Pikmin 2

Titan Dweevil: Difference between revisions

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(Added trivia about the Titan Dweevil not leaving a soul upon death.)
 
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{{Infobox enemy
{{Infobox enemy
|image=Titandweevil.jpg
|pikmin2    = y
|size=270px
|image       = Titan Dweevil allweapons.png
|name=Mandarachnia gargantium
|image2      = Titan Dweevil noweapons.png
|family=Dweevil
|imagetitle  = Armed
|areas=None
|image2title = Vulnerable
|underground=[[Dream Den]]
|size       = 270px
|weight=N/A
|icon        = Piklopedia Titan Dweevil.png
|weight1=
|name       = Mandarachnia gargantium
|max_pikmin=
|family     = Dweevil
|max_pikmin1=
|underground = [[Dream Den]]
|seeds=
|attacks     = Blows fire, sprays water, discharges electricity, emits poison
|value=
|width      = 322
|attacks=Blows fire, sprays water, discharges electricity, emits poison}}
}}


{{spoiler}}
{{spoiler|the final boss in ''[[Pikmin 2]]''}}
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. But unlike other dweevils, it has no natural attack, at least that is shown; it is only really dangerous because of the weapons it carries.
The '''Titan Dweevil''' ({{j|ヘラクレスオオヨロヒグモ|Herakuresu Ō Yorohi Gumo|Giant Armored Herculean Spider}}) is the final [[boss]] in ''[[Pikmin 2]]''. It is the largest member of the [[Dweevil family]], and 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 family|Pikmin]] off it; the real danger this creature has comes from the weapons it carries.
 
At the very bottom of the last [[cave]] in the game, the [[Dream Den]], [[Captain Olimar|Olimar]] and [[the President]] find [[Louie]] sitting atop a mound of treasure. When they approach the mound, however, it reveals itself as the body 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 [[King of Bugs|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 leaders if the weapons weren't collected last time.
 
Despite being the ''final boss'' of ''Pikmin 2'', defeating the Titan Dweevil does not necessarily lead to the end of the game, unlike the final bosses of ''[[Pikmin (game)|Pikmin]]'' and ''[[Pikmin 3]]''. It can be fought before many other bosses and recovering Louie will not yield any special ending unless the treasures are the last to be collected in the game. However, new [[Mail|e-mails]] will be received once Louie is found.
 
==Stats==
{{enemy stats
|weight2 = N/A
|carriers2 = N/A
|seeds2 = N/A
|value2 = N/A
|hp2 = 5000
|regen2 = 1.5
}}
 
Note that 5000 HP is the creature's health. Each weapon has 6000 HP.


At the very bottom of the last dungeon in the game, the [[Dream Den]], [[Captain Olimar|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 you, triggering the boss fight.
==Weapons==
==Weapons==
===[[Flare Cannon]]===
The Titan Dweevil has four weapons at its disposal, the [[Flare Cannon]], the [[Shock Therapist]], the [[Monster Pump]], and the [[Comedy Bomb]]. Each of these can be knocked out of the beast and salvaged as a treasure, worth {{pokos|1000}}.
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 Olimar even if you are fireproof, stopping him from saving Pikmin.  


===[[Shock Therapist]]===
Pikmin must be thrown at a weapon, either while it is mounted on the Dweevil's hide or on its hands. Each weapon has 6000 HP, and after its health has been depleted, it will detach, and will not be picked up by the boss again, provided the player does not leave and re-enter the cave before [[carrying]] said part to the pod.
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. Keep your Pikmin in a tight group to avoid getting electrified. When this weapon is damaged, the nodes will activate the moment they are released. This weapon may actually reach a bit beyond the Titan Dweevil's arena on rare occasions, so it is advised once again to keep your Pikmin near the exit geyser.


===[[Monster Pump]]===
When it's time to attack, the Titan Dweevil chooses which weapon to use from the available ones, with more damaged weapons having a higher chance of being chosen<ref>From instruction <code>0x802ddd34</code> to <code>0x802dded8</code> of the US Demo 17 ''Pikmin 2'' DOL; function <code>Game::BigTreasure::Obj::setTreasureAttack</code> with debugging symbols.</ref>. This uses a weighted random choice algorithm, where each weapon has a base score of 6000, and increases as its health is depleted, up to 11999 with 1 HP. So for example, if all four weapons are present but one has 1 HP, it has a 40% chance of being picked, and the others have a 20% chance each. After a weapon's [[health]] reaches 3000, its attack will be slightly different and more potent.
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 greater range and 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.


===[[Comedy Bomb]]===
Weapons deal the matching type of elemental damage, so leaders naturally take no damage from two of them (water and poison), and can be rendered immune to the other two (fire and electricity) via upgrades. But unlike every other attack or hazard in the game, weapons are still capable of knocking down leaders even if they are immune to the element. As this wastes precious time of being able to save Pikmin from the attack, the weapons remain dangerous to leaders even if they do not actually deal damage.
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. When it is damaged, it will spray four streams that may change direction spontaneously and randomly.


==After the Weapons==
It is interesting to note that each of these weapons causes different versions of [[Music in Pikmin 2#Titan Dweevil|Titan Dweevil's music]] to play when used; the Titan Dweevil has the most unique boss themes of any boss in the [[Pikmin series|game series]]. Right before using the attack, the creature will turn into the color that symbolizes the hazard of the chosen weapon.
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 you must do now is throw 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. When defeated, the Titan Dweevil will seemingly melt into a bubbly, bluish goop, leaving only [[Louie]]. The weapons [[King Of Bugs|and Louie]] can be picked up as treasures. If you decide to fight this beast again, it will be without any armor or weapons (that is, if you did pick up the treasures, otherwise it will still have them). As a bonus, if you defeat this creature when it is [[Ultra-bitter Spray|petrified]], it will drop 10 random [[spray]]s.


