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Titan Dweevil

From The Codex
Revision as of 21:58, 27 July 2024 by GiverOfThePeace (talk | contribs) (→‎Codex Statistics: clean up and re-categorisation per CFD, replaced: Combat Speed → Attack Speed)
Articles About The Dweevil Family
Pikmin Series Anode Dweevil - Caustic Dweevil - Fiery Dweevil - Munge Dweevil - Titan Dweevil

The largest member of the dweevil family, this fearsome predator carries protective components that frequently exhibit offensive capabilities, an evolution that may be attributed to mere chance. Another evolutionary theory is that the chemical contents of the containers carried by titan dweevils contribute to possible gene splicing. While other dweevils do not seem to choose the objects they carry, the titan dweevil appears to prefer shiny objects above all others.
~ Olimar's research notes on the Titan Dweevil

Eaten raw, this predator's luxurious legs are bold and full flavored. What a satisfying crunch!
~ Louie's research notes on the Titan Dweevil

The leader of the Dream Den, and Louie's captor, is equipped with an arsenal that produces hazards of all varieties. Since the creature is very tall, you'll have to start by targeting its weapons with high-flying Yellow Pikmin. Be ready to rescue them when they're in need, and have your leader sidestep the hazards.
~ Pikmin 2 Nintendo Player's Guide

Background

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 head of the Titan Dweevil. The enormous monster then proceeds to attack the Hocotate Freight employees, 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.

General Information

Name: Titan Dweevil

Origin: Pikmin

Sex: Varies

Age: Unknown, likely the oldest and most developed species of the dweevil family

Classification: Giant Armoured Herculean Spider

Species: Dweevil species

Occupation: None

Status: Active (Is one of the most prominent species on PNF-404)

Alignment: Unaligned (The wildlife on PNF-404 don't follow moral ethics and simply survive like traditional animals in the wilderness)

Codex Statistics

Tier: 10-C, Higher with weapons and Penetration Damage

Cardinality: Finite

Dimensionality: 3-D

Attack Potency: Subhuman level (Can harm Olimar and the President, and can easily swat away Standard Pikmin. Can swat away Purple Pikmin, though they are unable to kill them on their own. Should be superior to the Red Bulborb which can launch a tire rim several meters into the air), Higher with weapons and Penetration Damage (The Titan Dweevil's four weapons make it the biggest threat of the Dream Den)

Durability: Subhuman level (The Titan Dweevils are one of the toughest lifeforms on PNF-404 and in the Dream Den, taking an entire squad of Pikmin to defeat it). Invulnerability through the dweevil's mimicking physiology makes it difficult to kill.

Striking Strength: Subhuman Class

Lifting Strength: At least Subhuman (Should be vastly superior to the Red Bulborb which can kick a tire rim several meters into the air. The dweevil species is capable of lifting dozens of times its own size with absolute ease)

Travel Speed: Superhuman+ (Can keep up with Pikmin on foot who can easily outpace pellet shots from the Gatling Groink which can travel at 168 m/s on average)

Attack Speed: Supersonic (Can tag and swat away Pikmin along with Olimar himself, and should be comparable to wildlife that use electricity-based attacks)

Reaction Speed: Supersonic (Comparable to the Pikmin themselves and can quickly swat entire groups away whilst being swarmed)

Stamina: Unknown (Their physiology implies they can remain indefinitely active depending on what they mimic)

Range: Below Standard Melee physically, Standard Melee with Flare Cannon and Comedy Bomb (Can attack across the entire dungeon floor centerpiece), Above Standard Melee with Shock Therapy (Can reach outside the centerpiece of the dungeon floor), Kilometers with Monster Pump (Can attack across the entire dungeon floor and automatically detects and channels subterranean waterways from a mile away[1]), Higher depending on what they mimic

Intelligence: Animalistic (Dweevils typically aren't hostile by nature and simply want to mimic whatever it is they can pick up off the ground. Despite this, they have a basic understanding or survival instinct to fight off oncoming predators)


Powers and Techniques

Superhuman Physical Characteristics, Small Size (Bug-Sized), Mimicry (Physiology Mimicry) and Invulnerability (Physical Invulnerability; The dweevil species has the unique ability to perfectly mimic whatever they pick up, essentially becoming the held item[2][3][4][5]. Once they do this, their physical bodies become completely immune to damage until they lose the mimic'd item), Natural Weaponry and Penetration Damage (Physical Penetration; Its legs are naturally sharp for digging through soil), Burrowing, Camouflage, and Stealth Mastery (The Titan Dweevil can completely submerge its body in the ground to hide itself away from potential predators).


