< Go to The Legend of Zelda: A Link to the Past - Minor hacks list. It has been many years since Link to the Past and Ganon is back to evil. Link is not around to save the day. So, a new hero has to emerge. This hero is the unlikely Ash from
Nintendo’s most iconic adventure series is famous for its insane speedrunning community. A Link to the Past is no exception. The Legends of Zelda A Link to the Past is the third installment of the Legend of Zelda series. It was originally released in 1991 on the Super Nintendo Entertainment System but has since been ported to Game Boy, Wii virtual console, and Switch. While Ocarina of Time gets the most speedrunning attention, diligent Link to the Past fans have finished the game in just over 11 minutes. The three major categories for Link to the Past speedrunning each have their own unique ruleset. Here are the No Major Glitches, Restricted Glitches, and Glitch rulesets explained for Legend of Zelda A Link to the Past. Link to the Past NMG speedrun rules The Any% No Major Glitches category is the most popular version of Link to the Past speedrunning. Players must navigate through the game as normal, completing the major dungeons and squaring off against Ganon. True to its name, No Major Glitches runs can’t employ techniques like clipping out of bounds or abusing the game engine. The current record holder for Link to the Past with no major glitches is Edwwwward from Germany. The Twitch streamer achieved a record time of 12303. He also holds the record for fastest Master Sword at just over 21 minutes. Xelna’s 100% Link to the Past NMG speedrun record isn’t too much longer at 14118. Link to the Past Major Glitchless speedrun rules The Major Glitches speedrun variant for Link to the Past has a surprisingly brief ruleset. Players are allowed to use a movement glitch to force Link outside of the intended movement boundaries. This rule also prohibits the use of level warps and other truly game-breaking strategies. Walking wherever you want is just as useful as it sounds. fsg from Sweden has the fastest Any% Link to the Past Minor Glitches speedrun at 2535. That’s almost an hour shaved off the glitchless run. It notably doesn’t actually shed that much time off the 100% category. Almost all the game’s collectibles are understandably within the normally navigable boundary. Lui from Mexico rules the niche category with 12844. Link to the Past Major Glitches speedrun rules The special rules above are meant to nudge the runners towards actually playing the game, collecting loot, and defeating bosses in a reasonable order. That concept flies out of the window for Link to the Past Major Glitches. The record run for Any% consists of Link jumping off a cliff before running across the screen in a loop, then turning invisible and teleporting to the final dungeon. The two major subcategories for major glitched Link to the Past speedruns are Defeat Ganon and Any%. The first still requires players to complete the final fight of the game. The record is held by a Norwegian gamer named poor_little_pinkus at 1106. That may seem super short but the Any% major glitches category is the absolute fastest Link to the Past speedrun. French Zelda fan Lomiig set a time of just one minute and 31 seconds, a record that’s gone unchallenged since 2017. Link to the Past weird speedrun categories There are a few more interesting runs that Link to the Past speedrunners have developed over the years. The first is Swordless, where players use any glitches to beat the game without ever collecting a sword. This humorous run was famously performed by Andy at Summer Games Done Quick 2017. American ChexHuman achieved a time of 5559 to establish a Swordless word record. Chexhuman also holds the record for another obscure Link to the Past speedrun contest. As expected, this run is one of the absolute glitchiest of them all. Chex accomplished the tall order of beginning with Ganon and ending on the Armor Knights in 5924. The rematches in Ganon’s Tower can be skipped so this category doesn’t start off with a boss rush inside of a boss rush. Legend of Zelda speedrunners are so in tune with the game that many attempt to speedrun blindfolded. Dutch streamer katun24 accomplished his run in just under three minutes. American runner mooglemod accomplished a similar feat by completing the game with only one hand. He defeated Ganon with major glitches or a second thumb in 13521. Nobody has contributed a record for a one-handed blindfolded Link to the Past speedrun yet. The final crazy Link to the Past speedrun category uses a fan-made script to convert the game into a two-player adventure. The two players can accomplish separate objectives in real-time, allowing skilled Zelda speedrunners to divide and conquer. The duo record-holders for Major Glitchless co-op Link to the Past speedrunning are Fricker22 and bydey. After countless runs, they achieved the best time of 5535. 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Ganons Tower is the final dungeon of A Link to the Past, located at the top of Death Mountain in the Dark World, mirroring the Tower of Hera from the Light World. The Tower is guarded by a strong magic spell, which is only breakable by the Seven Maidens.
