ramps'''
|room_drypool5x5_5_tile|'''Room with waterless pool'''
|room_drypool5x5_5_tile|'''Room with waterless pool'''
}}
}}
}}
}}


Line 121: Line 123:
==Sublevel 3==
==Sublevel 3==
*'''Theme''': Tiles
*'''Theme''': Tiles
*'''Music''': ''[[Music (Pikmin 2)#Tile 2|Tile 2]]''
*'''Treasures''':
*'''Treasures''':
**{{icon|Mirrored Stage|y}} (inside the Greater Spotted Jellyfloat)
**{{icon|Mirrored Stage|y}} (inside the Greater Spotted Jellyfloat)
Line 149: Line 152:
|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
{{sublevel units
|way2_pipe|Corridor
|way2_pipe|Corridor
|way2x2_conc|Long corridor
|way2x2_conc|Long corridor
|room_4x4a_4_tile|'''Room with 4 exits'''
|room_4x4a_4_tile|'''Room with 4 exits'''
|room_4x4d_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_4x4f_4_tile|'''Room with 4 exits and a raised edge'''
|room_north4x4l_1_tile|'''Room with dead end after U-turn'''
|room_north4x4l_1_tile|'''Room with dead end after U-turn'''
}}
}}
}}
}}
{{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 level with reset. Be prepared for any Water Dumples that drop from above.
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.


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


*'''Theme''': Concrete
*'''Theme''': Concrete
*'''Music''': ''[[Music (Pikmin 2)#Rest|Rest]]''
*'''Treasures''':
*'''Treasures''':
**{{icon|Arboreal Frippery|y|v=US}}
**{{icon|Arboreal Frippery|y|v=US}}
Line 204: Line 206:
|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'''
}}
}}
}}
}}


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.
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.


==Sublevel 5==
==Sublevel 5==
*'''Theme''': Tiles
*'''Theme''': Tiles
*'''Music''': ''[[Music (Pikmin 2)#Tile 1|Tile 1]]''
*'''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 US - Divine Cooking Tool EU|y|l=Broken Food Master|n=Broken Food Master}} (US) / {{icon|Merciless Extractor|y}} (Europe)
Line 246: Line 249:
|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
{{sublevel units
|way2_pipe|Corridor
|way2_pipe|Corridor
|way2x2_conc|Long corridor
|way2x2_conc|Long corridor
|room_4x4d_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_4x4f_4_tile|'''Room with 4 exits and a raised edge'''
|room_u_jikou1_4x4_2_tile|'''Room with waterway and grill'''
|room_u_jikou1_4x4_2_tile|'''Room with waterway and grill'''
}}
}}
}}
}}


Line 271: Line 274:
==Sublevel 6==
==Sublevel 6==
*'''Theme''': Tiles
*'''Theme''': Tiles
*'''Music''': ''[[Music (Pikmin 2)#Tile 2|Tile 2]]''
*'''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)
Line 301: Line 305:
|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
{{sublevel units
|way2_pipe|Corridor
|way2_pipe|Corridor
|room_4x4a_4_tile|'''Room with 4 exits'''
|room_4x4a_4_tile|'''Room with 4 exits'''
|room_north4x4l_1_tile|'''Room with dead end after U-turn'''
|room_north4x4l_1_tile|'''Room with dead end after U-turn'''
|room_yukoana1_5x3_2_tile|'''Corridor with 6 pipes'''
|room_yukoana1_5x3_2_tile|'''Corridor with 6 pipes'''
}}
}}
}}
}}


Line 325: Line 329:
==Sublevel 7==
==Sublevel 7==
*'''Theme''': Tiles
*'''Theme''': Tiles
*'''Music''': ''[[Music (Pikmin 2)#Common boss battle|Boss]]'' (only when combating)
*'''Treasures''':
*'''Treasures''':
**{{icon|Amplified Amplifier|y}} (inside the Ranging Bloyster)
**{{icon|Amplified Amplifier|y}} (inside the Ranging Bloyster)
Line 347: Line 352:
|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
{{sublevel units
|way2x2_conc|Long corridor
|way2x2_conc|Long corridor
|way2x2_pipe|Long corridor
|way2x2_pipe|Long corridor
|room_4x4a_4_tile|'''Room with 4 exits'''
|room_4x4a_4_tile|'''Room with 4 exits'''
}}
}}
}}
}}


Line 369: Line 374:


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.
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.
==Trivia==
*The Shower Room is the only cave whose entrance is initially inaccessible.


