- 13.1 Walk to Ganon’s Tower
- 13.2 Retrieve the Compass
- 13.3 Return to the staircase leading to the second floor
- 13.4 Find the Map
- 13.5 Return to the room with the secret passage
- 13.6 Defeat the Armos Knight to get the Big Key
- 13.7 Retrieve the Red Mail
- 13.8 Begin your ascent of Ganon’s Tower
- 13.9 Defeat the Lanmolas
- 13.10 Reach the penultimate floor
- 13.11 Defeat Moldorm
- 13.12 Reach Agahnim’s lair
- 13.13 Defeat Agahnim
13.1 Walk to Ganon’s Tower
Exit Turtle Rock high atop Death Mountain. All seven maidens are now fighting on your side, and this means that you can break through the ward that Agahnim has placed over Ganon’s Tower, the hiding place of Ganon. His tower just so happens to also be up on Death Mountain, in the space where the Tower of Hera would be in the Light World, so it’s not that far of a journey there.
Head clockwise around Turtle Rock until you find a passageway leading to the west. Head off in that direction, following the contour of the mountain as you walk. Once you reach the second screen transition, you’ll start to encounter one of the last new enemies in the game: Lynel, who harken from The Legend of Zelda. Lynel are centaur-like beings in that they have the body of a horse but the head of a lion. These enemies will attempt to line up with you and shoot fireball projectiles in your direction. Thankfully, you have the Mirror Shield now, and you can block these with complete ease. They are pretty durable and require several sword hits each to destroy.
You’ll probably want to kill the few Lynel before crossing the narrow bridge back to Western Death Mountain so that they can’t snipe you in a pincer move with the Lynel on the west side. Once you’ve dispatched the eastern Lynel, cross the bridge, and then defeat or avoid the Lynel on the other side. Continue heading west, and soon you’ll come across Ganon’s Tower.
Stand out in front of the tower, and soon Zelda will let you know that she and the other maidens are going to perform their magic. The seven Crystals will float out of your hand into the air, and then they will start blasting Ganon’s Tower with magic. After several blasts, the barrier will fall, and an entrance leading up to the second floor of the stronghold will emerge. Finally, you have access to the wizard’s tower. Head on in, and prepare for the last dungeon.
“Link, we are going to break the barrier of Ganon’s Tower with our power.”
13.2 Retrieve the Compass
Ganon’s Tower is the largest dungeon in the game; you knew it wasn’t going to be easy. There are eight floors in total—one basement and seven stories above ground. The floor below you also has the largest footprint of any floor elsewhere in the game. And for better or worse, that’s also where you’re going to find all of the major items for the dungeon.
The Compass is, of course, not required to beat any dungeon. In the case of Ganon’s Tower, it’s exceptionally out of the way, and some of the journey is a bit annoying. If you’d like to skip half of the first floor, feel free to skip straight to section four.
Start by descending the right staircase from the upper ledge. Continue heading up the right side of the room until you see a door with stairs leading down. Head down those stairs to get to 1F.
The two treasure chests in the room may seem important, but they’re not as much as you might expect. They hold a trio of Bombs and 10 Arrows, which isn’t bad but isn’t the Compass that you’re looking for. You need to get through the door to the east, but it’s sealed. The Pull Lever just next to the staircase won’t open it though; it’ll just rain down Bombs on you. Instead, avoid the Traps and lift up the skull in the lower-left corner to reveal a switch. Use the Cane of Somaria to weigh it down with a block, and the door to the right will open.
You’ll come into the most complicated room with Flying Tiles you’ve ever seen. Not only are there Flying Tiles but there’s also a Rabbit Beam, an Anti-fairy, two Yomo Medusas, and a Wallmaster! With very little protection from the Rabbit Beam, you’ll almost certainly be turned into a rabbit early on. Which means the first bit of this Flying Tile puzzle you’ll have no defense against with your sword; granted, using the sword isn’t the best idea as it were since the Yomo Medusas will fire at you when you swing, and you’ll have to keep on the move anyway thanks to the Wallmaster. So the best strategy is to run along the west wall, up and down, even after the Rabbit Beam wears off. Dodge the Flying Tiles and the Wallmaster until the former have finished. Once they do, a treasure chest will appear at the top of the room; open it up to get a Small Key. You can then use this to unlock the door east.