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TheLegend of Zelda - A Link to the Past Soundtrack: Ganon Battle [Extended] - YouTube. 0:00 / 10:00. Defeating Ganon without possessing the Silver Arrows. Normally, in the fourth and final phase of the Ganon fight, the player is intended to stun Ganon with the sword and then shoot him with silver arrows to damage him. However, there is a small window right when he is beginning to teleport where Ganon is vulnerable to being damaged with a sword spin. Hitting Ganon too early will stun him, which does no damage, and waiting too long will miss. It takes 12 successful spins with the Tempered or Butter Sword to kill Ganon this way, and 24 spins with the Master Sword. In comparison, it takes only 4 shots with Silver Arrows to kill him. Another popular glitch to use during a Silverless Ganon fight is the Torch Glitch. This allows the player to only have to light one torch instead of two to make Ganon vulnerable. Thanks to Avonyel for suggesting this entry and providing content, and karl for suggesting a link to Torch Glitch.
Ah Ganon's Tower, the longest and hardest dungeon in the game. While I'm amazed I got through all the rest in one video, there was never much doubt that I'd have to do this one in two parts. As such, I decided to split it up so that part 1 shows the two paths to the big key and Red Mail, and part 2 shows the rest of the tower leading up to the

After you rescue the seven maidens, you can open the entrance of Ganon's Tower. Refill Medicine of Magic and Fairies if Needed Reach Ganon's Tower Optional Get the Map and two Keys Get a Key Get the Compass Get a Second Key Reach a Mini Boss Armos Knights Get the Big Key Get the Red Mail Reach another Mini-Boss Lanmolas Get a Third Key Get a Fourth Key Moldorm Reach the Boss Agahnim II Prepare for the Final Battle Ganon Refill Medicine of Magic and Fairies if Needed This is the final dungeon, so be sure to fill your bottles with potions and fairies before you proceed. Afterward, follow the directions to Turtle Rock. Reach Ganon's Tower Go west from the entrance to Turtle Rock. You will encounter Lynels on the way. Your Mirror Shield will block their beams. They can't be hurt by the sword beam, so you will have to hit them with the blade of your sword. Keep going west and you will find Ganon's Tower in the same place as the Tower of Hera in the Light World. Stand in front of it and the maidens will open the entrance. Optional Get the Map and two Keys If you don't want the map, skip to Get a Key below. If you do want the map, go to the northwest corner of the room and go down the stairs there. Avoid the Spark spinning around the lamp, and dash into that lamp to get the key. Then go through the door in the west wall. Pick up the southeast skull to get a key. Then avoid the blue Bumper on the conveyor belt and use the Hammer on two of the Moles on opposite sides of the block, then push the block in the middle of the Moles to remove the holes in the floor and open the west door. Go through. Use the Hookshot on the block to the left, then lift the skull and go to the left side of the platform, and use the Hookshot on the block to the south. Use the Hookshot on the block to the east, then wait for the spike Trap to be out of the way and use the Hookshot on the block to the south. Go south past the Trap and use the Hookshot on the skulls to the south. Go through the locked east door. Get past the spinning Guruguru Bars and open the chest to get the Map. Hide in the southeast corner until you can safely go west, then go back through the west door. Go to the west wall, wait for the Trap to be out of the way, and use the Hookshot on the block to the north. Quickly go east and north to avoid the Trap, then use the Hookshot on the leftmost block to the north. Then go east and use the Hookshot on the block to the east, and finally use the Hookshot on the block to the north. Go through the door there. In the room with the blue Bumper and the conveyor belts, use the Hookshot on the block to the north, then go through the east door. Go through the locked east door. Get a Key If you followed the above steps to get the map, skip this paragraph. Go to the northeast corner of the room and go down the stairs there. Ignore the lever in the wall in this room because it will just make bombs fall from above if you pull it. The chests in this room contain arrows and bombs. Pick up the southwest skull to reveal a switch. Use the Cane of Somaria to put a block on it, then go through the east door. You can stand in the doorway to make the Rabbit Beam hit the wall, but quickly go east as soon as it is gone to avoid the Wallmaster that comes down from the ceiling. Keep moving to dodge the flying tiles, the Bubble, and the Wallmaster. If you use your sword, try to stay out of the way of the two Yomo Medusas that spit orbs at you. After all of the tiles are gone, use Magic Powder on the Bubble. If the tiles are gone and the Wallmaster is off screen, a chest will appear. Open it to get a key. Go east through the locked door. Advertisement Continue Reading Below Get the Compass Watch out for Wallmasters in this room. Be sure to kill the Gibdo to the south, then go east to the two