Pikmin 2

Titan Dweevil: Difference between revisions

From Pikipedia, the Pikmin wiki
Jump to navigation Jump to search
(→‎Strategy: Counterattacks. If you aren't fighitng the titan with them you are a dweeb)
m (→‎Strategy: legs)
Line 72: Line 72:
==Strategy==
==Strategy==
{{guide}}
{{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|hazards]]. It will stomp around and act like the various [[Arachnorb]] family members in their manner of stomping, except that it doesn't [[Crushing|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 [[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.
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 [[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.


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

Revision as of 12:51, July 17, 2023

Titan Dweevil In-game icon.

Artwork of the Titan Dweevil.

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 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, 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

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

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. After a weapon's health reaches 3000, its attack will be slightly different and more potent.

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

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. This fire is irksome in the fact that it is capable of knocking down the leaders even if the player has the Scorch Guard, stopping them from saving Pikmin. The Red Pikmin are immune to this weapon.

Shock Therapist

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. This attack won't damage the leaders if they have the Dream Material, but will still knock them 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, 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

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

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. Strangely, the leaders will get knocked down by hitting one of these poisonous streams, so it is advised to keep the leaders away from them. 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

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

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

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 in their manner of stomping, 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.

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

Do not underestimate the power of the ultra-spicy spray when attacking. Since it's likely that the player will only have about 20-25 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.

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 is only a good idea while the weapon is not malfunctioning.

As for weapons that are exposed by other attacks, the Comedy Bomb is very vulnerable during the Shock Therapist's attack. The Shock Therapist is vulnerable during the Monster Pump attack. No weapon is noticeably vulnerable during the other two attacks, due to them being much more deadly when close to the Titan Dweevil.

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.

A small thing is that 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 go a bit faster if the player is getting particularly bad luck.

Yellow-only strategy

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.

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

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

Naming

See more: Dweevil family#Naming.
  • Common name: Titan Dweevil. The word "titan" means "giant", referring to this 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".
  • 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

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

Trivia

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, along with the Giant Breadbug and the helpless phase of the Waterwraith, are the only bosses in Pikmin 2 that have their own boss theme.

See also

References

  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