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{{game icons|2=y}}
{{game icons|p2=y}}


[[Cave]]s in ''[[Pikmin 2]]'' are made out of randomly placed '''units'''. 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.
[[Cave]]s in ''[[Pikmin 2]]'' are made out of [[Randomness|random]]ly placed '''units'''. 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.


==List of units==
There are three types of units, as defined by the "room type" property, declared in the sublevel unit definition text files:
The following is a list of all existing units in ''Pikmin 2'', used and [[Unused content|unused]].
*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.
 
In [[2-Player Battle]], for all caves excluding the [[Dim 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 <code>/user/Abe/vs</code>.
 
==Regular units==
The following is a list of all existing units in ''Pikmin 2'', used and [[Unused content in Pikmin 2|unused]], and sorted by theme. The themes are named based on the common word in the units' names.


===Concrete===
===Concrete===
<gallery>
Units in the concrete theme have their names end with "conc", which is likely short for {{j|コンクリート|konkurīto|concrete|f=tp}}; this word comes from the concrete walls that these units have.
File:P2CU_cap_conc.jpg|Dead end.|alt=cap_conc
File:P2CU_item_cap_conc.jpg|Dead end (that presumably contains an item).|alt=item_cap_conc
File:P2CU_room_16x17r_conc.jpg|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 the [[Hidden Garden]] and sublevel 4 of the [[Shower Room]], being the only unit in both.|alt=room_16x17r_conc
File:P2CU_room_4x4a_4_conc.jpg|Basic 4x4 room.|alt=room_4x4a_4_conc
File:P2CU_room_4x4b_4_conc.jpg|4x4 room with a small portion of it closed inward.|alt=room_4x4b_4_conc
File:P2CU_room_4x4c_4_conc.jpg|4x4 room with roots.|alt=room_4x4c_4_conc
File:P2CU_room_4x4d_4_conc.jpg|4x4 room with a partially rocky floor and some extra walls.|alt=room_4x4d_4_conc
File:P2CU_room_4x4e_4_conc.jpg|4x4 room, similar to the first, but with a C-shaped wall in the middle.|alt=room_4x4e_4_conc
File:P2CU_room_4x4f_4_conc.jpg|4x4 room with a raised stone platform.|alt=room_4x4f_4_conc
File:P2CU_room_4x4g_4_conc.jpg|4x4 room with 2 extra walls, one in the middle.|alt=room_4x4g_4_conc
File:P2CU_room_4x4g_water_4_conc.jpg|4x4 room with 2 extra walls, one in the middle, and water. Only used on sublevel 1 of the [[Submerged Castle]].|alt=room_4x4g_water_4_conc
File:P2CU_room_dan4x4h_2_conc.jpg|4x4 room with the southwestern portion rising up.|alt=room_dan4x4h_2_conc
File:P2CU_room_dan4x4i_3_conc.jpg|4x4 room with some rising portions, a stony floor, and a sub-room at the north.|alt=room_dan4x4i_3_conc
File:P2CU_room_DKumo16x10t_conc.jpg|Circular room, two roughly square rooms and a smaller circular room, connected by brief corridors. This is where the [[Beady Long Legs]] is first fought.|alt=room_DKumo16x10t_conc
File:P2CU_room_hitode3x3m_5_conc.jpg|3x3 room with a wall partially separating the north and south, and a partial and thick central wall on the south.|alt=room_hitode3x3m_5_conc
File:P2CU_room_manh7x7p_9_conc.jpg|7x7 circular room in the center, with 8 openings (and 9 exits) scattered around. It's the main room in the [[Dweevil Nest]].|alt=room_manh7x7p_9_conc
File:P2CU_room_manh7x7q_8_conc.jpg|7x7 room similar to the previous one, but the center of the room has a sandpit. [[Snavian|Snagrets]] are commonly fought here.|alt=room_manh7x7q_8_conc
File:P2CU_room_manh_2_conc.jpg|Large circular room with a partially stoned floor. |alt=room_manh_2_conc
File:P2CU_room_north4x4j_1_conc.jpg|4x4 room with some rocky terrain, a wall, and a tube.|alt=room_north4x4j_1_conc
File:P2CU_room_north4x4k_1_bomb_conc.jpg|4x4 room with a rusty open pipe and a crevice. Unused.|alt=room_north4x4k_1_bomb_conc
File:P2CU_room_north4x4k_1_conc.jpg|The same as the previous room, except portion of the tube is underground. Sublevel 2 of the [[Submerged Castle]] always ends with this.|alt=room_north4x4k_1_conc
File:P2CU_room_north4x4l_1_conc.jpg|Corridor that leads to a dead end, after a U-turn.|alt=room_north4x4l_1_conc
File:P2CU_room_Oashi8x9_conc.jpg|Large circular room with a partially stoned floor, and light shining from above. It's only used on sublevel 15 of the [[Hole of Heroes]], where the [[Raging Long Legs]] is fought.|alt=room_Oashi8x9_conc
File:P2CU_room_pype10x18s_conc.jpg|10x18 room with a 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 the [[Submerged Castle]].|alt=room_pype10x18s_conc
File:P2CU_room_pype3x4n_2_conc.jpg|3x4 room with a pipe that opens on the top and east, as well as a rusted opening.|alt=room_pype3x4n_2_conc
File:P2CU_room_pype4x4o_3_conc.jpg|4x4 room with a pipe similar to the one in the previous unit, but on the center.|alt=room_pype4x4o_3_conc
File:P2CU_room_spiral_1_conc.jpg|A small maze of concrete walls on sand, with the center spiraling. Only used on sublevel 8 of the [[Dream Den]].|alt=room_spiral_1_conc
File:P2CU_way2x2_conc.jpg|Straight corridor, 1x2.|alt=way2x2_conc
File:P2CU_way2_conc.jpg|Straight corridor.|alt=way2_conc
File:P2CU_way3_conc.jpg|Three way crossing.|alt=way3_conc
File:P2CU_way4_conc.jpg|Four way crossing.|alt=way4_conc
File:P2CU_wayl_conc.jpg|Turning corridor.|alt=wayl_conc
</gallery>


