Bosses from...

ゼルダの伝説:神々のトライフォース
The Legend of Zelda: Triforce of the Gods

Images are from the game... names are from the Internet when not named in game...

Sorry about the mess... basically, the effect for each weapon and item is listed.

Damage values are verified by using ZSnes's cheat search function to find the enemy's HP in memory and then watch as it changes. Testing involved extensive use of state save modification to get the items needed.

Sword damage works as shown in the table to the right. Note that since the spin attack does no additional damage when using the top sword, the only reason to use it when you have that sword is that it tends to hit twice when you have an enemy pinned against a wall or other obstacle.

The Hammer is usually identical to Sword3, but some enemies have a hardcoded check to react differently, so I've listed it as its own entry below.

Sword: Basic Master Tempered Golden
Normal attack: Sword1 Sword2 Sword3 Sword4
Spin attack: Sword2 Sword3 Sword4 Sword4
Stab attack:
(hit when charging spin)
Sword1 Sword1 Sword2 Sword3

Bow damage appears as [normal arrows / Silver Arrows].

The Boomerang and Magic Boomerang always have identical effects as far as I can tell.

Hits from the Staff of Somaria are from throwing a block or hitting with the projectiles from making one explode.

For enemy damage, note that one of Link's hearts = 8 HP, so 4 HP damage (for example) is 1/2 heart. If only one value is listed, it was tested with no armor. Otherwise, the damages listed are [damage with no armor / damage with Blue Tunic / damage with Red Tunic].


All testing performed in the NA version.


Armos Knights (first stage)
 HP: 48 (each)
Attacks:
Collision (4 HP)
Sword1 4 HP
Sword2 2 HP
Sword3 4 HP
Sword4 8 HP
Sword beams 4 HP
Behavior Bow 16 HP / 100 HP

There are six of them. They come to life shortly after Link enters and start by bouncing around in a circular formation. After circling for a while, the ring closes, then expands again. They then line up at the top of the room and advance to the bottom, side-by-side, before returning to the circle. This patten repeats indefinitely. If any are killed, the remaining ones maintain formation as though any missing ones were still there.

The last survivor will change behavior; see below.

The Armos Knights are identical in the rematch in Ganon's Tower. The only complication is the slippery floor.

Boomerang 1 HP
Hookshot null
Bomb 4 HP
Powder null
Suggested tactics Fire Rod 8 HP

Pick them off one by one with arrows. This is particularly easy if you stay in the lower corners and shoot the ones on the sides of the ring, and if you take advantage of their sweep of the room to shoot straight at them from below. The sword works too, and so does the Boomerang, but considering how much worse the damage is, why bother?

Despite their size, they're easy to hit away, so don't worry too much about getting run into.

The sword attacks don't inflict damage in the usual pattern. Apparently, the designers decided to make the starting sword more effective than it ought to be.

Use Silver Arrows in the rematch to make short work of them.

Ice Rod 8 HP
Bombar null
Ether null
Shake null
Hammer 4 HP
Somaria 4 HP
Byra 4 HP
Armos Knights (last survivor)
 HP: 48
Attacks:
Collision (4 HP)
Sword1 4 HP
Sword2 2 HP
Sword3 4 HP
Sword4 8 HP
Sword beams 4 HP
Behavior Bow 16 HP / 100 HP

The last survivor turns red and recovers full health. From that point on, it abandons the original formation and instead leaps into the air, repeatedly trying to crush Link. It keeps jumping and falling for the remainder of the battle.

No changes in the rematch in Ganon's Tower except for the slippery floor.

Boomerang 1 HP
Hookshot null
Bomb 4 HP
Powder null
Suggested tactics Fire Rod 8 HP

Line up with it vertically and shoot off three arrows. As long as you're aligned properly, the arrows will hit even when it's in the air. Since it's so predictable, this may be even easier than the first five.

The sword and Boomerang work too, but you shouldn't need to use either one. Even with a few misses earlier, you should easily have the three arrows it takes to finish this.

Sword attack damage is again not in the usual pattern.

One Silver Arrow is all it takes in the rematch, so you shouldn't have any trouble there despite the icy floor.

