Titan Dweevil: Difference between revisions

Jump to navigation Jump to search
(Use the strategy and you'll see why the Shock Therapist is in fact the lowest priority)
Line 23: Line 23:
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 the [[Comedy Bomb]]; they all represent the various hazards except for the Explosion hazard. 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. Louie is found on top of it the first time you battle it; the [[Sales Pitch]] on [[King of Bugs|him as a treasure]] hints at the idea that he was in control of the Dweevil.
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 the [[Comedy Bomb]]; they all represent the various hazards except for the Explosion hazard. 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. Louie is found on top of it the first time you battle it; the [[Sales Pitch]] on [[King of Bugs|him as a treasure]] hints at the idea that he was in control of the Dweevil.


Note: Yellow Pikmin should be used while all your other Pikmin are above the 'bowl' that the Titan Dweevil is on (this does not guarantee safety; the Monster Pump can still reach them, although a great way to hide them is to take them behind the exit geyser): they can be thrown the highest, reaching any of its weapons, and there is always a chance of saving them.  If you follow this strategy, a suggested method of defeating the Dweevil would be to destroy the weapons in this order: Shock Therapist, Monster Pump, Flare Cannon, Comedy Bomb. The Shock Therapist first bcause it kills your pikmin instantly. The Pump second because it can hit your pikmin even if they're out of the arena.
Note: Yellow Pikmin should be used while all your other Pikmin are above the 'bowl' that the Titan Dweevil is on (this does not guarantee safety; the Monster Pump can still reach them, although a great way to hide them is to take them behind the exit geyser): they can be thrown the highest, reaching any of its weapons, and there is always a chance of saving them.  If you follow this strategy, a suggested method of defeating the Dweevil would be to destroy the weapons in this order: Monster Pump, Flare Cannon, Comedy Bomb, Shock Therapist.  


===[[Flare Cannon]]===
===[[Flare Cannon]]===
Line 31: Line 31:
===[[Shock Therapist]]===
===[[Shock Therapist]]===


Possibly the toughest weapon to avoid. When this weapon is used, it will spit out eight electric nodes that will activate and form multiple electric force fields that electrocute all Pikmin that touch them. 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. It has been confirmed that this weapon reaches a bit beyond the arena on rare occasions, so it is advised once again to keep your Pikmin near the exit geyser. Since this weapond is so dangerous you should only bring in Yellow Pikmin to avoid losses.
Possibly the toughest weapon to avoid. When this weapon is used, it will spit out eight electric nodes that will activate and form multiple electric force fields that electrocute all Pikmin that touch them. 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. It has been confirmed that this weapon reaches a bit beyond the arena on rare occasions, so it is advised once again to keep your Pikmin near the exit geyser.


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