Beware of this room as well as another Wallmaster haunts this room. The presence of the Gibdo and torches might tell you that the Fire Rod will be of use here. Release the Gibdo from its prison by lifting up the skulls and quickly kill it with fire. However, before you start lighting torches, you have a lot of work to set up to make your process easy. Head right along the conveyor belts to the two blocks to the right; push the lower block right one space. Then head south, dodging the Trap by moving after it strikes the right wall, until you find two blue Bari. Kill both of them, being careful of the Medusa right next to them. Once they’re destroyed, head back to the top of the room.
You’ll need the Fire Rod for the torches obviously. If you are low on magic, the skull that was below the Gibdo will have a full Magic Jar for you. Start by using the Fire Rod on the top torch from the conveyor belt. Then head south and use the Pegasus Boots to cross the conveyor belts to reach the two blocks. Once you reach the right side, light the torch next to you. Dodge the trap, and use the Pegasus Boots again to run to the south end of the room. The conveyor belt will move you up, so use the Fire Rod on the left switch first, then the one on the right on the other side of the pit. If you were quick enough, the sealed door leading south will open. Quickly dash through it.
You’ll find three Gibdo beyond, though two of them will be trapped behind Crystal Switch blocks. Kill the one that can come at you, and then you’ll need to go through the painful process of flipping the Crystal Switch. The only way to do this is via a Bomb; place a Bomb on the ground, pick it up, and throw it rightward onto the conveyor. This will deliver it to the Crystal Switch, and the Bomb will activate it. Kill any Gibdo that are freed by this, and then do it again, making sure you move to the left of the blue blocks immediately after throwing the Bomb. Once it works, you’ll be able to access the door to the west.
Two Hardhat Beetles will await you here along with four treasure chests. Defeating the Beetles is easy; however, you’ll want to open the upper-left treasure chest last. The other three will have 21 Rupees and 10 Arrows, but the last treasure chest will contain the Compass.
13.3 Return to the staircase leading to the second floor
Once you snag the Compass, it’ll activate a secret Star Switch underneath the treasure chest. Holes will appear in the room. However, you’re right next to the Magical Warp Tile, so activate it to be sent to the northwest corner of the first floor.
This entire section is technically optional. In general, the intention is to return back to near the entrance to the dungeon. If you’d rather skip the back half of this path through the dungeon, you can use the Magic Mirror to return to the dungeon entrance and then descend the left staircase back down to 1F. From a practical standpoint, you aren’t missing out on anything. However, if you want to live the full experience of Ganon’s Tower, you can continue using the more naïve route by not using the Mirror.
The room you end up in will be a long hallway. Defeat the blue Bari you see first and fight the conveyor belt to reach the first set of Star Switches. The Star Switch will move the pits (as they are wont to do), but one of the pits will be moved so that it’s directly in front of you. Move down to avoid it and onto the next conveyor belt. It will again take you to a Star Switch. However, this time, it will fill the pit you almost walked into earlier, giving you access to the little alcove along the north wall. Pick up the skulls to retrieve a heart and a Small Key. Once you have it, continue heading east, zigzagging between the pits that appear in front of you every time you hit the Star Switch. Defeat the remaining blue Bari and unlock the door to the east.
Two Guruguru Bars will be guarding access to a central catwalk over a large pit. However, don’t wait for an invitation to make your way southward. Take damage from the them if you have to because that central walkway is going to fall apart moments after you come into the room. Lift up the skull next to the Guruguru Bar, step out onto the catwalk, and head south, dashing with the Boots. Pick up the skull on the right side next to the other Guruguru Bar in order to escape the collapsing floor. A Hardhat Beetle will greet you on the far side, but that’s the easiest of your troubles here. Once you’ve hacked the Beetle to bits, head through the door on the left.
