Pikmin 2

Titan Dweevil: Difference between revisions

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Titan Dweevil In-game icon.
132.jpg
Appears in Pikmin 2
Scientific name Mandarachnia gargantium
Family Dweevil
Areas None
Caves Dream Den
Challenge Mode stages None
2-Player Battle stages None
Attacks Blows fire, sprays water, discharges electricity, emits poison

The Titan Dweevil is the final boss in Pikmin 2. It is the largest member of the Dweevil family, and arguably one of the largest creatures in the game. Unlike other dweevils, its only natural attack is to lash out with its pincers, which does no damage and is only an attempt to get Pikmin off it; the creature is only really dangerous because of the weapons it carries.

At the very bottom of the last dungeon in the game, the Dream Den, Olimar and The President find Louie sitting atop a mound of treasure. When they approach the mound, however, it reveals itself as the head of the Titan Dweevil. The enormous monster then proceeds to attack the player, triggering the boss fight. Louie is found on top of it the first time the Titan Dweevil is battled; the Sales Pitch on him as a treasure suggests that he may somehow be in control of the Dweevil (although if the dungeon is revisited and the boss is fought after rescuing Louie, it will still attack the captains if the weapons weren't collected last time).

Weapons

It is interesting to note that each of these weapons causes different versions of the music to play when it is used by the Titan Dweevil.

Flare Cannon

The Flare Cannon is the easiest weapon to avoid; it simply sprays flames in a set radius, as it rotates back and forth in about a 180-degree motion. When this weapon is damaged, it will spray more of the area than normal. This fire is irksome in the fact that it is capable of knocking down the captains even if the player has the Scorch Guard, stopping the player from saving Pikmin. The Red Pikmin are immune to this weapon. It appears to be a portable stove burner.

Shock Therapist

Possibly the toughest weapon to avoid, it's the only weapon that kills on contact with the attack. When this weapon is used, it will spit out eight electrical "nodes" that will activate and form multiple arcs of electricity between them that electrocute all Pikmin that touch them. This attack won't damage the player if they have the Dream Material, but will knock the player down. Keep the Pikmin in a tight group to avoid getting electrified. When this weapon is damaged, the nodes will activate the moment they are released and may move while activated. This weapon may actually reach a bit beyond the Titan Dweevil's arena on rare occasions, so it is advised to keep the Pikmin near the exit geyser. The Yellow Pikmin are immune to this weapon.

Monster Pump

When this weapon is used, it spits out blasts of water that will get latched onto the Pikmin's heads and suffocate them. When the weapon is damaged, it will spit out water at a faster speed. This weapon's range extends beyond the circular arena where the Titan Dweevil is fought, so be sure to protect the Pikmin that are not fighting. Because of this, the player should get rid of this one first. The Blue Pikmin are immune to this weapon.

Comedy Bomb

When this weapon is used, it will spray three streams of poisonous gas. The streams move at a constant speed and direction, so standing in between them at all times should be no problem. Strangely, the captains will get knocked down by hitting one of these poisonous streams, so it is advised to dodge the streams. When it is damaged, it will spray four streams that may change direction spontaneously and randomly. The White Pikmin are immune to this weapon. Once collected, the ship fills it with laughing gas.

After the Weapons

After all weapons have been broken off (it cannot pick them back up), it will lose its armor, but still have Louie on its head. It will turn pale yellow. All that must be done now is throwing Pikmin at its body. It does not have any counterattacks at this stage other than shaking off Pikmin and deflowering them, but it does have a substantial amount of health. Purple Pikmin are recommended to make this portion faster. When defeated, the Titan Dweevil will seemingly melt into a bubbly, bluish goop, leaving only Louie. The weapons and Louie can be picked up as treasures. If the player decides to fight this beast again, it will be without any armor or weapons (that is, if the treasures were collected, otherwise it will still have them). As a bonus, if the Titan Dweevil is defeated when it is petrified, it will drop 10 random sprays.

Notes

Olimar's notes

The largest member of the dweevil family, this fearsome predator carries protective components that frequently exhibit offensive capabilities, an evolution that may be attributed to mere chance. Another evolutionary theory is that the chemical contents of the containers carried by titan dweevils contribute to possible gene splicing. While other dweevils do not seem to choose the objects they carry, the titan dweevil appears to prefer shiny objects above all others.

