Concrete Maze: Difference between revisions
(Fixed time info and elaborated Pikmin maturity, as per the in-game files.) |
(Expanded.) |
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==Sublevel 1== | ==Sublevel 1== | ||
*'''Theme''': Concrete | |||
*'''Time''': 70 | *'''Time''': 70 | ||
*'''Treasures''' | *'''Enemies''': | ||
**None | |||
*'''Hazards''': | |||
**None | |||
*'''Treasures''': | |||
**[[The Key]] | **[[The Key]] | ||
*'''Plants''': | |||
**1 [[Dandelion]] | |||
**1 [[Clover]] | |||
**1 [[Common Glowcap]] | |||
**1 [[Shoot]] | |||
**1 [[Horsetail]] | |||
**1 [[Margaret]] | |||
**2 large [[Figwort]] | |||
**1 small dying [[Figwort]] | |||
**1 small [[Figwort]] | |||
*'''Others''': | |||
**1 type of [[gate]], with 1 [[Health|HP]] | |||
=== | {{sublevel technical | ||
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 is | |cave = ch_MAT_conc_cave | ||
|enemymax = 8 | |||
|itemmax = 1 | |||
|gatemax = 4 | |||
|capmax = 10 | |||
|rooms = 6 | |||
|geyser = No | |||
|unitfile = 4_MAT_c_d_k_n_conc.txt | |||
|lightfile = normal_light_cha.ini | |||
|bg = None | |||
|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''' | |||
}} | |||
}} | |||
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 is ''very'' quick, even with just one Pikmin. | |||
==Sublevel 2== | ==Sublevel 2== | ||
*'''Theme''': Concrete | |||
*'''Time''': +100 | *'''Time''': +100 | ||
*'''Treasures''' | *'''Enemies''': | ||
**36 [[Volatile Dweevil]]s (drop from the sky) | |||
*'''Hazards''': | |||
**9 [[bomb-rock]]s (drop from the sky) | |||
*'''Treasures''': | |||
**[[The Key]] | **[[The Key]] | ||
*''' | *'''Plants''': | ||
**[[ | **1 [[Fiddlehead]] | ||
**1 [[Dandelion]] | |||
**1 [[Clover]] | |||
**1 [[Common Glowcap]] | |||
**1 [[Shoot]] | |||
**1 [[Horsetail]] | |||
**1 [[Margaret]] | |||
**2 large [[Figwort]] | |||
**3 small dying [[Figwort]] | |||
**3 small [[Figwort]] | |||
*'''Others''': | |||
**1 type of [[gate]], with 1 [[Health|HP]] | |||
{{sublevel technical | |||
|cave = ch_MAT_conc_cave | |||
|enemymax = 54 | |||
|itemmax = 1 | |||
|gatemax = 6 | |||
|capmax = 0 | |||
|rooms = 10 | |||
|geyser = No | |||
|unitfile = 3_MAT_d_i_m_conc.txt | |||
|lightfile = normal_light_cha.ini | |||
|bg = None | |||
|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''' | |||
}} | |||
}} | |||
On the second sublevel there is a more complex layout and some enemies; these are mainly [[bomb-rocks|bomb-rock]] and [[Volatile Dweevil|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. This doesn't mean that there is always enough time to escape. | On the second sublevel there is a more complex layout and some enemies; these are mainly [[bomb-rocks|bomb-rock]] and [[Volatile Dweevil|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. This doesn't mean that there is always enough time to escape. | ||
==Sublevel 3== | ==Sublevel 3== | ||
*'''Theme''': Concrete | |||
*'''Time''': +50 | *'''Time''': +50 | ||
*''' | *'''Enemies''': | ||
** | **None | ||
*'''Hazards''': | |||
**None | |||
*'''Treasures''': | |||
**[[The Key]] | **[[The Key]] | ||
**[[Worthless Statue]] | **[[Worthless Statue]] | ||
**[[Priceless Statue]] | |||
*'''Plants''': | |||
**6 [[Clover]]s | |||
*'''Others''': | |||
**2 [[Queen Candypop Bud]] (in dead ends) | |||
**1 [[egg]] (in a dead end) | |||
{{sublevel technical | |||
|cave = ch_MAT_conc_cave | |||
|enemymax = 0 | |||
|itemmax = 3 | |||
|gatemax = 0 | |||
|capmax = 100 | |||
|rooms = 2 | |||
|geyser = Yes | |||
|unitfile = 2_MAT_a_m_conc.txt | |||
|lightfile = normal_light_cha.ini | |||
|bg = None | |||
|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''' | |||
}} | |||
}} | |||
The third sublevel is very small and contains two [[Queen Candypop Bud]]s, 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. | The third sublevel is very small and contains two [[Queen Candypop Bud]]s, 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. | ||
{{CM}} | {{CM}} |
Revision as of 20:45, January 5, 2014
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 |
This is the twelfth level in Challenge Mode in Pikmin 2.
Sublevel 1
- Theme: Concrete
- Time: 70
- Enemies:
- None
- Hazards:
- None
- Treasures:
- Plants:
- Others:
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 (?) | {{{ctrratio}}} | ||||
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 (File:P2 VRBOX None.png)
| ||||
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 |
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 is very quick, even with just one Pikmin.
Sublevel 2
- Theme: Concrete
- Time: +100
- Enemies:
- 36 Volatile Dweevils (drop from the sky)
- Hazards:
- 9 bomb-rocks (drop from the sky)
- Treasures:
- Plants:
- 1 Fiddlehead
- 1 Dandelion
- 1 Clover
- 1 Common Glowcap
- 1 Shoot
- 1 Horsetail
- 1 Margaret
- 2 large Figwort
- 3 small dying Figwort
- 3 small Figwort
- Others:
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 (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | No | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 3_MAT_d_i_m_conc.txt | ||||
Lighting file (?) | normal_light_cha.ini | ||||
Background (?) | None (File:P2 VRBOX None.png)
| ||||
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 |
On the second sublevel there is a more complex layout and some enemies; these are mainly bomb-rock 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. This doesn't mean that there is always enough time to escape.
Sublevel 3
- Theme: Concrete
- Time: +50
- Enemies:
- None
- Hazards:
- None
- Treasures:
- Plants:
- 6 Clovers
- Others:
- 2 Queen Candypop Bud (in dead ends)
- 1 egg (in a dead end)
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 (?) | {{{ctrratio}}} | ||||
Escape geyser (?) | Yes | ||||
Clogged hole (?) | No | ||||
Cave units file (?) | 2_MAT_a_m_conc.txt | ||||
Lighting file (?) | normal_light_cha.ini | ||||
Background (?) | None (File:P2 VRBOX None.png)
| ||||
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 |
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.