===Flare Cannon===
{{main|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 a rough 180-degree motion. When this weapon is damaged, it will spray more of the area than normal. The [[Red Pikmin]] are immune to this weapon.


{{notes|enemy}}
===Shock Therapist===
{{main|Shock Therapist}}
Possibly the toughest weapon to avoid (unless the player is using the Yellow Pikmin-only strategy), it's the only weapon that kills on contact with the attack. When used, it will spit out eight electrical "nodes" that will activate after a delay and form multiple arcs of electricity between them that electrocute all Pikmin that touch them. 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.


==Extended weapon use==
This weapon may actually reach a bit beyond the Titan Dweevil's arena on rare occasions, sometimes even hitting and bouncing on the exit [[geyser]], so it is advised to keep the Pikmin beyond the geyser. The [[Yellow Pikmin]] are immune to this weapon.
If you petrify the titan dweevil while it is using a weapon, it will continue using it, while petrified and will continue for the normal amount of time after being unpetrified. Extending the usage time of its weapon massively.
 
===Monster Pump===
{{main|Monster Pump}}
When this weapon is used, it shoots out blasts of water that will get latched onto the Pikmin's heads and suffocate them. When the weapon is damaged, it will shoot out water at a faster rate. 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. Each bubble casts a shadow, making it easier to tell where it will land.
 
===Comedy Bomb===
{{main|Comedy Bomb}}
When this weapon is used, it will spray three streams of poisonous gas, pointing in different ways, and are at equal distances from each other. The streams move at a constant speed and direction, so standing in between them at all times should be no problem. When it is damaged, it will spray four streams that may change direction spontaneously and [[Randomness|random]]ly. The streams do not reach the ramp that makes up the arena's perimeter, so staying there is advised. The [[White Pikmin]] are immune to this weapon.
 
==After the weapons==
[[File:Titan Dweevil Piklopedia.png|thumb|left|A weaponless Titan Dweevil as seen in the Piklopedia.]]
After all weapons have been broken off, it will lose its armor and turn pale yellow, but will still have Louie on its head. All that must be done now is [[throw]]ing Pikmin at its body. It does not have any counterattacks at this stage other than shaking off Pikmin and making them lose their flowers, 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 [[King of Bugs|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 [[Ultra-bitter spray|petrified]], it will drop 10 random [[spray]]s, which is great for spray-farming.
 
{{clear}}
{{Notes|olimar=y|louie=y}}
 
===''Pikmin 2'' Nintendo Player's Guide===
{{transcript|The leader of the Dream Den, and Louie's captor, is equipped with an arsenal that produces hazards of all varieties. Since the creature is very tall, you'll have to start by targeting its weapons with high-flying yellow Pikmin. Be ready to rescue them when they're in need, and have your leader sidestep the hazards.|block=y}}


==Strategy==
==Strategy==
[[File:Titan Dweevil.jpg|thumb|right|A Titan Dweevil with all of its weapons, turning blue as it readies the [[Monster Pump]]]]
{{guide}}
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. Louie is found on top of it the first time you battle it; the [[Sales Pitch]] on [[King of Bugs|him as a treasure]] suggests that he may somehow be in control of the Dweevil (although if you go back in the dungeon and fight the boss after rescuing Louie, it will still attack you if you didn't take the weapons last time). Despite the fact that Olimar should be immune to all hazards by the time you fight this boss, the weapons can still stun him, but do not hurt him.
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|hazards]]. It will stomp around and act like the various [[Arachnorb]] family members, stopping to rest after two or three stomp cycles(likewise, it will only react to attacks after finishing an in progress stomp cycle), except that it doesn't [[Crushing|crush]] Pikmin because it has no large "feet". However, swarming the feet will cause Pikmin to go idle, which is extremely dangerous if the Titan is attacking. When running away, swarm around the legs. 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 [[leader]]s should be immune to all hazards by the time the boss is fought, the weapons can still stun them, but do not hurt them. The Dweevil is a reactionary attacker, and will mostly only attack if being attacked itself. When attacked, it will finish the current action (be it a stomp cycle, kneeling, or using a weapon) and then prepare its weapon. If a weapon is knocked off while in use, the Titan will immediately attack with another weapon.


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.
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 [[spray]]s.


Do not underestimate the power of the [[Ultra-spicy spray]] when attacking. Since it's likely that you will only have about 20-25 Yellows, spraying them before launching an attack increases your chance to break off the weapon. You can gather lots of Ultra Spicy Spray berries in the [[Awakening Wood]].
Each weapon can be counterattacked, or make another weapon vulnerable. Counterattacking the Titan Dweevil can deal massive damage. The Flare Cannon can be attacked from behind while in use, the Comedy Bomb while it's being lifted, and the Monster Pump and Shock Therapist can be attacked while in use. Pikmin are still vulnerable to hazards while latched on, making it wise to only attack in use weapons with the Pikmin immune to it. The Monster Pump can hit Pikmin latched onto it as well, though this only happens when close by, so throwing on some spicy reds and running away can serve as a good, if not risky, strategy. The remaining two weapons can't hit latched Pikmin, but are otherwise dangerous. Attacking the Shock Therapist with a full group of Pikmin should only be considered while the weapon is not malfunctioning.