===Dirt===
<gallery>
<gallery>
File:P2CU_cap_tsuchi.jpg|Dead end.|alt=cap_tsuchi
File:P2CU_cap_conc.jpg|'''cap_conc''': Dead end.
File:P2CU_item_cap_tsuchi.jpg|Dead end (that presumably contains an item).|alt=item_cap_tsuchi
File:P2CU_item_cap_conc.jpg|'''item_cap_conc''': Dead end (that presumably contains an item).
File:P2CU_room_block1_3_tsuchi.jpg|Room with a rectangular opening on a stone wall.|alt=room_block1_3_tsuchi
File:P2CU_room_16x17r_conc.jpg|'''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 the [[Hidden Garden]] and sublevel 4 of the [[Shower Room]], being the only unit in both.
File:P2CU_room_boss_1_tsuchi.jpg|Room with 2 subrooms, one with white splatters, the other with a discarded [[Empress Bulblax]] skin. It's used on sublevel 5 of the [[Hole of Beasts]].|alt=room_boss_1_tsuchi
File:P2CU_room_4x4a_4_conc.jpg|'''room_4x4a_4_conc''': Basic 4x4 room.
File:P2CU_room_cent2_4_tsuchi.jpg|Same as the circular room with 4 long exits, except there's a patch of grass in the center, bathed in sunlight.|alt=room_cent2_4_tsuchi
File:P2CU_room_4x4b_4_conc.jpg|'''room_4x4b_4_conc''': 4x4 room with a small portion of it closed inward.
File:P2CU_room_cent3_4_tsuchi.jpg|Same as the previous room, but with a large patch of grass and scattered petals in the middle, bathed in sunlight.|alt=room_cent3_4_tsuchi
File:P2CU_room_4x4c_4_conc.jpg|'''room_4x4c_4_conc''': 4x4 room with roots.
File:P2CU_room_cent_4_tsuchi.jpg|Circular room with 4 evenly spread and long exits.|alt=room_cent_4_tsuchi
File:P2CU_room_4x4d_4_conc.jpg|'''room_4x4d_4_conc''': 4x4 room with a partially rocky floor and some extra walls.
File:P2CU_room_hebi12x12_1_tsuchi.jpg|Circular room with a spiral design on the floor, and some corridors attached. Used in sublevel 5 of the [[White Flower Garden]].|alt=room_hebi12x12_1_tsuchi
File:P2CU_room_4x4e_4_conc.jpg|'''room_4x4e_4_conc''': 4x4 room, similar to the first, but with a C-shaped wall in the middle.
File:P2CU_room_hitode1_5_tsuchi.jpg|Room with 5 exits and two stalagmites.|alt=room_hitode1_5_tsuchi
File:P2CU_room_4x4f_4_conc.jpg|'''room_4x4f_4_conc''': 4x4 room with a raised stone platform.
File:P2CU_room_hitode2_5_tsuchi.jpg|Room with 5 exits.|alt=room_hitode2_5_tsuchi
File:P2CU_room_4x4g_4_conc.jpg|'''room_4x4g_4_conc''': 4x4 room with 2 extra walls, one in the middle.
File:P2CU_room_hitode3_4_tsuchi.jpg|Room with 4 exits.|alt=room_hitode3_4_tsuchi
File:P2CU_room_4x4g_water_4_conc.jpg|'''room_4x4g_water_4_conc''': 4x4 room with 2 extra walls, one in the middle, and water. Only used on sublevel 1 of the [[Submerged Castle]].
File:P2CU_room_hitode4_4_tsuchi.jpg|Partially rounded room with 4 exits.|alt=room_hitode4_4_tsuchi
File:P2CU_room_dan4x4h_2_conc.jpg|'''room_dan4x4h_2_conc''': 4x4 room with the southwestern portion rising up. "dan" means {{j|段|dan|step|f=tp}}.
File:P2CU_room_ike1_2_tsuchi.jpg|Room with water and a ramp leading to the top of a wall that's in the center.|alt=room_ike1_2_tsuchi
File:P2CU_room_dan4x4i_3_conc.jpg|'''room_dan4x4i_3_conc''': 4x4 room with some rising portions, a stony floor, and a sub-room at the north. "dan" means {{j|段|dan|step|f=tp}}.
File:P2CU_room_ike2_4_tsuchi.jpg|Room with a small island in a pool of water.|alt=room_ike2_4_tsuchi
File:P2CU_room_DKumo16x10t_conc.jpg|'''room_DKumo16x10t_conc''': Circular room, two roughly square rooms and a smaller circular room, connected by brief corridors. This is where the [[Beady Long Legs]] is first fought. "DKumo" refers to the boss, {{j|ダマグモ|Dama Gumo|Orb Spider|f=tp}}.
File:P2CU_room_ike3_2_tsuchi.jpg|Like the room before the previous one, except with no water on the base of the ramp.|alt=room_ike3_2_tsuchi
File:P2CU_room_hitode3x3m_5_conc.jpg|'''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 {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_ike4_5_tsuchi.jpg|Large room with a lot of water and several tree trunks above water. It's the main room in sublevel 6 of the [[Hole of Heroes]].|alt=room_ike4_5_tsuchi
File:P2CU_room_manh7x7p_9_conc.jpg|'''room_manh7x7p_9_conc''': 7x7 circular room in the center, with 8 openings (and 9 exits) scattered around. It's the main room in the [[Dweevil Nest]]. "manh" could refer to "manhole".
File:P2CU_room_kingchap_a_tsuchi.jpg|Two spherical rooms connected by a crossing corridor. Only used on sublevel 7 of the [[Bulblax Kingdom]] and sublevel 2 of the [[Emperor's Realm]].|alt=room_kingchap_a_tsuchi
File:P2CU_room_manh7x7q_8_conc.jpg|'''room_manh7x7q_8_conc''': 7x7 room similar to the previous one, but the center of the room has a sandpit. [[Snavian|Snagrets]] are commonly fought here. "manh" could refer to "manhole".
File:P2CU_room_kingchap_b_tsuchi.jpg|Room with a ledge that cane reached by throwing Pikmin through one side or from a path through the pond. This is where the [[Forged Courage]] is found.|alt=room_kingchap_b_tsuchi
File:P2CU_room_manh_2_conc.jpg|'''room_manh_2_conc''': Large circular room with a partially stoned floor. "manh" could refer to "manhole".
File:P2CU_room_kingchp_tsuchi.jpg|Room with a tree's roots, and several ponds. [[Emperor Bulblax]]es can be found here.|alt=room_kingchp_tsuchi
File:P2CU_room_north4x4j_1_conc.jpg|'''room_north4x4j_1_conc''': 4x4 room with some rocky terrain, a wall, and a tube.
File:P2CU_room_mid1_6_tsuchi.jpg|Large room with 6 exits.|alt=room_mid1_6_tsuchi
File:P2CU_room_north4x4k_1_bomb_conc.jpg|'''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 involving [[bomb rock]]s. Unused.
File:P2CU_room_mid2_3_tsuchi.jpg|Room that joins two paths into one.|alt=room_mid2_3_tsuchi
File:P2CU_room_north4x4k_1_conc.jpg|'''room_north4x4k_1_conc''': The same as the previous room, except portion of the tube is underground. Sublevel 2 of the [[Submerged Castle]] always ends with this.
File:P2CU_room_north2_1_tsuchi.jpg|Corridor with a dead end.|alt=room_north2_1_tsuchi
File:P2CU_room_north4x4l_1_conc.jpg|'''room_north4x4l_1_conc''': Corridor that leads to a dead end, after a U-turn.
File:P2CU_room_north3_1_tsuchi.jpg|Corridor with a dead end after a U-turn.|alt=room_north3_1_tsuchi
File:P2CU_room_Oashi8x9_conc.jpg|'''room_Oashi8x9_conc''': Large circular room with a partially stoned floor, and light shining from above. It's only used on sublevel 15 of the [[Hole of Heroes]], where the [[Raging Long Legs]] is fought. "Oashi" refers to the boss's big feet.
File:P2CU_room_north4_1_tsuchi.jpg|Like the circular room with 1 exit, but with three connected pieces of lumber perpendicular to one another, partially burrowed.|alt=room_north4_1_tsuchi
File:P2CU_room_pype10x18s_conc.jpg|'''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 the [[Submerged Castle]]. "pype" means "pipe".
File:P2CU_room_north_1_tsuchi.jpg|Circular room with a single exit.|alt=room_north_1_tsuchi
File:P2CU_room_pype3x4n_2_conc.jpg|'''room_pype3x4n_2_conc''': 3x4 room with a pipe that opens on the top and east, as well as a rusted opening. "pype" means "pipe".
File:P2CU_room_queen_b_tsuchi.jpg|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. The [[Empress Bulblax]] on the [[Frontier Cavern]] is fought here.|alt=room_queen_b_tsuchi
File:P2CU_room_pype4x4o_3_conc.jpg|'''room_pype4x4o_3_conc''': 4x4 room with a pipe similar to the one in the previous unit, but on the center. "pype" means "pipe".
File:P2CU_room_queen_c_tsuchi.jpg|Like the first [[Empress Bulblax]] room, but without the small alcoves and without the discarded skin. The creature is fought here on sublevel 11 of the [[Hole of Heroes]] and sublevel 4 of the [[Emperor's Realm]].|alt=room_queen_c_tsuchi
File:P2CU_room_spiral_1_conc.jpg|'''room_spiral_1_conc''': A small maze of concrete walls on sand, with the center spiraling. Only used on sublevel 8 of the [[Dream Den]].
File:P2CU_room_saka1_1_tsuchi.jpg|Circular room with a lightly rising curved edge and a tree trunk in the center.|alt=room_saka1_1_tsuchi
File:P2CU_way2x2_conc.jpg|'''way2x2_conc''': Straight corridor, 1x2.
File:P2CU_room_saka2_2_tsuchi.jpg|Room with a C-shaped raised chunk of wood.|alt=room_saka2_2_tsuchi
File:P2CU_way2_conc.jpg|'''way2_conc''': Straight corridor.
File:P2CU_room_uzu1_1_tsuchi.jpg|Circular room with a spiral going upwards.|alt=room_uzu1_1_tsuchi
File:P2CU_way3_conc.jpg|'''way3_conc''': Three-way crossing.
File:P2CU_way2x2_tsuchi.jpg|Straight corridor, 1x2.|alt=way2x2_tsuchi
File:P2CU_way4_conc.jpg|'''way4_conc''': Four-way crossing.
File:P2CU_way2_tsuchi.jpg|Straight corridor.|alt=way2_tsuchi
File:P2CU_wayl_conc.jpg|'''wayl_conc''': Turning corridor.
File:P2CU_way3_tsuchi.jpg|Three way crossing.|alt=way3_tsuchi
File:P2CU_way4_tsuchi.jpg|Four way crossing.|alt=way4_tsuchi
File:P2CU_way6_tsuchi.jpg|Path that splits into 5, with some odd dirt texture on the ground. Unused.|alt=way6_tsuchi
File:P2CU_wayl_tsuchi.jpg|Turning corridor.|alt=wayl_tsuchi
</gallery>
</gallery>


===Garden===
===Garden===
Units in the garden theme have have their names end with "kusachi" ({{j|草地|kusachi|meadow}}).
<gallery>
<gallery>
File:P2CU_cap_kusachi.jpg|Dead end.|alt=cap_kusachi
File:P2CU_cap_kusachi.jpg|'''cap_kusachi''': Dead end.
File:P2CU_item_cap_kusachi.jpg|Dead end (that presumably contains an item).|alt=item_cap_kusachi
File:P2CU_item_cap_kusachi.jpg|'''item_cap_kusachi''': Dead end (that presumably contains an item).
File:P2CU_room_5x5a_2_kusachi.jpg|Room with a splitting path that circle around a central area. One of the paths is a dead end.|alt=room_5x5a_2_kusachi
File:P2CU_room_5x5a_2_kusachi.jpg|'''room_5x5a_2_kusachi''': Room with a splitting path that circle around a central area. One of the paths is a dead end.
File:P2CU_room_big2_kusachi.jpg|Like the bucket room, except without the bucket, shovel, or sand. Used only on sublevel 1 of the [[Breeding Ground]] and sublevel 1 of the [[Hole of Heroes]].|alt=room_big2_kusachi
File:P2CU_room_big2_kusachi.jpg|'''room_big2_kusachi''': Like the bucket room, except without the bucket, shovel, or sand. Used only on sublevel 1 of the [[Breeding Ground]] and sublevel 1 of the [[Hole of Heroes]].
File:P2CU_room_big_kusachi.jpg|Room with an upside-down bucket on top of sand, and a toy shovel leaning on it.|alt=room_big_kusachi
File:P2CU_room_big_kusachi.jpg|'''room_big_kusachi''': Room with an upside-down bucket on top of sand, and a toy shovel leaning on it.
File:P2CU_room_ike_kusachi.jpg|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.|alt=room_ike_kusachi
File:P2CU_room_ike_kusachi.jpg|'''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 {{j|池|ike|pond|f=tp}}.
File:P2CU_room_mid_kusachi.jpg|Large three way crossing.|alt=room_mid_kusachi
File:P2CU_room_mid_kusachi.jpg|'''room_mid_kusachi''': Large three-way crossing.
File:P2CU_room_torigoya_kusachi.jpg|Small circular rooms with roots, connected by a crossing corridor, and a pathway to an attic with light shining through the window. Exclusive to sublevel 1 of the [[Snagret Hole]].|alt=room_torigoya_kusachi
File:P2CU_room_torigoya_kusachi.jpg|'''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 the [[Snagret Hole]]. "torigoya" means {{j|鳥小屋|torigoya|aviary|f=tp}}.
File:P2CU_way2x2_kusachi.jpg|Straight corridor, 1x2.|alt=way2x2_kusachi
File:P2CU_way2x2_kusachi.jpg|'''way2x2_kusachi''': Straight corridor, 1x2.
File:P2CU_way2_kusachi.jpg|Straight corridor.|alt=way2_kusachi
File:P2CU_way2_kusachi.jpg|'''way2_kusachi''': Straight corridor.
File:P2CU_way3_kusachi.jpg|Three way crossing.|alt=way3_kusachi
File:P2CU_way3_kusachi.jpg|'''way3_kusachi''': Three-way crossing.
File:P2CU_way4_kusachi.jpg|Four way crossing. Presumably unused.|alt=way4_kusachi
File:P2CU_way4_kusachi.jpg|'''way4_kusachi''': Four-way crossing, featuring a twig with a leaf. Unused, as none of the used floor setups allow it to appear.
File:P2CU_wayl_kusachi.jpg|Turning corridor.|alt=wayl_kusachi
File:P2CU_wayl_kusachi.jpg|'''wayl_kusachi''': Turning corridor.
</gallery>
</gallery>