At first, this room is something of a mystery. How do you get to the Magical Warp Tile in the center of the room? The answer is that there’s a hidden Star Switch in the room. It’s hidden right underneath the statue on the far left. Pull the statue downward in order to reveal the switch, and then carefully tiptoe around the statue to step on the switch. A bridge to the center island will appear. You’ll have to deal with the now freed Hardhat Beetle, but you can ignore it as well. Step on the Warp Tile.
You’ll be on an isolated platform when you appear in the next room. There are a trio of Bari in this room, but they’re mostly far away from you. It doesn’t look like there’s a path anywhere, but if you light the torch on the island with your Lantern, you will reveal a secret passageway, just like the room you’re trying to get to. It travels straight to the left without any sort of trickery whatsoever. As such, you can live dangerously and do it unlighted. Just head through the door at the end of the room.
This room we shall call the Secret Passage Room for reasons that should be obvious. You’ll find a Winder along the bottom wall, and then later a host of Hardhat Beetles and a single Helmasaur greeting you in this room. Furthermore, you might notice that some of the Hardhat Beetles in this room appear to be standing on thin air. Yes, there is a secret passageway in this room; however, we’re not going to concern ourselves with it just yet. You’ll be making a second pass through this room later, and we’ll deal with it then.
Avoid the Winder at the south of the room and then head out onto the narrow catwalks you see using the left passage. Push the Hardhat Beetles and Helmasaur into the pits as you come to them. You’ll want to take the leftmost passage as you make your way north. Head through the door you find at the north end of the room. There, you’ll find the Big Chest. However, seeing as you don’t have the Big Key just yet, so you can just ignore it for the time being. Dodge the Traps and the Winders and pass through the door to the north.
This will bring you back to a room that has a staircase leading back up to 2F. Not only is this room just to the right of the room that you descended into when you came for the Compass, it also is directly accessible from the dungeon entrance using the left staircase.
13.4 Find the Map
Your first challenge will harken way back to the Desert Palace where a key has been balanced precariously atop a lantern. Two red Stalfos will be in this room, but they’ll generally not bother you. The lamp you need to dash into is protected by a Spark, but again, no trouble will find you there. Run into the lamp and the Small Key will fall. Collect it, and then head to the west.
Technically, the Small Key you just collected is meant to unlock the door leading east. However, that room is directly accessible via the rightmost set of stairs leading down from 2F; as such, you don’t need to unlock it. You can do so if you want, or you can keep that key tucked away in your inventory to quickly complete a later puzzle down the road. For completion’s sake, however, we’ll tell you how to get every Small Key along the way.
The next room has a single blue Bari in it. You should kill it before attempting to solve this room’s puzzle. You should also pick up the Small Key hiding under the skull in the lower-right corner of the room, giving you now two keys total. As for the puzzle, you will see a block that’s surrounded on all sides by Moles. Use the Magic Hammer to bop the Moles to the left and right of that block; then, walk into the space of the rightmost Mole. Push the block in the center left one space, and in the process you’ll step onto a Star Switch, which will fill in the holes. What’s more, the door heading west will open as well, allowing you entry.
You haven’t had to use the Hookshot in a while, so it’s time to make up for that here. First, use the Hookshot to grapple onto the block to the left. Lift up the skull and maneuver to the left of that block so that you can Hookshot to the block due south. From there, grapple east. You’ll now be able to cross the next gap by heading over to the eastern wall and grappling south, though watch out for the Trap bouncing back and forth from left to right; the bottom row is the safe place from that Trap. Finally, you can use the skulls to grapple over the last gap in the floor. You’ll have to deal with the red Stalfos, but it really is a pushover. Use a Small Key to unlock the room to the east.
Two Guruguru Bars will be swirling around a treasure chest located in the room’s center. There will also be a few pits in the room, and there’ll be a Star Switch right in front of the chest. You can use the Magic Cape or the Cane of Byrna to approach if you don’t feel confident; otherwise, just take your time and be patient. Once you reach the chest, you’ll be awarded the dungeon Map.
