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    Monster/Attack Stats Guide by assassin17

    Version: 0.73 | Updated: 03/02/08 | Printable Version | Search Guide | Bookmark Guide

    Monster/Attack Stats Guide, The Legend of Zelda: A Link to the Past
    Version 0.73, 03/02/08
    by Assassin
    
    =========================
    ||  Table of Contents  ||
    =========================
    1. Introduction
    2. Link's HP and MP
    3. Enemy Prizes and Luck
    4. Bump Damages
    5. Link's Attack Classes
    6. Monster List
    7. Bugs Pertaining to Monsters
    8. Hacking Info
    9. Credits
    10. Revision History
    11. Contact
    no number or title: Legalities
    
    (CTRL+F ALERT: If you're looking for "fairy", it's spelled as "faerie"
     throughout the guide.)
    
    _______________________________________________________________________________
    
    1. INTRODUCTION
    _______________________________________________________________________________
    
    This is a guide to all of the stats I know of (hopefully) every monster in
    The Legend of Zelda: A Link to the Past (henceforth abbreviated as LttP,
    Zelda 3, or "the game".  hell, I'll even call it "Bob" or "Mary" just to avoid
    spelling it out again; a few more words in that title, and Hugh Grant would be
    forced to make a cameo.  TEWWUaHaCDaM!).  It also provides information on
    Link's HP and MP, the MP consumed by his various items, the strength of his
    many attacks (whose damages are grouped into "classes"), and the purpose of
    Luck given by the Pond of Happiness (finally!!).  HP and MP capacities may seem
    like a trivial topic, but the game obscures the true numbers from the player,
    and knowing the numbers is important to bring context to items' MP costs or the
    bump damages inflicted by enemies.  One thing that's notably absent are monster
    locations.  I could take a stab at most of them, but because I'm still somewhat
    rusty at this game, I wouldn't be too thorough.  If you want to contribute
    locations, that'd be quite appreciated, as long as you're complete for a given
    enemy.
    
    This is mainly intended as a reference guide rather than something you read
    straight through, though I *strongly* recommend you read Sections 2-5 before
    venturing into Section 6.  They explain the terminology and arrangement you'll
    see in that section, and give you a good idea of the overall capabilities of
    Link and the enemies.  In fact, they introduce things so well that I don't
    (yet) need a "Key" section for the guide.
    
    The monsters are listed in the order in which their stat blocks are located in
    the ROM.  It's not like alphabetization would be realistic anyway, as there are
    many foes whose English names are either unknown or subjective.  And remember,
    Ctrl+F conquers all.
    
    As of the v0.7 update, this guide should cover every version of the game.
    However, the majority of my playing and analyzing was done on a version 1.0 USA
    SNES ROM.  I haven't verified that things like Section 2's contents, Luck, or
    which weapons/items belong to which damage classes hold up across different
    game versions and languages.  My suspicion is they do, especially given how
    much else is the same, but there's no guarantee.  If you're playing a different
    release of the game and find something contradictory to what's presented here,
    please inform me.
    
    This game has more special cases than other ones whose innards I'm familiar
    with, and it pulls its share of switcheroos (i.e. altering an enemy's stats
    in RAM to be something different than what the ROM data indicates).  Thus,
    I had to do a bit of manual labor and retrospecting to hunt down the actual
    in-battle stats.  It's possible I overlooked or flubbed something, so don't let
    my "official" lists tell you your gaming experiences are wrong.  If information
    presented in this guide (particularly that of Section 6) seems incorrect and
    isn't accounted for by a Special Property or clarified by a footnote,
    doublecheck the game and give me a holler if necessary (see Section 11 for
    Contact info).  Section 6's introduction gets into these discrepancies and
    concerns more.
    
    _______________________________________________________________________________
    
    2. LINK'S HP AND MP
    _______________________________________________________________________________
    
    Yes, that's right, I said HP and MP.  Ever notice how when Link is hit by a
    really weak enemy, there won't be any visual change in hearts?  But if he gets
    hit again, it magically does change?  That's because the heart gauge is just a
    pretty device concocted by Nintendo and Hallmark to blind you to what's really
    happening.  I'm not too hot on the similarly imprecise magic meter, either.
    Give me a cold numeric display over those whizzbangs anyday.  On the plus side,
    exclaiming "Half a heart!" when Link is near death is an amusing cry for
    enemy sympathy.
    
    Each heart actually represents 8 HP.  Thus, Link will have a maximum of 160 HP
    if he finds all the heart containers.  The display is in units of 4 HP (i.e.
    precise to half of a heart), and it rounds up to the nearest unit.  From here
    forward, I will speak only in terms of HP; I'll discard that "heart" metric as
    if it was nothin' at all.
    
    The hearts and apples Link can find each refill 8 HP.
    
    Meanwhile, the magic meter holds a maximum of 128 MP.  The small magic vial
    replenishes it by 16 MP, while the large one obviously fills it all the way.
    If you're wondering, the gauge display is in units of 8 MP, rounding up to
    the nearest unit.
    
    Here's the MP consumed by the various magical items Link can use:
    
    ---------------------
    Magic Powder: 8
    Fire Rod: 16
    Ice Rod: 16
    Bombos: 32
    Ether: 32
    Quake: 32
    Lamp: 4
    Create block with Cane of Somaria: 8  (no cost to explode it)
    Cane of Byrna: 16 MP to activate, then 4 MP every 24th frame. (There are 60
                   frames in a second.  Or if you want to track it visually, 24
                   frames is roughly every 9/8 full-circle revolutions the glowing
                   light makes, as 3 full-circle revolutions take 64 frames.)
    Magic Cape: 1 MP every 4th frame. (There are 60 frames in a second.)
    ---------------------
    
    When that enigmatic, passive-aggressive bat halves your magic meter, the items'
    MP costs are cut in half (or in Magic Cape's case, the frequency of its
    depletion).  The capacity of the overall magic meter and the vials are
    unchanged.
    
    
    _______________________________________________________________________________
    
    3. ENEMY PRIZES AND LUCK
    _______________________________________________________________________________
    
    Upon defeat, an enemy can drop an item from one of the seven prize packs below,
    or if it has no prize pack, it will always drop Nothing.  Even when the enemy
    has a prize pack, it might randomly leave nothing instead.
    
    There are several exceptions to this system.  Some enemies in dungeons drop
    keys and such (which are guaranteed), enemies drop nothing when killed with the
    dash attack, and enemies always drop a green rupee when they're killed while
    stunned or frozen (this overrides dashing), with the exception that they always
    drop something from Prize Pack #2 when they're crushed with the hammer after
    being frozen (note the drop chances in this case are 100% as opposed to 50%).
    If the Pikit enemy (#170) has robbed Link, then it will always drop the last
    thing it stole (unless you defeat it by freezing and hammering it).  If the
    swamp hare (enemy #77) is stranded by cutting the grass under it, then it will
    give you something from Prize Pack #6 (100% of the time) when approached.
    
    Each prize pack has its own counter, eight prize slots, and a probability that
    you'll get any prize at all.  After any enemy drops a prize from a given pack,
    that pack's counter is incremented to point to its next slot (if it passes the
    eighth slot, it moves back to the first one).
    
    For convenience, I also list a prize pack's drop chances in Section 6, but
    remember that the chances are tied to the pack itself rather than to the
    monster that yields it.
    
    Here are the packs:
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------
    PRIZE PACK 0
    -------------
    
    Heart, Heart, Heart, Heart,
    Green Rupee, Heart, Heart, Green Rupee
    
    This prize pack has a 1/2 chance of being dropped.
    
    -------------
    PRIZE PACK 1
    -------------
    
    Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
    Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
    
    This prize pack has a 1/2 chance of being dropped.
    
    -------------
    PRIZE PACK 2
    -------------
    
    Full Magic, Partial Magic, Partial Magic, Blue Rupee,
    Full Magic, Partial Magic, Heart, Partial Magic
    
    This prize pack has a 1/2 chance of being dropped.
    
    -------------
    PRIZE PACK 3
    -------------
    
    Bomb x 1, Bomb x 1, Bomb x 1, Bomb x 4,
    Bomb x 1, Bomb x 1, Bomb x 8, Bomb x 1
    
    This prize pack has a 100% chance of being dropped.
    
    -------------
    PRIZE PACK 4
    -------------
    
    Arrow x 5, Heart, Arrow x 5, Arrow x 10,
    Arrow x 5, Heart, Arrow x 5, Arrow x 10
    
    This prize pack has a 1/2 chance of being dropped.
    
    -------------
    PRIZE PACK 5
    -------------
    
    Partial Magic, Green Rupee, Heart, Arrow x 5,
    Partial Magic, Bomb x 1, Green Rupee, Heart
    
    This prize pack has a 1/2 chance of being dropped.
    
    -------------
    PRIZE PACK 6
    -------------
    
    Heart, Faerie, Full Magic, Red Rupee,
    Bomb x 8, Heart, Red Rupee, Arrow x 10
    
    This prize pack has a 1/2 chance of being dropped.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Note that none of the probabilities in this list account for Luck, which is
    set randomly after you throw rupees into the Pond of Happiness (except in
    instances where doing so makes the Faerie appear).  Each kind of Luck has the
    same chance of being chosen, and has a "Luck Value" assigned to it (which is
    what the game really looks at after you get the message):
    
        Luck      |  Luck Value
    --------------+-------------
    Great Luck    |   1
    Good Luck     |   0
    A Little Luck |   0
    Big Trouble   |   2
    
    Your Luck Value affects random prize drops from enemies.  0 is the same as
    normal.  1 guarantees the prize drop.  2 skips the prize drop.  Altered luck
    only lasts for 10 prize drop possibilities, then is restored to the normal
    value of zero.  Situations with guaranteed prize drops (i.e. a key drop,
    stunning/freezing and defeating an enemy, freezing and smashing an enemy with
    the hammer, defeating a Pikit who's robbed you, and the stranded swamp hare) or
    with no possible prize drops (i.e. dash attacks, enemies who have no prize
    pack) are not affected by Luck, nor do they count towards the ten potential
    prize drops that make Luck wear off.  In other words, Luck is only a factor
    with normal, random prize drops, as it can only override the probabilities in
    the Prize Pack list above.
    
    Unfortunately, Luck is not retained through a system reset or powerdown even
    if you save your game: the luck value and its accompanying potential prize drop
    counter are reinitialized to 0.  They are retained after Saving, Quitting, and
    reloading on the SNES (and you can even copy them between save slots by
    saving on one, then loading another), but not on the GBA.
    
    
    _______________________________________________________________________________
    
    4. BUMP DAMAGES
    _______________________________________________________________________________
    
    When a monster bumps Link (or he bumps it), he'll sustain damage.  An enemy
    has 1 of 10 bump damage categories assigned to it, and the actual HP damage
    Link takes is determined by that category and his tunic.
    
    POSSIBLE HP DAMAGE TO LINK WHEN BUMPED (by tunic):
    
    Category 0: 2 (Green), 1 (Blue), 1 (Red)
    Category 1: 4 (Green), 4 (Blue), 4 (Red)
    Category 2: 0 (Green), 0 (Blue), 0 (Red)
    Category 3: 8 (Green), 4 (Blue), 2 (Red)
    Category 4: 8 (Green), 8 (Blue), 8 (Red)
    Category 5: 16 (Green), 8 (Blue), 4 (Red)
    Category 6: 32 (Green), 16 (Blue), 8 (Red)
    Category 7: 32 (Green), 24 (Blue), 16 (Red)
    Category 8: 24 (Green), 16 (Blue), 8 (Red)
    Category 9: 64 (Green), 48 (Blue), 24 (Red)
    
    
    At least one enemy (the fire faerie) also inflicts MP damage when bumping Link,
    and I'll note that in Section 6.
    
    
    _______________________________________________________________________________
    
    5. LINK'S ATTACK CLASSES
    _______________________________________________________________________________
    
    Link, the ever-resourceful elf, has as many attacks at his disposal as the
    Keeblers do cookies.  For purposes of damaging monsters, each attack belongs to
    1 of 16 classes.  Each class supports up to 8 different damages, and which of
    those is inflicted depends on the monster target.
    
    Below are the classes for Link's various attacks, and the possible HP damages
    enemies will sustain from them.  Note that values of 249 and up are special
    cases handled by the game's code, and that amount of damage isn't actually
    inflicted, but I still provide the numbers in this guide because I want to
    convey as much game data as possible.
    
    In Section 6, I'll give the name of the attack along with its damage class,
    provided there's only one attack in that class.  In the interest of space,
    damage classes with multiple attacks won't have those attacks listed out.
    
    Anyway, onto the classes.
    
    ---------------
    DAMAGE CLASS 0
    ---------------
    
    Boomerang (Blue or Red)
    
    Possible damages =
    0, 1, 32, 255 (Stun), 252 (Shorter stun), 251 (Very short stun), 0, 0
    
    ---------------
    DAMAGE CLASS 1
    ---------------
    
    Drawn Level 1 sword,
    Level 1 sword swing/Pegasus charge,
    Drawn Level 2 sword,
    Level 2+ sword light beam,
    Cane of Somaria block,
    Cane of Somaria missile,
    Cane of Byrna force field,
    Bee attack,
    Lamp/Lantern (GBA only),
    Throw:
      Purple bush,
      Normal green bush
    
    Possible damages =
    0, 2, 64, 4, 0, 0, 0, 0
    
    ---------------
    DAMAGE CLASS 2
    ---------------
    
    Level 1 sword spin attack,
    Level 2 sword swing/Pegasus charge,
    Drawn level 3 sword
    
    Possible damages =
    0, 4, 64, 2, 3, 0, 0, 0
    
    ---------------
    DAMAGE CLASS 3
    ---------------
    
    Level 2 sword spin attack,
    Level 3 sword swing/Pegasus charge,
    Drawn Level 4 sword,
    Hammer,
    Throw:
      Light gray "8" stone, Dark "8" stone,
      Big gray-edged rock (LW), Big black-edged rock (LW),
      Gray skull rock, Black skull rock,
      Big gray-edged rock (DW), Big black-edged rock (DW),
      Brown pot, Skull pot,
      Brown sign, Yellow sign,
      Brownish green bush,
      Fake Master Sword,
      Big gray square block,
      Frozen enemy
    
    Possible damages =
    0, 8, 64, 4, 0, 0, 0, 0
    
    ---------------
    DAMAGE CLASS 4
    ---------------
    
    Level 3 sword spin attack,
    Level 4 sword swing/Pegasus charge
    
    Possible damages =
    0, 16, 64, 8, 0, 0, 0, 0
    
    ---------------
    DAMAGE CLASS 5
    ---------------
    
    Level 4 sword spin attack
    
    Possible damages =
    0, 16, 64, 8, 0, 0, 0, 0
    
    ---------------
    DAMAGE CLASS 6
    ---------------
    
    Normal bow + arrow
    
    Possible damages =
    0, 4, 64, 16, 0, 0, 0, 0
    
    ---------------
    DAMAGE CLASS 7
    ---------------
    
    Hookshot
    
    Possible damages =
    0, 255 (Stun), 64, 255 (Stun), 252 (Shorter stun), 251 (Very short stun), 0, 0
    
    ---------------
    DAMAGE CLASS 8
    ---------------
    
    Bomb
    
    Possible damages =
    0, 4, 64, 255 (Stun), 252 (Shorter stun), 251 (Very short stun), 32, 0
    
    Note: Bombs dropped or thrown by enemies also use this attack class when
          damaging other enemies.
    
    ---------------
    DAMAGE CLASS 9
    ---------------
    
    Bow + silver arrow
    
    Possible damages =
    0, 100, 24, 100, 0, 0, 0, 0
    
    ---------------
    DAMAGE CLASS 10
    ---------------
    
    Magic powder
    
    Possible damages =
    0, 249 (Make faerie *), 250 (Make 0-HP yellow slime), 255 (Stun), 100, 0, 0, 0
    
    * Due to a hardcoded check, enemy #13 (Buzz Blob) will instead become a talking
      blob.
    
    ---------------
    DAMAGE CLASS 11
    ---------------
    
    Fire rod
    
    Possible damages =
    0, 8, 64, 253 (Incinerate), 4, 16, 0, 0
    
    ---------------
    DAMAGE CLASS 12
    ---------------
    
    Ice rod
    
    Possible damages =
    0, 8, 64, 254 (Freeze), 4, 0, 0, 0
    
    ---------------
    DAMAGE CLASS 13
    ---------------
    
    Bombos medallion
    
    Possible damages =
    0, 16, 64, 253 (Incinerate), 0, 0, 0, 0
    
    ---------------
    DAMAGE CLASS 14
    ---------------
    
    Ether medallion
    
    Possible damages =
    0, 254 (Freeze), 64, 16, 0, 0, 0, 0
    
    ---------------
    DAMAGE CLASS 15
    ---------------
    
    Quake medallion
    
    Possible damages =
    0, 32, 64, 255 (Stun), 0, 0, 0, 250 (Make 0-HP yellow slime)
    
    
    _______________________________________________________________________________
    
    6. MONSTER LIST
    _______________________________________________________________________________
    
    This should be a list of every known monster in the game.  The game doesn't
    actually tell you the blasted enemy names, so I've had to rely on other
    sources: webpages, the Hyrule Magic utility, the instruction booklet.  I try to
    list as many coherent versions of an enemy's name as possible to aid
    Ctrl+F'ers, and will often tack on a description where the "official" name
    is missing or not self-explanatory.
    
    You'll notice a fair share of gaps in the monster numbering.  That's because
    this game uses the 0-255 number range as IDs for its "sprites".  Sprites can be
    lots of things: monsters, non-playable characters, elements of a dungeon (such
    as crystal switches, statues, and rotating firebars), prizes like hearts and
    rupees, etc.  To my knowledge, nothing after ID #215 is a monster, and there
    are all sorts of non-enemies inhabiting the 0-215 range.
    
    If there's a dungeon element that can hurt Link or be destroyed by him, and
    it actually has some relevant data I've deciphered, I'll list it.  (The latter
    is why the spiked rollers made it into the guide, but the wall cannons didn't.)
    Just realize it'll also have its share of bogus data listed because it's not a
    real monster.
    
    Currently, there are 132 entries altogether.
    