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 [[spray]]s.
When the Monster Pump or Shock Therapist are in use the other weapons are vulnerable as well. When the Flare Cannon is used, the vulnerable weapon will depend on where the player was facing the Dweevil, as it always attacks in a radius where the player was when the attack started. The Comedy Bomb is problematic, due to it filling the entire sink the battle is fought it, counterattacking is not as effective.
 
===Quick-kill strategy===
This strategy is only semi-consistent, but is easily the quickest way to kill The Titan Dweevil if you are skilled enough. Though it is possible without, only Yellow Pikmin should be brought into the fight due to their resistance to electricity, and as soon as the Titan Dweevil starts emerging the player should throw all of their Yellow Pikmin onto the Shock Therapist. The goal is to get it to its "third phase" where its electric orbs bounce without breaking it off of the Dweevil's body.
 
The Titan Dweevil prioritizes using weapons with less health than the other ones it carries, meaning that it will most likely use the attack which the player's Pikmin are immune to and has the hardest time trapping the active leader in an in-actionable state. Due to how easy the Shock Therapist's attacks are avoided, the player's Yellow Pikmin can easily be thrown onto the other weapons, quickly depleting their health especially with ultra-spicy sprays, quickly leaving the Titan Dweevil defenseless.
 
Any Pikmin latched onto any of the Titan Dweevil's weapons will be completely safe from harm until whistled or shaken off, allowing the fight to aslo go a bit faster if you are getting particularly bad luck.


===Yellow-only strategy===
===Yellow-only strategy===
Bring 100 Yellow Pikmin into the Dream Den. Ignore any treasures and simply run to the exit. This will help avoid loss of Pikmin from trying to get other treasures. Some sublevels have rocks over the holes that will require skill to pull off. You may have to bring the Pikmin through poison or fire. Make sure you blow the whistle to save them. Get to the final floor. The beauty of having 100 Yellows is that you'll always have a shot at saving your Pikmin, plus, they can reach the weapons easily. Now, just be sure to avoid the attacks. Always keep the captains away from the Flare Cannon. If you get hit, you won't be able to escape the attack, and there'll be no saving your Pikmin.
100 Yellow Pikmin are brought into the Dream Den. All treasures are ignored, and the player works their 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 Yellow Pikmin are not immune to. The reason to use Yellow Pikmin 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 leaders 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 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.
 
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 Yellow Pikmin, 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]].
 
Keeping the inactive leader separated from the active one makes it possible to resort to the former in case the active leader 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.
 