===Metal===
===Metal===
Units in the metal theme have their names end with "metal".
<gallery>
<gallery>
File:P2CU_cap_metal.jpg|Dead end.|alt=cap_metal
File:P2CU_cap_metal.jpg|'''cap_metal''': Dead end.
File:P2CU_item_cap_metal.jpg|Dead end (that presumably contains an item).|alt=item_cap_metal
File:P2CU_item_cap_metal.jpg|'''item_cap_metal''': Dead end (that presumably contains an item).
File:P2CU_room_ari1_3_metal.jpg|Circular room with three rusty overhangs in the middle.|alt=room_ari1_3_metal
File:P2CU_room_ari1_3_metal.jpg|'''room_ari1_3_metal''': Circular room with three rusty overhangs in the middle.
File:P2CU_room_cent_4_metal.jpg|Room with 4 exits and a bit of purple metal on the center.|alt=room_cent_4_metal
File:P2CU_room_cent_4_metal.jpg|'''room_cent_4_metal''': Room with 4 exits and a bit of purple metal on the center. "cent" could mean "center".
File:P2CU_room_hitode2x2_4_metal.jpg|Room with a very rusted metal board, with two tubes sticking up.|alt=room_hitode2x2_4_metal
File:P2CU_room_hitode2x2_4_metal.jpg|'''room_hitode2x2_4_metal''': Room with a very rusted metal board, with two tubes sticking up. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode2x3_5_metal.jpg|Large four way crossing, in an X shape.|alt=room_hitode2x3_5_metal
File:P2CU_room_hitode2x3_5_metal.jpg|'''room_hitode2x3_5_metal''': Large four-way crossing, in an X shape. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode3x3_5_metal.jpg|Room with a raised platform in the corner, with a blue metal circle, sometimes housing an [[Armored Cannon Beetle Larva]].|alt=room_hitode3x3_5_metal
File:P2CU_room_hitode3x3_5_metal.jpg|'''room_hitode3x3_5_metal''': Room with a raised platform in the corner, with a blue metal circle, sometimes housing an [[Armored Cannon Larva|Armored Cannon Beetle Larva]]. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode3x4_4_metal.jpg|Room with 4 exits.|alt=room_hitode3x4_4_metal
File:P2CU_room_hitode3x4_4_metal.jpg|'''room_hitode3x4_4_metal''': Room with 4 exits. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode4x4_3_metal.jpg|Circular room with a raised platform in the corner, with dark and blue metal, commonly housing an [[Armored Cannon Beetle Larva]].|alt=room_hitode4x4_3_metal
File:P2CU_room_hitode4x4_3_metal.jpg|'''room_hitode4x4_3_metal''': Circular room with a raised platform in the corner, with dark and blue metal, commonly housing an [[Armored Cannon Larva|Armored Cannon Beetle Larva]]. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode4x4_6_metal.jpg|Room with a permanently-closed small rusty hatch.|alt=room_hitode4x4_6_metal
File:P2CU_room_hitode4x4_6_metal.jpg|'''room_hitode4x4_6_metal''': Room with a permanently-closed small rusty hatch. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode4x4_7_metal.jpg|Room with a large blue metal circle near the center, as well as a smaller one on a raised platform.|alt=room_hitode4x4_7_metal
File:P2CU_room_hitode4x4_7_metal.jpg|'''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 {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode4x4_tower_3_metal.jpg|Like the circular room with a raised platform that normally houses [[Armored Cannon Beetle Larva]]e, but with a tower in the center instead. Used only on sublevel 7 of [[Subterranean Complex]] and sublevel 1 of the [[Rusty Gulch]].|alt=room_hitode4x4_tower_3_metal
File:P2CU_room_hitode4x4_tower_3_metal.jpg|'''room_hitode4x4_tower_3_metal''': Like the circular room with a raised platform that normally houses [[Armored Cannon Larva|Armored Cannon Beetle Larva]]e, but with a tower in the center instead. Used only on sublevel 7 of [[Subterranean Complex]] and sublevel 1 of the [[Rusty Gulch]]. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_houdai2_1_metal.jpg|Room with several walls, and a pond with a white circle in the center. This is one of the [[Man-at-Legs]]' arenas.|alt=room_houdai2_1_metal
File:P2CU_room_houdai2_1_metal.jpg|'''room_houdai2_1_metal''': Room with several walls, and a pond with a white circle in the center. This is one of the [[Man-at-Legs]]'s arenas. "houdai" is the boss' internal name.
File:P2CU_room_houdai_1_metal.jpg|Circular room with a spiderweb-like formation on the ground. This is one of the [[Man-at-Legs]]' arenas.|alt=room_houdai_1_metal
File:P2CU_room_houdai_1_metal.jpg|'''room_houdai_1_metal''': Circular room with a spiderweb-like formation on the ground. This is one of the [[Man-at-Legs]]'s arenas. "houdai" is the boss' internal name.
File:P2CU_room_mid1_6_metal.jpg|Slightly long room with a circle of blue metal on one end and rusty red metal on another.|alt=room_mid1_6_metal
File:P2CU_room_mid1_6_metal.jpg|'''room_mid1_6_metal''': Slightly long room with a circle of blue metal on one end and rusty red metal on another. "mid" means "middle (sized)".
File:P2CU_room_mid2_3_metal.jpg|Room with two circles of rusty red metal and three exits.|alt=room_mid2_3_metal
File:P2CU_room_mid2_3_metal.jpg|'''room_mid2_3_metal''': Room with two circles of rusty red metal and three exits. "mid" means "middle (sized)".
File:P2CU_room_nobo1_4_metal.jpg|Huge room mostly comprised of corridors, zigzagging and spiraling up and down.|alt=room_nobo2_4_metal
File:P2CU_room_nobo1_4_metal.jpg|'''room_nobo2_4_metal''': Huge room mostly comprised of corridors, zigzagging and spiraling up and down. "nobo" means {{j|上る|nobo|ascend|f=tp}}.
File:P2CU_room_north2x2_1_metal.jpg|T-shaped room with only one exit.|alt=room_north2x2_1_metal
File:P2CU_room_north2x2_1_metal.jpg|'''room_north2x2_1_metal''': T-shaped room with only one exit.
File:P2CU_room_north_1_metal.jpg|Circular room with only one exit.|alt=room_north_1_metal
File:P2CU_room_north_1_metal.jpg|'''room_north_1_metal''': Circular room with only one exit.
File:P2CU_room_white14x12_metal.jpg|Dirt room with shine lighting through the ceiling, connected to a metal room and a smalll circular room by corridors. This is where [[White Pikmin]] are found, and is only used on sublevel 3 of the [[White Flower Garden]].|alt=room_white14x12_metal
File:P2CU_room_white14x12_metal.jpg|'''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 the [[White Flower Garden]], where [[White Pikmin]] are discovered.
File:P2CU_way2x2_metal.jpg|Straight corridor, 1x2.|alt=way2x2_metal
File:P2CU_way2x2_metal.jpg|'''way2x2_metal''': Straight corridor, 1x2.
File:P2CU_way2_metal.jpg|Straight corridor.|alt=way2_metal
File:P2CU_way2_metal.jpg|'''way2_metal''': Straight corridor.
File:P2CU_way3_metal.jpg|Three way crossing.|alt=way3_metal
File:P2CU_way3_metal.jpg|'''way3_metal''': Three-way crossing.
File:P2CU_way4_metal.jpg|Four way crossing.|alt=way4_metal
File:P2CU_way4_metal.jpg|'''way4_metal''': Four-way crossing.
File:P2CU_wayl_metal.jpg|Turning corridor.|alt=wayl_metal
File:P2CU_wayl_metal.jpg|'''wayl_metal''': Turning corridor.
</gallery>
</gallery>