    Almost all of the information in this section is generated from a program
    reading the ROM (specifically, version 1.0 of the USA SNES ROM).  There are
    various things this method misses, such as:
    - Enemies who change properties mid-battle.
    - Enemies who have a stat replaced in RAM as soon as they're encountered (so
      the ROM stat is altered or unused).
    - Enemies who are hittable by some attacks in a given Damage Class but
      completely avoid others.
    - Multiple enemies who share a single ID.  Generally, these enemies are quite
      similar to each other, having perhaps a few differing properties.  Other
      times, these enemies are mind-bogglingly different, almost to the point that
      you claw at your head and scream, "Why?!  The reasoning burns!!".  With most
      shared enemies, both of the real monster variants are treated as "custom",
      and after the game loads the default ROM data into memory, it calls special
      code to overwrite desired stats with custom data of either of the real
      monsters.  Which real monster's data is used depends on the result of some
      boolean test, such as whether the enemy's starting X or Y coordinate is even
      or odd, or whether Link is currently in the Light World or the Dark World.
      With a few other shared enemies, one of the monster variants is treated as
      synonymous with the default data, so code to overwrite stats only needs to be
      called for the other monster variant(s).  Then there are several cases of
      shared enemies who differ in appearance only and don't need to alter any of
      the stats covered in this guide from the default.
    - Enemies who have unique properties implemented through hardcoded checks, a
      practice that apparently gave Nintendo a pulsing hard-on, particularly for
      bosses.
    
    In many cases, I've observed these discrepancies, and will point them out in
    the list.  Be on the lookout for "NOTE:" tags or asterisks clarifying things.
    For those loathesome shared enemies, there will be a "Shared:" header, each
    variety's name/description will be on a separate line, and some fields may be
    listed multiple times to account for areas where the enemies differ.  When the
    varieties of a shared enemy have their real data for a field stored separately
    from that enemy's default ROM data, I will list the data separately, even if
    the values are identical to the default.  The first instance of a field you see
    is *always* the default ROM information.
    
    If I've missed any ways in which shared monsters differ, do let me know.  If
    I've missed or botched any key properties for a monster or flubbed its name, do
    let me know.  If I've omitted a monster entirely, definitely let me know. :)
    This game seems to have more special cases than others I've studied (games
    which wouldn't dare put NPCs and monsters in the same damn list), so arriving
    at the correct info can be a bit of an adventure.
    
    Before starting with the list, a few fun facts to keep in mind:
    - Quake understandably won't hit flying or jumping enemies while they're
      airborne.  (There are a few curious exceptions to this, and they'll be noted
      where applicable.)
    - When a value in the "Damage Taken" column in an enemy's table has
      "/ X on Japanese and GBAs" next to it, that means some varieties of the game
      use a different value: X is the damage value for the Japanese Super Famicom
      releases, the Japanese Broadcast Satellaview Super Famicom release, and the
      Game Boy Advance releases (Japanese, American, and European alike).
      Mothula (#136) has a similar note, "/ 16 on GBAs", which just applies to the
      GBA releases of the game.
    - If I talk about an enemy taking no damage or doing something when struck
      with the sword or hammer, I'm only talking about the sword itself, not the
      beams it can fire.
    
    -------------------------------------------------------------------------------
    
    Enemy #0    Shared:  Crow/Raven (Light World)
                         Triceratops bird (Dark World) - more aggressive than
                           crow/raven (on the SNES)
    
    NOTE: The starting X-coordinate of the enemy determines how aggressive it is.
          Even X: Crow - one attack pass, Triceratops Bird - one attack pass.
          Odd X: Crow - two attack passes, Triceratops Bird - infinite(?) attack
                 passes.
          No known triceratops birds have an even starting X-coordinate, so prepare
          thyself.
    NOTE2: On the GBA releases, this is switched!  The Crows with odd starting
           X-coordinates will do infinite attack passes, while the Triceratops
           birds with odd starting X-coordinates will do two attack passes.
    
    
    Default HP = 12 (replaced by one of the two below)
    Crow/Raven HP = 4
    Triceratops bird HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze) / 8 on Japanese and GBAs
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  32
    
    
    Default BUMP HP DAMAGE TO LINK (by tunic) (replaced by one of the two below):
      8 (Green), 4 (Blue), 2 (Red)
    
    Crow/Raven BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    Triceratops bird BUMP HP DAMAGE TO LINK (by tunic):
      24 (Green), 16 (Blue), 8 (Red)
    
    
    Default POSSIBLE PRIZES (replaced by one of the two below):
      Full Magic, Partial Magic, Partial Magic, Blue Rupee,
      Full Magic, Partial Magic, Heart, Partial Magic
     (Prize pack #2 has a 1/2 drop chance.)
    
    Crow/Raven POSSIBLE PRIZES:
      Partial Magic, Green Rupee, Heart, Arrow x 5,
      Partial Magic, Bomb x 1, Green Rupee, Heart
     (Prize pack #5 has a 1/2 drop chance.)
    
    Triceratops bird POSSIBLE PRIZES:
      Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
      Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
     (Prize pack #1 has a 1/2 drop chance.)
    
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #1    Vulture (Tendoru)
    
    HP = 6
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze) / 8 on Japanese and GBAs
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  32
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:
      Partial Magic, Green Rupee, Heart, Arrow x 5,
      Partial Magic, Bomb x 1, Green Rupee, Heart
     (Prize pack #5 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #2    Floating Stalfos head (skull)
    
    Comes from enemy #133, and not to be confused with enemy #124.
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    NOTE: Due to a hardcoded check, if it's struck with a sword or hammer, Link is
          knocked backwards a decent amount.  Also, the enemy will take no damage
          from such strikes, but still be knocked back a decent amount itself.
          (The hardcoded check stops the "... pushing Link back a tiny bit"
          Special Property present below from being checked at all.  Sensible
          enough, as it effectively obsoletes that property anyway.)  Finally,
          note that the damageless knockback of the enemy can result in a bug
          (see Section 7, #6).
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Bomb x 1, Bomb x 1, Bomb x 1, Bomb x 4,
      Bomb x 1, Bomb x 1, Bomb x 8, Bomb x 1
     (Prize pack #3 has a 100% drop chance.)
    
    SPECIAL PROPERTIES:
      Deflects sword and hammer for no harm, pushing Link back a tiny bit.
    
    -------------------------------------------------------------------------------
    
    Enemy #8    Shared:  Octorok (Light World)
                         Slarok (purple rock spitter) (Dark World)
    
    Default HP = 2 (replaced by one of the two below)
    Octorok HP = 2
    Slarok HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    Default BUMP HP DAMAGE TO LINK (by tunic) (replaced by one of the two below):
      4 (Green), 4 (Blue), 4 (Red)
    
    Octorok BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    Slarok BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    
    POSSIBLE PRIZES:
      Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
      Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
     (Prize pack #1 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #9    Moldorm
    
    HP = 12
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  2
    Damage Class 3         :  4
    Damage Class 4         :  8
    Level 4 sword spin (5) :  8
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  8
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    NOTE: You can't hurt the head, and everything except the sword and hammer just
          harmlessly passes right through the tail.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Deflects arrows for no harm (just applies to the head)
      Dies like a boss (explodes, all other enemies on screen disappear, typically
        leaves heart container) and coexists with bees (they won't attack it even
        if they chase it, and it won't drive them offscreen).
    
    -------------------------------------------------------------------------------
    
    Enemy #10    Shared:  4-way Octorok (Light World)
                          4-way Slarok (Dark World, purple rock spitter.  I'm not
                            even sure this variety exists, but it is valid when put
                            on the map with Hyrule Magic.)
    
    Default HP = 4 (replaced by one of the two below)
    Octorok HP = 2
    Slarok HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    Default BUMP HP DAMAGE TO LINK (by tunic) (replaced by one of the two below):
      4 (Green), 4 (Blue), 4 (Red)
    
    Octorok BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    Slarok BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    
    POSSIBLE PRIZES:
      Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
      Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
     (Prize pack #1 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #11    Shared:  Chicken/Cucco (Light World)
                          Chicken/Cucco skeleton (Dark World)
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  8
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    NOTE: I'm not convinced the above values mean anything, or that chickens even
          have true HP.
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    NOTE: A normal, relaxed chicken obviously won't hurt you, and nor will a scared
          one.  These damage values are just for the chickens that retaliate when
          you attack one of their brethren too many times.
    
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #12    Rock shot by Octorok/Slarok
    
    HP = 0
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  8
    Bombos medallion (13)  :  16
    Ether medallion (14)   :  16
    Quake medallion (15)   :  32 *
    
    No idea what the above means here, other than that many of Link's attacks
    will deflect these projectiles, and unlike with enemy #27 (thrown spears /
    shot arrow), silver arrows will not keep going after hitting rocks.  Once
    again, I'm unable to touch these things with my sword (aside from its light
    beam).
    
    * Oddly, Quake works on this despite it being airborne.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Can climb stairs (also gives walking Zoras their footing in shallow water).
    
    -------------------------------------------------------------------------------
    
    Enemy #13    Buzz Blob
    
    HP = 3
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  249 (Make faerie) - Due to a hardcoded check for
                                  enemy #13, it'll instead become a talking blob
                                  ("Cukeman").
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  255 (Stun)
    
    NOTE: Striking it with a sword of level 1-3 will get Link zapped (for the bump
          damage listed below) rather than damaging Buzz Blob.  As will striking it
          with the Hammer, but only if Link's sword is level 1-3 (hmm... is this a
          bug I smell?).
    
    FUN FACT: After transforming it into the talking blob, freeze and smash it with
              the Hammer for a chuckle.
              (In case you're not up to trying: it turns back into Buzz Blob.)
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Full Magic, Partial Magic, Partial Magic, Blue Rupee,
      Full Magic, Partial Magic, Heart, Partial Magic
     (Prize pack #2 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #14    Snap Dragon
    
    HP = 12
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze) / 64 on Japanese and GBAs
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  24 (Green), 16 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:
      Heart, Faerie, Full Magic, Red Rupee,
      Bomb x 8, Heart, Red Rupee, Arrow x 10
     (Prize pack #6 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #15    Octoballoon/Octoblimp
    
    HP = 2
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  8
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  16
    Quake medallion (15)   :  64
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    NOTE: I don't take any bump damage from it.
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    NOTE: It will explode automatically or upon being "defeated", leaving behind
          several Octoballoon/Octoblimp spawn.      
    
    -------------------------------------------------------------------------------
    
    Enemy #16    Octoballoon/Octoblimp spawn (after explosion)
    
    HP = 0
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  8
    Bombos medallion (13)  :  16
    Ether medallion (14)   :  16
    Quake medallion (15)   :  32
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    NOTE: This enemy will fade away by itself after a few seconds.
    
    -------------------------------------------------------------------------------
    
    Enemy #17    Hinox
    
    HP = 20
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  252 (Shorter stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  64
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  0
    Bomb (8)               :  64 *
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    * Has a hardcoded check that makes it invincible to monster-thrown bombs.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  24 (Green), 16 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:
      Bomb x 1, Bomb x 1, Bomb x 1, Bomb x 4,
      Bomb x 1, Bomb x 1, Bomb x 8, Bomb x 1
     (Prize pack #3 has a 100% drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #18    Pig Spear Man (Moblin?)
    
    HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  64
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #19    Mini Helmasaur/Hiploop
    
    HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  64
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze) / 64 on Japanese and GBAs
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    NOTE: Due to a hardcoded check, if it's struck with a sword or the hammer, Link
          will be knocked backwards a decent amount.  And if it's struck with
          either of those weapons when Link and it are facing in opposite
          directions, it will take no damage, but still be knocked back a decent
          amount itself.  Also, note that the damageless knockback of the enemy
          can result in a bug (see Section 7, #6).
    NOTE2: The opposite direction check was obviously done to repel head-on
           attacks, but the spin attack lets you see some unexpected, erroneous
           things.  Stun Mini Helmasaur with the Hookshot, then stand behind it,
           with Link's back facing its back.  Perform a spin attack, and it will
           cause no harm, despite contacting nowhere near Helmasaur's protective
           mask.  Conversely, stun Helmasaur, stand in front of it with your back
           facing its face, and perform a spin attack.  It'll damage Helmasaur
           despite contacting its mask.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:
      Heart, Faerie, Full Magic, Red Rupee,
      Bomb x 8, Heart, Red Rupee, Arrow x 10
     (Prize pack #6 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #21    Fire Faerie / Anti-faerie / Bubble
    
    NOTE: The enemy's initial movement depends on its starting X-coordinate
          (even = up and right, odd = up and left).
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  249 (Make faerie)
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    Also does 8 MP damage to Link, regardless of tunic.  And note that while Link
    is flashing and invincible after being hit with an attack, he's still
    susceptible to MP damage from fire faerie.
    
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #23    Bush Spider/Beetle/Crab
    
    After you lift off the bush, it runs around for several seconds, dropping one
    green rupee at a time, then disappears.
    
    Note that it becomes enemy #62, Rock Spider/Beetle/Crab (sans the rock), after
    you lift off the bush.  
    
    HP = 2
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  64
    Ice rod (12)           :  64
    Bombos medallion (13)  :  64
    Ether medallion (14)   :  64
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  0 (Green), 0 (Blue), 0 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #24    Mini Moldorm / Tail
    
    HP = 3
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  8
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  16
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:
      Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
      Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
     (Prize pack #1 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #25    Shared:  Poe (Ghost) (Light World)
                          Hue (Ghost) (Dark World)
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  64
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate) / 8 on Japanese and GBAs
    Ice rod (12)           :  8
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  64
    Quake medallion (15)   :  255 (Stun)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Partial Magic, Green Rupee, Heart, Arrow x 5,
      Partial Magic, Bomb x 1, Green Rupee, Heart
     (Prize pack #5 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #27    Shared:  Spear thrown by Pig Man (Moblin?)
                          _Slightly_ longer spear thrown by Red grass-hiding
                            Soldier and by Red Knight with horned helmet
                          Arrow shot by archer soldiers
    
    HP = 0
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  32
    Damage Class 1         :  64
    Damage Class 2         :  64
    Damage Class 3         :  64
    Damage Class 4         :  64
    Level 4 sword spin (5) :  64
    Normal bow + arrow (6) :  64
    Hookshot (7)           :  64
    Bomb (8)               :  64
    Bow + silver arrow (9) :  24
    Magic powder (10)      :  0
    Fire rod (11)          :  64
    Ice rod (12)           :  64
    Bombos medallion (13)  :  64
    Ether medallion (14)   :  16
    Quake medallion (15)   :  64 *
    
    No idea what the above means here, other than that many of Link's attacks
    will deflect these projectiles, and silver arrows will keep going after
    hitting them, while normal ones are knocked down.  Also, I'm unable to touch
    these things with my sword (aside from its light beam).
    
    * Oddly, Quake works on this despite it being airborne.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    Spear thrown by pig man SPECIAL PROPERTIES:
      Deflects arrows for no harm (this property apparently makes it so Link's
         arrows will deflect or continue on impact rather than disappearing.) 
      Can climb stairs (also gives walking Zoras their footing in shallow water).
      Bees won't chase it.
    
    If it's the arrow or the slightly longer spear, SPECIAL PROPERTIES are modified
      so "Bees won't chase it" is cleared.  The other properties remain.
    
    -------------------------------------------------------------------------------
    
    Enemy #32    Bomb Slug (Nuranuru)
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  0
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 16 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:
      Bomb x 1, Bomb x 1, Bomb x 1, Bomb x 4,
      Bomb x 1, Bomb x 1, Bomb x 8, Bomb x 1
     (Prize pack #3 has a 100% drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #34    Ropa (Hopping Bulb Plant)
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze) / 64 on Japanese and GBAs
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
      Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
     (Prize pack #1 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #35    Red Bari (electric jellyfish)
    
    HP = 2
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  64
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  64
    Quake medallion (15)   :  255 (Stun)
    
    NOTE: Striking it with a sword or hammer while it's flashing will get Link
          zapped (for the bump damage listed below) rather than damaging Bari.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:
      Partial Magic, Green Rupee, Heart, Arrow x 5,
      Partial Magic, Bomb x 1, Green Rupee, Heart
     (Prize pack #5 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    NOTE: When it's defeated any way besides incineration, it won't drop its prize,
          but will instead split into two miniature versions of itself (which have
          the same stats, and can drop prizes upon defeat).
    
    -------------------------------------------------------------------------------
    
    Enemy #36    Blue Bari (dark green on GBA) (electric jellyfish)
    
    HP = 2
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  64
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  64
    Quake medallion (15)   :  255 (Stun)
    
    NOTE: Striking it with a sword or hammer while it's flashing will get Link
          zapped (for the bump damage listed below) rather than damaging Bari.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Partial Magic, Green Rupee, Heart, Arrow x 5,
      Partial Magic, Bomb x 1, Green Rupee, Heart
     (Prize pack #5 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #38    Shared:  Red Hardhat Beetle (hard-shelled) (faster than blue one)
                          Blue Hardhat Beetle (hard-shelled)
    
    NOTE: Which beetle it is depends on the starting X-coordinate of the monster
          on the map (even = red, odd = blue).
    
    Default HP = 3 (replaced by one of the two below)
    Red beetle HP = 32
    Blue beetle HP = 6
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  255 (Stun)
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  255 (Stun)
    
    NOTE: Due to a hardcoded check, if it's struck with the sword or hammer, Link
          is knocked backwards a decent amount.
    
    
    Default BUMP HP DAMAGE TO LINK (by tunic) (replaced by one of the two below):
      2 (Green), 1 (Blue), 1 (Red)
    
    Red Beetle BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    Blue Beetle BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    
    Default POSSIBLE PRIZES (replaced by one of the two below):  Nothing
    
    Red Beetle POSSIBLE PRIZES:
      Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
      Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
     (Prize pack #1 has a 1/2 drop chance.)
    
    Blue Beetle POSSIBLE PRIZES:
      Partial Magic, Green Rupee, Heart, Arrow x 5,
      Partial Magic, Bomb x 1, Green Rupee, Heart
     (Prize pack #5 has a 1/2 drop chance.)
    
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #39    Deadrock (Deddorokku) - annoying bugger, turns to stone when hit
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #62    Rock Spider/Beetle/Crab
    
    After you lift off the rock, it runs around for several seconds, dropping one
    green rupee at a time, then disappears.
    
    HP = 2
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  8
    Ice rod (12)           :  64
    Bombos medallion (13)  :  64
    Ether medallion (14)   :  64
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  0 (Green), 0 (Blue), 0 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #64    Electric Barrier
    
    HP = 2
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  4 *
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    * No, a spinning attack with the Level 1 sword won't faze it.  Also, striking
      it with the Level 1 sword or walking into it will get Link zapped.
    
