- 12.1 Buy the Super Bomb
- 12.2 Free the fat fairy
- 12.3 Retrieve the Quake Medallion
- 12.4 Travel to Turtle Rock
- 12.5 Get the Compass
- 12.6 Retrieve the Map
- 12.7 Obtain the Big Key
- 12.8 Exit the dungeon to get the Mirror Shield
- 12.9 Descend to the boss
- 12.10 Defeat Trinexx
12.1 Buy the Super Bomb
Princess Zelda is waiting for you, and it might be tempting to head to Turtle Rock without delay. But Turtle Rock is impenetrable at this moment in time, and you need to obtain a way to crack it’s hard, rocky shell. But before that, there’s an incredible deal that you can now purchase, and you should do so without delay.
To do that, you’ll need to get out of the Swamp of Evil. But given that there’s no natural way in or out of it, you’ll have to do it via the Light World. Use the Magic Mirror at your convenience to warp to the Desert of Mystery. From there, you should travel by Flute to Point #7. You can use the Magical Warp Tile directly north of the Swamp Ruins, the same one you’ve used before for when entering the Swamp Palace.
Your destination in the Dark World is the Bomb Shop, which is located exactly where Link’s House would be in the Light World. To get there, Hammer down the stakes blocking you in, and then head east until you find a break in the cliffs to the north. Of course, you’ll want to be extra careful since this is Pikit territory, but if you make a beeline east you probably won’t come near one. Once you are able to travel northward, do so, and you’ll be practically there. A single Ropa will try hopping at you from the left while a far-off Hinox will be up and to the right. Defeat or dodge the Ropa and head up the cliff to the Bomb Shop.
Inside, the shopkeeper will have two offers for sale. The first one is one he’s always had: 10 Bombs for 30 Rupees. However, he now also has an amazing orange bomb also on sale for the same price. This is the Super Bomb, able to blast away extra strong rocks with a single explosion. You should buy this without delay.
Now, it should be noted that the Super Bomb isn’t an upgrade to your regular Bombs; it’s a wholly unique item. Furthermore, it’s not something that appears in your inventory; you only get one of them (at a time, at least), and you have to trail the item behind you until you want to use it. As a result, there are a couple of important rules to the Super Bomb:
- You can’t go inside until you use it. In fact, you’ll be prevented from entering any building or cave whilst dragging something behind you.
- You absolutely shouldn’t use the Pegasus Boots while carrying a Super Bomb. If you dash attack while dragging this along, you will instantly leave it behind.
- You also shouldn’t jump off the cliff; you’ll leave the Super Bomb at the top.
- The moment you leave the Super Bomb behind, its fuse will activate. The fuse is set to a mere four seconds. You can see the timer on screen. That means, if you dash attack, you’re implicitly activating the Super Bomb.
- You can halt the detonation by returning to the Super Bomb before the timer reaches zero. So if you forget and dash, you can (if you’re quick) save the Bomb. Halting the detonation will reset the timer on the Super Bomb.
12.2 Free the fat fairy
There’s only one spot in the game where an ordinary Bomb won’t do and you have to use the Super Bomb. Unfortunately, it’s a small distance away from you up at the Pyramid of Power. Since you can’t just dash past enemies, you will likely have to fight yourself out of a few tricky spots along the way.
From the Bomb Shop, head east, jumping down off of the cliff. You’ll pass the Hinox and then transition the screen right. Eventually you’ll find the small land bridge crossing the river that has the 3×3 block of stakes. Pound a pathway through using the Magic Hammer, and then you’ll want to prepare to fight some aggressive Taros and a Ropa coming your direction. Continue northward past the screen transition, and then head west whenever you find the land bridge that direction.
Moblins, a Snap Dragon, and Hinoxes will await you on the other side. Simply meander past them, fighting only when you need to. Once you arrive at the grand staircase ascending the first level of the Pyramid of Power, head up. Just to the left of the first level, you’ll see a solid brown wall with a telltale crack within it. This is the spot where only the Super Bomb can penetrate. Set it down in front of the crack and then get far away from the explosive. The countdown from three will finish in a glorious explosion, breaking through the wall.
Head on inside. There, you will confront the same sort of pond inside the Waterfall of Wishing in the Light World. Just the same way, you’ll be asked to throw an item into the pond.
