Titan Dweevil: Difference between revisions
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1. Move all non-yellows behind the geyser; this reduces their chances of being harmed by the devestating [[Monster Pump]] ([[Yellow Pikmin|Yellow Pikmin's]] flight makes them ideal for fighting the Titan Dweevil). | 1. Move all non-yellows behind the geyser; this reduces their chances of being harmed by the devestating [[Monster Pump]] ([[Yellow Pikmin|Yellow Pikmin's]] flight 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 | 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 | 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. | ||
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. | 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. | 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. | ||
==After the Weapons== | ==After the Weapons== |