Avecle bonnet de Link en guise de repère, allez à droite, et arrêtez vous au niveau du mur de droite. Surtout n’allez pas plus loin ! Dès lors, vous n’avez plus qu’à aller en haut. Vous croiserez d’ailleurs le chemin de Ganon (qui ne vous verra pas) pour enfin arriver à la dernière scène du jeu. Rien de plus simple. Stilla blast to play 29 years later! by Dale Bashir. Posted April 16, 2021, 2:14 p.m. The Legend of Zelda: A Link to the Past has endured a long and lasting history, becoming one of the most beloved games of the Super Nintendo Entertainment System’s library. Unbeknownst to those who played it when it was released in 1992, A Link to the Past Picture if you will, the opening scene of The Legend of Zelda: A Link to the Past. It’s storming outside. The princess is sending you telepathic messages asking if ALink to the Past. After Hyrule undergoes many hardships, the king begins to seek out anyone who can put an end to it. The wizard Agahnim comes forward and mysteriously brings order to Hyrule, and the king appoints Agahnim as chief advisor and priest. Using this power, the wizard brainwashes Hyrule’s knights and rids of the king, in an attempt to break Ganon’s seal. Ganonis the final boss in A Link to the Past. Strategy. To start the battle, fall into the hole Ifthis is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below. Also, before requesting codes, note that there is a main site, which may contain what you are looking for already. Also, if you gtM9rz. You're browsing the GameFAQs Message Boards as a guest. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in Legend of Zelda A Link to the PastHow do you defeat Ganon without the silver arrows?Foxhound3857 12 years ago1Superbacon did it in various runs, and I'm trying to do it as well just for the hell of it. He said spin attacks are the key, but I've hit him in the final phase with both spins and regular swipes, and he still refuses to die. is what I mean. You only need to hang mean MEAN bastards, you NEED to Topic Creator12 years ago2Nevermind; I was doing it wrong. You have to hit him just as he's getting ready to teleport, so the hit registers but he doesn't get stunned. only need to hang mean MEAN bastards, you NEED to 12 years ago3Yeah. You can find more info in the huge volume of the 3 Heart Run topic on this board. That reminds me...I've got posts for them...SolidKnight 12 years ago4...I didn't know you could kill him with the silver arrows. I've always used just the 12 years ago5I didn't know you could kill him without the silver arrows."Er...well, y'know. You can't make an omelette without um...destroying a forest.....or something" -Black MageBoardsThe Legend of Zelda A Link to the PastHow do you defeat Ganon without the silver arrows? "I never imagined a boy like you could give me so much trouble. It's unbelievable that you defeated my alter-ego, Agahnim the Dark Wizard, twice! But I will never give you the Triforce. I will destroy you and make my wish to conquer both Light and Dark Worlds come true without delay." — Ganon Ganon 邪悪ãçŽ‹ã‚¬ãƒŽãƒ³ Jaaku no ÅŒ Ganon?, King of Evil Ganon is the final boss of The Legend of Zelda A Link to the Past. Link battles this hideous monster within the Pyramid. Story Artwork of Link's battle with Ganon Ganon was once an ordinary thief named Ganondorf who stumbled across the Triforce in the Golden Land. Upon touching the Triforce, the Golden Land was altered to his image, becoming the Dark World. Ganon himself was altered into a powerful being capable of incredible feats of might and magic. Not satisfied with his own world, Ganon sought to conquer Hyrule, as well. However, he was stopped by the actions of the Seven Wise Men and was sealed away. From inside the Dark World, however, Ganon was able to construct an avatar named Agahnim. Upon reaching Hyrule, Agahnim began to use magic in order to seal away the descendents of the Seven Sages in order to free Ganon. Once Princess Zelda, the final descendent, was sealed away, the Dark World was unleashed and Ganon was freed. After freeing the Seven Maidens, Link ascends Ganon's Tower and defeats Agahnim, who Ganon describes as his alter ego. Ganon then rises from Agahnim's body before transforming into a bat and flying to the Pyramid in the center of the Dark World, where he breaks a hole through the Pyramid's top. Link uses the flute to call his bird and follows Ganon to the Pyramid. Inside, Link and Ganon battle for the future of Hyrule. Link defeats Ganon with the help of the Silver Arrows and a doorway opens. Link enters it and finds himself in a hall where the omniscient Triforce lies. Wishing with all of his heart for Ganon's evil deeds to be undone, Link touches the Triforce, and his wishes are granted. The Dark World disappears and the land of Hyrule is restored to peace. Battle Ganon warps across the room, throwing his trident like a boomerang. After Link deals a certain amount of damage with his sword, Ganon will generate rings of fireballs around himself, which will turn into bat shapes similar to Fire Keese and fly at Link. After Ganon has taken more damage, he will cause the bordering floor to collapse and send Fire Keese in a spiral pattern, which leave a trail of flame. Ganon then makes the room go dark, rendering himself invisible, and warps around the arena shooting more Fire Keese straight at Link. Link must relight the torches with the Lantern or the Fire Rod, making Ganon visible again so that he can stun him with a sword slash. Link must then shoot Ganon with a silver arrow. After Link repeats this four times, Ganon is defeated. If Link falls off the edge of the battlefield after Ganon makes the floor collapse, the battle ends, and Link finds himself in a corridor with a Telepathic Tile through which Sahasrahla will advise him. The battle against Ganon must then be fought again from the beginning. This happens even