|
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.
The bow lists silver arrow hits after a slash.
The boomerang and magic boomerang always have the same effect AFAIK.
Hits from the Staff of Somaria are from throwing a block or hitting with the projectiles from making one explode.
For enemy's damage, note that one of Link's hearts = 8hp, so 4hp 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 | ||||
|---|---|---|---|---|
|
Sword1 | 4hp | ||
| Sword2 | 2hp | |||
| Sword3 | 4hp | |||
| Sword4 | 8hp | |||
| Sword beams | 4hp | |||
| Behavior | Bow | 16hp / 100hp | ||
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 move side-by-side to the bottom, finally 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 | 1hp | ||
| Hookshot | null | |||
| Bomb | 4hp | |||
| Powder | null | |||
| Suggested tactics | Fire Rod | 8hp | ||
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? 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 | 8hp | ||
| Bombar | null | |||
| Ether | null | |||
| Shake | null | |||
| Hammer | 4hp | |||
| Somaria | 4hp | |||
| Byra | 4hp | |||
| Armos Knights - Last Survivor | ||||
|
Sword1 | 4hp | ||
| Sword2 | 2hp | |||
| Sword3 | 4hp | |||
| Sword4 | 8hp | |||
| Sword beams | 4hp | |||
| Behavior | Bow | 16hp / 100hp | ||
The last survivor turns red and recovers full health. From that point on, it abandons the original formation and instead leaps into the air, 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 | 1hp | ||
| Hookshot | null | |||
| Bomb | 4hp | |||
| Powder | null | |||
| Suggested tactics | Fire Rod | 8hp | ||
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. |
Ice Rod | 8hp | ||
| Bombar | null | |||
| Ether | null | |||
| Shake | null | |||
| Hammer | 4hp | |||
| Somaria | 4hp | |||
| Byra | 4hp | |||
| Lanmolas | ||||
|
Sword1 | 2hp | ||
| Sword2 | 2hp | |||
| Sword3 | 4hp | |||
| Sword4 | 8hp | |||
| Sword beams | 2hp | |||
| Behavior | Bow | 4hp / 100hp | ||
There are three of them. They burrow out of the ground, spreading 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 | 4hp | |||
| Powder | null | |||
| Suggested tactics | Fire Rod | 8hp | ||
Wait by the mounds and hit the Lanmolas when they pop up, avoiding the debris. Spin attacks make this go faster unless you have the starting or gold sword. 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, move around more to avoid or block the fireballs. The Bow is more worthwhile this time since a hit with a Silver Arrow means instant death. |
Ice Rod | 8hp | ||
| Bombar | null | |||
| Ether | null | |||
| Shake | null | |||
| Hammer | 4hp | |||
| Somaria | 2hp | |||
| Byra | 2hp | |||
| Moldorm | ||||
|
Sword1 | 2hp | ||
| Sword2 | 2hp | |||
| Sword3 | 4hp | |||
| Sword4 | 8hp | |||
| Sword Beams | null | |||
| Behavior | Bow | null / null | ||
Scurries around, apparently at random. When near death (2hp left), it speeds up. The rematch in Ganon's Tower is identical except for the 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, and 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 try not to. 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. |
Ice Rod | null | ||
| Bombar | null | |||
| Ether | null | |||
| Shake | null | |||
| Hammer | 4hp | |||
| Somaria | null | |||
| Byra | null | |||
| Agahnim | ||||
|
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: Agahnim turns to face Link except when casting the lightning bolt, which he never uses except when at top center. Note that moving to this location does not necessarily mean he will use the lightning bolt. |
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 all break up the homing ring of balls into smaller balls that hurt less and can be blocked with the second shield or better. More importantly, these items deflect the large energy balls, which will damage Agahnim (for 16hp) 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 bolt 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 - First Stage | ||||
|
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 is a tail whip. The other is a fireball spit. The fireball will split into three balls, each of which will spilt and fire diagonally after a brief pause. |
Boomerang | null | ||
| Hookshot | null | |||
| Bomb | 4hp | |||
| Powder | null | |||
| Suggested tactics | Fire Rod | null | ||
| Attack the mask with Bombs or the Hammer. The mask chips once it's under 48hp (i.e., after the first hit), chips further under 40hp, and breaks under 32hp. 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 to, and dodge his attacks, since the hard part comes next (see below). Since damage inflicted now carries over to the second stage, using Bombs has the added advantage of making the Helmasaur King start the second stage with 28hp instead of 31hp, since the first four Bombs will drop it to exactly 32hp, 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 | 1hp | |||
