Titan Dweevil: Difference between revisions

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==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 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.
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.


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.]]
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.