Titan Dweevil

The Titan Dweevil 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
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.

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. 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
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
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
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
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
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.

Strategy
This boss has a rather complex way to defeating it. It has four weapons which double as treasures after it's defeated; the Flare Cannon, Shock Therapist, Monster Pump and Comedy Bomb, representing the game's four elemental hazards. It will stomp around and act like the various Arachnorb family members, stopping to rest after two or three stomp cycles(likewise, it will only react to attacks after finishing an in progress stomp cycle), except that it doesn't crush Pikmin because it has no large "feet". However, swarming the feet will cause Pikmin to go idle, which is extremely dangerous if the Titan is attacking. When running away, swarm around the legs. After it bobs its head down, it will grab two weapons, but only use one. The color it glows and which arm it raises will indicate the weapon it will use, however. The main point is to attack the weapons. If a weapon gets damaged, it will start smoking and will behave differently when used. The weapon will break off when it receives enough damage. Each weapon has 6,000 HP, and there are four weapons, so the total amount of HP for all the weapons is 24,000 HP. Despite the fact that the leaders should be immune to all hazards by the time the boss is fought, the weapons can still stun them, but do not hurt them. The Dweevil is a reactionary attacker, and will mostly only attack if being attacked itself. When attacked, it will finish the current action (be it a stomp cycle, kneeling, or using a weapon) and then prepare its weapon. If a weapon is knocked off while in use, the Titan will immediately attack with another weapon.

If the Titan Dweevil is sprayed with an ultra-bitter spray when it's using a weapon, the weapon will keep firing while the Dweevil is frozen. This increases the length of time the weapon's effect lasts, and the boss is much harder to damage while encased in stone, so petrifying it is not recommended until the very end, in an attempt to obtain multiple sprays.

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

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

Quick-kill strategy
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.

Do not underestimate the power of the ultra-spicy spray when attacking. Since it's likely that the player will only have about 20-25 Yellow Pikmin, spraying them before launching an attack increases the chance to break off the weapon. The player can gather lots of ultra-spicy spray berries in the Awakening Wood.

Keeping the inactive leader separated from the active one makes it possible to resort to the former in case the active leader is knocked down. However, although directly under the Dweevil is the most handy location to place the inactive one, he will suffer from the blasts made by the Comedy Bomb.

Two-time strategy
This strategy involves going through the Dream Den and obtaining all treasures, then, when the player reaches the Titan Dweevil, only knocking off one weapon, then spraying the Titan Dweevil with ultra-bitter spray to immobilize it and prevent it from using its weapons while the Pikmin carry the treasure back to the Research Pod. The next time the player enters the Dream Den, they do not have to worry about obtaining the treasures and can work their way to the Titan Dweevil. Each time the player fights the Titan Dweevil, they only knock off one weapon, petrify the Titan Dweevil, and exit via the geyser. This continues until the Dweevil has no weapons left and turns pale yellow. (Consult the above section "After The Weapons"). Although this strategy takes a long time, it is useful for zero-death runs.

Trivia

 * In an official Japanese poll, the Titan Dweevil was ranked as the most popular non-Bulborb enemy in.
 * 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, 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 s, which collect surrounding material and . 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, 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.
 * The Titan Dweevil's elemental attacks will still stun captains,even with immunity to that specific hazard.