The Legend of Zelda: A Link to the Past/Printable version


The Legend of Zelda: A Link to the Past

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Versions

General differences edit

Item Super Nintendo Game Boy Advance
Screen Resolution 256 × 224 240 × 160
Sleep Option No Present: Press L + R + Select to wake up
Triforce opening Unskippable
Screen flashes many colors
Skippable
Screen flashes white
Introductory Story Plays during attract mode
Skippable
Plays during a new game
Unskippable
Dungeon Names No Displayed upon entry
Item Menu Every Bottle shares one position
Bottle contents displayed in submenu
Items highlight by a green circle
Each Bottle has its own position
The Shovel takes the Bottle's old position.
Items highlighted by a green parenthesis
Secondary Item Indicator Next to Magic Meter Next to Heart Meter
Maiden text Scrolls Erases
Starting a saved game May start in the Mountain Cave
May not start where you last saved
May not start in the Mountain Cave
May start from the last save location
Stones and Skulls Only the normal variety Sparkling stones and skulls can be found
Striking sparkling stones release Rupees and supplies
Striking sparkling skulls creates lit bombs.
Spin Slash Destroys 8 tiles around the center Destroys 9 tiles, including the center
Diving No May now dive underwater briefly
Ending Triforce Speech May not speed up text Text may be sped up
Pyramid of Power No hole at the east A new hole at the east leads to a new dungeon (the Palace of the Four Sword) if properly unlocked
Riddle Quest No A third lumberjack, Q. Bumpkin, has been added
Item Menu: "?", next to the Piece of Heart chart

Audible/Visual changes edit

Item Super Nintendo Game Boy Advance
Chopping down a sign No Newly added sound and graphics
Audio
Link's voice No Young Link from Ocarina of Time can be heard during certain actions
Dropped Bombs and Blocks Silent They make noise if they fall down a hole
Walking in Misery Mire Unique footsteps sound Same as water footsteps sound
Visual
Selection Screen Link is inanimate Link is running
Super Bomb No animation The bomb pulsates while being dragged or set
Maximum Rupee/Bombs/Arrow Text remains white Text turns yellow
Faerie Queens Items thrown in remains stationary Items thrown in bob up and down
Health Meter The text "- Life -" is visible above the hearts No text is present above the hearts
West of the Dark Palace Grass is formed in the shape of an arrow pointing to the skulls where you must use your Hookshot A small broken bridge extends across the water to help you see the skulls on the other side
Witch's assistant Wears a hooded cloak Maple from Oracle of Ages and Oracle of Seasons
Struck enemies Flash a variety of colors Flash gray

Weapon and item changes edit

Item Super Nintendo Game Boy Advance
Swords May not pick up any items
May not chop down signs
May not break pots/skulls
May pick up items by swinging your sword
Master Sword and above may chop down signs
Only a Level 4 sword may break pots/skulls
Lamp May not damage an enemy May damage an enemy
Boomerang's cutting ability Cannot cut signs, grass, or bushes Boomerang: signs
Magic Boomerang: signs, grass, and bushes
Arrows May not break anything Wooden arrows can break one pot/skull
Silver arrows can break an entire row
Magic Powder No effect on pots/skulls Destroys pots/skulls
Magic Hammer May not destroy stones, skulls, or bushes May destroy bushes, light colored stones, and skulls
Shovel May only shovel left or right
Replaced by the Flute once you find it
May shovel up or down as well
You keep the Shovel after you find the Flute
Flute No new landing points may be added A new warp to Turtle Rock is available
Fire Rod Does not burn bushes May burn an entire row of bushes
Collecting Magic Items No effect Refills your magic meter

Dungeon/Enemy changes edit

Item Super Nintendo Game Boy Advance
Desert of Mystery Original frequency and speed More numerous and faster
Dark Palace Kodongos' fire is visible in the darkness Kodongos' fire is only visible in your lamp's light
Ice Palace The Cane of Somaria can be used early, and use it to complete the Ice Palace puzzle quickly The Cane of Somaria cannot be used to complete the Ice Palace puzzle as the rooms are altered
Turtle Rock Heart Piece The enemies in the cave are Goriyas The enemies in the cave are Eyegores
Like-Likes No Present near the Dark World Shield Shop

Naming changes edit

Item Super Nintendo Game Boy Advance
Special bee Good Bee Golden Bee
Fairies Faerie Fairy
Dash item Pegasus Shoes Pegasus Boots

Miscellaneous changes edit

Item Super Nintendo Game Boy Advance
Faerie appearing music First four chords play every time First four chords only play the first time
Lamp light cone Cone is visible until one torch is lit Cone is visible even after a torch is lit
Land Mines Dashing over a mine detonates them Dashing over a mine does not detonate them
Bunny beams When turned into a bunny, you have a green tunic regardless of armor color When turned into a bunny, the color of your tunic matches your armor.
Bunny Link Link as a Bunny may not open treasure chests Link as a Bunny may open treasure chests
Bombing walls After the bomb explodes, dust falls from the hole No dust falls from the hole
Red Rupee-giving trees Obtainable every time you save, reset, and continue Obtainable once per save file
Golden Bee Must be captured from the Ice Cave east of Lake Hylia May also be purchased from a brand new shop in the Village of Outcasts
Dark World Shop The shop west of the Pyramid of Power sells a Red Shield, a Bee, and 10 Arrows The shop west of the Pyramid of Power sells a Blue Shield, a Red Shield, and the Mirror Shield, but only if the Mirror Shield was obtained and lost
Angry Dark World Trees They spit out a bomb the first time you touch them, then you may talk to them You may talk to them, and then they spit out a bomb
Defeated Zora items Bombs from defeated Zoras sink into the water Bombs from defeated Zoras float above the water
Fairy appearance Original rate Increased frequency
Hyrule Cemetery Unjumpable down over any stones Jumpable down over stones on the Magic Cave grave
Treasure Field Heart Piece Must leave the room and return to reset before retrying May jump over the fence at the right, and walk back to retry, leaving all of the holes already tried
Chris Houlihan Room The telepathic tile is present
Original room name
Reachable by various methods
The telepathic tile is removed
The room is called "Top Secret Room"
Unreachable without an emulator or cheat device


Gameplay

You turn on the game and royal fanfare teleports you to Hyrule. Welcome to the title screen!

To start a new game, move the fairy to the save slot (top, middle, or bottom) and press any button. You will be prompted to type a name for the game. This name will appear in game in various dialogues so choose wisely! You can continue a game by selecting an existing slot. You may also delete saved games here so be careful!

If you are ready to jump into your adventure, please skip to the Walkthrough.

User Interface edit

  • Health: Link starts with 3 hearts. Each heart represents 2 HP. When 1 HP worth of damage is received, the heart shrinks to half its size. After 2 HP worth of damage, it turns black (meaning it is empty). When all hearts are empty, Link will die if he isn't carrying a Fairy in a bottle.
  • Magic: the magic bar will come into play quickly. To fill it, defeat enemies or break open objects to find green magical pots. Some items will use up magic and if you don't have enough you won't be able to use the item. Be frugal with your magic as it is easy to expend.
  • Equipped item: this shows which item you have equipped.
  • Rupees: this shows how many Rupees you currently have. Rupees are Hyrule's currency. You will need a lot of it to afford special items, ammo refills, new equipment, and upgrades.

Movement edit

Link can move in 8 directions: up/down, left/right, and diagonals. He cannot face diagonally but will instead face one direction and strafe in the other. For example, while walking downwards he can slide to the left or right. This is easier to see when you hold his sword out front.

Interacting with characters and signs edit

Press A to speak with NPCs, read signs, speak telepathically through Triforce blocks.

Picking up and throwing edit

Link may also pick up some objects, as long as he is strong enough. You may upgrade his strength later on by finding powerful artifacts. Objects that can be picked up are:

  • Jars
  • Grass
  • Bombs
  • Some characters

Pushing and pulling edit

Link can push and pull some objects. Sometimes the object can only be pushed, or only pulled. For example, you will encounter levers early on in the game that can only be pulled. Likewise, there are secret blocks that can only be pushed in certain directions. Statues can often be pushed or pulled in order to put weight on switches to unlock doors in a dungeon.

Opening chests edit

Link can open chests by pressing A while facing them from below. He cannot open them from the sides or top. To open very large chests you will need the Boss Key of the dungeon you are in.

Combat edit

To attack, Link can swing his sword, hold it out front and touch an enemy, or power up a swing and spin around. He may also use items from his inventory to attack enemies. Each enemy has their own weaknesses, so study each enemy as you encounter them by reading about them here.

