Zelda OoT Enemy Actor List

List of all Enemies in Zelda Ocarina of Time

Welcome to the Zelda OoT Enemy Actor List, your ultimate reference for modding and exploring the enemies of The Legend of Zelda: Ocarina of Time. This searchable database features images and detailed information for every enemy actor in the game, including unique variables used by the engine. Whether you’re a ROM hacker, game modder, or just curious about how enemies are defined and controlled in OoT, this tool provides everything you need to dive deep into enemy behaviors, actor IDs, object references, and more.

Enemy

Anubis (Body)

Anubis are floating, jackal-headed statues that mimic Link’s horizontal movement and can only be defeated with fire. They hover over pits or platforms, tracking Link’s left and right steps exactly, making positioning key. In rooms where they appear, there's often a torch or fire-based puzzle nearby—luring Anubis into the path of flames or using Din’s Fire is the usual method of defeating them. Though they don’t attack directly, their uncanny movement and invulnerability to regular weapons make them a memorable puzzle enemy.


En_Anubice

ID: 00E0
Object: 00D6
Enemy Spawner

Anubis Spawn

Anubis Spawn Points in Ocarina of Time are specific actor placements within certain dungeon rooms, primarily in the Spirit Temple. The Anubis enemy—controlled by the actor En_Anubice in the decomp project—spawns only under set conditions and is typically tied to puzzle mechanics.

Anubis doesn’t appear immediately; instead, it activates when Link enters a particular room or steps on a floor switch. These enemies mimic Link’s horizontal movements and can only be destroyed by fire-based damage, often using environmental hazards like torch flames or fire pits. Their spawn points are placed in rooms designed with these hazards in mind, requiring players to think strategically about how to lure Anubis into danger while avoiding its flame attacks.


En_Anubice_Tag

ID: 00F6
Object: 0001
Enemy Push / Pull

Armos Statue

Armos Statues appear as ordinary stone statues until approached, at which point they spring to life and attack. They hop toward Link aggressively and are immune to frontal assaults. Their weak point is typically on their back, and they can also be stunned with bombs or other strong attacks. After being defeated, they often explode, so quick movement is essential to avoid taking damage.


En_Am

ID: 0054
Object: 0038
Actor Variables
v &>> 0xFFFF = Type
0000 [0000] Pushable
0001 [0001]+ Monster //FIXME: cannot be killed with sword?
FFFF [FFFF] Monster
Enemy

Arwing

Arwings are hidden, unused enemies in Ocarina of Time, originally imported from Star Fox 64 as a developer test. These sleek, futuristic fighter ships were used to prototype enemy AI and flight behavior—particularly for the Volvagia boss fight. Though not found in normal gameplay, they can be spawned through debug tools or GameShark codes. Arwings fly around, shoot lasers, and even explode on defeat, making them a surprising and out-of-place Easter egg in the game’s medieval fantasy world.


En_Clear_Tag

ID: 013B
Object: 0001
Actor Variables
v &>> 0xFFFF = Type
0000 [0000] Cutscene start
0001 [0001]+ No cutscene //required if you spawn more than four or five of these
Enemy

Baby Dodongo

Baby Dodongos are small, lizard-like creatures that scurry around in groups. Though not very strong individually, they can be a nuisance in numbers. When defeated, they explode after a short delay, damaging anything nearby. It's best to strike them from a distance or quickly move away after landing a hit.


En_Dodojr

ID: 002F
Object: 001F
Actor Variables
v &>> 0xFFFF = Default
Enemy

Bari (Big Jellyfish)

Bari are large, jellyfish-like enemies that float through the air or water, often found in Jabu-Jabu’s Belly. Electrically charged, they shock Link on contact and can split into smaller Biri when defeated. They move slowly but pose a serious threat due to their size and area of effect. Ranged or non-metallic weapons like the boomerang are safest for taking them down without getting stunned.


En_Vali

ID: 0063
Object: 0056
Boss Enemy

Barinade

Barinade is the bio-electric, jellyfish-covered boss of Jabu-Jabu’s Belly. This grotesque creature is anchored to the ceiling and uses electric tentacles and spinning Biri to attack. The fight begins with Link needing to sever its connections using the boomerang, gradually disabling its defenses. Once freed, Barinade moves aggressively around the room, launching electric blasts and spinning at high speed. Precision and mobility are key to avoiding damage and striking its core. As the final challenge of the dungeon, it’s a chaotic and electrifying boss battle.


Boss_Va

ID: 00BA
Object: 008C
Actor Variables
v &>> 0xFFFF = Action
0000 [0000]+ Nothing
0003 [0003]+ Crashes
000A [000A] might spawn jellyfish
000B [000B]+ Crashes
0063 [0063]+ Electric jellyfish from Barinade, no collision data
FFFF [FFFF] Barinade
Enemy

Beamos

Beamos are stationary, turret-like enemies with a rotating eye that fires a deadly laser when it spots Link. They’re often found guarding treasure or blocking paths in dungeons. The beam locks on quickly, so staying out of its line of sight or using obstacles for cover is key. Beamos are immune to most attacks, but a well-placed bomb at their base will destroy them.


En_Vm

ID: 008A
Object: 008B
Actor Variables
v &>> 0xFF00 = Sight Distance //Signed, increments of 40.0f
v &>> 0x00FF = Size
00 [0000] Large
01 [0001]+ Small
Boss Enemy

Big Octo

Big Octo is a giant, spinning octopus mini-boss found inside Jabu-Jabu’s Belly. It charges and spins rapidly around a central platform, making it hard to approach. The key to defeating it is to stun it—typically by using a switch-triggered platform spin—then quickly get behind and strike its vulnerable backside.

Due to a glitch, slicing Big Octo in the back may cause it to jump or warp to the room’s default Y coordinate, often far below the floor. This can cause it to vanish or get stuck, breaking the fight and requiring a restart. This makes Big Octo one of the more bug-prone and memorable mini-bosses in the game.


En_Bigokuta

ID: 00C6
Object: 015F
Actor Variables
v &>> 0xFFFF = #N/A
0000 [0000] Sits there, mini-boss music starts, slice it to make it move (no teleport), green target
0001 [0001]+ Already running around, yellow target this time, no music
Enemy Spawner

Big/Small Poe Spawn Point

In Ocarina of Time, Big and Small Poe spawn points are predefined locations in the game world where the En_Po actor is triggered under certain conditions. Small Poes typically spawn in dungeons like the Forest Temple and Bottom of the Well when Link enters a room or approaches a set location—these are fixed spawn points baked into the scene's actor setup. Big Poes, however, have hidden spawn triggers scattered across Hyrule Field. These do not use visible actor placements; instead, they rely on Link riding Epona at full speed through specific zones. When the player crosses one of these invisible points under the right conditions, a Big Poe appears and flies off, initiating a horseback archery chase. In the decompilation project, these spawn points are implemented through position checks in gameplay logic rather than through standard actor placement.