==Names in other languages==
==Names in other languages==
Line 376: Line 384:
}}
}}


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


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

Revision as of 10:15, July 5, 2015

Shower Room
Shower Room sublevel 3.jpg
Location Perplexing Pool
Sublevels 7
Treasures 14
Hazards Fire icon.png Water icon.png Electricity icon.png Poison icon.png Explosion icon.png

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

The Shower Room is a cave found in the Perplexing Pool area of Pikmin 2, the sublevels 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. Blues are needed next in order to destroy the rock formation covering the cave entrance, allowing Pikmin of other types to approach it.

It is possible to avoid building the bridge by 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 seesaw block glitch; other types of Pikmin can be brought in by having the other leader bring them to the cave area and whistling him with the one behind the gate.

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.

In the US version of this cave, there are 1220 Pokos worth of treasure. In the European version of this cave, there are 1240 Pokos worth of treasure.

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

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 (?) {{{ctrratio}}}
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 (?)
cap_pipe
item_cap_conc
item_cap_pipe
way3_conc
way4_pipe
wayl_pipe
Dead end Dead end with item Dead end with item Three-way crossing Four-way crossing Turning corridor
way2_pipe
way2x2_conc
room_4x4a_4_tile
room_4x4d_4_tile
room_north2x2_1_tile
Corridor Long corridor Room with 4 exits Room with 4 exits Square room with 1 exit

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.

Oddly, Wogpoles will occasionally drop from the sky, but since they are not in water, they pose no problem to Pikmin.

Sublevel 2

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 (?) {{{ctrratio}}}
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 (?)
item_cap_conc
way3_conc
way4_conc
way2x2_conc
cap_pipe
item_cap_pipe
Dead end with item Three-way crossing Four-way crossing Long corridor Dead end Dead end with item
wayl_pipe
way2_pipe
room_ud4x4_2_tile
room_drypool5x5_5_tile
Turning corridor Corridor Room with 2 ramps Room with waterless pool

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.

Sublevel 3

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 (?) {{{ctrratio}}}
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 (?)
cap_pipe
item_cap_conc
item_cap_pipe
way3_conc
way4_pipe
wayl_pipe
Dead end Dead end with item Dead end with item Three-way crossing Four-way crossing Turning corridor
way2_pipe
way2x2_conc
room_4x4a_4_tile
room_4x4d_4_tile
room_4x4f_4_tile
room_north4x4l_1_tile
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

Sometimes this level has 6-7 enemies all gathered in one spot; should this happen, a bitter spray would be recommended, or regenerating the level with reset. Be prepared for any Water Dumples that drop from above.

Sublevel 4

Sublevel 4 of the Shower Room.
The rest level.
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 (?) {{{ctrratio}}}
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 (?)
room_16x17r_conc
Huge rest room

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.

Sublevel 5

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 (?) {{{ctrratio}}}
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 (?)
cap_pipe
item_cap_conc
item_cap_pipe
way3_conc
way4_pipe
wayl_pipe
Dead end Dead end with item Dead end with item Three-way crossing Four-way crossing Turning corridor
way2_pipe
way2x2_conc
room_4x4d_4_tile
room_4x4f_4_tile
room_u_jikou1_4x4_2_tile
Corridor Long corridor Room with 4 exits Room with 4 exits and a raised edge Room with waterway and grill

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.

Sublevel 6

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 (?) {{{ctrratio}}}
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 (?)
item_cap_conc
way2x2_conc
item_cap_pipe
way3_pipe
way4_pipe
wayl_pipe
Dead end with item Long corridor Dead end with item Three-way crossing Four-way crossing Turning corridor
way2_pipe
room_4x4a_4_tile
room_north4x4l_1_tile
room_yukoana1_5x3_2_tile
Corridor Room with 4 exits Room with dead end after U-turn Corridor with 6 pipes

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 7

  • Theme: Tiles
  • Music: Boss (only when combating)
  • Treasures:
  • Enemies:
  • Obstacles:
    • None
  • Plants:
    • None
  • Others:
    • 1 type of gate, with 100 HP
    • Egg icon.png Egg × 1 (drops from the sky in a dead end)
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 (?) {{{ctrratio}}}
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 1_units_a_tile.txt
Lighting file (?) suityu_light_lv4.ini
Background (?) None
Cave units (?)
item_cap_conc
item_cap_pipe
way3_conc
way4_pipe
wayl_pipe
way2_pipe
Dead end with item Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_conc
way2x2_pipe
room_4x4a_4_tile
Long corridor Long corridor Room with 4 exits


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.

Trivia

  • The Shower Room is the only cave whose entrance is initially inaccessible.

Names in other languages

Language Name Meaning
Flag of Japan Japanese シャワールーム? Shower Room

See also

Artwork of the bomb rock.

This page is currently pending deletion. Reason:
split into P2 and P4 varieties
Discuss your opinion on the talk page.

#REDIRECT Template:P2 caves