User:Portal-Kombat/Wind Waker Redux/Enemy Bios


 * Magtail: This enemy now rears back considerably when you approach, monitoring you to decide when it's the right time to strike. It will sway back and forth for a varying period of time before striking. This attack does 1/2 a heart of damage, but it also sets you on fire which will burn 1/4 of a heart away for every second it burns. Roll once to put it out. If you touch the Magtail, you'll get this same fire effect. The Deku Leaf is generally ineffective, but the Grappling Hook can latch onto the head and smack it to the ground for a second so you can strike the eye with your sword. Otherwise, you'll have to time your sword strikes to hit it when it lunges quickly. This attack can't be parried, so this strategy is riskier. After three hits to the eye, the Magtail rolls up into a ball. You can use it to weight down switches or you can defeat it with twelve sword strikes before it unfurls itself again with the capacity to resist three more hits to the eye.
 * Mothula: A one-eyed insect which is quite speedy. It's pretty reckless in battle, and takes six hits to defeat. However, it lunges forward with a biting attack which does 1 damage each time, and can easily slow you down by spraying a cloud of Morths at you. If you time it right, you can parry its biting attack.
 * Morth: These miniscule foes cling to you to slow you down. A spin attack will shake them off you and kill them in one go. They also won't be able to hold onto you if you catch on fire, get frozen, blasted with an explosion, fall into water, or if a powerful wind blows them off.
 * Flying Mothula: A Mothula with wings. It takes 12 hits to remove its wings, and 12 more hits to defeat it once it falls on the ground. While airborne, it can shoot Morths to slow you down, use a weak biting attack which does 1/2 damage, and rocket towards you to do 1 damage. On the ground, it behaves exactly like a regular Mothula but with twice the life. Its rocket attack and ground-based biting attacks can both be countered with a parry.
 * Peahat: A hovering pod enemy which can fly into you for 1/4 of a heart's worth of damage. It's really only threatening when it knocks you out of the air during flight. You can fan it away with the Deku Leaf or cut off the propeller to stop its flight, then strike it with your sword before it recovers.
 * Seahat: A large creature encountered on the Great Sea. It hovers near your boat and attempts to ram into it, doing 1 heart's worth of damage and knocking you into the sea. But it won't stop there: it'll continually dive bomb you while you swim back to your boat, doing 1 heart's worth of damage each time. To knock off its propeller, shoot it once with your cannon. It'll start swimming towards you until it grows its propeller back, but if you shoot it again it'll go down for good.
 * Shabom: Soapy foes from Ocarina of Time which bounce around and do 1/4 damage upon contact. Swords merely bounce them away- swatting them with the Boomerang will pop them, but they can also be pierced by arrows, Fire Arrows, Light Arrows and the Hookshot. If they are shot with Ice Arrows, they'll freeze! If they fall from a high height when frozen, they will shatter, but if they are close enough to the ground they will drop and roll. Frozen Shabom can be picked up and throw so they shatter, but they can also be handled carefully before the ice disappears and the Shabom takes flight once more.
 * Miniblin: These enemies attack from all sides in a swarm, and often appear as if from nowhere. Usually, they'll be fought in overwhelming numbers, and there are many instances where they simply won't stop coming. They are weak, and take only two hits to defeat. They do 1/4 of a heart per attack. The Skull Hammer or Bombs can defeat them in one go.
 * Fire Miniblin: A Miniblin variant which often attacks within the throng of other Miniblin, they will also set you on fire which steadily burns off 1/4 of a heart per second if they land a successful attack. Other than that, they are no different than other Miniblin except they have dragon-like tails instead of a mammal-like tail, and they have what appear to be vestigal wings. The ends of their pitchforks are clearly on fire.
 * Smoke Miniblin: The most dangerous and uncommon of all Miniblin, they are always tinged blue. The ends of its pitchfork bears a puff of blue smoke. Don't let this hit you or else you'll be unable to use items or your sword for 20 seconds, leaving you open to attack from the rest of the Miniblin army.
 * Silence: A small, silent foe which appears to be a quickly moving black shadow, they often swarm unexpectedly and suddenly from the floor, ceiling, or wall. They have two visible glowing yellow eyes, and they leap out of their two-dimensional states in an almost liquid-like form. When they become more three-dimensional they have visible arms and legs, as well as a pair of antennae. All they can do is leap at you for 1/4 heart's worth of damage. In their two-dimensional states they can't be harmed, so you have to draw them out individually with the Hookshot or blast them out with a Bomb or Skull Hammer smash. When they are exposed, one hit will finish them off. Unlike Miniblin, they always appear in set amounts and don't infinitely regenerate. If you don't have any items which can expose them, you'll have to attack them when they leap out to attack you, which is pretty inconvenient.