    BUMP HP DAMAGE TO LINK (by tunic):  2 (Green), 1 (Blue), 1 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #65    Shared:  Blue soldier carrying sword (Light World)
                          Blue Taurus (Torosu) - helmeted bull carrying poker/prod
                                        (Dark World)
    
    HP = 6
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  8
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #66    Green soldier carrying sword
    
    HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #67    Shared:  Red Soldier carrying spear (Light World)
                          Red Taurus (Torosu) - helmeted bull carrying fork
                                                (Dark World)
    
    Identical to enemy #69 (the red ones), but slightly subdued.
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  3
    Damage Class 3         :  4
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  0
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #68    Warrior - blue, horned helmet, carrying sword, runs fast
    
    HP = 6
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  0
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Heart, Faerie, Full Magic, Red Rupee,
      Bomb x 8, Heart, Red Rupee, Arrow x 10
     (Prize pack #6 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #69    Shared:  Red Soldier carrying spear (Light World)
                          Red Taurus (Torosu) - helmeted bull carrying fork
                                (Dark World)
                          Green Soldier carrying spear, summoned by townspeople
                                (Light World)
    
    (Red ones) Identical to enemy #67, but this fugger doesn't let up!
    
    Red Soldier and Red Bull HP = 8
    If it's Green soldier summoned by townsperson, HP is replaced with 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  3
    Damage Class 3         :  4
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  0
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    Red Soldier and Red Bull POSSIBLE PRIZES:
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    If it's Green Soldier, POSSIBLE PRIZES are replaced with:  Nothing 
    
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #70    Blue archer soldier
    
    HP = 6
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Arrow x 5, Heart, Arrow x 5, Arrow x 10,
      Arrow x 5, Heart, Arrow x 5, Arrow x 10
     (Prize pack #4 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #71    Green, grass-hiding, archer soldier
    
    HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  8
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  64
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Arrow x 5, Heart, Arrow x 5, Arrow x 10,
      Arrow x 5, Heart, Arrow x 5, Arrow x 10
     (Prize pack #4 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #72    Red knight (has horned helmet), spear-throwing
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  3
    Damage Class 3         :  4
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  0
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:
      Full Magic, Partial Magic, Partial Magic, Blue Rupee,
      Full Magic, Partial Magic, Heart, Partial Magic
     (Prize pack #2 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #73    Red, grass-hiding, spear-throwing soldier
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  3
    Damage Class 3         :  4
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  0
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  64
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:
      Heart, Faerie, Full Magic, Red Rupee,
      Bomb x 8, Heart, Red Rupee, Arrow x 10
     (Prize pack #6 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #74    Red bomb-throwing knight
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  3
    Damage Class 3         :  4
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:
      Bomb x 1, Bomb x 1, Bomb x 1, Bomb x 4,
      Bomb x 1, Bomb x 1, Bomb x 8, Bomb x 1
     (Prize pack #3 has a 100% drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #75    Green soldier carrying dagger (in Hyrule Castle, relaxed)
    
    HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #76    Geldman
    
    HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  64
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  64 / 8 on Japanese and GBAs
    Ice rod (12)           :  8
    Bombos medallion (13)  :  64 / 253 (Incinerate) on Japanese and GBAs
    Ether medallion (14)   :  16
    Quake medallion (15)   :  255 (Stun)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:
      Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
      Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
     (Prize pack #1 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #77    Swamp hare/bunny/rabbit (Toppo)
    
    HP = 2
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  64
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  64
    Quake medallion (15)   :  255 (Stun)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    NOTE: If you cut the grass out from under him before he can land, or if he
          attempts to emerge from an area where the grass has been cut, he'll be
          stranded.  Approach him, and he'll talk to you and give you something
          from Prize Pack #6 (100% of the time), whose contents are:
            Heart, Faerie, Full Magic, Red Rupee,
            Bomb x 8, Heart, Red Rupee, Arrow x 10
    
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #78    Popo - Blue and red tentacle plant
    
    Identical to enemy #79, but this one moves a little faster.
    
    HP = 2
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
      Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
     (Prize pack #1 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #79    Popo - Blue and red tentacle plant
    
    Identical to enemy #78, but this one moves a little slower.
    
    HP = 2
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
      Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
     (Prize pack #1 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #80    Shared:  Black rolling cannon ball (comes from hole in wall)
                          Giant black rolling cannon ball (comes from hole in wall)
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Deflects sword and hammer for no harm, pushing Link back a tiny bit.
    
    -------------------------------------------------------------------------------
    
    Enemy #81    Armos statue
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  64
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  16
    Quake medallion (15)   :  255 (Stun)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Arrow x 5, Heart, Arrow x 5, Arrow x 10,
      Arrow x 5, Heart, Arrow x 5, Arrow x 10
     (Prize pack #4 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #83    Armos Knight
    
    HP = 48
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  4
    Damage Class 2         :  2
    Damage Class 3         :  4
    Damage Class 4         :  8
    Level 4 sword spin (5) :  8
    Normal bow + arrow (6) :  16
    Hookshot (7)           :  0
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  8
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Dies like a boss (explodes, all other enemies on screen disappear, typically
        leaves heart container) and coexists with bees (they won't attack it even
        if they chase it, and it won't drive them offscreen).
      Deflects sword and hammer for no harm, pushing Link back a tiny bit (this is
        just to start the battle).
    
    -------------------------------------------------------------------------------
    
    Enemy #84    Lanmolas
    
    HP = 16
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  2
    Damage Class 3         :  4
    Damage Class 4         :  8
    Level 4 sword spin (5) :  8
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  0
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  8
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Dies like a boss (explodes, all other enemies on screen disappear, typically
        leaves heart container) and coexists with bees (they won't attack it even
        if they chase it, and it won't drive them offscreen).
    
    -------------------------------------------------------------------------------
    
    Enemy #85    Shared:  Fireball Zora (Light World)
                          Ku (Dark World equivalent to Fireball Zora)
                          Small red Fireball shot by: Zora, Ku, Debirando, the
                            small face statue, the 4-way gold shooter, and a few
                            burning torches.
                          Small blue ball created when the cluster of blue magic
                            balls shot by Agahnim (enemy #123, second variety)
                            collides with something and breaks apart.  Looks a lot
                            like the small red fireball.
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  8
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  64
    Quake medallion (15)   :  32
    
    NOTE: Only the Zora and Ku can be damaged and defeated.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    
    Zora, Ku, and Blue Ball POSSIBLE PRIZES:
      Bomb x 1, Bomb x 1, Bomb x 1, Bomb x 4,
      Bomb x 1, Bomb x 1, Bomb x 8, Bomb x 1
     (Prize pack #3 has a 100% drop chance.)
    
    NOTE: You can't defeat the blue ball, so you obviously can't win a prize from
          it despite the data.
    
    If it's Red Fireball, POSSIBLE PRIZES are replaced with:  Nothing
    
    
    Zora and Ku SPECIAL PROPERTIES:
      Bees won't chase it.
    
    If it's Red Fireball, SPECIAL PROPERTIES are replaced with:
      Can climb stairs (also gives walking Zoras their footing in shallow water).
      Bees won't chase it.
    
    If it's Small blue ball, SPECIAL PROPERTIES are replaced with:
    
    -------------------------------------------------------------------------------
    
    Enemy #86    Walking Zora
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  8
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  64
    Quake medallion (15)   :  32
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Bomb x 1, Bomb x 1, Bomb x 1, Bomb x 4,
      Bomb x 1, Bomb x 1, Bomb x 8, Bomb x 1
     (Prize pack #3 has a 100% drop chance.)
    
    SPECIAL PROPERTIES:
      Can climb stairs (also gives walking Zoras their footing in shallow water).
    
    -------------------------------------------------------------------------------
    
    Enemy #88    Crab (fast, has pincers)
    
    HP = 2
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  8
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #91    Spark (clockwise)
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  0
    Quake medallion (15)   :  255 (Stun)
    
    NOTE: Ignore the above - it can't be killed or stunned.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #92    Spark (counterclockwise)
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  0
    Quake medallion (15)   :  255 (Stun)
    
    NOTE: Ignore the above - it can't be killed or stunned.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #93    Spike Roller 1 - moves down, then back up
    
    NOTE: The size of the roller depends on its starting Y-coordinate
          (even = short, odd = long).
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  24 (Green), 16 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Deflects sword and hammer for no harm, pushing Link back a tiny bit.
    
    -------------------------------------------------------------------------------
    
    Enemy #94    Spike Roller 2 - moves up, then back down
    
    NOTE: The size of the roller depends on its starting Y-coordinate
          (even = short, odd = long).
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  24 (Green), 16 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Deflects sword and hammer for no harm, pushing Link back a tiny bit.
    
    -------------------------------------------------------------------------------
    
    Enemy #95    Spike Roller 3 - moves right, then back left
    
    NOTE: The size of the roller depends on its starting X-coordinate (odd = short,
          even = long).
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  24 (Green), 16 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Deflects sword and hammer for no harm, pushing Link back a tiny bit.
    
    -------------------------------------------------------------------------------
    
    Enemy #96    Spike Roller 4 - moves left, then back right
    
    NOTE: The size of the roller depends on its starting X-coordinate (odd = short,
          even = long).
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  24 (Green), 16 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Deflects sword and hammer for no harm, pushing Link back a tiny bit.
    
    -------------------------------------------------------------------------------
    
    Enemy #97    Shared:    Beamos (rotating laser statue)
                            Laser beam shot by Beamos
    
    NOTE: While the listed bump damages and special properties are the same for the
          two "enemies", these stats are set manually in code for the beam, so I
          list them separately here.
    
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    Beamos BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    If it's Laser beam, BUMP HP DAMAGE TO LINK (by tunic) is replaced with:
      8 (Green), 8 (Blue), 8 (Red)
    
    
    POSSIBLE PRIZES:  Nothing
    
    Beamos SPECIAL PROPERTIES:
      Can climb stairs (also gives walking Zoras their footing in shallow water).
      Bees won't chase it.
    
    If it's Laser beam, SPECIAL PROPERTIES are replaced with:
      Can climb stairs (also gives walking Zoras their footing in shallow water).
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #99
    
    Hyrule Magic has this as the sprite ID of the blue sand crab, but this crab
      uses enemy #100's data in battle.
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #100    Shared:  Debirando (Sand crab) (blue) - emerges from whirl
                           Debirando (Sand crab) (red, spits fire) - emerges from
                                                                     whirl
    
    HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64 / 255 (Stun) on Japanese and GBAs
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  64 / 8 on Japanese and GBAs
    Ice rod (12)           :  8
    Bombos medallion (13)  :  64 / 253 (Incinerate) on Japanese and GBAs
    Ether medallion (14)   :  16
    Quake medallion (15)   :  64 / 255 (Stun) on Japanese and GBAs
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:
      Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
      Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
     (Prize pack #1 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #106    Ball and chain trooper (Morning Star)
    
    HP = 16
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  251 (Very short stun)
    Damage Class 1         :  2
    Damage Class 2         :  2
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  0
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:
      Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
      Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
     (Prize pack #1 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #107    Shared:  Cannon soldier (blue, wears horned helmet, holds red
                             cannon, shoots spiked blue cannon ball, stationary
                             aside from rotating to face Link and raising arm to
                             fire cannon) - I'm told he's never used in the game,
                             so take a look at him hacked in here:
                              http://www14.brinkster.com/assassin17/cannon001.png
                           Spiked blue cannon ball shot by Cannon soldier
                           Smooth black cannon ball shot by wall cannon
    
    HP = 3
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  8
    Bombos medallion (13)  :  16
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  32
    
    NOTE: None of the above attacks damage or deflect the cannon balls.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    
    POSSIBLE PRIZES:
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    NOTE: You can't defeat a cannon ball, so you obviously can't win a prize from
          it despite the data.
    
    
    Cannon soldier SPECIAL PROPERTIES:
      Can climb stairs (also gives walking Zoras their footing in shallow water).
    
    If it's spiked blue Cannon ball, SPECIAL PROPERTIES are modified to *:
      Can climb stairs (also gives walking Zoras their footing in shallow water).
      Deflects sword and hammer for no harm, pushing Link back a tiny bit.
    
    If it's smooth black Cannon ball, SPECIAL PROPERTIES are modified to *:
      Can climb stairs (also gives walking Zoras their footing in shallow water).
      Deflects sword and hammer for no harm, pushing Link back a tiny bit.
    
      * Actually, "Deflects sword and hammer ..." is added to the existing special
        property of the Cannon soldier, but I felt like listing out all the in-game
        properties for each enemy anyway.
    
    -------------------------------------------------------------------------------
    
    Enemy #109    Shared:  Rat (Light World)
                           Bazu (little green reptile, moves like rat) (Dark World)
    
    Default HP = 2 (replaced by one of the two below)
    Rat HP = 2
    Bazu HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    Default BUMP HP DAMAGE TO LINK (by tunic) (replaced by one of the two below):
      2 (Green), 1 (Blue), 1 (Red)
    
    Rat BUMP HP DAMAGE TO LINK (by tunic):  2 (Green), 1 (Blue), 1 (Red)
    
    Bazu BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    
    POSSIBLE PRIZES:
      Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
      Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
     (Prize pack #1 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #110    Shared:  Rope (Gray Snake) (Light World)
                           Skullrope (Green snake with white skull mask)
                                     (Dark World)
    
    Default HP = 4 (replaced by one of the two below *)
    Rope HP = 4
    Skullrope HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    Default BUMP HP DAMAGE TO LINK (by tunic) (replaced by one of the two below *):
      4 (Green), 4 (Blue), 4 (Red)
    
    Rope BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    Skullrope BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    
    Default POSSIBLE PRIZES (replaced by one of the two below *):
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    Rope POSSIBLE PRIZES:
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    Skullrope POSSIBLE PRIZES:
      Heart, Faerie, Full Magic, Red Rupee,
      Bomb x 8, Heart, Red Rupee, Arrow x 10
     (Prize pack #6 has a 1/2 drop chance.)
    
    
    SPECIAL PROPERTIES:
    
    * The data replacement won't occur if the enemy is dropped into the room by
      pulling a switch.  This is a bug, IMHO.  It's not an issue for the Light
      World Rope, whose stats match enemy #110's default ROM values.  It is for the
      Dark World Skullrope, though, who was apparently meant to be a bit different.
      Because the only known way to meet Skullropes is by pulling a switch in one
      room in Blind's Dungeon, players will sadly never get to meet the "true"
      enemy.
    
    -------------------------------------------------------------------------------
    
    Enemy #111    Shared:  Blue bat (Keese) (Light World)
                           Blue big-eyed bat (Patra/Chasupa) (Dark World)
    
    NOTE: The bats you meet in the upper floors of Hyrule Castle while climbing to
          Agahnim look like Patras, but have all the same stats as Keese.
    
    Default HP = 1 (replaced by one of the two below)
    Keese HP = 1
    Patra HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  255 (Stun) *
    
    * Oddly, Quake even works on this while it's flying.
    
    
    Default BUMP HP DAMAGE TO LINK (by tunic) (replaced by one of the two below):
      2 (Green), 1 (Blue), 1 (Red)
    
    Keese BUMP HP DAMAGE TO LINK (by tunic):  2 (Green), 1 (Blue), 1 (Red)
    
    Patra BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    
    Default POSSIBLE PRIZES (Replaced by one of the two below):
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    Keese POSSIBLE PRIZES:  Nothing
    
    Patra POSSIBLE PRIZES:
      Heart, Faerie, Full Magic, Red Rupee,
      Bomb x 8, Heart, Red Rupee, Arrow x 10
     (Prize pack #6 has a 1/2 drop chance.)
    
    
    SPECIAL PROPERTIES:
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #112    Orange fireball from Helmasaur King's mouth
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #113    Shared:  Purple Leever (Spinning flower plant, submerges in sand)
                                         (slightly faster than green)
                           Green Leever (Spinning flower plant, submerges in sand)
    
    NOTE: Which Leever it is depends on the starting X-coordinate of the monster
          on the map (even = purple, odd = green).
    
    HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  64 / 255 (Stun) on Japanese and GBAs
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #119    Invincible Fire Faerie / Anti-faerie / Bubble - No idea if this
                    is even used in game.  Different movement pattern than normal
                    fire faerie.
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    Also does 8 MP damage to Link, regardless of tunic.  And note that while Link
    is flashing and invincible after being hit with an attack, he's still
    susceptible to MP damage from fire faerie.
    
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #121    Bee
    
    HP = 0
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  249 (Make faerie)
    Fire rod (11)          :  8
    Ice rod (12)           :  8
    Bombos medallion (13)  :  16
    Ether medallion (14)   :  16
    Quake medallion (15)   :  32
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  2 (Green), 1 (Blue), 1 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Deflects hookshot and boomerang for no harm.  If monster doesn't deflect
         arrows, they will disappear upon impact, regardless of whether harm is
         done.
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #122    Agahnim
    
    HP = 96
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    NOTE: The only way to damage him is by deflecting the magic ball he shoots
          (enemy #123, the first variety) back at him with the Master Sword, the
          Bug-catching Net, or -- in the second fight -- the Hammer.  This will do
          16 damage.
    NOTE2: Striking him with the sword or hammer will get Link zapped (for the bump
           damage listed below) rather than damaging Agahnim.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Dies like a boss (explodes, all other enemies on screen disappear, typically
        leaves heart container) and coexists with bees (they won't attack it even
        if they chase it, and it won't drive them offscreen).
    