after Ganon is defeated. Video Gallery The Legend of Zelda A Link to the Past Characters Agahnim  Ganon  Link  Link's Uncle  Princess Zelda  Sahasrahla  Seven Maidens—Full list of characters Bosses Armos Knights  Lanmolas  Moldorm  Agahnim  Helmasaur King  Arrghus  Mothula  Blind  Kholdstare  Vitreous  Trinexx  Ganon Locations Light World  Dark World—Full list of locations Dungeons Light World Hyrule Castle  Eastern Palace  Desert Palace  Tower of Hera  Hyrule Castle Tower Dark World Palace of Darkness  Swamp Palace  Skull Woods  Thieves' Town  Ice Palace  Misery Mire  Turtle Rock  Ganon's Tower  Palace of the Four Sword Equipment Weapons Lantern  Fighter's Sword  Fighter's Shield  Boomerang  Bomb  Bow  Power Glove  Magic Mirror  Moon Pearl  Master Sword  Magic Hammer  Tempered Sword  Red Shield  Hookshot  Fire Rod  Ice Rod  Cane of Somaria  Mirror Shield  Super Bomb  Golden Sword  Silver Arrow Items Bug-Catching Net  Pegasus Shoes  Book of Mudora  Magic Bottle x4  Magic Powder  Shovel  Flute  Zora's Flippers  Titan's Mitt  Bombos Medallion  Quake Medallion  Ether Medallion  Cane of Somaria  Cane of Byrna  Magic Cape  Blue Mail  Red Mail Quest Items Pendants of Virtue  Maiden's Crystals Races Fairy  Human  Hylian regarder 0140 The Sandman Will Keep You Awake - The Loop En plus d'être l'un des principaux antagonistes, Ganon 邪悪の王ガノン Jaaku no Ō Ganon est également le Boss final d'A Link to the Past. A la fin du jeu, il parvient à se matérialiser et à s'échapper à l'intérieur de la pyramide. C'est à l'intérieur de cette dernière que Link va devoir le combattre. Scénario[] Attention spoilers Ce qui suit dévoile des moments clés de l’intrigue. Une fois que Link a libéré les 7 jeunes Filles, il va briser le sceau qui protège l'entrée de la tour de Ganon, et se rendre à son sommet pour vaincre le sorcier Agahnim. Ganon va alors parvenir à s'échapper de son corps pour se rematérialiser sous une forme de chauve-souris. Elle va alors rentrer à l'intérieur de la Pyramide située au centre du monde des Ténèbres, en laissant un gros trou à travers le plafond. Link va alors utiliser sa flûte pour appeler son oiseau et se faire transporter au sommet de la pyramide. Link engage le combat en se laissant tomber dans le trou, ce qui lui permet de rejoindre la salle dans laquelle se trouve Ganon, qui apparaît à Link sous sa forme porcine. Link va parvenir à se débarrasser de son adversaire en utilisant Excalibur, ainsi que les flèches d'Argent. Une porte va alors s'ouvrir et mener Link vers une chambre secrète, dans laquelle repose la Triforce. Cette dernière va alors lui parler par télépathie, pour lui dire que les vœux de tous ceux qui parviennent à la trouver sont réalisés, peu importe que ce soit un individu au cœur pur ou d'un être maléfique. Link va alors la saisir et faire le souhait de faire disparaître le monde des Ténèbres et de restaurer la paix dans Hyrule. Combat[] L'arrivée de Link dans la salle précède un petit discours de Ganon, qui parle à Link pour lui dire qu'il ne pensait pas qu'il lui poserait autant d'ennuis et qu'il va tout faire pour se débarrasser de lui une bonne fois pour toutes. Phase 1[] Le combat commence alors avec Ganon qui lance son trident en l'utilisant de la même manière qu'un boomerang. Il le fait une fois avant de se téléporter à l'autre bout de la salle. Une fois que Link lui a suffisamment infligé de dégâts avec Excalibur ou une version améliorée, Ganon va faire tournoyer son trident au dessus de sa tête, pour faire apparaître un cercle de boules de feu qui vont se matérialiser sous la forme de chauve-souris enflammées. Ces dernières vont foncer sur Link à intervalles rapprochées pour essayer de le blesser. Phase 2[] Quelques coups d'épée plus tard, Ganon va envoyer une chauve-souris tracer des cercles autour de lui, en laissant un mur de flammes dans son sillage. Il va également frapper violemment le sol pour faire s'effondrer l'extrémité de la salle. Une fois qu'il l'aura fait 4 fois, la salle sera entièrement encerclée par un gouffre dans lequel Link ne doit pas tomber. Si jamais il tombe, il se retrouvera dans la salle inférieure et devra recommencer le combat depuis le début en sortant de la pyramide, et en retournant dans le trou situé à son sommet. Il trouvera dans cette salle une pierre télépathique, qui permet à Sahasrahla de communiquer avec Link. Phase 3[] Pendant la dernière phase du combat, Ganon va éteindre les torches et se rendre invisible aux yeux de Link, tout en continuant de l'attaquer. Le seul moyen de le faire réapparaître est de rallumer les torches en utilisant la lanterne ou la baguette de Feu. Pendant ce temps, Ganon continue à attaquer en se téléportant régulièrement d'un endroit à l'autre, et en crachant des chauve-souris enflammées qui foncent directement sur Link en laissant des flammes derrière elles. Une fois les torches rallumées, Ganon apparaît de nouveau et Link peut l'attaquer de nouveau avec son épée. Cela va le paralyser et le faire passer à une couleur argentée pendant quelques secondes. Link doit alors se dépêcher de tirer une flèche d'argent sur lui pour le blesser. Une fois que Link aura répété l'opération 4 fois, Ganon sera définitivement éliminé. Ancient Stone Tablets[] Cette partie traite d'une ou plusieurs œuvres considérées comme étant des spin-off ou cross-over de la série. Ganon d'A Link to the Past fait aussi office de boss final dans Ancient Stone Tablets. Il se combat à la tour de Ganon, dans un monde qui ressemble fortement au monde des Ténèbres. Il se bat exactement comme dans A Link to the Past. Dans ce jeu, on apprend que Ganon risque de retourner en Hyrule, et après que le héros de la Lumière l'ait vaincu, des soldats rappliquent, et tentent de savoir où se trouve Ganon. Galerie[] Autre Artwork de GanonGanon enfermé dans le sceau des SagesImage du combat à la fin d'A Link to the PastIllustration du combat contre