 * Blue Bokoblin: A standard enemy, Blue Bokoblins are always armed with a boko stick. Although they can't block attacks, they have impressive footwork and can leap around more nimbly than you can. They take six strikes to defeat. Their attacks do 1/2 damage, but they are easily avoided. If you can get it to drop its weapon they'll only be able to do a meager 1/4 damage.
 * Green Bokoblin: This Bokoblin puts up more of a fight. It is always armed with a wooden shield and a machete, and it is a bit taller than the blue ones. They take twelve hits to defeat, and do the same amount of damage that Blue Bokoblins do. They lose their weapons less frequently, and can block and counter attacks with their wooden shields. They still have the same footwork as Blue Bokoblins.
 * Blue Moblin: A powerful, large enemy with a spear. They take no less than twenty hits to defeat, and they are adept at blocking attacks with their spear. They have numerous attacks: a slow forwards jab which trips you up and does 1/2 damage, a quick horizontal shove which does 1/2 damage, a wide swing which does 1 and 1/2 worth of damage, and a downwards attack which does 1 and 1/2 damage. If they lose their spears, they can still do numerous punches which do 1/2 damage each, and a wind-up punch which does 1 damage as well. It uses this as a combination attack, so watch out! Blue Moblins without spears will sometimes pull out bombs and lob them at you, so be aware of this. You can use these explosions to your advantage if you act quickly.
 * Lantern Moblin: It is the same as a Blue Moblin, but it is grey and first throws its lantern at you before attacking. This lantern is explosive and does 1 damage if it connects, and subsequently will do 1/4 fire damage per second until you roll to put it out. They also throw bombs sometimes when they lose their spears.
 * Keese: Bat enemies which love the dark. They fly around and quickly strike, doing 1/4 of damage each time they connect. Like many other small enemies in the game, their attacks add up quickly. They don't stop in front of you in this version, so hitting them with your sword is much more of a problem. Locking on with a projectile will help you clear them out more quickly.
 * Gyorg: On the Great Sea, these sharks will attack you in some areas. They are faster than your boat and will continually launch themselves at it until you stop moving and face them. They'll circle the boat and try to ram into it, doing 1/2 damage and knocking you into the water. When you're in the water, they'll bite you, which hurts a lot- 1 and 1/2 hearts per bite! Generally, Gyorgs aren't worth the trouble because they do so much damage. They take only one shot with a cannon to be defeated. Otherwise, it takes four strikes with any other weapon to make them retreat underwater.
 * Metal Gyorg: A Gyorg covered in powerful metal armor, no weapons will effect them other than a cannon. Even then, it takes five shots to stop them! They do the same amount of damage, but can also launch torpedoes from their mouths which you'll have to jump over with your ship. Much of the time, they refrain from using physical attacks and merely launch torpedoes at you.
 * Freshwater Octorok: A squid which lives in freshwater, as the name implies. It hides underwater if you draw close. It launches rocks at you, which do 1/2 damage if they connect. It's a weak enemy and can be defeated if you hit it with any kind of weapon or deflect its rock back at it. However, it is smart enough to duck under a deflected projectile most of the time. It may also flail its tentacles at you or spit a stream of foul water, both of which do 1/4 damage.
 * Saltwater Octorok: This squid lives out on the Great Sea and launches bombs at your ship, in addition to flailing its tentacles at you for 1/2 damage if you draw near. It is known to sometimes suck up water and spit it out at you, doing 1/2 damage and knocking you out of your boat. They are taken care of with one direct shot from the cannon. Otherwise, they take four projectiles to kill.
 * Boko Baba: A carnivorous plant which can retreat into its bud for defense, they need know less than seven immediately consecutive hits to defeat. Otherwise, they can snap you up and spit you back out, an attack which does 1 heart of damage. If you try and fight them from a distance, they'll continuously spit a weak acid at you for 1/4 damage, so it's a better idea to get up in their faces and attack them. Get them to bite first, sidestep the attack and then slash until they fall.
