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.
Sublevel 1
- 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 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
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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
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Detailed object list
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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
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Carried inside entry with ID 2
|
3
|
Watery Blowhog
|
1
|
None
|
"Hard" enemy spots
|
-
|
Tear Stone
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Carried inside entry with ID 3
|
4
|
Dwarf Red Bulborb
|
4
|
None
|
"Hard" enemy spots
|
-
|
Cupid's Grenade
|
Carried inside entry with ID 4
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5
|
Fiery Dweevil
|
1
|
Falls from the sky
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"Easy" enemy spots
|
-
|
Mirrored Element
|
Carried inside entry with ID 5
|
6
|
Hydro Dweevil
|
1
|
Falls from the sky
|
"Hard" enemy spots
|
-
|
Mirrored Element
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Carried inside entry with ID 6
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7
|
Fire geyser
|
1
|
None
|
"Easy" enemy spots
|
8
|
Fire geyser
|
1
|
None
|
"Easy" enemy spots
|
9
|
Fire geyser
|
1
|
None
|
"Easy" enemy spots
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10
|
Fire geyser
|
1
|
None
|
"Easy" enemy spots
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11
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Fire geyser
|
3
|
None
|
Cave unit seams
|
12
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Figwort (small brown)
|
1
|
None
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"Easy" enemy spots
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13
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Figwort (large brown)
|
1
|
None
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"Easy" enemy spots
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Then it spawns these "decoration" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
14
|
Shoot (small)
|
5
|
None
|
Plant spots
|
15
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Figwort (small brown)
|
5
|
None
|
Plant spots
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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
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Then it spawns these "dead end" objects:
|
ID |
Object |
Amount |
Fall method |
Spawn location
|
20
|
Egg
|
1
|
None
|
Dead ends
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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
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Dead ends
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- For details on how objects are spawned, and how some may fail to spawn, see here.
Sublevel 2
- 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
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Lighting file (?)
|
vs_8_light.ini
|
Background (?)
|
None
|
Cave units (?)
|
|
|
|
|
|
|
Dead end |
Three-way crossing |
Four-way crossing |
Turning corridor |
Corridor |
Long corridor
|
|
|
|
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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
Language
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Name
|
Meaning
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Japanese |
炎と水の試練場? |
Fire and Water Camp
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French (NoA) |
Camp périlleux |
Perilous camp
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French (NoE) |
Camp Périlleux |
Perilous Camp
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German |
Risikotraining |
Risky Training
|
Italian |
Esercizi pericolosi |
Dangerous exercises
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Spanish (NoA) |
Circuito de Riesgo |
Risk Circuit
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