Ganon, extraite du "Nintendo Player Guide" de Link's Awakening Boss et Mini-Boss d'A Link to the Past Mini-Boss Chevalier Fléau Chevalier Stalfos Grand Armos Lanmola Moldorm Roi Cuirasse Meduso Mite L'Aveugle Boss du Monde de la Lumière Grand Armos Lanmola Moldorm Agahnim Boss du Monde des Ténèbres Roi Cuirasse Meduso Mite L'Aveugle Œil de Glace Vitreux Tricephale Agahnim Ganon Dark Link Boss Final Boss Avatar du Néant Bellum Dark Link Ganon The Legend of Zelda Ganon A Link to the Past Ganon Four Swords Adventures Ganon, Créature Maléfique . Ganon Ocarina of Time Ganon Oracles Ganondorf The Wind Waker Ganondorf, Seigneur du Mal Ganondorf, Seigneur du Malin Masque de Majora Onox Mallard, Roi Démon Maléficio Vaati Four Swords Vaati The Minish Cap Veran Yuganon Initially, the great tower on the west portion of Death Mountain is closed to explorers. Only after rescuing all seven of the maidens and receiving the seven Crystals can you enter the tower. Once you have all seven Crystals, return to Ganon's Tower and the way will open up. Ganon's TowerEdit This impressive structure is said to be where Ganon spent most of his evil reign over the Dark World. Legend says that you can only break the seal of the tower after collecting the seven Crystals which Ganon has hidden in the dungeons of the Dark World. The seven maidens held captive in the Crystals can use their power to make the seal disappear. You are then free to explore the tower and search for Ganon. But you won't find this master of evil until after you survive battles with four creatures that you have already encountered in the Light World. Your long journey is close to completion. Floor 2Edit Just as with the Tower of Hera, you will enter Ganon's Tower on the second floor. There are two stairways to the floor below, and one that leads up above. You will not be ready to explore the upper floors until you have collected the Big Key. The map and the Red Mail will also be particularly useful. You must begin by exploring the maze that lies below on Floor 1. Start out by heading down through the left staircase to room 1K. When you have collected the necessary items, you can return here and head to Floor 3. Floor 1Edit Note It is not necessary to explore every room on this floor. A number of rooms are merely traps. Ideally, start with room 1K. 1A When you warp into this room from room 1V, you'll be on the left side of the room. Two blue Baris hover above a series of conveyor belts and pits. The conveyor belts arrive at a series of Star Tiles which alter the arrangement of the pits to force you to rely on the conveyor belts. The exit to the room is locked, and a Small Key is hidden beneath one of the skulls at the top of the room. You'll need to pass them by once and step on a Star Tile to rearrange the floor in order to gain access to them. Then you can unlock the door and head to room 1B. 1B The bridge trap in this room can be very unforgiving. You have a very limited amount of time to run down from the left side of the bridge to the right side. Don't bother traveling up since you will get trapped up there. You must remove the skull in your way, run down to the next skull, and avoid two fire bars and a spike trap; not an easy feat. If you manage to reach the second skull before the bridge collapses alongside of it, you can access the remainder of the room, guarded by one blue Pon, and exit through the lower left door to room 1F. 1C This room, occupied by one blue Bari and a Tail Worm, is covered with floor tiles, but only one has any effect. Find the right tile, and the wall dividing the north and south portions of the room will be destroyed. You may then explore the north portion where you will find treasure chests that contain generous supplies of bombs and arrows. When you're done, head back through the hole you created to room 1G. 1D You will warp into this room from room 1T. There are four fire chain Winders wrapping around the wall segments. You can use the Magic Cape to avoid contact with them as you make your way to the left. You will come across a solitary block that can be pushed in any direction to make a treasure chest appear on the left side of the room. With this chest in place, you can use your Hookshot to grapple over to the chest, open it, and collect another Small Key. Use it to unlock the door to the south and proceed to room 1G. 1E When you enter this room, the door will shut behind you, and will not open until all three red Stalfos have been defeated. There are four fireball traps that will make life difficult for you whenever you swing your sword. There are four treasure chests in the room, but they merely contain supplies of bombs, arrows, and Rupees. 1F At first, there is no clear way to access the warp tile in the center of the room. As it happens, there is a Star Tile underneath the movable statue on the left side of the room. Pull it out of the way to step on the Star Tile, and fill in the gap. Watch out for the blue Pon that guards the tile. Step on the tile to be warped to room 1Z. 1G This room and its many warp tiles are intimately associated with the warp tiles in room 1Y. You will need to traverse a number of them to proceed. Start out by stepping on the left tile and warping to the upper left corner of 1Y. You will return from 1Y in the upper left corner of the room. Before you step on the warp tile below, you may bomb the left wall and expose an opening to room 1C. When you return, step on the lower warp tile to end up in the center along the left wall of room 1Y. Upon your next return to this room, you should arrive just left of the center of the room. Walk down and left to the warp tile in the bottom left corner back to room 1Y. 1H Following the walkthrough, you will first arrive in this room by warping in from the right portion of room 1Y. You will be contained in a small boarded-off portion of the top of the room. Take the warp tile above back to 1Y to reach its exit. If you entered this room from 1N below, it will appear as little more than a petting zoo for common dungeon enemies and you'll have to return south. 