This is your opportunity to level up a few select items to their highest-level forms, so decide to throw something in. First, you’ll want to toss in your Tempered Sword. AFter a few short moments, a rather voluminous fairy will appear in just a few moments, and she’ll ask you if you dropped it into the pool. Always say yes in response to the fairy; otherwise, she’ll just hand it back to you without any benefit. However, by saying yes, the fairy will do you a solid. She’ll grant you the ultimate upgrade the Dwarven Swordsmiths’ Tempered Sword, the Golden Sword, the fourth and final blade of the game. It comes in with four times the damage of your starting Fighter’s Sword.
However, while the Golden Sword is certainly a nice-to-have (and in some ways all but required weapon in the SNES version), the second upgrade is much more critical. In fact, you can’t beat the game without them. You can get the fat fairy to give you Silver Arrows. Not only do Silver Arrows have much more punch than their Wooden Arrow counterparts have, they’re also the only thing that can ultimately defeat Ganon.
“I know I don’t quite have the figure of a faerie. Ganon’s cruel power is to blame!”
Throw in your Bow and Arrows, and then naturally admit to doing so. The Silver Arrows are yours, my friend.
12.3 Retrieve the Quake Medallion
But neither the Silver Arrows or the Golden Sword will gain you access to Turtle Rock. Something else is required instead. In fact, just as the Ether Medallion opened up Misery Mire, the Quake Medallion is what’s needed to open Turtle Rock. The Quake Medallion, unlike the two other medallions, isn’t something handed to you by translating an ancient monolith. Instead, it’s been stolen by a large fish, and you’ll need to convince him to give it back.
Your destination is northeastern Hyrule. So leave the Pyramid of Power via the eastern land bridge. Once you arrive back in the large field of bolders, continue northeast, following the shoreline of the river. You’ll find a pair of Moblins next to a broken bridge—representing the actual bridge that exists in the Light World over the river—and you should defeat them as you go past. You can either use the Hammer to drive down the stake or use the Titan’s Mitt to lift up the heavy stones to continue heading north.
Eventually, you’ll encounter a small grove of trees. Ropa and a single Hinox occupy this part of the woods. Bear east, passing a small house that contains a simple shopkeeper. The path will once again be blocked by a heavy stone, but you can lift it now. The screen will transition east, and you can continue around the bend, just as if you’d be following the path to Zora’s Waterfall. You’ll encounter Slarok on the way, the Dark-World variant of the Octorok, and Ku, the Dark-World variant of the River Zora.
Continue back north from the small pit in the ground. Once you see a Ropa come on screen, you’ll know you’re close to your destination. Defeat the Ropa and continue north to the sign just next to the staircase that heads down to the shore of the river. Reading it will tell you everything you need to do. Since it tells you not to disturb the circle of stones just to your left, why not disregard that advice?
While it’s not required to do so—any object you throw into the pit will certainly do, whether it’s a bush or a rock or a Bomb—to add insult to injury, go ahead and use the sign warning you not to do it. Pick up the sign itself (by lifting it from the side of the sign). Head down to the river and throw the sign into the circle of stones.
Soon enough, a fish-like monster will perk its head above the waves and look at you rather angrily. It’ll give you a gift provided you promise to leave it alone from here on out. For your trouble, he’ll give you the Quake Medallion. Just don’t try this trick again as the fish will not reward your continued malfeasance.
“Was it you who disturbed my peaceful nap? I will give this to you if you go away!”
12.4 Travel to Turtle Rock
Turtle Rock now remains open to you. High up on Death Mountain, it beckons. But, like the Swamp of Evil, Death Mountain is entirely isolated from the rest of the Dark World. You’ll need to use the Magic Mirror to return to the Light World in order to reach Death Mountain. There’s only one Flute point on the whole of Death Mountain—Point #1—and so naturally that’s the closest point to Turtle Rock.
There are two general pathways that lead to Turtle Rock. The first is via Spectacle Rock and the Tower of Hera, ascending to the tower and then heading due east until you reach the easternmost part of Death Mountain. The first part of that path you’ve traveled at least twice thus far, and, since neither path is excessively faster, for the sake of being interesting, we’ll take the alternate path, first going east and then going up.