 * Big Boko Baba: A large Boko Baba. It is more colorful, but works generally the same way. However, that head of its can take seemingly limitless damage. If you try to sidestep it and attack continuously, it'll take way too long and eventually the monster will snap you up and do 2 1/2 hearts worth of damage, its biggest attack. Otherwise, it can hit you with its tongue, which does 1 heart of damage. If you stand farther away from it, it will regurgitate bomb fruits which it ate, so step lively. Its final move is actually defensive; a set of leaves around the base of the bud will expand and rotate quickly, creating a 360 degree whirlwind which will push you away unless you put on the Iron Boots. To defeat it, throw an explosive onto its tongue or mouth to stun it, then slash the stem. You have to do this three times to finally defeat it. This battle is made much easier once you have Fire Arrows.
 * Buoy Baba: A Boko Baba found only on the Great Sea, it's a sort of floating sea plant. It has a yellow "head" and a green bud. It'll try and snap you out of your boat and do 1 and 1/2 hearts worth of damage. Don't swim next to one of them, or the roots will grab you and electrocute you, which is 1 heart of damage. Approach patches of these carefully, and give them a good blast with the cannon to set them straight.
 * Dragon Baba: An ancient creature. Its bud is a large, open water plant. It looks a lot like Kalle Demos from the original Wind Waker, but always open and never closed. It never bites. Instead, it rears back and spews a wide-reaching haze of colorful spores. If these make any kind of contact, the screen will turn different colors and swirl around for about 20 seconds, making it difficult to do anything effectively. This is bad, because it attacks with its roots out of the water, which are sickle-like and can slam you pretty hard. If it scratches you it does 1 heart of damage, but if it slams you it does 1 and 1/2 hearts of damage. To defeat it, you have to stun the head temporarily to keep it upright. Otherwise, it will close up the flower and shoot you out, doing 1/2 damage before opening again. Hit the head with a projectile from a distance, then run onto the flower and slash the stem four times to defeat this complex enemy.
 * Silent Knight: Not only is its name a bad pun, but it is very nimble despite its name. It's also not much of a "knight." It holds a long and jagged weapon which almost looks like a key because of the spikes on the edge and the odd handle at the hilt. Its head is protected by a helmet which never comes off. Upon sighting you it will hop towards you in a frenzy and start attacking with that strange weapon it has. Each time it hits, you can take 1 heart of damage, so don't mess around. Luckily, it has no real defenses and is pretty open to the parry attack. You usually fight them in groups. It takes 18 hits to defeat one.
 * Floormaster: A shady hand which doesn't teleport you in this game, but is still an annoying foe. If that hand grabs you, it really hurts! It does 1/2 of a heart per second and takes a bit of struggling to get it to let go. In addition, it can reach into its portal and pull out a sword to fight with. Whenever it hits with this sword, you take 1 heart of damage. If you can defeat it in a sword duel it will drop its weapon and become open to attack for a period of time. Its last attack is pulling a lantern on a chain out of the portal. When it swings this lantern around it in a circle, it creates a circle of smoke which makes you unable to use any items or your sword for 20 seconds if you hit it. When it does this move, use your Deku Leaf to blow out the lantern, then attack with your sword. The general strategy is to wait for it to use a weapon, then defeat its weapon. All in all, they take 16 hits to defeat.
 * Red ChuChu: A slimy red monster which oozes towards you and hops at you, doing 1/4 damage. It's probably the easiest enemy of all, just hit it three times. Oftentimes, they leave behind Red Chu Jelly when defeated.
 * Green ChuChu: This one is exactly the same as the red except it is green and takes a total of six hits to defeat. Oftentimes, it leaves behind Green Chu Jelly when defeated.
 * Yellow ChuChu: You'll learn to hate these things. They do 1 heart of damage every time they attack because of their electric charge, and take four hits to beat. You need to stun it sufficiently first before going in to do some real damage.
 * Orange ChuChu: It is slightly darker and larger than a Yellow ChuChu and can produce more Yellow ChuChus by shaking from side to side. It can extend its electric charge slightly further, so you need to stun it from a distance if you can. When you have an opening, it takes 8 hits to defeat.
 * Purple ChuChu: This ChuChu is a creature of the dark and is invincible- except when light touches it. Then, it turns rock solid and can be destroyed with the Skull Hammer, Bombs or a throw. Some Purple ChuChus are found outside in stone in the daytime, and come to life at sundown. You can also use them to weigh down switches.
