Pikmin 2

Hazard Training

Revision as of 09:30, June 10, 2022 by PorpleBot (talk | contribs) (Text replacement - "{{icon|Dwarf Red Bulborb|y}}" to "{{icon|Dwarf Bulborb|y|n=Dwarf Red Bulborb}}")
Hazard Training
The Hazard Training level in Challenge Mode.
Sublevels 2 Ultra-bitter sprays 1
Red Pikmin 25 Ultra-spicy sprays 1
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 25
White Pikmin 0
Purple Pikmin 0
Bulbmin 0

The following article or section contains guides.
The strategies shown are just suggestions.

Hazard Training is the eighteenth level in Pikmin 2's Challenge Mode. It focuses on the fire and water hazards.

Sublevel 1

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.

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 [icon] Caustic 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

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.

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
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1   Orange Bulborb 1 None "Special" enemy spots
-   The Key Carried inside entry with ID 1
2   Dwarf Orange Bulborb 2 None "Easy" enemy spots
-   Cupid's Grenade Carried inside entry with ID 2
3   Dwarf Orange Bulborb 2 None "Easy" enemy spots
-   Cupid's Grenade Carried inside entry with ID 3
4   Fiery Blowhog 1 None "Special" enemy spots
-   Petrified Heart Carried inside entry with ID 4
5   Watery Blowhog 1 None "Easy" enemy spots
-   Tear Stone Carried inside entry with ID 5
7   Fiery Dweevil 1 Falls from the sky "Easy" enemy spots
-   Mirrored Element Carried inside entry with ID 7
8 [icon] Caustic Dweevil 1 Falls from the sky "Easy" enemy spots
-   Mirrored Element Carried inside entry with ID 8
9   Fire geyser 1 None "Easy" enemy spots
10   Fire geyser 1 None "Easy" enemy spots
11   Fire geyser 3 None Cave unit seams
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
6   Withering Blowhog 1 None Plant spots
-   Gemstar Wife Carried inside entry with ID 6
12   Fire geyser 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
13   Lustrous Element 1 None Treasure spots
14   Mirrored Element 1 None Treasure spots
15   Unknown Merit 1 None Treasure spots
16   Eternal Emerald Eye 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Names in other languages

Language Name Meaning
  Japanese 炎と水の試練場? Fire and Water Camp
  French (NoA) Camp périlleux Perilous camp