En_Po_Field

ID: 0175
Object: 006D
Actor Variables
v &>> 0x3F = Switch Flag
//Maximum 10 spawns are supported. After initialization, only one instance of this actor will remain in memory.
//Approaching the spawn point's coords will convert the single instance into a Small or Big Poe:
//When riding on Epona, the instance becomes a Big Poe if the Switch Flag is not set
//Otherwise, there is a 40% chance that a Big Poe will spawn, the the Switch Flag is not set
//Otherwise, it will be a Small Poe
Enemy

Biri (Floating Jellyfish)

Biri, jellyfish-like enemies that float through the air or water, often found inside Jabu-Jabu’s Belly. They deliver an electric shock on contact, stunning Link if he touches them. When struck with a regular weapon, they emit a burst of electricity, so ranged or non-metallic attacks are the safest way to defeat them.


En_Bili

ID: 0034
Object: 0021
Actor Variables
v &>> 0xFFFF = Default
Boss Enemy

Bongo Bongo

Bongo Bongo is the eerie, drum-playing boss of the Shadow Temple, known for his disembodied hands and invisible body. The battle takes place on a giant bongo drum platform, causing constant bouncing that disrupts movement. His two massive hands pound the arena, swipe at Link, or try to grab him, while his head—normally invisible without the Lens of Truth—charges in to attack.

To defeat him, Link must first stun both hands with arrows or the Hookshot, then reveal and shoot the head, followed by quick sword strikes. The chaotic rhythm, creepy atmosphere, and unique mechanics make Bongo Bongo one of the most memorable and unsettling bosses.


Boss_Sst

ID: 00E9
Object: 00E2
Actor Variables
v &>> 0xFFFF = Type
FFFF [FFFF] Head
0000 [0000] Left hand
0001 [0001] Right hand
Enemy

Bubble (Flying Skull Enemy)

Bubbles are floating skull enemies wreathed in flames or other magical energy. They come in different types—Blue Bubbles bounce erratically and reset Link’s magic timer, Red Bubbles burn on contact, and Green Bubbles move in slow, circular patterns. Often found in temples and cursed areas, they require precise timing to avoid or deflect. A shield, boomerang, or ranged weapon can neutralize their flames and make them vulnerable to attack.


En_Bb

ID: 0069
Object: 005D
Actor Variables
v &>> 0xFFFF = Default
Enemy NPC

Business Scrub

Business Scrubs are Deku-like creatures that pop out of the ground to spit Deku Nuts at Link. Unlike their aggressive relatives, once hit with a reflected projectile (usually using the shield), they surrender and offer to sell useful items like Deku Sticks, Nuts, or even upgrades. They’re more merchants than enemies, and defeating them is often the first step in unlocking helpful deals or progressing through a dungeon.


En_Dns En_Shopnuts

ID: 011A
Object: 0168
Actor Variables
v &>> 0xFFFF = Sold Item
0000 [0000] Deku Nuts
0001 [0001] Deku Sticks
0002 [0002] Piece of Heart (10 rupees)
0003 [0003] Deku Seeds
0004 [0004] Deku Shield
0005 [0005] Bombs
0006 [0006] Deku Seeds
0007 [0007] Red Potion
0008 [0008] Green Potion
0009 [0009] Deku Stick Upgrade
000A [000A] Deku Nut Upgrade
000B [000B] Never speaks, and Link is sadly very patient...
000C [000C]+ Pocket Egg?
8000 [8000]+ Nothing
Enemy

Coffin Lid

Coffin Lids are trap-like obstacles found in the Shadow Temple and Bottom of the Well. They slide open suddenly when Link approaches, often revealing hidden enemies like ReDeads or Gibdos inside. In some rooms, they also serve as part of puzzles, requiring torches to be lit or enemies defeated to trigger them. Though not dangerous themselves, they create tense moments and can catch players off guard if they’re not careful.


Bg_Haka_Huta

ID: 00BD
Object: 008D
Actor Variables
v &>> 0x3F = Switch Flag
v &>> 0xFF00 = Spawn Enemy
0 [0000] Nothing
1 [0100] Gibdo
2 [0200] Two Keese
Enemy Level Elements NPC

Cucco

The En_Niw actor is the Cucco (chicken) in Ocarina of Time. It controls everything from idle movement and flight mechanics to the infamous swarm attack when Link repeatedly hits a Cucco. This actor can either be passive, following a patrol or idle behavior, or enter an aggressive mode that spawns flying attack Cuccos after taking enough damage. The file also manages feather particle effects for realism during flapping or fleeing. It includes distinct logic for special Cuccos in areas like Zora’s River or mini-games, checking event flags to determine whether the actor should be spawned. The behavior changes based on parameters and player interactions, like being picked up, thrown, or attacked. Animations are handled via skeleton-based animation logic (SkelAnime), and collision is managed using cylinder colliders. Cuccos also respond to the environment—floating when in water, reacting to walls, and resetting if they fall out of bounds. Overall, the file defines the Cucco as a complex, reactive NPC with multiple states and a notorious defense mechanism that players love (or fear).


En_Niw

ID: 0019
Object: 0013
Code Files: z_en_niw.c
Actor Variables
v &>> 0xFFFF = Type
0004 [0004] Flees when approached //Cucco hidden in the box in Kakariko
0008 [0008] Doesn't Flee
000B [000B] Doesn't Flee
000C [000C] Doesn't Flee
000E [000E] Non-Targetable //The non-super cuccos in the Ranch house
FFFF [FFFF] Default
Enemy Level Elements

Cucco (Attacking)

The En_Attack_Niw actor represents one of the attacking Cuccos that swarm the player after repeated abuse of a regular Cucco. These flying, non-solid actors home in on the player using randomized vectors relative to the camera. They are spawned and controlled by the parent Cucco (En_Niw) and can knock back the player upon contact. Each attacker has its own animation, randomized rotation, and sound effects like crowing and flapping. Once off-screen or after some time, they despawn. Their behavior is primarily aesthetic and meant to overwhelm rather than cause significant damage.


En_Attack_Niw

ID: 0144
Object: 0013
Code Files: z_en_attack_niw.c
Boss Enemy

Dark Link

Dark Link is a shadowy doppelgänger of Link that mirrors his movements and fighting style. Found in the Water Temple, he starts off passively but quickly adapts to Link’s attacks, blocking and countering with precision. As the fight progresses, he becomes more aggressive and unpredictable. Defeating him requires creativity, such as using unorthodox weapons or magical attacks to break through his defenses.