Ice Rod 8 HP
Bombar null
Ether null
Shake null
Hammer 4 HP
Somaria 4 HP
Byra 4 HP
Lanmolas
 HP: 16 (each)
Attacks:
Collision (8 HP), Debris (4 HP)
Sword1 2 HP
Sword2 2 HP
Sword3 4 HP
Sword4 8 HP
Sword beams 2 HP
Behavior Bow 4 HP / 100 HP

There are three of them. They burrow out of the ground, spraying debris diagonally, and then burrow back into the ground. The last one to survive also shoots debris horizontally and vertically, but is otherwise the same, and even keeps any damage already taken.

The debris is unblockable, regardless of which shield Link has.

The rematch in Ganon's Tower adds a fireball shooter in the corner, but the enemy is otherwise identical.

Boomerang null
Hookshot null
Bomb 4 HP
Powder null
Suggested tactics Fire Rod 8 HP

Wait by the mounds and hit the Lanmolas when they pop up, avoiding the debris by not standing at a diagonal. Spin attacks make this go faster if you have the Master or Tempered sword, but don't bother otherwise.

For the last one, stand a little farther away, between the paths the projectiles will take, and rush in for a hit as soon as it's safe to do so. Spin attacks reduce mobility too much to be worthwhile, especially with the starting and gold swords, which inflict no extra damage with a spin attack anyway.

The Bow and Ice Rod work well, but only if you can hit consistently. I recommend sticking with the sword.

For the rematch, stay on the move to avoid or block the fireballs. The Bow is more worthwhile this time since a single Silver Arrow means instant death, instead of needing four regular arrows.

Ice Rod 8 HP
Bombar null
Ether null
Shake null
Hammer 4 HP
Somaria 2 HP
Byra 2 HP
Moldorm
 HP: 12
Attacks:
Collision (8 HP)
Sword1 2 HP
Sword2 2 HP
Sword3 4 HP
Sword4 8 HP
Sword Beams null
Behavior Bow null / null

Scurries around, apparently at random. When near death (2 HP left), it speeds up.

The rematch in Ganon's Tower is identical except for the different room layout.

Boomerang null / null
Hookshot null
Bomb null
Powder null
Suggested tactics Fire Rod null

Only the sword and Hammer will affect it, and only the tail tip is vulnerable. Even when you have the Hammer, it's too awkward, so just hit the tail with your sword until it dies. Don't bother trying spin attacks, especially since they inflict no extra damage if using the starting or gold sword.

If you fall off, you'll have to climb back up and start the battle over, so be careful of the edges. Note especially that hitting the head will knock you away, making it that much easier to fall off. Aim carefully.

The altered layout in the rematch may be a bit tricky, but if you've upgraded your sword at all, the boss will never speed up (its health never gets low enough without it dying), so that helps. If you can spare the energy cost, the Staff of Byra or Magic Manteau will let you walk through the head to easily hit the tail without getting knocked around.

Ice Rod null
Bombar null
Ether null
Shake null
Hammer 4 HP
Somaria null
Byra null
Agahnim
 HP: 96
Attacks:
Collision (8 HP), Shocking counter (8 HP), Energy ball (8 HP), Ring of balls (8 HP), Ball from broken ring (4 HP), Lightning (16 HP)
Sword1 Special
Sword2 Special
Sword3 Special
Sword4 Special
Sword Beams null
Behavior Bow null

Agahnim teleports randomly around the room, using one of three attacks after charging up briefly when he materializes: One is a large ball of energy that flies in a straight line toward Link, one is a homing ring of balls that curves to follow Link, and one is a lightning discharge that covers most of the screen except the top corners.

Agahnim turns to face Link except when casting the lightning spell, which he never uses except when at top center. However, note that moving to this location does not necessarily mean he will use the lightning.

Boomerang null
Hookshot null
Bomb null
Powder null
Suggested tactics Fire Rod null

Agahnim is immune to all weapons, and trying to strike him with any melee weapon will shock and damage Link. However, a swung sword (even the starting one, if you cheat to have it), the Hammer, and the Bug-Catching Net (!) will affect his attacks other than the lightning discharge. They break up the homing ring of balls into smaller balls that hurt less and can be blocked with the second shield or better, but more importantly, these items deflect the large energy balls, which will then damage Agahnim (for 16 HP) if they hit him.

Stand at a moderate distance to his left or right when he readies either of the first two attacks, and hit it with your preferred method when it comes at you. The sword is probably the easiest to aim with, but note that Link keeps his shield up when using the Net, which is helpful against the homing ring.