Resistance to Extreme Heats and Extreme Colds (Has adapted in all of the underground dungeons and earth's biomes like the Distant Tundra and Tropical Wilds), Time Stop and Magnetism Manipulation (All wildlife on PNF-404 are immune to the magnetic field which stops time in the underground dungeons), Sound Manipulation, Mind Manipulation, and Empathic Manipulation (The Antenna Beetle's whistle-like call technique, similar to the captain's whistle, has no effect on the Dweevil species. Olimar's whistle only temporarily stuns a dweevil), and Resistance to Petrification (The purple potion only petrifies its body and not its weapons, and can eventually break out of the petrification)

Invulnerability (Physical Invulnerability & Passive; Cannot be damaged externally until all the weapons are off the Titan Dweevil's body), Fire Manipulation and Resistance Negation (Flame Propulsion; With the Flare Cannon, can fire a stream of fire akin to a flamethrower. Even if Olimar has the Scorch Guard, a protective suit capable of resisting temperatures of fire geysers, he will still get damaged by the Flare Cannon), Electricity Manipulation, Paralysis Inducement, Matter Manipulation, and Resistance Negation (Electricity Surge and Bioelectricity; With the Shock Therapist, can fire 'nodes' that conduct and fire electricity all across the floor by gathering negative ions in the atmosphere and converting them into energy[6]. The Shock Therapist's electrical discharges are potent enough to render one Unconscious[7], going as far as to work on and stun Olimar even though he's immune to electricity with the Anti-Electrifier), Water Manipulation (Aquatic Flow and States of Matter Manipulation), Curtain Fire, and Penetration Damage (Physical Penetration; With the Monster Pump, it can fire highly pressured water to rain across the entire area[8]. The Monster Pump is capable of automatically detecting and channeling subterranean waterways from a mile away[9]), Poison Manipulation, Gas Manipulation, and Curtain Fire (Grade XIII Biohazard; With the Comedy Bomb, it can fire off long streams of toxic gas in a swirling pattern potent enough to take your life in a matter of seconds[10], making it at least comparable to the gases produces by the Doodlebug, which is a methane and hydrogen sulfide biohazard compound classified as a Grade XIII biohazard[11]).

Resistance to Petrification (The purple potion only petrifies the Titan Dweevil's body and not its weapons), Fire Manipulation and Resistance Negation (Fire Propulsion; Due to mimicking the Flare Cannon, the Titan Dweevil is naturally resistant to it), Electricity Manipulation, Paralysis Inducement, Matter Manipulation, and Resistance Negation (Electricity Surge and Bioelectricity; to mimicking the Shock Therapist, the Titan Dweevil is naturally resistant to it), Water Manipulation (Aquatic Flow and States of Matter Manipulation) and Penetration Damage (Physical Penetration; Due to mimicking the Monster Pump, the Titan Dweevil is naturally resistant to it), Poison Manipulation and Gas Manipulation (Grade XIII Biohazard; Due to mimicking the Comedy Bomb, the Titan Dweevil is naturally resistant to it)

Equipment

  • Flare Cannon: When used, it 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. It affects even those that have a resistance to it.
  • Shock Therapist: 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 that touch them. Even those with a resistance will be paralyzed. When this weapon is damaged, the nodes will activate the moment they are released and may move while activated.
  • Monster Pump: When 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 rate.
  • Comedy Bomb: When used, it will spray three streams of poisonous gas, pointing in different ways, and are at equal distances from each other. When it is damaged, it will spray four streams that may change direction spontaneously and randomly.

Notable Techniques

  • Flare Cannon: When used, it 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. It affects even those that have a resistance to it.
  • Shock Therapist: 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 that touch them. Even those with a resistance will be paralyzed. When this weapon is damaged, the nodes will activate the moment they are released and may move while activated.
  • Monster Pump: When 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 rate.
  • Comedy Bomb: When used, it will spray three streams of poisonous gas, pointing in different ways, and are at equal distances from each other. When it is damaged, it will spray four streams that may change direction spontaneously and randomly.