1I When you arrive from room 1J, you will be standing near a series of island platforms over a chasm. Each island will have a block or two situated on it. The idea is to use your Hookshot to maneuver yourself across the pits and around the room. You may optionally head through the top door to room 1E, but you must ultimate make your way to the bottom of the room. When you reach the bottom, deal with the Stalfos. Then unlock the door to the right and collect the map from room 1O. When you return, you must lower the blue fence blocks. Then place a bomb by the switch and run below the blue fence blocks before they rise again. Enter the door below to room 1S. 1J First, collect the Small Key hidden beneath the skull in the lower right corner of the room. Then step on the conveyor belt and utilize your Magic Hammer to crush the bobbing pegs situated around the center block. When enough pegs are out of the way, push the center block out of the way to reveal a Star Tile. Stepping on the star tile will fill the gaps in the floor created by the pits, giving you access to the left door. Head through it to enter 1I. 1K The first room that you explore on this floor contains two torches and two Stalfos. A fireball will hug the right torch, upon which a Small Key has been situated. One dash bash into the torch will knock the key to the floor for you to collect, but be careful of the fireball. There is no reason to use the key on the right door since you can freely access that room through the right staircase in Floor 2. Instead, head left to room 1J. 1L You will arrive at this room if you took the right staircase. The path laid out in this portion of the walkthrough is entirely optional, and is only necessary if you wish to collect the Compass. The left treasure chest contains arrows while the right one contains bombs. A switch on the wall may appear to be the answer to opening the shutter door, but pulling it will make bombs rain from the ceiling. Instead, a switch can be found in the lower right corner which opens the door to room 1M. 1M This room contains a number of traps, including spinning floor tiles, a Bubble, a "Bunny Beam" trap, two fireball traps, and worst of all, a Wallmaster hand. The treasure chest at the top contains a Small Key. Collect it and use it to open the right door and enter room 1N. 1N Presuming that you entered this room from room 1M, there are three other exits from this room. The north exit close to you, leads to the nonfunctional portion of room 1H. Lower down is an open door that leads to another dead-end room 1R. The only exit that is truly of value is the shutter door to the south. There is a Gidbos, a red Stalfos, two blue Baris, and a Wallmaster in this room, but defeating all of the enemies won't make the door budge. There are, however, four torches that can be difficult to light all at once, but if you are able to do it, the door to room 1X will open. Start by clearing out all of the monsters in the room. There are two blocks in an upper right corner of part of the room. The lower of the two blocks can be pushed left. Once this block is moved, you must quickly light all of the torches from the top of the room to the bottom and escape through the lower door before one goes out. 1O Two fire bars spin around a treasure chest, and various pits make accessing the bottom of the chest even more difficult. The Magic Cape or Cane of Byrna can help you here. Reach the chest and open it to discover the dungeon Map. Then return to room 1I and proceed to room 1S. 1P You should arrive here after defeating the Armos Knights and collecting the Big Key. Fortunately, this is also where the large treasure chest resides. Push the single block aside, and dodge the spike traps and the fire chain Winders to reach the chest. Open it up, and claim the greatest defense item in the game, the Red Mail. Once you collect this treasure, you are free to enter room 1K above, and begin your exploration of the upper floors. 1Q Bubbles and a fireball occupy this otherwise deserted room. A number of skulls contain bombs, and there are a number of cracks on the floor. Naturally, you may wish to investigate these cracks by placing bombs on each of them. It turns out that the crack below the skull and next to the treasure chest can be blown open, revealing a hole to the floor below. After you open the treasure chest alongside it which contains arrows, fall through the hole to Basement 1. 1R This room is occupied by a fire bar and a Wallmaster. Several of the blocks around the skulls can be pushed aside, and you will find hearts underneath two of them, but in all likelihood, you may lose more health in the process than you stand to gain. Ultimately, you must return to room 1N through the right door. 1S With the orange fence blocks lowered, you can access a good portion of the room. Everything, in fact, except the locked door to the right. Start by collecting the Small Key from the skull in the bottom right corner. Now you need to deal with the blue fence blocks. Two Crystal Switches are situated side-by-side. At first, this may not appear to be much of an issue. But one bomb positioned close to both switches will in fact trigger the switches twice, resulting in no change. You need to place a bomb at just the right distance to trigger only one switch and not both. Make sure that as it explodes, you are safely beyond the orange fence blocks. Unlock the door and head to 1T. 1T Hit the Crystal Switch when you enter the room in order to lower the orange fence blocks and allow passage to the right side of the room. Travel along the top or bottom and make your way to the right wall. Run up to the warp tile when the