13.5 Return to the room with the secret passage
With the Map in hand, you can proceed back to the room on the east.
You’ll find Crystal Switch blocks preventing you from heading south, but there is a Crystal Switch conveniently nearby. Strike it to make it blue, and then you’ll be able to head south. However, before going south, place a Bomb next to one of the Crystal Switches; then quickly hightail it past the blue blocks and into the door.
When the Bomb will goes off, it will hit the Crystal Switch and change the it back to brown, which means the brown blocks here won’t be raised, allowing you access to much of the room, including this room’s Crystal Switch. However, you can’t reach the door east, so you’ll need to plant another Bomb next to a Crystal Switch and run past the lowered brown blocks to the room’s corners. Once the Bomb goes off, the blue blocks will fall. Pick up the Small Key under the skull in the lower right corner of the room, and then you can head east through the locked door.
So long as you don’t move when you enter this room, you’ll be perfectly safe from the nine Traps that all but cover this room. There’s a Magical Warp Tile at the room’s far right, and you need to reach it. You might take damage trying to get there, but it’s well worth the cost. Step in, and you’ll be warped to the upper-right corner of the dungeon.
You’ll end up on the far right side of this new room, and you’ll quickly find that there are four east/west corridors to make your way there. Each of these corridors is guarded by a Winder each. You’ll first be funneled into the bottommost of these corridors, but small passageways connect these together, so you don’t have to stay there.
Wait for the Winder in the bottommost corridor to reach the right side and then head back left. Follow it, and then you’ll want to stand in the second single block gap between your current corridor and the next one up. When you have another opportunity, continue into the second corridor and head left, ducking out into the space just to the right of the lone block between the middle two corridors. Push this single block left, and a treasure chest will appear on the left side of the room within the view of the third corridor. When the Winder clears the left side, head up and left, using the Hookshot against the chest to reach the left side of the room. The chest will have the Small Key needed to unlock this room.
And then there’s this room. You’ll find yourself in a maze-like room filled with Magical Warp Tiles. It’s not a difficult maze to navigate, but it can be an annoying one if you start heading off in the wrong direction.
Solving the Magic Warp Tile maze
Once you’ve stepped on that last tile, you should be able to make your way east and south to the door. This will bring you back to the room with the secret walkway.
13.6 Defeat the Armos Knight to get the Big Key
Unless you completely skipped this earlier on, this room should look very familiar to you. This is the Secret Passage Room once again, and you’ll need to take the secret passage in order to reach the Big Key. As with most invisible pathways (as is the case of this room), you can determine the shape of the invisible pathway using a multitude of methods. You can use the Ether Medallion to temporarily illuminate it. You can use the blocks from the Cane of Somaria to let you know where safe walkways exist directly in front of you. And you can get hints from the enemies that are on the pathway as they won’t intentionally fall off. However, there is a much easier and safer way.
Traversing the invisible pathway
Once you make it to visible ground again, head through the door.
The room you’ll step into is fairly busy, but it’s actually very simple. Two Anti-fairies will be floating about the room, one free to explore the space while one is trapped within the bottom-right corner next to the treasure chest. A lone Spark will be circling a statue of Ganon within the center of the room. You’ll actually need to get into that lower-right segment with the Anti-fairy. Lift up the skull that traps it, and then either use Magic Powder to convert it to a proper fairy or wait for it to escape. Collect the treasure chest—which will be 10 Arrows—and then place a Bomb on the cracked floor in that corner. Escape the Bomb’s blast radius and wait for the hole to open up in the floor. Hop down to the basement.
When you fall down, you’ll encounter a very familiar enemy: the Armos Knights from the Eastern Palace. The fight is entirely identical to the one you used in the Eastern Palace with the exception that the ground is entirely covered in ice, meaning that you will find it difficult to stop on a dime. That shouldn’t affect the first part of the battle at all; just slam the Armos Knights with arrows until one Knight is left. Then use Arrows or your sword to kill the last one as it stomps over the floor. Once you’ve defeated all six, the doors will open. Head through the door to the north first.