Other

Standard Tactics: The Titan Dweevil will choose from using one of its four weapons, the more damaged the weapon becomes, the more sporadic the item becomes. The Titan Dweevil will also pick up any shiny items to add to its body and mimic.

Weaknesses: If all of it's weapons are taken down, the Titan Dweevil is useless in a fight as it's a naturally pacifist creature.

References

  1. This item automatically detects subterranean waterways, even if the water is buried a mile deep! This monster pump draws liquid any distance, and its almost-uncontrollable power is fantastic!
    ~ Hocotate Ship Sales Pitch on the Monster Pump
  2. Members of the dweevil family are known for carrying objects of astounding size on their backs and mimicking them. The anode dweevil is one species in this family. They seem to have no particular preference for which objects they carry on their backs, as they will carry anything they can lift. They boast an internal organ that generates electrical charges, which the anode dweevil releases when it senses danger.
    ~ Olimar's Research Notes on the Anode Dweevil
  3. The caustic dweevil is one member of an insect family known for mimicking objects by carrying them on their backs. Several points of differentiation with other members of the species have been confirmed, such as body color and behavioral patterns, but none of these suggest major deviations in the creature's genetic structure. This makes it clear that it is a relative of the family. When attacked by enemies, the caustic dweevil spits out bodily fluids in response. Space suits corrode and oxidize when they come in contact with this highly acidic liquid.
    ~ Olimar's Research Notes on the Caustic Dweevil
  4. Members of the dweevil family are known for carrying objects of astounding size on their backs, then mimicking them. The fiery dweevil is one species in this family. Generally, this is a very gentle insect that feeds on grass nectars, but when faced with danger the fiery dweevil ignites flammable internal gasses, juts out its jaw, and spews scorching flames. As this clearly makes it a rather dangerous insect, it is best not to linger directly in front of it.
    ~ Olimar's Research Notes on the Fiery Dweevil
  5. The munge dweevil is one member of an insect family known for mimicking objects by carrying them on their backs. These insects often carry the carcasses of other life-forms on their backs, but apparently this is not for the purpose of transporting them as food, but instead is another example of their mimic behavior. The munge dweevil produces two different chemical compounds within its body, which form poisonous gas when mixed and expelled. This gas is used only for self-defense.
    ~ Olimar's Research Notes on the Munge Dweevil
  6. This nanotech device gathers negative ions in the atmosphere and converts them into energy. It then releases that energy. Zap! Use it to relieve muscle soreness and joint stress. One warning, however: it does render the user unconscious.
    ~ Hocotate Ship Sales Pitch on the Shock Therapist
  7. This nanotech device gathers negative ions in the atmosphere and converts them into energy. It then releases that energy. Zap! Use it to relieve muscle soreness and joint stress. One warning, however: it does render the user unconscious.
    ~ Hocotate Ship Sales Pitch on the Shock Therapist
  8. This savage water pump was just one of many weapons wielded by the titan dweevil. This pump is capable of spraying jets of hyper-pressurized water!
    ~ Olimar's journal notes on the Monster Pump
  9. This item automatically detects subterranean waterways, even if the water is buried a mile deep! This monster pump draws liquid any distance, and its almost-uncontrollable power is fantastic!
    ~ Hocotate Ship Sales Pitch on the Monster Pump
  10. You cannot see it. You cannot smell it. Yet this weapon would steal your life, given the chance. At least it USED to, until I shrewdly exchanged its poison gas for hilarious laughing gas. Crafted with an eye for safety, it is the funniest weapon ever devised!
    ~ Hocotate Ship pitch sale on the Comedy Bomb
  11. While life-forms that excrete foul musks to warn of danger are not rare, the doodlebug is the only species known to release flatulence when active above ground. Interestingly enough, since it is merely releasing the gas created by decay of the contents of the creature's intestines, it does not have a special musk-producing organ. This means the creature is in fact merely flatulating. Spectral analysis of the rank gas indicates it contains not only methane, but hydrogen sulfide as well, making the flatulence a Grade XIII biohazard.
    ~ Olimar's Research Notes on the Doodlebug

Battle Records

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