==Technical information==
{{p2 enemy technical
|name = bigtreasure
|s000 = 0.5
|s001 = 0.5
|s002 = 0.25
|s003 = 0.1
|s004 = 0.3
|fp00 = 5000
|fp01 = 10
|fp02 = 0.1
|fp03 = 0.1
|fp04 = 0.5
|fp05 = 0.0001
|fp06 = 100
|fp08 = 0.2
|fp09 = 250
|fp10 = 75
|fp11 = 100
|fp12 = 300
|fp13 = 180
|fp14 = 300
|fp15 = 90
|fp16 = 1
|fp17 = 100
|fp18 = 0
|fp19 = 25
|fp20 = 75
|fp21 = 25
|fp22 = 75
|fp23 = 25
|fp24 = 10
|fp25 = 50
|fp26 = 50
|fp27 = 75
|fp28 = 60
|fp29 = 15
|fp30 = 50
|fp31 = 0.00001
|fp32 = 275
|fp33 = 275
|fp34 = 25
|fp35 = 1
|fp36 = 50
|fp37 = 0 (0%)
|fp38 = 5
|ip01 = 6
|ip02 = 5
|ip03 = 12
|ip04 = 10
|ip05 = 17
|ip06 = 20
|ip07 = 22
|spec = {{p2 enemy property | fp01 | ベース係数 | Unknown (base coefficient?) | 3 }}
{{!}}-
{{p2 enemy property | fp02 | 上げ減速係数 | Unknown | -0.2 }}
{{!}}-
{{p2 enemy property | fp03 | 下げ加速係数 | Unknown | 0.5 }}
{{!}}-
{{p2 enemy property | fp04 | 最低減加速係数 | Unknown | -2 }}
{{!}}-
{{p2 enemy property | fp05 | 最高減加速係数 | Unknown | 10 }}
{{!}}-
{{p2 enemy property | fp06 | 足の振り上げ | Unknown (feet swing?) | 120 }}
{{!}}-
{{p2 enemy property | fp10 | 予備時間(電気) | Unknown (time between pulling out and using Shock Therapist?) | 2.5 }}
{{!}}-
{{p2 enemy property | fp11 | 予備時間(火:1) | Unknown (time between pulling out and using Flare Cannon?) | 2.8 }}
{{!}}-
{{p2 enemy property | fp31 | 予備時間(火:2) | Unknown (time between pulling out and using Flare Cannon?) | 2.5 }}
{{!}}-
{{p2 enemy property | fp12 | 予備時間(ガス) | Unknown (time between pulling out and using Comedy Bomb?) | 2.5 }}
{{!}}-
{{p2 enemy property | fp13 | 予備時間(水) | Unknown (time between pulling out and using Monster Pump?) | 2.5 }}
{{!}}-
{{p2 enemy property | fp20 | 攻撃時間(電気) | Unknown (Shock Therapist attack duration?) | 5 }}
{{!}}-
{{p2 enemy property | fp21 | 攻撃時間(火) | Unknown (Flare Cannon attack duration?) | 5 }}
{{!}}-
{{p2 enemy property | fp22 | 攻撃時間(ガス) | Unknown (Comedy Bomb attack duration?) | 5 }}
{{!}}-
{{p2 enemy property | fp23 | 攻撃時間(水) | Unknown (Monster Pump attack duration?) | 5 }}
{{!}}-
{{p2 enemy property | fe00 | 跳返係数(1-1) | Unknown | 0.75 }}
{{!}}-
{{p2 enemy property | fe01 | 摩擦係数(1-1) | Unknown (friction coefficient?) | 0.65 }}
{{!}}-
{{p2 enemy property | fe02 | XZ初速Base(1-1) | Unknown | 100 }}
{{!}}-
{{p2 enemy property | fe03 | XZ初速Rand(1-1) | Unknown | 220 }}
{{!}}-
{{p2 enemy property | fe04 | Y初速Base(1-1) | Unknown | 170 }}
{{!}}-
{{p2 enemy property | fe05 | Y初速Rand(1-1) | Unknown | 200 }}
{{!}}-
{{p2 enemy property | fe06 | 放電開始(1-1) | Unknown (electrical node start?) | 2.7 }}
{{!}}-
{{p2 enemy property | fe08 | 連鎖間隔(1-1) | Unknown (spacing between electrical nodes?) | 0.02 }}
{{!}}-
{{p2 enemy property | fe07 | 放電数(1-1) | Unknown (number of electrical nodes?) | 10 }}
{{!}}-
{{p2 enemy property | fe10 | 跳返係数(1-2) | Unknown | 0.7 }}
{{!}}-
{{p2 enemy property | fe11 | 摩擦係数(1-2) | Unknown | 0.65 }}
{{!}}-
{{p2 enemy property | fe12 | XZ初速Base(1-2) | Unknown | 80 }}
{{!}}-
{{p2 enemy property | fe13 | XZ初速Rand(1-2) | Unknown | 250 }}
{{!}}-
{{p2 enemy property | fe14 | Y初速Base(1-2) | Unknown | 350 }}
{{!}}-
{{p2 enemy property | fe15 | Y初速Rand(1-2) | Unknown | 100 }}
{{!}}-
{{p2 enemy property | fe16 | 放電開始(1-2) | Unknown (electrical node start?) | 4.5 }}
{{!}}-
{{p2 enemy property | fe18 | 連鎖間隔(1-2) | Unknown (spacing between electrical nodes?) | 0.02 }}
{{!}}-
{{p2 enemy property | fe17 | 放電数(1-2) | Unknown (number of electrical nodes?) | 12 }}
{{!}}-
{{p2 enemy property | fe20 | 跳返係数(2-1) | Unknown | 0.97 }}
{{!}}-
{{p2 enemy property | fe21 | 摩擦係数(2-1) | Unknown | 0.75 }}
{{!}}-
{{p2 enemy property | fe22 | XZ初速Base(2-1) | Unknown | 60 }}
{{!}}-
{{p2 enemy property | fe23 | XZ初速Rand(2-1) | Unknown | 70 }}
{{!}}-
{{p2 enemy property | fe24 | Y初速Base(2-1) | Unknown | 350 }}
{{!}}-
{{p2 enemy property | fe25 | Y初速Rand(2-1) | Unknown | 100 }}
{{!}}-
{{p2 enemy property | fe26 | 放電開始(2-1) | Unknown (electrical node start?) | 0.5 }}
{{!}}-
{{p2 enemy property | fe28 | 連鎖間隔(2-1) | Unknown (spacing between electrical nodes?) | 0.25 }}
{{!}}-
{{p2 enemy property | fe27 | 放電数(2-1) | Unknown (number of electrical nodes?) | 8 }}
{{!}}-
{{p2 enemy property | fe30 | 跳返係数(2-2) | Unknown | 0.2 }}
{{!}}-
{{p2 enemy property | fe31 | 摩擦係数(2-2) | Unknown | 0.985 }}
{{!}}-
{{p2 enemy property | fe32 | XZ初速Base(2-2) | Unknown | 100 }}
{{!}}-
{{p2 enemy property | fe33 | XZ初速Rand(2-2) | Unknown | 90 }}
{{!}}-
{{p2 enemy property | fe34 | Y初速Base(2-2) | Unknown | 70 }}
{{!}}-
{{p2 enemy property | fe35 | Y初速Rand(2-2) | Unknown | 20 }}
{{!}}-
{{p2 enemy property | fe36 | 放電開始(2-2) | Unknown (electrical node start?) | 0.2 }}
{{!}}-
{{p2 enemy property | fe38 | 連鎖間隔(2-2) | Unknown (spacing between electrical nodes?) | 0.15 }}
{{!}}-
{{p2 enemy property | fe37 | 放電数(2-2) | Unknown (number of electrical nodes?) | 14 }}
{{!}}-
{{p2 enemy property | fe99 | パターンチェック | Unknown (pattern check?) | 0 }}
{{!}}-
{{p2 enemy property | ff00 | 火炎スケール(1) | Unknown (Flare Cannon scale?) | 1 }}
{{!}}-
{{p2 enemy property | ff10 | 火炎スケール(2) | Unknown (Flare Cannon scale?) | 1.25 }}
{{!}}-
{{p2 enemy property | fg99 | パターンチェック | Unknown (pattern check?) | 0 }}
{{!}}-
{{p2 enemy property | fg00 | 回転スピード(1) | Unknown (rotation speed?) | 0.015 }}
{{!}}-
{{p2 enemy property | fg10 | 回転スピード(2) | Unknown (rotation speed?) | 0.02 }}
{{!}}-
{{p2 enemy property | fg30 | 反転時間(2-1) | Unknown (inversion time?) | 30 }}
{{!}}-
{{p2 enemy property | fg40 | 反転時間(2-2) | Unknown (inversion time?) | 2 }}
{{!}}-
{{p2 enemy property | fg99 | パターンチェック | Unknown (pattern check?) | 0 }}
{{!}}-
{{p2 enemy property | fw00 | 放水間隔(1) | Monster Pump water drop interval | 0.5 }}
{{!}}-
{{p2 enemy property | fw01 | ランダム角度(1) | Unknown (Monster Pump random angle?) | 0.5 }}
{{!}}-
{{p2 enemy property | fw02 | ランダム距離(1) | Unknown (Monster Pump random distance?) | 100 }}
{{!}}-
{{p2 enemy property | fw10 | 放水間隔(2) | Unknown (drainage interval?) | 0.25 }}
{{!}}-
{{p2 enemy property | fw11 | ランダム角度(2) | Unknown (random angle?) | 0.4 }}
{{!}}-
{{p2 enemy property | fw12 | ランダム距離(2) | Unknown (random distance?) | 50 }}
{{!}}-
{{p2 enemy property | fw99 | パターンチェック | Unknown (pattern check?) | 0 }}
}}