There you’ll find three treasure chests: 10 Arrows to refill your quiver, three Bombs, and of course the Big Key.
13.7 Retrieve the Red Mail
Making your way to the Big Chest thankfully isn’t too difficult. It’s not far away at all! Just head south out of this room and then west through the icy room.
You’ll see a staircase leading up, but there’s also a rather obvious crack in the northern wall. If you execute a Dash Attack against it, it will open up, leading you to the first room of fairies within the dungeon. Take some if you’d like, and then you can head upstairs to 1F.
This will put you directly into the room with the Big Chest. Push the right block on the right one square to the right, and then you can access the chest. Open it up straightaway and you’ll receive the Red Mail, which will further reduce the amount of damage you take by 50%!
13.8 Begin your ascent of Ganon’s Tower
It’s time to start climbing your way to Agahnim. To do that, head north one room and then up the staircase to 2F. From there, it’s a simple manner of heading up the steps in the upper end of the room and then up the staircase to 3F.
From here on, nearly every room all the way to Agahnim will require you to defeat every enemy that you encounter. However, this first room of your ascent is one of the few exceptions to the rule. There are two Goriyas here—one green and one red—and an Anti-fairy flying about. If you have the Magic Powder, do take care of the Anti-fairy; otherwise, you can ignore the Goriya as you wish.
Use the Boomerang to hit the Crystal Switch to turn it to blue. Then you can walk along the upper row of lowered blue tiles to reach the first skull. Pick up the skull, step onto the square that it resided, and then throw the skull at the Crystal Switch again. Repeat this process for the second Crystal Switch and walk until you make it to the far end of the room. If at some point you get stuck and cannot move, that’s because you’re stuck on a raised block; hit the switch again and move off of it. Once you reach the far side, push the upper block against the wall down one square; this will cause the door to open. Retreat back along the lowered blue tiles. Hit the Crystal Switch to lower the brown ones immediately below you. Pick up the skull and throw it into the Crystal Switch, and then you can make your way to the exit.
Two red Goriya will haunt this room, and they’ll mirror your movements as you go about. Worse yet is that there are two Traps that will make navigating this room difficult. However, the Mirror Shield will block the Goriya’s fireballs now, but they’ll do nothing about the Traps. You can move the statue if you’d like if you want to block a Trap in a corner, but it’s not generally necessary. Use arrows against both Goriya, shuffling them into position while the arrow has been loosed. Killing both will cause the door to open.
You’ll have to face another pair of Goriya next, but now you have two Beamos to deal with instead of two Traps. Always keep moving as you dispatch them, being primarily concerned about the Beamos and only secondarily the Goriya because, while you can block the Goriya’s fireballs with the Mirror Shield, you can’t block the Beamos’ lasers. Once you’ve defeated both, enter the door to the north.
You’ll encounter a short corridor filled with likenesses of Ganon. There’s no harm that can come to you here, and it’s one of the last points you can catch your breath on the way up the tower. Since you have the Big Key, you can just force your way through the door.
This next room is also one of the few rooms that you will not need to kill the enemies in, though you’ll probably want to do so regardless. First, head down the staircase into the lower level. You’ll see a few Traps bouncing back and forth between what should be raised brown blocks. Resist the urge to hit the Crystal Switch right away and try to pass the Traps in the narrower gap. When you reach the second Crystal Switch, hit it, which will unleash a horde of Traps into the mix. You’ll encounter green and red Eyegores a moment later. Dispatch them, and once you have some breathing room, lift up the center skull at the far end of the room. It will hide a switch. Step on it, and then return to the room’s beginning. Head up the stairs and back to the end of the room to go through the eastern door.
