Pikmin: Treasure Colonization/Hazards

Hazards are obstacles, enemies, objects, or anything else that may cause Pikmin death directly or indirectly.
 * This page is for the game, Pikmin: Treasure Colonization, and isn't the official Hazards page. For that page, click here, or click on any other location that has the words 'Hazard'.

Fire
Fire hazards are one of the less deadly hazards. The Pikmin's stem catches on fire, and can be saved by whistling them. They can either come from geysers, enemies, or being on terrain, such as something being on fire. Pikmin that are immune to this are Red Pikmin, Bulbmin, and the clones of Clone Pikmin. Ice Pikmin are more susceptible to this hazard. Captains take damage until they have a certain suit upgrade.

Electricity
Electricity hazards have three different voltage points. It's easy to tell apart each volt type from each other. They can either be obstacles or come from enemies. Pikmin that are immune to this are Yellow Pikmin, Bulbmin. and the clones of Clone Pikmin.

Low Volts
If at low voltage points, the hazard is more of a distraction, as if a Pikmin is hit by it, the Pikmin will just get back up. Captains also aren't harmed from these types of electrical hazards.

Medium Volts
At medium voltage, it'll act like it did in Pikmin 3. Pikmin will be paralyzed until whistled back up. Captains will take damage unless they have the Anti-Electrifier suit upgrade.

High Volts
At high amounts of volts, the hazard will act like in Pikmin 2, in which it will instantly kill any Pikmin that aren't immune to electricity. Captains will take damage and be paralyzed without the suit upgrade.

Water
Water comes in the form of two forms, bodies of water, and projectile water. If a Pikmin is hit by a projectile water, just whistle them to save them. For a Pikmin that is drowning, keep whistling them until they reach dry land. Pikmin that are immune to this hazard are Blue Pikmin, Bulbmin, and the clones of Clone Pikmin. Winged Pikmin are immune to bodies of water while in flight, but if they either fly to low or are knocked into one, they'll start to drown. Ice Pikmin are immune and able to swim in cold waters, while are more susceptible to drowning in warm to hot waters. Slime Pikmin are more susceptible to this hazard. Captains have no issue with this hazard other than being knocked a little when hit by a water projectile.

Poison
Poison can come from many different places, like smoke generators. Pikmin that are in danger of this hazard can be saved by whistling. Pikmin that are immune to this hazard are White Pikmin, Bulbmin, the clones of Clone Pikmin, and Slime Pikmin. Captains have no issue with this hazard.

Explosions
Explosions are deadly, as no Pikmin other than Ice Pikmin with their ice incasing can survive this hazard. It's a instant-kill, and for captains, will cause knockback and cause a lot of damage. This hazard can come from either Bomb-Rocks or enemies.

Blunt Force
Blunt Force includes many different hazards, but they are all the same, Pikmin die due to some force of some kind.

Crushing
Pikmin that are crushed are instantly killed. Crushing can come from something dropping on top such as boulders, to enemies smashing down to crush Pikmin. Pikmin that are immune are Rock Pikmin and Ice Pikmin if they have their ice incasing. Winged Pikmin that are airborne are merely just knocked away and fall to the ground, which then can kill them. Captains can be crushed as well.

Impaling
Impaling isn't a straight instant-kill, however, most of the time this hazard appears is from an enemies attack, which may be followed up with eating the Pikmin. Pikmin can be saved in these situations by killing the enemy before it has a chance to eat the Pikmin. Captains can not be impaled, and instead will be knocked back.

Falling
Pikmin can die from this hazard by either being knocked off, pushed, or thrown off the ledge of something high up, and if it's high enough, a Pikmin will splat upon impact. Captains are not immune to this hazard unless they have 5 Winged Pikmin in their squad, in which they'll be carried back up to safety. Pikmin that are immune to this hazard are Rock Pikmin, Ice Pikmin with their ice incasing, Slime Pikmin, and Winged Pikmin.

Freezing
Freezing can come from either the water being cold enough, enemies, geysers, or even from the temperature or location. If a Pikmin is caught by this hazard, simply whistle them. Pikmin that are drowning in cold waters act the same, but will freeze just a little quicker. Frosty mist will cause Pikmin to panic like in other hazards, while Pikmin can freeze from stuff like enemies or cold enough temperatures. Blue Pikmin can freeze if it's cold enough. Pikmin that are immune to this are Ice Pikmin, Bulbmin, and the clones Clone Pikmin. Red Pikmin are somewhat immune to this hazard, in which they won't be hurt by the frost, but can still freeze. Captains will take damage and freeze for a short time until they have a suit upgrade.

Chemistry
Chemistry comes from liquids and the such. The toxicity depends on the substance in question. Low toxicity can still be ventured by Captains and Winged Pikmin are safe to fly over it. High toxicity is the opposite. Which ever way, Slime Pikmin and the clones of Clone Pikmin are safe. White Pikmin are safe to a couple types of chemistry hazards.

Panic
Pikmin that are panicking aren't in real danger, however, can get themselves in danger because of it. Simply whistle them or wait for them to stop panicking. Purple Pikmin don't panic, however.

Abyss
Pikmin that fall into an abyss are instantly killed unless a Winged Pikmin comes to the rescue. As such, Winged Pikmin are immune to this hazard. Captains that fall into an abyss are teleported back up and take damage.

Enemies
Pikmin killed by enemies are counted as Battle deaths. Usually, this comes from the enemy eating the Pikmin. Captains can also be hurt by enemies in which ever way it happens.

Sunset
Pikmin that are not near an onion, in base, in between two areas, or in a Captain's squad by sunset are instantly killed. Pikmin can be saved via just being whistled before the end of the day. Captains can not be harmed by this hazard in any way, shape or form. Bulbmin are the only ones who are 'immune' to sunset, however they are still lost and decide to just venture out instead of staying.