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. As the name implies, its levels are mazes made out of concrete walls.
Sublevel 1
- Theme: Concrete
- Music: Fire
- Time: 70 (140 seconds)
- Starting Pikmin:
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
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. Resetting until The Key is quickly found is helpful. Breaking down walls is very quick, even with just one Pikmin. Zoom out the camera to its farthest position before starting. The trick here is to scout as much as possible of the terrain while walking as little as possible to save time. Start by exploring with only one leader and one Pikmin. In case you reach a dead end and you haven't found The Key, switch to the other leader and start exploring in the opposite direction while the first leader gets carried back to the starting spot via lying down. You can also switch leaders and branch out a bit more in the brief times you wait for a gate to be knocked down or scout your surroundings.
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 (?)
|
|
|
|
|
|
|
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
|
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
- Theme: Concrete
- Music: Concrete 3
- Time: +100 (+200 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
On the second sublevel there is a more complex layout and some enemies; these are mainly bomb-rocks 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, however, this doesn't mean that there is always enough time to escape. The same strategy used in the first sublevel applies to this one just as well.
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 (?)
|
|
|
|
|
|
|
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
|
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
- Theme: Concrete
- Music: Concrete 1
- Time: +50 (+100 seconds)
- Treasures:
- Enemies:
- Mitite (group of 10) × 0 - 1 (from eggs)
- Obstacles:
- Vegetation:
- Others:
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.
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 (?)
|
|
|
|
|
|
|
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
|
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
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
|