User:Portal-Kombat/Wind Waker Redux/Mid-Boss Bios


 * Grappler: The mini-boss of Dragon Roost Cavern, Grappler is a big, nasty Bokoblin slightly larger than a Green Bokoblin. In this version, it was Grappler that was causing Valoo so much pain. Along with a bunch of other Bokoblin, Grappler had scaled the island and tied down the dragon in its sleep. Let Medli take care of freeing Valoo- you have to deal with this guy. It's got a bad attitude, and gets nastier as you fight it. To start off, it will actually bite at you, something that Bokoblins generally don't do. This only does 1/4 of a heart, so fear not and slash at it. Hit it a couple of times and it will see that you mean business, and the real fight will begin. Grappler hops around quickly and can be tough to hit, and it doesn't attack with a conventional weapon, either. It lashes out at you with a Grappling Hook. If you're hit with it, you can lose 1 heart, but it is far worse to get picked up by the hook and tossed- you could lose 1 and 1/2 hearts! You have very few at this point, so make use of the jars around the arena- they contain hearts. Here's what to do: stand back and target Grappler. When it releases its weapon in your direction, hop to the side, then roll forwards and slash it. A few Kargorocs will also arrive with weak reinforcements, so keep that in mind. All in all, it takes 20 hits to beat which is a lot for a Bokoblin. That's as much as a Moblin! Once it is defeated, you can retrieve its stolen Grappling Hook as an item!
 * Hovering Hive: The mini-boss of the Submerged Forest, the Hovering Hive looks like a Peahat from the original Wind Waker but far larger and shaped more like a hive. This disgusting parasite has eyes in all places, and it generates piles of pests to bother you, like Morths, Red ChuChus and Green ChuChus. The battle takes place in a room which looks small but is actually a shaft which reaches up rather high. It'll start by flying to the top of the room and dropping Morths on you as you attempt to battle the Boko Babas around here. After you defeat them all, the last one will turn into a Baba Bud. Use it to launch yourself higher to reach the Baba Buds on the ledges around the walls. The last one will launch you up next to the Hovering Hive. Gust it with your Deku Leaf and it will plummet all the way to the floor and crash, causing a big puff of smoke which causes the Boko Babas to regenerate around the floor. This is your chance to slice it with your sword before it flies back to the top again and drops stuff on you. After 20 hits it will explode and release a bunch of ChuChus and Morths. Once they are defeated, it will die and you can claim the treasure of this room, the Boomerang.
 * Shabom Wizard: The mini-boss of Jabun's Grotto, it's a Wizzrobe whose spells summon the most deadly of foes, Shabom! It's protected by a soapy forcefield which repels seemingly everything you can use against it. However, in addition to summoning swarms of Shabom, it also releases a few floating blue orbs into the mix. These cannot be destroyed, but they can be combined by targeting them with the Boomerang and bringing them together. However, they pop after they are combined. What you have to do is eliminate all the regular Shabom in your way, then form a path with the Boomerang to combine all the blue orbs, with the last target being the Shabom Wizard. They'll quickly combine and smash the soapy forcefield, knocking the wizard out of the air and to the ground where it is open to attack. Although 15 hits will beat it, it disappears after 5 hits each time. The first round there are 2 orbs floating around, the second round there are 3 orbs floating around, and finally there will be four orbs meaning that your Boomerang can't hit another target by mistake- pretty tough. Combine this with the fact that the Shabom Wizard can also shoot energy orbs at you which do 1/2 a heart of damage and you have a grueling mini-boss. As a reward for winning, you get an explosives kit containing a cannon for your ship and a bomb bag with a few bombs already inside.
 * Iron Knuckle: The mini-boss of the Tower of the Gods, the Iron Knuckle is an enchanted suit of powerful golden armor which moves extremely slowly but carries a big, nasty axe, in addition to firing lasers from a trio of sockets on its helmet, similar to a Beamos. It looks much like Onox from Oracle of Seasons. Running out in the open is liable to get you shot with one of its lasers for 1 damage, so don't do that! Take cover behind the different statues. The Iron Knuckle will slowly make its way to a statue you are near and then swing its axe, smashing the statue and doing major damage to you if you get hit- 3 hearts. When it moves to smash the statue, that's your chance to roll behind it and slice at the crystal on its back to damage it! Take cover before it turns around and fires at you with its lasers. After taking 10 hits, it will change its axe into a flail... now it can smash at you from anywhere without even moving towards you. This means it can completely focus its lasers on you so you can't get behind it. However, with every attack its flail becomes damaged. After six attacks it will use its laser vision to repair the damaged flail. That's your chance to roll behind it and attack! 10 more hits and the crystal will shatter, destroying Iron Knuckle. You get the Hero's Bow.
