Cave unit
Caves inPikmin 2 are made out ofrandomly placedunits. There are units that represent dead ends, corridors, crossings, and rooms. Every cave's sublevel has a list of units that can be used by the game to create it; the latter is then responsible to randomly align the units in order to create a level with no unconnected exits.
There are three types of units, as defined by the "room type" property, declared in the sublevel unit definition text files:
- Dead ends/alcoves: These close off pathways and exits of rooms. Internally, these are called "caps", and their "room type" is 0.
- Corridors: pathways and corridors that normally don't have any special features; their walls decide the path or paths the player can take. Their "room type" is 2.
- Rooms: decorated and often large rooms, featuring walls and objects organized in a certain fashion. Their "room type" is 1.
In2-Player Battle, for all caves excluding theDim Labyrinth, there is a static list of units to use, as well as their position and rotation. Instead of the game generating a cave using the available units, it only has to pick one of the available static layouts. These static layouts can be found in/user/Abe/vs.
Regular units[edit]
The following is a list of all existing units inPikmin 2, used andunused, and sorted by theme. The themes are named based on the common word in the units' names.
Concrete[edit]
Units in the concrete theme have their names end with "conc", which is likely short forコンクリート? (lit.: "concrete"); this word comes from the concrete walls that these units have.
room_16x17r_conc: Large unit with a circular room, a roughly plus-shaped room and a corridor with a stream of water, connected by pipes. It only appears on theHidden Garden and sublevel 4 of theShower Room, being the only unit in both.
room_4x4g_water_4_conc: 4x4 room with 2 extra walls, one in the middle, and water. Only used on sublevel 1 of theSubmerged Castle.
room_dan4x4h_2_conc: 4x4 room with the southwestern portion rising up. "dan" means段? (lit.: "step").
room_dan4x4i_3_conc: 4x4 room with some rising portions, a stony floor, and a sub-room at the north. "dan" means段? (lit.: "step").
room_DKumo16x10t_conc: Circular room, two roughly square rooms and a smaller circular room, connected by brief corridors. This is where theBeady Long Legs is first fought. "DKumo" refers to the boss,ダマグモ? (lit.: "Orb Spider").
room_hitode3x3m_5_conc: 3x3 room with a wall partially separating the north and south, and a partial and thick central wall on the south. "hitode" means人出? (lit.: "turnout").
room_manh7x7p_9_conc: 7x7 circular room in the center, with 8 openings (and 9 exits) scattered around. It's the main room in theDweevil Nest. "manh" could refer to "manhole".
room_manh7x7q_8_conc: 7x7 room similar to the previous one, but the center of the room has a sandpit.Snagrets are commonly fought here. "manh" could refer to "manhole".
room_north4x4k_1_bomb_conc: 4x4 room with a rusty open pipe and a crevice. "bomb" refers to the fact that this sublevel was used in a unused sublevel as part of a puzzle involvingbomb rocks. Unused.
room_north4x4k_1_conc: The same as the previous room, except portion of the tube is underground. Sublevel 2 of theSubmerged Castle always ends with this.
room_Oashi8x9_conc: Large circular room with a partially stoned floor, and light shining from above. It's only used on sublevel 15 of theHole of Heroes, where theRaging Long Legs is fought. "Oashi" refers to the boss's big feet.
room_pype10x18s_conc: 10x18 room with a central room, connected to a small circular room by a small tube, and a huge tube with flowing water spanning all-throughout. It's the main part of sublevel 2 of theSubmerged Castle. "pype" means "pipe".
room_spiral_1_conc: A small maze of concrete walls on sand, with the center spiraling. Only used on sublevel 8 of theDream Den.
Garden[edit]
Units in the garden theme have have their names end with "kusachi" (草地?, lit.: "meadow").
room_big2_kusachi: Like the bucket room, except without the bucket, shovel, or sand. Used only on sublevel 1 of theBreeding Ground and sublevel 1 of theHole of Heroes.
room_ike_kusachi: Like the large three-way crossing room, but with a pond in the middle; it can be crossed with some small wooden boards placed on top. "ike" means池? (lit.: "pond").
room_torigoya_kusachi: Small circular rooms with roots, connected by a crossing corridor, and a pathway to a birdhouse with light shining through the window. Exclusive to sublevel 1 of theSnagret Hole. "torigoya" means鳥小屋? (lit.: "aviary").