===Snow===
===Snow===
Units in the snow theme have their names end with "snow" or "renga" ({{j|レンガ|renga|brick}}), due to the brick walls they have.
<gallery>
File:P2CU_cap_snow.jpg|'''cap_snow''': Dead end.
File:P2CU_item_cap_snow.jpg|'''item_cap_snow''': Dead end (that presumably contains an item).
File:P2CU_room_4x4a_4_renga.jpg|'''room_4x4a_4_renga''': Simple 4x4 room, with brick walls.
File:P2CU_room_4x4d_4_renga.jpg|'''room_4x4d_4_renga''': 4x4 brick and snow room with a few extra walls.
File:P2CU_room_4x4g_4_renga.jpg|'''room_4x4g_4_renga''': 4x4 room with 2 extra walls, one in the middle.
File:P2CU_room_block1_3_snow.jpg|'''room_block1_3_snow''': Room with a rectangular opening on a stone wall.
File:P2CU_room_dan4x4h_2_renga.jpg|'''room_dan4x4h_2_renga''': 4x4 room with the southwestern portion rising up. "dan" means {{j|段|dan|step|f=tp}}.
File:P2CU_room_hitode2_5_snow.jpg|'''room_hitode2_5_snow''': Room with 5 exits. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode3x3m_5_renga.jpg|'''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 {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode3_4_snow.jpg|'''room_hitode3_4_snow''': Room with 4 exits. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_ike3_2_snow.jpg|'''room_ike3_2_snow''': Room with a ramp leading to the top of a wall that's in the center. "ike" means {{j|池|ike|pond|f=tp}}.
File:P2CU_room_mid1_6_snow.jpg|'''room_mid1_6_snow''': Large room with 6 exits. "mid" means "middle (sized)".
File:P2CU_room_mid2_3_snow.jpg|'''room_mid2_3_snow''': Room that splits into 2. "mid" means "middle (sized)".
File:P2CU_room_north4_1_snow.jpg|'''room_north4_1_snow''': Same as the circular room with only one exit, but with 3 pieces of lumber perpendicular to one another, 2 of them slightly burrowed.
File:P2CU_room_north_1_snow.jpg|'''room_north_1_snow''': Circular room with only one exit.
File:P2CU_room_purple14x14_snow.jpg|'''room_purple14x14_snow''': A snowy room and a large circular room, with light shining in, connected by a corridor. This is where [[Purple Pikmin]] are first discovered. It's the only unit with a bit of the ceiling modeled.
File:P2CU_room_saka1_1_snow.jpg|'''room_saka1_1_snow''': Circular room with a lightly rising curved edge and a tree trunk in the center. "saka" means {{j|坂|saka|slope|f=tp}}.
File:P2CU_room_saka2_2_snow.jpg|'''room_saka2_2_snow''': Room with a C-shaped raised chunk of wood. "saka" means {{j|坂|saka|slope|f=tp}}.
File:P2CU_room_uzu1_1_snow.jpg|'''room_uzu1_1_snow''': Circular room with a spiral going upwards, with parts of it not covered by snow. "uzu" means {{j|渦|uzu|whirlpool|f=tp}}.
File:P2CU_way2x2_snow.jpg|'''way2x2_snow''': Straight corridor, 1x2.
File:P2CU_way2_snow.jpg|'''way2_snow''': Straight corridor.
File:P2CU_way3_snow.jpg|'''way3_snow''': Three-way crossing.
File:P2CU_way4_snow.jpg|'''way4_snow''': Four-way crossing.
File:P2CU_wayl_snow.jpg|'''wayl_snow''': Turning corridor.
</gallery>
===Soil===
Units in the soil theme have their names end with "tsuchi" ({{j|土|tsuchi|soil}}).
<gallery>
<gallery>
File:P2CU_cap_snow.jpg|Dead end.|alt=cap_snow
File:P2CU_cap_tsuchi.jpg|'''cap_tsuchi''': Dead end.
File:P2CU_item_cap_snow.jpg|Dead end (that presumably contains an item).|alt=item_cap_snow
File:P2CU_item_cap_tsuchi.jpg|'''item_cap_tsuchi''': Dead end (that presumably contains an item).
File:P2CU_room_4x4a_4_renga.jpg|Simple 4x4 room, with brick walls.|alt=room_4x4a_4_renga
File:P2CU_room_block1_3_tsuchi.jpg|'''room_block1_3_tsuchi''': Room with a rectangular opening on a stone wall.
File:P2CU_room_4x4d_4_renga.jpg|4x4 brick and snow room with a few extra walls.|alt=room_4x4d_4_renga
File:P2CU_room_boss_1_tsuchi.jpg|'''room_boss_1_tsuchi''': Room with 2 subrooms, one with white splatters, the other with a discarded [[Empress Bulblax]] skin. It's used on sublevel 5 of the [[Hole of Beasts]].
File:P2CU_room_4x4g_4_renga.jpg|4x4 room with 2 extra walls, one in the middle.|alt=room_4x4g_4_renga
File:P2CU_room_cent2_4_tsuchi.jpg|'''room_cent2_4_tsuchi''': Same as the circular room with 4 long exits, except there's a patch of grass in the center, bathed in sunlight. "cent" could mean "center".
File:P2CU_room_block1_3_snow.jpg|Room with a rectangular opening on a stone wall.|alt=room_block1_3_snow
File:P2CU_room_cent3_4_tsuchi.jpg|'''room_cent3_4_tsuchi''': Same as the previous room, but with a large patch of grass and scattered petals in the middle, bathed in sunlight. "cent" could mean "center".
File:P2CU_room_dan4x4h_2_renga.jpg|4x4 room with the southwestern portion rising up.|alt=room_dan4x4h_2_renga
File:P2CU_room_cent_4_tsuchi.jpg|'''room_cent_4_tsuchi''': Circular room with 4 evenly spread and long exits. "cent" could mean "center".
File:P2CU_room_hitode2_5_snow.jpg|Room with 5 exits.|alt=room_hitode2_5_snow
File:P2CU_room_hebi12x12_1_tsuchi.jpg|'''room_hebi12x12_1_tsuchi''': Circular room with a spiral design on the floor, and some corridors attached. Used in sublevel 5 of the [[White Flower Garden]]. "hebi" is part of the [[Burrowing Snagret]]'s name, {{j|ヘビガラス|Hebigarasu|Snake Crow|f=tp}}).
File:P2CU_room_hitode3x3m_5_renga.jpg|3x3 room with a brick wall partially separating the north and south, and a partial and thick central brick wall on the south.|alt=room_hitode3x3m_5_renga
File:P2CU_room_hitode1_5_tsuchi.jpg|'''room_hitode1_5_tsuchi''': Room with 5 exits and two stalagmites. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode3_4_snow.jpg|Room with 4 exits.|alt=room_hitode3_4_snow
File:P2CU_room_hitode2_5_tsuchi.jpg|'''room_hitode2_5_tsuchi''': Room with 5 exits. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_ike3_2_snow.jpg|Room with a ramp leading to the top of a wall that's in the center.|alt=room_ike3_2_snow
File:P2CU_room_hitode3_4_tsuchi.jpg|'''room_hitode3_4_tsuchi''': Room with 4 exits. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_mid1_6_snow.jpg|Large room with 6 exits.|alt=room_mid1_6_snow
File:P2CU_room_hitode4_4_tsuchi.jpg|'''room_hitode4_4_tsuchi''': Partially rounded room with 4 exits. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_mid2_3_snow.jpg|Room that splits into 2.|alt=room_mid2_3_snow
File:P2CU_room_ike1_2_tsuchi.jpg|'''room_ike1_2_tsuchi''': Room with water and a ramp leading to the top of a wall that's in the center. "ike" means {{j|池|ike|pond|f=tp}}.
File:P2CU_room_north4_1_snow.jpg|Same as the circular room with only one exit, but with 3 pieces of lumber perpendicular to one another, 2 of them slightly burrowed.|alt=room_north4_1_snow
File:P2CU_room_ike2_4_tsuchi.jpg|'''room_ike2_4_tsuchi''': Room with a small island in a pool of water. "ike" means {{j|池|ike|pond|f=tp}}.
File:P2CU_room_north_1_snow.jpg|Circular room with only one exit.|alt=room_north_1_snow
File:P2CU_room_ike3_2_tsuchi.jpg|'''room_ike3_2_tsuchi''': Like the room before the previous one, except with no water on the base of the ramp. "ike" means {{j|池|ike|pond|f=tp}}.
File:P2CU_room_purple14_14_snow.jpg|A snowy room and a large circular room, with light shining in, connected by a corridor. This is where [[Purple Pikmin]] are first discovered. It's the only unit with a bit of the ceiling modeled.|alt=room_purple14_14_snow
File:P2CU_room_ike4_5_tsuchi.jpg|'''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 the [[Hole of Heroes]]. "ike" means {{j|池|ike|pond|f=tp}}.
File:P2CU_room_saka1_1_snow.jpg|Circular room with a lightly rising curved edge and a tree trunk in the center.|alt=room_saka1_1_snow
File:P2CU_room_kingchap_a_tsuchi.jpg|'''room_kingchap_a_tsuchi''': Two spherical rooms connected by a crossing corridor. Only used on sublevel 7 of the [[Bulblax Kingdom]] and sublevel 2 of the [[Emperor's Realm]]. "kingchap" is short for "kingchappy", the [[Emperor Bulblax]]'s internal name.
File:P2CU_room_saka2_2_snow.jpg|Room with a C-shaped raised chunk of wood.|alt=room_saka2_2_snow
File:P2CU_room_kingchap_b_tsuchi.jpg|'''room_kingchap_b_tsuchi''': Room with a ledge that can be reached by [[throw]]ing Pikmin through one side or from a path through the pond. This is where the [[Gyroid Bust]] is found. "kingchap" is short for "kingchappy", the [[Emperor Bulblax]]'s internal name.
File:P2CU_room_uzu1_1_snow.jpg|Circular room with a spiral going upwards, with parts of it not covered by snow.|alt=room_uzu1_1_snow
File:P2CU_room_kingchp_tsuchi.jpg|'''room_kingchp_tsuchi''': Room with a tree's roots, and several ponds. [[Emperor Bulblax]]es can be found here. "kingchap" is short for "kingchappy", the Emperor Bulblax's internal name.
File:P2CU_way2x2_snow.jpg|Straight corridor, 1x2.|alt=way2x2_snow
File:P2CU_room_mid1_6_tsuchi.jpg|'''room_mid1_6_tsuchi''': Large room with 6 exits. "mid" means "middle (sized)".
File:P2CU_way2_snow.jpg|Straight corridor.|alt=way2_snow
File:P2CU_room_mid2_3_tsuchi.jpg|'''room_mid2_3_tsuchi''': Room that joins two paths into one. "mid" means "middle (sized)".
File:P2CU_way3_snow.jpg|Three way crossing.|alt=way3_snow
File:P2CU_room_north2_1_tsuchi.jpg|'''room_north2_1_tsuchi''': Corridor with a dead end.
File:P2CU_way4_snow.jpg|Four way crossing.|alt=way4_snow
File:P2CU_room_north3_1_tsuchi.jpg|'''room_north3_1_tsuchi''': Corridor with a dead end after a U-turn.
File:P2CU_wayl_snow.jpg|Turning corridor.|alt=wayl_snow
File:P2CU_room_north4_1_tsuchi.jpg|'''room_north4_1_tsuchi''': Like the circular room with 1 exit, but with three connected pieces of lumber perpendicular to one another, partially burrowed.
File:P2CU_room_north_1_tsuchi.jpg|'''room_north_1_tsuchi''': Circular room with a single exit.
File:P2CU_room_queen_b_tsuchi.jpg|'''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. The [[Empress Bulblax]] on the [[Frontier Cavern]] is fought here. "queen" is the boss' internal name.
File:P2CU_room_queen_c_tsuchi.jpg|'''room_queen_c_tsuchi''': Like the first [[Empress Bulblax]] room, but without the small alcoves and without the discarded skin. The creature is fought here on sublevel 11 of the [[Hole of Heroes]] and sublevel 4 of the [[Emperor's Realm]]. "queen" is the boss' internal name.
File:P2CU_room_saka1_1_tsuchi.jpg|'''room_saka1_1_tsuchi''': Circular room with a lightly rising curved edge and a tree trunk in the center. "saka" means {{j|坂|saka|slope|f=tp}}.
File:P2CU_room_saka2_2_tsuchi.jpg|'''room_saka2_2_tsuchi''': Room with a C-shaped raised chunk of wood. "saka" means {{j|坂|saka|slope|f=tp}}.
File:P2CU_room_uzu1_1_tsuchi.jpg|'''room_uzu1_1_tsuchi''': Circular room with a spiral going upwards. "uzu" means {{j|渦|uzu|whirlpool|f=tp}}.
File:P2CU_way2x2_tsuchi.jpg|'''way2x2_tsuchi''': Straight corridor, 1x2.
File:P2CU_way2_tsuchi.jpg|'''way2_tsuchi''': Straight corridor.
File:P2CU_way3_tsuchi.jpg|'''way3_tsuchi''': Three-way crossing.
File:P2CU_way4_tsuchi.jpg|'''way4_tsuchi''': Four-way crossing.
File:P2CU_way6_tsuchi.jpg|'''way6_tsuchi''': Path that splits into 5, with some odd dirt texture on the ground. Unused.
File:P2CU_wayl_tsuchi.jpg|'''wayl_tsuchi''': Turning corridor.
</gallery>
</gallery>