En_Torch2

ID: 0033
Object: 0020
Actor Variables
v &>> 0xFFFF = Default
Boss Enemy

Dead Hand

Dead Hand is a grotesque, horrifying mini-boss found in the Bottom of the Well and the Shadow Temple. Surrounded by long, pale hands that sprout from the ground and grab Link, it lures him into their grip before emerging from the earth to bite with its oversized, bloodstained mouth. Slow but relentless, Dead Hand is vulnerable when it lowers its head to attack. Defeating it requires bravery and timing, making it one of the game’s most disturbing encounters.


En_Dh

ID: 00A4
Object: 00A6
Boss Enemy

Dead Hand’s Hand

Dead Hand’s Hands are pale, disembodied arms that protrude from the ground around Dead Hand. They remain motionless until Link gets close, at which point they lunge and grab him, holding him in place and leaving him vulnerable. While individually harmless, their purpose is to trap Link so the main body can emerge and attack. They can be destroyed, but more often serve as bait in the eerie, trap-like boss arena.


En_Dha

ID: 00A5
Object: 00A6
Enemy

Deku Baba

Deku Babas are plant-like enemies with snapping jaws that sprout from the ground. They come in two main forms: short ones that lunge when Link gets close, and tall ones that bend toward him before attacking. Defeating them with a sword can sometimes drop Deku Sticks or Deku Nuts, making them useful as well as dangerous. Timing and distance are key when dealing with their quick strikes.


En_Dekubaba

ID: 0055
Object: 0039
Actor Variables
//Snapping
v &>> 0xFFFF = Type
0000 [0000] Small
0001 [0001] Big
0002 [0002]+ Small
Enemy

Deku Baba (Withered)

Withered Deku Babas are shriveled, weakened versions of regular Deku Babas. They lunge forward when Link gets close but are rooted in place and much less aggressive. A single hit is usually enough to defeat them. Unlike their healthier counterparts, they don't drop Deku Sticks but may leave behind Deku Nuts. Found early in the game, they serve more as an introduction to combat than a true threat.


En_Karebaba

ID: 00C7
Object: 0039
Enemy

Dodongo

Dodongos are reptilian enemies with armored bodies and fiery breath. They lumber slowly and can be damaged by striking their tails or feeding them bombs, which explode inside their mouths. Found in caves and volcanic areas, they’re often used in puzzles that require creative bomb use to proceed.


En_Dodongo

ID: 0012
Object: 000C
Actor Variables
v &>> 0xFFFF = Type
FFFF [FFFF] Default
0000 [0000] Two-Foot Dodongo //Emits fire and smoke from mouth upon death
0001 [0001]+ Two-Foot Dodongo //Doesn't emit fire and smoke from mouth upon death
Enemy

Electric Tailpasaran

Electric Tailpasarans are eel-like enemies that slither through the walls inside Jabu-Jabu’s Belly. They move in and out of surfaces and emit electricity from their bodies, making direct contact dangerous. Their quick, unpredictable movements and electric shocks require precise timing to avoid damage, and they’re best defeated with ranged attacks like the boomerang.


En_Tp

ID: 0035
Object: 0022
Actor Variables
v &>> 0xFFFF = Default
Enemy

Electrified Tentacle (Inside Jabu-Jabu’s Belly)

Electrified Tentacles are hazardous organic obstacles found inside Jabu-Jabu’s Belly. Unlike regular tentacles, these are charged with electricity and emit damaging shocks when touched, making close-range combat dangerous. They often block key paths and require careful timing or specific tools—like the Boomerang—to safely stun and defeat them. These tentacles add an extra layer of difficulty to the dungeon by combining environmental hazards with puzzle-solving elements, reinforcing the biological, living nature of Jabu-Jabu’s interior.


En_Bx

ID: 00DF
Object: 00D5
Actor Variables
v &>> 0xFFFF = Type
0000 [0000] Reddish brown
0001 [0001] Green
0002 [0002] Grayish blue with some red
0003 [0003] Corrupt textures, still visible and works
0004 [0004] Dark brownish
0005 [0005]+ Blackish gray
Enemy Spawner

Enemy Spawner

The object file for the enemy being spawned must also be loaded


ID: 00A7
Actor Variables
v &>> 0xF800 = Type of Enemy
00 [0000] (0017) Leever //Must on sand for them to appear. Not sure about object number
01 [0800] (0016) Red Tektite
02 [1000] (0184) Stalchildren //Must stand on dirt to appear?
03 [1800] (????) Wolfos
v &>> 0x07C0 = Max Concurrent Spawns
v &>> 0x003F = Max Total Spawns
Enemy

Flare Dancer

Flare Dancers are fiery, humanoid enemies that spin rapidly in circles, creating a ring of flames around themselves. Found in the Fire Temple, they start the battle encased in fire, which must be extinguished using the Hookshot or a blast of air from a fan to expose their core. Once hit, the core—an imp-like creature—flees and must be chased and struck until it reenters its flame form. The fight alternates between chasing and dodging fire attacks, requiring agility and timing to win.


En_Fd

ID: 0099
Object: 009E
Enemy

Flare Dancer Core

Has trouble running? Tends to stay in one place or run in one direction; if it jumps up, it'll disappear


En_Fw

ID: 00AB
Object: 009E
Enemy Level Elements Obstacle

Flobbery Muscle Block (Jabu-Jabu’s Belly)

Flobbery Muscle Blocks are strange, organic obstacles found inside Jabu-Jabu’s Belly. These squishy, pulsating blocks resemble chunks of flesh and serve as environmental puzzles rather than enemies. They can made non hostile and climbable by hitting it with the boomerang allowing Link to alter the layout of the dungeon and access new areas. Their unsettling, living texture adds to the surreal and biological feel of the dungeon.


En_Brob

ID: 00B6
Object: 00AC
Actor Variables
v &>> 0xFF = Height of Block
00 [0000] Completely flat, doesn't hurt you
FF [00FF] Default height
v &>> 0x1000 = Smaller size, height not affected by last two digits //+1000 repeat //FIXME
Enemy

Floormaster

Floormasters are large, disembodied hands that crawl along the ground, seeking to grab and crush Link. When defeated, they split into smaller, faster mini-Floormasters that try to reform into a full-sized version if not quickly destroyed. Some versions wait invisibly before ambushing. Their eerie movements and ability to regenerate make them a dangerous and unsettling dungeon enemy.


En_Floormas

ID: 008E
Object: 000B
Enemy

Flying Floor Tile

Flying Floor Tiles are enchanted tiles that lift off the ground and hurl themselves at Link one by one. They often appear in groups, flying in a set pattern from the floor toward the player. While individually weak, they can quickly overwhelm if not avoided or destroyed. A well-timed shield block or quick movement can help dodge the barrage until all tiles have launched. After the last one flies, the floor returns to normal.


