Hazard

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The term hazards in the Pikmin games refers to the deadly non-living traps and dangers of the Pikmins' world. All types of hazards are listed below.

Fire

Fire hazards are usually in the form of firey geysers spouting from the ground. In the first game, they were indestructible, but in the second game, they could be destroyed by the Pikmin. If a Pikmin catches fire, it can be stopped simply by calling the Pikmin, which will somehow put it out. Fire cannot spread between Pikmin. Red Pikmin cannot be hurt by fire hazards.

Water

Water hazards include all pools of water in the world of the Pikmin. Pikmin that get into the water will start to drown, but may have a chance to survive if they are repeatedly called over. Alternatively, blue Pikmin can be thrown in to throw drowning Pikmin out, as the blue ones can't drown. Water hazards also include, on rarer occasions, bubbles of water that get stuck on the Pikmin's heads. This can also be cured by calling them. Some water pools can be destroyed by breaking the rock seal in the pools, thereby revealing a hole that will drain a water pool.

Poison

Poison hazards refer mainly to gas pipes that gather poison around a Pikmin's leaf, effectively choking them. This can be also cured by calling the Pikmin over. The gas pipes constantly spit gas in all directions; therefore, only white Pikmin can break them. Certain enemies, such as the Doodlebug will also emit temporary gas.

Electricity

Electricity is the only hazard in the game that Pikmin can't be saved from. These usually come in the form of electric wires in the ground that occasionally emit an electric force field. If any Pikmin touches electricity, they will be instantly fried, with no chance to save them. Yellow Pikmin aren't hurt by the electricity, and can easily dispatch these death traps. Electric fields can also be caused by the Anode Beetle enemy.