| Somaria | null | |||
| Byra | null | |||
| Helmasaur King - Second Stage | ||||
|
Sword1 | null | ||
| Sword2 | 4hp | |||
| Sword3 | 8hp | |||
| Sword4 | 16hp | |||
| Sword Beams | null | |||
| Behavior | Bow | 4hp / 100hp | ||
The good news is the mask is off, so it's vulnerable. The bad news is it's mad. It now moves much faster, 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 attack may be worthwhile, but only if you can dodge well. Even though the Hammer kills it quickly, 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. |
Ice Rod | null | ||
| Bombar | null | |||
| Ether | null | |||
| Shake | null | |||
| Hammer | 8hp | |||
| Somaria | null | |||
| Byra | null | |||
| Arrghus (fluffy blobs) | ||||
|
Sword1 | null | ||
| Sword2 | 4hp | |||
| Sword3 | 8hp | |||
| Sword4 | 16hp | |||
| Sword Beams | null | |||
| Behavior | Bow | null / 100hp | ||
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 | 4hp | |||
| Powder | null | |||
| Suggested tactics | Fire Rod | 8hp | ||
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, then 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 | 8hp | ||
| Bombar | null | |||
| Ether | null | |||
| Shake | null | |||
| Hammer | 8hp | |||
| Somaria | null | |||
| Byra | null | |||
| Arrghus (second phase) | ||||
|
Sword1 | null | ||
| Sword2 | 4hp | |||
| Sword3 | 8hp | |||
| Sword4 | 16hp | |||
| Sword Beams | null | |||
| Behavior | Bow | 4hp / 100hp | ||
Drops from the ceiling, trying to land on Link, despite its rather poor aim against a moving target. It then surfs around the room moving diagonally and bouncing off walls until hit. When 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 | 8hp | ||
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 | 8hp | ||
| Bombar | null | |||
| Ether | null | |||
| Shake | null | |||
| Hammer | 48hp | |||
| Somaria | null | |||
| Byra | null | |||
| Mothula | ||||
|
Sword1 | 2hp | ||
| Sword2 | 4hp | |||
| Sword3 | 8hp | |||
| Sword4 | null | |||
| Sword Beams | 2hp | |||
| Behavior | Bow | null / null | ||
Flutters around, occasionally stopping to fire three energy beams in a spread. The real problems are the moving floor and the spikes sliding around.... |
Boomerang | null | ||
| Hookshot | null | |||
| Bomb | null | |||
| Powder | null | |||
| Suggested tactics | Fire Rod | 4hp | ||
Dodge a lot, and hit it when you get a chance. The Fire Rod is probably your best bet, though sword swings are helpful when close enough, with the exception 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 gold 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. 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 | 8hp | |||
| Somaria | 2hp | |||
| Byra | 2hp | |||
| Blind | ||||
|
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 hurts. 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) | ||||
|
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 | 8hp | ||
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 | 64hp | |||
| Ether | null | |||
| Shake | null | |||
| Hammer | null | |||
| Somaria | null | |||
| Byra | null | |||
| Kholdstare (snowy eyeballs) | ||||
|
Sword1 | null | ||
| Sword2 | 4hp | |||
| Sword3 | 8hp | |||
| Sword4 | 16hp | |||
| 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 | 16hp | ||
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 the magic runs out, 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 to you. |
Ice Rod | null | ||
| Bombar | null | |||
| Ether | null | |||
| Shake | null | |||
| Hammer | 8hp | |||
| Somaria | null | |||
| Byra | null | |||
| Vitreous (small eyeballs) | ||||
|
Sword1 | null | ||
| Sword2 | 4hp | |||
| Sword3 | 8hp | |||
| Sword4 | 16hp | |||
| Sword Beams | null | |||
| Behavior | Bow | 16hp / 100hp | ||
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 bolt down the middle of the screen during this phase of the battle. |
Boomerang | null | ||
| Hookshot | null | |||
| Bomb | 4hp | |||
| 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 arrows don't work on it yet. Bombs don't work either, for what it's worth; only swords and the 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 | 8hp | |||
| Somaria | null | |||
| Byra | null | |||
| Vitreous (big eyeball) | ||||
|
Sword1 | null | ||
| Sword2 | 4hp | |||
| Sword3 | 8hp | |||
| Sword4 | 16hp | |||
| Sword Beams | null | |||
| Behavior | Bow | 16hp / 100hp | ||
Bounces toward Link, trying to hit him. |
Boomerang | null | ||
| Hookshot | null | |||
| Bomb | 4hp | |||
| Powder | null | |||
| Suggested tactics | Fire Rod | null | ||