En_Yukabyun

ID: 006B
Object: 005F
Actor Variables
v &>> 0x00FF = Time until tile rises
//Variable is first incremented by 1, then time until tile rises is calculated as
//T * 0x10 + 0x14 frames. For example:

//FFFF = 0x14 frames
//0000 = 0x24 frames
//0001 = 0x34 frames etc.
Enemy

Flying Pot

Flying Pots are magically animated pottery that suddenly lift off and hurl themselves at Link when he enters certain rooms, often in dungeons like the Shadow Temple or Bottom of the Well. They break on impact and can catch players off guard if they’re not prepared. While individually weak, they often appear in groups, creating a sudden flurry of danger. A quick spin attack, shield block, or simply moving quickly can avoid or destroy them before they hit.


En_Tubo_Trap

ID: 011D
Object: 0003
Actor Variables
v &>> 0xFF00 = Drop
00 [0000] Heart or Green Rupee
01 [0100] Bombs
02 [0200] Deku Seeds
03 [0300] Deku Nuts
04 [0400] Deku Seeds
05 [0500] Giant Purple Rupee
06 [0600] Goron Tunic
FF [FF00] Nothing
v &>> 0x3F = Collectible Flag
Enemy

Frezzard

Freezzards are icy, statue-like enemies that blast freezing breath when Link enters their range. Found in cold areas like the Ice Cavern, they can freeze Link solid, leaving him vulnerable to further attacks. While stationary, they rotate to track Link's movements, making it tricky to get close. They’re best defeated using fire-based weapons like Din’s Fire, Fire Arrows, or bombs. Their chilling presence and sudden attacks make them a dangerous obstacle in frozen environments.


En_Fz

ID: 0121
Object: 0114
Actor Variables
v &>> 0xFFFF = Type
0000 [0000] Immobile
FFFF [FFFF] Mobile //Hidden When Spawned
Boss Enemy

Ganon

Ganon (Boss_Ganon2) is the final form of the game’s main antagonist, unleashed after Ganondorf is defeated and the castle collapses. In this beastly transformation, Ganon becomes a towering, monstrous creature with massive twin swords, glowing eyes, and overwhelming strength.

At the start of the battle, Link loses the Master Sword, forcing him to rely on alternate weapons like the Megaton Hammer or Light Arrows to stun Ganon and target his weak spot—his glowing tail. Once the Master Sword is recovered, Link can deal full damage and eventually finish the fight.

The battlefield is surrounded by flames, creating an intense and claustrophobic atmosphere. Ganon’s imposing size, brutal attacks, and the high-stakes setting make this final boss fight a dramatic and unforgettable conclusion to the game.


Boss_Ganon2

ID: 017A
Object: 0153
Boss Enemy

Ganondorf

Ganondorf is the final boss and main antagonist, the King of the Gerudo who seeks ultimate power through the Triforce. In his first form, he awaits Link atop his castle, hovering above the arena and hurling powerful magic orbs. The battle plays out like a deadly game of tennis—Link must deflect the energy blasts back at him, then use the Light Arrows to bring him down and strike with the sword.

After his defeat, Ganondorf transforms into his beastly final form, Ganon, leading to a more primal and intense showdown in the ruins of his collapsing castle. The Ganondorf fight tests timing, reflexes, and the mastery of everything the player has learned, making it a climactic and iconic end to the journey.


Boss_Ganon

ID: 00E8
Object: 00E1, 017C, 017D
Actor Variables
v &>> 0xFFFF = Type
FFFF [FFFF] Default
0000 [0000] Begins battle
0001 [0001] Ganondorf death sequence
Enemy

Gerudo Fighter

Gerudo Fighters are agile, sword-wielding female warriors found primarily in Gerudo’s Fortress. They act as both stealth and combat challenges, patrolling the fortress and guarding prisoners. When spotted, they quickly engage Link with fast sword combos, spinning attacks, and high agility. If they land a hit, they can knock Link out and throw him in jail, forcing a restart of the infiltration.

In combat, Gerudo Fighters are formidable—dodging and countering many standard attacks. However, they can be stunned with arrows, Deku Nuts, or a well-timed Hookshot, creating a brief window to strike. In the decomp project, they're represented by the actor En_Ge1, and are a key part of the stealth-based segment that transitions into full Gerudo membership once Link proves himself.


En_GeldB

ID: 0197
Object: 0169
Actor Variables
//needs a carpenter to load?
v &>> 0xFF00 = Unknown //FIXME
Switch Flag?
Boss Enemy

Gohma

Gohma is a giant, one-eyed spider-like boss encountered early in the game. She crawls along the walls and ceiling, dropping down to attack with her claws or to lay eggs that hatch into smaller enemies. Her weak point is her glowing red eye, which becomes vulnerable when it opens. A quick shot with the slingshot or bow followed by sword strikes is the key to defeating her.


Boss_Goma

ID: 0028
Object: 001C
Actor Variables
v &>> 0xFFFF = Default
Enemy

Gohma Larva

Gohma Larva are small spider-like offspring spawned by Gohma during her boss fight. They hatch from eggs dropped from the ceiling and quickly scurry toward Link to attack. Though weak and easily defeated with a single hit, they can become dangerous in groups if not dealt with quickly.


En_Goma

ID: 002B
Object: 001E
Actor Variables
v &>> 0xFFFF = Type //FIXME
Variable
0000 [0000]+ Falls, lands on ground, hatches in moments
0003 [0003]+ Crashes
0006 [0006]+ Normal egg on ground
0007 [0007] ?
0008 [0008]+ Invisible until it hatches (or with Lens of Truth)
0009 [0009] ?
000A [000A]+ Destroyed
0064 [0064]+ Puffs of Blue Smoke (dies away when Link approaches)
Enemy

Guay

Guays are dark, bird-like enemies that fly erratically and swoop down to attack Link, often appearing in groups in open areas like Hyrule Field or Kakariko Graveyard. They circle from above before diving at high speed, making them tricky to hit with melee attacks. A ranged weapon like the slingshot, bow, or boomerang is the safest way to deal with them. While not very strong individually, their unpredictable flight paths and tendency to swarm can quickly become a problem if ignored.


En_Crow

ID: 01C0
Object: 0008
Actor Variables
Guays are dark, bird-like enemies that fly erratically and swoop down to attack Link, often appearing in groups in open areas like Hyrule Field or Kakariko Graveyard. They circle from above before diving at high speed, making them tricky to hit with melee attacks. A ranged weapon like the slingshot, bow, or boomerang is the safest way to deal with them. While not very strong individually, their unpredictable flight paths and tendency to swarm can quickly become a problem if ignored.
Enemy

Hint Deku Scrubs (Deku Tree)

Hint Deku Scrubs are non-hostile Deku Scrubs found inside the Great Deku Tree early in the game. After being hit once—typically by deflecting their Deku Nuts with your shield—they surrender instead of fleeing. Unlike their more aggressive relatives, these scrubs provide helpful hints or puzzle clues essential for progressing through the dungeon, such as enemy weaknesses or safe door sequences. They serve as one of the game’s earliest guides, teaching players both combat and puzzle-solving mechanics.


