Damage points:
Whip = 5 DP
Slash (Recruit) = 10DP (Lokomo)= 15DP
Jump Attack (Recruit) = 15DP (Lokomo) = 20DP
Spin attack (Recruit) = 20DP (Lokomo) = 25DP
Bombs (any other kind of explosion) 30DP
Arrow (Uncharged) = 15-25DP [not sure exact value] (Charged) = At least 30DP [not sure exact value].
Pots... Not tested yet.
Spears (from Marine temple) ... not tested yet.
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Another interesting glitch not done by me:
http://www.youtube.com/watch?v=xiEOnbNwRrQHow to get Phantom Zelda on the small movable block.
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During my test playthrough the first boss can be cleared in 2 cycles per form with the (weak) Recruit Sword.
7+6 normal slashes on the first form (The 7th hit is triggers Stagnox's 'wakeup' and damage is ignored).
6+6 normal slashes on the second form
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Since the Lokomo sword deals 15DP from normal slashes, it only takes 4 hits for the boss to react.
This means the boss does wakeup sooner when you deal at least 55* points of damage.
* I say 55 because a Bomb (30) + A Lokomo Sword Spin attack (25) deals 55 points of damage and the boss wakes up.
This is why normal slashes are more reliable to defeat the boss in 2 cycles
[Recruit] (10, 20, 30, 40,
50, 60)
[Lokomo] (15, 30,
45, 60)
Last edited 09 Jan 2010, 00:16 by Greenalink.