You only have three Wall Turrets to deal with here; avoid the medicine balls they shoot as you cross the narrow passageway. Once you reach the end, you’ll find a staircase to the north and a cracked wall to the south. That cracked wall hides two fairies; should you need them, stand just south of the two blocks so that you’re facing left or right. Start executing a dash, but before Link starts running, immediately look up. You’ll bounce off of the two blocks and over the gap, where you can place a Bomb on the wall. When coming back, use the Hookshot to cross. Once ready, head up to the fourth floor.
13.9 Defeat the Lanmolas
The rest of this floor is really just a slog to reach the second of the mini-bosses. If you saw the appearance of the Armos Knights earlier as any sort of sign, it does mean that you’re going to face all of the mini-bosses from the Light World here again in the Ganon’s Tower.
The first room of 4F is the simplest of the floors leading up to the Lanmolas, and yet it features conveyor belts spanning the entire breadth of the room heading upward. You’ll need to deal with two red Stalfos, a blue Zazak, and a red Zazak. You won’t have seen the Zazaks for a while, but the red one will shoot fireballs at you, but the Mirror Shield can now deflect them. Destroy all four enemies in order to open the door.
You’ll then have to face a combination of constructs that you’ve never before seen before. You’ll find three red Stalfos in the next room, and you’ll need to kill all of them. But terrifyingly enough, now you have to deal with a Beamos that wanders about the room on a track made of conveyor belts. As always, it’s usually best to stay as far away from the Beamos as possible in order to give yourself time to react to its lasers, especially as there’s no safe spot from them. If the Stalfos aren’t anywhere near the safe spot, just wait it out. Once all three are dead, proceed south.
Naturally, things will continue to get more complicated as it goes along. You’ll now be facing two Beamos on conveyor belts, both of them heading clockwise around the room. There are three blue Zazak in the room that must be killed, and two 2×2 blocks of Traps make traversing the center of the room difficult. Split the middle by trying to remain on the conveyor belts halfway between the two Beamos, cutting across the center when there are no Zazak near your position. Remember that you cannot deflect the Beamos lasers, even with your Mirror Shield, so you’ll need to stay on the move. Once the Zazak are defeated, head south.
This is the last room with moving Beamos, but now you have to deal with ice everywhere the Beamos aren’t. Again, the two Beamos will rotate clockwise about the room, and there are a host of Traps both in the center and edges of the room. Defeat the two red Zazak and hurry south to get out of this death trap.
You’ll still have to deal with a Beamos here, but at least this one is immobile. There’s also a Medusa here, but it’s nowhere near as bad as the former. However, that said, nearly the entire room is covered with ice. You’ll need to kill the red Stalfos and the red Zazak here. You can pick up the skulls for some life and magic if you’d like, but you’ll need to avoid the Spark. Once you’re done, head west.
It’s a small chance to catch your breath here; however, there is a Rabbit Beam armed and ready to come after you. Quickly duck behind one of the statues of Ganon to diffuse it. Once you’re ready for the next boss fight, continue onward.
You’ll be facing the Lanmolas here. Just as with the Armos Knights, there’s a new gimmick tossed in to make your day slightly more difficult; there’s a single Medusa in the lower-left corner of the room. All this means is that, unless your shield is pointed straight at it, you’ll need to keep moving. The Lanmolas, however, remain entirely unchanged. With your Golden Sword, they should be beyond easy. Ideally, if you stand in the lower part of the room, face downward, and charge your sword, you can block the Medusa fireballs while positioning yourself for a Lanmola. However, you’ll obviously have to go where the enemies are. Killing two will cause the last one to spit eight rocks instead of four, but you can make work of it quickly. Head north through the door once all three are defeated.
13.10 Reach the penultimate floor
You’ll have reached a small recharge station after your boss fight. Get some hearts and Bombs if you need them and then continue up to 5F.