En_Hintnuts

ID: 0192
Object: 0164
Actor Variables
//FIXME: text seems to vary depending on the room number you're in


v &>> 0xFF00 = ?, probably text to display
1A [1A00] Scrub on path to Deku Slingshot
9B [9B00] 231/312 Hint scrub
9C [9C00] Final Deku Scrub
v &>> 0xFF = ?, seems to be used to set up 231/312 puzzle
00 [0000] Normal, talks when caught
01 [0001] First scrub to hit //0001 for no dialog?
02 [0002] Second scrub to hit //0002 for no dialog?
03 [0003] Third scrub to hit, talks when caught
Enemy

Iron Knuckles

Iron Knuckles are towering, heavily armored enemies wielding massive double-bladed axes. They move slowly but strike with devastating force—each swing can take off several hearts if it connects. Found primarily as mini-bosses in the Spirit Temple, they require patience and precision to defeat.

Their attacks are slow but have a wide reach, so dodging to the side just before a swing is key. As they take damage, their armor begins to fall off, revealing a faster, more agile version underneath. One notable Iron Knuckle encounter reveals the enemy to be Nabooru, brainwashed into servitude.

Their sheer power, dramatic presentation, and the tension of the fight make Iron Knuckles some of the most iconic and fearsome foes in the game.


En_Ik

ID: 0113
Object: 0106
Actor Variables
v &>> 0xFF00 = Switch Flag
v &>> 0x00FF = Type
00 [0000] Nabooru Knuckle
01 [0001] White, sitting //Stone Chair
02 [0002] Black, standing
03 [0003] White, standing
0B [000B]+ White, no armor falls off when at low health
Enemy

Keese

Keese are bat-like enemies that fly erratically and swoop down to attack. They often appear in dark areas or near ceilings, making them hard to hit. Variants include Fire Keese, which ignite when near flames, and Ice Keese, which can freeze Link on contact. A quick shot from a slingshot, bow, or boomerang usually takes them down.


En_Firefly

ID: 0013
Object: 000D
Actor Variables
v &>> 0x7FFF = Type
0000 [0000] Fire Keese
0001 [0001] Fire Keese
0002 [0002] Aggressive Keese
0003 [0003] Roosting Keese
0004 [0004] Ice Keese
0005 [0005]+ Aggressive Keese
v &>> 0x8000 = Invisible
0 [0000] Visible
1 [8000] Invisible
Boss Enemy

King Dodongo

King Dodongo is a massive, fire-breathing boss resembling a giant armored dinosaur. He rolls around the arena and unleashes flames from his mouth. To defeat him, Link must throw a bomb into his mouth when he opens it to breathe fire, stunning him and exposing his weak point. Despite his size, his attack pattern is simple, but his sheer power makes him a memorable early-game boss.


Boss_Dodongo

ID: 0027
Object: 19
Actor Variables
v &>> 0xFFFF = Default
Boss Enemy

Koume and Kotake

Koume and Kotake are twin witch sisters and powerful sorceresses who serve as the penultimate bosses in the Spirit Temple. Koume controls fire magic, while Kotake wields ice. In the first phase of the battle, they fly around the room, casting their respective spells from a distance. Link must use the Mirror Shield to reflect one sister’s magic at the other—fire against ice, and vice versa—to deal damage.

After taking enough hits, they merge into Twinrova, a single, more powerful entity that alternates between fire and ice attacks. The fight then shifts to absorbing three blasts of the same element with the Mirror Shield before reflecting the energy back. Koume and Kotake are both comical and dangerous, mixing humor with one of the most creative and memorable boss fights.


En_Tr

ID: 00CC
Object: 00C1
Actor Variables
v &>> 0xFFFF = Type
0000 [0000] Koume
0001 [0001] Kotake
Enemy

Leever

Leever are burrowing enemies that emerge from the ground to chase and attack Link. Found mostly in sandy or desert areas, they travel in spirals or straight lines and can be hard to avoid if multiple appear. Red Leevers are more common, while blue ones are stronger and more aggressive. They retreat back underground after attacking.


En_Reeba

ID: 001C
Object: 0017
Enemy

Like-Like

Like-Likes are strange, tube-shaped monsters that slither toward Link and attempt to swallow him whole. If successful, they can steal equipped items like the Hylian Shield or Tunic and digest them unless defeated quickly. They’re found in various dungeons and are especially dangerous in tight spaces. While slow-moving, their ability to eat gear makes them a priority target. A quick flurry of sword strikes or ranged attacks can take them down before they get too close.


En_Rr

ID: 00DD
Object: 00D4
Enemy

Lizalfos and Dinolfos

Lizalfos are agile, lizard-like warriors that fight with curved swords and quick movements. They often appear in pairs, taking turns attacking while the other retreats. They’re nimble, capable of jumping around platforms or dodging attacks, and require good timing to defeat.

Dinolfos are a stronger, more aggressive variant of Lizalfos. They share similar tactics but have tougher defenses and deal more damage. Dinolfos are typically found later in the game and pose a greater challenge due to their enhanced speed and power.


En_Zf

ID: 0025
Object: 001B
Actor Variables
v &>> 0xFF = Type
00 [0000] Lizalfos mini-boss, drops from ceiling //Partner to 01, in order to be killed
01 [0001]+ Lizalfos mini-boss, no mini-boss music //Partner to 00, in order to be killed
80 [0080]+ Lizalfos, no mini-boss music
FE [00FE] Dinolfos, no mini-boss music
FF [00FF] Lizalfos, no mini-boss music, drops from ceiling

v &>> 0xFF00 = Nullable Switch Flag //Lizalfos miniboss spawns when entering room from door bound to this switch flag
//The Lizalfos miniboss (Type 00 and 01) has special behavior to it.

//Type 00 and 01 actors must be spawned together for the miniboss to be defeated.
//To differentiate the two encounters (as both are in room 3), the switch flag is used. This flag matches the switch flag of the door used to enter the room
Enemy

Mad Scrub

Mad Scrubs are small, plant-like creatures that pop out of the ground to spit Deku Nuts at Link. After attacking, they quickly retreat into their hiding spots unless stunned. Once hit with a projectile or shield deflection, they flee from battle, often leaving behind useful items. Unlike their calmer counterparts, Mad Scrubs are aggressive and will fire repeatedly until dealt with.


En_Dekunuts

ID: 0060
Object: 004A
Actor Variables
v &>> 0xFF = Nuts shot per volley
FF [00FF] Fire 1 shot
Enemy

Moblins

Moblins are large, muscular brutes armed with spears or clubs. They patrol narrow paths, especially in secret areas like the Sacred Forest Meadow. Though slow, they charge at Link with powerful attacks when provoked. Their size makes them easy targets for ranged weapons or hit-and-run tactics. Despite their strength, they’re not very smart and can be baited into predictable movements.