First, though, destroy the Monster Pump. When it fires that off, run into a corner, huddling your Pikmin there and continually whistling at them. It is also possible to have the Pikmin attack the Shock Therapist right away, to the extent that it starts smoking, but not tearing it off the Dweevil. This ensures that the enemy will use, for you in this case harmless, electric attacks more often, then attacking the Monster Pump. Once the pump has fallen, attack the Flare Cannon, being sure that your captains don't get hit. After that's fallen, attack the Comedy Bomb. Just run to the top when you see an attack coming. Now, once that's gone, your Pikmin are invincible. Finish off the Shock Therapist, then finish the defenseless Titan Dweevil.
==Other information==
{{enemy other info
|size      = Leg span: {{mm|322}}
|piklopedia = 81
|music      = ''[[Music in Pikmin 2#Titan Dweevil|Titan Dweevil]]''
}}


Also, keep your inactive captain under the Dweevil. You can then use him to whistle and save Pikmin if your active captain is knocked down by something. Get him to move along with you to the top when the Titan uses its Comedy Bomb attack.
==Naming==
{{see more|Dweevil family#Naming}}
{{naming
|common    = Titan Dweevil. The word "titan" means "giant", referring to the [[Dweevil family|Dweevil]]'s massive size.
|jpcommon  = {{j|ヘラクレスオオヨロヒグモ|Herakuresu Ō Yorohi Gumo}}. {{j|ヘラクレス|Herakuresu}} means "Hercules" and {{j|オオ|Ō}} means "giant", both referring to its size, {{j|ヨロヒ|yorohi}} is similar to {{j|ヨロイ|yoroi}}, which in turn means "armor", perhaps relating to its high durability and how it is invulnerable until its treasures are torn off, and finally, {{j|グモ|gumo}} means "spider". So, its full translated name could be Giant Armored Herculean Spider.
|jpname    = {{j|ヤタシオオヨロヒグモ|Yatashi Ō Yorohi Gumo}}.
|scientific = ''Mandarachnia gargantium''. ''Gargantium'' is similar to the English word "gargantuan", which means "gigantic", referencing its large size.
|internal  = Its internal name is <code>bigtreasure</code>. <code>big</code> naturally refers to its size, but <code>treasure</code> is the English translation of the word used in the internal name of other Dweevils, which is <code>otakara</code>.
}}


[[Image:81titandweevil.png|thumb|left|The Titan Dweevil.]]
===Names in other languages===
{{foreignname
|Jap = ヘラクレスオオヨロヒグモ
|JapR = Herakuresu Ō Yorohi Gumo
|JapM = Giant Armored Herculean Spider
|Fra = Araknéak Titan
|FraM = Titan Dweevil
|Ger  = Titanarak
|GerM = From Titan and Arak (the German name for the Dweevil family)
|Ita=Opiliode Titano
|ItaM=Titan Dweevil
|Spa = Araña titán
|SpaM = Titan spider
}}


