Gleeok

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This article has been transferred from the PureZC Wiki, and may need to be updated.

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

[edit] The Enemy

A popular boss in the form large multi-headed dragon. He can have only 1 head, or as much as four. There is an optional version of Gleeok -- Gleeok 2 -- which shoots waves of fire rather than fireballs. Gleeok 2's waves of fire can be blocked by the Mirror Shield, whereas the regular Gleeok's fireballs cannot be blocked at all. However, Gleeok 1's fireballs are much easier to avoid. If the Gleeok has two or more heads, each head will take a set amount of damage and then "die". When the head dies, it will fly around the screen and continue to shoot.

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

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

[edit] Enemy Properties

  • Misc1: The number of heads the Gleeok begins with.
  • Misc2: The HP of each attached head.
  • Misc3:
0: No special behavior
1: The enemy breathes a stream of projectiles instead of only firing one
  • Misc5: Length of the neck, in neck segments
  • Misc6: Tile to use for the neck segments. This value is treated as an offset that is added to the enemy's E. Tile.
  • Misc7: The tile offset of each addition neck tile, relative to the first.
  • Misc8: The tile used for an attached head, as an offset from the E. Tile.
  • Misc9: The tile used for a flying head, as an offset from the E. Tile.
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