===Toybox===
===Toybox===
Units in the toybox theme have their names end with "toy".
<gallery>
<gallery>
File:P2CU_cap_toy.jpg|Dead end.|alt=cap_toy
File:P2CU_cap_toy.jpg|'''cap_toy''': Dead end.
File:P2CU_item_cap_toy.jpg|Dead end (that presumably contains an item).|alt=item_cap_toy
File:P2CU_item_cap_toy.jpg|'''item_cap_toy''': Dead end (that presumably contains an item).
File:P2CU_room_hitode4x7_3_toy.jpg|Large three way crossing with building blocks making up some walls.|alt=room_hitode4x7_3_toy
File:P2CU_room_hitode4x7_3_toy.jpg|'''room_hitode4x7_3_toy''': Large three-way crossing with building blocks making up some walls. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode6x6_3_toy.jpg|Room with some walls and a box with some crayons and building blocks. This version is only used on sublevel 1 of the [[Lost Toy Box]].|alt=room_hitode6x6_3_toy
File:P2CU_room_hitode6x6_3_toy.jpg|'''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 the [[Lost Toy Box]]. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode6x7_4_toy.jpg|Large four way crossing.|alt=room_hitode6x7_4_toy
File:P2CU_room_hitode6x7_4_toy.jpg|'''room_hitode6x7_4_toy''': Large four-way crossing. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_large_7_toy.jpg|Room with a toy train track and some houses serving as walls.|alt=room_large_7_toy
File:P2CU_room_large_7_toy.jpg|'''room_large_7_toy''': Room with a toy train track and some houses serving as walls.
File:P2CU_room_mid2_8_toy.jpg|Same as the room with the xylophone, but without the instrument.|alt=room_mid2_8_toy
File:P2CU_room_mid2_8_toy.jpg|'''room_mid2_8_toy''': Same as the room with the xylophone, but without the instrument. "mid" means "middle (sized)".
File:P2CU_room_mid_8_toy.jpg|Room with a xylophone and two playing sticks in the middle.|alt=room_mid_8_toy
File:P2CU_room_mid_8_toy.jpg|'''room_mid_8_toy''': Room with a xylophone and two playing sticks in the middle. "mid" means "middle (sized)".
File:P2CU_room_mid_sara2_8_toy.jpg|Room with three colored half-discs, leading to sand pits.|alt=room_mid_sara2_8_toy
File:P2CU_room_mid_sara2_8_toy.jpg|'''room_mid_sara2_8_toy''': Room with three colored half-discs, leading to sand pits. "sara" means {{j|皿|sara|plate|f=tp}}.
File:P2CU_room_mid_sara_8_toy.jpg|Room with a baby plate in the center.|alt=room_mid_sara_8_toy
File:P2CU_room_mid_sara_8_toy.jpg|'''room_mid_sara_8_toy''': Room with a baby plate in the center. "sara" means {{j|皿|sara|plate|f=tp}}.
File:P2CU_room_mid_tower2_8_toy.jpg|Room with a tower in the middle, and some walls scattered around to provide protection from the [[Gatling Groink]]s commonly found atop the tower. Used only on sublevel 1 of [[Three Color Training]].|alt=room_mid_tower2_8_toy
File:P2CU_room_mid_tower2_8_toy.jpg|'''room_mid_tower2_8_toy''': Room with a tower in the middle, and some walls scattered around to provide protection from the [[Gatling Groink]]s commonly found atop the tower. Used only on sublevel 1 of [[Three Color Training]].
File:P2CU_room_mid_tower_8_toy.jpg|Like the previous room, but the base of the tower is less round, and there are extra walls scattered around.|alt=room_mid_tower_8_toy
File:P2CU_room_mid_tower_8_toy.jpg|'''room_mid_tower_8_toy''': Like the previous room, but the base of the tower is less round, and there are extra walls scattered around.
File:P2CU_room_opan_toy.jpg|Huge room enclosed by walls, with building block scattered about and 3 large plates on top of a picnic cloth. This is where the [[Giant Breadbug]] is fought.|alt=room_opan_toy
File:P2CU_room_opan_toy.jpg|'''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 the [[Giant Breadbug]] is fought. "opan" is part of the boss' name, {{j|オオパンモドキ|Oopanmodoki|Giant Bread Beetle|f=tp}}.
File:P2CU_room_small2_5_toy.jpg|Same as the room with the tambourine, but without the instrument.|alt=room_small2_5_toy
File:P2CU_room_small2_5_toy.jpg|'''room_small2_5_toy''': Same as the room with the tambourine, but without the instrument.
File:P2CU_room_small_5_toy.jpg|Room with a tambourine in the middle.|alt=room_small_5_toy
File:P2CU_room_small_5_toy.jpg|'''room_small_5_toy''': Room with a tambourine in the middle.
File:P2CU_way2x2_toy.jpg|Straight corridor, 1x2. Features a small bump.|alt=way2x2_toy
File:P2CU_way2x2_toy.jpg|'''way2x2_toy''': Straight corridor, 1x2. Features a small bump.
File:P2CU_way2_toy.jpg|Corridor.|alt=way2_toy
File:P2CU_way2_toy.jpg|'''way2_toy''': Corridor.
File:P2CU_way3_toy.jpg|Three way crossing.|alt=way3_toy
File:P2CU_way3_toy.jpg|'''way3_toy''': Three-way crossing.
File:P2CU_way4_toy.jpg|Four way crossing. Features four polls connected by an X-shaped wire. It's presumably unused.|alt=way4_toy
File:P2CU_way4_toy.jpg|'''way4_toy''': Four-way crossing. Features four poles connected by an X-shaped wire. Rare, but can be seen on sublevel 3 of the [[Glutton's Kitchen]]. It is also in the cave unit list files for [[Carpet Plain]], but can only be seen if the "random forcer" is used in [[New Play Control! Pikmin 2]].
File:P2CU_wayl_toy.jpg|Turning corridor.|alt=wayl_toy
File:P2CU_wayl_toy.jpg|'''wayl_toy''': Turning corridor.
</gallery>
</gallery>