Avoid the lightning by standing in either top corner. This attack is easily spotted because Agahnim does not turn to face Link when casting it.

Agahnim gives up after taking six hits.

Ice Rod null
Bombar null
Ether null
Shake null
Hammer Special
Somaria null
Byra null
Helmasaur King (mask on)
 HP: 48
Attacks:
Collision (16 HP), Fireballs (16 HP), Tail whip (16 HP)
Sword1 null
Sword2 null
Sword3 null
Sword4 null
Sword Beams null
Behavior Bow null

It moves slowly around the room, apparently at random but never all the way down, and stops occasionally to attack. There are two attacks. One attack is a tail whip, and the other is a fireball spit. The fireball splits into three balls, each of which will spilts and fire diagonally after a brief pause.

Boomerang null
Hookshot null
Bomb 4 HP
Powder null
Suggested tactics Fire Rod null

Attack the mask with Bombs or the Hammer. The mask chips once it's under 48 HP (i.e., after the first hit), chips further under 40 HP, and breaks under 32 HP.

Personally, I suggest using Bombs (place them near the mask when it's in the middle of the room). Do NOT throw the Bombs at it, as they'll bounce off the mask. Take all the time you need and make sure to dodge his attacks, since the hard part comes next (see below).

Damage inflicted now carries over to the second stage, so using Bombs has the added advantage of making the Helmasaur King start the second stage with 28 HP instead of 31 HP, since the first four Bombs will drop it to exactly 32 HP, which is just barely too little damage to break the mask, and the fifth Bomb still inflicts full damage.

The tail whip attack is easily dodged by standing near its face when the tail starts moving faster. The fireballs shoot off diagonally, so avoid standing on a diagonal from any of them.

Ice Rod null
Bombar null
Ether null
Shake null
Hammer 1 HP
Somaria null
Byra null
Helmasaur King (mask off)
 HP: Whatever's left after the first stage
Attacks:
Same as above, but more frequent
Sword1 null
Sword2 4 HP
Sword3 8 HP
Sword4 16 HP
Sword Beams null
Behavior Bow 4 HP / 100 HP

The good news is the mask is off, so it's vulnerable. The bad news is it's mad. It now moves much more quickly, attacks more often, and often combines the two attacks. Other than that, the attack pattern is the same as before.

Boomerang null
Hookshot null
Bomb null
Powder null
Suggested tactics Fire Rod null

Hit the jewel in its forehead with your sword or arrows whenever you get a chance between dodging attacks.

I find that the sword is easier to land hits with, but the arrows are safer. Spin attacks may be worthwhile, but only if you can dodge well. Even though the Hammer is very effective, getting close enough to hit without actually running into the boss is more trouble than it's worth.

Dodging attacks is much more difficult now since they come more quickly, and the two attacks often come at the same time. Focus on finishing the battle quickly.

Ice Rod null
Bombar null
Ether null
Shake null
Hammer 8 HP
Somaria null
Byra null
Arrghus (fluffy blobs)
 HP: 8 (each)
Attacks:
Collision (16 HP), Fluff spin (16 HP)
Sword1 null
Sword2 4 HP
Sword3 8 HP
Sword4 16 HP
Sword Beams null
Behavior Bow null / 100 HP

Slowly drifts around the room in Link's general direction. It occasionally stops and whirls the fluffy blobs around in a moderately large circle.

Boomerang null
Hookshot PULL
Bomb 4 HP
Powder null
Suggested tactics Fire Rod 8 HP

Nothing has any effect until Link pulls a blob off with the Hookshot. The blob will slowly drift back to Arrghus, but is vulnerable until it returns. Kill all the blobs to advance to the next stage of the battle.

If using the Master Sword, charge for a spin attack, use the Hookshot while still holding B, then release B while the Hookshot is out. Link will use the spin attack as soon as the Hookshot returns, which ensures that the blob is hit and dies immediately. If you've gone ahead and tempered the sword, a normal swing works just as well, so there's no need to charge up first.

Ice Rod 8 HP
Bombar null
Ether null
Shake null
Hammer 8 HP
Somaria null
Byra null
Arrghus (main body)
 HP: 32
Attacks:
Collision (16 HP)
Sword1 null
Sword2 4 HP
Sword3 8 HP
Sword4 16 HP
Sword Beams null
Behavior Bow 4 HP / 100 HP

Drops from the ceiling, trying to land on Link, despite its poor aim against a moving target. It then surfs around the room moving diagonally and bouncing off walls until hit. Once hit, it jumps back to the ceiling, then drops again and resumes surfing around.