 * Blue ChuChu: It is the same as a Yellow ChuChu except for coloration. It can't be generated by any other ChuChus, though. Really, it's just there to add color and variety to local ChuChu groups. However, they have a chance of dropping rare Blue Chu Jelly when defeated. It's a very low chance, though.
 * Fire ChuChu: It is slightly bigger than a Red ChuChu- and it's on fire! Hit it with an Ice Arrow to cool it off, then attack it 8 times before it fires up again.
 * Ice ChuChu: It is a slightly larger, white-colored ChuChu surrounded by a perpetual blizzard. Hit it with a Fire Arrow, then attack 8 times before it freezes.
 * Explosive ChuChu: Dark Blue, and has a habit of exploding after being hit 4 times. Helps clear out obstacles and other ChuChus.
 * Black ChuChu: Solid black with red patterns on it strangely reminiscent of Twilight Princess. Takes a whopping 12 hits to defeat a single one...
 * ReDead: It's a generally accepted fact that ReDeads are some of the scariest foes you'll encounter. They'll stand still, but are impervious to damage until you awaken them. They can scream at you to stop you in your tracks, but if they grab hold of you they can bite. Each time they bite it does 1/2 damage, so you'll need to shake it lose and then slash as quickly as you can. It takes 12 hits to defeat a ReDead. A known strategy which works effectively is to throw a Bomb at it before approaching. When it turns to scream, the explosion will break its concentration and allow you to rush in and finish it off.
 * Armos: Small statues made of tougher stuff than jars. They'll hop towards you and knock you back, doing 1/2 damage. Their weak spots are on their backs, so you have to time your moves right to get behind and slash them there twice to defeat them. A good and accurate shot with an arrow right in their eye can stun them for a split second, so use that to your advantage.
 * Armos Knights: Bigger statues which don't mess around. If they knock into you you'll take 1 damage, but far more dangerous is their mega slam attack. It'll shudder violently before leaping into the air and attempting to land on you, dealing 3 hearts worth of damage! You can't afford to sake such a big hit, so run when they leap! Their other attack is opening up their mouths and firing 3 bombs at you. When it opens it mouth, that's your chance to toss in a bomb of your own- or if you're fast, throw in two Bombs. It takes two explosions to destroy it completely. If you shoot its eye with a direct hit, it'll be temporarily blinded and will attack in the wrong direction for about 10 seconds.
 * Turret Buoy: A floater anchored in place on the sea floor, it's a rusty metal platform manned by a trio of Bokoblins, one of which manipulates the control panel. If the one controlling the turret is defeated, another one will take its place. You can finish it easily by shooting it three times and sinking the whole thing, or you can just snipe the bokoblins off of the top with a couple of good shots with another weapon.
 * Gunship: This boat moves around and fires at you with its cannon. Two shots will destroy the armor plating and reveal the Moblin manipulating the cannon, and the last shot will finish the Gunship for good.
 * Torpedo Ship: This mobile ship lacks a cannon, but it can fire torpedos at your boat from underneath the water. It is controlled by a trio of Bokoblins atop the ship. Three blasts will sink the ship entirely, but a few well-placed shots can destroy the mechanics, making the cannon unnecessary.
 * Bomb Barrel: Not really an enemy, but be careful to stay away from any suspicious floating barrels marked with a pirate seal on them. These barrels can really explode when shot. You don't want to be next to it when it goes.
 * Gunship Mark II: A Gunship adorned with a big red flag. It directs weaker Gunship models and has a more accurate aim. It takes 3 shots to strip it of all armor and one more shot to get rid of the Moblin that commands it.
 * Rusty Mech: This is an odd, ancient machine which may arise from the depths of the sea on rare occasions. It is rusty and the two eyes are clearly failing it. It seems to be amazingly impractical and really poses no visible threat except crashing into it. Three shots will get rid of it.
 * Cursed Gunship: A gunship coated in black paint all over with a black flag with a red mark of some sort on it. This Gunship is as quick and aims as well as a Gunship Mark II, but is clearly made of much tougher stuff. It must be shot a total of nine times to obliterate the armor, and one more to destroy the rest of the ship as well as the Stalfos within it. When you're dealing with Cursed Gunships, you're definitely somewhere of interest... be on your guard.