En_Mb

ID: 004B
Object: 0030
Actor Variables
v &>> 0xFF = Type
00 [0000] Club Moblin //Pounds the ground
FF [00FF]+ Spear Moblin
v &>> 0xFF00 = Path Id //Spear Moblins only
Enemy

Morpha

Morpha is the watery boss of the Water Temple, a sentient aquatic creature that controls a tentacle-like nucleus within a large pool. It manipulates water to form long, whipping arms that grab, slam, or toss Link across the room. The true weak point is the small core inside the tentacles, which must be pulled out with the Longshot and attacked. The shifting, fluid battlefield and Morpha’s unpredictable attacks make it a tricky and suspenseful fight requiring patience, precision, and control.


Boss_Mo

ID: 00C4
Object: 00B4
Actor Variables
v &>> 0xFFFF = Action
0000 [0000] Navi’s water warning
Enemy

Octorok

Octoroks are octopus-like enemies that spit rocks at Link from a distance. They typically reside in watery or grassy areas and can be defeated by deflecting their projectiles with a shield or attacking when they surface. Small and quick, they're more of a nuisance than a serious threat.


En_Okuta

ID: 000E
Object: 0007
Actor Variables
v &>> 0xFF00 = Rocks Fired per Volley
00 [0000] 1 Rock
FF [FF00] 1 Rock
Enemy

Peahat and Larva

Peahats are large, flying plant-like enemies with spinning blades that act as both propulsion and defense. When idle, they remain rooted, but if disturbed, they rise into the air and aggressively pursue Link. Their weak spot is the base when grounded and inactive.

Peahat Larvae are smaller, faster offspring that spawn from a parent Peahat when it’s attacked. They swarm and attempt to ram into Link, often overwhelming with numbers. Quick sword strikes or area attacks are best for dealing with them.


En_Peehat

ID: 001D
Object: 18
Actor Variables
v &>> 0xFFFF = Type
0000 [0000] Flying Peahat //Spawns Larva
0001 [0001] Peahat Larva
0002 [0002]+ [Crash]
FFFF [FFFF] Burrowed Peahat
Boss Enemy

Phantom Ganon

Phantom Ganon is a ghostly, armored specter and the boss of the Forest Temple. He first appears riding a black horse, leaping in and out of paintings to launch surprise attacks. After revealing his true form, the battle shifts to a magical duel, where he hurls energy orbs that must be volleyed back in a tense game of timing. Defeating him requires sharp reflexes and precision. He serves as a shadowy servant of Ganondorf, foreshadowing the true evil yet to come.


Boss_Ganondrof

ID: 0052
Object: 0037
Boss Enemy

Phantom Ganon’s Horse

Phantom Ganon’s Horse is a ghostly black steed that carries Phantom Ganon during the first phase of his boss fight in the Forest Temple. It charges through paintings on the walls, creating illusions to confuse Link. Only the real Phantom Ganon and horse cast a shadow when emerging from a painting—this is the key to spotting and attacking them. The horse vanishes after the first phase, once Phantom Ganon reveals his true form for the final battle.


En_fHG

ID: 0067
Object: 005A
Cutscene Enemy Level Elements

Phantom Ganon’s Horse

The En_fHG actor represents Phantom Ganon’s spectral horse, playing a central role in the cinematic boss fight in the Forest Temple. It appears during the dramatic cutscene sequence before the battle and serves as the vehicle Phantom Ganon rides in and out of enchanted paintings. The actor handles complex camera transitions, fog effects, timed animations, and interactions with Boss Ganondorf (En_Boss_Ganondrof), dynamically adjusting its behavior based on battle phase and player position. Depending on its parameters, it can play through the full intro cutscene or spawn mid-battle to initiate approach or retreat behaviors. It supports rendering tricks like fog color blending and morphing scale to simulate teleportation into paintings, while also coordinating sound, animation, and environmental changes to enhance the boss’s haunting presentation.


En_fHG

ID: 0067
Object: 005A
Enemy

Poe

Poes are ghostly enemies. These spirits often haunt graveyards, dungeons, and desolate areas, appearing as floating, cloaked figures carrying lanterns. They vanish and reappear unpredictably, making them tricky to fight. Some Poes drop collectible souls that can be sold or used for side quests. Stronger versions, like Big Poes, appear in Hyrule Field and must be defeated while on horseback.


En_Poh

ID: 000D
Object: 0099
Actor Variables
v &>> 0xFFFF = Type
0000 [0000] Graveyard Poe
0001 [0001] Graveyard Poe //Leaves a Blue Rupee at its spawn point
0002 [0002] (006E) Sharp (Composer Brothers) //Sets Permanent Switch Flag 0B when spoken to
0003 [0003] (006E) Flat (Composer Brothers) //Sets Permanent Switch Flag 0A when talked to
0004 [0004]+ Graveyard Poe
Enemy

Poe Sisters

The Poe Sisters—Joelle, Beth, Amy, and Meg—are ghostly mini-bosses haunting the Forest Temple. Each sister carries a unique-colored lantern and guards a part of a puzzle involving a twisted corridor and elevator mechanism.

Joelle and Beth fight similarly, vanishing and reappearing to attack.

Amy challenges Link with a block-pushing puzzle before engaging.

Meg, the final sister, creates clones of herself, and Link must identify and strike the real one.

Defeating all four restores light to the central elevator room and allows progress through the temple.


En_Po_Sisters

ID: 0091
Object: 0099
Actor Variables
v &>> 0x0300 = Sister
00 [0000] Meg //Purple
01 [0100] Joelle //Red
02 [0200] Beth //Blue
03 [0300] Amy //Green
v &>> 0x0C00 = ?
v &>> 0x1000 = ?
v &>> 0x003F = Switch Flag
Enemy

Redead and Gibdo

ReDeads are terrifying, zombie-like creatures that freeze Link in place with their chilling scream when approached. They slowly shuffle toward him and latch on to deal damage. Though slow and fragile, their paralysis ability makes them dangerous in groups. A well-timed attack or using the Sun’s Song can temporarily stun them.

Gibdos are mummified variants of ReDeads, wrapped in bandages and found mostly in the Bottom of the Well or Shadow Temple. They share the same scream and attack patterns but are tougher and more resistant to damage. When set on fire, they burn away to reveal a ReDead underneath.


En_Rd

ID: 0090
Object: 0098
Actor Variables
v &>> 0x0080 = Type
0 [0000] Redead
1 [0080] Gibdo
v &>> 0xFF = Action //Redead
00 [0000] Standing
01 [0001] Standing
02 [0002] Crouching
03 [0003] Invisible //can’t tell position
04 [0004]+ Standing
v &>> 0xFF = Action //Gibdo
FE [00FE] Standing
FD [00FD] Lying down, floats up into standing position //Meant to be spawned by Coffin Lid
v &>> 0x7F00 = Switch Flag //Yes, 0x7F
v &>> 0x8000 = Unknown
Enemy

Shabom

Shaboms are jelly-like, bubble-shaped enemies filled with toxic fluid. Found inside Jabu-Jabu’s Belly, they float slowly through the air and pop on contact, dealing damage. They're fragile and can be destroyed with almost any attack, but they often appear in clusters, requiring quick reactions to avoid being overwhelmed.