Saving and loading edit

Dungeon basics edit

Every dungeon in the game will behave similarly. When you enter a dungeon, the screen will close to black as you go through the doorway. When you arrive, you will have reached a checkpoint. You will return here if you die and choose "Save and Continue".

Map edit

Compass edit

Boss Key edit

Artifacts edit


Controls

Action SNES GBA Wii (GCN Controller) Wii (Classic Controller)
Move
Navigate inventory
D-Pad D-Pad Control Stick Control Stick
Talk
Run
Lift / Throw
Push / Pull
A R A A
Attack B B B B
View map X L X X
Use item Y A Y Y
Open save menu Select Start Z Minus
Open inventory Start Select Start Plus


Versions

General differences edit

Item Super Nintendo Game Boy Advance
Screen Resolution 256 × 224 240 × 160
Sleep Option No Present: Press L + R + Select to wake up
Triforce opening Unskippable
Screen flashes many colors
Skippable
Screen flashes white
Introductory Story Plays during attract mode
Skippable
Plays during a new game
Unskippable
Dungeon Names No Displayed upon entry
Item Menu Every Bottle shares one position
Bottle contents displayed in submenu
Items highlight by a green circle
Each Bottle has its own position
The Shovel takes the Bottle's old position.
Items highlighted by a green parenthesis
Secondary Item Indicator Next to Magic Meter Next to Heart Meter
Maiden text Scrolls Erases
Starting a saved game May start in the Mountain Cave
May not start where you last saved
May not start in the Mountain Cave
May start from the last save location
Stones and Skulls Only the normal variety Sparkling stones and skulls can be found
Striking sparkling stones release Rupees and supplies
Striking sparkling skulls creates lit bombs.
Spin Slash Destroys 8 tiles around the center Destroys 9 tiles, including the center
Diving No May now dive underwater briefly
Ending Triforce Speech May not speed up text Text may be sped up
Pyramid of Power No hole at the east A new hole at the east leads to a new dungeon (the Palace of the Four Sword) if properly unlocked
Riddle Quest No A third lumberjack, Q. Bumpkin, has been added
Item Menu: "?", next to the Piece of Heart chart

Audible/Visual changes edit

Item Super Nintendo Game Boy Advance
Chopping down a sign No Newly added sound and graphics
Audio
Link's voice No Young Link from Ocarina of Time can be heard during certain actions
Dropped Bombs and Blocks Silent They make noise if they fall down a hole
Walking in Misery Mire Unique footsteps sound Same as water footsteps sound
Visual
Selection Screen Link is inanimate Link is running
Super Bomb No animation The bomb pulsates while being dragged or set
Maximum Rupee/Bombs/Arrow Text remains white Text turns yellow
Faerie Queens Items thrown in remains stationary Items thrown in bob up and down
Health Meter The text "- Life -" is visible above the hearts No text is present above the hearts
West of the Dark Palace Grass is formed in the shape of an arrow pointing to the skulls where you must use your Hookshot A small broken bridge extends across the water to help you see the skulls on the other side
Witch's assistant Wears a hooded cloak Maple from Oracle of Ages and Oracle of Seasons
Struck enemies Flash a variety of colors Flash gray

Weapon and item changes edit

Item Super Nintendo Game Boy Advance
Swords May not pick up any items
May not chop down signs
May not break pots/skulls
May pick up items by swinging your sword
Master Sword and above may chop down signs
Only a Level 4 sword may break pots/skulls
Lamp May not damage an enemy May damage an enemy
Boomerang's cutting ability Cannot cut signs, grass, or bushes Boomerang: signs
Magic Boomerang: signs, grass, and bushes
Arrows May not break anything Wooden arrows can break one pot/skull
Silver arrows can break an entire row
Magic Powder No effect on pots/skulls Destroys pots/skulls
Magic Hammer May not destroy stones, skulls, or bushes May destroy bushes, light colored stones, and skulls
Shovel May only shovel left or right
Replaced by the Flute once you find it
May shovel up or down as well
You keep the Shovel after you find the Flute
Flute No new landing points may be added A new warp to Turtle Rock is available
Fire Rod Does not burn bushes May burn an entire row of bushes
Collecting Magic Items No effect Refills your magic meter

Dungeon/Enemy changes edit

Item Super Nintendo Game Boy Advance
Desert of Mystery Original frequency and speed More numerous and faster
Dark Palace Kodongos' fire is visible in the darkness Kodongos' fire is only visible in your lamp's light
Ice Palace The Cane of Somaria can be used early, and use it to complete the Ice Palace puzzle quickly The Cane of Somaria cannot be used to complete the Ice Palace puzzle as the rooms are altered
Turtle Rock Heart Piece The enemies in the cave are Goriyas The enemies in the cave are Eyegores
Like-Likes No Present near the Dark World Shield Shop

Naming changes edit

Item Super Nintendo Game Boy Advance
Special bee Good Bee Golden Bee
Fairies Faerie Fairy
Dash item Pegasus Shoes Pegasus Boots

Miscellaneous changes edit

Item Super Nintendo Game Boy Advance
Faerie appearing music First four chords play every time First four chords only play the first time
Lamp light cone Cone is visible until one torch is lit Cone is visible even after a torch is lit
Land Mines Dashing over a mine detonates them Dashing over a mine does not detonate them
Bunny beams When turned into a bunny, you have a green tunic regardless of armor color When turned into a bunny, the color of your tunic matches your armor.
Bunny Link Link as a Bunny may not open treasure chests Link as a Bunny may open treasure chests
Bombing walls After the bomb explodes, dust falls from the hole No dust falls from the hole
Red Rupee-giving trees Obtainable every time you save, reset, and continue Obtainable once per save file
Golden Bee Must be captured from the Ice Cave east of Lake Hylia May also be purchased from a brand new shop in the Village of Outcasts
Dark World Shop The shop west of the Pyramid of Power sells a Red Shield, a Bee, and 10 Arrows The shop west of the Pyramid of Power sells a Blue Shield, a Red Shield, and the Mirror Shield, but only if the Mirror Shield was obtained and lost
Angry Dark World Trees They spit out a bomb the first time you touch them, then you may talk to them You may talk to them, and then they spit out a bomb
Defeated Zora items Bombs from defeated Zoras sink into the water Bombs from defeated Zoras float above the water
Fairy appearance Original rate Increased frequency
Hyrule Cemetery Unjumpable down over any stones Jumpable down over stones on the Magic Cave grave
Treasure Field Heart Piece Must leave the room and return to reset before retrying May jump over the fence at the right, and walk back to retry, leaving all of the holes already tried
Chris Houlihan Room The telepathic tile is present
Original room name
Reachable by various methods
The telepathic tile is removed
The room is called "Top Secret Room"
Unreachable without an emulator or cheat device


