Tower of 101 Floors

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Tower of 101 Floors
Location Final Trial
Sublevels 101
Treasures Unknown
Hazards Fire icon.png Water icon.png Electricity icon.png Poison icon.png Explosion icon.png Spore icon.png Adhesive icon.png

About

  • Design each floor with the Pikmin in Pikmin 2 in mind (Red Pikmin, Yellow Pikmin, Blue Pikmin, Purple Pikmin, White Pikmin, Bulbmin).
  • The difficulty of each floor should be appropriate for its order. In other words, harder floors should be later down the list.
  • When designing a floor, use the hazards listed in the page's infobox. Any obstacle is okay so long as it revolves around them or none at all.
  • Each floor should have a nickname to differentiate it from the rest and describe the theme or general gimmick of the floor.
  • Music should be appropriate for the sublevel it plays on. Basically, hardcore heavy metal shouldn't play on a barren floor.
  • Each floor has a key that must be collected in order to advance to the next. They can be out in the open or dropped by an enemy.

Floor 1

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.

Floor 2

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 the Red Bulborb.

Floor 3

There are two sides separated by a pit, so catapults have to be used to reach the other side. A Gatling Groink patrols either side. Male Sheargrubs appear around the Possessed Squash.

Floor 4

The sandy corridors of this sublevel are festering with Creeping Chrysanthemums. However, bomb rocks will make short work of them, causing the rabid plants to drop their Trumpet Bulbs. A Fiery Blowhog guards a corridor with the elusive Crystal Clover, and a Corpulent Nut is buried within a cement slab covered in sand. The key is out in the open, behind a bramble gate.

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

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.