Pikmin 2

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{{Infobox enemy
{{Infobox enemy
|pikmin2     = y
|pikmin2   = y
|image       = 132.jpg
|image     = Titandweevil.jpg
|size       = 270px
|size       = 270px
|icon        = Piklopedia Titan Dweevil.png
|name       = Mandarachnia gargantium
|name       = Mandarachnia gargantium
|family     = Dweevil
|family     = Dweevil
|underground= [[Dream Den]]
|underground = [[Dream Den]]
|height    = 322mm (leg span)
|attacks     = Blows fire, sprays water, discharges electricity, emits poison
|attacks   = Shoots water<br>Emits poison<br>Produces electricity<br>Produces flames
|vitality   = 5000
|vitality   = 5000}}
}}
{{spoiler}}
The '''Titan Dweevil''' (ヘラクロスオオヨロヒグモ) 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.


{{spoiler}}
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).
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 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 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==
===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.
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.
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.


===[[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.


===[[Shock Therapist]]===
=== [[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 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 near the exit geyser. The [[Yellow Pikmin]] are immune to this weapon.
 
[[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.


===[[Monster Pump]]===
===[[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.
[[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.


===[[Comedy Bomb]]===
===[[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.  
[[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 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.


==After the Weapons==
==Order==
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 [[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 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.


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


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


==Strategy==
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.


[[File:Titan Dweevil.jpg|thumb|right|A Titan Dweevil with all of its weapons, turning blue as it readies the [[Monster Pump]].]]
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.
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 you fight this boss, 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.
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.


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]].
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.


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.
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


===Yellow-only strategy===
==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. 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.


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.
==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.


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.
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.


=== Two-Time Strategy ===
{{Endspoiler}}
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>
File:Titandweevil.jpg|Concept art of the Titan Dweevil.
Titan Dweevil allweapons.png|A Titan Dweevil with all of its weapons.
File:135.jpg|A mix of Red and Blue Pikmin against the Titan Dweevil.
Titan Dweevil noweapons.png|The Titan Dweevil with all of its weapons knocked off.
File:0.jpg|The Titan Dweevil with its armor destroyed.
320px-Pikmin2ch MUKI oootakaraFL2.png
</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:Fire enemies]]
[[Category:Dream Den]]
[[Category:Water enemies]]
[[Category:Spoilers]]
[[Category:Electric enemies]]
[[Category:Pikmin 2]]
[[Category:Poison enemies]]
[[Category:Pikmin 2 only Enemies]]
[[Category:Final Boss]]
[[Category:Louie's notes]]

Revision as of 20:03, April 11, 2014

Titan Dweevil
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 Shoots water
Emits poison
Produces electricity
Produces flames

The Titan Dweevil (ヘラクロスオオヨロヒグモ) 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 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 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 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

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

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. 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 runs. \

Flare Cannon

File:Flare Cannon.jpg
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. The Red Pikmin are immune to this weapon. Along with every other item (except for Louie) this is worth 1000 pokos.


Shock Therapist

File:Ashocktherapist.png
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.

Monster Pump

The Monster Pump as shown from the Treasure Hoard.
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.

Comedy Bomb

File:Comedy bomb.jpg
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 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

Template:Subjective

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

File:Pikmin 2 - The Titan Dweevil-0
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's flight and electric resistance makes them ideal for fighting the Titan Dweevil).

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.

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 poison is being used to attack.

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.

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.

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

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. 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 petrified, it will drop ten random sprays.

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.

Template:Endspoiler


Gallery