===Tiles===
===Tiles===
Units in the tiles 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.
<gallery>
<gallery>
File:P2CU_cap_pipe.jpg|Dead end.|alt=cap_pipe
File:P2CU_cap_pipe.jpg|'''cap_pipe''': Dead end.
File:P2CU_item_cap_pipe.jpg|Dead end (that presumably contains an item).|alt=item_cap_pipe
File:P2CU_item_cap_pipe.jpg|'''item_cap_pipe''': Dead end (that presumably contains an item).
File:P2CU_room_4x4a_4_tile.jpg|Simple 4x4 room.|alt=room_4x4a_4_tile
File:P2CU_room_4x4a_4_tile.jpg|'''room_4x4a_4_tile''': Simple 4x4 room.
File:P2CU_room_4x4d_4_tile.jpg|4x4 room with some extra walls.|alt=room_4x4d_4_tile
File:P2CU_room_4x4d_4_tile.jpg|'''room_4x4d_4_tile''': 4x4 room with some extra walls.
File:P2CU_room_4x4f_4_tile.jpg|4x4 room with a raised tile platform.|alt=room_4x4f_4_tile
File:P2CU_room_4x4f_4_tile.jpg|'''room_4x4f_4_tile''': 4x4 room with a raised tile platform.
File:P2CU_room_bunki7x7_8_tile.jpg|A large 7x7 room. It's the main room of the [[Subterranean Lair]] and sublevel 7 of the [[Hole of Heroes]].|alt=room_bunki7x7_8_tile
File:P2CU_room_bunki7x7_8_tile.jpg|'''room_bunki7x7_8_tile''': A large 7x7 room. It's the main room of the [[Subterranean Lair]] and sublevel 7 of the [[Hole of Heroes]]. "bunki" means {{j|分岐|bunki|forking|f=tp}}.
File:P2CU_room_dangomushi_tile.jpg|One large square room connected to two smaller subrooms. This is where the [[Segmented Crawbster]] is fought.|alt=room_dangomushi_tile
File:P2CU_room_dangomushi_tile.jpg|'''room_dangomushi_tile''': One large square room connected to two smaller subrooms. This is where the [[Segmented Crawbster]] is fought. "dangomushi" is the boss' internal name.
File:P2CU_room_drypool5x5_5_tile.jpg|Same as the pool room, but without the water.|alt=room_drypool5x5_5_tile
File:P2CU_room_drypool5x5_5_tile.jpg|'''room_drypool5x5_5_tile''': Same as the pool room, but without the water.
File:P2CU_room_north2x2_1_tile.jpg|T-shaped room with only one exit.|alt=room_north2x2_1_tile
File:P2CU_room_north2x2_1_tile.jpg|'''room_north2x2_1_tile''': 2x2 square room with only one exit.
File:P2CU_room_north4x4l_1_tile.jpg|Corridor that leads to a dead end, after a U-turn.|alt=room_north4x4l_1_tile.
File:P2CU_room_north4x4l_1_tile.jpg|'''room_north4x4l_1_tile''': Corridor that leads to a dead end, after a U-turn.|alt=room_north4x4l_1
File:P2CU_room_oootakara_tile.jpg|Large square sink, with no drain, and scattered pieces of tiles around. Home of the [[Titan Dweevil]].|alt=room_oootakara_tile
File:P2CU_room_oootakara_tile.jpg|'''room_oootakara_tile''': Large square sink, with no drain, and scattered pieces of tiles around. Home of the [[Titan Dweevil]]. "oootakara" is the boss' internal name on some files.
File:P2CU_room_pool5x5_5_tile.jpg|Room with a rectangular center that's lowered, like a pool; an escape ramp exists.|alt=room_pool5x5_5_tile
File:P2CU_room_pool5x5_5_tile.jpg|'''room_pool5x5_5_tile''': Room with a rectangular center that's lowered, like a pool; an escape ramp exists.
File:P2CU_room_tako2x2_8_tile.jpg|Room with 4 exits.|alt=room_tako2x2_8_tile
File:P2CU_room_tako2x2_8_tile.jpg|'''room_tako2x2_8_tile''': Room with 4 exits. "tako" means {{j|凧|tako|kite|f=tp}}.
File:P2CU_room_ud4x4_2_tile.jpg|Room with the northern and southern edges lowering a bit.|alt=room_ud4x4_2_tile
File:P2CU_room_ud4x4_2_tile.jpg|'''room_ud4x4_2_tile''': Room with the northern and southern edges lowering a bit.
File:P2CU_room_u_jikou1_4x4_2_tile.jpg|Room with a large bump of sand and a waterway path, covered by a grill.|alt=room_u_jikou1_4x4_2_tile
File:P2CU_room_u_jikou1_4x4_2_tile.jpg|'''room_u_jikou1_4x4_2_tile''': Room with a large bump of sand and a waterway path, covered by a grill.
File:P2CU_room_yukoana1_5x3_2_tile.jpg|Corridor with 6 small pipes, 3 on each side.|alt=room_yukoana1_5x3_2_tile
File:P2CU_room_yukoana1_5x3_2_tile.jpg|'''room_yukoana1_5x3_2_tile''': Corridor with 6 small pipes, 3 on each side.
File:P2CU_way2x2_pipe.jpg|Straight corridor, 1x2.|alt=way2x2_pipe
File:P2CU_way2x2_pipe.jpg|'''way2x2_pipe''': Straight corridor, 1x2.
File:P2CU_way2_pipe.jpg|Straight corridor.|alt=way2_pipe
File:P2CU_way2_pipe.jpg|'''way2_pipe''': Straight corridor.
File:P2CU_way3_pipe.jpg|Three way crossing.|alt=way3_pipe
File:P2CU_way3_pipe.jpg|'''way3_pipe''': Three-way crossing. This unit has a hole visible in the back wall that cannot be moved through, even though it is at ground level and just the same size as a captain.
File:P2CU_way4_pipe.jpg|Four way crossing.|alt=way4_pipe
File:P2CU_way4_pipe.jpg|'''way4_pipe''': Four-way crossing.
File:P2CU_wayl_pipe.jpg|Turning corridor.|alt=wayl_pipe
File:P2CU_wayl_pipe.jpg|'''wayl_pipe''': Turning corridor.
</gallery>
</gallery>


===Others===
==Others==
====Pathways with items====
===Pathways with items===
The following units are copies of the regular pathway units, but presumed to have items (normally [[egg]]s) in them, judging by the names. All of these are unused.
The following units are copies of the regular pathway units, but presumed to have items (normally [[egg]]s) in them, judging by the names. All of these are unused.


<gallery>
<gallery>
File:P2CU_item_way3_conc.jpg|Concrete three way crossing that presumably contains an item. Unused.|alt=item_way3_conc
File:P2CU_item_way3_conc.jpg|'''item_way3_conc''': Concrete three-way crossing that presumably contains an item. Unused.
File:P2CU_item_way3_metal.jpg|Metal three way crossing that presumably contains an item. Unused.|alt=item_way3_metal
File:P2CU_item_way3_metal.jpg|'''item_way3_metal''': Metal three-way crossing that presumably contains an item. Unused.
File:P2CU_item_way3_tsuchi.jpg|Dirt three way crossing that presumably contains an item. Unused.|alt=item_way3_tsuchi
File:P2CU_item_way3_tsuchi.jpg|'''item_way3_tsuchi''': Soil three-way crossing that presumably contains an item. Unused.
File:P2CU_item_way4_conc.jpg|Concrete four way crossing that presumably contains an item. Unused.|alt=item_way4_conc
File:P2CU_item_way4_conc.jpg|'''item_way4_conc''': Concrete four-way crossing that presumably contains an item. Unused.
File:P2CU_item_way4_metal.jpg|Metal four way crossing that presumably contains an item. Unused.|alt=item_way4_metal
File:P2CU_item_way4_metal.jpg|'''item_way4_metal''': Metal four-way crossing that presumably contains an item. Unused.
File:P2CU_item_way4_tsuchi.jpg|Dirt four way crossing that presumably contains an item. Unused.|alt=item_way4_tsuchi
File:P2CU_item_way4_tsuchi.jpg|'''item_way4_tsuchi''': Soil four-way crossing that presumably contains an item. Unused.
File:P2CU_item_wayl_conc.jpg|Turning concrete corridor that presumably contains an item. Unused.|alt=item_wayl_conc
File:P2CU_item_wayl_conc.jpg|'''item_wayl_conc''': Turning concrete corridor that presumably contains an item. Unused.
File:P2CU_item_wayl_metal.jpg|Turning metal corridor that presumably contains an item. Unused.|alt=item_wayl_metal
File:P2CU_item_wayl_metal.jpg|'''item_wayl_metal''': Turning metal corridor that presumably contains an item. Unused.
File:P2CU_item_wayl_tsuchi.jpg|Turning dirt corridor that presumably contains an item. Unused.|alt=item_wayl_tsuchi
File:P2CU_item_wayl_tsuchi.jpg|'''item_wayl_tsuchi''': Turning soil corridor that presumably contains an item. Unused.
</gallery>
</gallery>


====Near duplicates====
===Near duplicates===
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.
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.