Head east from the mountain cave; this time, since you have enough hearts to not worry too much about the Boulders, you can pass the Lost Old Man’s cave and continue east. Ascend the staircase leading up when you see it, and then continue east, jumping eastward off of the next ledge. You’ll be persecuted by Deadrocks here, but they can’t completely block your path through if you don’t attack them, so only attack them if you’re sure you can proceed. You’ll pass by some larger rock formations and then some smaller rocks that you could lift up if you wanted to; however, there’s nothing of significance under them, even if that heavy rock looks mighty suspicious.
The screen will transition, and you’ll come to a bridge that’s in need of some serious repair. However, the Hookshot will work wonders in the short term. Hook onto the posts along the north end of the bridge, and you’ll transport yourself over. You’ll come across some Tektites on this side of the mountain, insect-like creatures that hop rather high before trying to come crashing down on Link. Naturally, the red ones are hardier than the blue ones. There’s also two Deadrocks over here, but thankfully they’re far fewer in number (and thus less troublesome) over here.
There are five caves on this lower plateau of Death Mountain. Four of the caverns are further north, leading into the great cliff face separating you from the upper peaks, and the final one is further south. You’ll want the that final, lower cavern in the far southeast.
Inside the cave, you’ll see a T-intersection where the right path leads to a pit. Unless you need some Rupees (which you can find along the right path), head left and up the stairs. Two Mini-moldorms will be blocking your way from there to the exit, but the Golden Sword will make short work of them.
Once you exit the cave, you’ll be atop Death Mountain, somewhat east of the Tower of Hera. You’ll see a handful of Deadrocks up here, but they’re of no use to you. Head north around the cliff that you exited from, bearing east until you get to the screen transition.
Up ahead will be one final plateau that has three stakes sticking out from it. To ascend to it, lift up the heavy stone blocking the staircase with the Titan’s Mitt, and then you can climb up. These three stakes need to be hammered down in the correct order: first by hitting the top one, then the lower-right, then the lower-left. Once you do this in the correct order, you’ll see a Magical Warp Tile to the Dark World. You know what to do with those.
You’ll be standing atop Turtle Rock the moment you arrive. However, don’t jump down just yet. You’ll see a symbol atop the dungeon that looks shockingly like the Quake Medallion. That’s your cue to stand on it and call upon the powers of Quake. Once you do, the head of Turtle Rock will collapse and turn into an inviting staircase. Hop down from the shell of Turtle Rock and enter.
Sahasrahla will speak to you through the Telepathy Tile at the dungeon’s entrance, asking you if you have a Green or Blue Potion. You don’t strictly need one; it’s possible to get through the dungeon without it as there are plenty of Magic Jars inside. However, it’s not a bad idea to have a backup plan just in case you run low, especially if you don’t yet have the Double Magic upgrade.
12.5 Get the Compass
The first thing you’ll notice are two skulls directly in front of Link. One of them will have a full Magic Jar, and you should definitely get it now to help fund your magic expenditure this dungeon. Just upward from that is a rather curious question mark sitting within an inky, black void. This is where the Cane of Somaria comes into play, and in fact the Cane will be one of your most used items this dungeon. Use the Cane to drop a block into the pit over the question block; it will instantly become a large platform that you can then walk onto. You can then guide the block up towards the end of the hall. Once you reach the end, go through the door.
The next room is bigger still, and you’ll be pushed onto a small parapet over a large pit. Use the Cane to create a block over the question mark, and then guide it left. You’ll occasionally notice that there are intersection points along the dotted line; whenever you reach an intersection point, you can alter the direction of your block accordingly so long as it’s not a U-turn to head the direction you came from. However, you don’t want to go up quite yet; continue left until you reach the next question mark, which is your destination. You might find a blue Bari whilst travelling; Link won’t be able to move while on the Cane of Somaria block, but he can attack. Once you arrive at the question block, head through the door south.
As a warning when you enter this room; there’s a Laser Eye that’s guarding the door you just walked through. However, this Laser Eye will only fire at you when you’re facing it (i.e., north). So only face upward when you absolutely need to. Other than the Laser Eye, two Medusa line the south corners of this room, but they shouldn’t give you any real grief. Head in and then onto the platform surrounded by the nails; you’ll find a chest granting you the Compass. Then, as soon as you get it, step out of the way as the lasers from the Laser Eye will be coming straight at you (since you’re now facing up, naturally).
12.6 Retrieve the Map
Now you’ll need to escape the room. Make sure, when heading back, make sure you don’t walk exactly in the center of the room lest the lasers hit you. When you reach the far end of the room, you’ll notice that the door closes whenever the Laser Eye is shooting at you. To escape, face southward and charge up your sword for a Spin Attack. While you’re holding the charge on your sword, you will strafe and not change directions while walking. Use this technique to head through the door back into the great room.