passage is safe. You will be transported to room 1D. 1U This room contains two pathways, one visible, and the other predominantly invisible. You need to take the invisible one to proceed. By walking up the visible path to the top wall, you will be able to see a torch on the opposite side of the room. Shoot at it with your Fire Rod to make the invisible path visible for a short while. Do your best to maximize the visibility of the path, which starts from the two skulls at the end of the visible path. If time runs out while you are still on the path, you have a couple of resources. The blue Pons will never willingly fall off the path, so you can use their position as a reference. You can also use the Cane of Somaria to create and push blocks that will fall off the ledge when you reach a boundary. Make your way to the right door along the top wall and proceed to room 1Q. 1V In this room with one blue Pon and one red Pon, defeat them before pushing the lone block near the Warp Tile to make four treasure chests and a series of holes appear. The upper left treasure chest contains the Compass, while the remaining chests contain arrows and Rupees. Step on the warp tile to be sent to room 1A. 1X Three Gibdos wander around this room, segmented by fence blocks. The only Crystal Switch in the room is beyond a wall partition over which you can not fire any weapon. A conveyor belt, however, leads straight up to it. So it is possible to pitch a bomb over the low portion of the wall, and let the belt bring it closer to the switch before it explodes. Use this technique once to get beyond the blue fence blocks if they start out raised when you enter, and use it one more time to get beyond the orange ones by quickly running behind the blue fence blocks before the bomb explodes. Another option is to use the Cane of Somaria, which can be thrown and exlodes when unsummoned. Deal with the Gibdos carefully or just use your Fire Rod, and enter room 1V to the left. 1Y Following the walkthrough, you will first warp into the upper left corner of the room from 1G. Accordingly, you will step on the only available warp tile back to the upper left corner of room 1G. When you return along the left wall, use the left active warp tile below the skulls back to room 1G. Ultimately, you should arrive in the bottom left corner of the room, from which you can travel right to the remainder of the room. Two blue Pons make combat around the pits difficult. In order to escape, you must step on one more warp tile. This one takes you to room 1H. Once you return, you can proceed through the right door to room 1U. 1Z Like room 1U to the left, there are invisible pathways from the left side of the room where you arrive to the right. Lighting the torches in the room can help you see the paths. However, a straight walk to the left will also bring you safely to the door on the left that deposits you in room 1U. Basement 1Edit You will arrive on this floor from room 1Q above. You will land on an icy floor, where you will experience a return visit by the Armos Knights; the boss of the Eastern Palace. The strategy is exactly the same as before, only if you have already collected the Silver Arrow from the Faerie in the Chamber of Wishing at the Pyramid, you will be able to destroy the knights with a single arrow. They should pose little threat to you at this point in the game since their behavior is fairly predictable. Once you defeat the knights, the shutter doors will open. Proceed through the top door. You will enter a treasure room with three chests. Opening the back two will reveal supplies of arrows and bombs, but the lower chest contains the Big Key. Collect it and return to the room below and head left. In the room with four torches, you may choose to head immediately up the staircase to room 1P. However, it's worth your while to explore the north wall, which may be bombed to expose a route to the room above. In it, you will find four fairies hovering over a pit. If you intend to catch them with your net, you'll have to wait for them to fan out a little bit, but if you simply wish to collect them right away, throw your Boomerang at them. Then head back down and climb the stairs to room 1P. Floor 3Edit Upon your arrival to this floor, you are immediately presented with a Crystal Switch puzzle with fence blocks surrounded by a bed of spikes. To make matters worse, one green and one red Goriya occupy the room, as well as a Bubble. The door to the room below is shut, and the only way to open it is to safely arrive at the block on the left side of the room and push it. Use your boomerang to create safe pathways from the entrance to the block, and then to the door below, while fighting or avoiding the Goriyas. You will now be in a room with two red Goriyas, and two red spike traps. If you wish to diminish the amount that the spike traps interfere with your progress, you can pull the nearby statue to the right, and push it down to block the higher spike trap, but it's not completely necessary. All that you must do is kill the two Goriyas with arrows in order to open the shutter doors and advance to the room on the right. Two more Goriyas accompanied by two sentry statues must be dealt with in order to open the doors in this room. Take them out as quickly as you can before you get shot at by the statues too much, then advance through the door above. Cross the empty corridor and unlock the door above to continue. A shutter door stands at the end of a long passageway with an exposed lower level. A switch in the back of the lower level opens the door, but to reach it, you must pass through an area with many spike traps. If the orange blocks were already up when you entered the room, it will keep many of the spike traps at bay. It is difficult to arrange it so that all of the traps are behind the orange fence blocks. Rush to the top of the room, and