 * Phantom Ganon: The surprise mini-boss of the Forsaken Fortress, it'll only appear after you've obtained the Master Sword, sensing its presence. To bring it down to the ground, knock its energy attack back at it, but if you get hit you'll lose 1 heart. In addition to this attack, it can warp behind you quickly and slash for 1 heart's worth of damage. Take advantage of this by using a parry to stun it. After hitting it 20 times, this easy fight will be over- but apparently this was just Phantom Ganon testing you... regardless, you get the Skull Hammer that it was guarding in the treasure chest.
 * Floor Grandmaster: The mini-boss of the Earth Temple, the Floor Grandmaster is made up of stuff like the Floormaster but with red highlights instead of purple. It's also much bigger and has multiple limbs. Its base covers the whole floor of the room at the battle's start, but as it takes damage it'll start spreading on some walls and eventually even the ceiling! Its main body is large and intimidating, not to mention seemingly invincible. In addition to making bits of its base spontaneously hop at you for 1/2 of a heart of damage and shooting deadly lightning from its two hands which does 2 hearts of damage (although this is very obvious and easy to dodge) it can summon a ton of its own Floormasters to attack you. These Floormasters are super weak and will die in one hit, but they show no mercy, attacking for 1/4 of a heart's worth of damage each. Try and bring them down with projectiles if you can. Its weakness is a dragon head which it summons up to breathe damaging fire on you, this makes you lose 1 heart initially but more for the burn. This head has to be hit with the Skull Hammer. When you do, the body will stiffen for an instant. Shoot it with a Fire Arrow or an Ice Arrow to disintegrate the body and slash at the weakpoint. After you damage it, the base will spread to other locations like the walls and ceiling. All in all, 20 hits will defeat this mini-boss. The whole thing will disappear and you'll find the Mirror Shield.
 * Cursed Scorpion: The mini-boss of the Wind Temple, the Cursed Scorpion was put under a spell to make it huge and angry. It also doesn't totally look like a scorpion, but whatever. The head is protected by a powerful carapace, and while the Skull Hammer is what you'd naturally expect at this point, you can fight it more safely by tossing bombs at the head. Once this shield is off with either 7 hammer attacks or 7 bombs, its red eye will be open to projectile attacks or well-timed sword strikes. The problem with this thing is getting close enough to do damage. It'll keep you at bay with its huge pincers, they do 1 heart of damage when they slam. Its "stinger" smashes harder still, 2 hearts of damage. However, the stinger can be paralyzed with a shot from an arrow or a boomerang swipe, meaning you only need to focus on the claws. Once it starts taking a lot of damage, it will use another technique: a spell which pushes sheer momentum in your direction, knocking you off your feet and likely causing you to plummet over the arena's edge. Put on the Iron Boots to cancel the effect. After the eye is hit 15 times (arrows will help you) you'll win the fight and get the Hookshot, which is used to escape the room.
 * Master Swordsman: The mini-boss of the Phantom Temple, the Master Swordsman is a mysterious suit of armor inhabited by some kind of powerful Silence. It looks similar to samurai armor, and it is so heavily shielded and shrouded that there is no visible weakness nor exposed area to hit. Fortunately for you, the Master Swordsman is slower than Darknut-type enemies similar to it, but it does move faster than the Iron Knuckle. It's an extremely tactical opponent, and it fights using only one sword, a katana. Parrying won't do much to help you either... the secret is its metal face mask. It's a heavy enemy, so stand far back and put on the Iron Boots, then shoot the Hookshot to pry off its mask, revealing a pair of yellow eyes. There are several different strategies you can take at this point, some far safer than others. You can try and snipe the face with arrows, but it usually deflects them with quick twists of its sword. This is the safest way, but least effective. To do damage, you'll have to consistently parry its attacks and attack with flurries of your own. When it gets knocked off balance for an instant, parry its counterattack and you'll flip onto its head and slash. It will give in with 15 hits, but since a parry is as strong as two hits, 8 will finish it off. During the battle, when you get too far away it'll sic Silence on you, easily disposed of. When it loses half of its life it will call in Silent Knights sometimes, which are a pain. Getting hit by its sword does 1 and 1/2 hearts of damage each time, but you get the Mask of Truth for your troubles.