 * Submarine: This metal craft can fire torpedoes at you, and on top of that it is entirely invisible save for its periscope. To make it arise and stop damaging you, you'll have to shoot it five times with your cannon, which will make it rise to the surface, billowing with smoke and steam. That's your chance to get on top of it and go down the hatch to defeat whatever was piloting the Submarine. You may find Moblins, Bokoblins, or something entirely unexpected. To clear out the Submarine for good, toss a bomb down the hatch in the back of the Submarine, then get out as quick as you can or it'll sink quickly with you in it.
 * Kargoroc: Bird enemies which usually roost high up. They are not much of a threat and can only do 1/4 of a heart's worth of damage. However, when they are fought in conjunction with other enemies they can be annoying distractions. It takes two hits to defeat one. Oftentimes, they'll carry other enemies into battle. They are most dangerous when they carry heavy rocks which they try to drop on you from on high. Because they are so big they'll by easy to avoid, but if you get smashed with one of those big rocks you can take 3 hearts of damage. If it's a magma rock you'll also be set on fire. And definitely don't get hit with a dropped Bomb Barrel!
 * Beamos: Beamos are complex structures which serve to keep areas secured. It'll fire a very damaging laser at you- 2 hearts worth of damage if you're hit- if you attempt to get past it. There are different strategies needed to get past the different Beamos you'll encounter.
 * Fire Bubble: A possessed skull which will attack you if it sees you. Its attack will do 1/2 damage and also set you on fire. Four hits will defeat this foe.
 * Smoke Bubble: When this skull attacks you it does 1/2 damage and also makes you unable to use any weapons or your sword for 20 seconds. It takes 6 hits to defeat, but Ice Arrows are known to be the most effective weapons against it.
 * Burning ReDead: This ReDead is wrapped in flames. It behaves like a normal ReDead, but that fire adds onto the damage. Normal ReDeads will become Burning ReDeads if they are hit with a Fire Arrow, so don't do it.
 * Stalfos: A slow and powerful enemy with a mace. If you're hit with this mace you'll lose 1 and 1/2 hearts. It takes many hits to defeat it- about 18 will break it apart, but a Bomb can do it one go. Now is your chance to really hurt it by attacking the head. Once the head takes 12 hits the Stalfos will be gone for good. This means that you have to break the skeleton at least twice to defeat the Stalfos.
 * Stalfos Commander: The toughest Stalfos you'll meet. It's not any faster, but that mace of its knocks away 2 hearts every time. With a wave of its arm, it can summon a volley of fireballs and quickly launch them at you. It can even summon other enemies! Unlike the other Stalfos, you can't defeat it by destroying the head. Instead, you have to strike it 35 times to beat it! The Stalfos won't let you get near it easily.
 * Wizzrobe: A hovering sorcerer which can teleport away from you. Six hits will defeat it. It fights by casting fireballs at you which will do 1 damage when they hit, and will also set you on fire. They are best dealt with by using projectiles of some sort. It can also summon weak enemies to aid it.
 * Wizzrobe Acolyte: The Wizzrobe has a white robe with a blue hood and knows more tricks than your average Wizzrobe. In addition to casting fireballs, teleporting and summoning weaker enemies, it can shoot ice spheres and generate a shield of light around itself which will damage you if you attack it. To remove the shield of light, you have to deflect a special green orb which it shoots back at it with a spin attack. Getting hit with this green spell doesn't hurt, but it makes you dizzy for a few seconds. They take 8 hits to defeat.
 * Unmasked Wizzrobe: It may be unmasked, but don't get too excited- its head is covered by the rest of the hood, all you can make out are a pair of glowing eyes not unlike the Silence. This Wizzrobe acts differently; it transforms its wand into a long sword and approaches not by teleporting, but by walking towards you. It is a surprisingly competent sword fighter and despite the fact that it takes only 12 hits to beat- as much as a Green Bokoblin- it will be tough to land any hits on it at all. You'll have to parry multiple times quickly to damage it, but rolling is also know to be an efficient way to catch it off-guard. Its standard attack does 1 heart of damage, but its better attack does 1 and 1/2 hearts of damage.
 * Ultimate Wizzrobe: It knows the spells that the others do- fire, ice, shield of light and summon. It also has a few moves of its own which are far worse- summoning more complex enemies, including other wizzrobes! Its final move is to transform its wand into a sword. It's not a very good sword fighter and with a simple parry you can do some damage to it. However, this sword always does 1 and 1/2 hearts of damage because it is imbued with the power of lightning. This means that it can shoot you with a damaging bolt of lightning (3 hearts of damage!) if you stand in front of it when it sweeps its sword upwards. It takes 18 hits to defeat, but it will abandon all spells and make its wand a sword once you hit it 12 times.
