Concrete Maze: Difference between revisions
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{{guide}} | {{guide}} | ||
'''Concrete Maze''' is the twelfth level in {{p2}}{{'s}} [[Challenge Mode (Pikmin 2)|Challenge Mode]]. | '''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. | ||
==Sublevel 1== | ==Sublevel 1== | ||
Line 15: | Line 15: | ||
* '''Time''': 70 (140 seconds) | * '''Time''': 70 (140 seconds) | ||
* '''Starting Pikmin''': | * '''Starting Pikmin''': | ||
** {{icon|White Pikmin|y}} × 2 (flower) | ** {{icon|White Pikmin|v=P2|y}} × 2 (flower) | ||
* '''Treasures''': | * '''Treasures''': | ||
** {{icon|The Key|y}} × 1 | ** {{icon|The Key|y}} × 1 | ||
Line 35: | Line 35: | ||
** [[Gate]] with 1 [[Health|HP]] × 4 | ** [[Gate]] with 1 [[Health|HP]] × 4 | ||
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 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, [[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 | {{sublevel technical | ||
|cave = ch_MAT_conc_cave | |cave = ch_MAT_conc_cave | ||
Line 152: | Line 159: | ||
| Gate spots | | Gate spots | ||
|} | |} | ||
:''For details on how objects are spawned, and how some may fail to spawn, see [[ | :''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].'' | ||
==Sublevel 2== | ==Sublevel 2== | ||
* '''Theme''': Concrete | * '''Theme''': Concrete | ||
* '''Music''': ''[[Music in Pikmin 2#Concrete | * '''Music''': ''[[Music in Pikmin 2#Concrete 3|Concrete 3]]'' | ||
* '''Time''': +100 (+200 seconds) | * '''Time''': +100 (+200 seconds) | ||
* '''Treasures''': | * '''Treasures''': | ||
Line 178: | Line 185: | ||
** [[Gate]] with 1 [[Health|HP]] × 6 | ** [[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 | {{sublevel technical | ||
|cave = ch_MAT_conc_cave | |cave = ch_MAT_conc_cave | ||
Line 330: | Line 340: | ||
| Gate spots | | Gate spots | ||
|} | |} | ||
:''For details on how objects are spawned, and how some may fail to spawn, see [[ | :''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].'' | ||
==Sublevel 3== | ==Sublevel 3== | ||
Line 350: | Line 360: | ||
** {{icon|Egg|y}} × 1 | ** {{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 | {{sublevel technical | ||
|cave = ch_MAT_conc_cave | |cave = ch_MAT_conc_cave | ||
Line 431: | Line 442: | ||
| Dead ends | | Dead ends | ||
|} | |} | ||
:''For details on how objects are spawned, and how some may fail to spawn, see [[ | :''For details on how objects are spawned, and how some may fail to spawn, see [[Pikmin 2 cave generation|here]].'' | ||
==Names in other languages== | ==Names in other languages== | ||
Line 443: | Line 454: | ||
|FraE=Dédale de Béton | |FraE=Dédale de Béton | ||
|FraEM=Concrete Labyrinth | |FraEM=Concrete Labyrinth | ||
|Ger=Labyrinth aus Beton | |||
|GerM=Labyrinth made out of Concrete | |||
|Ita=Dedalo di cemento | |||
|ItaM=Concrete maze | |||
}} | }} | ||
{{CM}} | {{CM}} |
Latest revision as of 12:28, March 20, 2025
Concrete Maze | |||
---|---|---|---|
![]() | |||
Sublevels | 3 | Ultra-bitter sprays | 0 |
Red Pikmin | 0 | Ultra-spicy sprays | 0 |
Yellow Pikmin | 0 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
Blue Pikmin | 0 | ||
White Pikmin | 2 | ||
Purple Pikmin | 0 | ||
Bulbmin | 0 |
The following article or section contains guides. |
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:
White Pikmin × 2 (flower)
- Treasures:
The Key × 1
- Enemies:
- None
- Obstacles:
- None
- 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.
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 (?) | |||||
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 |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() |
1 | None | "Hard" enemy spots |
2 | ![]() |
1 | None | "Hard" enemy spots |
3 | ![]() |
1 | None | "Hard" enemy spots |
4 | ![]() |
1 | None | "Hard" enemy spots |
5 | ![]() |
1 | None | "Hard" enemy spots |
6 | ![]() |
1 | None | "Hard" enemy spots |
7 | ![]() |
2 | None | "Hard" enemy spots |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
8 | ![]() |
10 | None | Plant spots |
9 | ![]() |
10 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
10 | ![]() |
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:
The Key × 1
- Enemies:
Volatile Dweevil × 36
- Obstacles:
Bomb-rock × 9
- Vegetation:
Clover × 1
Common Glowcap × 1
Dandelion × 1
Fiddlehead × 1
Figwort (large red) × 2
Figwort (small brown) × 30
Figwort (small red) × 30
Horsetail × 1
Margaret × 1
Shoot (large) × 1
- 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.
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 (?) | |||||
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 |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "main" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() |
9 | Falls when Pikmin are carrying nearby | "Hard" enemy spots |
2 | ![]() |
9 | Falls from the sky | "Hard" enemy spots |
3 | ![]() |
9 | Falls from the sky | "Hard" enemy spots |
4 | ![]() |
9 | Falls when Pikmin are carrying nearby | "Hard" enemy spots |
5 | ![]() |
9 | Falls from the sky | "Hard" enemy spots |
6 | ![]() |
1 | None | Cave unit seams |
7 | ![]() |
1 | None | Cave unit seams |
8 | ![]() |
1 | None | Cave unit seams |
9 | ![]() |
1 | None | Cave unit seams |
10 | ![]() |
1 | None | Cave unit seams |
11 | ![]() |
1 | None | Cave unit seams |
12 | ![]() |
1 | None | Cave unit seams |
13 | ![]() |
2 | None | "Hard" enemy spots |
Then it spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
14 | ![]() |
30 | None | Plant spots |
15 | ![]() |
30 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
16 | ![]() |
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:
Priceless Statue × 1
The Key × 1
Worthless Statue × 1
- Enemies:
Mitite (group of 10) × 0 - 1 (from eggs)
- Obstacles:
- None
- Vegetation:
Clover × 6
Queen Candypop Bud × 2
- Others:
Egg × 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 Buds to boost your Pikmin numbers enough to carry them. Otherwise, just grab The Key and leave.
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 (?) | |||||
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 |
Detailed object list | ||||
---|---|---|---|---|
The game spawns these "decoration" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
1 | ![]() |
6 | None | Plant spots |
Then it spawns these "treasure" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
2 | ![]() |
1 | None | Treasure spots |
3 | ![]() |
1 | None | Treasure spots |
4 | ![]() |
1 | None | Treasure spots |
Then it spawns these "dead end" objects: | ||||
ID | Object | Amount | Fall method | Spawn location |
5 | ![]() |
2 | None | Dead ends |
6 | ![]() |
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 |
---|---|---|
コンクリート迷路? | Concrete Maze | |
Dédale de béton | Concrete labyrinth | |
Dédale de Béton | Concrete Labyrinth | |
Labyrinth aus Beton | Labyrinth made out of Concrete | |
Dedalo di cemento | Concrete maze | |
Laberinto de Hormigón | Concrete Labyrinth |