Characters

Sprite Name Description
Link Throughout the game, you are cast in the role of Link, a young boy who lives with his uncle just south of Hyrule Castle. Link may be young, but he is strong and courageous. He is left-handed and has a natural ability with a sword and shield. Link can interact with his environment in many ways. As you discover more items and power-ups, his ability to traverse the lands of Hyrule increases. One of the moves that Link's Uncle teaches him at the beginning of his quest is the Whirling Blade attack, in which Link focuses energy into his sword, and swings around in a full circle, attacking anything in his vicinity.
Link's uncle At the start of the game, Link lives with, and is cared for by his Uncle. Not much is known about this man, but he may have been a direct servant to the King of Hyrule in his younger days. He knows many sword techniques, but age has slowed him down, and he's not quite the swordsman he used to be. He attempts to answer Princess Zelda's pleas for help, but he quickly finds himself overwhelmed by the voracity of the possessed knights at Hyrule Castle. Realizing that Link may be Zelda's only hope for rescue, he passes his sword, shield, and special technique on to Link.
Princess Zelda Princess Zelda is one of the last seven living descendants of the original seven wise men. Like the other six maidens, possession of Zelda is a high priority goal for the evil forces from the Dark World. The evil wizard Agahnim captures her to weave his magic spell on her, but Link rescues Zelda before he is ready for her. When Zelda is captured once more, Agahnim doesn't waste any time and imprisons her in a Crystal in the Dark World. Zelda is no helpless damsel in distress. She has knowledge that will aid you throughout key moments in your quest.
Loyal Sage When Link rescues Zelda for the first time, Zelda knows that the Sanctuary north of Hyrule Castle is a relatively safe place to hide from Agahnim's forces. The monk who has devoted his life to the worship of the three Hyrulean Goddesses cares for the Sanctuary. Knowing the dire importance of keeping Zelda safe, he promises Link that he will shelter her while Link finds a way to defeat Agahnim and restore peace to Hyrule.
Sahasrahla Sahasrahla is a wise old man who has the knowledge to undo all of Agahnim's plans. Agahnim knows this, and Sahasrahla knows that he knows, so he goes into hiding. He must leave his lifelong home in Kakariko village to a safe house in the rarely explored eastern region of Hyrule. He told very few of his relocation, not even the old lady who lived next to him. One boy in Kakariko village could be trusted to reveal that information to the right people. Once Link finds Sahasrahla, he begins to unveil the steps that Link must take on his quest to defeat Agahnim and beyond. He has powerful advice and even powerful artifacts with which to provide Link.
King Zora In the northeast most region of Hyrule lies a hidden valley of waterfalls. This valley is ruled by a mysterious aquatic creature known as the King of the Zoras. He may look fearsome, and he's not to be trifled with, but greed is his weakness. For a very high price, he will supply Link with a very valuable item that will help him explore more regions of Hyrule, and utilize his secret waterway passages.
Faerie Queen There is not just one Faerie Queen, but several. Two can be found in Hyrule, one in Lake Hylia, and one in the Waterfall of Wishes. They have both pledged to aid the forces of good against the forces of evil, but they may not intervene directly. They must be sought out, and the right item must be thrown in their springs in order to receive their assistance.
Lost Old Man During Link's very first journey into the caves of Death Mountain, Link will stumble upon a kind old man who has lost his way in the darkness. Grateful for the fortune of Link passing by with a lamp, he requests Link's help in returning to his mountain-side home in the lower portions of Death Mountain. After Link complies and helps the talkative man return to his home, he rewards Link's kindness with a powerful artifact that will help Link out substantially throughout the rest of his journey. After that, the Old Man will always heal Link's wounds, just like a Faerie, whenever Link visits.
Kiki the Monkey During Link's search for the first crystal of the Dark World, Link gets lost trashing throughout the mazes of brambles and bushes looking for the way to the Dark Palace. After popping out of a bush, Link is surprised to find a little monkey named Kiki trailing behind him. He is even more surprised to hear the monkey ask for Rupee in return for his assistance. His prices may seem high, but Link would never gain access into the Dark Palace without Kiki's help.
Catfish Whether he is a transformed citizen of the Light World, or a native citizen of the Dark, a giant Catfish has made his home inside a circle of rocks in the north east region of the Dark World. Preferring to live the life of a hermit, he'd rather not interact with the outside world, and he's even posted a sign outside of his circle asking people not to throw objects into it. If Link ignores the sign, the Catfish, so stunned by Link's audacity, will provide him with a significant item in return for leaving him alone.
Flute Boy While wandering through the Light World, Link finds an enchanted grove to the south east of Kakariko Village. He sees a boy playing on a kind of flute to an audience of woodland animals. However, every time he approaches to speak with the boy, the animals scatter and the boy vanishes into thin air like a vision. Later on in his quest, Link visits the same location in the Dark World, only to find an oddly transformed boy, sitting on a stump, with a sad story to tell and a request to make.
Bomb Boy In the Dark World, just south of the Pyramid of Power, in the place where Link's home should be, is bomb shop. The owner inside is very talented in the art of constructing bombs. Shortly after Link arrives in the Dark World, this shop owner goes to work on building the most explosive bomb ever. He succeeds, but it takes him some time. When Link has recovered roughly six of the crystals, the shop owner finally displays the Super Bomb, happy to sell it to the first customer that comes asking.
Fat Faerie Faerie Queens exist in the Dark World as well but have been deformed by Ganon, who believes the myth that the Faerie's power is tied to their incredible beauty, and he believes that he has crippled the Faerie Queen that resides in the Pyramid of Power by robbing her of that beauty, and sealing her inside. This Queen is determined to prove Ganon wrong. If the right hero comes along and throws the right items into the spring, she is prepared to reward their honesty with the most powerful weapons available in all of Hyrule.


Bosses

Key
  • HP is the maximum number of hits the boss can take.
  • A hyphen (-) implies immunity.
  • For all weapon squares, the number refers to how much damage it deals.
  • For all armor squares, the number refers to how much damage you will take with that armor on.


Armos Knights edit

HP 48 16 - ½
2 KO 8
2 4 8 ½
4 1 -
8 - - ½
4 4 -
  • Japanese name: Degu Armos
  • Location: Eastern Palace
  • Description: A group of six individual blue statues which come to life and stomp the ground in an attempt to crush Link.

These six statues appear harmless until they shake and rumble to life. They begin to bound around the room in special circular patterns. If you have plenty of arrows, you have little to fear. You can fire at them from the bottom of the room, off to the side, and stay relatively safe. If you are forced to rely on your sword, you must attack a lot more carefully. The patterns that the Knights follow are fairly predictable, so fire your arrows patiently; you can't afford to waste too many of them.

As you attack the Armos Knights, you will defeat them one at a time. Ultimately, you will be left with one final Armos Knight, who will transform from the usual blue color to an angry red. The final red Armos Knight has no interest in following a pattern since there's no one else to follow it with him. Instead he takes slow, but purposeful leaps in your direction. Move out of his path, and retaliate with an arrow or a sword swipe until he finally expires.

Lanmolas edit

HP 16 4 - 1
2 KO 8
2 4 8 1
4 - -
8 - - 1
4 4 -
  • Japanese name: Lanmola
  • Location: Desert Palace
  • Description: Three green snaking creatures which attack in a group of three by jumping in and out of the sand.

When the Lanmolas sense a disturbance on the surface of the floor, they rise out of the sand and sail through the air in an effort to attack the intruder before landing back down into the sand and burrowing underneath for a while. Their bodies are covered by a hard exoskeleton, but their head is far more vulnerable to your attack. You will have a brief moment's notice where they are popping out of the ground before they appear to attack. When they pop out of the ground, four clods of dirt scatter that can hurt you. At that time, it's a good idea to have your sword charged for a spin attack. Stand along side the shifting dirt where they are about to appear, and release your attack when you see their head. After a number of attacks on the head of each Lanmola, they will disappear. When only one Lanmola remains, the force with which he escapes the sand causes eight clods of dirt to fly around.

Moldorm edit

HP 12 - - 1
2 - -
2 - - ½
4 - -
8 - - ¼
4 4 -
  • Japanese name: Degu Tail
  • Location: Tower of Hera
  • Description: A gigantic Tail Worm with huge eyes, yellow skin, and a small ball on the end of its tail.

In addition to Moldorm's enormous size, he also has exceptional defense. He mindlessly wanders around his den, but he likes to keep it clean. Any invader on his floor is treated the same; brushed off the edge. As a result of Moldorm's thick impenetrable skin, there is only one weak point on his body that can take damage: his tail.

As Moldorm wiggles and writhes across the floor, you must do your best to situate yourself behind him in order to strike his tail. This is no easy task, as Moldorm never holds still, and rarely travels in a straight line. He prefers to turn frequently, and his motion is hard to predict. Initially Moldorm's pattern is somewhat random, but after a few hits he'll start to come after you directly and try to push you off the battle area. Naturally, if you want to get through this fight fairly quickly, the biggest thing you'll want to avoid is getting pushed over the edge and down to the floor below. You will be able to return if that happens, but Moldorm will return to his full strength if you leave the room.

Agahnim edit

HP 60 - - 1
- - -
- - - 1
- - -
- - - 1
- - -
  • Japanese name: Priest Agahnim
  • Location: Hyrule Castle Tower
  • Description: A large wizard with green and purple robes, with the powers of fire, ice, and lightning at his disposal.

It's you and Agahnim in a fight to the finish. Agahnim teleports around the room, casting one spell before teleporting to some other location. At first, the fight may seem a little one-sided; Agahnim's powerful magics protect him from physical harm. Even the Master Sword does not appear to touch him. Agahnim has a few different spells that he likes to employ against you, based on fire, ice, and lightning. His fire spell is a giant fireball that he sends in your direction. The ice spell is composed of six small ice crystals. And his lightning spell is a devastating attack of lightning arcs. However, in order to cast it, he must always move to the top of the room, and will always face the door below. This is your clue to get out of the way and move to the side of the screen. With all the ways that Agahnim has to hurt you, and your inability to touch him, there's only one way to defeat him: turns his spells against him. You have been told all along of the Master Sword's ability to reflect evil magic. That's not just a metaphor, it can literally do just that. The best time to use it is against Agahnim's fireball spell. When he sends one your way, swing your sword at just the right moment, and send the blast back at him. You can't return his lightning spell, and your sword causes the ice spell to scatter, so stay focused and alert when he casts a fireball spell at you. He will always turn to face you as he does. Hit him with a number of fireball blasts, and he will be forced to stop. He will not allow you to defeat him. With the little energy that he has remaining, he will curse you to the dark dimension. You can also reflect his attacks with the bug net.