    -------------------------------------------------------------------------------
    
    Enemy #123    Shared:  Large, glowing magic ball shot by Agahnim
                           Cluster of small blue magic balls shot by Agahnim
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    NOTE: The large glowing ball can be bounced away by hitting it with the Master
          Sword, the Bug-catching Net, or the Hammer.  If it hits Agahnim after
          the deflection, it will harm him.
    NOTE2: The cluster of blue balls will separate into six small blue balls
           (enemy #85) if it's hit by the Master Sword, the Bug-Catching Net, or
           the Hammer, or if it collides with a wall.  These balls will deflect
           away from the point of impact, but they won't hurt Agahnim.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #124    Floating Stalfos head (a skull)
    
    HP = 24
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  0
    Bomb (8)               :  64
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  16
    Quake medallion (15)   :  255 (Stun)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 16 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:
      Heart, Faerie, Full Magic, Red Rupee,
      Bomb x 8, Heart, Red Rupee, Arrow x 10
     (Prize pack #6 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #125    Big spike block
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Deflects sword and hammer for no harm, pushing Link back a tiny bit.
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #126    Fire blade (clockwise)
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #127    Fire blade (counterclockwise)
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #128    Fire snake
    
    HP = 3
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #129    Water bug/tektite
    
    HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate) / 64 on Japanese and GBAs
    Ether medallion (14)   :  16
    Quake medallion (15)   :  64
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:
      Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
      Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
     (Prize pack #1 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #130    4 Fire Faeries / Anti-faeries / Bubbles clustered together.  When
                  they separate, they turn into enemy #21, with the exception that
                  they're bloody invincible to powder.
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #131    Shared:  Green Rocklops/Eyegore
                           Green Goriya/Copy (large rat, copies your movements)
    
    HP = 16
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  64
    Damage Class 4         :  64
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  64
    Hookshot (7)           :  0
    Bomb (8)               :  4
    Bow + silver arrow (9) :  24
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:
      Arrow x 5, Heart, Arrow x 5, Arrow x 10,
      Arrow x 5, Heart, Arrow x 5, Arrow x 10
     (Prize pack #4 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
      Deflects sword and hammer for no harm, pushing Link back a tiny bit (only
          applies to the Rocklops/Eyegore, and only before it wakes up).
    
    -------------------------------------------------------------------------------
    
    Enemy #132    Shared:  Red Rocklops/Eyegore
                           Red Goriya/Copy (large rat, copies your movements)
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:
      Arrow x 5, Heart, Arrow x 5, Arrow x 10,
      Arrow x 5, Heart, Arrow x 5, Arrow x 10
     (Prize pack #4 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
      Deflects sword and hammer for no harm, pushing Link back a tiny bit.
    
    -------------------------------------------------------------------------------
    
    Enemy #133    Head-detaching Stalfos/skeleton
    
    Creates enemy #2.
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime) /
                                0 on Japanese and GBAs
    Fire rod (11)          :  253 (Incinerate) / 8 on Japanese and GBAs
    Ice rod (12)           :  64
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  64
    Quake medallion (15)   :  250 (Make 0-HP yellow slime) /
                                255 (Stun) on Japanese and GBAs
    
    NOTE: It will crumple on nonfatal strikes, but only if you don't have the L3
          or L4 sword.  Yes, this means whether a Boomerang strike or Bomb blast
          makes it crumple depends on the sword in your inventory (!).
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Heart, Faerie, Full Magic, Red Rupee,
      Bomb x 8, Heart, Red Rupee, Arrow x 10
     (Prize pack #6 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #134    Kodondo - Fire-breathing triceratops, comes in green and red
    
    HP = 0
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate) / 8 on Japanese and GBAs
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:
      Partial Magic, Green Rupee, Heart, Arrow x 5,
      Partial Magic, Bomb x 1, Green Rupee, Heart
     (Prize pack #5 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #135    Fireball breathed by Kodondo
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Can climb stairs (also gives walking Zoras their footing in shallow water).
    
    -------------------------------------------------------------------------------
    
    Enemy #136    Mothula
    
    HP = 32
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  0 / 16 on GBAs
    Level 4 sword spin (5) :  0 / 16 on GBAs
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  4
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Dies like a boss (explodes, all other enemies on screen disappear, typically
        leaves heart container).  DOES NOT COEXIST WITH BEES!  There is a hardcoded
        test for Mothula to ignore that property check.  It's fitting that one
        insect take out another. :)
    
    -------------------------------------------------------------------------------
    
    Enemy #137    Orange laser/fire ring shot by Mothula
    
    HP = 32
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    HP DAMAGE TO LINK WHEN BUMPED (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #138    Trap (Spike block)
    
    HP = 32
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 8 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Deflects sword and hammer for no harm, pushing Link back a tiny bit.
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #139    Gibdos
    
    HP = 32
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze) / 64 on Japanese and GBAs
    Quake medallion (15)   :  255 (Stun)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Full Magic, Partial Magic, Partial Magic, Blue Rupee,
      Full Magic, Partial Magic, Heart, Partial Magic
     (Prize pack #2 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #140    Arrghus
    
    HP = 32
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  8
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    NOTE: It's impervious until you remove and defeat all the Arrghus fuzzes from
          it.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Dies like a boss (explodes, all other enemies on screen disappear, typically
        leaves heart container) and coexists with bees (they won't attack it even
        if they chase it, and it won't drive them offscreen).
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #141    Arrghus fuzz
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  8
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    NOTE: It can only be damaged when it's detached from Arrghus by the Hookshot.
          (It's easy to tell when it's detached, as it'll have a different color.)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #142    Turtle Shell
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  64
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  64
    Ether medallion (14)   :  254 (Freeze) / 64 on Japanese and GBAs
    Quake medallion (15)   :  255 (Stun)
    
    NOTE: Until you flip it over with the hammer, none of your other attacks will
          hurt it.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:
      Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
      Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
     (Prize pack #1 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
      "Deflects sword and hammer for no harm, pushing Link back a tiny bit." is
        given to the enemy in RAM when you encounter it (then obviously cleared
        when you flip it).  I'm not sure why they didn't just put this in the ROM
        data.
    
    -------------------------------------------------------------------------------
    
    Enemy #143    Shared:  Blob / Gel / Zol (comes in red, yellow-brown, green)
                           Green-topped, partially transparent Yellow Slime/Blob
                               created by Magic Powder or Quake
    
    Blob / Gel / Zol HP = 4
    If it's Quake/Magic Powder Slime, HP is replaced with 0
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  64
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  64
    
    
    Blob / Gel / Zol BUMP HP DAMAGE TO LINK (by tunic):
      16 (Green), 8 (Blue), 4 (Red)
    
    If it's Quake/Magic Powder Slime,
    BUMP HP DAMAGE TO LINK (by tunic) is replaced with:
      4 (Green), 4 (Blue), 4 (Red)
    
    
    Blob / Gel / Zol POSSIBLE PRIZES:
      Partial Magic, Green Rupee, Heart, Arrow x 5,
      Partial Magic, Bomb x 1, Green Rupee, Heart
     (Prize pack #5 has a 1/2 drop chance.)
    
    If it's Quake/Magic Powder Slime, POSSIBLE PRIZES are replaced with:
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #144    Wallmaster / Clutch
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  0
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate) / 8 on Japanese and GBAs
    Ice rod (12)           :  8
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  16
    Quake medallion (15)   :  64
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  2 (Green), 1 (Blue), 1 (Red)
    
    NOTE: I don't believe it hurts you, just snatches you.
    
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #145    Stalfos Knight
    
    HP = 64
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0 *
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    * This changes to 64 after you collapse him with another attack (and back to
      0 when he recovers).  And because the damage class values are stored once per
      enemy type rather than once per enemy *instance*, all Stalfos Knights become
      bombable when you collapse one.  And conversely, all become unbombable when
      one falls from the ceiling, or one transitions from crumpled to upright.
    
    Also, the sword (aside from its light beam) and the hammer won't touch him
    while he's collapsed.  (This is implemented differently than the bombs,
    so it doesn't suffer from the same bug.)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Bomb x 1, Bomb x 1, Bomb x 1, Bomb x 4,
      Bomb x 1, Bomb x 1, Bomb x 8, Bomb x 1
     (Prize pack #3 has a 100% drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #146    Helmasaur King
    
    (This sprite ID is also used for each of the pieces of Helmasaur King's
     protective mask that fly off when it's broken.  But they don't interact with
     Link and seem to be purely visual, so none of the info below applies to them.)
    
    HP = 48
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  0
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    NOTE: Helmasaur King has a protective mask.  Until he loses it entirely, he
          can only be damaged by hitting his mask with the Hammer (for 1 HP damage)
          or Bomb blasts (for 4 HP damage).  The various stages of his mask's
          presence depend on his current HP:
               48 HP : Full mask
            <= 47 HP : One chip gone from mask (on his right side)
            <= 39 HP : Another chip gone from mask (on his left side)
            <= 31 HP : Mask all gone
          Once the mask is gone, the damage he takes (by hitting his green jewel)
          is in accordance with the above table, with the exception that Bombs will
          no longer harm him, due to a hardcoded check.  (Note that a bomb blast
          that removes his mask will do the full 4 damage, even if his HP < 35
          before the blast.)   
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Dies like a boss (explodes, all other enemies on screen disappear, typically
        leaves heart container) and coexists with bees (they won't attack it even
        if they chase it, and it won't drive them offscreen).
    
    -------------------------------------------------------------------------------
    
    Enemy #148    Shared:  Pirogusu (Orange fish, jumps out of pipes into water)
                           Flying floor tile
    
    Pirogusu HP = 2
    If it's Flying floor tile, HP is replaced with 0
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  8
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  64
    Quake medallion (15)   :  255 (Stun)
    
    
    Pirogusu BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    If it's Flying floor tile, BUMP HP DAMAGE TO LINK (by tunic) is replaced with:
      8 (Green), 8 (Blue), 8 (Red)
    
    
    Pirogusu POSSIBLE PRIZES:  Nothing
    
    If it's Flying floor tile, POSSIBLE PRIZES are replaced with:  Nothing 
    
    
    SPECIAL PROPERTIES:
    
    If it's Flying floor tile, SPECIAL PROPERTIES are replaced with:
      Can climb stairs (also gives walking Zoras their footing in shallow water).
    
    -------------------------------------------------------------------------------
    
    Enemy #149    Eye laser (right)
    
    NOTE: The exact nature of the eye depends on its starting Y-coordinate.
          Odd Y: Gets a special property that makes it always appear fully open and
                 shoot at Link whenever he is in its path.
          Even Y: Keeps the default property (appears half-closed, will only open
                  fully and shoot at Link when he is in its path and facing it).
                  Also, is recessed into the wall several pixels.
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 16 (Blue), 8 (Red)
    
    NOTE: There seems to be no bump damage, so these must be the actual laser
          damages.
    
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Can climb stairs (also gives walking Zoras their footing in shallow water).
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #150    Eye laser (left)
    
    NOTE: The exact nature of the eye depends on its starting Y-coordinate.
          Odd Y: Gets a special property that makes it always appear fully open and
                 shoot at Link whenever he is in its path.
          Even Y: Keeps the default property (appears half-closed, will only open
                  fully and shoot at Link when he is in its path and facing it).
                  Also, is recessed into the wall several pixels.
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 16 (Blue), 8 (Red)
    
    NOTE: There seems to be no bump damage, so these must be the actual laser
          damages.
    
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Can climb stairs (also gives walking Zoras their footing in shallow water).
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #151    Eye laser (down)
    
    NOTE: The exact nature of the eye depends on its starting X-coordinate.
          Even X: Gets a special property that makes it always appear fully open
                  and shoot at Link whenever he is in its path.
          Odd X: Keeps the default property (appears half-closed, will only open
                 fully and shoot at Link when he is in its path and facing it).
                 Also, is recessed into the wall several pixels.
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 16 (Blue), 8 (Red)
    
    NOTE: There seems to be no bump damage, so these must be the actual laser
          damages.
    
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Can climb stairs (also gives walking Zoras their footing in shallow water).
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #152    Eye laser (up)
    
    NOTE: The exact nature of the eye depends on its starting X-coordinate.
          Even X: Gets a special property that makes it always appear fully open
                  and shoot at Link whenever he is in its path.
          Odd X: Keeps the default property (appears half-closed, will only open
                 fully and shoot at Link when he is in its path and facing it).
                 Also, is recessed into the wall several pixels.
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 16 (Blue), 8 (Red)
    
    NOTE: There seems to be no bump damage, so these must be the actual laser
          damages.
    
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Can climb stairs (also gives walking Zoras their footing in shallow water).
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #153    Penguin / Pengator
    
    HP = 16
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  64
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  0
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  64
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Full Magic, Partial Magic, Partial Magic, Blue Rupee,
      Full Magic, Partial Magic, Heart, Partial Magic
     (Prize pack #2 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #154    Kyameron - Splash (water blob)
    
    HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  64
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  64
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  32
    
    NOTE: Damaging it just makes it dissipate and regenerate again.  To truly
          defeat it, you'll have to freeze it, then smash it with your hammer.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:
      Partial Magic, Green Rupee, Heart, Arrow x 5,
      Partial Magic, Bomb x 1, Green Rupee, Heart
     (Prize pack #5 has a 1/2 drop chance.)
    
    NOTE: Because the only way to defeat it is with freeze+hammer, don't expect
          to get this prize pack anytime soon.
    
    
    SPECIAL PROPERTIES:
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #155    Wizzrobe
    
    HP = 2
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  8
    Bombos medallion (13)  :  64
    Ether medallion (14)   :  16
    Quake medallion (15)   :  64
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 16 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #156    Zoro - Little black spiders / bats / whatever, come out of holes
                    where you bombed
    
    HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  64
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  64
    Quake medallion (15)   :  64
    
    NOTE: Everything except the swords and the hammer seem to pass right through
          it for no damage.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #157    Babusu - black thing with arms and tail, jumps out of pipes
    
    HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  64
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  64
    Quake medallion (15)   :  64
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #161    Freezor (Ice man)
    
    HP = 16
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate) / 64 on Japanese and GBAs
    Ice rod (12)           :  0
    Bombos medallion (13)  :  253 (Incinerate) / 64 on Japanese and GBAs
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 16 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Deflects sword and hammer for no harm, pushing Link back a tiny bit.
    
    -------------------------------------------------------------------------------
    
    Enemy #162    Kholdstare (cloudy eyeball)
    
    HP = 64  (Note that it splits into 3 eyeballs early in the fight, and each of
              them has this much HP.)
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  16
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    NOTE: It's impervious as long as it's frozen in its block of ice.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 24 (Blue), 16 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Dies like a boss (explodes, all other enemies on screen disappear, typically
        leaves heart container) and coexists with bees (they won't attack it even
        if they chase it, and it won't drive them offscreen).
    
    -------------------------------------------------------------------------------
    
    Enemy #163    Kholdstare's big ice block
    
    HP = 64
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  0
    Bombos medallion (13)  :  64
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    NOTE: Touching it never damages me, and it never performs any attacks.
    
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Deflects sword and hammer for no harm, pushing Link back a tiny bit.
    
    -------------------------------------------------------------------------------
    
    Enemy #164    Falling ice in Kholdstare battle
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  0
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  0
    Bombos medallion (13)  :  16
    Ether medallion (14)   :  16
    Quake medallion (15)   :  32
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #165    Shared:  Blue mohawk lizard (Zazakku/Daira)
                           Large yellow Fireball shot by Red mohawk lizard and
                             Lynel
    
    HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  64
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  255 (Stun)
    
    
    Blue mohawk lizard BUMP HP DAMAGE TO LINK (by tunic):
      16 (Green), 8 (Blue), 4 (Red)
    
    If it's Fireball, BUMP HP DAMAGE TO LINK (by tunic) is replaced with:
      16 (Green), 8 (Blue), 4 (Red)
    
    
    Blue mohawk lizard POSSIBLE PRIZES:
      Partial Magic, Green Rupee, Heart, Arrow x 5,
      Partial Magic, Bomb x 1, Green Rupee, Heart
     (Prize pack #5 has a 1/2 drop chance.)
    
    If it's Fireball, POSSIBLE PRIZES are replaced with:  Nothing
    
    
    Blue mohawk lizard SPECIAL PROPERTIES:
    
    If it's Fireball, SPECIAL PROPERTIES are replaced with:
    
    -------------------------------------------------------------------------------
    
    Enemy #166    Red mohawk lizard (shoots fire) (Zazakku/Daira)
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  255 (Stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  64
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  255 (Stun)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Partial Magic, Green Rupee, Heart, Arrow x 5,
      Partial Magic, Bomb x 1, Green Rupee, Heart
     (Prize pack #5 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #167    Shared:  Skeleton/Stalfos (with purplish skull)
                           Skeleton/Stalfos (with reddish skull, throws bones)
    
    NOTE: Which Stalfos it is depends on the starting X-coordinate of the monster
          on the map (even = purple, odd = red).
    
    HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  253 (Incinerate) / 8 on Japanese and GBAs
    Ice rod (12)           :  64
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  64
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  4 (Green), 4 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Partial Magic, Green Rupee, Heart, Arrow x 5,
      Partial Magic, Bomb x 1, Green Rupee, Heart
     (Prize pack #5 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #168    Green Zirro - mushroom air bomber
    
    HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  32
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #169    Blue Zirro - mushroom air bomber
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  32
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:
      Heart, Faerie, Full Magic, Red Rupee,
      Bomb x 8, Heart, Red Rupee, Arrow x 10
     (Prize pack #6 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #170    Pikit
    
    HP = 12
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  8
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  255 (Stun)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    NOTE: Pikit can also use its long tongue to steal from Link.  The things it
          can grab are: a green rupee, an arrow, a bomb, the Fighter's Shield, and
          the Red Shield.
    
    
    POSSIBLE PRIZES:
      Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
      Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
     (Prize pack #1 has a 1/2 drop chance.)
    
    NOTE: If it has robbed you, and you don't do something stupid like leaving the
          screen or freezing and hammering it, your prize will instead be the last
          thing it stole (100% drop chance).
    
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #178    Good Bee
    
    HP = 0
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  8
    Bombos medallion (13)  :  16
    Ether medallion (14)   :  16
    Quake medallion (15)   :  32
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  2 (Green), 1 (Blue), 1 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Deflects hookshot and boomerang for no harm.  If monster doesn't deflect
         arrows, they will disappear upon impact, regardless of whether harm is
         done.
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #189    Vitreous
    
    HP = 128
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  16
    Hookshot (7)           :  0
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    NOTE: It's impervious as long as it's submerged in its slime.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 24 (Blue), 16 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Dies like a boss (explodes, all other enemies on screen disappear, typically
        leaves heart container) and coexists with bees (they won't attack it even
        if they chase it, and it won't drive them offscreen).
    
    -------------------------------------------------------------------------------
    
    Enemy #190    Small Vitreous eyeball
    
    HP = 48
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  16
    Hookshot (7)           :  0
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 24 (Blue), 16 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #191    Lightning (used by Agahnim in the first battle and by Vitreous)
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    NOTE: Actually, it did 16 HP damage regardless of tunic in my tests.
    
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #194    Shared:  Falling Boulder
                           Small rock shot out by Lanmola when it emerges from sand
    
    HP = 255
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    Falling Boulder BUMP HP DAMAGE TO LINK (by tunic):
      8 (Green), 8 (Blue), 8 (Red)
    
    If it's small rock, BUMP HP DAMAGE TO LINK (by tunic) is replaced with:
      4 (Green), 4 (Blue), 4 (Red)
    
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Deflects sword and hammer for no harm, pushing Link back a tiny bit.
    