En_Bubble

ID: 002D
Object: 0012
Actor Variables
v &>> 0xFFFF = Default
Enemy

Shell Blade

Shell Blades are clam-like enemies with tough exteriors and a razor-sharp interior. Found in watery areas like the Water Temple, they remain closed and harmless until approached, then suddenly snap open to attack with deadly speed. Their weak spot is the exposed inside when they open up, but timing is crucial—striking too early or too late results in a miss or damage. Ranged attacks or precise sword strikes during their opening animation are the safest way to defeat them.


En_Sb

ID: 00C5
Object: 00B5
Enemy

Skulltula

Skulltulas are large, spider-like enemies with tough armored backs that protect them from frontal attacks. They hang from ceilings and drop down when approached, often blocking paths. Their weak point is their soft underbelly, exposed when they turn around or dangle upside down. A well-timed slingshot, boomerang, or sword strike to the belly takes them out.


En_St

ID: 0037
Object: 0024
Actor Variables
v &>> 0xFFFF = Type
0000 [0000] Normal
0001 [0001] Big
0002 [0002] Invisible
0003 [0003]+ Normal
Collectables Enemy Level Elements

Skulltula Sprouting from Bean Spot

The Obj_Makekinsuta actor is responsible for spawning a Gold Skulltula from a bean patch after it has fully grown. This actor monitors the environment and waits for the right conditions to trigger the appearance of the Skulltula enemy. Specifically, it checks a hidden flag (unk_152) to determine if the bean plant has been interacted with, and then starts a countdown timer. If at least 60 frames pass and the player is not currently interacting with anything (func_8002DEEC), the actor spawns a Gold Skulltula (ACTOR_EN_SW) at its location. After spawning the enemy, it switches to a no-op function to prevent repeated activations. This actor has no visual model or collision and simply serves as a logic controller to time and conditionally trigger enemy appearances, adding surprise and reward elements to exploration and gardening mechanics.


Obj_Makekinsuta

ID: 01CF
Object: 0001
Actor Variables
//See Actor 0095 for variable
Enemy

Skullwalltula and Gold Skulltulas

Skullwalltulas are spider-like enemies that cling to climbable walls. They move up and down, blocking Link’s path and knocking him off if touched. Their backs are armored, but a ranged weapon or sneak attack to the belly when they turn exposes their weak point. Patience and timing are key when scaling walls they guard.

Gold Skulltulas are hidden collectible enemies with a distinct metallic sheen and rattling sound. Found in secret spots across Hyrule, defeating them drops a Gold Skulltula Token. Collecting these tokens breaks a family curse in Kakariko Village, with rewards unlocked at milestone totals.


En_Sw

ID: 0095
Object: 0024
Actor Variables
v &>> 0xE000 = Type
00 [0000] Skullwalltula
04 [8000] Gold Skulltula, Always Spawns
05 [A000] Gold Skulltula, Spawns at night
v &>> 0x1F00 = Location //Used for saving Gold Skulltulas
00 [0000] None
01 [0100] Deku Tree
02 [0200] Dodongo's Cavern
03 [0300] Inside Jabu-Jabu's Belly
04 [0400] Forest Temple
05 [0500] Fire Temple
06 [0600] Water Temple
07 [0700] Spirit Temple
08 [0800] Shadow Temple
09 [0900] Bottom of the Well
0A [0A00] Ice Cavern
0B [0B00] Hyrule Field
0C [0C00] Lon Lon Ranch
0D [0D00] Kokiri Forest
0E [0E00] Lost Woods, Sacred Forest Meadow
0F [0F00] Castle Town and Ganon's Castle
10 [1000] Death Mountain Trail, Goron City
11 [1100] Kakariko Village
12 [1200] Zora Fountain, River
13 [1300] Lake Hylia
14 [1400] Gerudo Valley
15 [1500] Gerudo Fortress
16 [1600] Desert Colossus, Haunted Wasteland
v &>> 0xFF = Skulltula Flag
01 [0001] 1
02 [0002] 2
04 [0004] 3
08 [0008] 4
10 [0010] 5
20 [0020] 6
40 [0040] 7
80 [0080] 8
//FFFF - FIXME
//- 0000+ [0000] = Skullwalltula
//- 2000+ [2000] = Golden Skulltula on ground, damaged, discovery sound, Navi can target it and thinks it’s a Skullwalltula
//- 2100+ [2100] = Golden Skulltula
//- 4000+ [4000] = Same as 2000
//- 4100+ [4100] = Same as 2100
//- 6000+ [6000] = Same as 2000
//- 6100+ [6100] = Golden Skulltula jumps out and lands on ground, discovery sound
//- 8000+ [8000] = Same as 2000
//- 8100+ [8100] = Same as 2100
//- A000+ [A000] = Same as 2000
//- A100+ [A100] = Same as 2100
//- C000+ [C000] = Same as 2000
//- C100+ [C100] = Same as 2100
//- D000+ [D000] = Same as 6100
//- E000+ [E000] = Same as 2000
//- E100+ [E100] = Same as 2100
//- F000+ [F000] = Same as 6100
Enemy

Spike (Enemy)

Spikes are round, spiked ball enemies that hover and move erratically through the air, typically found in the Water Temple and other dungeon areas. When approached, they often roll toward Link aggressively. Their metal exterior makes them immune to most direct attacks, but they can be temporarily stunned with weapons like the Hookshot, revealing a soft core that can then be damaged. Timing and precision are key to safely defeating them before they get too close.


En_Ny

ID: 00EC
Object: 00E5
Actor Variables
v &>> 0xFFFF = Type
0000 [0000] Normal
0001 [0001]+ Always in "rock" form //Can't take damage or die
Enemy

Stalchild

Stalchildren are skeletal enemies that emerge from the ground in Hyrule Field at night. They attack in waves, getting stronger and larger the longer you stay outside. Though slow and relatively weak, they can surround Link if ignored. A few sword strikes will take them down, and they drop small amounts of Rupees or hearts. They disappear at dawn, making them more of a nighttime nuisance than a major threat.


En_Skb

ID: 01B0
Object: 0184
Actor Variables
//FIXME:
//0000 to 1098 controls the size, where 0000 is normal size and 1098 is as large as is possible for the machine to handle (may vary depending on the level).
//From F02F to FFFF, the Stalchild will appear but will somehow invert everything. In other words, it walks upside-down underneath the ground.
//Really weird. FFFF is smallest, F02F is supposedly largest (I haven’t been able to see it, though).
Enemy

Stalfos

Stalfos are skeletal knight enemies. Armed with large swords and shields, they are formidable foes often encountered in temples and mini-boss rooms. They attack with heavy sword swings and defend against frontal attacks, requiring players to time their strikes and use tactics like side jumps or backflips to find an opening. Stalfos are known for their resilience and tendency to revive if not defeated quickly.