lower the orange blocks when you reach the end. Two Eyegores, one green and one red, will wake up and advance upon you. Shoot their eyes with your arrows, and locate the switch in the middle of the row of skulls. Step on it and return to the ladder at the bottom of the room. Climb up, and run around the top layer to the door. One last room stands between you and the next floor. A long bridge is surrounded by cannons that move back and forth, firing across the bridge. You can dash across with very little to worry about and run right up to the stairs, but the map indicates that there's one extra room to the south. A platform on the bottom leads to a wall with a crack on it, but there does not appear to be a way to reach it. It turns out that if you dash bash the blocks at the very end of the bridge, the force of the bash will be enough to knock you back, across the gap, and on to the platform, where you can lay a bomb and pass through the hole to the southern room. In this room, you will find two fairies as well as a full magic refill under one of the skulls. When you return to the room above, use your Hookshot to return to the bridge and continue on to the next floor. Floor 4Edit At the top of the stairs, you will encounter four enemies, two Stalfos and two Zahzaks, walking along conveyor belts. Attack them and defeat every one of them to open the shutter door on the left. In the next room, three red Stalfos stand guard over a sentry statue situated on the conveyor belt. You must once again defeat all of the Stalfos to open the shutter doors and advance to the room below. The next room contains, not one, but two sentry statues on a rotating conveyor belt. This time, they are guarded by three blue Zahzaks, and a set of immobile spike traps rest in the center. Defeat the three Zahzaks to open the door and continue south. The next room builds upon the complexity of the previous by adding ice floors, and more spike traps. Now you only have two red Zahzaks to defeat in order to continue. You will finally end up in a room with an iced-over floor. One stationary sentry statue and a fireball trap occupy the room along with a Stalfos and a Zahzak. A fireball revolves around a set of skulls containing health and magic, so they are worth investigating. Defeat the enemies to open up the door on the left. When you enter the next room, a "Bunny Beam" trap will instantly rush towards you from the center of the room. Unless you quickly duck behind one of the Ganon statues, it will hit you. Simply wait for its effects to wear off before entering the next room. When you arrive, you will be treated to a repeat battle with the three Lanmolas, the boss from the Desert Palace. This one should go much more quickly since your sword is more powerful, and they have the same defense and health as when you first encountered them. The only difference with this battle is the Snake Medusa in the corner, just to make life difficult. Defeat the Lanmolas to access the room above. After a quick restock of supplies, you may climb the stairs to the floor above. Floor 5Edit When you climb the stairs, you are deposited on a platform in front of a seemingly vast empty room. Skull wearing Wizzrobes will appear, attack you, and fade away. The truth is, an invisible pathway exists, but there are no torches to light the way. You can accomplish two things at once, kill the Wizzrobes and light the path, by using Ether magic when the Wizzrobes are fully visible. Cross the invisible path to the doorway below. The next room contains a bridge guarded by two Tauros, as well as a pair of eye beams on the wall. You can dash past all of them, if you like, to reach the other side as there is little reason to stay and fight. Enter the door to the room above. More skull masked Wizzrobes will appear to fight you on a series of conveyor belts with a spike trap. You must defeat them all to open the shutter door at the top. Proceed through the door when the enemies are removed. The next room contains another long bridge guarded by four Tauros. When you enter, the solid tiles in the center of the bridge will begin to fall away, but the conveyor belt remains. Either dash up the middle before the bridge disintegrates or stick to the conveyor belt to reach the top, dashing through the Tauros along the way. When you reach the top, head up and over to the right and enter the next room. The next room contains a shutter door and four torches. You will once again need to light all four torches to gain access to the room below. A very narrow ledge leads to a platform on which a fire bar rotates. You need to move around with the bar, and shoot the top and right torches as soon as you can. Then rush back to the left, lighting the left torch, and fire across the chasm to the bottom torch. You should have just enough time to reach the shutter door before it closes again. In this final room, you will find a heart and a full magic refill before you climb the ladder and arrive at floor 6. The giant room below is only accessible if you fall off the floor fighting the Moldorm in the floor above. It contains a number of spikes, four regular Wizzrobes, and a Bubble. Climb the stairs in the upper right corner to return to the fight with Moldorm. Floor 6Edit When you arrive on this floor, you only have a few moments to rush around, and light every torch in the room in order to open the door at the top before the falling tiles prevent access to the various corners of the room. Start with the bottom right torch and work your way around the room in a clockwise direction. You should have enough time to light all four torches before the falling tiles catch up to you. Enter the door to the room above. Two Helmasaurs guard this spike-filled room. Defeat them and one will drop a Small Key that you can use on the door to the left. The two treasure chests in the corners both contain bombs