blocks. Push the lower block down. Pick up the two skulls on the west side of the room one has a large magic jar, then go south, past the spike Trap. Be sure to kill the Stalfos if it is nearby, then go to the southwest corner of the room and be sure to kill the two blue Bari while trying to dodge the orbs from the Medusa statue. Go back to the north part of the room. You now have to light all four torches in the room with the Fire Rod. Start from the north end of the room and make your way south. Be careful to avoid the Wallmaster, and be sure to use the Fire Rod twice if it gets in your way. When all four torches are burning, the south door will open. Go through it. Advertisement Continue Reading Below There is no Wallmaster in this room. Kill all of the Gibdos in the room. If any are too far away, lure them to you by staying near the south wall. Then walk up against the small wall near the conveyor belt and go north until you are in the small corner where the large wall connects to the small wall. Place a bomb, then quickly press A to lift it, and quickly face east and press A to throw the bomb onto the conveyor belt. If you don't do it quickly enough, it will detonate too soon to hit the crystal switch. After the blue blocks go down, throw another bomb onto the conveyor belt and walk west past the blue line. When the orange blocks go down, pick up the skulls to get a small magic jar and a bomb. Go through the west door. Kill the two Hardhat Beetles, but don't open the northwest chest yet. Open the other chests first to get rupees and arrows, then open the northwest chest last to get the Compass. Holes will open in the floor. Step onto the nearby warp tile. Advertisement Continue Reading Below Get a Second Key Use the Hookshot to kill the blue Bari, then walk east along the conveyor belt, but stop as soon as you step onto the star switches, because a hole will appear to the right of them. Go south and step onto the next conveyor belt, but stand still and let it take you to the next star switches. After the holes change position, go north and pick up the two skulls to find a key. Go east along the next conveyor belt but stop as soon as you step on the star switches at the end. Then go south and then east past the next conveyor belt. Kill or ignore the blue Bari and go through the locked door in the east wall. Reach a Mini Boss Quickly use the Magic Cape and dash south along the bridge, then pick up the skull to the right and take off the Magic Cape. Kill the Hardhat Beetle, then go through the west door. Try to kill the Hardhat Beetle on the central platform a Silver Arrow works well, then go clockwise around the edge of the room to reach the statue. Pull it south to reveal a star switch, then get the statue out of the way and step onto the star switch. Go counterclockwise to the new bridge and step on the warp tile. Walk west and you will be on an invisible floor. Keep going directly west and go through the west door. Go west, avoid the Winder along the wall, then go north along the narrow walkway. Kill all of the Hardhat Beetles that you can, using Silver Arrows to hit the ones that you can't reach. Then don't pick up the lower of the two skulls, but do pick up the upper one. Then go to the northwest part of the room and go to the right side of the ledge, and you can see a torch to the right. Hit it with the Fire Rod to reveal the invisible path, then use the Hookshot on the skull down below, and you should have time to walk across the path before it becomes invisible again. If not, you can use the Ether Medallion or the Cane of Somaria to push blocks along it until you reach the end. Go through the door at the end of the invisible path. Advertisement Continue Reading Below Armos Knights Use Magic Powder on the Bubbles. You can open the chest to get arrows. Bomb the floor near the chest to open a hole. Fall into it and you will face the Armos Knights, but this time, the floor is slippery. However, your Silver Arrows will defeat them in one shot. Kill them, then go through the north door. Get the Big Key Open the chest to get the Big Key, arrows, and bombs. Go south to the Armos Knights' room, then go through the west door. Get the Red Mail If you don't need fairies, go up the northwest stairs and skip to the next paragraph. If you do need fairies, dash into the cracked north wall, but beware of the Zoros that scurry out of the hole. Go through and you find four fairies. Go south from the fairy room, then go up the northwest stairs. Push the block on the right, then open the chest to get the Red Mail. You will take half as much damage as you did while wearing the Blue Mail. Go through the rightmost north door. Advertisement Continue Reading Below Reach another Mini-Boss Go up the stairs and you will be in a room with two pink Stalfos and a Spark spinning around a lamp. If you don't want the map, or you already got it, go up the north stairs. If you didn't get the map earlier and want to get it, you can go to Optional Get the Map and two Keys on this page to get it now, then when you are back in this room, go up the north stairs. You will be back in the entrance room of the dungeon. Go to the middle of the north side of the room and go up both of the