Boomerang null
Hookshot null
Bomb null
Powder null
Suggested tactics Fire Rod 8 HP

Dodge when it falls, which should be easy enough if you do anything besides standing still, then hit it with your sword. Repeat as necessary.

If you're good at tracking its movement, you might as well use spin attacks to take it down twice as fast.

The quick diagonal movements make ranged attacks miss easily. However, if you manage to get it against a wall and spam attacks with any ranged weapon that damages it, it's possible to get in more than one hit before it leaps away. It's even possible to kill it all at once with the Ice Rod if you stand close enough and shoot fast enough, but it's rather difficult to pull off.

Ice Rod 8 HP
Bombar null
Ether null
Shake null
Hammer 8 HP
Somaria null
Byra null
Mothula
 HP: 32
Attacks:
Collision (16 HP), Beams (16 HP), Spikes (8 HP)
Sword1 2 HP
Sword2 4 HP
Sword3 8 HP
Sword4 null
Sword Beams 2 HP
Behavior Bow null / null

Flutters around, occasionally stopping to fire a spread of three energy beams. The real problems are the moving floor and the spikes sliding around...

Boomerang null
Hookshot null
Bomb null
Powder null
Suggested tactics Fire Rod 4 HP

Dodge, dodge, and dodge, attacking when you get the chance. The Fire Rod is probably your best bet, though sword swings help at close range, with the exception noted below. The Hammer works well, too, if you can manage to hit.

For some odd reason, spin attacks with the Tempered sword, and both spin and normal attacks with the Golden sword, have no effect, so don't use those. It's possible that they accidentally nulled the wrong attack—normally it's the Sword1 attack that Dark World bosses are immune to.

Interestingly, Mothula is also vulnerable to bees. Bringing some may prove useful.

I'm not sure why, but sometimes Mothula doesn't take damage even when hit with a weapon that ought to inflict damage. There doesn't seem to be any pattern to it or reason for it, but the Fire Rod never gave me any problems.

If you happen to be cheating to have infinite magic, the Staff of Byra works great ;-)   ...even if not, it might be a decent way to rack up some damage, but your magic likely won't hold out long enough for the kill.

Ice Rod null
Bombar null
Ether null
Shake null
Hammer 8 HP
Somaria 2 HP
Byra 2 HP
Blind
 HP: N/A
Attacks:
Collision (16 HP), Fireball (8 HP), Laser (16 HP)
Sword1 HURT
Sword2 HURT
Sword3 HURT
Sword4 HURT
Sword Beams HURT
Behavior Bow null / null

Floats back and forth across the top or bottom of the room, periodically firing a laser beam with little or no aim. Every four lasers, he switches to the other side of the room. Blind will spew small fireballs in various directions for several seconds every time he takes damage.

After three hits, the head flies off on its own and regularly fires small fireballs in various directions, though not as quickly as when attached and provoked, and Blind then grows a second head after a delay. After three more hits, the second head does the same, and Blind grows a third head after a delay.

Boomerang null
Hookshot null
Bomb null
Powder null
Suggested tactics Fire Rod null

Instead of having hit points like a normal boss, Blind keeps track of how many times you hit him with a weapon that has any effect. When the counter reaches three, the counter resets to zero. When the counter resets, a head flies off unless there are already two, in which case Blind dies instead.

Since all effective weapons are equally effective, hit with whatever you like using. Sword beams are ideal if you're at full health, but the attacks are nearly impossible to dodge once there are two heads flying around.

My favorite tactic is to use the Staff of Byra and walk into him. The best part is that he can't hurt you while it's active. Switch it off to conserve magic power while waiting for the second and third heads to grow. If you have the magic upgrade, it's easy enough to finish the battle with full health and magic to spare.

Ice Rod null
Bombar null
Ether null
Shake null
Hammer HURT
Somaria HURT
Byra HURT
Kholdstare (frozen shell)
 HP: 64
Attacks:
Snowball (16 HP / 8 HP / 4 HP)
Sword1 null
Sword2 null
Sword3 null
Sword4 null
Sword Beams null
Behavior Bow null / null

Sits there and watches Link. No, really, that's all it does. Snowballs will occasionally fall from the ceiling and split into four fragments upon landing that fly out in either a + or a × shape.