as do both skulls. The room on the left may appear to be a dead-end, but the crack on the bottom wall indicates otherwise. Unfortunately, a conveyor belt runs along the wall, as do a large and small spike trap. Deposit a bomb along the belt such that it explodes when the belt brings it close to the crack in the wall so that you can proceed south. A Crystal Switch puzzle room hides a vast number of traps that you'll wish to avoid. The treasure chest in the center contains a Small Key that you'll need to open the door to the south. If you get hit with the "Bunny Beam", simply wait for the effects to wear off before proceeding. You will arrive at a recreation of the original Moldorm's nest from the Tower of Hera. The strategy is the same as before; you must constantly direct your attacks on the tail end of the Moldorm. If you get knocked off the floor in the heat of the battle, you will arrive in a singular room on floor 5, from which you can escape and return to the upper right corner of the room so you can continue your fight. If you beat the Moldorm, a treasure chest will appear on the platform to the south. You can Hookshot over to it to continue. All that it contains is a red Rupee. Push the blocks that you encounter out of the way and reach the left exit. Battle Tip Use the cape to turn invisible while fighting Moldorm. Once invisible, quickly focus attacks on the tail. The last room before the climb to the final floor of Ganon's Tower contains a huge variety of elements designed to make reaching the top as difficult as possible. Everything from ice, to spikes, to conveyors and bumpers are employed, and a set of Helmasaurs guard the room. There's no rush, so approach each portion of the room slowly, and attack the Helmasaurs as they approach you. Reach the stairwell at the top and climb up to the final floor. Floor 7Edit After all of your trials, you are greeted to a torch lit hallway that wraps around from the stairwell to the locked door at the very end. Ensure that you have all the health and magic that you need, and proceed through the door to fight against the master of this tower. BOSS AgahnimEdit Even though you fought him far earlier in the tower of Castle Hyrule, you never truly defeated him. And he intends not to lose to you twice. This time, in exchange for his lightning magic, he will invoke a duplication spell that sends two clones of himself around the room. All three images of him will attack you at once, although the solid image is the only one that's vulnerable. Keep your eye on the solid image, and be sure to swing at every large fireball that he or the clones send your way. They must reflect and strike the solid image to do damage. Be careful not to strike the ice attack that splits into six pieces. Continue to reflect Agahnim's spells back at him until he sustains too much damage and the battle ends. Ganon's RetreatEdit If you were expecting to meet your ultimate foe on top of the Tower, you are in for a surprise. First you run into Agahnim, miraculously returned from his earlier defeat at Hyrule Castle. Only after Agahnim falls for a second time does Ganon appear out of the ashes, but the battle is not yet to be. You must watch as Ganon transforms into a bat and flies off to the Pyramid of Power. You will then utilize your flute to summon a bird who will oblige by dropping you off at the top of the Pyramid. When you arrive, you will find that a hole has been created in the top. Inside, Ganon is waiting. The only way to get inside the Pyramid seems to be to jump into the hole. Zelda ALttP Agahnim Agahnim lies defeated Zelda ALttP Ganon Ganon escapes to the Pyramid Zelda ALttP Link You arrive to fight him The Final BattleEdit The final battle with Ganon takes place in the Dark Pyramid. Ganon, in the form of a giant black bat, smashes through the top of the pyramid. You must jump into the hole he has created. Before entering, make sure you are properly equipped. It is incredibly more difficult to defeat Ganon if you don't have the Silver Arrows. BattleEdit Ganon first attacks with his Trident and then he attacks with his Blazing Bats. He will also jump up and come smashing down, causing the edges of the floor to break away. Stay toward the middle and be careful not to fall off the edge of the floor. After he invokes the technique of darkness, you must ignite both of the lanterns at the bottom of the room with the Lamp or Fire Rod to break through Ganon's secret technique of Darkness. After a while they will darken again so you will need to relight them. When Ganon appears, strike him with the Sword. He will turn blue and freeze for a second. When you see Ganon turn blue, immediately fire a Silver Arrow at him. Repeat this process until four Silver Arrows have struck him. If you have come this far without the Silver Arrows, you will need to use a Spin Attack at the exact moment he is teleporting, and to finish him requires 12 strikes. If the fight is proving difficult, it would be prudent to make a quick trip back to the Light World and head to the Witches' Hut in order to stock up on potions. After his defeat a path opens to the north. Go in, and you will be treated to the ending. The Legend of Zelda A Link to the Past, known as Zelda no Densetsu Kamigami no Triforce ゼルダの伝説 神々のトライフォース Zeruda no Densetsu Kamigami no Toraifōsu?, lit. "The Legend of Zelda The Divine Triforce" in Japan, is an action-adventure video game, the third in the series, developed and published by Nintendo for the Super Nintendo Entertainment System video game console in 1992. The game focuses on Link as he receives a telepathic message to rescue princess Zelda from Agahnim, a wizard who has usurped the throne, going on a journey across Hyrule and into a dark other world to free imprisoned maidens descended of sages and prevent the return of Ganon. Dialogue[edit] Double, double toil and trouble, fire