    -------------------------------------------------------------------------------
    
    Enemy #195    Gibo - brown translucent star, spits out glowing red thing
    
    HP = 8
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  16
    Hookshot (7)           :  0
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #199    Fuzzy Stack (Hokkubokku)
    
    HP = 32
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  0
    Bomb (8)               :  4
    Bow + silver arrow (9) :  24
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  8
    Bombos medallion (13)  :  253 (Incinerate)
    Ether medallion (14)   :  254 (Freeze)
    Quake medallion (15)   :  255 (Stun)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 16 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:
      Heart, Faerie, Full Magic, Red Rupee,
      Bomb x 8, Heart, Red Rupee, Arrow x 10
     (Prize pack #6 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #201    Shared:  Blue Tektite (big-eyed hopping spider)
                           Red Tektite
    
    NOTE: Which tektite it is depends on the starting X-coordinate of the monster
          on the map (even = blue, odd = red).
    
    Default HP = 8 (replaced by one of the two below)
    Blue Tektite HP = 8
    Red Tektite HP = 12
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  251 (Very short stun)
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  16
    Hookshot (7)           :  0
    Bomb (8)               :  64
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  253 (Incinerate)
    Ice rod (12)           :  254 (Freeze)
    Bombos medallion (13)  :  253 (Incinerate) / 16 on Japanese and GBAs
    Ether medallion (14)   :  254 (Freeze) / 16 on Japanese and GBAs
    Quake medallion (15)   :  250 (Make 0-HP yellow slime) /
                                 32 on Japanese and GBAs
    
    
    Default BUMP HP DAMAGE TO LINK (by tunic) (replaced by one of the two below):
      16 (Green), 8 (Blue), 4 (Red)
    
    Blue Tektite BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    Red Tektite BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    
    POSSIBLE PRIZES:
      Blue Rupee, Green Rupee, Blue Rupee, Red Rupee,
      Blue Rupee, Green Rupee, Blue Rupee, Blue Rupee
     (Prize pack #1 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #202    Chain Chomp / BowWow
    
    HP = 5
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  251 (Very short stun) *
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    * Doesn't work for me.  Too bad.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 24 (Blue), 16 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Deflects sword and hammer for no harm, pushing Link back a tiny bit.
    
    -------------------------------------------------------------------------------
    
    Enemy #203    Trinexx (gray stone part)
    
    HP = 40
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    NOTE: This enemy is invincible until you've defeated its red and blue heads
          (enemies #204 and #205).  After that, it'll reemerge from explosions
          in a longer form, and only its head will be damageable, until its
          midsection begins flashing a couple seconds later.  At that point,
          the head becomes impervious and the midsection becomes damageable.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 24 (Blue), 16 (Red)
    
    NOTE: These damages are done just by Trinexx's head.  Its tail (in the second
          phase of battle) and its body do only 8 HP of damage, regardless of
          tunic.
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Dies like a boss (explodes, all other enemies on screen disappear, typically
        leaves heart container) and coexists with bees (they won't attack it even
        if they chase it, and it won't drive them offscreen).
      Deflects sword and hammer for no harm, pushing Link back a tiny bit (that is,
        if you hit it while it's invincible or hit it in the wrong place).
    
    -------------------------------------------------------------------------------
    
    Enemy #204    Trinexx (red part)
    
    HP = 40
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  4
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    NOTE: You won't be able to damage it with anything until stunning it with the
          Ice Rod.  So Ice Rod will do damage only if the enemy is currently
          stunned; otherwise, it'll stun it.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 24 (Blue), 16 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Dies like a boss (explodes, all other enemies on screen disappear, typically
        leaves heart container) and coexists with bees (they won't attack it even
        if they chase it, and it won't drive them offscreen).
      Deflects sword and hammer for no harm, pushing Link back a tiny bit (unless
        it's currently stunned by the Ice Rod).
    
    -------------------------------------------------------------------------------
    
    Enemy #205    Trinexx (blue part)
    
    HP = 40
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  4
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    NOTE: You won't be able to damage it with anything until stunning it with the
          Fire Rod.  So Fire Rod will do damage only if the enemy is currently
          stunned; otherwise, it'll stun it.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 24 (Blue), 16 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Dies like a boss (explodes, all other enemies on screen disappear, typically
        leaves heart container) and coexists with bees (they won't attack it even
        if they chase it, and it won't drive them offscreen).
      Deflects sword and hammer for no harm, pushing Link back a tiny bit (unless
        it's currently stunned by the Fire Rod).
    
    -------------------------------------------------------------------------------
    
    Enemy #206    Blind
    
    HP = 90
    
    NOTE: This value is apparently meaningless.  Instead, Blind has three stages
          (the initial one after transforming from the girl, one head floating
          around, and two heads floating around), and he takes three hits in each
          stage.  That's a total of 9 hits to defeat.
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    NOTE: All that seems to matter about the above values is whether they're zero
          or nonzero, which decides whether the attack does damage to Blind.  The
          supposed magnitude of the damages doesn't matter, since Blind takes 9
          hits (3 per "stage") to defeat no matter what you're harming him with.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  16 (Green), 8 (Blue), 4 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Dies like a boss (explodes, all other enemies on screen disappear, typically
        leaves heart container) and coexists with bees (they won't attack it even
        if they chase it, and it won't drive them offscreen).
    
    -------------------------------------------------------------------------------
    
    Enemy #207    Swamola (Swamp snake)
    
    HP = 16
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  64
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  0
    Fire rod (11)          :  8
    Ice rod (12)           :  8
    Bombos medallion (13)  :  16
    Ether medallion (14)   :  64
    Quake medallion (15)   :  32
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 24 (Blue), 16 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #208    Lynel (mountain lion)
    
    HP = 24
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  24
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  32 (Green), 16 (Blue), 8 (Red)
    
    POSSIBLE PRIZES:
      Heart, Faerie, Full Magic, Red Rupee,
      Bomb x 8, Heart, Red Rupee, Arrow x 10
     (Prize pack #6 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #209    Transform - yellow, spinning, shimmering group of 5 stars that
                              turns Link into bunny  (on town screens, Sprite ID
                              #209 is apparently smoke instead)
    
    HP = 64
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  249 (Make faerie) *
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  64
    Ether medallion (14)   :  64
    Quake medallion (15)   :  64
    
    * In contrast with the Medallions (which work at any time), this only works if
      you sprinkle the powder before the Transform starts chasing you.  If you know
      which pot or gray block the Transform is hiding under, you can even sprinkle
      powder on the pot or gray block without lifting it.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  2 (Green), 1 (Blue), 1 (Red)
    
    NOTE: It doesn't damage you, but rather turns you into a rabbit temporarily.
          This data was probably just used because it's the default Bump Damage
          category (#0).
    
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Bees won't chase it.
    
    -------------------------------------------------------------------------------
    
    Enemy #211    Stal - Alive skull rock
    
    HP = 4
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  1
    Damage Class 1         :  2
    Damage Class 2         :  4
    Damage Class 3         :  8
    Damage Class 4         :  16
    Level 4 sword spin (5) :  16
    Normal bow + arrow (6) :  4
    Hookshot (7)           :  255 (Stun)
    Bomb (8)               :  4
    Bow + silver arrow (9) :  100
    Magic powder (10)      :  250 (Make 0-HP yellow slime)
    Fire rod (11)          :  8
    Ice rod (12)           :  8
    Bombos medallion (13)  :  16
    Ether medallion (14)   :  64
    Quake medallion (15)   :  250 (Make 0-HP yellow slime)
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:
      Heart, Heart, Heart, Heart,
      Green Rupee, Heart, Heart, Green Rupee
     (Prize pack #0 has a 1/2 drop chance.)
    
    SPECIAL PROPERTIES:
    
    FUN FACT: If you want to be able to distinguish this from a normal skull rock
              without approaching it, just shoot the hookshot at it.
    
    -------------------------------------------------------------------------------
    
    Enemy #212    Ground bomb (Land mine)
    
    HP = 0
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  8 (Green), 4 (Blue), 2 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
    
    -------------------------------------------------------------------------------
    
    Enemy #214    Ganon
    
    HP = 255
    (NOTE: This is probably meaningless.  In parts of the battle, Ganon's HP drops
    in reaction to your attacks, but in others, attack strength doesn't matter --
    X hits with the tempered sword accomplishes the same thing as X hits with
    the golden sword.)
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  4 *
    Damage Class 4         :  8
    Level 4 sword spin (5) :  8
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  0
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    * There's a special hardcoded check that stops the Hammer from touching Ganon.
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  64 (Green), 48 (Blue), 24 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Deflects arrows for no harm
      Dies like a boss (explodes, all other enemies on screen disappear, typically
        leaves heart container) and coexists with bees (they won't attack it even
        if they chase it, and it won't drive them offscreen).
    
    -------------------------------------------------------------------------------
    
    Enemy #215    Stunned Ganon
    
    HP = 255
    (NOTE: This is probably meaningless because he just needs a set number of
    silver arrows.)
    
    
     ATTACK TYPE (DAMAGE CLASS) :  DAMAGE TAKEN
    ----------------------------------------------
    Boomerang (0)          :  0
    Damage Class 1         :  0
    Damage Class 2         :  0
    Damage Class 3         :  0
    Damage Class 4         :  0
    Level 4 sword spin (5) :  0
    Normal bow + arrow (6) :  0
    Hookshot (7)           :  0
    Bomb (8)               :  0
    Bow + silver arrow (9) :  24
    Magic powder (10)      :  0
    Fire rod (11)          :  0
    Ice rod (12)           :  0
    Bombos medallion (13)  :  0
    Ether medallion (14)   :  0
    Quake medallion (15)   :  0
    
    
    BUMP HP DAMAGE TO LINK (by tunic):  64 (Green), 48 (Blue), 24 (Red)
    
    POSSIBLE PRIZES:  Nothing
    
    SPECIAL PROPERTIES:
      Deflects arrows for no harm (Either this just applies to normal arrows, or
                                   it's nonsense)
      Dies like a boss (explodes, all other enemies on screen disappear, typically
        leaves heart container) and coexists with bees (they won't attack it even
        if they chase it, and it won't drive them offscreen).
    
    
    _______________________________________________________________________________
    
    7. BUGS PERTAINING TO MONSTERS
    _______________________________________________________________________________
    
    Here are the enemy-related bugs I've found.  Most of these are explained in the
    respective monsters' entries in Section 6, but I decided I'd include them all
    here for convenience (or elaboration).
    
    1. Peer pressure even exists amongst the undead (one Stalfos Knight's
       bombability wrongly influences another's) -
       Stalfos Knight (#145) -
    
       The bomb damage it sustains changes from 0 to 64 after you collapse him with
       another attack (and back to 0 when he recovers).  And because the damage
       class values are stored once per enemy type rather than once per enemy
       *instance*, all Stalfos Knights become bombable when you collapse one.  And
       conversely, all become unbombable when one falls from the ceiling, or one
       transitions from crumpled to upright.  You can see this bug in action in
       the Basement2 room in the Ice Palace with two Stalfos Knights and a
       telepathic tile.
    
    2. Mothula's strange invulnerability (Super NES/Famicom only) -
       Mothula (#136) -
    
       It inexplicably takes no damage from attack classes 4 and 5 (in human terms,
       the Level 3 sword spin attack, the Level 4 sword swing/Pegasus charge, and
       the Level 4 sword spin attack).  It makes no sense that the Level 1-3 sword
       swings would be stronger than the Level 4 sword swing, that the Level 3
       spinning attack won't hurt it even though other Level 3 sword strikes do,
       or that the Level 4 sword swing and spin attack won't hurt it even though
       a drawn Level 4 sword does.  This was fixed on the GBA ports, where Mothula
       now takes 16 damage from attack classes 4 and 5.
    
    3. Level 4 sword insulates Hammer? -
       Buzz Blob (#13) -
    
       Striking it with a sword of level 1-3 will get Link zapped and harmed rather
       than damaging Buzz Blob.  As will striking it with the Hammer, but only if
       Link's sword is level 1-3.  Perplexing that the Hammer somehow becomes
       impervious once you get the Level 4 sword.  Maybe the bug is that the hammer
       should still be shockable.  Maybe the problem is that it should never have
       been shockable, but got lumped together with the swords in the game
       mechanics and the game didn't distinguish them before performing the shock.
       Either way, there's something amiss.
    
    4. Link so shocked he forgets what he was swinging -
       Buzz Blob (#13), Red Bari (electric jellyfish) (#35), Blue Bari (electric
       jellyfish) (#36), Electric Barrier (#64), and partially Agahnim (#122) -
    
       When Link strikes these with the sword or hammer, he'll get zapped rather
       than harming the enemy (certain levels of sword will be effective against
       certain enemies; Section 6 covers all that).  The oddity is that your sword
       is always pictured in the shocking animation, and with the colors of the
       original Master Sword for most of the frames (the other frames have the
       correct sword color).  This doesn't make much sense when you have a Level 1,
       3, or 4 sword, and is blatantly goofy if you struck the enemy with the Magic
       Hammer.  Note that Agahnim produces the bug where the sword is shown in
       place of the hammer, yet he curiously doesn't produce an incorrectly-colored
       sword.
    
    5. Enemies dropped by switches don't get their custom stats put into memory -
       Skullrope (#110) -
    
       ID #110 is a shared enemy that consists of two monsters: the Light World
       Rope (a gray snake), and the Dark World Skullrope (a green snake with a
       white skull mask).  With shared enemies, the game loads the default ROM
       data into memory, then calls special code to overwrite desired stats with
       a real monster's custom data.  (In this case, the real monster is
       determined by which world you're currently in.)  The Rope and Skullrope have
       custom stats for HP, bump damage to Link, and prize drops (see Section 6 for
       details).
    
       However, the data replacement strangely won't occur if the enemy is dropped
       into the room by pulling a switch (as opposed to being meetable "in the
       wild").  It's not an issue for the Light World Rope, whose stats match
       enemy #110's default ROM values. *  It is for the Dark World Skullrope,
       though, who was apparently meant to be a bit different (8 HP instead of 4,
       greater bump damage, and generally better prizes left behind).  Because the
       only known way to meet Skullropes is by pulling a switch in one room in
       Blind's Dungeon, players will sadly never get to meet the "true" enemy.  
    
       * This fact underscores that there is a bug.  Accomodating the Skullrope is
         likely the only reason the normal Rope _has_ custom data; such data for
         shared monsters generally exists in pairs.  If both Rope variants were
         supposed to be identical to enemy #110's default data, then this custom
         data wouldn't need to exist at all.
    
    6. What doesn't hurt them now can hurt them later -
       Floating skull (#2), Mini Helmasaur (#19) -
    
       Both of these enemies have a hardcoded check that causes them to take no
       damage from sword and hammer strikes, but still be knocked back a decent
       amount (see their entries in Section 6 for more detail, and remember that
       sword "strikes" do not include sword beams).  Follow up with an attack that
       can damage them (e.g. a Level 2+ sword beam, and on the Floating skull, a
       thrown Boomerang).  You'll notice this second attack often does more damage
       than you'd expect.  Specifically, it inflicts whichever damage is greater:
       the damage the second attack would normally do to the monster, or the
       damage that, according to the monster's data, the initial sword or hammer
       strike would've done had it not been repelled!
    
       This bug is difficult to witness against the evasive Floating skull and its
       staggering 255 HP without emulator tools, so I'll use Mini Helmasaur as an
       example.  Whack it in the head with a sword when Link's life meter isn't
       full.  As expected, the attack won't harm it.  In contrast, try whacking it
       in the head with a Level 2+ sword with full hearts.  It is defeated.  But
       wait: the Helmasaur has 4 HP and is impervious to a frontal sword strike,
       and the sword beam is only supposed to do 2 HP damage.  What happened?
       Thanks to the bug, the sword beam does the damage that the shortly
       preceding sword strike "tried" to do (4, 8, or 16, depending on sword
       level).
    
       (If you want to see the same bug unfolding slower, whack the Helmasaur in
       the head when your hearts aren't full; then either lay down a Somarian
       block, or heal to full hearts and shoot a sword beam at it.)
    
       Why can this happen?  For a hint, look at these enemies in Section 6, and
       you'll see that despite their special hardcoded check, their data indicates
       them taking damage from the attack classes which sword and hammer strikes
       belong to.  It might seem logical to zero out all these damage fields, but
       there are a few reasons I suspect the designers didn't:
       - Other attacks (e.g. thrown pots) share attack classes with sword/hammer
         strikes, and we don't want those doing zero damage.
       - Mini Helmasaur can be damaged with sword and hammer strikes when not hit
         head-on.
       - If the intended damage for these attacks were zero, the enemies would no
         longer be knocked backwards a decent amount by them.  My GUESS is that
         the game "simulates" damaging an enemy in order to knock it back, but
         skips the actual function to inflict damage.
    
       But apparently, even though an enemy's hardcoded check bypasses the harm for
       certain attacks against it, the intended damage of the attack remains in
       memory.  Your next successful attack against the enemy somehow uses that
       damage value instead of its own (provided the former is greater than the
       latter), effectively allowing you to harm an enemy with an attack that you
       saw bounce off it.  Even if that failed attack was launched ages before the
       follow-up.
    
    7. Skeleton cowers in the presence of inferior weaponry -
       Head-detaching Stalfos (#133) -
    
       This enemy will crumple on nonfatal strikes, but only if you don't have the
       Level 3 or Level 4 sword.  Yes, this means whether a Boomerang strike or
       Bomb blast makes it crumple depends on the sword in your inventory (!).
    
    8. Quake hits things it shouldn't -
       Rock shot by Octorok/Slarok (#12), Thrown spears and shot arrow (#27),
         Keese and Patra bats (#111) -
    
       The Quake Medallion's attack largely does not hit enemies while they're
       airborne (e.g. flying, floating, or jumping).  However, there are a few
       strange exceptions.  Quake will deflect thrown spears and shot arrows
       mid-flight, and it will break the rocks shot by Octorok and Slarok, even
       though all of these projectiles are airborne.  Quake will also stun Keese
       and Patra, even while they're flying.  One might surmise that all these
       entities are low-flying, and Quake can hit them for that reason, but I 
       counter with Exhibit #211: Stal.  This awakening skull can evade Quake as it
       hops along, despite reaching an apex of TWO MILLIMETERS.  Hell, I'm an
       obese, sedentary ROM hacker, and I get more hang time than that.  There's
       simply no good reason for flying creatures and objects to be affected by
       shaking ground, especially in light of who is unaffected by it.  Now, the
       instruction manual does say, "Such an attack and the fear it creates are
       bound to affect the enemy."  However, inanimate objects like spears and
       arrows know no fear.  Also, I think that excerpt represents more a flair for
       the dramatic than it does a rational explanation for why the bats are
       affected.
    
