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 1Edit

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 (?)
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 2Edit

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 (?)
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 3Edit

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 (?)
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 languagesEdit

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