Boomerang null
Hookshot null
Bomb null
Powder null
Suggested tactics Fire Rod 8 HP

If you have Bombar (and you should), use it. A single use destroys the shell. Otherwise, you'll have to get in eight shots with the Fire Rod, and that takes four times the magic (assuming no misses), plus you'll have to dodge snowballs the whole time.

Ice Rod null
Bombar 64 HP
Ether null
Shake null
Hammer null
Somaria null
Byra null
Kholdstare (snowy eyeballs)
 HP: 64 (each)
Attacks:
Collision (32 HP / 24 HP / 16 HP),
Snowball (16 HP / 8 HP / 4 HP)
Sword1 null
Sword2 4 HP
Sword3 8 HP
Sword4 16 HP
Sword Beams null
Behavior Bow null / null

Each eye slides independently around the room, apparently at random, pausing for a few moments between each slide. Snowballs continue to fall as before.

Boomerang null
Hookshot null
Bomb null
Powder null
Suggested tactics Fire Rod 16 HP

Use the Fire Rod as long as you have the magic to use it. It's quick, it hurts, it works at a safe distance, and it can even hit more than one if they're grouped together. If your magic runs out, and you can't or don't want to replenish it, finish them with your sword. Spin attacks are probably not worth the effort, since the snowballs are likely to disrupt the charge.

However you attack, avoid running into the eyeballs. They hurt, even with the Blue Tunic. Your sword will knock them away, so swing at any that get too close.

Ice Rod null
Bombar null
Ether null
Shake null
Hammer 8 HP
Somaria null
Byra null
Vitreous (small eyeballs)
 HP: 48 (each)
Attacks:
Collision (32 HP / 24 HP / 16 HP),
Lightning (16 HP / 16 HP / 16 HP)
Sword1 null
Sword2 4 HP
Sword3 8 HP
Sword4 16 HP
Sword Beams null
Behavior Bow 16 HP / 100 HP

The smaller eyeballs float out of the slime, fly to where Link was when they left, and then return and sit still for a while before repeating. They launch often enough that several will be in the air at once.

The large eyeball will periodically rise partway out of the slime and fire a lightning discharge down the middle of the screen during this phase of the battle.

Boomerang null
Hookshot null
Bomb 4 HP
Powder null
Suggested tactics Fire Rod null

Stand in a corner to avoid the lightning, face toward the middle of the room as much as possible, and swing your sword like crazy. This should keep the eyeballs from getting close enough to hit, most of the time, and will also kill them fairly quickly.

You can also try dodging around the room, but expect this to take longer. The small eyeballs are still vulnerable when not moving, so feel free to fire some arrows or toss in a few Bombs.

It's technically possible to damage and even kill the big eyeball when it sticks up, but it's far easier just to kill the little ones and make the big one come to you, especially since neither arrows nor Bombs work on it yet. Only the sword and Hammer can damage it at this point, inflicting the damage listed below.

Stepping in the slime hurts. Don't do it.

Ice Rod null
Bombar null
Ether null
Shake null
Hammer 8 HP
Somaria null
Byra null
Vitreous (big eyeball)
 HP: 128
Attacks:
Collision (32 HP / 24 HP / 16 HP)
Sword1 null
Sword2 4 HP
Sword3 8 HP
Sword4 16 HP
Sword Beams null
Behavior Bow 16 HP / 100 HP

Bounces toward Link, trying to hit him.

Boomerang null
Hookshot null
Bomb 4 HP
Powder null
Suggested tactics Fire Rod null

It may have a lot of health, but it's too predictable to pose any real threat. Your sword will work, but arrows kill it faster than anything else. Line up and start shooting as soon as it comes out. Since every hit knocks it away, you shouldn't take any damage in this phase. Eight arrows is more than it usually takes to kill something, but there's no reason not to have plenty ot spare.

Stepping in the slime still hurts. Don't do it.

This is only trivia, since you can't have the Silver Arrows in this fight without cheating, but... With the exception of Ganon himself, this is the only boss, and probably the only creature, in the entire game that takes damage from Silver Arrows, yet can survive a hit.