    
    _______________________________________________________________________________
    
    8. HACKING INFO
    _______________________________________________________________________________
    
    All addresses given are in hex.  All addresses provided for Super NES/Famicom
    ROMs assume the ROM is headered.  I'm not quite sure on the overall range of
    monster numbers; it's either 0-D7h or 0-FFh (I don't know of any enemies after
    D7h).
    
    "Base file address" is where a data structure is located in a v1.0 SNES USA ROM
    (and in any other Super NES/Famicom ROMs that have the structure in the same
    place as the USA ROM).  "Other SNES base file addresses" covers Super
    Famicom/NES releases where a data structure is found in a different place than
    in the USA release.  "GBA file addresses" covers the three Gameboy Advance
    releases of this game.
    
    Here are all of the known ROMs:
    
    - Super Famicom Japanese 1.0
    - Super Famicom Japanese 1.1
    - Super Famicom Japanese 1.2
    - Broadcast Satellaview Super Famicom Japanese
    - Super Nintendo USA 1.0
    - Super Nintendo French Canadian 1.0
    - Super Nintendo English European 1.0
    - Super Nintendo French 1.0
    - Super Nintendo German 1.0
    - GBA USA
    - GBA Europe (English, French, German, Spanish, and Italian all supported in
      the game)
    - GBA Japanese
    
    Yes, I got to download, compare, and document TWELVE different ROMs.  Three
    cheers for self-inflicted tedium!
    
    The format of the data structures is the same across all versions of the game,
    with the exception that the "Indexes for damage the monster sustains" field is
    no longer compressed on the GBA.  (The compression is explained in that field's
    subsection below.)
    
    The data values themselves are the same, except for some instances of the
    "Indexes for damage the monster sustains" field.  Nineteen enemies take
    different damages from attacks in different versions.  (These differences are
    noted in Section 6.)  Here's which ROMs match which on this field:
    
    - Super Famicom Japanese 1.0 == Super Famicom Japanese 1.1 ==
      Super Famicom Japanese 1.2 == Broadcast Satellaview Super Famicom Japanese
    - SNES USA 1.0 == SNES French Canadian 1.0 == SNES English European 1.0 ==
           SNES French 1.0 == SNES German 1.0
    - GBA USA == GBA Europe == GBA Japanese.  And the GBA releases match the
      Japanese Super Famicom releases, with the exception that enemy #136 (Mothula)
      takes nonzero damage from Attack Classes 4 and 5 on GBA (which I'd call a
      bugfix).  
    
    Now, onto the data.
    
    ----------------------------------------------------------------------
    
    Description: Monster's starting HP
    Base file address: 06B373
    Other SNES base file addresses: France and Germany = 06B2D3
    GBA file addresses: USA = 22769D, Europe = 2A2DF9, Japan = 240BA9
    Format: 1 byte per monster
    Further info: As noted in Section 6, some monsters (e.g. shared ones) get this
                  value replaced in RAM by something else when you encounter them.
    
    ----------
    
    Description: Index for HP damage monster does when bumping Link (only the
                 bottom nibble is used for this; most of the top nibble currently
                 unknown, but see below for Bit 6's use)
    Base file address: 06B466
    Other SNES base file addresses: France and Germany = 06B3C6
    GBA file addresses: USA = 227796, Europe = 2A2EF2, Japan = 240CA2
    Format: 1 byte per monster
    Further info: Only 0-9 seem to be valid values.  This index is multiplied by 3,
                  and a tunic ID (0-2) is added to form an index into the 037627
                  structure (see below), which holds the actual damage value.
    
                  Bit 6 is unrelated to the damage, but it's been deciphered.  If
                  set for a sprite, it will cause a released Good Bee (but not a
                  normal Bee) to seek the sprite.  You won't see mention of this
                  property in Section 6, as all of the sprites with the property
                  set are non-monsters.  So I'll list them here for the curious:
                    - The Gargoyle's pitchfork in the Village of Outcasts (ID 14h).
                    - Sprite 1Dh. That's both the buried Flute and the Weathervane
                      bird in Kakariko Village.  (Note that if you dig up the
                      Flute but don't grab it, a released Good Bee circles where it
                      was buried rather than the Flute itself a couple tiles over.)
                    - Waterfall entrances (37h).  The only ones I know of are the
                      Waterfall of Wishing, and the hidden door near the end of the
                      Swamp Palace.
                    - The Kakariko Village merchant (75h). 
    
    ----------
    
    Description: HP Damage Link takes by tunic
    Base file address: 037627
    Other SNES base file addresses: English European, France, and Germany = 037622,
                                    Japan 1.0 = 03762D
    GBA file addresses: USA = 171E70, Europe = 1736D8, Japan = 173270
    Format: 10 entries (1 for each bump damage index [see the previous field]),
            3 bytes per entry (1 byte per tunic, in the order: Green, Blue, Red)
    
    ----------
    
    Description: Prize pack dropped by monster
    Base file address: 06B832
    Other SNES base file addresses: France and Germany = 06B792
    GBA file addresses: USA = 227B7A, Europe = 2A32D6, Japan = 241086
    Format: 1 byte per monster (only the bottom nibble is used for the prize; top
            nibble currently unknown)
    Further info: 0 indicates Nothing is always dropped.  1-7 indicates prize pack
                  0-6.  Any value beyond 7 may produce screwy results.
    
    ----------
    
    Description: Prize pack contents
    Base file address: 037C72
    Other SNES base file addresses: English European, France, and Germany = 037C6D,
                                    Japan 1.0 = 037C78
    GBA file addresses: USA = 17217A, Europe = 1739E2, Japan = 17357A
    Format: 7 entries, 8 bytes per entry (as each prize pack holds 8 prizes)
    Further info: I'll give the "sprite IDs" of all the dropped prizes for your
                  convenience:
    
    D8 = Heart
    D9 = Green Rupee
    DA = Blue Rupee
    DB = Red Rupee
    DC = Bomb x 1
    DD = Bomb x 4
    DE = Bomb x 8
    DF = Partial Magic
    E0 = Full Magic
    E1 = Arrow x 5  (This is also the ID of a lone arrow left when you kill Pikit
                     after it steals one.  No idea how the game differentiates
                     between the two.)
    E2 = Arrow x 10
    E3 = Faerie
    
    (NOTE: The next three aren't part of any prize pack, but they're included for
          reference, as they can be dropped by enemies in some circumstances.)
    
    E4 = Key
    E5 = Big Key
    E6 = Shield (Fighter's or Red)
    
    ----------
    
    Description: Probability of each prize pack being dropped
    Base file address: 037C5C
    Other SNES base file addresses: English European, France, and Germany = 037C57,
                                    Japan 1.0 = 037C62
    GBA file addresses: USA = 17216F, Europe = 1739D7, Japan = 17356F
    Format: 1 byte for each of the 7 prize packs
    Further info: The game will AND a random # with the value here and see if any
                  of the bits match; if they do, no prize is dropped.  In other
                  words, Chance of Getting Prize = 1 / (2 ^ num bits set)
    
    ----------
    
    Description: A bitfield of monster properties, most of them related to
                 deflection
    Base file address: 06B925
    Other SNES base file addresses: France and Germany = 06B885
    GBA file addresses: USA = 227C73, Europe = 2A33CF, Japan = 24117F
    Format: 1 byte per monster
    Further info: Bit 0 = Unknown
                  Bit 1 = Deflects hookshot and boomerang for no harm.  If monster
                          doesn't deflect arrows, they will disappear upon impact,
                          regardless of whether harm is done.
                  Bit 2 = Deflects sword and hammer for no harm, pushing Link back
                          a tiny bit.
                  Bit 3 = Can climb stairs (also gives walking Zoras their footing
                          in shallow water).  There's a few enemies who have this
                          bit set and don't seem to have either property, but I
                          included it anyway.
                  Bit 4 = If hit from front, deflect Ice Rod, Somarian missile,
                          boomerang, hookshot, and sword beam, and arrows stick in
                          it harmlessly.  If bit 1 is also set, frontal arrows will
                          instead disappear harmlessly.  No monsters have bit 4 set
                          in the ROM data, but it was functional and interesting
                          enough to include.
                  Bits 5-7 = Unknown
    
    ----------
    
    Description: A bitfield of miscellaneous monster properties
    Base file address: 06B73F
    Other SNES base file addresses: France and Germany = 06B69F
    GBA file addresses: USA = 227A81, Europe = 2A31DD, Japan = 240F8D
    Format: 1 byte per monster
    Further info: Bit 0 = Unknown
                  Bit 1 = Dies like a boss (explodes, all other enemies on screen 
                          disappear, typically leaves heart container) and coexists
                          with bees (they won't attack it even if they chase it,
                          and it won't drive them offscreen).
                  Bit 2 = Unknown
                  Bit 3 = Deflects arrows for no harm
                  Bits 4-7 = Unknown
    
    ----------
    
    Description: Indexes for damage the monster sustains from the various attack
                 classes
    Base SNES RAM address: 7F/6000 (see "Further Info", 3rd paragraph for why I'm
                           not giving a ROM address here.)
    GBA file addresses: USA = 17D924, Europe = 17F18C, Japan = 17ED24
    Format: 16 bytes per monster (1 byte per damage class, in the obvious order:
            Damage Class #0, #1, ... , #14, #15).  Only the bottom nibbles of
            these bytes are used; the tops should always be zero.
    Further info: 0-7 are the valid values.  I say "indexes" above because these
                  aren't the actual damage values.  Rather, the value found under
                  a given attack class in the 7F/6000 structure is used as an index
                  under the same attack class in the 06BAF1 data structure (see
                  below) to retrieve the actual damage.
    
                  Why not just store the actual damages here?  For one, using
                  indexes ensures that we choose from a set group of damages
                  for each attack class -- so making a typo for a monster won't
                  let Fire Rod freeze it, for instance.  Also, a group of 0-7
                  indexes is more readily compressed because they use less space
                  and have more repetition.
    
                  SNES-specific:
                  7F/6000 is copied from the more temporary RAM structure at
                  7F/4000, which holds two damage indexes in one byte.  The
                  nibbles are inverted, so "01 02 01 01 00 03 03 03" is stored
                  as "12 11 03 33", for instance.  Ah, and 7F/4000 is copied
                  from a ROM structure that's even more compressed YET: file
                  address 01EA00.  There are multiple types of compression in
                  use, and describing them is beyond the scope of this document.
                  See http://assassin17.home.comcast.net/zelda3_guides.htm   -OR-
                  http://www14.brinkster.com/assassin17/zelda3_guides.htm
                  if you're interested in how it works.
    
                  The base address of the compressed data block is as follows:
                   - USA, Japan 1.1, Japan 1.2, Japan BS = 01EA00
                   - Japan 1.0 = 027EE0
                   - English European = 01EA40
                   - France = 057EF0
                   - French Canadian = 01EA1E
                   - Germany = 057EE0
    
    ----------
    
    Description: Actual damage values for the various attack classes
    Base file address: 06BAF1
    Other SNES base file addresses: France and Germany = 06BA51
    GBA file addresses: USA = 17E924, Europe = 18018C, Japan = 17FD24
    Format: 16 entries (1 for each attack class, ordered class 0 through 15
            ascending), 8 bytes per entry (as up to 8 different damages are
            supported)
    Further info: To reiterate what I said under 7F/6000 ("Indexes for damage the
                  monster sustains from the various attack classes"), the value
                  read from there is added to (Damage Class * 16) to form an index
                  into this structure.
    
                  Yeah, I know values of 249 and up aren't actual damages, but
                  special cases handled by the code.
    
    ----------
    
    Description: Damage classes for the various attacks that can be performed
                 with Link's swords
    Base file address: 036F33
    Other SNES base file addresses: English European, France, and Germany = 036F2E,
                                    Japan 1.0 = 036F39
    GBA file addresses: USA = 171FE8, Europe = 173850, Japan = 1733E8
    Format: 3 entries (1 for each of the sword attack types, excluding the light
            beam, in this order: Normal strike or Pegasus charge, Spin attack,
            Drawn sword), 4 bytes per entry (1 byte for each sword level, in this
            order: Fighter's Sword, Master Sword, Tempered, Golden)
    Further info: 0-15 is the valid range of values.  1 through 5 are the only
                  values used by the game here, though I'm guessing everything in
                  the larger range should work fine.
    
    ----------
    
    Description: A bitfield of properties, including whether released bees ignore
                 the monster
    Base file address: 06B64C
    Other SNES base file addresses: France and Germany = 06B5AC
    GBA file addresses: USA = 227988, Europe = 2A30E4, Japan = 240E94
    Format: 1 byte per monster
    Further info: Bits 0-5 = Unknown
                  Bit 6 = Bees won't chase it.
                  Bit 7 = Unknown
    
    ----------
    
    Description: Monster/sprite setup function pointers
    Base file address: 03085B (SNES CPU address 06/865B)
    Other SNES base file addresses: Don't know yet.
    GBA file addresses: Don't know yet, and I don't know GBA ASM either.
    Format: One 2-byte pointer per monster/sprite.  The pointer is into Bank $06.
    Further info: It's used to call a setup function for a monster or "sprite"
                  upon meeting it.  Most of the functions' contents are beyond
                  me.  One thing of note that they handle is differentiating
                  between most "shared" enemies by loading custom data for the
                  enemy variants.              
    
    ----------------------------------------------------------------------
    
    
    Much of the information in this document, like the MP consumed by items or
    which items/weapons use which damage class, was learned by observation or by
    using emulator tools like debuggers and Cheat Search.  I can't provide the ROM
    info, as I never deciphered it.
    
    
    _______________________________________________________________________________
    
    9. CREDITS
    _______________________________________________________________________________
    
    - Sephiroth3 for making Hyrule Magic.  It matched up sprite IDs with enemy
      names (however terse in some cases), which was vital given that the original
      game didn't name monsters.  Also, I used this fine utility a few times to
      drop enemies onto the overworld and determine what they were by their
      appearance or movements.  Without Hyrule Magic, my patience for this project
      would have been seriously tested.
    
      Download it here: http://desnet.fobby.net/index.php?page=utilities&id=6
    
    - The Zelda Legends staff for their fine bestiary, with official Japanese and
      English names for many monsters.  This filled in holes where HM's names were
      missing, inaccurate, or shortened.  The abundance of sprites in a
      quick-to-read table made this most helpful.
    
      Dig it here: http://www.zeldalegends.net/index.php?n=bestiary
    
      The site's photo gallery for this game also proved useful.
    
    - MIKAZUKINOYAIBA and all who've contributed to his popular bestiary thread:
    
      http://forums.nintendo.com/nintendo/board?board.id=zelda
    
      It has names and in-depth descriptions for many of the game's enemies, along
      with a number of pictures.  Good stuff.
    
    - SRusher for his guide on the game, which alerted me as to how the Cane of
      Byrna consumed magic.  He is accurate on nearly every MP figure, except the
      values he gives are 1/4 of the actuals (but *everything's* quartered, so it
      works out ^__^).  Also, reading him talk about throwing the Fake Master
      Swords reminded me that I needed to investigate their damage class for
      Version 0.7 of the guide.  See SRusher's and other fine "The Legend of Zelda:
      A Link to the Past" guides here:
    
      http://www.gamefaqs.com/console/snes/game/588436.html  
    
    - Euclid from the GameFAQs Zelda 3 board.  He made a utility to edit enemies'
      HP and bump damages that predates this document's release.  Get Euclid's
      Hyrule Add-ons here:
    
      http://www.angelfire.com/magic2/hyrule2/hao02.zip
    
    - flagitoius from the GameFAQs Zelda 3 board.  He posted how the prize pack
      counter worked before this document's release, and he reminded me that
      Vitreous is impervious while in its slime, which made it into Version 0.61
      and also inspired my similar note on Kholdstare.  Also, flagitoius alerted me
      to the fact that the bug with the Stalfos Knights works both ways (i.e. when
      one Stalfos Knight recovers, the damage they all take from bombs is zeroed).
    
    - MathOnNapkins for figuring out and posting how the Cane of Byrna and Magic
      Cape periodically consume MP, in terms of exact frame counts.  A definite
      improvement over the timed estimates I previously had in the guide.  Also
      for telling me how certain monsters differentiate their "subtypes" in memory
      (a fact that didn't make it directly into this guide, but is useful).  And
      for providing much needed empathy as we repeatedly encountered elements of
      this game that its sadistic makers decided to hardcode. :)
    
    - Dwarf Bulbear for figuring out and posting how the Cane of Byrna and Magic
      Cape periodically consume MP, a few months later. :)  I had never saved the
      thread with MathOnNapkins' posts, so the newer thread came in handy.  Also,
      for using the phrase "to activate" when describing the Cape, better than
      my wordy "upon activation".
    
    - GoldTorizo for pointing out that sprinkling Magic Powder on the yellow
      transform enemy (#209) DOES turn it into a faerie.  I had previously said
      the enemy's data must be wrong, because I was sprinkling powder at the wrong
      time (i.e. after the swirl started chasing me).  Further discussion led me to
      update the guide with skute7's observation (see below), but it wasn't until
      rereading GoldTorizo's post 10 months later that I realized she was saying
      you could sprinkle the pot the transform is hiding under without ever lifting
      it!
    
    - skute7 for confirming that sprinkling Magic Powder on the yellow transform
      enemy (#209) does turn it into a faerie, adding that it's possible to do when
      they first appear before they start moving.
    
    - Amazing Ampharos for confirming that sprinkling Magic Powder on the yellow
      transform enemy (#209) does turn it into a faerie.  Also for stating it
      might be possible to transfer Luck between save files (it is), something I
      wouldn't have guessed in a million years.  And he corroborated that Blind
      takes the same damage from any weapon.
    
    - Purple Lizard for suggesting I add that Bush and Rock beetles drop rupees at
      regular intervals after their cover is removed, that Swamp Hare will give
      a dialogue box and a different prize if approached after cutting the grass
      out from under it, and that Pikit can steal things from you and your prize
      upon defeating it is the last thing it stole.  Also for asking me if Luck
      relates to cases that are "supposed to override the random [prize] drop
      factor, like Ether/Hammer combo, or dash attack, key-drop enemy, or stunned
      enemy always leaving behind a green rupee".  Investigating this no doubt
      led the description that ended up in my guide to be better than it would
      have been without the insightful questions.
    
