Pikmin 2

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{{Template:Boss Order
{{Infobox enemy
|previous = Raging Long Legs
|pikmin2    = y
|series = Pikmin 2
|image      = 132.jpg
|current = #12 (Final Boss)
|size        = 270px
|icon        = Piklopedia Titan Dweevil.png
|name        = Mandarachnia gargantium
|family      = Dweevil
|underground = [[Dream Den]]
|attacks    = Blows fire, sprays water, discharges electricity, emits poison
|vitality    = 5000
}}
}}
{{Infobox enemy
 
|pikmin2    = y
|image      = Titandweevil.jpg
|size      = 270px
|name      = Mandarachnia gargantium
|family    = Dweevil
|underground= [[Dream Den]]
|height    = 322mm (leg span)
|attacks    = Shoots water<br>Emits poison<br>Produces electricity<br>Produces flames
|vitality  = 5000}}
{{spoiler}}
{{spoiler}}
The '''Titan Dweevil''' (ヘラクレスオオヨロヒグモ) 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, 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 creature is only really dangerous because of the weapons it carries.
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 family|Pikmin]] off it; the creature is only really dangerous because of 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 [[Captain Louie|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. 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).


==Notes==
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 the player, triggering the boss fight. Louie is found on top of it the first time the Titan Dweevil is battled 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 the dungeon is revisited and fight the boss after rescuing Louie, it will still attack the captain if the weapons weren't collected last time).
===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!"''
===Nintendo Player's Guide===
''"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 weapon with high-flying yellow pikmin. Be ready to rescue them when they're in need, and have your pilot sidestep the hazard."''


==Weapons==
==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. Each weapon's effect (except for the Shock Therapist, which uses electricity to attack) can be dispelled by Olimar/President's Whistle. The Titan Dweevil will attempt to attack if you try to carry the treasures away before it's defeated. If you knocked all the weapons off but haven't defeated it, it will flail it's arms, knocking off Pikmin, potentially removing their flowers. NOTE: You cannot find [[Bulbmin]] in the [[Dream Den]], so therefore you cannot use them against the Titan Dweevil unless you use a hack.
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.
Right before the Titan Dweevil is about to attack, it changes the same color as the type of Pikmin that is immune to the weapon. For example, if the Titan Dweevil is about to use the Shock Therapist, it will turn yellow. (The only exception is the Comedy Bomb. In that case, the Titan Dweevil will turn purple.) This tip can be useful in [[zero-death run]]s. \
 
[[Flare Cannon]]
[[File:Flare Cannon.jpg|thumb|150px|x100px|The Flare Cannon as seen in the [[Treasure Hoard]].]]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, but takes the most amount of hits to come off. When this weapon is damaged, it will spray further than before, and in a 210-degree motion. 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 (species)|Pikmin]]. The [[Red Pikmin]] are immune to this weapon. Along with every other item (except for Louie) this is worth 1000 pokos.
 


=== [[Shock Therapist]] ===
===[[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 family|Pikmin]]. The [[Red Pikmin]] are immune to this weapon. It appears to be a portable stove burner.


[[File:Ashocktherapist.png|thumb|The Shock Therapist as seen in the Treasure Hoard. ]]The Shock Therapist is the only weapon that kills on contact with the attack, but it takes the least amount of hits to come off. 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 but Yellow Pikmin that touch them. This attack won't damage the player if they have the [[Dream Material]], although it will still knock you down. 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 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 your Pikmin behind the exit geyser because the nodes will bounce off the geyser even if they get in the "tube" . The [[Yellow Pikmin]] are immune to this weapon. As a warning, do not use Pikmin besides Yellows as that is too dangerous sometimes.
===[[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]]===
===[[Monster Pump]]===
[[File:Monster Pump.jpg|150px|thumb|The Monster Pump as seen in the Treasure Hoard.]]The Monster Pump is the toughest weapon to avoid. This weapon takes the second least amount of hits to come off. When this weapon is used, it spits out blasts of water that will get latched onto the Pikmin's heads and suffocate them, but if they are whistled, the effect will wear off. 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, but using [[Yellow Pikmin]] is advised to avoid having Pikmin electrified. When the Titan Dweevil uses this weapon, it is advised to keep running.
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]]===
===[[Comedy Bomb]]===
[[File:Comedy bomb.jpg|150px|thumb|left|The Comedy Bomb as seen in the Treasure Hoard.]]The Comedy Bomb is the second easiest weapon to avoid. This weapon takes the second most amount of hits to come off.   
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.  
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 easiest way to dodge it in this form is to simply get onto a slope. The [[White Pikmin]] are immune to this weapon. Once collected, the ship fills it with laughing gas, hence the name.