Metal[edit]
Units in the metal theme have their names end with "metal".
room_hitode2x2_4_metal: Room with a very rusted metal board, with two tubes sticking up. "hitode" means人出? (lit.: "turnout").
room_hitode2x3_5_metal: Large four-way crossing, in an X shape. "hitode" means人出? (lit.: "turnout").
room_hitode3x3_5_metal: Room with a raised platform in the corner, with a blue metal circle, sometimes housing anArmored Cannon Beetle Larva. "hitode" means人出? (lit.: "turnout").
room_hitode3x4_4_metal: Room with 4 exits. "hitode" means人出? (lit.: "turnout").
room_hitode4x4_3_metal: Circular room with a raised platform in the corner, with dark and blue metal, commonly housing anArmored Cannon Beetle Larva. "hitode" means人出? (lit.: "turnout").
room_hitode4x4_6_metal: Room with a permanently-closed small rusty hatch. "hitode" means人出? (lit.: "turnout").
room_hitode4x4_7_metal: Room with a large blue metal circle near the center, as well as a smaller one on a raised platform. "hitode" means人出? (lit.: "turnout").
room_hitode4x4_tower_3_metal: Like the circular room with a raised platform that normally housesArmored Cannon Beetle Larvae, but with a tower in the center instead. Used only on sublevel 7 ofSubterranean Complex and sublevel 1 of theRusty Gulch. "hitode" means人出? (lit.: "turnout").
room_houdai2_1_metal: Room with several walls, and a pond with a white circle in the center. This is one of theMan-at-Legs's arenas. "houdai" is the boss' internal name.
room_houdai_1_metal: Circular room with a spiderweb-like formation on the ground. This is one of theMan-at-Legs's arenas. "houdai" is the boss' internal name.
room_nobo2_4_metal: Huge room mostly comprised of corridors, zigzagging and spiraling up and down. "nobo" means上る? (lit.: "ascend").
room_white14x12_metal: Soil room with shine lighting through the ceiling, connected to a metal room and a small circular room by corridors. It is exclusive to sublevel 3 of theWhite Flower Garden, whereWhite Pikmin are discovered.
Snow & Brick[edit]
Units in the snow theme have their names end with "snow" or "renga" (レンガ?, lit.: "brick"), due to the brick walls they have.
room_dan4x4h_2_renga: 4x4 room with the southwestern portion rising up. "dan" means段? (lit.: "step").
room_hitode2_5_snow: Room with 5 exits. "hitode" means人出? (lit.: "turnout").
room_hitode3x3m_5_renga: 3x3 room with a brick wall partially separating the north and south, and a partial and thick central brick wall on the south. "hitode" means人出? (lit.: "turnout").
room_hitode3_4_snow: Room with 4 exits. "hitode" means人出? (lit.: "turnout").
room_ike3_2_snow: Room with a ramp leading to the top of a wall that's in the center. "ike" means池? (lit.: "pond").
room_purple14x14_snow: A snowy room and a large circular room, with light shining in, connected by a corridor. This is wherePurple Pikmin are first discovered. It's the only unit with a bit of the ceiling modeled.
room_saka1_1_snow: Circular room with a lightly rising curved edge and a tree trunk in the center. "saka" means坂? (lit.: "slope").
room_saka2_2_snow: Room with a C-shaped raised chunk of wood. "saka" means坂? (lit.: "slope").
room_uzu1_1_snow: Circular room with a spiral going upwards, with parts of it not covered by snow. "uzu" means渦? (lit.: "whirlpool").
Soil[edit]
Units in the soil theme have their names end with "tsuchi" (土?, lit.: "soil").
room_boss_1_tsuchi: Room with 2 subrooms, one with white splatters, the other with a discardedEmpress Bulblax skin. It's used on sublevel 5 of theHole of Beasts.
room_hebi12x12_1_tsuchi: Circular room with a spiral design on the floor, and some corridors attached. Used in sublevel 5 of theWhite Flower Garden. "hebi" is part of theBurrowing Snagret's name,ヘビガラス? (lit.: "Snake Crow")).
room_hitode1_5_tsuchi: Room with 5 exits and two stalagmites. "hitode" means人出? (lit.: "turnout").
room_hitode2_5_tsuchi: Room with 5 exits. "hitode" means人出? (lit.: "turnout").
room_hitode3_4_tsuchi: Room with 4 exits. "hitode" means人出? (lit.: "turnout").