stairs there to reach the next room. There are many spikes here, and orange and blue blocks, as well as Goriyas. Try to use Magic Powder on the Bubble. Then hit the northeast crystal switch to lower the blue blocks, and walk along the blue lines until you are near the southern door. Go north toward the northwest crystal switch and throw a skull at it to lower the orange blocks. Go west along the orange line and push the northernmost block upward to open the south door. Pick up the skull near the northwest crystal switch, then go south to the next junction so that you are up against the blue blocks. Hit the northwest crystal switch, then go south and through the door in the south wall. Advertisement Continue Reading Below Go south to the barrier near the statue and hold the A button to hold onto it, then use the directional pad to move the Goriyas to you. Shoot them with arrows. The door will open when both Goriyas are defeated. Go through the east door. Carefully kill the two Goriyas while avoiding the Beamos beams the Mirror Shield doesn't block Beamos beams. Then go through the north door. In this carpeted hallway with two Ganon statues, go north through the locked door. Make your way north along the upper area until you are north of the two spike Traps. Jump down from there and hit the crystal switch, but quickly go north to avoid a spike Trap that was blocked by the orange blocks. There are two Eyegores to the north. Kill the red one with an arrow when it is awake, and kill the green one with your sword when it is awake. Pick up the center skull and step on the switch. This will open the door. Then go south so you are within the orange lines, and hit the crystal switch so that most of the spike Traps are on the outside so you can safely go south to the stairs. When you are safely on the upper level, go east and then north, and go through the northeast door. Carefully cross the bridge, avoiding the cannonballs. At the east side of the bridge, go up the stairs in the north wall. In the next several rooms, you need to dodge the Beamos beams and defeat all of the enemies in the room to open the door. Once you reach the room where most of the floor is covered in ice and there is a stationary Beamos, you might want to use the Bombos medallion to defeat all of the enemies. Go west from that room to reach a corridor. In this corridor, watch out for the Rabbit Beam. Stand behind a statue to avoid it. Go through the door in the west wall. Advertisement Continue Reading Below Lanmolas You will arrive in a sand-filled room where you have to battle Lanmolas. This time, there is a Medusa statue in the corner, so you have to try to avoid its orbs throughout the battle. Get a Third Key After you defeat them, go through the north door. Pick up the skulls to find some recovery items, then go up the stairs in the north wall. Wait for the Purple Wizzrobes to stop being transparent, then use the Ether Medallion to kill them and reveal the hidden path. With the Wizzrobes gone, the door will open. Go along the invisible path, using the Cane of Somaria to push blocks along it if you are unsure where it is. Exit through the south door. Go south to the start of the bridge, then dash east past the Laser Eyes, then go through the north exit. Kill the Purple Wizzrobes one by one while dodging the spike Trap on the conveyor belt, then go through the north door. Quickly dash north before the path crumbles, but be careful of the red Taroses along the way. If you get knocked off, you can either go back to the previous room to make the path reappear, or you can try to go up a conveyor belt. When you have reached the north end of the room with the crumbling path, go through the east door. Advertisement Continue Reading Below Go east while avoiding the spinning Guruguru Bar, and lift the three skulls that are blocking the torches. Go west again to get out of the Guruguru Bar's path, then when you are ready, use the Fire Rod to light the northern torch first, then the eastern torch, then the south torch, and finally the west torch. Ignore the first two skulls on the way as you go south, but you should have time to pick up the third skull and get a magic jar and still have time to go through the east door before the torches go out. From where you arrive in the room, you will be safe from the Laser Eyes' lasers. Face north and hold the sword button to hold your shield to the right as you walk north. Pick up the skulls to get a full magic jar and a heart, then face north and hold the sword button as you go south to the stairs in the middle of the room. Go up them. The room in this floor will collapse soon, so quickly go east and use the Fire Rod to light the southeast torch, then go west and light the southwest torch, then go north and light the two northern torches, and go north through the door. Kill the two Helmasaurs you might find it easiest to throw skulls at them and one of them will drop a key. You can optionally open the chests to get some bombs. Go west through the locked door. Advertisement Continue Reading Below Get a Fourth Key Go directly west from the door until you are up against the wall. Place a bomb, then press A to pick it up and throw it onto the conveyor belt. If