==Order==
==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 [[HP|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.


{{subjective}}
{{Notes|olimar=y|louie=y}}


'''*Unlike other dweevils, the Titan Dweevil can't reattach weapons once it loses them.'''
==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.


[[File:Pikmin 2 - The Titan Dweevil-0|thumb|right|335px|A video showing how to defeat the Titan Dweevil.]]1. Move all non-yellows behind the geyser; this reduces their chances of being harmed by the devastating [[Monster Pump]] ([[Yellow Pikmin|Yellow Pikmin's]] flight and electric resistance makes them ideal for fighting the Titan Dweevil).
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 run]]s, if at all.


2. Take the Yellow Pikmin and strip the dweevil of the most annoying weapon, the long-ranged [[Monster Pump]]. You might need to switch to the other Captain to call the other Pikmin to relieve them of water.
==Strategy==


3. Keep the Yellows for the entire time that you're removing the weapons; after removing the Monster Pump, command the Yellows to remove the [[Flare Cannon]] when neither fire or [[Comedy Bomb|poison]] is being used to attack.
[[File:Titan Dweevil.jpg|thumb|right|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|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 [[captain]]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.


4. Next, have the Yellows remove the [[Comedy Bomb]]. However, always attack the bomb when it's not being used, since this, like the [[Flare Cannon]], can knock out the captain, despite his immunity to it.
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.


5. Finally, go all out on the [[Shock Therapist]]. It is important you remove this last because Yellows are immune to it, so you can have them remove other weapons if this initiates early.
Do not underestimate the power of the [[Ultra-spicy spray]] when attacking. Since it's likely that the captain will only have about 20-25 Yellows, spraying them before launching an attack increases the chance to break off the weapon. The current captain can gather lots of Ultra Spicy Spray berries in the [[Awakening Wood]].


6. If you do not take out the Shock Therapist last, put away the Yellows and get the Pikmin type that is immune to the last 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 [[spray]]s.


==After the Weapons==
===Yellow-only strategy===
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. Its skin will turn to a pale yellow color. 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. [[Purple Pikmin]] are recommended to make this portion faster. When defeated, the Titan Dweevil will seemingly melt into a bubbly, bluish substance, leaving only [[Louie]]. The weapons and Louie can be picked up as treasures. Louie's treasure name is the [[King of Bugs]] , and he also appears to be holding the monster's antennae. 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 ten random [[spray]]s.
[[Image:81titandweevil.png|thumb|left|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.


==Weapon usage==
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.
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 run]]s, if at all.
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.


{{Endspoiler}}
=== 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.


{{endspoiler}}


==Gallery==
==Gallery==
<gallery>
<gallery>
Titan Dweevil allweapons.png|A Titan Dweevil with all of its weapons.
File:Titandweevil.jpg|Concept art of the Titan Dweevil.
Titan Dweevil noweapons.png|The Titan Dweevil with all of its weapons knocked off.
File:135.jpg|A mix of Red and Blue Pikmin against the Titan Dweevil.
320px-Pikmin2ch MUKI oootakaraFL2.png
File:0.jpg|The Titan Dweevil with its armor destroyed.
</gallery>
</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.


{{Enemies}}
{{Enemies}}
[[Category:Pikmin 2 enemies]]
[[Category:Bosses]]
[[Category:Bosses]]
[[Category:Dream Den]]
[[Category:Fire enemies]]
[[Category:Spoilers]]
[[Category:Water enemies]]
[[Category:Pikmin 2]]
[[Category:Electric enemies]]
[[Category:Pikmin 2 only Enemies]]
[[Category:Poison enemies]]
[[Category:Final Boss]]
[[Category:Louie's notes]]

Revision as of 18:52, July 1, 2014

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 it; 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 fight the boss after rescuing Louie, it will still attack the captain 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 captain will only have about 20-25 Yellows, spraying them before launching an attack increases the chance to break off the weapon. The current captain 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

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.