Louie's notes

Eaten raw, this predator's luxurious legs are bold and full flavored. What a satisfying crunch!

Weapon usage

Petrifying the Titan Dweevil while it is using a weapon results in the resetting of the time the Dweevil uses the weapon. As such, the time the creature attacks could be extended eternally, assuming infinite sprays were available.

In contrast, the Dweevil can be prevented from using its weapons altogether, simply by quickly walking off the arena and onto the sidelines while the creature is roaring and bobbing its head. It will not use a weapon and instead continue stomping. However, this is extremely time consuming, and only advisable in zero-death runs, if at all.

Strategy

File:Titan Dweevil.jpg
A Titan Dweevil with all of its weapons, turning blue as it readies the Monster Pump.

This boss has a rather complex way to defeating it. It has four weapons which double as treasures after it's defeated; the Flare Cannon, Shock Therapist, Monster Pump and Comedy Bomb, representing the game's four elemental hazards. It will stomp around and act like the various Arachnorb family members in their manner of stomping, except that it doesn't crush Pikmin because it has no large "feet". After it bobs its head down, it will grab two weapons, but only use one. The color it glows and which arm it raises will indicate the weapon it will use, however. The main point is to attack the weapons. If a weapon gets damaged, it will start smoking and will behave differently when used. The weapon will break off when it receives enough damage. Each weapon has 6,000 HP, and there are four weapons, so the total amount of HP for all the weapons is 24,000 HP. Despite the fact that the captains should be immune to all hazards by the time the boss is fought, the weapons can still stun them, but do not hurt them.

Note: In case the cave was entered with a mixture of all types of Pikmin, it is advisable to still only attack with Yellows. The other Pikmin should be huddled into a corner, such as behind the geyser outside the 'bowl'. If the Monster Pump is used, the captains should be switched rapidly while blowing the whistle in order to prevent any Pikmin from drowning.

Do not underestimate the power of the Ultra-spicy spray when attacking. Since it's likely that the player will only have about 20-25 Yellows, spraying them before launching an attack increases the chance to break off the weapon. The player can gather lots of Ultra Spicy Spray berries in the Awakening Wood.

If the Titan Dweevil is sprayed with an Ultra-Bitter Spray when it's using a weapon, the weapon will keep firing while the Dweevil is frozen. This increases the length of time the weapon's effect lasts, and the boss is much harder to damage while encased in stone, so petrifying it is not recommended until the very end, in an attempt to obtain multiple sprays.

Yellow-only strategy

File:81titandweevil.png
The Titan Dweevil in the Piklopedia.

100 Yellow Pikmin are brought into the Dream Den. All treasures are ignored, and the player works his or her way right to the Titan Dweevil. This will help avoid loss of Pikmin from trying to get other treasures. Some sublevels have rocks over the holes that will require skill in order to get the Pikmin to these, as there are many hazards the Yellows are not immune to. The reason to use Yellows is due to the fact that they can easily reach the weapons even if the Dweevil isn't using them, and are immune to the only attack that instantly kills any Pikmin. The captains should always be kept away from the Flare Cannon. If the active one gets hit, he won't be able to escape the attack, and there'll be no saving the Pikmin.

The Monster Pump should be destroyed first. When it is used, the Pikmin should be huddled close together and continually whistled at. Attacking the Shock Therapist to the degree that it smokes but does not fall off ensures that the enemy will use the, in this case harmless, electric attacks more often, then attacking the Monster Pump. Once the Pump has fallen off, the Flare Cannon should be attacked, then the Comedy Bomb.

Keeping the inactive captain separated from the active one makes it possible to resort to the former in case the active captain is knocked down. However, although directly under the Dweevil is the most handy location to place the inactive one, he will suffer from the blasts made by the Comedy Bomb.

Two-Time Strategy

This strategy involves going through the Dream Den and obtaining all treasures, then, when the player reaches the Titan Dweevil, only knocking off one weapon, then spraying the Titan Dweevil with Ultra-Bitter Spray to immobilize it and prevent it from using its weapons while the Pikmin carry the treasure back to the Research Pod. The next time the player enters the Dream Den, they do not have to worry about obtaining the treasures and can work their way to the Titan Dweevil. Each time the player fights the Titan Dweevil, they only knock off one weapon, petrify the Titan Dweevil, and exit via the geyser. This continues until the Dweevil has no weapons left and turns pale yellow. (Consult the above section "After The Weapons"). Although this strategy takes a long time, it is useful for zero-death runs.

