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


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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 (and hits to win or advance to next phase).

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 almost always does no additional damage when using the top sword, the main 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.

* After looking through Assassin's Monster/Attack Stats Guide on Gamefaqs, I've found that the gold sword's spin attack does very rarely inflict a different amount of damage, but apparently the only enemy where this makes any difference is the bomb-throwing cyclops found, among other places, around the Dark World pyramid. It takes two normal swings of the gold sword to kill one, but only one spin attack.

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

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. These (along with the Staff of Byra's energy shield, bee stings, sword beams, and most thrown bushes) are normally identical to a Sword1 attack.

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.

On that note, throwing pots, stones, skulls, signs, frozen enemies, brown bushes as found on Lake Hylia's southern shoreline, or knockoff swords as found in the woods also normally has exactly the same effect as a Sword3 attack. Not bad!

Knocking enemies into spiked blocks appears to inflict the same damage as Sword4.

Enemy damage is now listed in hearts for convenience. When armor reduces damage, the format is: damage with no armor → damage with Blue Tunic → damage with Red Tunic. Some attacks are not affected by armor. (Internally, Link has hit points that are rendered as hearts at a rate of 8 HP = 1 heart. Damage only displays in increments of 4 HP. This is why some things may need to hit more than once for the damage to be visible, and sword beams sometimes work even after taking slight damage.)


All testing performed in the NA version.


Armos Knights (first stage)
Initial HP: 48 (each)  Attacks:
Collision (always ½ ♥)
basic sword 4 HP (12 hits)
master sword 2 HP (24 hits)
tempered master sword 4 HP (12 hits)
blessed master sword 8 HP (6 hits)
sword beams 4 HP (12 hits)
Behavior bow 16 HP (3 hits)

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, repeating indefinitely and ignoring any killed.

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.

silver arrows 100 HP (1 hit)
boomerang 1 HP (48 hits)
hookshot no effect
bombs 4 HP (12 hits)
Suggested tactics magical powder no effect

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

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. A small generosity in case you run out of Arrows?

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

Runners have found several speed kill strategies, which usually involve starting left of the top right knight, firing rightward several times, then moving to top left and advancing downward while firing rapidly. The point of all such tactics is to end with the trailing knight already having two Arrows worth of damage when the last two are taken down, so if executed correctly, there's too little time between their demise for either to get a chance to go berserk.

fire rod 8 HP (6 hits)
ice rod 8 HP (6 hits)
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer 4 HP (12 hits)
staff of somaria 4 HP (12 hits)
staff of byra 4 HP (12 hits)
Armos Knights (last survivor)
Initial HP: 48
(even if previously hurt)
 Attacks:
Collision (always ½ ♥)
basic sword 4 HP (12 hits)
master sword 2 HP (24 hits)
tempered master sword 4 HP (12 hits)
blessed master sword 8 HP (6 hits)
sword beams 4 HP (12 hits)
Behavior bow 16 HP (3 hits)

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.

silver arrows 100 HP (1 hit)
boomerang 1 HP (48 hits)
hookshot no effect
bombs 4 HP (12 hits)
Suggested tactics magical powder no effect

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 still 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.

If all goes well, a speedrunner will never get to this point. If they do anyway, though, there's really no improving on just lining up and pumping it full of Arrows. Failing that, numerous other weapons also work, just more slowly.

fire rod 8 HP (6 hits)
ice rod 8 HP (6 hits)
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer 4 HP (12 hits)
staff of somaria 4 HP (12 hits)
staff of byra 4 HP (12 hits)
Lanmolas
Initial HP: 16 (each)  Attacks:
Collision (always 1 ♥)
Debris (always ½ ♥)
basic sword 2 HP (8 hits)
master sword 2 HP (8 hits)
tempered master sword 4 HP (4 hits)
blessed master sword 8 HP (2 hits)
sword beams 2 HP (8 hits)
Behavior bow 4 HP (4 hits)

There are three of them. They burrow out of the ground, spraying debris diagonally, and then burrow back into the ground after flying a short distance. The last one to survive also shoots debris horizontally and vertically, but is otherwise the same, and even retains 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.

silver arrows 100 HP (1 hit)
boomerang no effect
hookshot no effect
bombs 4 HP (4 hits)
Suggested tactics magical powder no effect

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 increase damage 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 may 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.