    - radblast for informing me that Keese won't drop prizes (my guide previously
      claimed they did because I hadn't found the code for loading shared enemy
      custom data, and I didn't observe every enemy adequately).  Also for
      convincing me that enemies #23 and #62 are spiders rather than crabs (though
      I kept the latter in just in case some Ctrl+F'ers are as clueless as I once
      was).  In addition, he informed me that the Good Bee will chase the
      weathervane in Kakariko Village and reminded me that it will chase the
      merchant, and prompted me to investigate what property makes the Good Bee
      (but not the normal Bee) seek certain sprites.  Told me that enemy #111
      appears as a Patra in the upper floors of Hyrule Castle when climbing to
      Agahnim.  Alerted me that the Cannon Soldier (#107) is never actually used
      in the game; having not played through the game in eons, I had assumed he
      was used somewhere (maybe Hyrule Castle's upper floors).  Asked about the
      properties of the little red fireballs shot by various enemies, the large
      yellow fireballs shot by Lynel, the cluster of blue magic balls shot by
      Agahnim, Beamos' laser blasts, cannonballs, and spinning floor tiles.  I
      had forgotten 2 or 3 of those monsters/sprites even existed, and I lacked
      the stomach to investigate the rest -- due to them being dreadful "shared"
      enemies -- until radblast showed curiosity in them.  Also, he asked how the
      game differentiates between docile, scared, and attacking chickens/cuccos;
      I didn't know, but it led me to make a clarifying note that only the
      attacking chickens inflict bump damage on Link.  Suggested I list the
      contents of Prize Pack #6 when it's yielded by the Swamp rabbit (enemy #77)
      by approaching it after cutting the grass; this is more convenient for
      comparing to the Prize Pack #0 items it gives upon defeat.  Also, he asked
      whether a spin attack done while facing away from Mini-Helmasaur could
      damage him while still hitting him in the mask, which prompted me to add
      the answer (yes) to the NOTE under Enemy #19.  Finally, for asking about
      the origins of Enemy #2 (the floating Stalfos head), which prompted me to
      lengthen my existing descriptions of the subject (under enemies #2 and #133).
    
    - VXPoisonGas (aka erokky, erokdrah) for providing savestates in every dungeon
      and before every boss battle.  This allowed me to document boss properties
      and add new "sprites"/"monsters" from the boss battles to the guide.  These
      are things that I otherwise wouldn't have done, as I'm far too lazy to play
      through the whole game.  Also for alerting me that Blind only needs 9 strikes
      to kill (3 per transformation stage), and that the alleged power of the
      attacks used against him doesn't matter.  Also for asking me a couple
      questions on Helmasaur King's mask that prompted me to figure out how it
      ties to his HP.  Finally, consulting one of his posts helped me tighten up my
      wording regarding the invincibility and vulnerability of gray Trinexx
      (enemy #203).
    
    - avengah for informing me that the Crows and Triceratops birds (both Enemy #0)
      have their aggression level switched on the GBA versions.  The Crows with odd
      starting X-coordinates will do infinite attack passes, while the Triceratops
      birds with odd starting X-coordinates will do two attack passes.  Also
      for pointing out that there are two varieties of each Eye laser (enemies #149
      - #152): one is half-closed, and only opens and fires at Link when he's in
      its path and facing it; the other is always open, and fires whenever Link is
      in its path.  Correctly suggested that these differences may hinge on the
      eye's coordinate.
    
    - super_bacon807 for pointing out that Agahnim's energy balls can be deflected
      by the Magic Hammer.  I did not know that.
    
    - KrysT711, whose SNES/GBA Changes FAQ informed me that the Lamp/Lantern
      damages enemies on the GBA versions.
    
    - EarthAdept1, whose guide provided the "cloudy eyeball" wording for enemy
      #162, Kholdstare.
    
    - Dark Vortex, whose guide provided the "water blob" wording for enemy #154,
      Kyameron/Splash.
    
    - Gamehiker.com, whose "Legend of Zelda: A Link to the Past" photo gallery I
      used to add or verify several enemy names.  Their encyclopedia is also worth
      a look.
    
    - Acmlm.org, whose extensive Zelda-based user ranking system has a large list
      of Zelda enemy names.  This list helped me improve one of the names given
      in this guide, and verify several others.
    
    - Nintendo, whose Top Secrets pamphlet included with the game showed that
      "Bubble" was an officially-used name for "Fire Faerie".
    
    - Zelda Dimension, as I believe their sprite sheet for this game is what
      reminded me of the rolling cannon balls in the Eastern Palace.  Dig the
      sprites here:
    
      http://zeldadimension.net/multimedia/sprites.php
    
    - Or maybe it was the sprite sheet from Zelda Shrine at FFShrine.  Dig that
      here:
    
      http://zs.ffshrine.org/link-to-the-past/sprites.php
    
    - Nitrodon and VXPoisonGas for giving me feedback on a formatting change
      related to cutting wasted space in the "Attack Type / Damage Taken" tables
      in Section 6, as well as suggesting another change.
    
    - Imzogelmo for giving me feedback on a proposed formatting change, and
      suggesting another change (related to listing enemy varieties).
    
    - Zanapher for suggesting I add a monster-related Bugs section to the guide.
    
    - Master ZED and Terii Senshi for .. oops, force of habit.  They did absolutely
      nothing to help!  You guys are slipping.
    
    _______________________________________________________________________________
    
    10. REVISION HISTORY
    _______________________________________________________________________________
    
    Version 0.73 : December 2007 through March 2008 (worked on and off)
    
     - December 8-10, 12, 20, and 29 2007; February 5, 7-9, and 28 2008; March 1-2
       2008:
        - Credited super_bacon807 for the information about deflecting Agahnim's
          energy balls with the Hammer (and amended Revision History accordingly).
          By the time I added this information to Version 0.72 of the guide, the
          GameFAQs thread containing super_bacon807's post had fallen off, and I
          couldn't remember who'd made the post.
        - Clarified in Introduction (Section 1) and in Section 6's intro that
          most of my playing and testing was done on an *SNES* ROM.  Before, I
          just had "version 1.0 USA ROM", which was ambiguous given this guide
          also covers the GBA releases.
        - radblast suggests I list the contents of Prize Pack #6 when it's
          yielded by the Swamp rabbit (enemy #77) by approaching it after cutting
          the grass.  This is more convenient for comparing to the Prize Pack #0
          items it gives upon defeat.  I gladly comply.
        - radblast asks whether a spin attack done while facing away from
          Mini-Helmasaur (enemy #19) could damage him while still hitting him in
          the mask.  I'd suspected it would, though I hadn't included it in the
          guide because I thought one example of backwards behavior regarding the
          spin attack and Mini-Helmasaur was enough.  But the question prompted
          me to confirm there would be damage, and to later add this fact to the
          guide, as there was no reason to be incomplete.
        - Added "Floating" to Enemy #124's name for consistency with Enemy #2.
        - Nixed "No idea what the format or system for the replacement HP is"
          comment from "Monster's starting HP" in Hacking Info section, because
          I've known how it works since Version 0.7.
        - Format of the "HP Damage Link takes by tunic" field in the Hacking Info
          section just says "10 entries", but it doesn't say WHAT each entry is
          for.  I clarified it's for the monster bump damage indexes.
        - radblast asks whether the Floating Stalfos head (Enemy #2) is standalone
          or it detached from a skeleton.  The guide had already answered this, but
          I took the opportunity to improve upon Enemy #2's "See also enemy #133"
          and Enemy #133's "See also enemy #2", which were terse.
        - Removed "?" from "Stunned Ganon?" name for Enemy #215, as I finally
          verified it was him using Geiger Snes9X.
    
    
    Version 0.72 : September 2007 through December 2007 (worked on and off)
    
     - September 19 and 21 2007; October 11, 20, and 23 2007; November 5, 11, 16,
       25, and 26 2007; December 2-4, 6, and 7 2007:
        - I was going to dedicate Version 0.72 of the guide to Trinexx, as there is
          so much in this update relating to him.  But the update's breadth grew as
          other findings were made.  So I hereby dedicate this release to Truckstop
          Rhonda; you were long overdue, baby.
        - Noticed that the Red and Blue Trinexx heads (enemies #204 and #205) won't
          take damage from Ice/Fire Rod unless they are already stunned.  Thus,
          my existing notes "As you know, you won't be able to damage it with
          swords until stunning it with the [Ice/Fire] Rod" were too narrow;
          expanded them accordingly.
        - Shortly before or after the Version 0.7 update, I remembered that Gray
          Trinexx (enemy #203) only takes damage in the second stage of the fight
          and that I'd never addressed this.  Added to guide in this 0.72 update.
        - "Discovered" that gray Trinexx could be damaged by hitting in the head
          after the explosions but before its midsection started flashing.  Also,
          the midsection can't be damaged before it flashes.  This change is
          related to the above one, so they were added to the guide together in
          one spectacular paragraph.  Also, I say "discovered" in depracquotes
          because it turns out this fun fact has been known for a LONG time:
            http://tasvideos.org/forum/viewtopic.php?p=12105&highlight=#12105       
        - Noticed that only gray Trinexx's head does the bump damage listed with
          the enemy.  The body and tail do 1 heart (8 HP) damage regardless of
          tunic.  Added info to guide.
        - In the "Deflects sword and hammer for no harm, pushing Link back a tiny
          bit" property for red and blue Trinexxes (enemies #204 and #205), tweaked
          tweaked "until you've stunned it with the [Fire/Ice] Rod" to "unless it's
          currently stunned by the [Fire/Ice] Rod", as that's technically more
          accurate.
        - Added clarification after "Deflects sword and hammer for no harm, pushing
          Link back a tiny bit" property for gray Trinexx, as that statement
          obviously doesn't apply in every circumstance (or the enemy'd be
          indestructible).
        - super_bacon807 posts (in a GameFAQs thread about swordless quest
          challenges) that the Hammer can be used to deflect Agahnim's energy
          balls.  Verified in battle and added to guide (under both enemy #122 and
          #123).
        - When talking about the big magic ball shot by Agahnim (enemy #123),
          clarified "If it hits Agahnim, it will harm him." to "If it hits Agahnim
          after the deflection, it will harm him."  Not too long ago, I asked on
          GameFAQs whether a ghost Agahnim could hurt Agahnim with a direct hit,
          and was told it wouldn't.  Eventually verified it myself in battle and
          added to guide.
        - Decided to bump into Octoblimp (enemy #15) and see what happened.  I took
          no damage, ROM data be damned.  Added note to guide.
        - While I was in the neighborhood, tussled with Octoblimp some more.  
          Resultedly clarified "It will explode automatically or upon being hit
          ... " to "It will explode automatically or upon being 'defeated' ...",
          as a single Boomerang strike won't burst it.
        - It dawned on me that striking Agahnim with the hammer should shock Link
          just like hitting him with the sword does.  Confirmed and added to guide.
        - Noticed that a Link who is shocked by striking Agahnim will be depicted
          with the sword even if he used the hammer.  Added Agahnim to Bug #4 in
          the Bugs Section, with the distinction that Link won't be shown with the
          wrong-colored sword during the shock animation.
        - Experimentation of being shocked by other enemies reminded me that not
          all frames of the shock animation show the wrong-colored (i.e. always
          Level 2) sword.  Tweaked description under Bug #4 in Bugs Section
          accordingly.
        - avengah posts on GameFAQs that the Crow and Triceratops bird foes (both
          Enemy #0) effectively have their aggression levels switched on the GBA
          version!  Crows with odd starting X-coordinates will do infinite attack
          passes, while the Triceratops birds with odd starting X-coordinates will
          do two attack passes.  Surprising, given I thought the GBA releases were
          supposed to be straight ports of the SNES (barring a few add-ons).  I
          confirm this behavior on the GBA version, verify the guide was right on
          the SNES version, and add appropriate note to Enemy #0 in Section 6.
        - avengah points out that there are actually two varieties of each of the
          Eye lasers (Enemies #149 through #152) -- one half-closed and one
          always-open -- and surmises that the variety which is used is decided by
          the enemy coordinates.  I confirm this while investigating exactly how it
          works, and add appropriate notes to Enemies #149, #150, #151, and #152 in
          Section 6.
    
    
    Version 0.7 : October 2005 through September 2007 (worked on and off)
    