Drop a block with the Cane of Somaria into the pit and ride it to the right. You can head around the outer perimeter of the room until you reach the third platform counterclockwise from where you started, which is the northernmost door heading east. Head through the door when you get to that landing.
The next door is sealed, and you will start to see a few torches floating on platforms in the midst of a great pit. Yes, you will need to use the Fire Rod (since it’s the only thing that can reach them) to light the torches, but naturally you’ll have to do this from a moving platform.
Lighting the four torches around the track
This room becomes a dead end, but it does contain the Map at the far side, so you’ll have to endure the traps present. Speaking of traps, there’s a new one in this room, the Spiked Roll. This rolling, spike-laden log just rolls back and forth within a set perimeter. The first one in this room rolls vertically and the second horizontally. To bypass the first, waiting until it is rolling upward, then follow it, eventually ducking into one of the alcoves at the far left or right of the room. Then, as it rolls down, pass it. You can do more or less the same thing with the horizontally rolling Spiked Roll as well. Once you pass both, you will find two treasure chests awaiting you, one containing a Small Key and the other the Map.
12.7 Obtain the Big Key
With the Map and the Compass, it’s time to descend into the deeper parts of Turtle Rock. Head south out of this room, passing the Spiked Rolls just as you did to get to the Map. Once you leave the room, head back into the central room through the door to the west.
You’ll need to drop another Cane of Somaria block onto the question mark to provide another moving platform. Once again, you’ll want to travel counterclockwise, getting off at the second stop, which should contain a locked door. (If you’re in dire need of magic, the stop just beyond the locked door has a full Magic Jar.) Once there, unlock the door and continue onward.
Two Zol are hiding within the floor early in this room, but there’s a new enemy just beyond them called the Hokkubokku. This cactus-like monster will, each time you hit it with your sword, shed one of its segments, causing it to bounce around the room for a short period. These segments will do a lot of damage; however, if you can hit it again with your sword before they disappear, the rewards are often well worth it! Alternatively, the Fire Rod will destroy the entire stack in one go should you wish to spend the magic on them. Defeating the Hokkubokku will give you a Small Key to unlock the door to the north.
The last room of the first floor features Chain Chomps. You might remember these from the Mario series, and they pretty much act the same way as they do in that franchise; every now and again, they will lunge aggressively at Link, and even with the Blue Mail, they’ll pack a wallop. The door heading down is locked, but thankfully there is a Small Key in here; you just have to make it appear.
Take out the Magical Boomerang or the Bow and Arrow, whichever suits you best. Right after the Chain Chomps have finished an aggressive lunch, quickly head to the right side of the room and use some ranged device to flip the Crystal Switch from brown to blue. Once you do so, find safety in the bottom-right corner of the room. Again, when you have the opportunity, push the topmost single block in the cluster of five left one space. This will cause a treasure chest to appear at the far end of the room. That’s naturally where the Key is. Be daring and leave the safety of the blue blocks, and then use the Boomerang or the Bow to flip the Crystal Switch back to brown once you’re clear. You can choose to find quick safety back in the bottom-center of the room, or you can go for a quick pass for the Key. Once you open the chest and snag it, head downstairs to B1.
The basement takes on a very different feel and brings very different challenges. The first room contains some odd tunnels that span the room. Head down the stairs into the lower part of the room, and then head to the southeast corner. This part is filled with enemies: three Anti-fairies, two Zol, and a Hokkubokku in all. Climb the stairs to reach the platform in the southeast to reach one of the curious tunnels. Once you’re there, walk confidently into it; it will take you very quickly from one end to the other, eventually depositing you next to a door leading west. Head through.
You’ll have a choice of two tunnels next, which is, at least this trip, the only interesting part of the room. Take the rightmost one, the one whose entrance is a little further to the south. It will spit you out in the upper-left corner next to a door.
Four Anti-fairies are trapped in a little aisle when you enter the room, but that trap is very temporary as they’ll eventually spill out into the room and chase you southward. Before they can get the jump on you, head south and flip the Crystal Switch back to blue to allow your escape. If you want, you can flip the switch back to brown with a ranged attack, but you’ll have to do so incredibly quickly as there’s a Rabbit Beam with your name on it.