Helmasaur King edit

HP 28 4 - 2
- KO -
4 4 - 1
8 - -
16 - - ½
8 8 -
  • Japanese name: Jeekrock
  • Location: Dark Palace
  • Description: A giant red beast with a blue armored mask and huge flailing tail.

This gargantuan version of the little Helmasaurs won't be taken down quite as easily. In addition to the damage that he can inflict upon you with his claws and face, he has a massive tail that he can swing and extend in front of him in order to strike his opponents. You must watch his position and his tail if you want to avoid taking damage. He can also spit deadly fireballs at you that break apart and scatter.

He enters brief periods of immobility, giving you ample opportunity to attack. But how will you manage to damage him with the thick, skull-like helmet protecting his forehead? With the Hammer! You'll need to chip away at that mask piece by piece. As you do, he will continue to attack, especially with his tail. He will swing the tail back and forth just before he is about to attack.

If you have plenty of health, then focus on hitting his head. If you are running low, play a little more cautiously with hit and run tactics. Eventually, his mask will completely break apart, revealing his weak point, the green crystal in his forehead. A few well placed slashes to the crystal with your sword will do King Helmasaur in completely. His mask can also be broken using bombs.

Arrghus edit

HP 32 4 - 2
- KO 8
4 - 8 1
8 - -
16 - - ½
8 8 -
  • Japanese name: Wahto
  • Location: Swamp Palace
  • Description: A giant floating red jellyfish like creature with a large eye and numerous orange creatures covering its body.

With the Hookshot equipped, you must fire it up at the mass, plucking one ball at a time off of Arrghus' body. When each ball is pulled, begin to attack it with your sword. After a few hits, it will be destroyed. If, for some reason, you do not completely destroy it in time, the ball will float back to Arrghus, and you will have to pluck it off again in order to continue attacking it. Keep this strategy up until every single ball that floats around Arrghus is destroyed. Once the last ball is defeated, Arrghus is revealed as a red eyeball with tentacles. Arrghus likes to jump up in the air and try to slam down on you. After he lands, he bounces around the room in an effort to collide with you. Slashing his eye with you sword causes him to stop, jump up in the air, and repeat the process. Continue to hit him with your sword until his life is depleted.

Mothula edit

HP 32 - - 2
2 - 4
4 - - 1
8 - -
16/- - - ½
8 8 -
  • Japanese name: Gamos
  • Location: Skull Woods
  • Description: A giant oversized moth that fires three beams from its mouth.

Mothula is vulnerable to your sword, hammer and Fire Rod (remember that it drains your magic when used). The big problem is, it's immune to the spikes that line up its room, which has two consequences on the original SNES version (corrected in the GBA remake):

  • Because the spikes and golden sword do the same "kind" of damage to monsters, immunity to spikes means immunity to the golden sword: it does no damage to Mothula (but "pokes" with the golden sword deal tempered sword damage).
  • And because knocking an enemy into spikes replaces the sword damage with the spikes damage, any hit whose knockback sends Mothula into spikes is negated. Both sword slashes and fire rod hits have knockback, so you'll have to time your shots carefully to avoid wasting magic!

In addition to its immunity, Mothula has a lot of health, so you may run out of magic using the Fire Rod and will have to revert to using your sword at close range (or hammer at even closer range). What makes matters worse is the room itself isn't static:

  • The floor moves constantly in random directions.
  • The spike traps all around the outside of the room randomly slide from one side of the room to the other. You are warned of their eventual move by the shaking they do just before.

It's difficult to attack Mothula and focus on the spikes at the same time. Stay persistent, and bring health and magic restoring potions if you are having a difficult time with this fight.

Blind the Thief edit

HP 90 - - 2
10 - -
10 - - 1
10 - -
10 - - ½
10 10 -
  • Japanese name: Blind
  • Location: Gargoyle's Domain
  • Description: A floating monster with a red body and a white robe that hovers over the floor. Disconnected heads will fly around the room.

This is a difficult fight as it's hard to dodge most of the attacks. Bringing fairies in bottles is a wise strategy. Blind moves left and right along the top and bottom of the room. His head is his weak point. He will either fire a laser at you, or shoot off small fireballs. When you hit him in the head enough times, he falls down while his head roams free of his body. His head will fly around the room independently and shoot fireballs at you, and there's little you can do about it. Meanwhile, a new head will grow in the old one's place, and the battle will resume. Strike the new head until that one is knocked off his body. One final head will take its place while you avoid the attacks of the previous two. Strike that head enough times until Blind is finally defeated.

Kholdstare edit

HP 64 - - 4
- - 16
4 - - 3
8 - -
16 - - 2
8 8 -
  • Japanese name: Shyuu Eyes
  • Location: Ice Palace
  • Description: A pink puffy eye ball trapped beneath a block of ice. When it is finally freed from the ice, it turns out to be three eye balls.

At first, Kholdstare appears pretty harmless, being stuck in a giant block of ice. Naturally, you can use blasts from the Fire Rod to thaw the ice and release him so that you can ultimately kill him. However, once he breaks free of the ice, you'll soon discover that he is not one enemy, but rather three. And they will each split up and begin to bounce around the room and attack you. While they do this, blocks of ice will drop from the ceiling and shatter into four pieces. Do your best to avoid them while you focus your attack on one Kholdstare at a time. Rely most on your sword for quick successive strikes, but a few blasts from your Fire Rod (if you have magic left) can speed up the process of defeating each one.

Vitreous edit

HP 128 16 - 4
2 64 -
4 4 - 3
8 - -
16 - - 2
8 8 -
  • Japanese name: Geldohga
  • Location: Misery Maze
  • Description: A large eyeball surrounded by a green ooze and several small eyeballs.

Vitreous' core is a giant eyeball, but he sends several small eyeballs to attack you. You can destroy them simply by swinging your sword at them, as they won't put up much of a fight. As you begin to destroy the smaller eyeballs, fewer eyeballs remain to weigh the core down. As a result, he will sometimes rise out of the ooze he rests in to fire a giant lightning bolt attack at you. Once all of the small eyeballs have been defeated, Vitreous will have no other choice than to attack you directly with the core eyeball. It will bounce towards you. Keep swinging your sword non-stop, as it is really the only way to defend yourself, and Vitreous will eventually die.

Trinexx edit

HP 40 - - 4
2 - 4
4 - - 3
8 - -
16 - - 2
8 8 -
  • Japanese name: Degu Rock
  • Location: Turtle Rock
  • Description: Initially, a giant rock with one large central gray head, and two surrounding red and blue heads. Once the side heads are defeated, it slims down to one large gray snake-like creature.

This fight is going to require a substantial amount of magic. While it's possible to win the fight with one full magic meter, it's wise to bring at least one green or blue potion to the fight with you in case you run out. Trinexx, as his name suggests, possesses three necks. The two lesser necks on the sides are red and blue. The red neck attacks with searing flames, while the blue neck attacks with blasts of ice that freeze the floor. The center neck physically attacks you, so you must always keep your eye on it will you focus on the outer two. Since the outer necks deal in heat and cold, they are susceptible to attacks of the opposite variety. Therefore, train your Ice Rod on the red head, and your Fire Rod on the blue head. You can simply shoot at the heads with just the rods, or you can hit them once to freeze them and get in close with your sword. They can be taken out in any order, although you may find the blue head to be a bit more of a nuisance. Once both heads are destroyed, the outer shell of the center head explodes, leaving behind the center head at the end of a long snaking body. The body will slither throughout the room at a rapid pace, and this dungeon boss does a substantial amount of damage to you if he hits you. Do your best to stay out of its way, and observe the flashing point in the center of its body. You must strike this point with your sword. Strike it enough times to defeat it, and Trinexx.

Agahnim 2nd fight edit

HP 60 - - 1
- - -
- - - 1
- - -
- - - 1
- - -
  • Japanese name: Priest Agahnim
  • Location: Ganon's Tower
  • Description: A large wizard with green and purple robes, with the powers of fire, ice, and lightning at his disposal.

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 edit

HP 255 - - 8
- 24 -
- - - 6
4 - -
8 - - 3
4 4 -
  • Japanese name: Ganon
  • Location: Pyramid of Power
  • Description: The formidable King of Evil. He holds incredible dark powers, and can only be slain by weapons of justice.

