Titan Dweevil: Difference between revisions

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{{spoiler}}
{{spoiler}}
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. 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.
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. 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.


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 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).
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 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).


==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. Each weapon's effect can be dispelled by Olimar/President's Whistle.
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.


===[[Flare Cannon]]===
===[[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]]. The [[Red Pikmin]] are immune to this weapon.
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.


===[[Shock Therapist]]===
===[[Shock Therapist]]===
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===[[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, 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.  When the Titan Dweevil uses this weapon, it is advised to keep moving.
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.


===[[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.
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.  


==After the Weapons==
==After the Weapons==
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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.
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.


==Killing Strategy==
==Strategy==
 
[[File:Titan Dweevil.jpg|thumb|right|A Titan Dweevil with all of its weapons, turning blue as it readies the [[Monster Pump]]]]
[[File:Titan Dweevil.jpg|thumb|right|A Titan Dweevil with all of its weapons, turning blue as it readies the [[Monster Pump]]]]
This boss has a rather complex method 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. Despite the fact that Olimar should be immune to all hazards by the time you fight this boss, the weapons can still stun him, but do not hurt him.
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. Despite the fact that Olimar should be immune to all hazards by the time you fight this boss, the weapons can still stun him, but do not hurt him.


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.
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.
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===Yellow-only strategy===
===Yellow-only strategy===
[[Image:81titandweevil.png|thumb|left|The Titan Dweevil.]]
[[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.
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.


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==Gallery==
==Gallery==
<gallery widths="211" captionalign="left">
<gallery>
135.jpg|A mix of Red and Blue Pikmin against the Titan Dweevil.
File:Titandweevil.jpg|Concept art of the Titan Dweevil.
0.jpg|The Titan dweevil with its armor destroyed.
File:135.jpg|A mix of Red and Blue Pikmin against the Titan Dweevil.
Titan Dweevil.png|A collage of the Titan Dweevil
File:0.jpg|The Titan Dweevil with its armor destroyed.
Molishii.jpg|A picture of Titan Dweevil from Pikmin 2/Google.ca|link=Titan Dweevil
</gallery>
</gallery>
{{Enemies}}
{{Enemies}}
[[Category:Pikmin 2 enemies]]
[[Category:Bosses]]
[[Category:Bosses]]
[[Category:Fire enemies]]
[[Category:Fire enemies]]
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