The preferred strategy in randomizer runs seems to be combining Fire Rod shots with sword spins, assuming that's an option and Silver Arrows aren't, at least. The Ice Rod also works well but is harder to use.

fire rod 8 HP (2 hits)
ice rod 8 HP (2 hits)
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer 4 HP (4 hits)
staff of somaria 2 HP (8 hits)
staff of byra 2 HP (8 hits)
Moldorm
Initial HP: 12  Attacks:
Collision (1 ♥ → ½ ♥ → ¼ ♥)
basic sword 2 HP (6 hits)
master sword 2 HP (6 hits)
tempered master sword 4 HP (3 hits)
blessed master sword 8 HP (2 hits)
sword beams no effect
Behavior bow no effect

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.

silver arrows no effect
boomerang no effect
hookshot no effect
bombs no effect
Suggested tactics magical powder no effect

Only the sword and Hammer will affect it, and only the tail tip is vulnerable. Even when you have the Hammer, though, it's fairly awkward and may be more trouble than it's worth depending on your comfort level. Spin attacks reduce your mobility enough that they may not be worthwhile, 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. On the other hand, striking the head knocks you back far less than taking a hit, so you may be able to sort of fend it off with your sword if cornered.

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.

Some runners like to dash through it for their first hit when using stronger swords, then finish it off with a quick slash or a spin attack as appropriate. With a weaker sword, the Hammer's greater power makes it the preferable weapon.

If randomizing bosses, the randomizer also randomizes how many eyes Moldorm has, from 1 to 8.

fire rod no effect
ice rod no effect
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer 4 HP (3 hits)
staff of somaria no effect
staff of byra no effect
Agahnim
Initial HP: 96
(takes 6 hits)
 Attacks:
Collision (always 1 ♥)
Shocking counter (always 1 ♥)
Energy ball (always 1 ♥)
Ring of balls (always 1 ♥)
Ball from broken ring (always ½ ♥)
Lightning (always 2 ♥)
basic sword deflects magic
master sword deflects magic
tempered master sword deflects magic
blessed master sword deflects magic
sword beams no effect
Behavior bow no effect

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.

silver arrows no effect
boomerang no effect
hookshot no effect
bombs no effect
Suggested tactics magical powder no effect

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. Agahnim gives up after taking six hits.

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 can help a bit against the homing ring.

Avoid the lightning by standing in either top corner. This attack is easily to spot since Agahnim won't turn sideways.

In retrospect, this is the most laughably easy boss in the game. Charge up a sword spin, stand just out of reach to either side, and release when he's about to fire. This breaks up rings of blue balls harmlessly, and smacks the bigger energy balls right back into his face. Lather, rinse, repeat.

fire rod no effect
ice rod no effect
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer deflects magic
staff of somaria no effect
staff of byra no effect
bug-catching net deflects magic
Helmasaur King (mask on)
Initial HP: 48
(mask breaks at 31)
 Attacks:
Collision (2 ♥ → 1 ♥ → ½ ♥)
Fireballs (2 ♥ → 1 ♥ → ½ ♥)
Tail whip (2 ♥ → 1 ♥ → ½ ♥)
basic sword no effect
master sword no effect
tempered master sword no effect
blessed master sword no effect
sword beams no effect
Behavior bow no effect

It moves slowly around the room, apparently at random but never all the way down, and stops occasionally to use one of 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 split into pieces that fly off diagonally after a brief pause.

silver arrows no effect
boomerang no effect
hookshot no effect
bombs 4 HP (5 hits)
Suggested tactics fire rod no effect

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 its 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.

