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== Mechanics ==
== Mechanics ==
Red Pikmin carrying fire starters cannot ride [[Oatchi]] unless held, and appear separately from other Red Pikmin in the [[HUD]] to allow the player to select one to throw. Fire starters have a time limit before they burn up and disappear, but can be thrown an unlimited number of times within this period, provided the Pikmin isn't ordered to do something that ends up destroying the fire starter. The time limit is represented by a circular [[health]] wheel above the fire starter, and another on the standby Pikmin HUD indicator, which steadily deplete over time. If a fire starter Pikmin is thrown at the floor, it will drop the fire starter, which can be picked up again by throwing another Red Pikmin at it. Non-Red Pikmin will not burn on contact with a dropped fire starter, and will remain idle if ordered to pick one up. A Pikmin thrown at [[dried plant]]s or something else it can burn will go idle unless close to the currently controlled captain.
Red Pikmin carrying fire starters cannot ride [[Oatchi]], and appear separately from other Red Pikmin in the [[HUD]] to allow the player to select one to throw. Fire starters have a time limit before they burn up and disappear, but can be thrown an unlimited number of times within this period. The time limit is represented by a circular [[health]] wheel above the fire starter, which steadily depletes over time. If a fire starter Pikmin is thrown at the floor, it will drop the fire starter, which can be picked up again by throwing another Red Pikmin at it.


Throwing a Red Pikmin at a bonfire altar to pick up the fire starter on it will mean there is no fire starter on the bonfire altar until that fire starter burns up and disappears. Extinguished altars can be lit by throwing a fire starter at them, which will light it aflame permanently and make a new fire starter appear on it. Lighting a bonfire altar will also reset the time limit on the fire starter used to light it. Since each altar is responsible for one fire starter, if the player can manage to visit several in time, they can obtain multiple fire starters. The standby Pikmin HUD indicator's health wheel will reflect the fire starter in the squad with the least time remaining.
Throwing a Red Pikmin at a bonfire altar to pick up the fire starter on it will mean there is no fire starter on the bonfire altar until that fire starter burns up and disappears. Extinguished bonfire altars can be lit by throwing a fire starter at them, which will light it aflame permanently and make a new fire starter appear on it. Lighting a bonfire altar will also reset the time limit on the fire starter used to light it. Since each altar is responsible for one fire starter, if the player can manage to visit several in time, they can obtain multiple fire starters. The standby Pikmin HUD indicator's health wheel will reflect the fire starter in the squad with the least time remaining.
 
Throwing a fire starter at a [[Fiery Bulblax]], or having a [[Fiery Dweevil]] attack it will reset the time limit on the fire starter.


== Uses ==
== Uses ==
The primary use of fire starters is to destroy [[dried plants]] when thrown at, in order to open up a path or object that was previously blocked by the plants. The fire starter will not be used up by this, so the Red Pikmin holding it can be called back and the fire starter used again, but it will not reset the time limit.
The primary use of fire starters is to destroy [[dried plants]] when thrown at, in order to open up a path or object that was previously blocked by the plants. The fire starter will not be used up by this, so the Red Pikmin holding it can be called back and the fire starter used again, but it will not reset the time limit.


For combat, fire starters can be thrown at certain enemies for various effects. [[Charging]] at an enemy using a fire starter Pikmin will not work.
For combat, fire starters can be thrown at enemies for various effects. [[Charging]] at an enemy using a fire starter Pikmin will not work.
* [[Frosty Bulborb]]s, [[Dwarf Frosty Bulborb]]s, and [[Snowfake Fluttertail]]s lose their protective coating of [[ice]] if they have it. Doing so will make the fire starter disappear. In all cases, only one fire starter is required to remove the ice, except for when the Snowfake Fluttertail regenerates its ice coating at low health, in which case two fire starters are required.
* [[Frosty Bulborb]]s, [[Dwarf Frosty Bulborb]]s, and [[Snowflake Fluttertail]]s instantly lose their protective coating of [[ice]] if they have it. This makes the fire starter disappear.
* Some enemies can also be damaged by fire starters, granted that they do not have a protective coating of ice at that moment. In all cases except for the Snowfake Fluttertail, doing so will make the fire starter disappear. The following list shows how many fire starters it takes to kill different enemies:
* [[Frosty Bulborb]]s and [[Snowy Blowhog]]s lose one third of their [[health]] if there is no protective coating of ice. This makes the fire starter disappear.
** 1 fire starter to kill: [[Dwarf Frosty Bulborb]]
* [[Dwarf Frosty Bulborb]]s lose all their health if they don't have their coating of ice. This makes the fire starter disappear.
** 3 fire starters to kill: [[Snowy Blowhog]], [[Chillyhop]], [[Frosty Bulborb]]
* [[Freezecake]]s will simply take no damage and instead freeze the Pikmin. This makes the fire starter disappear.
** 8 fire starters to kill: [[Icy Blowhog]]
* For other enemies, either nothing happens or they are never encountered near fire starters to know.
** 15 fire starters to kill: [[Snowfake Fluttertail]]


Throwing a fire starter at frozen [[hydro jelly]], [[ice wall]]s and [[Hazard_generator#Ice_vent|ice vents]] will instantly destroy them. In either case the fire starter disappears, and in the case of the ice wall, it is possible for the Pikmin to become frozen.
Throwing a fire starter at frozen [[hydro jelly]] or at an [[ice wall]] will instantly destroy it. In either case the fire starter disappears, and in the case of the ice wall, it is possible for the Pikmin to become frozen.


Some bonfire altars have hydro jellies on top of them, and the hydro jelly must be destroyed before the altar can be used. If the hydro jelly is frozen, throwing a fire starter at it will melt it instantly but also destroy the fire starter, meaning another fire starter must be used to light the bonfire altar.
Some bonfire altars have hydro jellies on top of them, and the hydro jelly must be destroyed before the altar can be used. If the hydro jelly is frozen, throwing a fire starter at it will melt it instantly but also destroy the fire starter, meaning another fire starter must be used to light the bonfire altar.


In [[cave]] sublevels with [[cold air]], having a lit bonfire altar will warm up the immediate room and stop Pikmin from feeling cold. Pikmin elsewhere in the sublevel will still feel the cold unless it is dissipated, however.
Throwing a fire starter at a [[Fiery Bulblax]] will reset the time limit on the fire starter.
 
In [[cave]] sublevels with [[cold air]], having a lit bonfire altar will warm up the room and stop Pikmin from feeling cold.


== Locations ==
== Locations ==
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* [[Hot Sandy Duel]]: Fire starters are placed on the northwest and southwest corners of this arena, opposite the players' [[Onion]]s which are in the east.
* [[Hot Sandy Duel]]: Fire starters are placed on the northwest and southwest corners of this arena, opposite the players' [[Onion]]s which are in the east.


In addition, fire starters and bonfire altars appear in the [[Piklopedia (Pikmin 4)|Piklopedia]] entries for the [[Frosty Bulborb]], [[Dwarf Frosty Bulborb]], and [[Snowfake Fluttertail]].
In addition, fire starters and bonfire altars appear in the [[Piklopedia (Pikmin 4)|Piklopedia]] entries for the [[Frosty Bulborb]], [[Dwarf Frosty Bulborb]], and [[Snowflake Fluttertail]].


== Gallery ==
== Gallery ==

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