room_hitode4_4_tsuchi: Partially rounded room with 4 exits. "hitode" means人出? (lit.: "turnout").
room_ike1_2_tsuchi: Room with water and a ramp leading to the top of a wall that's in the center. "ike" means池? (lit.: "pond").
room_ike2_4_tsuchi: Room with a small island in a pool of water. "ike" means池? (lit.: "pond").
room_ike3_2_tsuchi: Like the room before the previous one, except with no water on the base of the ramp. "ike" means池? (lit.: "pond").
room_ike4_5_tsuchi: Large room with a lot of water and several tree trunks above water. It's the main room in sublevel 6 of theHole of Heroes. "ike" means池? (lit.: "pond").
room_kingchap_a_tsuchi: Two spherical rooms connected by a crossing corridor. Only used on sublevel 7 of theBulblax Kingdom and sublevel 2 of theEmperor's Realm. "kingchap" is short for "kingchappy", theEmperor Bulblax's internal name.
room_kingchap_b_tsuchi: Room with a ledge that can be reached bythrowing Pikmin through one side or from a path through the pond. This is where theGyroid Bust is found. "kingchap" is short for "kingchappy", theEmperor Bulblax's internal name.
room_kingchp_tsuchi: Room with a tree's roots, and several ponds.Emperor Bulblaxes can be found here. "kingchap" is short for "kingchappy", the Emperor Bulblax's internal name.
room_queen_b_tsuchi: From the starting point, there's a double-S-shaped corridor. After this is the main room, squareish in shape. Finally, there's a room connected with a corridor afterwards. TheEmpress Bulblax on theFrontier Cavern is fought here. "queen" is the boss' internal name.
room_queen_c_tsuchi: Like the firstEmpress Bulblax room, but without the small alcoves and without the discarded skin. The creature is fought here on sublevel 11 of theHole of Heroes and sublevel 4 of theEmperor's Realm. "queen" is the boss' internal name.
room_saka1_1_tsuchi: Circular room with a lightly rising curved edge and a tree trunk in the center. "saka" means坂? (lit.: "slope").
room_saka2_2_tsuchi: Room with a C-shaped raised chunk of wood. "saka" means坂? (lit.: "slope").
room_uzu1_1_tsuchi: Circular room with a spiral going upwards. "uzu" means渦? (lit.: "whirlpool").
Toybox[edit]
Units in the toybox theme have their names end with "toy".
room_hitode4x7_3_toy: Large three-way crossing with building blocks making up some walls. "hitode" means人出? (lit.: "turnout").
room_hitode6x6_3_toy: Room with some walls and a box with some unsharpened pencils and building blocks. This version is only used on sublevel 1 of theLost Toy Box. "hitode" means人出? (lit.: "turnout").
room_hitode6x7_4_toy: Large four-way crossing. "hitode" means人出? (lit.: "turnout").
room_mid_sara2_8_toy: Room with three colored half-discs, leading to sand pits. "sara" means皿? (lit.: "plate").
room_mid_sara_8_toy: Room with a baby plate in the center. "sara" means皿? (lit.: "plate").
room_mid_tower2_8_toy: Room with a tower in the middle, and some walls scattered around to provide protection from theGatling Groinks commonly found atop the tower. Used only on sublevel 1 ofThree Color Training.
room_opan_toy: Huge room enclosed by walls, with building block scattered about and 3 large plates on top of a picnic cloth. This is where theGiant Breadbug is fought. "opan" is part of the boss' name,オオパンモドキ? (lit.: "Giant Bread Beetle").
way4_toy: Four-way crossing. Features four poles connected by an X-shaped wire. Rare, but can be seen on sublevel 3 of theGlutton's Kitchen. It is also in the cave unit list files forCarpet Plain, but can only be seen if the "random forcer" is used inNew Play Control! Pikmin 2.
Tile & Pipe[edit]
Units in the tile theme have their names end with "tile". The tile theme does not actually have corridors attached to it; instead, there is a different "pipe" theme that is used exclusively for the tile theme's corridors.
room_bunki7x7_8_tile: A large 7x7 room. It's the main room of theSubterranean Lair and sublevel 7 of theHole of Heroes. "bunki" means分岐? (lit.: "forking").
room_dangomushi_tile: One large square room connected to two smaller subrooms. This is where theSegmented Crawbster is fought. "dangomushi" is the boss' internal name.
room_oootakara_tile: Large square sink, with no drain, and scattered pieces of tiles around. Home of theTitan Dweevil. "oootakara" is the boss' internal name on some files.
room_tako2x2_8_tile: Room with 4 exits. "tako" means凧? (lit.: "kite").