positioned correctly, it will explode at the cracked south wall and open a hole. Get in the path of the giant spike Trap and then get out of its way, and go through the hole while it is moving slowly back. Wait for the Rabbit Beam to hit the barrier, then hit one of the crystal switches, and avoid letting the Spark hit you. Use Magic Powder on the Bubble. Pick up the southeast skull to get a full magic jar. Go into the inside of the orange lines and hit a crystal switch so you can reach the chest. Open it to get a key. Then go outside of the blue line and hit a crystal switch, and go through the locked door in the south wall. Advertisement Continue Reading Below Moldorm You must battle Moldorm in an area that is a different shape from before. If you fall off, you will land in a large room with spikes, Purple Wizzrobes that appear in the four directions around you, and a Bubble, and you can return to the Moldorm's room by going to the northeast corner and up the stairs there. To defeat Moldorm, hit the end of its tail. You can hit it twice with the Golden Sword to kill it. Reach the Boss After it is gone, a chest appears in the south of the room. Use the Hookshot to reach it. It contains 20 rupees. Go south up the stairs, then push the upper block to the left, push the lower block to the left, and push the upper block to the left. Go through the door in the west wall. Go south to the ice and kill the Helmasaur with a Silver Arrow. Then make your way north and put on the Magic Cape to go north past the two blue Bumpers on the conveyor belt. When you reach the stairs in the north wall, take off the Magic Cape and go up the stairs. Go west and you will find the door to the dungeon boss. Advertisement Continue Reading Below Agahnim II Agahnim splits into three. Two are fake. The real one has the darkest shadow. In this battle, Agahnim will attack with large flashing orbs and small blue orbs like before, but he will not do the lightning attack in this battle. Whenever the clones move, position yourself across from the real Agahnim. Sidestep the circle of blue orbs, which will break apart if you hit them, and hit the large flashing orbs back at the real Agahnim. After you hit him with orbs enough times, there will be a cutscene. You will end up on the top of the Pyramid of Power. Prepare for the Final Battle Before you fall into the hole in the top of the Pyramid of Power, make sure that you get the Silver Arrows and Golden Sword from the Cursed Fairy. It is recommended to bring three fairies or two fairies and a red potion and a bottle of Medicine of Magic. When you are ready, fall into the hole in the top of the Pyramid of Power, and the battle will begin. Advertisement Continue Reading Below Ganon Hit Ganon with your sword as many times as you can. Ganon will throw his trident, which will float around the room, and Ganon will teleport from one place to another to catch the trident. Dodge the trident and hit Ganon whenever he stops. Eventually, Ganon will create an expanding circle of fireballs around himself. Stay far away to avoid getting hit by them. The fireballs will turn into fire bats that each fly in straight lines at you, so sidestep them carefully. Hit Ganon whenever you can safely reach him. After he takes more damage, Ganon will stop using his trident and teleport around the room several times. Hit Ganon as soon as he stops teleporting around, to try to prevent him from creating a flame bat that swirls in a spiral around him, leave flames behind. If you are not quick enough to stop him from creating a flame bat, avoid the edges of the room, because Ganon will pound the ground and cause one edge of the perimeter tiles to fall. If you fall, you will have to leave the Pyramid and start the battle again at the beginning. After all four edges of the floor have fallen away, there will be some dialogue, and Ganon will start shooting a line of fire at you as he teleports. Then the room will turn dark, and Ganon will become invisible. You must light the corner torches to reveal Ganon and make him vulnerable to attack. As soon as all four torches are burning, hit him with the Golden Sword to stun him, and quickly shoot him with a Silver Arrow before he can recover. Repeat this process until Ganon is defeated. Afterward, go north through the door that opens. Congratulations! You won! Enjoy the ending!

Ganonknocks the Master Sword out of Link's hands, forcing Link to weaken Ganon with his other weapons until he retrieves the Master Sword. Afterwards, Link further weakens a rejuvenated Ganon with the Master Sword. Zelda then assists Link by using her power to hold Ganon at bay, allowing Link to deal the final blow. The Seven Sages unite their powers to seal the defeated
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.
Hereis Agahnim & Ganon's theme from Zelda, a Link to the Past. Good for your possible near end of the game levels. Preview: Play SPC: Tags: dark ruins: Comments: 2 (jump to comments) Rating: 3.5 (2 ratings) No rating. Download 65.04 KiB | 412 downloads. Comments (2) Earthling 2020-06-19 07:12:24 PM Link. it could also fit in the overworld . Dark Prince 2019-10
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a link to the past ganon