===Two-time Strategy===
==Gallery==
This strategy involves fighting the Titan Dweevil twice. The first time collect all the treasures as you go through the caves, and before engaging the Titan Dweevil position either Olimar or the president right next to the geyser, then when it comes to the Titan dweevil only knock off one of its weapons (preferably the Shock Therapist as this is most dangerous), then use the petrification spray to keep it busy while you get your pikmin to take the weapon to the spacecraft, as soon as it has been collected by the spacecraft, switch to the character by the geyser and leave.
<gallery>
Titandweevil.jpg|Artwork of the Titan Dweevil.
P2 Titan Dweevil fire.jpg|The Titan Dweevil using the [[Flare Cannon]].
P2 Titan Dweevil electric.jpg|The Titan Dweevil using the [[Shock Therapist]].
P2 Titan Dweevil poison.jpg|The Titan Dweevil using the [[Comedy Bomb]].
P2 Titan Dweevil water.jpg|The Titan Dweevil using the [[Monster Pump]].
VulnerableTitanDweevil.jpg|The Titan Dweevil without any of its weapons.
P2 Titan Dweevil death.jpg|The Titan Dweevil dissolving as it dies.
Pikmin2ch MUKI oootakaraFL2.png|The Titan Dweevil as seen from above, in an unused cave.
Titan Dweevil P2S icon.png|The [[Piklopedia (Pikmin 2)|Piklopedia]] icon of the Titan Dweevil in [[Pikmin 2 (Nintendo Switch)|the Nintendo Switch version of ''Pikmin 2'']].
Y20.JPG|The Titan Dweevil's [[e-card]], #43 (20<sup>th</sup> yellow card).
</gallery>


Then when you come back the second time you can get to the bottom with minimum pikmin loss as you don't have to worry about the treasures you picked up the first time. Then, when you get to the Titan Dweevil there will be more pikmin to face it and one less elemental hazard to worry about.
==Trivia==
[[File:Dream Den 10 fireflies.jpg|thumb|Close-up of the firefly-like insects.]]
* [https://www.nintendo.co.jp/ngc/gpvj/contents/tohyo/kekka_other/index.html In an official Japanese poll], the Titan Dweevil was ranked as the most popular non-Bulborb enemy in {{p2}}.
*Using an [[ultra-bitter spray]] or pausing the game the instant before the Dweevil uses a weapon will result in the [[Music in Pikmin 2#Titan Dweevil attack preparation|musical cue]] scripted to play at this moment to loop. It will continue until the game is unpaused, or the Titan Dweevil breaks out of petrification.
*Though compared to spiders, the Titan Dweevil may be designed after the {{w|Japanese spider crab}}, a crab famous in Japan for having the largest leg span of all crab species. The Titan Dweevil possesses a similar body structure with its round torso, long legs, and small pincers, and its vulnerable form shows a crab-like exoskeleton.
**Japanese spider crabs are closely related to {{w|decorator crab}}s, which collect surrounding material and {{w|Self-decoration camouflage|attach it to their carapaces}}. The Titan Dweevil, and subsequently all other Dweevils, may all get their habit of carrying loose objects from these crabs.
*Surrounding the Titan Dweevil, there are unknown firefly-like creatures flying about (pictured right). No information about them is known, however. They are coded to spawn specifically with the Titan Dweevil{{cite youtube|zpJ6NVQYrdU|demonstrating the Titan Dweevil in the Valley of Repose|published={{date|6|July|2021}}|retrieved={{date|18|March|2023}}}}, and around the beast's spawn point.
*The Titan Dweevil, the [[Giant Breadbug]], and the [[Waterwraith]], are the only bosses in ''Pikmin 2'' that have their own boss [[Music in Pikmin 2|themes]].
*The Titan Dweevil bizarrely does not appear to have a [[soul]]; when defeated, one does not rise from its corpse. While there exist other enemies that similarly don't have souls, they explicitly are only incapacitated when defeated, unlike the Titan Dweevil, which is clearly dead. This oddity is shared with the [[Empress Bulblax]], [[Toady Bloyster]] (both only exhibiting this anomaly in ''Pikmin 2''), and [[Ranging Bloyster]], along with all members of the [[arachnorb family]] regardless of game.
**Unlike the other creatures who are missing souls in ''Pikmin 2'' despite dropping corpses, it's possible that it may be an intentional decision for the Titan Dweevil. Throughout the Pikmin series creatures always only release souls when their death animations finish, which could look odd with the Titan Dweevil since that means that its soul would be appearing out of thin air.


==See also==
*[[Dweevil family]]
*[[Beady Long Legs]]
*[[Man-at-Legs]]
*[[Raging Long Legs]]
*[[Emperor Bulblax]]
*[[Plasm Wraith]]
*[[Ancient Sirehound]]


{{endspoiler}}
==References==
{{refs}}


{{Enemies}}
{{bosses}}
[[Category:Pikmin 2 enemies]]
{{p2enemies}}
[[Category:Bosses]]
[[Category:Fire enemies]]
[[Category:Water enemies]]
[[Category:Electric enemies]]
[[Category:Poison enemies]]
[[Category:Burrowing enemies]]
[[Category:Dream Den]]
[[Category:Final bosses]]
[[Category:Pikmin 2 bosses]]

Latest revision as of 13:15, November 2, 2024

Titan Dweevil In-game icon.

The Titan Dweevil equipped with all its weapons.

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 (ヘラクレスオオヨロヒグモ?, lit.: "Giant Armored Herculean Spider") is the final boss in Pikmin 2. It is the largest member of the Dweevil family, and 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 real danger this creature has comes from the weapons it carries.

At the very bottom of the last cave 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 body 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 leaders if the weapons weren't collected last time.

Despite being the final boss of Pikmin 2, defeating the Titan Dweevil does not necessarily lead to the end of the game, unlike the final bosses of Pikmin and Pikmin 3. It can be fought before many other bosses and recovering Louie will not yield any special ending unless the treasures are the last to be collected in the game. However, new e-mails will be received once Louie is found.

Stats[edit]

Weight Max.
carriers
Seeds Value Health Regen.
N/A N/A N/A N/A 5000 1.5 HP/s

Note that 5000 HP is the creature's health. Each weapon has 6000 HP.

