Gleeok

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Gleeoks are both specific enemies included by default, and an enemy type selectable in the Enemy Editor.

The Enemy

A popular boss in the form large multi-headed dragon. He can have only 1 head, or as many as four. There is an optional version of Gleeok -- Fire Gleeok -- which shoots waves of fire rather than fireballs. Fire Gleeok's waves of fire can be blocked by the Mirror Shield, whereas the regular Gleeok's fireballs cannot be blocked at all. However, a regular Gleeok's fireballs are much easier to avoid. If the Gleeok has two or more heads, each head will take a set amount of damage and then "die". When the head dies, it will fly around the screen and continue to shoot.

A Gleeok always appears in the same spot on the screen, regardless of enemy flag placement. There is a bug in some versions of the ZC player which cause a purely graphical glitch involving the Gleeok's neck. This does not interfere with the actual gameplay.

Because Gleeoks always appear in the same spot, you can place several on the same screen to make Gleeoks with as many as 40 heads! These are very difficult to fight, however, and are generally frowned upon in most quests. If you encounter a Gleeok with a huge amount of heads, the best strategy is to stand right in front of it or on top of it, and slash the sword nonstop. You will take damage, sure, but it is very difficult to dodge all the fireballs and floating heads and you would probably take as much damage anyway. This way will at least kill it faster. If you use this method, be prepared to use at least one Potion.

Specific Information

Gleeok

Enemy: Gleeok
Gleeok1.png
In The Legend of Zelda: 2 head, 3 head, and 4 head varieties: Yes
1 head variety: No
Old Tiles: 220 - 225 and 240-245
Width: 6
Height: 2
Special Tiles: 145 (neck)
146 (head)
147-148 (loose head)
Width: 4
Height: 0
New Tiles: 7000 - 7007 and 7020-7027 (body)
7008-7011 (neck segment 1)
7048-7051 (neck segment 2)
7088-7091 (neck segment 3)
7128-7131 (neck segment 4)
7168-7171 (head)
7228-7231 (loose head)
Width: 8
Height: 8
Weapon: Fireball
Type: Gleeok
Old Tile Animation: Gleeok
New Tile Animation Gleeok
Item Set: Default
HP: 20
Damage: 4
Weapon Damage: 4
Hunger: N/A
Random Rate (Loose head only): 2
Turn Frequency (Loose head only): 9
Homing Factor (Loose head only): 0
Step Speed (Loose head only): 89
CSet: ESP1
Old Animation Frame Rate: N/A
New Animation Frame Rate: N/A
Enemy Class Attributes: Heads: 1-4
Head HP: 6
Shot Type: 1 Shot
Neck Segments: 4
Neck Offset 1: 8
Neck Offset 2: 40
Head Offset: 168
Flying Head Offset: 228
Sound Effects: BG: 24- Roar (Aquamentus, Gleeok, Ganon)
Hit: 15- Boss is hit
Death: 15- Boss is hit
Misc Flags: Never Returns After Death
Defenses: Block: Boomerang, Arrow, Magic, Hookshot, Reflected Magic
Ignore: Bomb, Super Bomb, Flame, Reflected Fireball, Reflected Rock, Stomp Boots, Cane of Byrna
Spawn Flags:
Every head of this dragon that is destroyed starts flying around shooting fireballs at Link. This boss dies once all of its heads are destroyed. Its fireballs cannot be blocked at all. In the First Quest, a 2 headed Gleeok is the boss of level 4 while a 4 headed Gleeok is the boss of level 8. In the Second Quest, a 2 headed Gleeok is the boss of level 2, a 3 headed Gleeok is the boss of level 5, and a 4 headed Gleeok is the boss of level 7. Although a 1-headed Gleeok was included in the game's code, it was not used.

Gleeok- Fire

Enemy: Gleeok (Fire)
Gleeok2.png
In The Legend of Zelda: No
Old Tiles: 220 - 225 and 240-245
Width: 6
Height: 2
Special Tiles: 145 (neck)
146 (head)
147-148 (loose head)
Width: 4
Height: 0
New Tiles: 7012 - 7019 and 7032-7039 (body)
7040-7043 (neck segment 1)
7080-7083 (neck segment 2)
7120-7123 (neck segment 3)
7160-7163 (neck segment 4)
7348-7351 (head)
7408-7411 (loose head)
Width: 8
Height: 8
Weapon: Flame
Type: Gleeok
Old Tile Animation: Gleeok
New Tile Animation Gleeok
Item Set: Default
HP: 30
Damage: 4
Weapon Damage: 8
Hunger: N/A
Random Rate (Loose head only): 2
Turn Frequency (Loose head only): 9
Homing Factor (Loose head only): 0
Step Speed (Loose head only): 89
CSet: ESP13
Old Animation Frame Rate: N/A
New Animation Frame Rate: N/A
Enemy Class Attributes: Heads: 1-4
Head HP: 10
Shot Type: Breath
Neck Segments: 4
Neck Offset 1: 28
Neck Offset 2: 40
Head Offset: 336
Flying Head Offset: 396
Sound Effects: BG: 24- Roar (Aquamentus, Gleeok, Ganon)
Hit: 15- Boss is hit
Death: 15- Boss is hit
Misc Flags: Never Returns After Death
Defenses: Block: Boomerang, Arrow, Magic, Hookshot, Reflected Magic
Ignore: Bomb, Super Bomb, Flame, Reflected Fireball, Reflected Rock, Stomp Boots, Cane of Byrna
Spawn Flags:
This Gleeok breathes streams of fire instead of spitting fireballs. Every head of this dragon that is destroyed starts flying around breathing fire at Link. This boss dies once all of its heads are destroyed. Its flames can be blocked by the Mirror Shield.

Enemy Properties

  • Heads: The number of heads the Gleeok begins with.
  • Head HP: The HP of each attached head. To kill a Gleeok, you must do damage equal to this: body HP + (Misc1 * Misc2). But you can't do this much damage in one hit - see below.
  • Shot Type:
1 Shot: Fires one projectile at a time.
Breath: The enemy breathes a stream of projectiles instead of only firing one
  • Neck Segments: Length of the neck, in neck segments. Minimum is 1. Maximum is 255.
  • Neck Offset 1: Tile to use for the neck segments. This value is treated as an offset that is added to the enemy's E. Tile.
  • Neck Offset 2: The tile offset of each addition neck tile, relative to the first.
  • Head Offset: The tile used for an attached head, as an offset from the E. Tile.
  • Fly Head Offset: The tile used for a flying head, as an offset from the E. Tile.

Gleeok HP Behaviour

As you know, Gleeoks detach their heads when their body passes certain damage thresholds. The first threshold is when damage equal to the Gleeok's Enemy Editor HP value, plus the Misc 2 value, is dealt. When that threshold passes, the first head detaches, and the body's HP is set to Misc 2 multiplied by the remaining heads.

Subsequent thresholds are reached when damage equal to Misc 2 is dealt.

If a script checks the HP of a head, it will always be 1000. Damage done to heads is automatically transferred to the body, and the head's HP is reset to 1000 each frame.