Titan Dweevil: Difference between revisions
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'''Titan Dweevil''' is the last boss in Pikmin 2. | |||
{{spoiler}} | |||
In the last dungeon of the game, the [[Dream Den]], Olimar and his boss find Louie sitting on top of a mound of treasure. When they approach the mound, however, it reveals itself as the head of the Titan Dweevil. It then starts to attack. | |||
The Titan Dweevil resembles a pile of treasure with a metallic body consisting of four legs and two small arms. | |||
==Strategy== | |||
This boss has a rather tricky way to defeat it. It has four weapons which double as treasures after defeat; the [[Flare Cannon]], [[Shock Therapist]], [[Monster Pump]], and [[Comedy Bomb]], all representing various hazards. It will stomp around and act like the various Arachnorb family in manner of stomping, minus crushing Pikmin because it has no "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 if it recieves enough damage. | |||
===Flare Cannon=== | |||
The Flare Cannon is the easiest weapon to avoid; it simply sprays flames in a set radius, which is very small. When this weapon is damaged, it will spray in a slightly larger area than normal. | |||
===Shock Therapist=== | |||
Possibly the toughest weapon to avoid. When this weapon is used, it will spit out eight electric nodes that will activate and form multiple electric force fields that fry all Pikmin that touch them. Keep your Pikmin in a tight group to avoid getting fried. When this weapon is damaged, the nodes will activate the moment they are spit out. | |||
===Monster Pump=== | |||
When this weapon is used, it spits out waterdrops that will get stuck on the poor Pikmin's heads. When the weapon is damaged, it will spit out water at a greater range and speed. | |||
===Comedy Bomb=== | |||
When this weapon is used, it will spray three streams of poison gases. They move at the same speed and direction, so standing in between them at all times should be no problem. When it is damaged, it will have four streams and may change directions spotaneously. | |||
==After the Weapons== | |||
After all weapons have been broken off (don't worry, he can't pick them back up), he will lose his armor, but still have Louie on his head. He now resembles an underdeveloped giant Dweevil. All you must do now is throw Pikmin at his head. He does not have any counterattacks at this stage other than throwing off the Pikmin, but he does have a substantial amount of health. When defeated, he will froth into blue foam and melt away, leaving only Louie. All weapons (and Louie) can be picked up as treasures. If you decide to fight him again, he will be without any armor or weapons. | |||
{{endspoiler}} |
Revision as of 21:22, March 11, 2006
Titan Dweevil is the last boss in Pikmin 2.
In the last dungeon of the game, the Dream Den, Olimar and his boss find Louie sitting on top of a mound of treasure. When they approach the mound, however, it reveals itself as the head of the Titan Dweevil. It then starts to attack.
The Titan Dweevil resembles a pile of treasure with a metallic body consisting of four legs and two small arms.
Strategy
This boss has a rather tricky way to defeat it. It has four weapons which double as treasures after defeat; the Flare Cannon, Shock Therapist, Monster Pump, and Comedy Bomb, all representing various hazards. It will stomp around and act like the various Arachnorb family in manner of stomping, minus crushing Pikmin because it has no "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 if it recieves enough damage.
Flare Cannon
The Flare Cannon is the easiest weapon to avoid; it simply sprays flames in a set radius, which is very small. When this weapon is damaged, it will spray in a slightly larger area than normal.
Shock Therapist
Possibly the toughest weapon to avoid. When this weapon is used, it will spit out eight electric nodes that will activate and form multiple electric force fields that fry all Pikmin that touch them. Keep your Pikmin in a tight group to avoid getting fried. When this weapon is damaged, the nodes will activate the moment they are spit out.
Monster Pump
When this weapon is used, it spits out waterdrops that will get stuck on the poor Pikmin's heads. When the weapon is damaged, it will spit out water at a greater range and speed.
Comedy Bomb
When this weapon is used, it will spray three streams of poison gases. They move at the same speed and direction, so standing in between them at all times should be no problem. When it is damaged, it will have four streams and may change directions spotaneously.
After the Weapons
After all weapons have been broken off (don't worry, he can't pick them back up), he will lose his armor, but still have Louie on his head. He now resembles an underdeveloped giant Dweevil. All you must do now is throw Pikmin at his head. He does not have any counterattacks at this stage other than throwing off the Pikmin, but he does have a substantial amount of health. When defeated, he will froth into blue foam and melt away, leaving only Louie. All weapons (and Louie) can be picked up as treasures. If you decide to fight him again, he will be without any armor or weapons. Template:Endspoiler