Ganon first attacks by throwing his Trident and then he attacks with his Blazing Bats. In these parts of the fight he can be damaged normally with the sword. Next he will teleport around and release a circling fire bat. He doesn't take damage during this part but you must hit him four times in order to reach the next stage of the fight. After each hit, Ganon will 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. In the last part of the fight, Ganon will douse the lights in the room and make himself invulnerable. 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. When he appears, strike him with the sword. He will turn blue and freeze for a second. When you see Ganon turn blue, immediately fire Silver Arrows at him. Repeat this process until four Silver Arrows have struck him, and Ganon will be destroyed. If you have not acquired the Silver Arrows, it is still possible to damage Ganon in his final form but it is much more difficult. You must first light the torches as you would normally, then hit him with the sword at the exact moment he is teleporting.


Dungeon Traps

Balls edit

File:Zelda ALttP Ball.gif
File:Zelda ALttP Giant Ball.gif

Balls are found in the Eastern Palace. They simply roll down a hallway. Unstoppable, no one knows where they come from, or where they go. Normally small balls will roll down the right or left side of a hallway, but occasionally, a gigantic ball will roll down the entire width of the hallway.

Bumper edit

File:Zelda ALttP Bumper.gif

Bumpers are strange devices that repel anyone who touches them. Making contact with a Bumper will repel you with great force. There's only one strange quirk to Bumpers: they can only repel things that are visible. Donning the Magic Cape renders its wearer invisible, and therefore, impervious to the effects of the Bumper.

Antifairy edit

File:Zelda ALttP Bubble.gif

When Agahnim came into power, he knew that the Faeries would attempt to help whoever might try to stop him, so he cast a spell that few small fairies could resist. He turned them into the evil equivalent of fairies, known as Antifairies. Antifairies bounce mindlessly around whatever room they are placed in. Every time they touch someone, they drain not only their health, but their magical power as well. The only item capable of breaking this horrible spell is the witch's Magic Powder. A sprinkle of that magical dust will undo the damage caused by Agahnim's spell and restore a fairy back to its original form. An advanced player is grateful to find an Antifairy when situations look grim.

Bunny Beam edit

File:Zelda ALttP Bunny Beam.gif

Bunny Beams are pockets of magic gone horribly wrong. They are sensitive to the magical effects of the Moon Pearl. If it senses the Moon Pearl in the vicinity, it will hungrily chase after any being that possesses it. If it makes contact, the effects of the Moon Pearl are temporarily disabled, and the bearer must suffer the fate of taking an altered shape until the Moon Pearl restores itself. Bunny Beams are very unstable, and merely colliding with a solid object is enough to unbind its energy.

Cannons edit

Some dungeons are equipped with cannons that run along tracks mounted to a wall. They typically come in pairs, situated on opposite walls from each other. They appear to have an endless supply of cannonballs which they fire across the room at a constant rate.

Fire Bars edit

Fire Bars are globes of flame magically arranged in a chain. They swing together around a focus point, usually a block but not always. Nothing will stop them, and your only defense against them is the Magic Cape or Cane of Byrna.

Fire Traps edit

Fire Traps are odd devices that look like a box with openings on the sides. Fire Traps are keyed into aggression. Whenever someone swings a sword, they will fire a burst of energy in particular directions. The more you swing your sword, the more they fire.

Floor Tiles edit

In some rooms of a dungeon, the very floor tiles of a room may be enchanted. The spell must be cast on 22 specific tiles in the room, in a very special order or it will not succeed. Therefore, every time you encounter one of these rooms, the tiles will rise off the floor and rocket at your head in a very specific order. They move quickly, but not so fast that you can't destroy them with a well timed swing of your sword.

Snake Medusa edit

File:Zelda ALttP Medusa Stone.gif

Snake Medusas shoot small bursts of energy from their mouth periodically in whatever direction Link happens to be at. Link can block the bursts with at least a Red Shield, or simply get out of their way. Some torches have the same properties as these enchanted stones.

Beamos edit

File:Zelda ALttP Sentry Statue.gif

A Beamos is an ancient Hylian magical construct that was used to guard Palace entrances and treasures. It contains an eye that rotates around the base in a full circle looking for intruders. Whenever it finds one, the eye stops and fires a beam at the intruder before continuing its rotation, looking for further intruders. The only way to avoid detection is to stay on the opposite side of the eye at all times.

Blade Traps edit

File:Zelda ALttP Spike Trap.gif
File:Zelda ALttP Large Spike Trap.gif

Blade Traps remain stationary until someone enters their attack range. Then they are triggered to fly very quickly at whoever unwittingly tripped them. Small traps are in abundance throughout dungeons and caves, while only a few extremely large spike traps are known to exist. Because of their size, Blade Traps take a longer time to reset to their original position before they can strike again. Take advantage of their slow return.

Wall Eye edit

File:Zelda ALttP Wall Eye.gif

Wall eyes are enchanted images that are painted on some of the walls of dungeons in the Death Mountain of the Dark World. Some eyes are compelled to fire at whenever someone is looking at them while others are only compelled to fire when they see that someone is not looking at them. In order to avoid the beams they emit, you must figure out which type of eye you're looking at. If an eye fires at you when you look at it, power up your sword while facing away from them and walk towards them. If an eye fires at you when you don't look at it, power up your sword so that your shield arm is directed towards the eye.

Winder edit

File:Zelda ALttP Winder.gif

Like fire bars, Winders are enchanted fire globes. A Winder wanders aimlessly throughout a room, turning at right angles, or doing an about-face whenever it strikes a wall. Also like fire bars, they can't be stopped, and only the Magic Cape or Cane of Byrna will afford you any protection against them.


Light World Enemies

Table key edit

  • HP: Hit Points
  • #: Damage (amount of hit points removed)
  • KO: Knock Out (one-hit kill)
  • STN: Stun (temporarily immobilize)
  • BRN: Burn (incremental fire damage)
  • FRZ: Freeze (permanently immobilize)
  • SLM: Slime (transform into a Slime Monster)
  • Shirts: The amount of hearts Link will lose if attacked, based upon which color Mail he is wearing.

Soldiers edit

Hyrule Soldiers edit

HP 4 KO SLM ½
2 KO BRN
KO KO FRZ ½
KO STN BRN
KO STN FRZ ½
KO KO SLM

These are the first enemies that you see in the game, and some of the easiest to kill. Just swipe at them with your sword, and they'll usually be hit. However, sometimes you'll find your blow blocked by the daggers that all of soldiers have. To avoid this, just stun them by hitting them with a boomerang. This will neutralize any threat they might present, as well as stopping them from defending themselves. However, if you've just started out, you might not have your boomerang yet. To get around this, you can imitate their defensive stance by holding down your sword button. This will not only protect you, but will also charge your sword for a spin attack, which you can unleash as soon as it's charged. In the GBA version, you will also have the opportunity to attack them with magic by using your lamp. This is because in the GBA version of this game, your magic meter automatically fills when you get the lamp. In the SNES version, you may run out of magic and find yourself suddenly being hurt.

Sword Soldiers edit

HP 4 KO SLM ½
2 KO BRN
KO KO FRZ ½
KO STN BRN
KO STN FRZ ½
KO KO SLM
HP 6 4 - ½
2 KO BRN
4 4 KO ½
KO STN BRN
KO STN FRZ ½
KO KO SLM


Dashing Sword Soldiers edit

File:ALttP Sword Soldier dash sprite.png HP 6 4 - ½
2 KO BRN
4 4 - ½
KO STN BRN
KO STN FRZ ½
KO KO SLM


Spear Soldiers edit

File:ALttP Spear Soldier green sprite.png HP 8 4 - 1
2 KO BRN
3 4 - ½
4 STN BRN
KO STN FRZ ¼
4 4 SLM
File:ALttP Spear Soldier dash sprite.png HP 8 4 - 1
2 KO BRN
3 4 - ½
4 STN BRN
KO STN FRZ ¼
4 4 SLM


Spear Throwing Soldiers edit

File:ALttP Spear Soldier throw sprite.png HP 8 4 - 1
2 KO BRN
3 4 - ½
4 STN BRN
KO STN FRZ ¼
4 4 SLM


Grass-hiding Spear Soldiers edit

File:ALttP Spear Soldier grass sprite.png HP 8 4 - 1
2 KO BRN
3 4 - ½
4 STN BRN
KO STN KO ¼
4 4 SLM

They pop up in patches of grass. They will always pop up from the same place.

