Pikmin 2

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{{infobox challenge
{{infobox challenge
|image=ConcreteMazeImag.JPG
|image=Concrete Maze.jpg
|size=180px
|size=250px
|sublevels=3
|sublevels=3
|red=0
|purple=0
|white=2
|white=2
|yellow=0
|gridcol=2
|blue=0
|gridrow=3
|bitter=0
|spicy=0
}}
}}
The '''Concrete Maze''' is the twelfth level in Challenge mode in ''[[Pikmin 2]]''.
{{guide}}
'''Concrete Maze''' is the twelfth level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|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.


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. Reseting until [[the Key]] is quickly found is helpful. Breaking down walls does not take long.
==Sublevel 1==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Fire|Fire]]''
* '''Time''': 70 (140 seconds)
* '''Starting Pikmin''':
** {{icon|White Pikmin|v=P2|y}} × 2 (flower)
* '''Treasures''':
** {{icon|The Key|y}} × 1
* '''Enemies''':
** None
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Clover|y}} × 1
** {{icon|Common Glowcap|y}} × 1
** {{icon|Dandelion|y}} × 1
** {{icon|Figwort|y}} (large red) × 2
** {{icon|Figwort|y}} (small brown) × 10
** {{icon|Figwort|y}} (small red) × 10
** {{icon|Horsetail|y}} × 1
** {{icon|Margaret|y}} × 1
** {{icon|Shoot|y}} (large) × 1
* '''Others''':
** [[Gate]] with 1 [[Health|HP]] × 4


On the second and the third sublevel there are some enemies; these are mainly [[Bomb Rock]]s and [[Volatile Dweevil]]s. It is often possible to outrun the Dweevils even if the Pikmin are carrying the key. This doesn't mean that there is always enough time to escape.
This sublevel is deserted apart from some plant life and a few weak [[gate]]s. [[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 third sublevel contains two [[Queen Candypop Bud]]s.
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.


The third sublevel also contains two treasures excluding the Key; the treasures being the [[Worthless Statue]] and the [[Priceless Statue]] (although you do need to use the Queen Candypop Bud because both treasures weigh ten and only have two Pikmin with you).
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, [[Napsack|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.