Worst of all, there’s nothing to block it other than using the wall as a barrier. If you get hit, dodge the attacks of the remaining enemies until you can attack. The two yellow Stalfos won’t give you anything, but the Hokkubokku is carrying the Small Key you need to unlock the door to the east.
You’ll find yet another pipe spanning the lava-filled room. Enter the pipe, and you’ll eventually be deposited onto the platform in the center of the room containing yet another pipe. But there’s also a treasure chest on this platform as well. Open it up, and you’ll have the Big Key.
12.8 Exit the dungeon to get the Mirror Shield
Continue through the pipe to the south. This will unfortunately take you back east, which is not the most convenient spot, but it’s still the fastest way of getting where you need to go.
The door will seal behind you, which is fine. Take the proffered pipe; it’ll take you to the platform in the center, which is a much desired full Magic Jar to fill up on your Magic Meter. Hop off of the platform and once again head back to the southeast corner. Ascend the steps, enter the pipe, and head through the door, just like before.
You’ll be back in the lava room, but this time you’ll want to take the left pipe instead of the right one. This will bring you to the southwest, once again to another open door.
Two Hokkubokku will be in the next room along with a Medusa. Unfortunately for you, you won’t be able to continue forward without defeating the two bouncing enemies. Kill them either with your sword or the Fire Rod; be careful as the bottom-right skull hides a Rabbit Beam. Once the Hokkubokku are defeated, you can continue on to the south.
You’ll be in a room in the shape of an upside-down T. Take the left passageway. You’ll be in what looks like a dead end, but there is a tell-tale dark crack in the wall to the south. However, there are also five Laser Eyes along the north wall that look very threatening. The outer and center ones will only fire at you while you’re looking at them; the second and fourth one will fire whenever you’re within line of sight regardless of which way you’re looking. The lower corners of the room are safe spots. You can pick up the skulls—they contain hearts and one Bomb—and place a bomb on the dark spot on the south wall; then retreat to a safe location. Once it blows, you’ll discover a passageway outside. Head on out; leaving the dungeon is the only way to reach the Big Chest.
It’s hard to get lost outside; you’ll be on a long ledge. You can’t fall down, and there’s only one other cavern to enter into. Once you see the second entrance into Death Mountain, head back in to continue the dungeon.
Before heading back inside the dungeon to get the Mirror Shield, you should take this very convenient time to get the 24th and final Piece of Heart.
A single block from the Cane of Somaria will fill the gap that separates you from the Big Chest. Open it up and you’ll get the third and final shield of the game: the Mirror Shield.
12.9 Descend to the boss
Head north. The next room only has two Medusa in the upper corners, but there’s nothing else of interest except for the Big Door to the north. Unlock it with the Big Key, and go through. This will bring you into the lava room one last time. Enter the pipe, and this time you’ll emerge in the northwest corner. Enter the door you find there.
A single Hokkubokku will greet you in the next room, and you should destroy it to make your life easier. The room, otherwise, is a dead end other than the two obvious bomb spots along the north and east walls. Heading east will, two rooms in, deliver you 270 Rupees guarded by a trio of Spiked Rolls. However, to continue in the dungeon, you’ll need to head north. Bomb the wall, but don’t be in a hurry to charge through the door. Zoro will spill through the doorway of this opened passageway at regular intervals, so either way for an opportunity to enter or use the Pegasus Boots to forge a path through them.
You have one last challenge to get through before heading down to B2. If you managed to flip the Crystal Switch back to brown, this will be slightly easier; otherwise, you’ll need to use the Magical Boomerang, an Arrow, or a sword beam to flip the Crystal Switch from blue to brown to enter the center section. Wait for the Spiked Roll to roll right; once it does, pass by the lower brown blocks and use some way to flip the Crystal Switch back to blue. Then quickly head left to the treasure chest. It’ll contain the Small Key you need to head down. By this point, the Spiked Roll will naturally be rolling back left, so simply wait for it to head back right before going for the Crystal Switch one last time. Once you flip it to brown to get to the other side. It’s best to keep the Crystal Switch on blue going forward, so strike it one last time before unlocking the door and heading downstairs.