Ice Rod null
Bombar null
Ether null
Shake null
Hammer 8 HP
Somaria null
Byra null
Trinexx (ice head)
 HP: 40
Attacks:
Collision (32 HP / 24 HP / 16 HP),
Ice breath (freezes floor, no damage)
Sword1 null
Sword2 null or 4 HP
Sword3 null or 8 HP
Sword4 null or 16 HP
Sword Beams null
Behavior Bow null / null

Swivels around on its neck, occasionally breathing ice. The ice breath will leave the floor frozen and slippery where it hits, and this lasts for the remainder of the battle.

The main body occasionally lashes out with its head. You can tell when this attack is coming because the tail will swing rapidly just before it.

Boomerang null
Hookshot null
Bomb null
Powder null
Suggested tactics Fire Rod STUN or 4 HP

The Fire Rod will stun this head; it only takes damage when stunned. Since the Fire Rod leaves a lingering flame where it hits, you'll usually inflict some damage when stunning as a bonus.

Move in close, hit it with the Fire Rod to stun it, then get in as many hits as you can with your sword. Hopefully you've upgraded to the Golden sword by now; if so, you'll only need three hits. Don't use the Fire Rod to attack, since it wastes magic and doesn't hurt very much.

Kill this head first to keep it from freezing the floor. The battle should be less trouble that way, since you won't be slipping around.

Ice Rod null
Bombar null
Ether null
Shake null
Hammer null or 8 HP
Somaria null
Byra null
Trinexx (fire head)
 HP: 40
Attacks:
Collision (32 HP / 24 HP / 16 HP),
Fire breath (16 HP / 16 HP / 16 HP)
Sword1 null
Sword2 null or 4 HP
Sword3 null or 8 HP
Sword4 null or 16 HP
Sword Beams null
Behavior Bow null / null

Swivels around on its neck, occasionally breathing fire.

The main body occasionally lashes out with its head. You can tell when this attack is coming because the tail will swing rapidly just before it.

Boomerang null
Hookshot null
Bomb null
Powder null
Suggested tactics Fire Rod null

The Ice Rod will stun this head; it only takes damage when stunned.

Move in close, hit it with the Ice Rod to stun it, then get in as many hits as you can with your sword. Hopefully you've upgraded to the Golden sword by now; if so, you'll only need three hits. Don't use the Ice Rod to attack, since it wastes magic and doesn't hurt very much.

Wait on killing this head until after beating the ice head, which tends to freeze the floor. The battle should be less trouble that way.

Ice Rod STUN or 4 HP
Bombar null
Ether null
Shake null
Hammer null or 8 HP
Somaria null
Byra null
Trinexx (body)
 HP: 40
Attacks:
Collision with head (32 HP / 24 HP / 16 HP),
Collision with tail (8 HP / 8 HP / 8 HP)
Sword1 null
Sword2 4 HP
Sword3 8 HP
Sword4 16 HP
Sword Beams null
Behavior Bow null / null

Continually lunges at Link, with a strong tendency to overshoot.

Boomerang null
Hookshot null
Bomb null
Powder null
Suggested tactics Fire Rod null

The flashing middle segment is the vulnerable point. Dodge the head, circle around, and swing your sword at the middle. Repeat as needed.

You sword will bounce off the head, so avoid hitting that.

If you can't avoid taking hits, at least avoid getting hit by the head. The tail hurts far less.

Ice Rod null
Bombar null
Ether null
Shake null
Hammer 8 HP
Somaria null
Byra null
Agahnim
 HP: 96
Attacks:
Collision (8 HP / 8 HP / 8 HP),
Shocking counter (8 HP / 8 HP / 8 HP),
Energy ball (8 HP / 8 HP / 8 HP),
Ring of balls (8 HP / 8 HP / 8 HP),
Ball from broken ring (4 HP / HP / HP)
Sword1 Special
Sword2 Special
Sword3 Special
Sword4 Special
Sword Beams null
Behavior Bow null / null

Agahnim and the two fakes he spawns off at the beginning of the battle teleport randomly around the room, attacking after a brief charge time when they materialize. The fakes are transparent, making them easy to distinguish, but their attacks are just as real as his.

The real Agahnim uses the large energy ball and the ring of energy balls that he used in the previous battle, but does not use the lightning attack any more. The two fakes use only the large energy ball.

Boomerang null
Hookshot null
Bomb null
Powder null
Suggested tactics Fire Rod null

Agahnim is immune to all weapons, and trying to strike him with any melee weapon will shock and damage Link, though it's safe to swing at and even walk through the fakes.