Others[edit]
Pathways with items[edit]
The following units are copies of the regular pathway units, but presumed to have items (normallyeggs) in them, judging by the names. All of these are unused.
Near duplicates[edit]
These units are near duplicates of existing units, differing only on certain internal files. These duplicates could exist for a variety of reasons, but most of the time, it's to change the general layout of an existing unit, for the purposes of the cave or the objects within.
room_5x5a_2_tekiF_kusachi: Near duplicate ofroom_5x5a_2_kusachi (garden two way split, 2 exits), differing only onlayout.txt. Used only on theSniper Room. "tekiF" refers to the "f" version of an enemy; in this case, the stationaryArmored Cannon Beetle Larva.
room_big_tekiF_kusachi: Near duplicate ofroom_big_kusachi (garden room with an upside-down bucket), differing only ongrid.bin andlayout.txt. Used only on the Sniper Room. "tekiF" refers to the "f" version of an enemy; in this case, the stationaryGatling Groink.
room_block1_3_hiba_tsuchi: Near duplicate ofroom_block1_3_tsuchi (soil room with a wall with a rectangular hole), differing only onlayout.txt. Used only on sublevel 3 of theHole of Beasts and sublevel 1 of theEmperor's Realm. "hiba" is the internal name for thefire geysers.
room_cent2_4_metal: Near duplicate ofroom_cent_4_metal (large metal four-way crossing with purple center), differing only onlayout.txt. Used only on sublevel 1 of theWhite Flower Garden and sublevel 12 of theHole of Heroes.
room_hitode4x4_tekiF_3_metal: Near duplicate ofroom_hitode4x4_3_metal (metal room with raised platform withArmored Cannon Beetle Larvae), differing only onlayout.txt. Used only on sublevel 3 of theSubterranean Complex and sublevel 1 of theBrawny Abyss. "tekiF" refers to the "f" version of an enemy; in this case, the stationary Armored Cannon Beetle Larva.
room_hitode6x6_yakushima_3_toy: Near duplicate ofroom_hitode6x6_3_toy (toybox room with a box containing crayons and building blocks), differing only onlayout.txt. Used only on sublevel 1 of theGlutton's Kitchen.
room_manh7x7p_boss_conc: Near duplicate ofroom_manh7x7p_9_conc (large circular room with 8 exits), differing only onlayout.txt. Used only on theAngle Maze (Raging Long Legs) and sublevel 7 of theSnagret Hole.
room_manh_boss_conc: Near duplicate ofroom_manh_2_conc (large circular concrete room with a partial stone floor), differing only onlayout.txt androute.txt. Used only on sublevel 5 of theSubmerged Castle.
room_north2x2_1_tekiF_tile: Near duplicate ofroom_north2x2_1_tile (square tile room with one exit), differing only onlayout.txt. Used only on sublevel 1 ofThe Giant's Bath and sublevel 2 ofHazard Training. "tekiF" refers to the "f" version of an enemy; in this case, it possibly refers to theToady Bloyster (as opposed to theRanging Bloyster).
room_north_tutorial_1_snow: Near duplicate ofroom_north_1_snow, differing only onlayout.txt androute.txt. Used only on sublevel 1 of theEmergence Cave.
room_north_1_hiba_tsuchi: Near duplicate ofroom_north_1_tsuchi (circular soil room with one exit), differing only onlayout.txt androute.txt. Used only on sublevel 3 of theHole of Beasts and sublevel 2 ofEmperor's Realm. "hiba" is the internal name for thefire geysers.
room_north_1_mat_tsuchi: Same as the previous one. All three of these units differ in the same files. This one is used in sublevels 1 and 5 of theCryptic Cavern.
room_Oashi8x9_s_conc: Near duplicate ofroom_Oashi8x9_conc (large circular room with partial stone floor and light shining in), differing only onlayout.txt. Used only on theCavernous Abyss.
room_tako2x2_8_tekiF_tile: Near duplicate ofroom_tako2x2_8_tile (square tile room with 4 exits), differing only onlayout.txt. Used only on theBully Den. "tekiF" refers to the "f" version of an enemy.
2-Player variants[edit]
As with the previous section, these units are near duplicates of existing units, but withlayout.txt changed to fit the2-Player Battle arenas.