Weapons[edit]

The Titan Dweevil has four weapons at its disposal, the Flare Cannon, the Shock Therapist, the Monster Pump, and the Comedy Bomb. Each of these can be knocked out of the beast and salvaged as a treasure, worth Poko × 1000.

Pikmin must be thrown at a weapon, either while it is mounted on the Dweevil's hide or on its hands. Each weapon has 6000 HP, and after its health has been depleted, it will detach, and will not be picked up by the boss again, provided the player does not leave and re-enter the cave before carrying said part to the pod.

When it's time to attack, the Titan Dweevil chooses which weapon to use from the available ones, with more damaged weapons having a higher chance of being chosen[1]. This uses a weighted random choice algorithm, where each weapon has a base score of 6000, and increases as its health is depleted, up to 11999 with 1 HP. So for example, if all four weapons are present but one has 1 HP, it has a 40% chance of being picked, and the others have a 20% chance each. After a weapon's health reaches 3000, its attack will be slightly different and more potent.

Weapons deal the matching type of elemental damage, so leaders naturally take no damage from two of them (water and poison), and can be rendered immune to the other two (fire and electricity) via upgrades. But unlike every other attack or hazard in the game, weapons are still capable of knocking down leaders even if they are immune to the element. As this wastes precious time of being able to save Pikmin from the attack, the weapons remain dangerous to leaders even if they do not actually deal damage.

It is interesting to note that each of these weapons causes different versions of Titan Dweevil's music to play when used; the Titan Dweevil has the most unique boss themes of any boss in the game series. Right before using the attack, the creature will turn into the color that symbolizes the hazard of the chosen weapon.

Flare Cannon[edit]

Main article: 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 a rough 180-degree motion. When this weapon is damaged, it will spray more of the area than normal. The Red Pikmin are immune to this weapon.

Shock Therapist[edit]

Main article: Shock Therapist.

Possibly the toughest weapon to avoid (unless the player is using the Yellow Pikmin-only strategy), it's the only weapon that kills on contact with the attack. When used, it will spit out eight electrical "nodes" that will activate after a delay and form multiple arcs of electricity between them that electrocute all Pikmin that touch them. 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, sometimes even hitting and bouncing on the exit geyser, so it is advised to keep the Pikmin beyond the geyser. The Yellow Pikmin are immune to this weapon.

Monster Pump[edit]

Main article: Monster Pump.

When this weapon is used, it shoots out blasts of water that will get latched onto the Pikmin's heads and suffocate them. When the weapon is damaged, it will shoot out water at a faster rate. 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. Each bubble casts a shadow, making it easier to tell where it will land.

Comedy Bomb[edit]

Main article: Comedy Bomb.

When this weapon is used, it will spray three streams of poisonous gas, pointing in different ways, and are at equal distances from each other. The streams move at a constant speed and direction, so standing in between them at all times should be no problem. When it is damaged, it will spray four streams that may change direction spontaneously and randomly. The streams do not reach the ramp that makes up the arena's perimeter, so staying there is advised. The White Pikmin are immune to this weapon.

After the weapons[edit]

Piklopedia screenshot of the Titan Dweevil.
A weaponless Titan Dweevil as seen in the Piklopedia.

After all weapons have been broken off, it will lose its armor and turn pale yellow, but will still have Louie on its head. 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 making them lose their flowers, 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, which is great for spray-farming.

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!

Pikmin 2 Nintendo Player's Guide[edit]

The leader of the Dream Den, and Louie's captor, is equipped with an arsenal that produces hazards of all varieties. Since the creature is very tall, you'll have to start by targeting its weapons with high-flying yellow Pikmin. Be ready to rescue them when they're in need, and have your leader sidestep the hazards.

Strategy[edit]

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

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, stopping to rest after two or three stomp cycles(likewise, it will only react to attacks after finishing an in progress stomp cycle), except that it doesn't crush Pikmin because it has no large "feet". However, swarming the feet will cause Pikmin to go idle, which is extremely dangerous if the Titan is attacking. When running away, swarm around the legs. 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 leaders should be immune to all hazards by the time the boss is fought, the weapons can still stun them, but do not hurt them. The Dweevil is a reactionary attacker, and will mostly only attack if being attacked itself. When attacked, it will finish the current action (be it a stomp cycle, kneeling, or using a weapon) and then prepare its weapon. If a weapon is knocked off while in use, the Titan will immediately attack with another weapon.

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.

Each weapon can be counterattacked, or make another weapon vulnerable. Counterattacking the Titan Dweevil can deal massive damage. The Flare Cannon can be attacked from behind while in use, the Comedy Bomb while it's being lifted, and the Monster Pump and Shock Therapist can be attacked while in use. Pikmin are still vulnerable to hazards while latched on, making it wise to only attack in use weapons with the Pikmin immune to it. The Monster Pump can hit Pikmin latched onto it as well, though this only happens when close by, so throwing on some spicy reds and running away can serve as a good, if not risky, strategy. The remaining two weapons can't hit latched Pikmin, but are otherwise dangerous. Attacking the Shock Therapist with a full group of Pikmin should only be considered while the weapon is not malfunctioning.

When the Monster Pump or Shock Therapist are in use the other weapons are vulnerable as well. When the Flare Cannon is used, the vulnerable weapon will depend on where the player was facing the Dweevil, as it always attacks in a radius where the player was when the attack started. The Comedy Bomb is problematic, due to it filling the entire sink the battle is fought it, counterattacking is not as effective.