This floor will be much easier than the previous one. You’ll come up to a completely empty room. In fact, there’s not even a walkway to the exit. Of course, there’s an invisible pathway in this room. Moreover, you’ll soon discover three Wizzrobe variants will fade into reality seconds later. Get your Ether Medallion out and wait for the Wizzrobes to become fully visible. Once they’re no longer invisible, unleash the Ether Medallion. This will not only light up the pathway in the room, but it will also deal with the Wizzrobes simultaneously. The door will open; if you have the walkway memorized, traverse it to the door. Otherwise, use Ether again or make blocks with the Cane of Somaria to test the ground in front of you.
Finally, you’ll come to yet another room where you don’t have to kill all the enemies to proceed. There will be a long bridge over a pit heading right. Position yourself and then execute a dash attack across the bridge using the Pegasus Boots. You’ll meet two rather surprised Taros on the way, but don’t stop for them as there are two Laser Eyes that will fire at you en route. Stop just before you reach the end, and then hurry through the door before the Taros catch up.
The next room has four more Wizzrobes and a Trap that bounces left to right. Other than the downward-scrolling conveyor belt, there’s really not a challenge to this room. Be aware that, weirdly enough, the conveyor belts will affect the direction the spells travel. Defeat the four Wizzrobes and continue on.
Once you enter this long hallway of a room, immediately start dashing. The center of this walkway will start to crumble a few seconds after you enter, and there’s nothing stopping you from getting to the other side. Well, there are four Taros standing in the middle of the bridge, but you’ll bat them out of the way with your speed. Once you’re beyond them, stop before you run into the wall. Then hurry right through the next door.
Prepare to face one of the last real puzzles of the game. A Guruguru Bar rotates clockwise around a block over some narrow catwalks. You’ll also see a quartet of torches as well; naturally you’ll need to light all four to unlock the next door. Thankfully, there aren’t any enemies here to worry about. It’s easiest to do this in two rotations around the central block. In your first pass, from top to right to bottom, lift up the skulls and throw them out of the way. Then, on your second pass, light the top, right, bottom, then left torches using the Fire Rod. Once all four are lit, the door will open. Dash south along the western wall until you see the passage turn east. Quickly run to the other side to escape.
The final room of the fifth floor slows the pace a bit; however, four Laser Eyes on the eastern wall mean that you should get out of the way soon as they’ll be firing in your general direction soon. At the top of the room, two skulls will give you a heart and completely refill your magic. Once you’re ready, make sure you have your Fire Rod equipped. Then head upstairs and prepare to face the last part of the long onslaught.
13.11 Defeat Moldorm
You might fail this first room a few times; worst case, you’ll fall back to 5F and have to scramble up the stairs again. There are four torches in this room that need to be lit, and lighting them in the correct order is paramount because the outer square of tiles will start to crumble away, starting at the upper-right and then working around in clockwise fashion. As a result, you should first light the lower-right torch. Follow the path along the outer square left to reach the lower-left to light that torch. Head up to the intersection, right to the stairs, and then up so that you’re standing between the two upper torches. Light them in either order. Once you do, the door will open. Quickly enter it.
You’ll be facing down to Helmasaur next, and two Medusa will harass you. You can use the two skulls at the bottom of the room to quickly destroy them if you want, but you might have to cat-and-mouse them a bit to line them up, especially since your freedom of movement is slightly hampered by the bed of nails directly in front of you. You could activate the Cane of Byrna or Magic Cape if you feel you need to, but you can do it without. Once you defeat both, a Small Key will drop, allowing you to unlock the door to the west. If you kept a spare key from 1F, I’d recommend using this one as your freebie.
A Trap and a Giant Trap will attempt to thwart you here, but the puzzle is simple. You’ll need to set a Bomb so that it explodes at the crack. You can do this in two ways. First, you could throw a Bomb onto the conveyor belt and time it so it goes off at the right time; it’s slightly tricky, though not overly complicated. Or, you can dodge the traps and walk onto the bottom conveyor and drop the Bomb so that it sits at the lip of the door, which will cause it not to move. Then hurry to the bottom-right corner to wait for it to explode. Either way, head into the last room before Moldorm.