However, a swung sword (even the starting one, if you cheat to have it), the Hammer, and the Bug-Catching Net (!) will affect their attacks. They break up the homing ring of balls into smaller balls that hurt less and can be blocked with the second shield or better, but more importantly, these items deflect the large energy balls, which will then damage Agahnim (for 16 HP) if they hit him.

Fight him as before, but be careful of the fakes, since all three will be shooting at you. On the plus side, energy balls from the fakes hurt Agahnim just as much as his own, but only after you deflect them, and they're much harder to aim.

Agahnim falls after taking six hits.

Ice Rod null
Bombar null
Ether null
Shake null
Hammer Special
Somaria null
Byra null
Ganon
 Sword3 4 HP or null
Sword4 8 HP or null
Silver Arrows null or 24 HP
Everything else null

Ganon is *immune* to normal attacks from the basic Master Sword. If you didn't at least get it tempered, you'll have to use spin attacks just to damage him. Ganon is, incidentally, also the only boss that is completely immune to all attacks from the starting sword.

Hmm... I seem to have forgotten to record how many hit points Ganon starts with... ought to do something about that... probably 240 or 255...

Also note that Ganon becomes temporarily invulnerable when switching attack modes, though he still appears to be taking damage, which gives him the illusion of having considerably more health than he actually does (especially if you spam attacks like I usually do).

Phase 1

Ganon teleports randomly around the room. When he stops, he pauses for a moment, then twirls his trident and throws it. The trident flies back to him when he appears again, and the attack repeats.

Dodge the trident and hit Ganon between his attacks. He'll move on to his next attack pattern soon enough.

Attacks:
Collision (64 HP / 48 HP / 24 HP),
Trident (32 HP / 24 HP / 16 HP)
Phase 2

After falling to or below 208 HP, Ganon resets to 208 HP and switches attack patterns (and remains fixed at 208 HP until he starts his new attack). Now, when he spins his trident, a ring of fiery things appears around him. The ring then expands until the radius is about half the room width, then contracts to its original size. The fiery things next turn into fiery bats one after another and swoop at Link. Ganon teleports elsewhere as they're doing this, and the attack repeats.

Ganon is most vulnerable while the ring is forming and immediately after it contracts. Since the ring is centered on his pitchfork, his right leg (which is left on the screen when he's facing down) sticks out beyond it and is easy to strike.

Attacks:
Collision (64 HP / 48 HP / 24 HP),
Fiery Thing (32 HP / 24 HP / 16 HP)
Fiery Bat (32 HP / 24 HP / 16 HP)
Phase 3

After falling to or below 160 HP, Ganon resets to 160 HP and switches attack patterns again (and remains fixed at 160 HP until starting his new attack, then suddenly drops to 100 HP... did they remove a phase at some point?). He now frequently teleports several times in a row without stopping, making it more difficult to track him. When he finally stops, he fires off a flaming bat that flies in an expanding clockwise spiral and periodically leaves behind flames that linger for several seconds. Ganon teleports again soon after launching the bat, and the attack repeats.

Ganon is immune to damage during this phase (he'll still flash when hit, but won't lose any health), but that's no reason to stop hitting him. When hit, Ganon leaps into the air and stomps the ground, briefly stunning Link and causing the floor along one wall to fall away. The jump will cancel Ganon's flaming bat attack if you hit him before he gets it off.

When the final section of floor collapses, Ganon drops to 96 HP and enters his final attack pattern.

Attacks:
Collision (64 HP / 48 HP / 24 HP),
Fiery Bat (no direct damage),
Flames (16 HP / 16 HP / 16 HP),
Jump (damages floor)
Phase 4

Ganon starts this phase at 96 HP, and is still immune to sword damage. Soon after the floor is done collapsing, the torches go out and he becomes invisible. Ganon continues to teleport around the room, and upon stopping, fires a flaming bat. He then teleports again and the attack repeats.

Relight the torches (use the Fire Rod for speed) to make him visible again, then hit him with your sword to stun him. While stunned, Ganon becomes vulnerable to Silver Arrows, so shoot one at him. It takes four shots to finish him off.

He turns invisible again when the torches go out. You may have to relight them several times before the battle is over.

Attacks:
Collision (64 HP / 48 HP / 24 HP),
Flaming Bat (16 HP / 16 HP / 16 HP)


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