Quick-kill strategy[edit]

This strategy is only semi-consistent, but is easily the quickest way to kill The Titan Dweevil if you are skilled enough. Though it is possible without, only Yellow Pikmin should be brought into the fight due to their resistance to electricity, and as soon as the Titan Dweevil starts emerging the player should throw all of their Yellow Pikmin onto the Shock Therapist. The goal is to get it to its "third phase" where its electric orbs bounce without breaking it off of the Dweevil's body.

The Titan Dweevil prioritizes using weapons with less health than the other ones it carries, meaning that it will most likely use the attack which the player's Pikmin are immune to and has the hardest time trapping the active leader in an in-actionable state. Due to how easy the Shock Therapist's attacks are avoided, the player's Yellow Pikmin can easily be thrown onto the other weapons, quickly depleting their health especially with ultra-spicy sprays, quickly leaving the Titan Dweevil defenseless.

Any Pikmin latched onto any of the Titan Dweevil's weapons will be completely safe from harm until whistled or shaken off, allowing the fight to aslo go a bit faster if you are getting particularly bad luck.

Yellow-only strategy[edit]

100 Yellow Pikmin are brought into the Dream Den. All treasures are ignored, and the player works their 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 Yellow Pikmin are not immune to. The reason to use Yellow Pikmin 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 leaders 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 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.

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 Yellow Pikmin, 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.

Keeping the inactive leader separated from the active one makes it possible to resort to the former in case the active leader 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[edit]

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.

Technical information[edit]

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

Other information[edit]

Naming[edit]

See more: Dweevil family#Naming.
  • Common name: Titan Dweevil. The word "titan" means "giant", referring to the Dweevil's massive size.
  • Japanese nickname: ヘラクレスオオヨロヒグモ?. ヘラクレス? means "Hercules" and オオ? means "giant", both referring to its size, ヨロヒ? is similar to ヨロイ?, which in turn means "armor", perhaps relating to its high durability and how it is invulnerable until its treasures are torn off, and finally, グモ? means "spider". So, its full translated name could be Giant Armored Herculean Spider.
  • Japanese name: ヤタシオオヨロヒグモ?.
  • Scientific name: Mandarachnia gargantium. Gargantium is similar to the English word "gargantuan", which means "gigantic", referencing its large size.
  • Internal names: Its internal name is bigtreasure. big naturally refers to its size, but treasure is the English translation of the word used in the internal name of other Dweevils, which is otakara.
  • Prerelease: None.

Names in other languages[edit]

Language Name Meaning
Flag of Japan Japanese ヘラクレスオオヨロヒグモ?
Herakuresu Ō Yorohi Gumo
Giant Armored Herculean Spider
Flag of France French Araknéak Titan Titan Dweevil
Flag of Germany German Titanarak From Titan and Arak (the German name for the Dweevil family)
Flag of Italy Italian Opiliode Titano Titan Dweevil
Flag of Spain Spanish Araña titán Titan spider

Gallery[edit]

Trivia[edit]

Close-up of the firefly-like insects in the tenth sublevel of Dream Den.
Close-up of the firefly-like insects.
  • In an official Japanese poll, the Titan Dweevil was ranked as the most popular non-Bulborb enemy in Pikmin 2.
  • Using an ultra-bitter spray or pausing the game the instant before the Dweevil uses a weapon will result in the musical cue scripted to play at this moment to loop. It will continue until the game is unpaused, or the Titan Dweevil breaks out of petrification.
  • Though compared to spiders, the Titan Dweevil may be designed after the Japanese spider crab, a crab famous in Japan for having the largest leg span of all crab species. The Titan Dweevil possesses a similar body structure with its round torso, long legs, and small pincers, and its vulnerable form shows a crab-like exoskeleton.
    • Japanese spider crabs are closely related to decorator crabs, which collect surrounding material and attach it to their carapaces. The Titan Dweevil, and subsequently all other Dweevils, may all get their habit of carrying loose objects from these crabs.
  • Surrounding the Titan Dweevil, there are unknown firefly-like creatures flying about (pictured right). No information about them is known, however. They are coded to spawn specifically with the Titan Dweevil[2], and around the beast's spawn point.
  • The Titan Dweevil, the Giant Breadbug, and the Waterwraith, are the only bosses in Pikmin 2 that have their own boss themes.
  • The Titan Dweevil bizarrely does not appear to have a soul; when defeated, one does not rise from its corpse. While there exist other enemies that similarly don't have souls, they explicitly are only incapacitated when defeated, unlike the Titan Dweevil, which is clearly dead. This oddity is shared with the Empress Bulblax, Toady Bloyster (both only exhibiting this anomaly in Pikmin 2), and Ranging Bloyster, along with all members of the arachnorb family regardless of game.
    • Unlike the other creatures who are missing souls in Pikmin 2 despite dropping corpses, it's possible that it may be an intentional decision for the Titan Dweevil. Throughout the Pikmin series creatures always only release souls when their death animations finish, which could look odd with the Titan Dweevil since that means that its soul would be appearing out of thin air.

See also[edit]

References[edit]

  1. ^ From instruction 0x802ddd34 to 0x802dded8 of the US Demo 17 Pikmin 2 DOL; function Game::BigTreasure::Obj::setTreasureAttack with debugging symbols.
  2. ^ YouTube video demonstrating the Titan Dweevil in the Valley of Repose, published on July 6th, 2021, retrieved on March 18th, 2023