Speedrunnners favor the Hammer, often holding a sword charge to extend its range a bit and keep facing up.

magical powder no effect
ice rod no effect
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer 1 HP (17 hits)
staff of somaria no effect
staff of byra no effect
Helmasaur King (mask off)
Remaining HP: 28 to 31
(depending on first phase)
 Attacks:
Collision (2 ♥ → 1 ♥ → ½ ♥)
Fireballs (2 ♥ → 1 ♥ → ½ ♥)
Tail whip (2 ♥ → 1 ♥ → ½ ♥)
basic sword no effect
master sword 4 HP (7~8 hits)
tempered master sword 8 HP (4 hits)
blessed master sword 16 HP (2 hits)
sword beams no effect
Behavior bow 4 HP (7~8 hits)

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.

silver arrows 100 HP (1 hit)
boomerang no effect
hookshot no effect
bombs no effect
Suggested tactics magical powder no effect

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.

Even skilled speedrunners generally find the Hammer more trouble than it's worth. At this point, you'll mainly see Arrows and sword spins or slashes. Silver Arrows are always an advantage if available, of course.

fire rod no effect
ice rod no effect
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer 8 HP (4 hits)
staff of somaria no effect
staff of byra no effect
Arrghus (fluffy blobs)
Initial HP: 8 (each)  Attacks:
Collision (2 ♥ → 1 ♥ → ½ ♥)
Fluff spin (2 ♥ → 1 ♥ → ½ ♥)
basic sword no effect
master sword 4 HP (2 hits)
tempered master sword 8 HP (1 hit)
blessed master sword 16 HP (1 hit)
sword beams no effect
Behavior bow no effect

Floats around the room, periodically drifting in Link's general direction. After every few drifts, it stops and whirls the fluffy blobs around in a moderately large circle.

silver arrows 100 HP (1 hit)
boomerang no effect
hookshot pull off
bombs 4 HP (2 hits)
Suggested tactics magical powder no effect

Nothing has any effect until Link pulls a blob off with the Hookshot. The blob will slowly drift back to Arrghus, but changes color and is vulnerable to attack 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.

With careful movements, it's possible to have two or even three pulled off and vulnerable at the same time, and take them all out at once. A few times, I've even seen runners get up close to it and juggle Hookshot spam with... I think it's a sword charge and starting a dash...? to keep from losing the charge, killing off every last puff in rapid succession.

No sword? Then get ready for lots of menuing to swap between the Hookshot and a damaging weapon, preferably the Hammer.

fire rod 8 HP (1 hit)
ice rod 8 HP (1 hit)
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer 8 HP (1 hit)
staff of somaria no effect
staff of byra no effect
Arrghus (main body)
Initial HP: 32  Attacks:
Collision (2 ♥ → 1 ♥ → ½ ♥)
basic sword no effect
master sword 4 HP (8 hits)
tempered master sword 8 HP (4 hits)
blessed master sword 16 HP (2 hits)
sword beams no effect
Behavior bow 4 HP (8 hits)

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.

silver arrows 100 HP (1 hit)
boomerang no effect
hookshot no effect
bombs no effect
Suggested tactics magical powder no effect

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.

The preferred speedrunning strategy, assuming all the necessary items are at hand, seems to be baiting it toward the bottom right corner while facing down and charging a spin with the Tempered Sword or better, then hitting it with two quick Fire Rod shots and a spin attack for an almost instant kill. Or just shooting a Silver Arrow, if lucky enough to have those.

fire rod 8 HP (4 hits)
ice rod 8 HP (4 hits)
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer 8 HP (4 hits)
staff of somaria no effect
staff of byra no effect
Mothula
Initial HP: 32  Attacks:
Collision (2 ♥ → 1 ♥ → ½ ♥)
Beams (2 ♥ → 1 ♥ → ½ ♥)
Spikes (always 1 ♥)
basic sword 2 HP (16 hits)
master sword 4 HP (8 hits)
tempered master sword 8 HP (4 hits)
blessed master sword no effect
sword beams 2 HP (16 hits)
Behavior bow no effect

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

silver arrows no effect
boomerang no effect
hookshot no effect
bombs no effect
Suggested tactics magical powder no effect

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.

Oddly, Sword4 attacks 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. On the other hand, bees work. Bringing some may prove useful.

Sometimes Mothula doesn't take any damage even when struck with a weapon that ought to inflict some. This happens when it gets hit into the spikes. Knocking an enemy back into spike blocks replaces the attack's normal damage with spike damage, which appears to use Sword4 effectiveness—normally a good thing, but completely useless here!