It may have a lot of health, but it's too predictable to pose any real threat. You 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. 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 | 8hp | |||
| Somaria | null | |||
| Byra | null | |||
| Trinexx (ice head) | ||||
|
Sword1 | null | ||
| Sword2 | null or 4hp | |||
| Sword3 | null or 8hp | |||
| Sword4 | null or 16hp | |||
| 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 will occasionally lash out with its head. You can tell when this attack is coming because the tail will swing rapidly right before it. |
Boomerang | null | ||
| Hookshot | null | |||
| Bomb | null | |||
| Powder | null | |||
| Suggested tactics | Fire Rod | STUN or 4hp | ||
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 gold 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 this way, since you won't be slipping around. |
Ice Rod | null | ||
| Bombar | null | |||
| Ether | null | |||
| Shake | null | |||
| Hammer | null or 8hp | |||
| Somaria | null | |||
| Byra | null | |||
| Trinexx (fire head) | ||||
|
Sword1 | null | ||
| Sword2 | null or 4hp | |||
| Sword3 | null or 8hp | |||
| Sword4 | null or 16hp | |||
| Sword Beams | null | |||
| Behavior | Bow | null / null | ||
Swivels around on its neck, occasionally breathing fire. The main body will occasionally lash out with its head. You can tell when this attack is coming because the tail will swing rapidly right 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 gold 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 this way. |
Ice Rod | STUN or 4hp | ||
| Bombar | null | |||
| Ether | null | |||
| Shake | null | |||
| Hammer | null or 8hp | |||
| Somaria | null | |||
| Byra | null | |||
| Trinexx (body) | ||||
|
Sword1 | null | ||
| Sword2 | 4hp | |||
| Sword3 | 8hp | |||
| Sword4 | 16hp | |||
| Sword Beams | null | |||
| Behavior | Bow | null / null | ||
Continually lunges at Link. |
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 | 8hp | |||
| Somaria | null | |||
| Byra | null | |||
| Agahnim | ||||
|
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 into the fakes. However, a swung sword (even the starting one, if you cheat to have it), the Hammer, and the Bug-Catching Net (!) will all break up the homing ring of balls into smaller balls that hurt less and can be blocked with the second shield or better. More importantly, these weapons deflect the large energy balls, which damage Agahnim (for 16hp) 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 will hurt Agahnim just as much as his own, but only after you deflect them, and they're far more difficult 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 | 4hp or null | ||
| Sword4 | 8hp or null | |||
| Silver Arrows | null or 24hp | |||
| 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 invincible 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). |
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| 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 (64hp/48hp/24hp), Trident (32hp/24hp/16hp) |
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| Phase 2 | ||||
After falling to or below 208hp, Ganon resets to 208hp and switches attack patterns (and remains fixed at 208hp 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 (64hp/48hp/24hp), Fiery Thing (32hp/24hp/16hp) Fiery Bat (32hp/24hp/16hp) |
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| Phase 3 | ||||
After falling to or below 160hp, Ganon resets to 160hp and switches attack patterns again (and remains fixed at 160hp until starting his new attack, then suddenly drops to 100hp... 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 take damage), but that's no reason to stop hitting him. When hit, Ganon leaps into the air and stomps the ground, 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. The stomp will also briefly prevent Link from moving. When the final section of floor collapses, Ganon drops to 96hp and enters his final attack pattern. |
Attacks: Collision (64hp/48hp/24hp), Fiery Bat (no direct damage), Flames (16hp/16hp/16hp), Jump (damages floor) |
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| Phase 4 | ||||
Ganon starts this phase at 96hp, and is still immune to sword damage. Soon after the floor is done collapsing, the torches go out and he becomes invisible. Ganon will continue to teleport around the room, and upon stopping, will fire 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. When the torches go out, he becomes invisible again, and you'll probably have to relight them several times before the battle is over. |
Attacks: Collision (64hp/48hp/24hp), Flaming Bat (16hp/16hp/16hp) |
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