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Concrete Maze is the twelfth level in Challenge Mode in Pikmin 2. As the name implies, its levels are mazes made out of concrete walls.
Sublevel 1
- Theme: Concrete
- Music: Fire
- Time: 70 (140 seconds)
- Treasures:
- Enemies:
- Obstacles:
- 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
|
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
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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
- Music: Concrete 2
- Time: +100 (+200 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Plants:
- 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
|
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
- Music: Concrete 1
- Time: +50 (+100 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Plants:
- Others:
- Egg × 1 (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
|
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.
Names in other languages
Language
|
Name
|
Meaning
|
Japanese |
コンクリート迷路? |
Concrete Maze
|
Spanish (NoA) |
Laberinto de Hormigón |
Concrete Labyrinth
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