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.

There's not much room for fancy strategies here. Just avoid the spikes and kill it as quickly as possible. The Randomizer also includes a patch that lets the Golden Sword inflict damage normally, so that's not a concern there.

If playing a Randomizer seed with boss shuffle, Mothula is trivial outside of its normal arena. On the other hand, most other bosses become more of a pain when appearing in the Skull Woods boss arena, though some suffer from glitchy reactions.

fire rod 4 HP (8 hits)
ice rod no effect
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer 8 HP (4 hits)
staff of somaria 2 HP (16 hits)
staff of byra 2 HP (16 hits)
bees 2 HP (16 hits)
Blind
Initial HP: Special
(takes 9 hits)
 Attacks:
Collision (2 ♥ → 1 ♥ → ½ ♥)
Laser (2 ♥ → 1 ♥ → ½ ♥)
Fireball (always 1 ♥)
basic sword damage
master sword damage
tempered master sword damage
blessed master sword damage
sword beams damage
Behavior bow no effect

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 wildly for several seconds each 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. The third head is the last one.

silver arrows no effect
boomerang no effect
hookshot no effect
bombs no effect
Suggested tactics magical powder no effect

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, use whatever you're most comfortable with. Sword beams are ideal if you're at full health, but the attacks become increasingly difficult to dodge with more heads flying around, so that isn't likely to last.

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.

Speedrunners have found that this fight is effectively scripted, in that if you execute a specific series of actions cleanly (starting with a downward-facing poke to the head as soon as Blind manifests), you'll always win in the minimum possible time and without taking any damage. If things go off script, either staff helps with improvising.

fire rod no effect
ice rod no effect
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer damage
staff of somaria damage
staff of byra damage
Kholdstare (frozen shell)
Initial HP: 64  Attacks:
Snowball (2 ♥ → 1 ♥ → ½ ♥)
basic sword no effect
master sword no effect
tempered master sword no effect
blessed master sword no effect
sword beams no effect
Behavior bow no effect

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

silver arrows no effect
boomerang no effect
hookshot no effect
bombs no effect
Suggested tactics magical powder no effect

If you have Bombar (and in a regular playthrough, you should), just use it. A single blast 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.

Unless trying to conserve magic, speedrunners tend to spam Fire Rod shots, since it's somewhat quicker. Without the half magic upgrade, this uses up the entire magic meter, so when short on magic, runners sometimes use the Fire Rod double glitch to make other projectiles (most often sword beams) count for some of the Fire Rod hits.

fire rod 8 HP (8 hits)
ice rod no effect
bombar medal 64 HP (1 hit)
ether medal no effect
shake medal no effect
magic hammer no effect
staff of somaria no effect
staff of byra no effect
Kholdstare (snowy eyeballs)
Initial HP: 64 (each)  Attacks:
Collision (4 ♥ → 3 ♥ → 2 ♥)
Snowball (2 ♥ → 1 ♥ → ½ ♥)
basic sword no effect
master sword 4 HP (16 hits)
tempered master sword 8 HP (8 hits)
blessed master sword 16 HP (4 hits)
sword beams no effect
Behavior bow no effect

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

silver arrows no effect
boomerang no effect
hookshot no effect
bombs no effect
Suggested tactics magical powder no effect

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 may not be worth the effort, since falling snowballs can easily disrupt the charge.

However you attack, avoid running into the eyeballs. They hurt more than previous bosses, even with the Blue Tunic found in this dungeon. Your sword will knock them away, so swing at any that get too close.

With good timing, it's possible to knock the eyeballs into a corner as soon as they become vulnerable and pretty much keep them pinned there for the rest of the fight. This speeds things up, for obvious reasons.

fire rod 16 HP (4 hits)
ice rod no effect
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer 8 HP (8 hits)
staff of somaria no effect
staff of byra no effect
Vitreous (small eyeball phase)
Initial HP: 48 (each)  Attacks:
Collision (4 ♥ → 3 ♥ → 2 ♥)
Lightning (always 2 ♥)
basic sword no effect
master sword 4 HP (12 hits)
tempered master sword 8 HP (6 hits)
blessed master sword 16 HP (3 hits)
sword beams no effect
Behavior bow 16 HP (3 hits)

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 cycle in a set sequence, with little enough time between launches that several will be in the air at once.

