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. As the name implies, its levels are mazes made out of concrete walls.

Sublevel 1Edit

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 2Edit

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 3Edit

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 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