 * Darknut: A proficient soldier of Ganon's, too talented for mere pirate work. It is protected by armor which envelops its entire body, and it holds a sword which can dish out some major punishment. Its normal attack takes away 1 and 1/2 hearts, and its spin attack takes away 2. If you parry it, you'll weaken the straps holding its armor together. Do this twice and the armor will fall off and make it open to damage. It takes 20 hits to defeat, but if you get it to drop its weapon you can defeat it with a simple combination of sword strikes.
 * Shield Darknut: This Darknut was smart enough to also bring along a shield. It uses this shield to block most of your attacks, but two parries will still remove the armor as usual. It's not any stronger, but the shield will counter most of your moves unless you take the time to think out your strategy a little longer.
 * Mighty Darknut: The top line of the Darkuts, they also have capes which must be removed before you can damage those straps of armor. Their attacks are also stronger- a normal attack takes away 2 hearts and a spin attack takes away 3. You don't have the time to cut the cape twice and also go after the straps, so a Fire Arrow will help you burn through the first line of defense. Once you have removed all of their armor... 40 hits with any weapon can defeat it. Once they have lost all of their armor they also lose their shields and will just go crazy with the sword. This leaves them very open to attack, just try not to get beat up too much.
 * Gomess: A monster from Majora's Mask, the Gomess is covered in darkness. It wields a killer scythe which cuts away 3 hearts with every swipe! Snipe it with a Light Arrow first to push back the darkness, and use advanced sword techniques to deal damage. It is also capable of summoning weak enemies, mostly things like Silence. If you don't have Light Arrows, Bombs have been known to reveal its weak point for short amounts of time. It takes 25 hits to defeat.
 * Like Like: A sea creature of some sort which won't steal shields, but will drain your life, magic, and even rupees... everything that matters! So don't get caught! Give it something else to chew on, like a Bomb. That should stun it long enough for you to cut it up with your sword in a dozen hits. Alternately, they are extremely susceptible to the temperatures created by your Fire Arrows and Ice Arrows.
 * Dodongo: A reptilian beast which breathes damaging fire. It does 1 heart of damage upon contact, but the burn will add to your pain. Bombs are a good way to give it a stomachache, but you're best off by rolling behind it and cutting its tail 8 times.
 * Freezard: Freezards in the Wind Waker are actually ice versions of Dodongos, nothing else is different, just replace the fire with ice.
 * Dark Dragon: No, it's not anything as deadly as General Onox. The Dark Dragon is a rare version of Dodongo which is larger and covered in black scales. It breathes blue fire which is... rather hot. Bombs don't work on this thing, and its tail is too thick for even the likes of the Master Sword. The only weapon which can combat these effectively is the Skull Hammer. Because the damage it takes to defeat it can't be measured in sword strikes, it's been thought that 7 hits with Skull Hammer is the way to go. Continuous jump attacks will defeat it, just don't get burned for 2 and 1/2 damage every time.
 * Poe: A spirit holding a lantern. It is immune to physical attacks, and needs to be struck with light of some sort to make it vulnerable. Otherwise, it hits you with its lantern, also setting you on fire- this does 1 damage as well as a burn. If you can turn it solid, it will remain solid until defeated and will drop its lantern and run around blindly. It takes six hits to defeat in this state. You can immediately turn it solid by hitting it with a Light Arrow.
 * Paralysis Poe: Exactly the same, but the lantern has blue smoke. This means it does 1 damage and also makes you unable to use your sword or any other item for 20 seconds. You can immediately turn it solid by hitting it with a light arrow.
 * Big Poe: A larger poe with a pair of horns for some reason. In addition to being a bruiser by smashing you with its oversized lantern for 2 and 1/2 damage, it can spin the lantern and summon more regular Poes! If it is hit with a beam of light or shot with a Light Arrow it will become solid. This porky foe is to fat to be hurt by any sword. To hurt it, you have a few options: you can smack it around the face with the Boomerang until it falls over on its back, or you can put on the Iron Boots and then Hookshot its face so that it stumbles over. One way or another, it will be on its back, struggling to get up. Now, smack the bloat 3 times with the Skull Hammer and it'll be defeated! If you keep it alive, it'll walk around very slowly and try and slam the lantern at you. Be aware that even in its solid form, it can still summon other Poes.'''