Pikmin 2

Concrete Maze

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Concrete Maze
Concrete Maze.jpg
Sublevels 3 Ultra-bitter sprays 0
Red Pikmin 0 Ultra-spicy sprays 0
Yellow Pikmin 0
P2 challenge mode flower.png
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P2 challenge mode dot.png
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Blue Pikmin 0
White Pikmin 2
Purple Pikmin 0
Bulbmin 0

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

Concrete Maze is the twelfth level in Pikmin 2's Challenge Mode. As the name implies, its levels are mazes made out of concrete walls.

Sublevel 1[edit]

On the first sublevel there are no enemies. The caves are complex in their layout, however, and as time is short as well, the essence of winning here is speed and a hint of luck. Resetting until The Key is quickly found is helpful. Breaking down walls is very quick, even with just one Pikmin. Zoom out the camera to its farthest position before starting. The trick here is to scout as much as possible of the terrain while walking as little as possible to save time. Start by exploring with only one leader and one Pikmin. In case you reach a dead end and you haven't found The Key, switch to the other leader and start exploring in the opposite direction while the first leader gets carried back to the starting spot via lying down. You can also switch leaders and branch out a bit more in the brief times you wait for a gate to be knocked down or scout your surroundings.

Generate sample map →

Technical sublevel information
Internal cave name ch_MAT_conc_cave
"Main" object maximum (?) 8
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 4
Dead end unit probability (?) 10
Number of rooms (?) 6
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 4_MAT_c_d_k_n_conc.txt
Lighting file (?) normal_light_cha.ini
Background (?) None
Cave units (?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_4x4c_4_conc
room_north4x4k_1_conc
room_4x4d_4_conc
room_pype3x4n_2_conc
Room with 4 exits Square room with 1 exit and a pipe Room with 4 exits Room with 2 exits and a pipe
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Dandelion Dandelion 1 None "Hard" enemy spots
2 Clover Clover 1 None "Hard" enemy spots
3 Common Glowcap Common Glowcap 1 None "Hard" enemy spots
4 Shoot Shoot (large) 1 None "Hard" enemy spots
5 Horsetail Horsetail 1 None "Hard" enemy spots
6 Margaret Margaret 1 None "Hard" enemy spots
7 Figwort Figwort (large red) 2 None "Hard" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
8 Figwort Figwort (small brown) 10 None Plant spots
9 Figwort Figwort (small red) 10 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
10 The Key The Key 1 None Treasure spots
Then it spawns 4 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
11 Gate (1 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2[edit]

On the second sublevel there is a more complex layout and some enemies; these are mainly bomb-rocks and Volatile Dweevils, both of which will fall randomly from the sky. It is often possible to outrun the dweevils even if the Pikmin are carrying the key, however, this doesn't mean that there is always enough time to escape. The same strategy used in the first sublevel applies to this one just as well.

Generate sample map →

Technical sublevel information
Internal cave name ch_MAT_conc_cave
"Main" object maximum (?) 54
"Treasure" object maximum (?) 1
"Gate" object maximum (?) 6
Dead end unit probability (?) 0
Number of rooms (?) 10
Corridor-to-room ratio (?) 0.2
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 3_MAT_d_i_m_conc.txt
Lighting file (?) normal_light_cha.ini
Background (?) None
Cave units (?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_4x4d_4_conc
room_dan4x4i_3_conc
room_hitode3x3m_5_conc
Room with 4 exits 2 conjoined rooms Room with 5 exits and 2 walls
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Volatile Dweevil Volatile Dweevil 9 Falls when Pikmin are carrying nearby "Hard" enemy spots
2 Volatile Dweevil Volatile Dweevil 9 Falls from the sky "Hard" enemy spots
3 Volatile Dweevil Volatile Dweevil 9 Falls from the sky "Hard" enemy spots
4 Volatile Dweevil Volatile Dweevil 9 Falls when Pikmin are carrying nearby "Hard" enemy spots
5 Bomb rock Bomb-rock 9 Falls from the sky "Hard" enemy spots
6 Fiddlehead Fiddlehead 1 None Cave unit seams
7 Dandelion Dandelion 1 None Cave unit seams
8 Clover Clover 1 None Cave unit seams
9 Common Glowcap Common Glowcap 1 None Cave unit seams
10 Shoot Shoot (large) 1 None Cave unit seams
11 Horsetail Horsetail 1 None Cave unit seams
12 Margaret Margaret 1 None Cave unit seams
13 Figwort Figwort (large red) 2 None "Hard" enemy spots
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
14 Figwort Figwort (small brown) 30 None Plant spots
15 Figwort Figwort (small red) 30 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
16 The Key The Key 1 None Treasure spots
Then it spawns 6 "gate" objects. Chances:
ID Object Chance Fall method Spawn location
17 Gate (1 HP) 100% None Gate spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3[edit]

The third sublevel is very small and contains two Queen Candypop Buds, along with the Worthless Statue and Priceless Statue. There are no enemies on this sublevel, but time is still short, so you should gather the treasure and leave as soon as possible.

Generate sample map →

Technical sublevel information
Internal cave name ch_MAT_conc_cave
"Main" object maximum (?) 0
"Treasure" object maximum (?) 3
"Gate" object maximum (?) 0
Dead end unit probability (?) 100
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) Yes
Clogged hole (?) No
Cave units file (?) 2_MAT_a_m_conc.txt
Lighting file (?) normal_light_cha.ini
Background (?) None
Cave units (?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_hitode3x3m_5_conc
room_4x4a_4_conc
Room with 5 exits and 2 walls Room with 4 exits
Detailed object list
The game spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
1 Clover Clover 6 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2 The Key The Key 1 None Treasure spots
3 Worthless Statue Worthless Statue 1 None Treasure spots
4 Priceless Statue Priceless Statue 1 None Treasure spots
Then it spawns these "dead end" objects:
ID Object Amount Fall method Spawn location
5 Queen Candypop Bud Queen Candypop Bud 2 None Dead ends
6 Egg Egg 1 None Dead ends
For details on how objects are spawned, and how some may fail to spawn, see here.

Names in other languages[edit]

Language Name Meaning
Flag of Japan Japanese コンクリート迷路? Concrete Maze
Flag of Québec French (NoA) Dédale de béton Concrete labyrinth
Flag of France French (NoE) Dédale de Béton Concrete Labyrinth
Flag of Germany German Labyrinth aus Beton Labyrinth made out of Concrete
Flag of Italy Italian Dedalo di cemento Concrete maze
Flag of Mexico Spanish (NoA) Laberinto de Hormigón Concrete Labyrinth