The following article or section contains guides. The strategies shown are just suggestions.
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Concrete Maze is the twelfth level in Pikmin 2's Challenge Mode. You start with only two White Pikmin, which you will need to command efficiently to navigate the labyrinthine sublevels. You are given very little time for each sublevel and there are no treasures until the last one; you should simply grab The Key and leave as soon as possible.
Sublevel 1[edit]
- Theme: Concrete
- Music: Fire
- Time: 70 (140 seconds)
- Starting Pikmin:
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
This sublevel is deserted apart from some plant life and a few weak gates. The Key is somewhere in the maze – seeing as you only have about two minutes, you may wish to quit the challenge and try again to get a different layout if it's not close to the Research Pod. Zoom your camera all the way out to try and see where you need to go.
The gates on this sublevel are extremely weak. In fact, they only have one hit point, meaning even a single White Pikmin will completely destroy it in only a few seconds.
With this in mind, a good strategy is to split your leaders apart, giving each one Pikmin, and scouting the sublevel to try and locate The Key. If you happen upon a dead end, lay down and switch to the other leader to explore the other direction while the Pikmin carries them back to the Pod. You should also switch leader to scout out the other side of the sublevel during the brief waits for your White Pikmin to break a gate.
Leave the moment you collect The Key; the more time you can take into the next sublevel the better.
Generate sample map →
showTechnical 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 (?)
|
|
|
|
|
|
|
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
|
|
|
Room with 4 exits |
Square room with 1 exit and a pipe |
Room with 4 exits |
Room with 2 exits and a pipe
|
showDetailed object list
|
The game spawns these "main" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
1
|
Dandelion
|
1
|
None
|
"Hard" enemy spots
|
2
|
Clover
|
1
|
None
|
"Hard" enemy spots
|
3
|
Common Glowcap
|
1
|
None
|
"Hard" enemy spots
|
4
|
Shoot (large)
|
1
|
None
|
"Hard" enemy spots
|
5
|
Horsetail
|
1
|
None
|
"Hard" enemy spots
|
6
|
Margaret
|
1
|
None
|
"Hard" enemy spots
|
7
|
Figwort (large red)
|
2
|
None
|
"Hard" enemy spots
|
Then it spawns these "decoration" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
8
|
Figwort (small brown)
|
10
|
None
|
Plant spots
|
9
|
Figwort (small red)
|
10
|
None
|
Plant spots
|
Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
10
|
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]
- Theme: Concrete
- Music: Concrete 3
- Time: +100 (+200 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
This sublevel is even larger, and is utterly filled to the brim with bomb-rocks and Volatile Dweevils. Given the small amount of time you have, you're usually better off rushing past them before they can explode – your army is typically fast enough to evade the explosions entirely. The Key is somewhere in the huge maze. Even after you get the Pikmin on it, you'll have to be careful – while they're usually fast enough to evade the explosions, you may need to whistle them back to dodge a Volatile Dweevil if it drops directly on top of them.
Leave as soon as you collect The Key; there are no other treasures and your time is short.
Generate sample map →
showTechnical 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 (?)
|
|
|
|
|
|
|
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
|
|
Room with 4 exits |
2 conjoined rooms |
Room with 5 exits and 2 walls
|
showDetailed object list
|
The game spawns these "main" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
1
|
Volatile Dweevil
|
9
|
Falls when Pikmin are carrying nearby
|
"Hard" enemy spots
|
2
|
Volatile Dweevil
|
9
|
Falls from the sky
|
"Hard" enemy spots
|
3
|
Volatile Dweevil
|
9
|
Falls from the sky
|
"Hard" enemy spots
|
4
|
Volatile Dweevil
|
9
|
Falls when Pikmin are carrying nearby
|
"Hard" enemy spots
|
5
|
Bomb-rock
|
9
|
Falls from the sky
|
"Hard" enemy spots
|
6
|
Fiddlehead
|
1
|
None
|
Cave unit seams
|
7
|
Dandelion
|
1
|
None
|
Cave unit seams
|
8
|
Clover
|
1
|
None
|
Cave unit seams
|
9
|
Common Glowcap
|
1
|
None
|
Cave unit seams
|
10
|
Shoot (large)
|
1
|
None
|
Cave unit seams
|
11
|
Horsetail
|
1
|
None
|
Cave unit seams
|
12
|
Margaret
|
1
|
None
|
Cave unit seams
|
13
|
Figwort (large red)
|
2
|
None
|
"Hard" enemy spots
|
Then it spawns these "decoration" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
14
|
Figwort (small brown)
|
30
|
None
|
Plant spots
|
15
|
Figwort (small red)
|
30
|
None
|
Plant spots
|
Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
16
|
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]
- Theme: Concrete
- Music: Concrete 1
- Time: +50 (+100 seconds)
- Treasures:
- Enemies:
Mitite (group of 10) × 0 - 1 (from eggs)
- Obstacles:
- Vegetation:
- Others:
In comparison to the other two, this sublevel is very small. If you care for the two treasures on this sublevel, you'll need to use the Queen Candypop Buds to boost your Pikmin numbers enough to carry them. Otherwise, just grab The Key and leave.
Generate sample map →
showTechnical 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 (?)
|
|
|
|
|
|
|
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
|
Room with 5 exits and 2 walls |
Room with 4 exits
|
showDetailed object list
|
The game spawns these "decoration" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
1
|
Clover
|
6
|
None
|
Plant spots
|
Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
2
|
The Key
|
1
|
None
|
Treasure spots
|
3
|
Worthless Statue
|
1
|
None
|
Treasure spots
|
4
|
Priceless Statue
|
1
|
None
|
Treasure spots
|
Then it spawns these "dead end" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
5
|
Queen Candypop Bud
|
2
|
None
|
Dead ends
|
6
|
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
|
Japanese |
コンクリート迷路? |
Concrete Maze
|
French (NoA) |
Dédale de béton |
Concrete labyrinth
|
French (NoE) |
Dédale de Béton |
Concrete Labyrinth
|
German |
Labyrinth aus Beton |
Labyrinth made out of Concrete
|
Italian |
Dedalo di cemento |
Concrete maze
|
Spanish (NoA) |
Laberinto de Hormigón |
Concrete Labyrinth
|