     - October 25 through November 22 2005: A GameFAQs thread made after the first
       release of my guide seeks corrections and suggestions, and elicits some
       good ones.  A couple are added to the guide right away and a 0.61
       mini-update is released shortly thereafter, but I put off incorporating the
       rest.  Learned that "Coexists with bees" is controlled by the same bit
       as "Dies like a boss", but wouldn't add to the guide until a year later.
     - early to mid November 2005; April 16, 19, 20, 22-24, 27-30 2006; May 2-3
       2006:
        - Added "Bees won't chase it." special property to Section 6, and added its
          byte/bit to Hacking Info section.
        - Tweaked Hacking Info section so "Description" is before "Base file
          address".  That makes more sense, especially now that there are multiple
          file addresses per field due to me covering every version of the game.
        - Acquired every ROM under the sun, located, dumped and compared relevant
          data blocks (mainly just verified similarities, since I waited a bit to
          document the differences), and expanded Hacking Info section to include
          them all.
        - Added "Fake Master Sword" to thrown objects in Damage Class 3 in
          Section 5.
        - After reading that the Lamp/Lantern damages enemies on the GBA versions
          (in KrysT711's SNES/GBA Changes FAQ, methinks), investigated how much
          it damages them, and added the information to Section 5.
     - August 2, 14-19, 23, 25, 28, and 31 2006; September 1-3, 5-6, 8-11, 14-16,
       20, 22-27 2006; October 16, 17, 19, and 20 2006; November 4-6, 12, 14-20,
       22-24, 26-30 2006; December 1-3, 5-8, 11-20, and 22-27 2006;
       January 2, 4, and 7 2007; April 23, 28, and 29 2007; May 24 2007; August
       2, 3, 5, 13, 26, 28, 29, and 31 2007; September 1 2007:
       The home stretch.  Made a bazillion changes to the guide, many inspired
       by GameFAQs threads (started by others as well as myself).  The changes
       follow below.
        - Caught and fixed typo for bump damage taken from Bazu.  It's 16/8/4, not
          16/8/1.
        - Caught that the Quake/Magic Powder slime has different bump damages than
          the Zol/Gel enemy.  Added those damages to enemy #143.
        - Added fun fact about Stal (enemy #211) and hookshot.
        - Added "water blob" clarification to enemy #154, as the "Splash" name is
          only somewhat self-explanatory.  Props to Dark Vortex's guide.  Also
          added "Kyameron", its Japanese name.
        - Caught that Slarok and Octorok do different bump damages than the default
          enemies #8 and #10.  Added their actual damages to guide.
        - Noted that Mothula takes different (i.e. nonzero) damage from Attack
          Classes 4 and 5 on the GBA game.
        - Added note about what prizes swamp hare (#77) gives when grass cut, and
          that it talks to you when approached.  Thanks to Purple Lizard.
        - Noticed a green spear-carrying soldier, found where its custom data gets
          put into memory, and added his info to enemy #69.
        - Caught that the Blue Hardhat Beetle's (enemy #38) HP was wrong (it's 6,
          not 8), and corrected it.
        - Expanded note in Section 6's intro about Quake missing flying enemies to
          also including jumping ones.
        - Under enemy #64 (Electric Barrier), noted that any level 1 sword hits
          get you shocked, and clarified that a spinning attack from the L.1 sword
          won't defeat the enemy despite that attack belonging to Damage Class 2.
        - Said what the yellow Transform (enemy #209) DOES do to Link in lieu of
          damaging him.
        - Fixed my erroneous claim that Magic Powder wouldn't work on the yellow
          Transform (enemy #209), instead saying when the player has to use the
          powder for it to work.  Thanks to GoldTorizo, skute7, and Amazing
          Ampharos.  Clarified that the Medallions work against the enemy at any
          time.
        - Added note that Mini Helmasaur (enemy #19) knocks Link backward when
          struck with the sword or hammer, and is knocked backward itself for no
          damage if the strike is head-on.  Then clarified that the latter can
          also happen in a case where the strike isn't head-on.
        - Added notes about electric jellyfish (enemies #35 and #36) shocking Link
          when hit with the sword or hammer.
        - Finally listed different damage values sustained by enemies on the
          Japanese Super Famicom and all the GBA releases!  This takes the guide
          to a new strata.
        - Finally added GBA addresses for prize pack drop probabilities to Hacking
          Info section.  I hadn't done this in April/May because the probabilities
          data block is only 7 bytes long, and that sequence of values appear
          multiple times throughout a GBA ROM.
        - Learned from radblast that Keese don't drop prizes.  I verify that
          in-game, find Keese's stat replacements in the ROM code a couple weeks
          later, then make the appropriate correction to enemy #111.
        - Added notes about Pikit (#170) stealing from Link, and how you're able
          to get one of such items back as a prize.
        - Added notes to rock and bush spiders/beetles/crabs (enemy #23 and #62)
          about them running around and dropping rupees, then disappearing.
        - Added that Hardhat Beetles (enemy #38) will knock Link backward when
          struck with the sword or hammer.
        - Added note about Buzz Blob (#13) shocking Link when struck with most
          swords, as well as commenting on the likely bugginess of the Hammer.
        - Added note to Floating skull (enemy #2) that due to a hardcoded check,
          it'll knock Link backward a decent amount when struck with the sword or
          hammer, and is knocked backward itself for no damage.  
        - Added hex codes of Key, Big Key, and Shield (Fighter's or Red) to
          Hacking Info section.
        - Added general note to Section 6's intro clarifying that only sword
          strikes themselves -- not sword beams -- are affected by properties that
          cause enemies to take no damage from or have various responses to the
          swords and the hammer.
        - Caught that Dark World Skullropes are supposed to have different
          properties than default enemy #110 (probably when I was tracing code for
          normal, non-switch-dropped, Light World Ropes).  Realized there was a bug
          with switch-dropped shared enemies not getting their intended custom
          data.  Added the Skullropes' data to enemy #110, along with a mention of
          the bug.  When I later added a Bugs section, included the bug there in
          more detail.
        - Converted several shared enemies to use a Default / Enemy_num1 /
          Enemy_num2 format for any properties where the in-game enemy varieties
          use custom data.  (Before, I just had whichever variant of the enemy that
          matched the default listed first.  Or if neither was default, I'd put
          "lies!" or "wrong" in parentheses by the default field name without
          ever using the word "default".  IOW, it was ugly.)  The enemies are:
          Rat/Bazu (#109), Rope/Skullrope (#110), Keese/Patra (#111),
          Crow/Triceratops bird (#0), Hardhat Beetles (#38), Blue/Red Tektite
          (#201), and Octorok/Slarok (#8 and #10).
        - Noted for several shared enemies that the enemy variety used in the game
          hinges on whether the monster's starting X-coordinate on the map is even
          or odd.  The enemies are: Hardhat Beetles (#38), Tektites (#201), and
          purple/red Stalfoses (#167).  Then I did a similar thing for the Fire
          Faerie (#21), though there's really just one such enemy; only its
          initial movement direction varies.
        - Rearranged enemy #143's data listing to better convey that the Zol/Gel
          has the default data, while the 0-HP yellow slime would be replacing
          the HP, prizes, and bump damages in RAM when it's created by Quake or
          Magic Powder.
        - Switched order of listing the red and blue Hardhat Beetles under enemy
          #38, because the red one's custom data is first in the ROM, even if it is
          far less common than the blue one.  Likewise for the Leevers (enemy
          #113); purple has been moved in front of green.
        - Was informed that I hadn't listed the stats of the laser fired by Beamos
          (enemy #97).  It turns out they're the same as the statue's, but they
          *are* set separately in code, so I turned enemy #97 into a shared enemy
          and listed the beam's "custom" stats separately from the statue's.
        - Noted for the Spiked Rollers (enemies #93-96) that their starting X
          or Y coordinate on the map is what determines whether they're long or
          short.
        - Was asked where the Cannon Soldier (#107) can be found.  After senilely
          saying he's somewhere in Hyrule Castle, radblast convinced me I was just
          imagining things, then kindly helped me into my Cadillac and enrolled me
          in Medicare.  Added a note to the guide that the enemy is unused (thus
          making it legendary!), provided a more detailed description of its
          appearance, and even linked to a picture of him hacked into the game
          on my website, so people without Hyrule Magic can see him.
        - VXPoisonGas points out that Blind only needs 9 hits to kill it despite
          supposedly having 90 HP, and that it needs 3 hits per transformation
          stage.  Also points out that the supposed strength of the attacks you
          use doesn't matter at all, so long as they're damaging.  So I added some
          much-needed clarifications to Blind's stats under enemy #206.
        - Deciphered the once enigmatic Luck issued by the Pond of Happiness!
          Posted findings on GameFAQs, and after some helpful questions from
          Purple Lizard, added a Luck explanation to Section 3 (Enemy Prizes) of
          the guide.  Even included Luck in the section's title, because it's just
          that cool.  And thanks to Amazing Ampharos, learned that it can be
          "copied" between save files after a Save and Quit, and described that.
        - In Section 3, added the Pikit (#170) and Swamp Hare (#77) exceptions
          to the description of the prize-drop algorithm.  (They were added earlier
          to the applicable enemies in Section 6.)
        - Added a monster-related Bugs section to the guide at Zanapher's
          suggestion!
        - Added clarification that the Stalfos Knight's (#145) damage sustained
          from Bombs will revert to 0 when he recovers.
        - Added bug with enemy #133 (head-detaching Stalfos) only crumpling in some
          cases to Section 6.
        - Finally included accurate (i.e. frame-based) periodic MP usages for
          Cane of Byrna and Magic Cape in Section 2.  Great improvement over my
          previous stopwatch estimates.  Thanks to MathOnNapkins.  Also, changed
          my wordy "upon activation" for Cape to "to activate" (thanks to Dwarf
          Bulbear, who posted the MP costs on his own a few months after MoN).
        - Was asked about the Flying Floor Tiles.  Investigated and learned they
          shared an ID (#148) with Pirogusu, the orange fish.  This represents a
          new height of nonsense for the game.  Found the tile's stats and added
          them under Section 6.
        - Improved explanation of shared enemies in Section 6's intro.  From
          finding code for some of the shared enemies, I learned there are two
          basic ways the game goes about replacing a shared enemy's default
          stats with a "real" enemy's stats.  Both are now documented in decent
          detail, whereas what I had before was more vague, as it was just based
          on observation and/or reading RAM data.
        - Learn that the bats in the upper floors of Hyrule Castle appear as
          Patra (eye bats) despite being in the Light World, but that they still
          have the stats of Keese.  Made appropriate notes under enemy #111.
        - Indented and got rid of carriage returns before lines of data for
          POSSIBLE PRIZES and SPECIAL PROPERTIES.  This probably takes a few more
          bytes, but it stops the monster entries from using up so much vertical
          space.
        - Got rid of extra spaces in ToC so that the "section #. name" could
          actually be searchable if you copy+pasted it.
        - Finally added "and coexists with bees" property to "dies like a boss",
          throughout the monster list and in the hacking section.  Got rid of
          qualifier in intro to Section 6 (written back when I wasn't sure how
          bosses avoided it).  Moved part of it under Mothula (enemy #136) to
          explain its exemption, then explain it's due to a hardcoded check.
        - In Section 2, covered the precision and rounding of heart gauge, however
          obvious it may be, since I'd done the same for the magic meter.    
        - Changed "249 (Make talking blob, faerie, etc)" damage type to
          "249 (Make faerie)", with an exception noted for the enemy (#13) who can
          be turned into a talking blob due to a hardcoded check.  No (known)
          enemies besides that one can be turned into anything other than a faerie,
          and "etc" irresponsibly implied additional transformation possibilities.
        - Added note about Red Bari being split into miniature versions upon defeat
          (except when incinerated).
        - Added note about starting X-coordinate controlling aggression of
          Crows and Triceratops birds (enemy #0).
        - Added note about deflecting magic ball shot by Agahnim (#123).
        - Found monster setup code pointers!  Hurray!  Added it to Hacking Info
          section.  Now I won't have to set breakpoints to find where stats are
          replaced for certain types of shared enemies.
        - Small changes to Hacking section for clarity:
          "damage monster does when bumping Link" ==> "HP damage ..."
          "Damage Link takes by tunic" ==> "HP Damage Link ..."
        - Shortened "HP DAMAGE TO LINK WHEN BUMPED" to "BUMP HP DAMAGE TO LINK"
          in Section 6.  This saved over a KB, and allowed me to get the field on
          a single text line for the vast majority of enemies.
        - Added small red fireball and its stats to shared enemy #85, along with a
          list of enemies/dungeon elements that shoot the fireball.
        - Added large yellow Fireball shot by Lynel and by Red Mohawk Lizard to
          enemy #165, along with its stats, meaning it's a shared enemy.
        - Added smooth cannon ball and spiked cannon ball and their stats to
          enemy #107, meaning it's a shared enemy.
        - Added note about Octoblimp/Octoballoon exploding to enemy #15.
        - Added note about Octoblimp/Octoballoon spawn fading away on their own
          to enemy #16.
        - After playing around with a save on the second Lanmolas fight, got
          curious about the rocks they propelled.  Discovered it was shared
          (shocker) with enemy #194, Boulder, and found out its stats and added
          to guide.
        - Thanks to erokky's (erokdrah) savestate, fought Helmasaur King and
          discovered how his mask works.  (Its presence is tied to his current HP,
          and the damage it takes is limited and custom.)  Added explanation to
          guide.
        - Fighting Agahnim, was warmly reminded that hitting him with the sword
          gets you electrocuted.  Noted this and the damage Link sustains under
          enemy #122.
        - Found out the damage Agahnim's deflected magic ball does to him.  Noted
          this value, while indicating that this deflection is the only way to
          damage him, as well as how to deflect.
        - Identified sprite ID of fireball breathed by Kodondo -- #135, and added
          it to Section 6 of guide.  Also removed "Fire Keese" from enemy #135,
          as I fought Ganon in Geiger Snes9X, and 87h was nowhere to be seen in
          the sprite IDs.  Hyrule Magic had it as "FireKeese?", so of course I had
          ignored the red flag represented by that question mark, and pasted the
          name into my guide without verifying it.
        - Added notes about Arrghus (#140) being impervious until you remove its
          fuzz, and the fuzz (#141) being impervious unless they're detached from
          Arrghus with the Hookshot.
        - Noticed bombs won't hurt Helmasaur after his mask is gone.  Think I found
          the hardcoded check responsible.  Made note of that under enemy #146.
        - Investigated damage class for thrown big gray square block, and added to
          Section 5.
        - Added enemy #112, fireball breathed by Helmasaur King, to guide!
        - Fought Kholdstare, and noticed its ice block (#163) never hurt me on
          contact.  Indicated so in Section 6.  Also verified that #164 was the
          falling ice in Kholdstare battle, and tweaked name to be more definite.
        - Added enemy #137, laser ring shot by Mothula, to guide!
        - Added what battles Lightning appears in (Agahnim #1 and Vitreous) to
          enemy #191.
        - Added "cluster of small blue balls shot by Agahnim" to enemy #123,
          meaning it's shared.  Also refined the existing enemy #123's description
          from "single magic ball" to "large, glowing magic ball" to distinguish it
          from the new one, and because "single" wrongly implied Agahnim shoots
          only one, when he actually shoots a trail.  Also clarified that Agahnim
          is only hurt by the first variety (under both enemy #122 and #123).
        - Added note to Helmasaur King (#146) about the pieces of his mask also
          having that sprite ID.
        - Added CTRL+F note to ToC about "faerie" instead of "fairy" being used.
        - Added small blue ball created when the cluster of blue balls Agahnim
          shoots (#123, second variety) breaks apart to shared enemy #85.
        - Broke enemy #27, "Shot arrow , thrown spear", into 3 shared enemies.  Did
          this because I noticed that the soldiers threw a sliightly longer spear
          than the pig man, and that the slightly longer spear and the arrows
          lacked the "Bees won't chase it" property.  Also, the arrow and spear
          should probably never have been listed on a single line to start.
        - Added notes about Quake strangely working on Enemy #12 (Octorok rock),
          Enemy #27 (shot arrow, thrown spears), and #111 (Keese/Patra), even while
          they're airborne.  Also noted in Section 6's intro that I'd mention these
          exceptions.  Then added it to Bugs section for good measure.
        - In Section 6: Got rid of the extra blank line after Special Properties.
          Got rid of extra blank line after Bump Damages, and after Possible Prizes
          (except in the cases of enemies who have a "NOTE" after their bump
          damages or their prizes, and shared enemies who have multiple bump
          damage or prize fields).
        - When listing a field that applies to multiple varieties of a shared
          enemy, separated the enemy names with commas rather than slashes to
          remove confusion, as slashes are also used to separate the interchangable
          names of a single enemy variety.  (enemy #69 and #85)
        - Shortened "This prize pack (#N) has a X chance of being dropped." to
          "(Prize pack #N has a X drop chance.)", then moved left a column and up
          one line.  (Section 6)
        - Added "(cloudy eyeball)" note to enemy #162, Kholdstare.  Done to
          clarify vs. enemies #163 and #164, and because I talk about "eyeballs"
          in the following change, so it makes sense to introduce that beforehand.
          Thanks EarthAdept1 for the wording.
        - Clarified that each of the 3 eyeballs has the 64 HP.
        - Moved everything in Revision History over 4 columns, as it was needlessly
          wasting space.
        - Changed formatting of "Attack Type / Damage Taken" tables in Section 6 to
          get rid of lots of wasted space in lefthand column, saving over 15700
          bytes.  Before, I had a "|" column divider that ran through the entirety
          of a table, and it was at the same horizontal position in the table body
          as it was in the header.
        - Decided to add Bit 6 of 06B466 (Good Bee seeks sprite) to that data
          structure in the Hacking Info section.
        - Added note to enemy #11 about normal and scared chickens not damaging
          you; only the airborne attacking ones do.
        - Noticed Blue Bari (enemy #36) is dark green on the GBA, and made note of
          that.
        - Added "Cukeman" name to enemy #13 to identify the talking blob created by
          sprinkling Magic Powder on Buzz Blob.  Also, learned that Cukeman will do
          something unusual when frozen and hit with the hammer: it turns back into
          Buzz Blob.  Added appropriate note.
        - While on a website with sprite sheets, noticed the cannon balls shot in
          the Eastern Palace, and realized that I had forgotten to include them in
          the guide.  Tracked down their info, and added them as enemy #80.
        - Consulting various websites, improved the names and/or descriptions
          given for numerous enemies in Section 6.  Made a greater point to use the
          official names, even providing the Japanese ones when the English ones
          were unknown.  There are too many changes to list here, and this Revision
          History is already too big.
     - Spent nearly seven months in the stock market attentively turning $3500 into
       $3344.  I could have just spent the $156 on a hooker or at the racetrack,
       but where would the sense of accomplishment be in that?  If I work real hard
       at it for the next 5+ months, I might break even for the year.
     - Renamed from "Monster Stats and Link's Attack Guide" to
       "Monster/Attack Stats Guide"; the former was needlessly long, and the latter
       is what GameFAQs calls it.
     - September 1 2007: Stopped dilly-dallying, and finally released the updated
       guide.
    
    
    Version 0.61 : October 2005
    
     - October 25:
        - Incorporated flagitoius' change:
           - Added that Vitreous (#189) is invulnerable while submerged in slime.
        - Added that Kholdstare (#162) is invulnerable while frozen in the ice
          block.
        - Added that Turtle Shell (#142) is given the "deflects sword and hammer"
          property in RAM even though it's not in the ROM data.
        - First version to be uploaded to GameFAQs.  Fixed a couple lines to make
          them <= 79 characters.
    
    
    Version 0.6 : July 2004 through October 2005
    
     - July thru September 2004: Decoded or observed most of the things you see in
       this guide.  Had a primitive computer-generated monster list, but it wasn't
       close to ready.  Besides being butt-ugly, it lacked monster names and
       descriptions, and it included every "sprite" in the 0-215 ID range,
       regardless of whether they even resembled enemies.  Also, I still had to do
       the busy work of figuring out to which damage classes a few of Link's
       attacks belonged.
    
       The absence of enemy names in the game and multiple enemies sharing single
       IDs were the real killers.  Even with Hyrule Magic's help, I knew I'd have
       to do my share of grunt work, especially considering I hadn't played through
       the game in so long.  That didn't sound very appealing, so I took a path of
       less resistance, turning to more FF6/3us and Secret of Evermore projects.
       See that Monster Statistics Guide for SoE?  Its list was a breeze to
       generate, because the game's creators NAMED their enemies, and didn't lump
       everything from dragons to helpful old gnomes to light switches to slices of
       blueberry pie in one friggin' block.
    
       Abandoned the project for the better part of a year, aside from brief stints
       in Spring 2005 (no idea what I updated then).
    
     - mid September 2005: Honey, I'm home!  Ya miss me?  Err, that's nothing on my
       collar..  Resumed work on the guide.  Did some manual labor to find out
       where some shared enemies' stats differed.  Then another brief hiatus to
       pound out an FF6 patch that had been postponed too long.
    
     - early thru mid October 2005: Back again, this time for good.  Tested the
       rest of Link's attacks to see their damage classes.  Stopped listing every
       attack belonging to each damage class for EVERY monster, and finally created
       a planned "Attack Classes" section to handle all that detail.  That saved
       gobs of KB.  Converted the damage a monster takes from the attack classes
       into table form; that added back some KB, but saved an immeasurable number
       of future reader eyeballs.  Started writing the other sections of the guide;
       they didn't take much work because I'd already done most of the needed
       digging, and the monster list generator could spit out the lists of bump
       damages and prize packs.
    
       Found the ROM structure of damage classes for the sword attacks -- not vital
       to the guide because I already knew them by observation, but hackers should
       like it.  Figured out how the ROM structure that holds damages enemies take
       from the 16 attack classes was compressed, and commented the hell out of it.
       Once again, mainly just of use to hackers, as I already dumped the relevant
       data from RAM ages ago.
    
       Continued on the other sections, and finally got around to observing how the
       Cane of Byrna and Cape eat up MP.  Turned my attention back to the monster
       list, doing my best to verify non-enemy sprite IDs so I could exclude them
       from the list.  Ascertained some more shared enemy stats that I hadn't
       bothered to record before.  All the while, I was honing my enemy names and
       descriptions, making use of those two fanastic websites listed in the
       Credits section.  When I was convinced the monster list was more or less
       final, I manually added notes to it (like enemies not taking damage from
       attacks when the ROM data said they would, or accounting for the alternate
       stats used by monsters who share an ID with another monster).  Made some
       small visual changes to make the monster entries less tall and easier to
       read.
    
     - October 23: Released guide.
    
    _______________________________________________________________________________
    
    11. CONTACT
    _______________________________________________________________________________
    
    Find me on the GameFAQs The Legend of Zelda: A Link to the Past message boards,
    reachable via:
    
    http://www.gamefaqs.com/console/snes/game/588436.html  (SNES)
    http://www.gamefaqs.com/portable/gbadvance/game/561559.html  (GBA)
    
    or on Mnrogar's Den, whenever it goes back up:
    
    http://www.mnrogar.com
    
    Please DON'T mistake the absence of an email address for me not wanting to
    be contacted!  I'm quite likely to see a message posted on a board I frequent.
    Just give it a clear title ("Funny..." and "Hlep me!@!" don't qualify), and
    I'll be chewing your ear off in no time. ;)
    
    I've been on GameFAQs for over seven years, and it's been up for almost twelve;
    neither of us is going anywhere.  (Impressive for the latter, plain sad for
    the former.)
    
    Conversely, a listed email address is *hardly* a sign of availability.  You
    just TRY contacting half the FAQ authors about their (abandoned) works, and
    tell me how many flips of the egg timer are made before you give up waiting
    for a response...
    
    For FF6/FF3us and SoE goods and a little commented Zelda 3 code, be sure to
    visit my website:
    
    http://www14.brinkster.com/assassin17/    OR
    http://assassin17.home.comcast.net/
    
    _______________________________________________________________________________
    
    This document is copyright (c) 2004-2008 Assassin.  No portion may be
    reproduced or retransmitted.  It may not be altered in any way.  It may not be
    printed and set afire, not even for survival purposes.  This document is
    intended solely for personal use; personal pleasure is purely optional, and is
    no way an obligation of the author.  Should the reader of this olde contract
    possesseth a Y chromosome, said pleasure is strictly prohibited.  Any site
    that wishes to publish the guide must first obtain express written permission
    from the author (see Section 11 for contact information).