Archer Soldiers edit

File:ALttP Bow Soldier indigo sprite.png HP 6 4 - ½
2 KO BRN
4 4 FRZ ½
KO STN BRN
KO STN FRZ ½
KO KO SLM


Grass-hiding Archer Soldiers edit

File:ALttP Bow Soldier grass sprite.png HP 4 KO - ½
2 KO BRN
KO KO KO ½
KO STN BRN
KO STN KO ½
KO KO SLM


Bomb Soldiers edit

HP 8 4 - 1
2 KO BRN
3 4 FRZ ½
4 STN BRN
KO STN FRZ ¼
4 4 SLM


Ball & Chain Soldiers edit

File:ALttP Chain Soldier black sprite.png HP 16 4 - 1
2 KO BRN
2 4 - ½
8 STN BRN
KO STN FRZ ¼
8 8 SLM
File:ALttP Chain Soldier gold sprite.png HP 16 4 - 1
2 KO BRN
2 4 - ½
8 STN BRN
KO STN FRZ ¼
8 8 SLM

They use their ball and chain against you. They are vulnerable when they recharge.

Overworld edit

Armos edit

File:ALttP Armos sprite.png HP 8 KO - ½
2 KO KO
4 4 FRZ ½
KO STN BRN
KO STN KO ½
KO KO STN

The Armos first appear to be harmless statues, but if you come to close, they will suddenly come to life and begin to chase you. However, because of their slow speed and nonexistent defense, they can be easily killed with almost any weapon.

Buzzblob edit

HP 3 KO ½
* KO BRN
* KO FRZ ½
* STN BRN
KO STN FRZ ½
* * STN

The buzzblob produces an electric field that will sting Link if he strikes it with anything less than the level 4 sword. Once the buzzblob is stunned, its electric field is neutralized and a single hit from any sword will kill it. Throwing a stone will kill the buzzblob, whether or not it is stunned. The Buzzblob has a very unique reaction to Magic Powder. It becomes a Cukeman, which will give hints if talked to.

Crow edit

File:ALttP Crow sprite.png HP 4 KO - ½
2 KO BRN
KO KO KO ½
KO 1 BRN
KO KO FRZ ¼
KO KO KO

The Crowl is an enemy that comes in two forms. One form will stay in a tree until it spots you, when it will pop out and come toward you. However, there is a more dangerous form, which will keep attacking you until you kill it.

Deadrock edit

File:ALttP Deadrock sprite.png HP - * SLM 1
* * *
* * * ½
* * -
* * - ¼
* * SLM

A Deadrock is quite literally a living rock, and therefore impervious to every attack at Link's disposal except the most powerful magic. Attacking it turns it back into an ordinary and immobile rock. The only way to make this invulnerable enemy vulnerable is to turn it into a slime first.

Derudoman edit

File:ALttP Derudoman sprite.png HP 4 KO - 1
2 KO KO
KO KO KO ½
KO 1 BRN
KO STN KO ¼
KO KO STN

The Derudomen are often annoying to players, due to their tendency to pop out of the ground right next to Link without warning. They generally live in desert areas, where the sand is soft enough to burrow in. One way to avoid them is to walk cautiously, then immediately begin attacking it when it pops out of the ground, removing its chance to get a free hit on you.

Hachi (bee) edit

File:ALttP Hachi sprite.png HP 1 KO - ¼
KO KO KO
KO KO KO ?
KO - KO
KO - KO ?
KO KO -

Hachi bees are, for the most part, a minor nuisance. They can appear when you cut down a bush or grass. They will fly around and sting you until you leave a portion of the world, or kill them. However, you can catch them with your net and hold them in a bottle. Then you can release them to attack nearby enemies.

Hedge edit

File:ALttP Hedge sprite.png HP 2 KO SLM 0
KO KO KO
KO KO KO 0
KO 1 KO
KO STN KO 0
KO KO SLM

This harmless insect is easy to kill, and can't even hurt you, but it can help you. If you lift the hedge (or rock) from off its back, it will start dropping Rupees in an attempt to shake you off its trail. If you collect five green Rupees before he disappears, it will drop a red Rupee.

Octoballoon edit

File:ALttP Octoballoon sprite.png HP 2 * - 0
* * BRN
* * * 0
* 1 BRN
* * * 0
* * -

The Octoballoon is a special floating variety of Octorok. It is sensitive to all but the hottest of attacks. Any attempt to kill it will result in 6 smaller Octo creatures bursting out of its top to attack before disappearing.

Octorok edit

File:ALttP Octorok sprite.png HP 2 KO SLM 1
KO KO BRN
KO KO FRZ 1
KO STN BRN
KO STN FRZ 1
KO KO SLM

These creatures are back from the first Zelda game. Although they can be dispatched with almost any attack, they can still be dangerous because of their ability to fire rocks from their snouts. Luckily, these missiles can be blocked by any shield, as long as you are facing the rock without attacking. This is why Octoroks have taken to traveling in numbers. When there are several rocks whizzing around at once, they can be a bit more formidable. However, defeating will often earn blue or occasionally even red rupees.

Peese (crab) edit

These little crabs are found near The Waterfall Of Wishing, And where you found the Ice Rod.

File:ALttP Peese sprite.png HP 2 KO SLM 2
KO KO KO
KO KO FRZ 1
KO STN BRN
KO STN FRZ ½
KO KO SLM


Poe (soul) edit

Poes are like Hues in the Light World. Basically all they have is a lantern, and they fly around.

File:ALttP Poe sprite.png HP 8 4 - 2
2 KO KO
4 4 KO 1
KO 1 BRN
KO KO KO ½
KO KO -


Slime edit

File:ALttP Slime sprite.png HP 2 KO - ½
KO KO BRN
KO KO FRZ ½
KO STN BRN
KO KO FRZ ½
KO KO KO

Slimes are defenseless creatures that typically appear as the result of sprinkling Magic Powder on a more dangerous enemy, or using the magic of the Quake medallion. In this form, any enemy can be quickly defeated.

Tektite edit

They are back from the original game. They hop from one location to another.

HP 8 4 - 1
2 KO BRN
4 KO FRZ 1
KO STN KO
KO - KO ½
KO KO KO
HP 12 4 - 2
2 KO BRN
4 KO FRZ 2
8 STN KO
KO - KO 1
8 8 KO


Tendol (vulture) edit

These birds fly around you in circles when you walk through the desert.

File:ALttP Tendol sprite.png HP 6 4 - 1
2 KO BRN
4 4 KO ½
KO 1 BRN
KO KO FRZ ¼
KO KO KO


Thief edit

File:ALttP Thief sprite.png HP - - - -
- - -
- - - -
- - -
- - - -
- - -

Using special defensive techniques, the Thieves of the Lost Woods are impervious to all forms of attack, physical or magical. They cannot be harmed, nor can they harm you. But if they collide with you in the woods, expect to drop some supplies and Rupees that Thieves will be quick to collect from you.

Toppi (rabbit) edit

File:ALttP Topi sprite.png HP 2 KO - ½
KO KO BRN
KO KO KO ½
KO 1 BRN
KO STN KO ½
KO KO STN

This rabbit hops out from thick grass. He is easy to kill, but you can play a trick on it to earn Rupees. Instead of attacking the Toppi, destroy the grass that he jumped from. He will land helplessly on his back. Approach him and he will call you a thief, and give you Rupees, Bombs, Arrows or whatnot to leave him alone.

Zora edit

File:ALttP Zora sprite.png HP 8 4 - ½
2 KO BRN
4 4 KO ½
KO 1 BRN
KO STN KO ½
KO KO KO
File:ALttP Zorawalk sprite.png HP 8 4 - ½
2 KO BRN
4 4 KO ½
KO STN BRN
KO STN KO ½
KO KO KO

They live in water bodies and pop out of their whirlpools. They fire magic attacks at you. To block a magic attack you need to have a Magic Shield or Mirror Shield.

Dungeons edit

Devilant edit

File:ALttP Devilant sprite.png HP 4 KO - 1
2 KO KO
KO KO KO ½
KO 1 BRN
KO STN KO ¼
KO KO STN

Devilants are only found in the Desert Palace. Red Devilants shoot 3 fireballs, Blue Devilants Just pop up, And do no damage to Link.

