A Link to the Past Enemy Details: Difference between revisions

From Zelda Dungeon Wiki
Jump to navigation Jump to search
Want an adless experience? Log in or Create an account.
m (Text replacement - "can not" to "cannot")
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
{{stub}}
{{LttP-Stub}}
This is a comprehensive guide to all enemies featured in ''[[The Legend of Zelda: A Link to the Past|A Link to the Past]]''.
This is a comprehensive guide to all enemies featured in ''[[The Legend of Zelda: A Link to the Past|A Link to the Past]]''.


==Notes==
==Notes==
{{TODO|Get frame data and get a timing in seconds on stuns.}}
{{TODO|Get frame data and get a timing in seconds on stuns.}}
*A health value of 255 strongly indicates the enemy is actually invulnerable to all damage, even if it looks like they take damage. The enemies with a value of 255 can not be killed.
*A health value of 255 strongly indicates the enemy is actually invulnerable to all damage, even if it looks like they take damage. The enemies with a value of 255 cannot be killed.
*The damage values of 255, 252, and 251 indicate a stun and its duration. 255 is the longest stun while 251 is the shortest.
*The damage values of 255, 252, and 251 indicate a stun and its duration. 255 is the longest stun while 251 is the shortest.
*The damage value of 254 sets the frozen status on an enemy. A frozen enemy can be killed instantly by smashing them with a hammer. They can also be picked up and thrown at other enemies.
*The damage value of 254 sets the frozen status on an enemy. A frozen enemy can be killed instantly by smashing them with a hammer. They can also be picked up and thrown at other enemies.

Latest revision as of 18:45, November 6, 2024

LttP crystal for stubs.png
This A Link to the Past article is a stub. You can help the Zelda Dungeon Wiki by expanding it.

This is a comprehensive guide to all enemies featured in A Link to the Past.

Notes

TODO: Get frame data and get a timing in seconds on stuns.
  • A health value of 255 strongly indicates the enemy is actually invulnerable to all damage, even if it looks like they take damage. The enemies with a value of 255 cannot be killed.
  • The damage values of 255, 252, and 251 indicate a stun and its duration. 255 is the longest stun while 251 is the shortest.
  • The damage value of 254 sets the frozen status on an enemy. A frozen enemy can be killed instantly by smashing them with a hammer. They can also be picked up and thrown at other enemies.
  • The damage value of 253 sets the burn status on an enemy. This kills the enemy instantly and they will drop their item after a short animation of them burning.
  • The damage value of 250 turns an enemy into a slime.
  • The damage value of 249 turns an enemy into a fairy.
  • Numbers indicated in (brackets) are to indicate that these were the values in the Japanese release. These numbers were later reused in the GBA port instead of the numbers used for the PAL and NTSC releases of the original.

Categories

Category Sprite
0
Boomerang-32.png
Magical-boomerang-32.png
1
Sword-fighters.png
Sword-master.png
Sword-beam.png
Lamp-32.png
Bush-green.png
Somaria-block.png
Somaria-blast.png
Byrna-32.png
Bee-32.png
Slash/Held
Held
Sword Beam
GBA Only
Thrown
Cane Block
Cane Blast
2
Sword-fighters.png
Sword-master.png
Sword-tempered.png
Spin
Slash
Held
3
Sword-master.png
Sword-tempered.png
Sword-gold.png
Hammer-32.png
Skull-lttp.png
Spin
Slash
Held
Thrown[cat 1]
4
Sword-tempered.png
Sword-gold.png
Spin
Slash
5
Sword-gold.png
Spin
6
Arrows-32.png
Regular
7
Hookshot-32.png
8
Bomb-32.png
9
Silver-arrows-32.png
Silver
10
Magic-powder-32.png
11
Fire-rod-32.png
12
Ice-rod-32.png
13
Bombos-32.png
Bombos
14
Ether-32.png
Ether
15
Quake-32.png
Quake
  1. Excluding bushes