Template:Endspoiler

Technical information

Pikmin 2 technical information (?)
Internal name bigtreasure
Global properties (List)
ID Japanese comment Property Value
s000 friction(not used) Friction 0.5
s001 wallReflection Unknown (wall bounce speed multiplier?) 0.5
s002 faceDirAdjust Unknown 0.25
s003 accel Acceleration 0.1
s004 bounceFactor Unknown (bounce when it hits the ground?) 0.3
fp00 ライフ HP 5000
fp01 マップとの当り Unknown (related to slopes) 10
fp02 ダメージスケールXZ Horizontal damage scale 0.1
fp03 ダメージスケールY Vertical damage scale 0.1
fp04 ダメージフレーム Damage scale duration 0.5
fp05 質量 Unknown (weight?) 0.0001
fp06 速度 Move speed 100
fp08 回転速度率 Rotation acceleration 0.2
fp09 テリトリー Territory radius 250
fp10 ホーム範囲 "Home" radius 75
fp11 プライベート距離 "Private" radius 100
fp12 視界距離 Sight radius 300
fp13 視界角度 FOV 180
fp14 探索距離 Unknown (exploration radius?) 300
fp15 探索角度 Unknown (exploration angle?) 90
fp16 振り払い率 Successful shake rate 1
fp17 振り払い力 Shake knockback 100
fp18 振り払いダメージ Shake damage 0
fp19 振り払い範囲 Shake range 25
fp20 攻撃可能範囲 Unknown (shock attack max range?) 75
fp21 攻撃可能角度 Unknown (shock attack max angle?) 25
fp22 攻撃ヒット範囲 Unknown (attack hit range?) 75
fp23 攻撃ヒット角度 Unknown (attack hit angle?) 25
fp24 攻撃力 Attack damage 10
fp25 視界高 Unknown (height visibility?) 50
fp26 探索高 Unknown (exploration height?) 50
fp27 ライフの高さ HP wheel height 75
fp28 回転最大速度 Rotation speed 60
fp29 警戒時間 Unknown (warning time?) 15
fp30 警戒ライフ Unknown 50
fp31 ライフ回復率 Regeneration rate 0.00001
fp32 LOD半径 Off-camera radius 275
fp33 マップとのあたりポリゴンの選定 Collision processing radius 275
fp34 ピクミンとのあたり Pikmin damage radius 25
fp35 石化時間 Petrification duration 1
fp36 ヒップドロップダメージ Purple Pikmin drop damage 50
fp37 地震気絶確立 Purple Pikmin stun chance 0 (0%)
fp38 地震気絶時間 Purple Pikmin stun time 5
ip01 振り払い打撃A Shake mode 1 – hit count 6
ip02 振り払い張付1 Shake mode 1 – Pikmin requirement 5
ip03 振り払い打撃B Shake mode 2 – hit count 12
ip04 振り払い張付2 Shake mode 2 – Pikmin requirement 10
ip05 振り払い打撃C Shake mode 3 – hit count 17
ip06 振り払い張付3 Shake mode 3 – Pikmin requirement 20
ip07 振り払い打撃D Shake mode 4 – hit count 22
Specific properties
ID Japanese comment Property Value
fp01 ベース係数 Unknown (base coefficient?) 3
fp02 上げ減速係数 Unknown -0.2
fp03 下げ加速係数 Unknown 0.5
fp04 最低減加速係数 Unknown -2
fp05 最高減加速係数 Unknown 10
fp06 足の振り上げ Unknown (feet swing?) 120
fp10 予備時間(電気) Unknown (time between pulling out and using Shock Therapist?) 2.5
fp11 予備時間(火:1) Unknown (time between pulling out and using Flare Cannon?) 2.8
fp31 予備時間(火:2) Unknown (time between pulling out and using Flare Cannon?) 2.5
fp12 予備時間(ガス) Unknown (time between pulling out and using Comedy Bomb?) 2.5