burn and cauldron bubble... Making mushroom brew, I am... ~Witch Take some Rupees, but don't tell anyone I gave them to you. Keep it between us, OK? ~Thieves Link, Zelda is your... ~Link's Uncle Oh, ho?... You would like to be totally destroyed? Well, I can't make that wish come true! ~Aghanim You are doing well, lad. But can you break through this secret technique of Darkness? En Garde! ~ Ganon Instruction booklet[edit] Every culture has such myths and theories about the creation of their worlds, and it can be beneficial and entertaining to examine them in detail, for they often affect the present day social structure. According to the Hylian scrolls, the mythical gods descended from a distant Nebula to the world that was and created life. The God of Power dyed the mountains red with fire and created land. The God of Wisdom created science and wizardry and brought order to nature. And the God of Courage, through justice and vigor, created life - the animals that crawl the land and the birds that soar in the sky. After the gods finished their work, they left the world, but not before creating a symbol of their strength, a golden triangle known as the Triforce. A small but powerful portion of the essence of the gods was held in this mighty artifact, which was to guide the intelligent life on the world of Hyrule. Ibid, “The Legend of Zelda Link to the Past Instruction Booklet” Nintendo, 1992, Many aggressively searched for the wish-granting Triforce, but no one, not even the Hylian sages, was sure of its location; the knowledge has been lost over time. Some said the Triforce lay under the desert, others said it was in the cemetery in the shadow of Death Mountain. but no one ever found it. That yearning for the Triforce soon turned to lust for power, which in turn led to the spilling of blood. Ibid One day, quite by accident, a gate to the Golden Land of the Triforce was opened by a gang of thieves skilled in the black arts. This land was like no other. In the gathering twilight, the Triforce shone from its resting place high above the world. In a long running battle, the leader of the thieves fought his way past his followers in lust for the Golden Power. After vanquishing his own followers, the leader stood triumphant over the Triforce and grasped it with his blood-stained hands. He heard a whispered voice "If thou hast a strong desire or dream, wish for it..." And in reply, the roaring laughter of the brigand leader echoed across time and space and even reached the far-off land of Hyrule. Ibid, I do not know what Ganon wished for from the Triforce. However, in time evil power began to flow from the Golden Land and greedy men were drawn there to become members of Ganon's army. Black clouds permanently darkened the sky, and many disasters beset Hyrule. The lord of Hyrule sent for the Seven Wise Men and the Knights of Hyrule, and ordered them to seal the entrance to the Golden Land. Ibid, The triforce, being an inanimate object, cannot judge between good and evil. Therefore, it could not know that Ganon's wishes were evil; it merely granted them. Suspecting that Ganon's power was based on the Triforce's magic, the people of Hyrule forged a sword resistant to magic which could repulse even powers granted by the Triforce. This mighty weapon became known as the blade of evil's bane, or the Master Sword. It was so powerful that only one who was pure of heart and strong of body could wield it. As the Seven Wise Men searched for a valiant person to take up the Master Sword, Ganon's evil army swarmed from the tainted Golden Land into Hyrule and attacked the castle. The wise men and the Knights of Hyrule combined forces to wage war on this evil horde. The Knights took the full brunt of the fierce attack, and although they fought courageously, many a brave soul was lost that day. However, their lives were not lost in vain, for they bought precious time for the Seven Wise Men to magically seal Ganon in the Golden Land. All of Hyrule rejoiced at the victory that upheld peace and order over Ganon's evil and chaos. This war, which had claimed many lives, became known as the Imprisoning War in stories told in later centuries. Many centuries have passed since the Imprisoning War. The land of Hyrule healed its wounds and the people lived in peace for a long time. Memories of the vicious Imprisoning War faded over the generations... So it is no surprise that no one was prepared for the new disasters that have recently struck Hyrule. Pestilence and drought, uncontrollable even by magic, ravaged the land. The king of Hyrule, after council with his sages, ordered an investigation of the Imprisoned Dark World as the Golden Land has come to be known but the wise men's seal was apparently intact. He offered rewards for anyone who could find the source of these troubles. In answer to these summons a stranger named Agahnim came and quelled the disasters with a previously unseen form of magic. As a reward, the king gave him a new position as chief adviser and heir to the Seven Wise Men. The masses proclaimed him their hero. Peace had returned to Hyrule...or had it? Ibid, One night, a girl's voice awakens you from your sleep. "Help me...My name is Zelda... I am in the castle dungeon." She telepathically pleads. You jump out of bed not knowing whether the voice was part of a dream or reality. Upon leaving your bed, you find your uncle, who should be fast asleep at this time, preparing to go out, girded for battle. "I'll be back by morning," he says as he departs. "Don't leave the house." You watch him leave with the family sword in hand and shield on arm. This is a night like no other...Who is Zelda? Where had your uncle gone and for what reason? And so, on an ill-fated night, a new chapter in the legend of Hyrule's hero begins - a new chapter in The Legend of Zelda! Ibid, External links[edit]

a link to the past ganon