<gallery>
<gallery>
File:P2CU_room_5x5a_2_kusachi.jpg|Near duplicate of '''room_5x5a_2_kusachi''' (garden two way split, 2 exits), differing only on '''layout.txt'''. Used only on the [[Sniper Room]].|alt=room_5x5a_2_tekiF_kusachi
File:P2CU_room_5x5a_2_kusachi.jpg|'''room_5x5a_2_tekiF_kusachi''': Near duplicate of '''room_5x5a_2_kusachi''' (garden two way split, 2 exits), differing only on '''layout.txt'''. Used only on the [[Sniper Room]]. "tekiF" refers to the "f" version of an enemy; in this case, the stationary [[Armored Cannon Larva|Armored Cannon Beetle Larva]].
File:P2CU_room_big_kusachi.jpg|Near duplicate of '''room_big_kusachi''' (garden room with an upside-down bucket), differing only on '''grid.bin''' and '''layout.txt'''. Used only on the Sniper Room.|alt=room_big_tekiF_kusachi
File:P2CU_room_big_kusachi.jpg|'''room_big_tekiF_kusachi''': Near duplicate of '''room_big_kusachi''' (garden room with an upside-down bucket), differing only on '''grid.bin''' and '''layout.txt'''. Used only on the Sniper Room. "tekiF" refers to the "f" version of an enemy; in this case, the stationary [[Gatling Groink]].
File:P2CU_room_block1_3_tsuchi.jpg|Near duplicate of '''room_block1_3_tsuchi''' (dirt room with a wall with a rectangular hole), differing only on '''layout.txt'''. Used only on sublevel 3 of the [[Hole of Beasts]] and sublevel 1 of the [[Emperor's Realm]].|alt=room_block1_3_hiba_tsuchi
File:P2CU_room_block1_3_tsuchi.jpg|'''room_block1_3_hiba_tsuchi''': Near duplicate of '''room_block1_3_tsuchi''' (soil room with a wall with a rectangular hole), differing only on '''layout.txt'''. Used only on sublevel 3 of the [[Hole of Beasts]] and sublevel 1 of the [[Emperor's Realm]]. "hiba" is the internal name for the [[fire geyser]]s.
File:P2CU_room_cent_4_metal.jpg|Near duplicate of '''room_cent_4_metal''' (large metal four way crossing with purple center), differing only on '''layout.txt'''. Used only on sublevel 1 of the [[White Flower Garden]] and sublevel 12 of the [[Hole of Heroes]].|alt=room_cent2_4_metal
File:P2CU_room_cent_4_metal.jpg|'''room_cent2_4_metal''': Near duplicate of '''room_cent_4_metal''' (large metal four-way crossing with purple center), differing only on '''layout.txt'''. Used only on sublevel 1 of the [[White Flower Garden]] and sublevel 12 of the [[Hole of Heroes]].
File:P2CU_room_cent_4_tsuchi.jpg|Near duplicate of '''room_cent_4_tsuchi''' (circular dirt room with 4 long exits), differing only on '''layout.txt'''. Unused.|alt=room_cent_4_mat_tsuchi
File:P2CU_room_cent_4_tsuchi.jpg|'''room_cent_4_mat_tsuchi''': Near duplicate of '''room_cent_4_tsuchi''' (circular soil room with 4 long exits), differing only on '''layout.txt'''. Unused.
File:P2CU_room_hitode4x4_3_metal.jpg|Near duplicate of '''room_hitode4x4_3_metal''' (metal room with raised platform with [[Armored Cannon Beetle Larva]]e), differing only on '''layout.txt'''. Used only on sublevel 3 of the [[Subterranean Complex]] and sublevel 1 of the [[Brawny Abyss]].|alt=room_hitode4x4_tekiF_3_metal
File:P2CU_room_hitode4x4_3_metal.jpg|'''room_hitode4x4_tekiF_3_metal''': Near duplicate of '''room_hitode4x4_3_metal''' (metal room with raised platform with [[Armored Cannon Larva|Armored Cannon Beetle Larva]]e), differing only on '''layout.txt'''. Used only on sublevel 3 of the [[Subterranean Complex]] and sublevel 1 of the [[Brawny Abyss]]. "tekiF" refers to the "f" version of an enemy; in this case, the stationary Armored Cannon Beetle Larva.
File:P2CU_room_hitode6x6_3_toy.jpg|Near duplicate of '''room_hitode6x6_3_toy''' (toybox room with a box containing crayons and building blocks), differing only on '''layout.txt'''. Used only on sublevel 1 of the [[Glutton's Kitchen]].|alt=room_hitode6x6_yakushima_3_toy
File:P2CU_room_hitode6x6_3_toy.jpg|'''room_hitode6x6_yakushima_3_toy''': Near duplicate of '''room_hitode6x6_3_toy''' (toybox room with a box containing crayons and building blocks), differing only on '''layout.txt'''. Used only on sublevel 1 of the [[Glutton's Kitchen]].
File:P2CU_room_manh7x7p_9_conc.jpg|Near duplicate of '''room_manh7x7p_9_conc''' (large circular room with 8 exits), differing only on '''layout.txt'''. Used only on the [[Angle Maze]] ([[Raging Long Legs]]) and sublevel 7 of the [[Snagret Hole]].|alt=room_manh7x7p_boss_conc
File:P2CU_room_manh7x7p_9_conc.jpg|'''room_manh7x7p_boss_conc''': Near duplicate of '''room_manh7x7p_9_conc''' (large circular room with 8 exits), differing only on '''layout.txt'''. Used only on the [[Angle Maze]] ([[Raging Long Legs]]) and sublevel 7 of the [[Snagret Hole]].
File:P2CU_room_manh_2_conc.jpg|Near duplicate of '''room_manh_2_conc''' (large circular concrete room with a partial stone floor), differing only on '''layout.txt''' and '''route.txt'''. Used only on sublevel 5 of the [[Submerged Castle]].|alt=room_manh_boss_conc
File:P2CU_room_manh_2_conc.jpg|'''room_manh_boss_conc''': Near duplicate of '''room_manh_2_conc''' (large circular concrete room with a partial stone floor), differing only on '''layout.txt''' and '''route.txt'''. Used only on sublevel 5 of the [[Submerged Castle]].
File:P2CU_room_mid1_6_tsuchi.jpg|Near duplicate of '''room_mid1_6_tsuchi''' (large dirt room with 6 exits), differing only on '''layout.txt'''. Used only on sublevel 3 of the Snagret Hole.|alt=room_mid1_6_boss_tsuchi
File:P2CU_room_mid1_6_tsuchi.jpg|'''room_mid1_6_boss_tsuchi''': Near duplicate of '''room_mid1_6_tsuchi''' (large soil room with 6 exits), differing only on '''layout.txt'''. Used only on sublevel 3 of the Snagret Hole.
File:P2CU_room_nobo1_4_metal.jpg|Near duplicate of '''room_nobo2_4_metal''' (huge zigzagging and spiraling metal room), differing only on '''layout.txt'''. Unused.|alt=room_nobo1_4_metal
File:P2CU_room_nobo1_4_metal.jpg|'''room_nobo1_4_metal''': Near duplicate of '''room_nobo2_4_metal''' (huge zigzagging and spiraling metal room), differing only on '''layout.txt'''. Unused.
File:P2CU_room_north2x2_1_tile.jpg|Near duplicate of '''room_north2x2_1_tile''' (square tile room with one exit), differing only on '''layout.txt'''. Used only on sublevel 1 of [[The Giant's Bath]] and sublevel 2 of [[Hazard Training]].|alt=room_north2x2_1_tekiF_tile
File:P2CU_room_north2x2_1_tile.jpg|'''room_north2x2_1_tekiF_tile''': Near duplicate of '''room_north2x2_1_tile''' (square tile room with one exit), differing only on '''layout.txt'''. Used only on sublevel 1 of [[The Giant's Bath]] and sublevel 2 of [[Hazard Training]]. "tekiF" refers to the "f" version of an enemy; in this case, it possibly refers to the [[Toady Bloyster]] (as opposed to the [[Ranging Bloyster]]).
File:P2CU_room_north_1_snow.jpg|Near duplicate of '''room_north1_snow''', differing only on '''layout.txt''' and '''route.txt'''. Used only on sublevel 1 of the [[Emergence Cave]].|alt=room_north_tutorial_1_snow
File:P2CU_room_north_1_snow.jpg|'''room_north_tutorial_1_snow''': Near duplicate of '''room_north_1_snow''', differing only on '''layout.txt''' and '''route.txt'''. Used only on sublevel 1 of the [[Emergence Cave]].
File:P2CU_room_north_1_tsuchi.jpg|Near duplicate of '''room_north_1_tsuchi''' (circular dirt room with one exit), differing only on '''layout.txt''' and '''route.txt'''. Used only on sublevel 3 of the [[Hole of Beasts]] and sublevel 2 of [[Emperor's Realm]].|alt=room_north_1_hiba_tsuchi
File:P2CU_room_north_1_tsuchi.jpg|'''room_north_1_hiba_tsuchi''': Near duplicate of '''room_north_1_tsuchi''' (circular soil room with one exit), differing only on '''layout.txt''' and '''route.txt'''. Used only on sublevel 3 of the [[Hole of Beasts]] and sublevel 2 of [[Emperor's Realm]]. "hiba" is the internal name for the [[fire geyser]]s.
File:P2CU_room_north_1_tsuchi.jpg|Same as the previous one. All three of these units differ in the same files.|alt=room_north_1_mat_tsuchi
File:P2CU_room_north_1_tsuchi.jpg|'''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 the [[Cryptic Cavern]].
File:P2CU_room_Oashi8x9_conc.jpg|Near duplicate of '''room_Oashi8x9_conc''' (large circular room with partial stone floor and light shining in), differing only on '''layout.txt'''. Used only on the [[Cavernous Abyss]].|alt=room_Oashi8x9_s_conc
File:P2CU_room_Oashi8x9_conc.jpg|'''room_Oashi8x9_s_conc''': Near duplicate of '''room_Oashi8x9_conc''' (large circular room with partial stone floor and light shining in), differing only on '''layout.txt'''. Used only on the [[Cavernous Abyss]].
File:P2CU_room_tako2x2_8_tile.jpg|Near duplicate of '''room_tako2x2_8_tile''' (square tile room with 4 exits), differing only on '''layout.txt'''. Used only on the [[Bully Den]].|alt=room_tako2x2_8_tekiF_tile
File:P2CU_room_tako2x2_8_tile.jpg|'''room_tako2x2_8_tekiF_tile''': Near duplicate of '''room_tako2x2_8_tile''' (square tile room with 4 exits), differing only on '''layout.txt'''. Used only on the [[Bully Den]]. "tekiF" refers to the "f" version of an enemy.
</gallery>
</gallery>


====2-Player variants====
===2-Player variants===
As with the previous section, these units are near duplicates of existing units, but with '''layout.txt''' changed to fit the [[2-Player Battle]] arenas.
As with the previous section, these units are near duplicates of existing units, but with '''layout.txt''' changed to fit the [[2-Player Battle]] arenas.