At the end of each cycle, the large eyeball rises partway out of the slime and fires a lightning discharge down the middle of the screen. As more small eyeballs die, cycles go by more quickly, and the lightning comes more often.

silver arrows 100 HP (1 hit)
boomerang no effect
hookshot no effect
bombs 4 HP (12 hits)
Suggested tactics magical powder no effect

Stand in a corner to avoid the lightning, face toward the middle of the room as much as possible, and swing your sword frantically. 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. Then again, it hurts less than getting hit directly...

So maybe go for it, if you have health to spare or the the Magic Manteau. They can't stand up to a focused assault for long, and slashing rapidly even slows the cape's magic drain. If fighting from a distance, Arrows work well, and Bombs can help a little.

fire rod no effect
ice rod no effect
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer 8 HP (6 hits)
staff of somaria no effect
staff of byra no effect
Vitreous (big eyeball)
Initial HP: 128
(any damage inflicted in the
first phase counts against this)
 Attacks:
Collision (4 ♥ → 3 ♥ → 2 ♥)
basic sword no effect
master sword 4 HP (32 hits)
tempered master sword 8 HP (16 hits)
blessed master sword 16 HP (8 hits)
sword beams no effect
Behavior bow 16 HP (8 hits)

Bounces toward Link, trying to hit him.

silver arrows 100 HP (2 hits)
boomerang no effect
hookshot no effect
bombs 4 HP (32 hits)
Suggested tactics magical powder no effect

It may have a lot of health, but it's too predictable to pose much of a threat. Arrows kill it faster than anything else, though your sword works, too, in a pinch. 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 little reason not to have plenty to spare, unless you were heavily relying on them to take out the small eyeballs.

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

This is a moot point in a normal playthrough, since you can't have the Silver Arrows in this fight with the standard item and boss placements... but with the exception of Ganon himself, this is the only boss in the entire game, and one of very few creatures, that takes damage from Silver Arrows, yet can survive a hit.

Things don't change much in a Randomizer run unless you have Silver Arrows already (which makes the fight completely trivial) or haven't found a Bow at all (which makes it considerably more challenging). That bouncing actually makes the eyeball fairly difficult to track well enough to reliably land hits without taking hits, particularly if trying to use the Hammer.

fire rod no effect
ice rod no effect
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer 8 HP (16 hits)
staff of somaria no effect
staff of byra no effect
Trinexx (ice head)
Initial HP: 40
* only takes damage when
stunned by the Fire Rod
 Attacks:
Collision (4 ♥ → 3 ♥ → 2 ♥)
Ice breath (freezes floor only)
basic sword no effect
master sword 4 HP (10 hits) *
tempered master sword 8 HP (5 hits) *
blessed master sword 16 HP (3 hits) *
sword beams no effect
Behavior bow no effect

Shifts 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 periodically lashes out with its center head, aiming directly at Link, during this phase. You can tell when this attack is coming by the tail swinging rapidly just before it.

silver arrows no effect
boomerang no effect
hookshot no effect
bombs no effect
Suggested tactics magical powder no effect

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 may 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. You should generally avoid using the Fire Rod to attack, since it consumes magic fairly quickly and causes relatively little damage.

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.

Speedrunners seem to prefer killing the other head first, probably just because it activates sooner.

If playing a Randomizer seed with bosses randomized, note that Trinexx can only freeze the floor when in the Turtle Rock boss arena. Something in the room's setup is necessary for that to work, and the ice breath has no effect anywhere else.

fire rod 4 HP (10 hits) *
ice rod no effect
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer 8 HP (5 hits) *
staff of somaria no effect
staff of byra no effect
Trinexx (fire head)
Initial HP: 40
* only takes damage when
stunned by the Ice Rod
 Attacks:
Collision (4 ♥ → 3 ♥ → 2 ♥)
Fire breath (always 2 ♥)
basic sword no effect
master sword 4 HP (10 hits) *
tempered master sword 8 HP (5 hits) *
blessed master sword 16 HP (3 hits) *
sword beams no effect
Behavior bow no effect

Shifts around on its neck, occasionally breathing fire. The flames linger for a few seconds before fading away.