Health/Damage

Enemy Health Cat 0 Cat 1 Cat 2 Cat 3 Cat 4 Cat 5 Cat 6 Cat 7 Cat 8 Cat 9 Cat 10 Cat 11 Cat 12 Cat 13 Cat 14 Cat 15
AntiFairy.png
Anti-Fairy 255 0 0 0 0 0 0 0 0 0 0 249 0 0 0 0 0
Archer.png
Archer (Blue) 6 255 2 4 8 16 16 4 255 4 100 0 253 254 253 254 250
Green-Archer-Sprite-1.png
Archer (Green) 4 255 2 4 8 16 16 4 255 4 100 0 253 8 253 64 250
Armos-Sprite-1.png
Armos 8 255 2 4 8 16 16 64 255 4 100 0 8 254 253 16 25
Arrgi-Sprite-Alttp.png
Arrgi 8 0 0 4 8 16 16 0 0 4 100 0 8 8 0 0 0
Babusu-1.png
Babusu 4 0 2 4 8 16 16 4 64 4 100 0 253 64 253 64 64
Ball-1.png
Ball 255 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Ball-and-Chain-Trooper-Gold.png
Ball and Chain Soldier 16 251 2 2 8 16 16 4 255 4 100 0 253 0 253 254 250
Blue-Bari-2.png
Bari (Blue) 2 0 2 4 8 16 16 4 64 4 100 0 253 64 253 64 255
Red-Bari-2.png
Bari (Red) 2 0 2 4 8 16 16 4 64 4 100 0 253 64 253 64 255
Beamos-Sprite-1.png
Beamos 255 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Bee-32.png
Bee[hd 1] 0 1 2 4 8 16 16 4 64 4 100 249 8 8 16 16 32
Biri-4.png
Biri 2 0 2 4 8 16 16 4 64 4 100 0 253 64 253 64 255
Blade-Trap-1.png
Blade Trap 32 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Blazing-Bat-1.png
Blazing Bat 255 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Bomb-Knight-Sprite.png
Bomb Knight 8 255 2 3 4 16 16 4 255 4 100 0 253 254 253 254 250
Bone-Cucco-3.png
Bone Cucco 255 1 2 4 8 16 16 4 64 4 100 0 8 8 0 0 0
Boulder-3.png
Boulder 255 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Bumper-Sprite.png
Bumper 255 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Buzz-1.png
Buzz 8 255 2 4 8 16 16 4 64 4 100 250 253 254 253 254 250
Buzz-Blob-2.png
Buzz Blob 3 255 2 4 8 16 16 4 255 4 100 249[hd 2] 253 254 253 254 255
Chain-Chomp-1.png
Chain Chomp 5 251[hd 3] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Chasupa-3.png
Chasupa
Crow.png
Crow
Cucco-Sprite.png
Cucco
Cukeman-Sprite-1.png
Cukeman
Deadrock-Sprite-2.png
Deadrock
Blue-Debirando-1.png
Devalant (Blue)
Red-Debirando-2.png
Devalant (Red)
Eyegore.png
Green Eyegore
Red-Eyegore-Sprite-2.png
Red Eyegore
Fireball-Cannon.png
Fireball Cannon
Flying-Tile-2.png
Flying Tile
Freezor.png
Freezor
Geldman-Sprite.png
Geldman
Giant-Ball.png
Giant Ball
Giant-Blade-Trap.png
Giant Blade Trap
Gibdo-1.png
Gibdo
Gibo-1.png
Gibo
Good-Bee-2.png
Golden Bee[hd 1]
Green-Goriya-1.png
Goriya (Green)
Red-Goriya-1.png
Goriya (Red)
Guruguru-Bar.png
Guruguru Bar
  1. 1.0 1.1 Even though coded to take damage from the boomerangs and hookshot, Bees will simply reflect them and take no damage.
  2. While 249 normally results in a fairy being created, there is a hardcoded check for Buzz Blobs only that will transform it into a Cukeman instead.
  3. Chain Chomps are coded to take 251 (very short stun) from boomerangs, but they repel boomerang so it doesn't seem to work.