Eyegore edit

File:ALttP Eyegore green sprite.png HP 16 KO - 1
2 KO -
4 4 - 1
KO - -
KO - - 1
KO KO -
File:ALttP Eyegore red sprite.png HP 8 4 - 1
- KO -
- - - 1
- - -
- - - 1
- - -

Eyegores are magical statues that normally sleep. They only wake up when you get close enough to them. Then their single eye opens up and they begin to chase you. You can only hurt them when they are awake. Furthermore, Red Eyegores can only be damaged by bow and arrow attacks.

Goozu (rat) edit

File:ALttP Goozu sprite.png HP 2 KO SLM ¼
KO KO BRN
KO KO FRZ ?
KO STN BRN
KO KO FRZ ?
KO KO SLM


Keese (bat) edit

They can be killed with a strike from the Boomerang.

File:ALttP Keese sprite.png HP 1 KO - ¼
KO KO BRN
KO KO FRZ ?
KO KO BRN
KO KO FRZ ?
KO KO STN


Kodongo edit

File:ALttP Kodongo sprite.png HP 2 KO - 1
KO KO KO
KO - FRZ 1
KO - BRN
KO - FRZ 1
KO KO SLM


Leevers edit

File:ALttP Leever green sprite.png HP 4 KO - ½
2 KO BRN
KO KO FRZ ½
KO STN BRN
KO STN FRZ ½
KO KO STN
File:ALttP Leever red sprite.png HP 4 KO - ½
2 KO BRN
KO KO FRZ ½
KO STN BRN
KO STN FRZ ½
KO KO STN


Popo edit

File:ALttP Popo sprite.png HP 2 KO SLM ½
KO KO BRN
KO KO FRZ ½
KO STN BRN
KO KO FRZ ½
KO KO SLM


Rope (snake) edit

File:ALttP Rope sprite.png HP 4 KO SLM ½
2 KO BRN
KO KO FRZ ½
KO STN BRN
KO KO FRZ ½
KO KO SLM

They charge at you when you're in front of them.

Stalfos (skeleton) edit

File:ALttP Stalfos sprite.png HP 4 KO SLM ½
2 KO KO
KO KO KO ½
KO 1 BRN
KO STN KO ½
KO KO SLM
File:ALttP Stalfos red sprite.png HP 4 KO SLM ½
2 KO KO
KO KO KO ½
KO 1 BRN
KO STN KO ½
KO KO SLM

The blue skeletons are mostly harmless and easily killed. The red skeletons will back away when attacked (so you do no damage) and then throw a bone at you. To kill these skeletons, you must back them into a corner where they cannot back out any further.

Stalfos Skull edit

File:ALttP Stalfos Head sprite.png HP 8 3 - ½
2 KO KO
4 4 4 ½
KO 1 BRN
KO STN KO ½
KO KO STN

Skull Stalfos drop down from the ceiling, only stopping long enough to deliver their floating skulls. The body floats back up to the ceiling, leaving the head behind to attack you.

Mini Moldorm edit

File:ALttP Mini Moldorm sprite.png HP 3 KO SLM 1
2 KO BRN
KO KO KO ½
KO - BRN
KO KO KO ¼
KO KO SLM

They can be killed by attacking them with the Hookshot.


Dark World Enemies

Table key edit

  • HP: Hit Points
  • #: Damage (amount of hit points removed)
  • KO: Knock Out (one-hit kill)
  • STN: Stun (temporarily immobilize)
  • BRN: Burn (incremental fire damage)
  • FRZ: Freeze (permanently immobilize)
  • SLM: Slime (transform into a Slime Monster)
  • Shirts: The amount of hearts Link will lose if attacked, based upon which color Mail he is wearing.

Overworld edit

Creepy edit

File:ALttP Creepy Green sprite.png HP 4 KO - 2
2 KO BRN
KO KO FRZ 1
KO - BRN
KO KO FRZ ½
KO KO -
File:ALttP Creepy Blue sprite.png HP 8 4 - 1
2 KO BRN
4 4 FRZ ½
KO - BRN
KO KO FRZ ¼
KO KO -

Despite being the weaker of the two, defensively, the green Creepy is slightly more dangerous, due to its ability to spit rocks at Link. The blue Creepy can take more damage, but it must touch you in order to attack.

Snapdragon edit

File:ALttP Gapra sprite.png HP 12 4 SLM 3
2 KO BRN
4 4 FRZ 2
8 STN BRN
KO STN KO 1
8 8 SLM

They do not actively chase the player, but will deal quite a lot of damage on contact.

Hinox edit

File:ALttP Hinox sprite.png HP 20 4 - 3
2 KO 8
4 KO FRZ 2
8 STN BRN
16 - FRZ 1
8 8 SLM


Hue edit

The Hue is like the Poe, But the Hue hides in Village Of Outcasts in the Dark World.

File:ALttP Hue sprite.png HP 8 4 - 2
2 KO KO
4 4 KO 1
KO 1 BRN
KO KO KO ½
KO KO -


Kuu edit

Similar to the Zoras in the Light World, the Kuu occupy the brackish waters of the Dark World

File:ALttP Kuu sprite.png HP 8 4 - ½
2 KO BRN
4 4 KO ½
KO 1 BRN
KO STN KO ½
KO KO KO


Kyune edit

The Kyune are the Crowls of the Dark World.

File:ALttP Kyune sprite.png HP 8 4 - 3
2 KO BRN
4 4 KO 1
KO 1 BRN
KO KO FRZ ½
KO KO KO


Like Like edit

File:ALttP Likelike sprite.png HP 12 4 - 2
2 KO BRN
4 4 8 1
8 1 BRN
KO STN FRZ ½
8 8 STN

Like Likes hang out in the Skull Woods of the Dark World. They have a fondness for metal, and will eat your blue or red shield if you let them get too close, and you will have to purchase another shield to replace the one that you lost. They cannot eat the Mirror Shield, it is too big for their mouth.

Lynel edit

File:ALttP Lynel sprite.png HP 24 - - 4
- KO -
- - - 2
8 - -
16 - - 1
8 8 -

Ganon bestowed these half man, half lion guardians of the Dark World's Death Mountain with inhuman strength. You can only hope to harm these creatures with the strongest weapons available in Hyrule.

Moblin edit

Moblins are really weak. All they have is a spear, And may hit you. Nothing much to a Moblin.

File:ALttP Moblin sprite.png HP 4 KO SLM 2
2 KO BRN
KO KO FRZ 1
KO STN BRN
KO STN FRZ ½
KO KO SLM


Pikku edit

File:ALttP Pikku sprite.png HP - - - -
- - -
- - - -
- - -
- - - -
- - -

Pikkus are transformed Thieves from the Light World. They are no longer human, but they retain they ability to avoid harm, and steal from you by colliding with you and making you drop supplies.

Roper edit

File:ALttP Roper sprite.png HP 8 4 SLM 2
2 KO BRN
4 4 FRZ 1
KO STN BRN
KO STN KO ½
KO KO SLM


Slarock edit

File:ALttP Slarock sprite.png HP 4 KO SLM 2
2 KO BRN
KO KO FRZ 1
KO STN BRN
KO STN FRZ ½
KO KO SLM


Stal edit

Attempting to pick up certain skulls from the ground can cause them to awaken and attack as Stals.

File:ALttP Stal sprite.png HP 4 KO KO 1
2 KO KO
KO KO KO 1
KO 1 KO
KO STN KO 1
KO KO SLM


Swamola edit

Swamolas are like mini lonmolas. They can be only found where Misery Mire is. They have an O.K Defence, Also.

File:ALttP Swamola sprite.png HP 16 4 - 4
2 KO 8
4 4 8 3
8 1 KO
KO KO KO 2
8 8 KO


Tauros edit

File:ALttP Tauros blue sprite.png HP 6 4 - ½
2 KO BRN
4 4 KO ½
KO STN BRN
KO STN FRZ ½
KO KO SLM
File:ALttP Tauros sprite.png HP 8 4 - 1
2 KO BRN
3 4 - ½
4 STN BRN
KO STN FRZ ¼
4 4 SLM


Dungeons edit

Babuusu edit

File:ALttP Babuusu sprite.png HP 4 KO - 2
2 KO BRN
KO KO KO 1
KO - BRN
KO KO KO ½
KO KO KO


Bari edit

File:ALttP Bari blue sprite.png HP 2 KO - ½
KO KO BRN
KO KO KO ½
KO - BRN
KO KO KO ½
KO KO -
File:ALttP Bari red sprite.png HP 2 KO - 1
2 KO BRN
KO KO KO ½
KO - BRN
KO KO KO ¼
KO KO -

Bari hover in the air utilizing a special form of electromagnetic repulsion. Occasionally they build up an abundance of electricity and they must release it. If you strike during this time, you will get shocked and take damage instead of hurting them. Red Bari split apart into two smaller Bari which possess the same ability to shock. The Hookshot is a great weapon to use against the Bari since it doesn't conduct electricity and will one-shot the Blue Bari. The Red Bari will split and then the two smaller Bari can be dispatched.