The first room of the second basement is a nightmarish room. It will be a room that you remember the moment you step into it again on a subsequent play through. The room is entirely dark, lit only by Link’s lantern. Overall, it’s an incredibly convoluted network of Cane of Somaria block tracks that connect several parapets and islands. Impeding you are three Guruguru Bars that spin around clockwise about Medusas. If you time things incorrectly (and you have precious little control over that), you’re guaranteed to take damage at several points in this room. There’s one exit to the room in the lower left, but the exit is sealed. So you need to find a switch to open the door; that switch happens to be on an island in the center of the room.
Getting to the switch is fairly easy, and you can do it guaranteed damage free. Getting to the far side of the room damage free, however, is unlikely to happen.
Navigating the Cane of Somaria maze
You’ll come to a rather narrow, long corridor crossing a bottomless pit. You will also see some eye-shaped objects on the side of the room; these are Eye Lasers, and these naturally will fire laser beams at you as you pass by. As a result, you’ll need to run for it. Use the Pegasus Boots to dash past all of the lasers, but be forewarned that the passage isn’t 100% straight to the end of the hall. In short, be prepared to stop once you see the Helmasaur coming up or else you’ll fall into the pit. You don’t have a key for the locked door to the east, but you can find one in the room to the south.
There are more Eye Lasers here, each of them blocking one of the passages left and right. However, your best strategy for now should be to dash to the far south of the room and deal with the Hardhat Beetle you come across first. It’s that ledge the Beetle was guarding, the bottommost on the left, that contains the Small Key in the chest. (The rest simply contain Rupees of varying quantities.) To get the Small Key from the Eye Laser without taking damage, face south and then charge up your sword as if you were going to do a Spin Attack; this should cause your Mirror Shield to face the left. You can then walk like this across the ledge. As your shield will always face west, it will block the lasers shot from the Laser Eye. Once you reach the chest, let go of the Spin Attack to grab the key. You can get back to the center corridor via the same method.
Once you’re there, dash back north out of the room. You can then unlock the door you just passed.
But there’s one final obstacle between you and the boss.
Reaching the third basement
Two skulls await you, one of which is a single heart while the other is a full Magic Jar. Get both and then use the Cane of Somaria to cross the final gap before the boss room.
12.10 Defeat Trinexx
Trinexx is, much as its name might suggest, a three-headed dragon. Your strategy by and large will depend upon whether or not you have and want to use any Medicines of Magic that you might have brought with you. The three heads each attack differently. The red head on the left will attack with fire; when attacking, it will produce a temporary wall of flame that will dissipate after a few seconds. The blue head on the left will attack with ice; it will create an icy wall that will dissipate, but unlike the fire wall it will transform any floor it touches permanently to ice. The grey head in the center will stay retracted most of the time, but every occasionally it will extend violently out from its body, attacking physically if you’re unaware.
The blue head, due to its ability to terraform the ground, is the nastiest of the three and therefore should be the one you deal with first. Naturally, given that it attacks with ice, the Fire Rod is its natural nemesis. First, hit the blue head once with the Fire Rod to stun it; doing so will cause it to change color for a small amount of time. During this time, it’s vulnerable to the sword; keep hitting it until it returns to its normal blue coloration, at which point you can rinse and repeat. Of course, you’ll need to also watch out for the grey head as it might attack when you close in on the blue head, though you won’t need to worry about the red head as its attacks won’t come anywhere near you if you stick to the right edge of the screen.
Naturally, you’ll repeat this very same process for the red head on the left, only you’ll be using the Ice Rod instead of the Fire Rod. Again, your strategy will depend upon how much magic you have and want to spend, but the sword should be easy enough to work with, especially since you should have a fair amount of health at this point.
Once you’ve destroyed the outer two heads, it will look as if Trinexx is about to go down; however, that’s too good to be true. Instead, it’s merely going to be changing form. The outer shell will disintegrate, and you’ll be left with a large grey snake to defeat. It will slither around fairly rapidly; your only real defense against it that it doesn’t have that fantastic of a turning radius, so you should be able to dodge it reasonably well.
One of the central segments of Trinexx’s body will be flashing, and that’s its weak point. Hit it with your sword six times, and Trinexx will go down utterly defeated. You’ll be awarded your final Heart Container and the final Crystal. Finally, at long last, you’ve rescued Princess Zelda from the clutches of Agahnim and Ganon. But the final fight isn’t over yet. You’ll have to head to Ganon’s Tower to face them down once and for all.
“We will use our combined powers to break the barrier. Let’s return peace to the country without fail…”