The main body periodically lashes out with its center head, aiming directly at Link, during this phase. You can tell when this attack is coming by the tail swinging rapidly just before it.

silver arrows no effect
boomerang no effect
hookshot no effect
bombs no effect
Suggested tactics magical powder no effect

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 (the only thing in the entire game the Ice Rod is required for), 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. You should generally avoid using the Ice Rod to attack, since it consumes magic fairly quickly and causes relatively little damage.

Save this head for after beating the ice head, which tends to freeze the floor. The battle should be less trouble that way.

As noted above, speedrunners tend to kill this head first. Some even dash up behind the shell to stun it before it gets a chance to move out of its starting position.

Also, since you can't open the menu while either head is exploding, it's customary to save a bit of time by keeping track of damage and switching rods just before finishing one head off. With flawless execution and the Golden Sword, it's even possible, if only barely, to take out both heads too quickly for the main head to lunge even once (this is called a zero-cycle kill).

fire rod no effect
ice rod 4 HP (10 hits) *
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer 8 HP (5 hits) *
staff of somaria no effect
staff of byra no effect
Trinexx (body)
Initial HP: 40  Attacks: Collision (4 ♥ → 3 ♥ → 2 ♥)
Collision with tail (always 1 ♥)
basic sword no effect
master sword 4 HP
tempered master sword 8 HP
blessed master sword 16 HP
sword beams no effect
Behavior bow no effect

Once the fire and ice heads are destroyed, the main body retracts into its shell, which also explodes. From the shell emerges this snakelike remnant, which charges straight down to the south wall, then left to the west wall, then starts moving up that wall. At this point, its middle segment begins flashing, and from then on, the head continually lunges at Link for the rest of the battle, with a strong tendency to overshoot if it misses.

boomerang no effect
hookshot no effect
bombs no effect
magical powder no effect
Suggested tactics fire rod no effect

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

You sword will bounce off the head once it starts tracking you, so avoid hitting that.

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

It turns out that the head is vulnerable to attack up until the middle segment begins flashing. Speedrunners will typically get in a spin attack as soon as it comes out of its shell, then finish it off before it starts meaningfully attacking.

It's often said that having the Golden Sword helps more against this boss than any other, mainly for three-hitting the heads.

ice rod no effect
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer 8 HP
staff of somaria no effect
staff of byra no effect
Agahnim
Initial HP: 96
(takes 6 hits)
 Attacks:
Collision (always 1 ♥)
Shocking counter (always 1 ♥)
Energy ball (always 1 ♥)
Ring of balls (always 1 ♥)
Ball from broken ring (always ½ ♥)
basic sword deflects magic
master sword deflects magic
tempered master sword deflects magic
blessed master sword deflects magic
sword beams no effect
Behavior bow no effect

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, and insubstantial. They neither cause contact damage nor shock Link if he swings at them, but their magic 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 no longer uses the lightning attack. The two fakes use only the large energy ball.

silver arrows no effect
boomerang no effect
hookshot no effect
bombs no effect
Suggested tactics magical powder no effect

Agahnim is immune to all weapons, and trying to strike the real one 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 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.

As before, Agahnim falls after taking six hits.

With careful aim, and favorable luck, it's possible to hit Agahnim up to three times per wave.

fire rod no effect
ice rod no effect
bombar medal no effect
ether medal no effect
shake medal no effect
magic hammer deflects magic
staff of somaria no effect
staff of byra no effect
bug-catching net deflects magic
Ganon
Initial HP: 255
* weapon effects depend
on Ganon's current state
 Contact damage:
(8 ♥ → 6 ♥ → 3 ♥)
tempered master sword 4 HP *
blessed master sword 8 HP *
silver arrows 24 HP *
Everything else
has no effect

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 for the entire battle.

Also note that Ganon becomes temporarily invulnerable while 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 as much as I tend to).