Buzz edit

File:ALttP Buzz sprite.png HP 2 KO SLM ¼
KO KO BRN
KO KO FRZ ?
KO STN BRN
KO KO FRZ ?
KO KO SLM


Chyasupa edit

File:ALttP Chyasupa sprite.png HP 1 KO - ¼
KO KO BRN
KO KO FRZ ?
KO KO BRN
KO KO FRZ ?
KO KO STN


Gibdo (mummy) edit

File:ALttP Gibdo sprite.png HP 32 - - 2
2 KO BRN
4 4 FRZ 1
8 STN BRN
16 - KO ½
8 8 STN

These enemies can usually be found in Skull Woods and can take a lot of hits from the Sword. They are generally weak against any fire. The Fire Rod can be obtained here for that particular reason.

Giibo edit

File:ALttP Giibo sprite.png HP 8 KO - 1
2 KO -
4 4 - ½
KO - -
KO - - ¼
KO KO -

Giibos are strange floating creatures that have a central corporal body surrounded by a magical barrier. In order to move around, the body must move to a new location. Only when the body stops moving does the barrier follow. The Giibo is only vulnerable when its body exists outside of the barrier.

Goriya edit

File:ALttP Goriya green sprite.png HP 16 KO - 1
2 KO -
4 4 - 1
KO - -
KO - - 1
KO KO -
File:ALttP Goriya red sprite.png HP 8 4 - 1
- KO -
- - - 1
- - -
- - - 1
- - -

The Goriya (known as Copy in Japan) are simple creatures who utilize a confusing behavior to attack their enemies. They mimic the movements of their opponent in the opposite direction. When you go left, they go right. If you move up, they move down. If you line up face to face with a Red Goriya, it will spit a fireball at you. The Green Goriyas are vulnerable to many typical attacks, but the Red Goriya can only be struck by arrows.

Helmasaur edit

File:ALttP Helmasaur sprite.png HP 4 KO SLM 1
2 KO -
KO KO - ½
KO - BRN
KO STN KO ¼
KO KO SLM

The thick hard growth on their forehead makes them invulnerable to attacks from the front. You must hit them on the side or from behind to damage them.

Hoba edit

File:ALttP Hoba sprite.png HP 4 KO - 1
2 KO BRN
KO KO FRZ ½
KO - KO
KO KO KO ¼
KO KO KO

Hoba's are water striders floating around on the Surface in the many sewers of The Swamp Palace. They will always try to chase down on the player and will deal damage on contact.

Hokuboku edit

File:ALttP Hokuboku sprite.png HP 32 4 - 4
2 24 BRN
4 4 8 2
8 - BRN
16 - FRZ 1
8 8 STN

Hokubokus have a number of body segments stacks on top of one another, with the head on top. They like to bounce around in rooms. When you strike them, you knock a body segment off which will bounce around for a bit before disappearing. The segments can damage you if they bounce in to you. Eventually, you will be left with just the head, which you must defeat.

Kyameron edit

File:ALttP Kyameron sprite.png HP 1 KO - 1
KO KO KO
KO KO FRZ ½
KO KO KO
KO KO FRZ ¼
KO KO KO


Nuranull edit

File:ALttP Nuranull sprite.png HP 8 4 SLM 4
2 KO BRN
4 - FRZ 2
KO STN BRN
KO STN FRZ 1
KO KO SLM

Nuranulls are a type of slug with the ability to produce explosive material. As they wander around a room, they leave bombs behind that will detonate on their own in time, or whenever you carelessly strike them with a weapon.

Pentagator edit

They slide across the room in great numbers.

File:ALttP Pentagator sprite.png HP 16 4 - 2
2 KO 8
4 KO - 1
8 1 BRN
KO KO FRZ ½
8 8 KO


Pirogoose edit

File:ALttP Pirogoose sprite.png HP 2 KO - 2
KO KO BRN
KO KO KO 1
KO 1 BRN
KO KO KO ½
KO KO STN


Pomett edit

File:ALttP Pametto sprite.png HP 8 4 - 1
2 KO KO
4 KO FRZ ½
KO 1 KO
KO STN KO ¼
KO KO STN

Pometts appear to be headless turtles; no matter which way they face, they always look the same. Their thick hard shell makes them impervious to sharp attacks. The only way to expose their soft under-belly is to pound the nearby ground with the Magic Hammer, which knocks them off their feet and on to their backs. Be careful, however. After a while, they get back up on their feet, and chase you even faster.

Pon edit

File:ALttP Pon blue sprite.png HP 6 - - 1
2 KO -
4 STN - ½
KO - BRN
KO STN FRZ ¼
KO KO STN
File:ALttP Pon red sprite.png HP 32 - - 2
2 KO -
4 STN - 1
8 - BRN
16 STN FRZ ½
8 8 STN

Pons have a thick rubbery shell on top of their heads. While they can be attacked normally, the impact with the shell will send Link flying backwards. Pons like to occupy floors with a lot of pits, where fighting them can lead to your falling off the edge. Pons are protected against many unconventional attacks, and Red Pons are especially strong.

Skull Rope edit

File:ALttP Skull Rope sprite.png HP 4 KO SLM ½
2 KO BRN
KO KO FRZ ½
KO STN BRN
KO KO FRZ ½
KO KO SLM


Stalfos Knight edit

File:ALttP Stalfos Knight sprite.png HP ? - - 2
- - -
- KO - 1
- - -
? - - ½
- - -

The magic that animates the great Stalfos Knights is a lot stronger than the usual Stalfos magic. By striking the knights, you can separate their bones, and only for a little while. Once the bones have fallen into a pile, you must find a way to prevent them from reconstructing back into a skeleton. Only a bomb has the power to destroy the bones beyond regeneration. As soon as the bones collapse, place a bomb near them so that it explodes before the bones have a chance to rise.

Tainon edit

File:ALttP Tainon sprite.png HP 24 - - 4
- - KO
- - - 2
- - KO
- - - 1
- - -

Tainons are magical ice sculptures that only come to life when you get close enough to them. They leap out of the wall from which they are carved to attack you. Their one and only vulnerability is to heat.

Terubean edit

File:ALttP Terubean sprite.png HP 5 - - 4
- - -
- - - 3
- STN -
- - - 2
- - -

As an animated ball and chain, Terubeans are invulnerable to every form of attack. The only weapon that will have any effect on them is the Boomerang, which only stuns them momentarily.

Wallmaster edit

File:ALttP Wallmaster sprite.png HP 8 4 - -
2 KO KO
4 4 KO -
KO 1 BRN
KO - KO -
KO KO KO

Wallmasters drop from the ceiling over your current location. If they manage to grab you, they will lift you back up to the ceiling, and you will be transported back to wherever you most recently entered a dungeon. They cannot damage you, and even if you kill one, they will continue to appear.

Wizzrobe edit

They fire magic beams at you and then they disappear after a few attacks. They soon reappear at the same location.

File:ALttP Wizzrobe sprite.png HP 2 KO - 4
KO KO KO
KO - KO 2
KO - KO
KO - KO 1
KO KO KO
File:ALttP Wizzrobe purple sprite.png HP 2 KO - 4
KO KO KO
KO - KO 2
KO - KO
KO - KO 1
KO KO KO


Zahzak edit

The red variety shoots fire balls.

File:ALttP Zahzak indigo sprite.png HP 4 KO - 2
2 KO BRN
KO KO FRZ 1
KO STN BRN
KO KO FRZ ½
KO KO STN
File:ALttP Zahzak red sprite.png HP 8 4 - 2
2 KO BRN
4 KO FRZ 1
KO STN BRN
KO KO FRZ ½
KO KO STN


Zol edit

They rise up out of the floor and attempt to attack you from behind.

File:ALttP Zol sprite.png HP 4 KO - 2
2 KO BRN
KO KO FRZ 1
KO STN BRN
KO KO FRZ ½
KO KO KO


Zoro edit

File:ALttP Zoro sprite.png HP 4 KO - 2
2 KO BRN
KO KO FRZ 1
KO STN BRN
KO KO FRZ ½
KO KO KO

Zoros are small magical dust mites that live inside of dungeon walls. If you blast a hole in a wall, they may be startled and stream out of the hole in small groups.


Items

Swords edit

Icon Name Location Description
Fighter's Sword