{{cavegen|cm1}}
{{sublevel technical
|cave        = ch_MAT_conc_cave
|enemymax    = 8
|itemmax    = 1
|gatemax    = 4
|capmax      = 10
|rooms      = 6
|ctrratio    = 0
|geyser      = No
|unitfile    = 4_MAT_c_d_k_n_conc.txt
|lightfile  = normal_light_cha.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
}}
{{sublevel units
|room_4x4c_4_conc|'''Room with 4 exits'''
|room_north4x4k_1_conc|'''Square room with 1 exit and a pipe'''
|room_4x4d_4_conc|'''Room with 4 exits'''
|room_pype3x4n_2_conc|'''Room with 2 exits and a pipe'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Dandelion|y}}
| 1
| None
| "Hard" enemy spots
|-
| 2
| {{icon|Clover|y}}
| 1
| None
| "Hard" enemy spots
|-
| 3
| {{icon|Common Glowcap|y}}
| 1
| None
| "Hard" enemy spots
|-
| 4
| {{icon|Shoot|y}} (large)
| 1
| None
| "Hard" enemy spots
|-
| 5
| {{icon|Horsetail|y}}
| 1
| None
| "Hard" enemy spots
|-
| 6
| {{icon|Margaret|y}}
| 1
| None
| "Hard" enemy spots
|-
| 7
| {{icon|Figwort|y}} (large red)
| 2
| None
| "Hard" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 8
| {{icon|Figwort|y}} (small brown)
| 10
| None
| Plant spots
|-
| 9
| {{icon|Figwort|y}} (small red)
| 10
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 10
| {{icon|The Key|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns 4 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 11
| [[Gate]] (1 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
==Sublevel 2==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]''
* '''Time''': +100 (+200 seconds)
* '''Treasures''':
** {{icon|The Key|y}} × 1
* '''Enemies''':
** {{icon|Volatile Dweevil|y}} × 36
* '''Obstacles''':
** {{icon|Bomb rock|y|n=Bomb-rock}} × 9
* '''Vegetation''':
** {{icon|Clover|y}} × 1
** {{icon|Common Glowcap|y}} × 1
** {{icon|Dandelion|y}} × 1
** {{icon|Fiddlehead|y}} × 1
** {{icon|Figwort|y}} (large red) × 2
** {{icon|Figwort|y}} (small brown) × 30
** {{icon|Figwort|y}} (small red) × 30
** {{icon|Horsetail|y}} × 1
** {{icon|Margaret|y}} × 1
** {{icon|Shoot|y}} (large) × 1
* '''Others''':
** [[Gate]] with 1 [[Health|HP]] × 6
This sublevel is even larger, and is utterly filled to the brim with [[bomb-rock]]s and [[Volatile Dweevil]]s. 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.
{{cavegen|cm2}}
{{sublevel technical
|cave        = ch_MAT_conc_cave
|enemymax    = 54
|itemmax    = 1
|gatemax    = 6
|capmax      = 0
|rooms      = 10
|ctrratio    = 0.2
|geyser      = No
|unitfile    = 3_MAT_d_i_m_conc.txt
|lightfile  = normal_light_cha.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
}}
{{sublevel units
|room_4x4d_4_conc|'''Room with 4 exits'''
|room_dan4x4i_3_conc|'''2 conjoined rooms'''
|room_hitode3x3m_5_conc|'''Room with 5 exits and 2 walls'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "main" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Volatile Dweevil|y}}
| 9
| Falls when Pikmin are carrying nearby
| "Hard" enemy spots
|-
| 2
| {{icon|Volatile Dweevil|y}}
| 9
| Falls from the sky
| "Hard" enemy spots
|-
| 3
| {{icon|Volatile Dweevil|y}}
| 9
| Falls from the sky
| "Hard" enemy spots
|-
| 4
| {{icon|Volatile Dweevil|y}}
| 9
| Falls when Pikmin are carrying nearby
| "Hard" enemy spots
|-
| 5
| {{icon|Bomb rock|y|n=Bomb-rock}}
| 9
| Falls from the sky
| "Hard" enemy spots
|-
| 6
| {{icon|Fiddlehead|y}}
| 1
| None
| Cave unit seams
|-
| 7
| {{icon|Dandelion|y}}
| 1
| None
| Cave unit seams
|-
| 8
| {{icon|Clover|y}}
| 1
| None
| Cave unit seams
|-
| 9
| {{icon|Common Glowcap|y}}
| 1
| None
| Cave unit seams
|-
| 10
| {{icon|Shoot|y}} (large)
| 1
| None
| Cave unit seams
|-
| 11
| {{icon|Horsetail|y}}
| 1
| None
| Cave unit seams
|-
| 12
| {{icon|Margaret|y}}
| 1
| None
| Cave unit seams
|-
| 13
| {{icon|Figwort|y}} (large red)
| 2
| None
| "Hard" enemy spots
|-
! colspan="5" | Then it spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 14
| {{icon|Figwort|y}} (small brown)
| 30
| None
| Plant spots
|-
| 15
| {{icon|Figwort|y}} (small red)
| 30
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 16
| {{icon|The Key|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns 6 "gate" objects. Chances:
|-
! ID !! Object !! Chance !! Fall method !! Spawn location
|-
| 17
| [[Gate]] (1 [[Health|HP]])
| 100%
| None
| Gate spots
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
==Sublevel 3==
* '''Theme''': Concrete
* '''Music''': ''[[Music in Pikmin 2#Concrete 1|Concrete 1]]''
* '''Time''': +50 (+100 seconds)
* '''Treasures''':
** {{icon|Priceless Statue|y}} × 1
** {{icon|The Key|y}} × 1
** {{icon|Worthless Statue|y}} × 1
* '''Enemies''':
** {{icon|Mitite|y}} (group of 10) × 0 - 1 (from eggs)
* '''Obstacles''':
** None
* '''Vegetation''':
** {{icon|Clover|y}} × 6
** {{icon|Queen Candypop Bud|y}} × 2
* '''Others''':
** {{icon|Egg|y}} × 1
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 Bud]]s to boost your Pikmin numbers enough to carry them. Otherwise, just grab The Key and leave.
{{cavegen|cm3}}
{{sublevel technical
|cave        = ch_MAT_conc_cave
|enemymax    = 0
|itemmax    = 3
|gatemax    = 0
|capmax      = 100
|rooms      = 2
|ctrratio    = 0
|geyser      = Yes
|unitfile    = 2_MAT_a_m_conc.txt
|lightfile  = normal_light_cha.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{sublevel units
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|wayl_conc|Turning corridor
|way2_conc|Corridor
|way2x2_conc|Long corridor
}}
{{sublevel units
|room_hitode3x3m_5_conc|'''Room with 5 exits and 2 walls'''
|room_4x4a_4_conc|'''Room with 4 exits'''
}}
}}
{| class="wikitable mw-collapsible mw-collapsed technicaltable"
! colspan="5" style="width: 288px;" | {{tt|Detailed object list|This is a representation of the data in the cave's file, and how the game makes use of it.}}
|-
! colspan="5" | The game spawns these "decoration" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 1
| {{icon|Clover|y}}
| 6
| None
| Plant spots
|-
! colspan="5" | Then it spawns these "treasure" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 2
| {{icon|The Key|y}}
| 1
| None
| Treasure spots
|-
| 3
| {{icon|Worthless Statue|y}}
| 1
| None
| Treasure spots
|-
| 4
| {{icon|Priceless Statue|y}}
| 1
| None
| Treasure spots
|-
! colspan="5" | Then it spawns these "dead end" objects:
|-
! ID !! Object !! Amount !! Fall method !! Spawn location
|-
| 5
| {{icon|Queen Candypop Bud|y}}
| 2
| None
| Dead ends
|-
| 6
| {{icon|Egg|y}}
| 1
| None
| Dead ends
|}
:''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].''
==Names in other languages==
{{Foreignname
|Jap=コンクリート迷路
|JapM=Concrete Maze<!-- Found in the Wii version of Pikmin 2's BGM Files, specifically pikmin2 > user > Totaka > ChallengeBgmList.txt -->
|SpaA=Laberinto de Hormigón
|SpaAM=Concrete Labyrinth
|FraA=Dédale de béton
|FraAM=Concrete labyrinth
|FraE=Dédale de Béton
|FraEM=Concrete Labyrinth
|Ger=Labyrinth aus Beton
|GerM=Labyrinth made out of Concrete
|Ita=Dedalo di cemento
|ItaM=Concrete maze
}}


{{CM}}
{{CM}}
[[Category:Pikmin 2]]
[[Category:Pikmin 2 Challenge Mode]]

Latest revision as of 12:28, March 20, 2025

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
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
P2 challenge mode dot.png
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. 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]

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 →

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]

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 →

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]

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 →

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