En_Test

ID: 0002
Object: 0032
Actor Variables
v &>> 0xFFFF = Type
0000 [0000] Invisible (Lens of Truth), Mini-Boss Theme
0001 [0001] Rises from Ground, Mini-Boss Theme
0002 [0002] Rises from Ground //Pair with 0001
0003 [0003] Drops From Sky on Approach
0004 [0004]+ Rises from Ground, Mini-Boss Theme
FFFF [FFFF] Rises from Ground, Mini-Boss Theme
Enemy

Stinger (Land)

Stingers (Land) are stingray-like enemies that glide just above the ground, often appearing in desert or sandy areas. They swim through soft terrain and launch sudden attacks by leaping at Link. When above the surface, they’re vulnerable to slashes or ranged weapons. Quick reflexes and timing are key to defeating them before they dive back underground.


En_Eiyer

ID: 003A
Object: 0026
Actor Variables
v &>> 0xFFFF = Type
0000 [0000] Four spinning a circle, but once you kill one, the rest are gone as well
0001 [0001] Three in formation, sink under floor and do not activate
0002 [0002] Two in formation, sink under floor and do not activate
0003 [0003]+ One in formation, sink under floor and do not activate
000A [000A] Single
Enemy

Tektite

Tektites are spider-like creatures with a single eye and powerful jumping legs. They come in red and blue variants, often found on rocky terrain or water surfaces. Tektites leap toward Link to attack, making them unpredictable, but a well-timed sword strike or projectile can take them out easily.


En_Tite

ID: 001B
Object: 0016
Actor Variables
v &>> 0xFFFF = Type
FFFF [FFFF] Red Tektite
FFFE [FFFE] Blue Tektite
0000 [0000]+ Normal Tektite
0004 [0004]+ Dies Instantly
Enemy

Tentacle (Inside Jabu-Jabu’s Belly)

Tentacles inside Jabu-Jabu’s Belly are organic mini-bosses that block progress in different sections of the dungeon. Each one is color-coded and connected to a specific pathway or area. They hang from the ceiling and swing around to strike Link with whipping motions. Their weak point is the central body, which becomes vulnerable when they pause between attacks. Using the boomerang is the most effective way to stun and damage them. Defeating a Tentacle removes an obstacle somewhere in the dungeon, allowing further exploration.


En_Ba

ID: 00DE
Object: 00D5
Actor Variables
v &>> 0xFFFF = Type
0000 [0000] Reddish brown
0001 [0001] Green
0002 [0002] Grayish blue with some red
0003 [0003]+ Already dead
Enemy

Torch Slug

Torch Slugs are fiery slug-like enemies that crawl along walls, ceilings, and floors in volcanic areas. They’re covered in flames, making them dangerous to touch until their fire is extinguished with an attack. Once their flames go out, they become vulnerable and can be finished off with a few sword strikes. If left alone, they reignite after a short time.


En_Bw

ID: 0038
Object: 0025
Actor Variables
v &>> 0xFFFF = Default
Boss Enemy

Twinrova

Twinrova is the fused form of Koume and Kotake, created when the twin witches merge during the second phase of their boss fight in the Spirit Temple. As Twinrova, she becomes a tall, powerful sorceress who alternates between launching fire and ice magic. The key to the battle is using the Mirror Shield to absorb three attacks of the same element—either fire or ice—and then reflect the charged energy back at her.

Once hit, she becomes vulnerable to sword attacks for a brief moment. Twinrova combines humor, personality, and elemental power in one of the most dynamic boss fights, testing both timing and strategy. After defeat, Koume and Kotake hilariously bicker in their ghostly forms before ascending to the afterlife, adding a comedic end to a fiery showdown.


Boss_Tw

ID: 00DC
Object: 00D3
Boss Enemy

Volvagia (Flying)

Volvagia is a massive, serpentine dragon and the boss of the Fire Temple. With a flaming mane and the ability to fly, it weaves through lava-filled arenas, diving in and out of holes in the ground. During battle, Volvagia pops its head out to attack or breathe fire, creating moments of vulnerability. Link must strike with the Megaton Hammer to stun it, then follow up with sword attacks. Volvagia’s dramatic movements and fiery attacks make it one of the most cinematic and intense boss fights.


Boss_Fd

ID: 0096
Object: 009C
Boss Enemy

Volvagia (Hole Form)

Volvagia (Hole Form) refers to the phase of the Volvagia boss fight where the dragon dives into and emerges from one of several lava-filled holes in the arena. In this form, only Volvagia’s head is visible as it pops out to attack with quick bites or to breathe fire.

The key to damaging Volvagia in this phase is to anticipate which hole she will emerge from—signaled by rumbling—and strike her with the Megaton Hammer as soon as her head appears. This stuns her and leaves her vulnerable to sword attacks. Reacting quickly during this phase is crucial to avoid taking damage and to maximize offensive opportunities.

In the Zelda decomp project, this phase is handled by the same actor, Boss_Fd, which controls all behaviors of the Volvagia boss fight, including hole interactions, flight, fire attacks, and transitions.


Boss_Fd2

ID: 00A2
Object: 00A5
Enemy

Wallmaster

Wallmasters are eerie, disembodied hands that drop from the ceiling to grab Link. If they succeed, they drag him back to the beginning of the dungeon room or area. A telltale shadow appears before they strike, giving a brief moment to dodge. Some versions also crawl along walls and floors after falling, requiring quick combat to avoid being caught.


En_Wallmas

ID: 0011
Object: 000B
Actor Variables
v &>> 0xFF = Type
00 [0000] ? //FIXME: Used in Master Quest
01 [0001] Normal
02 [0002] Spawn on Switch Flag
v &>> 0x3F00 = Switch Flag //Flag to spawn on. Used by type 02 only
Enemy

Wolfos

Wolfos are wolf-like enemies that rely on swift movements and counterattacks. They circle Link cautiously, waiting for an opening before lunging in with a claw swipe. Their main vulnerability is their exposed back—after an attack, they briefly turn around, giving Link a chance to strike. They appear in forested and icy areas, often as mini-bosses. A stronger white variant, White Wolfos, has more health and appears in colder locations like the Ice Cavern. Patience, well-timed dodges, and quick counterattacks are key to defeating them effectively.


En_Wf

ID: 01AF
Object: 0183
Actor Variables
v &>> 0xFF00 = Nullable Switch Flag
v &>> 0xFF = Type
0000 [0000] Normal
0001 [0001] White Wolfos, mini-boss music starts