<gallery>
<gallery>
File:P2CU_room_5x5a_2_kusachi.jpg|Variant of '''room_5x5a_2_kusachi''' (garden room with 2 splitting paths, one with a dead end).|alt=room_vs_5x5a_2_kusachi
File:P2CU_room_5x5a_2_kusachi.jpg|'''room_vs_5x5a_2_kusachi''': Variant of '''room_5x5a_2_kusachi''' (garden room with 2 splitting paths, one with a dead end).
File:P2CU_room_big2_kusachi.jpg|Variant of '''room_big2_kusachi''' (the room similar to the next one, but without the bucket).|alt=room_vs_big2_kusachi
File:P2CU_room_big2_kusachi.jpg|'''room_vs_big2_kusachi''': Variant of '''room_big2_kusachi''' (the room similar to the next one, but without the bucket).
File:P2CU_room_big_kusachi.jpg|Variant of '''room_big_kusachi''' (garden room with an upside-down bucket).|alt=room_vs_big_kusachi
File:P2CU_room_big_kusachi.jpg|'''room_vs_big_kusachi''': Variant of '''room_big_kusachi''' (garden room with an upside-down bucket).
File:P2CU_room_bunki7x7_8_tile.jpg|Variant of '''room_bunki7x7_8_tile''' (large square tile room with 5 exits).|alt=room_vs_bunki7x7_8_tile
File:P2CU_room_bunki7x7_8_tile.jpg|'''room_vs_bunki7x7_8_tile''': Variant of '''room_bunki7x7_8_tile''' (large square tile room with 5 exits).
File:P2CU_room_drypool5x5_5_tile.jpg|Variant of '''room_drypool5x5_5_tile''' (tile room with a dip with no water).|alt=room_vs_drypool5x5_5_tile
File:P2CU_room_drypool5x5_5_tile.jpg|'''room_vs_drypool5x5_5_tile''': Variant of '''room_drypool5x5_5_tile''' (tile room with a dip with no water).
File:P2CU_room_hitode2x3_5_metal.jpg|Variant of '''room_hitode2x3_5_metal''' (large four way metal crossing).|alt=room_vs_hitode2x3_5_metal
File:P2CU_room_hitode2x3_5_metal.jpg|'''room_vs_hitode2x3_5_metal''': Variant of '''room_hitode2x3_5_metal''' (large four-way metal crossing).
File:P2CU_room_hitode3x3m_5_conc.jpg|Variant of '''room_hitode3x3m_5_conc''' (concrete room with 2 walls in the way).|alt=room_vs_hitode3x3m_5_conc
File:P2CU_room_hitode3x3m_5_conc.jpg|'''room_vs_hitode3x3m_5_conc''': Variant of '''room_hitode3x3m_5_conc''' (concrete room with 2 walls in the way).
File:P2CU_room_hitode4x4_6_metal.jpg|Variant of '''room_hitode4x4_6_metal''' (room with a rusty closed hatch ).|alt=room_vs_hitode4x4_6_metal
File:P2CU_room_hitode4x4_6_metal.jpg|'''room_vs_hitode4x4_6_metal''': Variant of '''room_hitode4x4_6_metal''' (room with a rusty closed hatch).
File:P2CU_room_hitode6x7_4_toy.jpg|Variant of '''room_hitode6x7_4_toy''' (garden room with 4 exits).|alt=room_vs_hitode6x7_4_toy
File:P2CU_room_hitode6x7_4_toy.jpg|'''room_vs_hitode6x7_4_toy''': Variant of '''room_hitode6x7_4_toy''' (garden room with 4 exits). Unused.
File:P2CU_room_ike3_2_snow.jpg|Variant of '''room_ike3_2_snow''' (snow room with a ramp leading to the top of a wall in the middle).|alt=room_vs_ike3_2_snow
File:P2CU_room_ike3_2_snow.jpg|'''room_vs_ike3_2_snow''': Variant of '''room_ike3_2_snow''' (snow room with a ramp leading to the top of a wall in the middle).
File:P2CU_room_mid1_6_tsuchi.jpg|Variant of '''room_mid1_6_tsuchi''' (dirt room with 6 exits).|alt=room_vs_mid1_6_tsuchi
File:P2CU_room_mid1_6_tsuchi.jpg|'''room_vs_mid1_6_tsuchi''': Variant of '''room_mid1_6_tsuchi''' (soil room with 6 exits).
File:P2CU_room_mid_kusachi.jpg|Variant of '''room_mid_kusachi''' (large three way garden crossing).|alt=room_vs_mid_kusachi
File:P2CU_room_mid_kusachi.jpg|'''room_vs_mid_kusachi''': Variant of '''room_mid_kusachi''' (large three-way garden crossing).
File:P2CU_room_mid_sara2_8_toy.jpg|Variant of '''room_mid_sara2_8_toy''' (garden room with 3 colored half-discs).|alt=room_vs_mid_sara2_8_toy
File:P2CU_room_mid_sara2_8_toy.jpg|'''room_vs_mid_sara2_8_toy''': Variant of '''room_mid_sara2_8_toy''' (garden room with 3 colored half-discs).
File:P2CU_room_nobo1_4_metal.jpg|Variant of '''room_nobo2_4_metal''' (zigzagging and spiraling metal corridors).|alt=room_vs_nobo2_4_metal
File:P2CU_room_nobo1_4_metal.jpg|'''room_vs_nobo2_4_metal''': Variant of '''room_nobo2_4_metal''' (zigzagging and spiraling metal corridors).
File:P2CU_room_north2x2_1_tile.jpg|Variant of '''room_north2x2_1_tile''' (square tile room with one exit).|alt=room_vs_north2x2_1_tile
File:P2CU_room_north2x2_1_tile.jpg|'''room_vs_north2x2_1_tile''': Variant of '''room_north2x2_1_tile''' (square tile room with one exit).
File:P2CU_room_north_1_metal.jpg|Variant of '''room_north_1_metal''' (large circular metal room with one exit).|alt=room_vs_north_1_metal
File:P2CU_room_north_1_metal.jpg|'''room_vs_north_1_metal''': Variant of '''room_north_1_metal''' (large circular metal room with one exit).
File:P2CU_room_saka2_2_snow.jpg|Variant of '''room_saka2_2_snow''' (snow room with a spiraling wooden ledge and alcove).|alt=room_vs_saka2_2_snow
File:P2CU_room_saka2_2_snow.jpg|'''room_vs_saka2_2_snow''': Variant of '''room_saka2_2_snow''' (snow room with a spiraling wooden ledge and alcove).
File:P2CU_room_spiral_1_conc.jpg|Variant of '''room_spiral_1_conc''' (concrete room with spiraling and zigzagging corridors).|alt=room_vs_spiral_1_conc
File:P2CU_room_spiral_1_conc.jpg|'''room_vs_spiral_1_conc''': Variant of '''room_spiral_1_conc''' (concrete room with spiraling and zigzagging corridors).
File:P2CU_room_yukoana1_5x3_2_tile.jpg|Variant of '''room_yukoana1_5x3_2_tile''' (tile corridor with 6 pipes).|alt=room_vs_yukoana1_5x3_2_tile
File:P2CU_room_yukoana1_5x3_2_tile.jpg|'''room_vs_yukoana1_5x3_2_tile''': Variant of '''room_yukoana1_5x3_2_tile''' (tile corridor with 6 pipes).
</gallery>
</gallery>


[[Category:Caves|Caves]]
== See also ==
* [[Cave]]
* [[Pikmin 2 cave generation|''Pikmin 2'' cave generation]]
 
[[Category:Caves| ]]
[[Category:Technical]]

Latest revision as of 05:56, April 27, 2024

Caves in Pikmin 2 are made out of randomly placed units. 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.

In 2-Player Battle, for all caves excluding the Dim 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 in Pikmin 2, used and unused, 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.

Garden[edit]

Units in the garden theme have have their names end with "kusachi" (草地?, lit.: "meadow").

Metal[edit]

Units in the metal theme have their names end with "metal".

Snow[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.

Soil[edit]

Units in the soil theme have their names end with "tsuchi" (?, lit.: "soil").

Toybox[edit]

Units in the toybox theme have their names end with "toy".

Tiles[edit]

Units in the tiles 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.

Others[edit]

Pathways with items[edit]

The following units are copies of the regular pathway units, but presumed to have items (normally eggs) 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.

2-Player variants[edit]

As with the previous section, these units are near duplicates of existing units, but with layout.txt changed to fit the 2-Player Battle arenas.

See also[edit]