The following article or section contains guides. The strategies shown are just suggestions.
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Hazard Training is the eighteenth level in Pikmin 2's Challenge Mode. It focuses on the fire and water hazards.
This level contains the highest treasure yield of any Challenge Mode area, with 5317 Pokos worth of items to collect.
Sublevel 1[edit]
- Theme: Concrete
- Music: Concrete 2
- Time: 200 (400 seconds)
- Starting Pikmin:
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
Egg × 1 or more
Start off by collecting the treasure lying around, if you want, then start looking for a Watery Blowhog and a pipe. Kill the Blowhog (be wary that it can throw Pikmin inside of a wall, killing them) and go down the pipe, where you should see some fire geysers. Continue walking and you'll see a Fiery Bulblax. Use an ultra-bitter spray and your Reds. Snatch the key, watching the Pikmin carry it because Dweevils might appear: make sure they don't take it. Next, grab some more treasures if you like, and then go down the hole.
Generate sample map →
Technical sublevel information
|
Internal cave name
|
ch_MUKI_redblue
|
"Main" object maximum (?)
|
18
|
"Treasure" object maximum (?)
|
4
|
"Gate" object maximum (?)
|
0
|
Dead end unit probability (?)
|
50
|
Number of rooms (?)
|
3
|
Corridor-to-room ratio (?)
|
0.1
|
Escape geyser (?)
|
No
|
Clogged hole (?)
|
No
|
Cave units file (?)
|
3_units_f_l_o_conc.txt
|
Lighting file (?)
|
vs_8_light.ini
|
Background (?)
|
None
|
Cave units (?)
|
|
|
|
|
|
|
Dead end |
Dead end with item |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor
|
|
|
|
|
|
Long corridor |
Room with 4 exits and a raised edge |
Room with a dead end after U-turn |
Room with pipe in center
|
Detailed object list
|
The game spawns these "main" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
1
|
Fiery Bulblax
|
1
|
None
|
"Special" enemy spots
|
-
|
The Key
|
Carried inside entry with ID 1
|
2
|
Fiery Blowhog
|
1
|
None
|
"Hard" enemy spots
|
-
|
Petrified Heart
|
Carried inside entry with ID 2
|
3
|
Watery Blowhog
|
1
|
None
|
"Hard" enemy spots
|
-
|
Tear Stone
|
Carried inside entry with ID 3
|
4
|
Dwarf Red Bulborb
|
4
|
None
|
"Hard" enemy spots
|
-
|
Cupid's Grenade
|
Carried inside entry with ID 4
|
5
|
Fiery Dweevil
|
1
|
Falls from the sky
|
"Easy" enemy spots
|
-
|
Mirrored Element
|
Carried inside entry with ID 5
|
6
|
Hydro Dweevil
|
1
|
Falls from the sky
|
"Hard" enemy spots
|
-
|
Mirrored Element
|
Carried inside entry with ID 6
|
7
|
Fire geyser
|
1
|
None
|
"Easy" enemy spots
|
8
|
Fire geyser
|
1
|
None
|
"Easy" enemy spots
|
9
|
Fire geyser
|
1
|
None
|
"Easy" enemy spots
|
10
|
Fire geyser
|
1
|
None
|
"Easy" enemy spots
|
11
|
Fire geyser
|
3
|
None
|
Cave unit seams
|
12
|
Figwort (small brown)
|
1
|
None
|
"Easy" enemy spots
|
13
|
Figwort (large brown)
|
1
|
None
|
"Easy" enemy spots
|
Then it spawns these "decoration" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
14
|
Shoot (small)
|
5
|
None
|
Plant spots
|
15
|
Figwort (small brown)
|
5
|
None
|
Plant spots
|
Then it spawns these "treasure" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
16
|
Lustrous Element
|
1
|
None
|
Treasure spots
|
17
|
Mirrored Element
|
1
|
None
|
Treasure spots
|
18
|
Unknown Merit
|
1
|
None
|
Treasure spots
|
19
|
Crystal Clover
|
1
|
None
|
Treasure spots
|
Then it spawns these "dead end" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
20
|
Egg
|
1
|
None
|
Dead ends
|
Then it spawns "dead end" objects in as many dead ends as it can. Chances:
|
ID |
Object |
Chance |
Fall method |
Spawn location
|
20
|
Egg
|
100%
|
None
|
Dead ends
|
- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 2[edit]
- Theme: Tiles
- Music: Tile
- Time: +200 (+400 seconds)
- Treasures:
- Enemies:
- Obstacles:
- Vegetation:
- Others:
The high-strung, hungry Orange Bulborb has the key needed. Use your ultra-spicy spray. Sneaking up from behind is advisable, but most of the time it's in a small room, making that impossible. If you don't like its placement, reset the cave. Grab some treasure, since there should be lots of time (there is also a lot of treasure). Open the geyser and exit.
Generate sample map →
Technical sublevel information
|
Internal cave name
|
ch_MUKI_redblue
|
"Main" object maximum (?)
|
14
|
"Treasure" object maximum (?)
|
4
|
"Gate" object maximum (?)
|
0
|
Dead end unit probability (?)
|
50
|
Number of rooms (?)
|
3
|
Corridor-to-room ratio (?)
|
0
|
Escape geyser (?)
|
Yes
|
Clogged hole (?)
|
No
|
Cave units file (?)
|
3_units_pool_nor_ujikou_tile.txt
|
Lighting file (?)
|
vs_8_light.ini
|
Background (?)
|
None
|
Cave units (?)
|
|
|
|
|
|
|
Dead end |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
|
|
Room with pool |
Room with waterway with grill |
Square room with 1 exit
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- For details on how objects are spawned, and how some may fail to spawn, see here.
Names in other languages[edit]
Language
|
Name
|
Meaning
|
Japanese |
炎と水の試練場? |
Fire and Water Camp
|
French (NoA) |
Camp périlleux |
Perilous camp
|
French (NoE) |
Camp Périlleux |
Perilous Camp
|
German |
Risikotraining |
Risky Training
|
Italian |
Esercizi pericolosi |
Dangerous exercises
|
Spanish (NoA) |
Circuito de Riesgo |
Risk Circuit
|