Ganon has a hardcoded check that prevents the Hammer from affecting him. The ALttP Randomizer disables this check when using the Swordless setting, letting the Hammer strike for Tempered Sword slash damage, as it normally does elsewhere, in order to make the fight possible without a sword.

Phase 1
Initial HP: 255
(47 damage to next phase)
 Additional attacks:
Trident (4 ♥ → 3 ♥ → 2 ♥)
tempered master sword 4 HP (12 hits)
blessed master sword 8 HP (6 hits)
Everything else
has no effect

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 at his new location 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.

Careful positioning and timing can allow a spin attack that hits Ganon on one side to clink off the trident on the other, cancelling out the usual knockback for hitting Ganon and allowing the spin to hit a second time. You can also sneak in a hit at the very beginning before he starts talking.

Phase 2
Initial HP: 208
(48 damage to next phase)
 Additional attacks:
Fiery Bats (4 ♥ → 3 ♥ → 2 ♥)
tempered master sword 4 HP (12 hits)
blessed master sword 8 HP (6 hits)
Everything else
has no effect

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 spinning ring of fiery sparks appears around him. The ring then expands until the radius is about half the room width, then contracts to its original size. The fiery sparks 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.

I've seen several tricks that allow for landing more hits during this phase without taking damage, including using the Hookshot to ignore the ring as it expands and contracts, using (and canceling out of) dash attacks from inside the ring to hit without knockback, and simply using the Magic Manteau for invulnerability.

Phase 3
Initial HP: 100
(4 hits to next phase)
 Additional attacks:
Flames (always 2 ♥)
(the spiraling bat that drops the
flames inflicts no damage itself)
tempered master sword triggers jump
blessed master sword triggers jump
Everything else
has no effect

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 also cancel Ganon's flaming bat attack if he's hit before launching the bat, so strike quickly.

Once part of the floor is gone, it's possible for Link to fall in. This isn't deadly, but does drop you out of the battle and force you to start over, so be careful!

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

Phase 4
Initial HP: 96
* Silver Arrows work only during stun.
Swords hit only when both torches are lit,
and inflict damage only during a narrow
window as explained below.
 Additional attacks:
Flaming bat (always 2 ♥)
tempered master sword stun / 4 HP (24 hits) *
blessed master sword stun / 8 HP (12 hits) *
silver arrows 24 HP (4 hits) *
Everything else
has no effect

Ganon starts this phase at 96 HP, and remains 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 both torches (use the Fire Rod for speed or Lantern for magic economy) to make him fully visible again. He'll briefly pause, even mid-teleport, when the lights come back on, before resuming his usual attack pattern. While the torches are lit, hit him with your sword to stun him. While stunned, Ganon becomes vulnerable to Silver Arrows, so fire away! It takes four to finish him off.

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

Randomizer racers frequently make use of two glitches in this fight. The Torch Glitch involves relighting the lefthand torch before the righthand torch goes out; this prevents the righthand torch from going out at all for the rest of the fight. That's mildly helpful even in a standard playthrough, but it's especially nice when attempting Silverless Ganon. As the name suggests, this is a method of being Ganon without Silver Arrows. There's a brief window just as Ganon begins his teleport when (assuming the torches are lit), sword attacks will inflict damage rather than stunning him or missing completely. Spin attacks, with their ongoing hurtbox, have a much easier time hitting at just the right time than slashes do. Naturally, this makes the fight take significantly longer than using Silver Arrows, but if a runner didn't find them along the way, tracking them down would typically take far longer than just fighting without them.

Silverless Ganon is technically possible in a Swordless run, but 24 hits with nearly frame-perfect timing? Using the Hammer? Good luck with that.

For those who do have Silver Arrows, try timing your torch lighting to catch him away from the edges of the arena and slash him before he can move again. As long as there's room for them to keep knocking him back, you can rapidly fire Silver Arrows to hit him two or even three times in a single stun.

One more thing—you can still fall off the edge even after beating Ganon, especially if you're trying to showboat by dashing toward the Triforce chamber before the bridge appears, as some runners have found out the hard way. And, yes, this means you then have to beat him all over again.



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