fp13 予備時間(水) Unknown (time between pulling out and using Monster Pump?) 2.5
fp20 攻撃時間(電気) Unknown (Shock Therapist attack duration?) 5
fp21 攻撃時間(火) Unknown (Flare Cannon attack duration?) 5
fp22 攻撃時間(ガス) Unknown (Comedy Bomb attack duration?) 5
fp23 攻撃時間(水) Unknown (Monster Pump attack duration?) 5
fe00 跳返係数(1-1) Unknown 0.75
fe01 摩擦係数(1-1) Unknown (friction coefficient?) 0.65
fe02 XZ初速Base(1-1) Unknown 100
fe03 XZ初速Rand(1-1) Unknown 220
fe04 Y初速Base(1-1) Unknown 170
fe05 Y初速Rand(1-1) Unknown 200
fe06 放電開始(1-1) Unknown (electrical node start?) 2.7
fe08 連鎖間隔(1-1) Unknown (spacing between electrical nodes?) 0.02
fe07 放電数(1-1) Unknown (number of electrical nodes?) 10
fe10 跳返係数(1-2) Unknown 0.7
fe11 摩擦係数(1-2) Unknown 0.65
fe12 XZ初速Base(1-2) Unknown 80
fe13 XZ初速Rand(1-2) Unknown 250
fe14 Y初速Base(1-2) Unknown 350
fe15 Y初速Rand(1-2) Unknown 100
fe16 放電開始(1-2) Unknown (electrical node start?) 4.5
fe18 連鎖間隔(1-2) Unknown (spacing between electrical nodes?) 0.02
fe17 放電数(1-2) Unknown (number of electrical nodes?) 12
fe20 跳返係数(2-1) Unknown 0.97
fe21 摩擦係数(2-1) Unknown 0.75
fe22 XZ初速Base(2-1) Unknown 60
fe23 XZ初速Rand(2-1) Unknown 70
fe24 Y初速Base(2-1) Unknown 350
fe25 Y初速Rand(2-1) Unknown 100
fe26 放電開始(2-1) Unknown (electrical node start?) 0.5
fe28 連鎖間隔(2-1) Unknown (spacing between electrical nodes?) 0.25
fe27 放電数(2-1) Unknown (number of electrical nodes?) 8
fe30 跳返係数(2-2) Unknown 0.2
fe31 摩擦係数(2-2) Unknown 0.985
fe32 XZ初速Base(2-2) Unknown 100
fe33 XZ初速Rand(2-2) Unknown 90
fe34 Y初速Base(2-2) Unknown 70
fe35 Y初速Rand(2-2) Unknown 20
fe36 放電開始(2-2) Unknown (electrical node start?) 0.2
fe38 連鎖間隔(2-2) Unknown (spacing between electrical nodes?) 0.15
fe37 放電数(2-2) Unknown (number of electrical nodes?) 14
fe99 パターンチェック Unknown (pattern check?) 0
ff00 火炎スケール(1) Unknown (Flare Cannon scale?) 1
ff10 火炎スケール(2) Unknown (Flare Cannon scale?) 1.25
fg99 パターンチェック Unknown (pattern check?) 0
fg00 回転スピード(1) Unknown (rotation speed?) 0.015
fg10 回転スピード(2) Unknown (rotation speed?) 0.02
fg30 反転時間(2-1) Unknown (inversion time?) 30
fg40 反転時間(2-2) Unknown (inversion time?) 2
fg99 パターンチェック Unknown (pattern check?) 0
fw00 放水間隔(1) Monster Pump water drop interval 0.5
fw01 ランダム角度(1) Unknown (Monster Pump random angle?) 0.5
fw02 ランダム距離(1) Unknown (Monster Pump random distance?) 100
fw10 放水間隔(2) Unknown (drainage interval?) 0.25
fw11 ランダム角度(2) Unknown (random angle?) 0.4
fw12 ランダム距離(2) Unknown (random distance?) 50
fw99 パターンチェック Unknown (pattern check?) 0

Gallery

Trivia

  • Using a Bitter Spray the instant before the Dweevil uses a weapon will result in the crescendo of music scripted to play at this moment to loop. It will continue until the spray wears off.