Tower of 101 Floors

Guide and Rules

 * Design the floors around completing them with only the Pikmin 2 roster (Red Pikmin, Yellow Pikmin, Blue Pikmin, White Pikmin, Purple Pikmin, Bulbmin.
 * Design the difficulty of each floor around the how late the floor's number is in comparison to other floors, in other words harder floors tend to come later.
 * When designing floors use only the following hazards, any obstacle is okay to use when designing floors.
 * Each floor should have a nickname so as to describe the theme and general gimmick of the floor.
 * You can use any music you want as long as it's appropriate to the floor.
 * Each floor has a key that needs to be collected in order to progress to the next floor, some are dropped by enemies and some are found out in the open.

Floor 1
Floor Number: #001

Nickname: "First Step"

Theme: Toyroom

Music : Pikmin 2 - Trainset - Alt

Hazards:

Obstacles: Fire Geyser x14

Enemies: Dwarf Red Bulborb x6, Breadbug x1

Treasures: Bug Bait x 2 Courage Reactor x 1 Science Project

Structure: A small floor with two primary chambers. The first room, and the one you initially land in, contains a tower of blocks containing you research pod. The tower has a ramp leading downwards to a small patio-like area peppered with Fire Geysers and contains a trio of Dwarf Red Bulborbs on a plate guarding one of the Bug Baits. The other Bug Bait is found on a small alcove found in the tunnel connecting the first and second chambers, guarded by a single Dwarf Red Bulborb. The second chamber is structured small toy village with a patrolling Breadbug and two Dwarf Red Bulborbs dropping from two random alleyways, one of which holds the Science Project. The Courage Reactor is located on the roof of one of the houses and is inside a ring of Fire Geysers. The Breadbug holds the key needed to open the door to the next floor.

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Floor 2
Floor Number: #002

Nickname: "A Change of Pace"

Theme (If applicable): Soil

Music (If applicable): Pikmin 2 - Dweevil's Dugout

Hazards: None

Obstacles: Nectar Egg x3

Enemies: Red Bulborb x1, Dwarf Red Bulborb x2, Female Sheargrub x5

Treasures: Combustion Berry x1, Infernal Vegetable x1

Structure: This map is two small chambers. The chamber the landing site is located is a simple circle. The second chamber is a bit more bumpy in shape, with elevated ground on the right side. The nectar eggs and Infernal Vegetable are located on the elevated ground. On the lower end, a Red Bulborb, along with two Dwarf Red Bulborbs, defend the Combustion Berry. On the edge of the elevated land is a small, dark brown patch of soil which has five Female Sheargrubs scattered around it. The Key is located inside of the Red Bulborb.

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Creator: Soundwave

Floor 3
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Floor 4
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Floor 5
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Floor 6
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Floor 7
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Floor 8
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Floor 9
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Floor 10
Floor Number:#010

Nickname: "Clamclamp Lake"

Theme (If applicable): Garden (Early Evening)

Music (If applicable): Pikmin - Forest Navel

Hazards:, ,

Obstacles: Clog x1

Enemies: Pearly Clamclamp x6, Smoky Clamclamp x1, Steamed Clamclamp x1, Fiery Blowhog x2

Treasures: Spirit Flogger x2, Crystalized Telepathy x4, Drone Supplies x1, Insect Condo x2

Structure: A large open area with a large amount of water. You start at a sandy hill overlooking a creekline, with the main basin containing a plug you need to break to drain the water. The plug is guarded by a duo of Fiery Blowhogs, one containing the Drone Supplies, and breaking the plug lowers the water level to a small pond on the edge of the map, this pond contains all four Crystalized Telepathis. There a multiple Pearly Clamclamps dotting the new landmass, one of which holds the key required to proceed to the next floor. Hidden in an alcove on the east of this landmass is a pair of tiny islands, one holding a Smoky Clamclamp and the other a Steamed Clamclamp, both holding a Spirit Flogger. Finally two Insect Condos can be dug up with White Pikmin in the center of the drained landmass, one at the west and one at the east sections.

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