A Rabbit Beam and an Anti-fairy will be trapped within a maze of Crystal Switch blocks. Wait for the Rabbit Beam to dissipate itself before doing anything. Then move to the left within the ring of brown blocks to hit the Crystal Switch. If you have the Magic Powder, ready it so you can kill the Anti-fairy; otherwise, with some clever engineering, you can use the Crystal Switch to trap the Anti-fairy outside the outer ring. Then lift up the skull and access the treasure chest to get the last Small Key of the dungeon. Then use the Crystal Switch to lower the brown blocks so you can unlock the door.
You’ll be facing the third of the Light World bosses next. Moldorm, at its core, really isn’t that different from before. In fact, the only real gimmick is that his pen is shaped much differently than it was before. However, that’s a huge advantage for you because this pen is much bigger. Secondly, because your sword deals way more damage, Moldorm will die exponentially faster. Just two hits will kill it. Should you happen to be knocked into the bit, you’ll face a room with nails, Wizzrobe, and a single Anti-fairy; just ignore them all and make your way to the northeast corner to climb back up and try again.
13.12 Reach Agahnim’s lair
Once Moldorm is defeated, a chest will appear on the south side of its pen. Head to the eastern segment of the pen and use your Hookshot to grapple over to it. Ascend the set of steps and then push every block but the rightmost one left one square. You can then reach the door.
Your last real challenge is to face the most intricate room of the dungeon. There is ice, there are conveyors, there are Traps, there are Bumpers that move about in a circle, and there are a ton of Helmasaur. The advantage here is that you don’t need to defeat the Helmasaur, but they will be a nuisance if you don’t. Thankfully, the Hookshot can take care of Helmasaur rather handily.
If you can defeat the first one, then you’ll be in good shape, however. Then, carefully inject yourself into the circular conveyor belt turbine where the Bumpers are. You’ll slowly rotate around. Once you have a clear path northward, use the Pegasus Boots to dash to the north end of the room; then make your way to the staircase up to 7F.
The last room sets the stage. There aren’t enemies. There aren’t traps. It’s just a majestic, carpeted corridor lined with torches leading you to the last boss of the Light World: Agahnim. He awaits you on the other side of the Big Door. Unlock it, and get ready to face the second to last boss of the game.
13.13 Defeat Agahnim
It’s time to complete the hat trick by offing Agahnim.
As like the first time you faced him, you cannot damage Agahnim directly; instead you have to use his reflected power against him by reflecting your shots with either the Golden Sword (or, if you want to be silly, the Bug-catching Net). However, unlike the first time you faced him, he has a new gimmick this time, just like all of the boss reprises in Ganon’s Tower. You’ll find this out really quickly as the first thing the wizard will do is split himself into three forms—two obviously transparent, ghostly images of himself and his true form.
One thing Agahnim won’t do this time around is cast lightning. You won’t have to watch for that perfect placement at the top-center of the room to see if you need to get out of the way. However, each of the three images of Agahnim will cast his two other spells, the large energy balls that can be reflected and the small swirling blue blasts that can’t.
Because you’re facing potentially three energy blasts that will likely be coming from multiple directions, you’ll need to position yourself accordingly. After all, you can only damage the true form of Agahnim (the energy blasts will just pass through the ghostly forms), so you have to make sure one or more of the blasts will reflect into him. Generally, it’s easiest to focus on a single form (usually the real form, though not always) and make that one count, and if others magically line up as well, that’s just icing on the cake.
While the three forms will initially start their casts relatively in sync with one another, they’ll eventually start to become out of sync as the battle wears on and as you deal damage to the real Agahnim. With that, you may not be able to damage him with the earlier blasts from his mirrors, but maybe you can also get multiple blasts if you’re clever enough.
Keep up the pace, and eventually Agahnim will kick the bucket. He’ll fall flat on his face on the floor. The battle is over.
But just because Agahnim is defeated doesn’t mean the game is over. Ganon will rise out of his body, turn into a bat, and make for the hills. Thankfully, your faithful duck companion will break through from the Light World just this one time and carry you to Ganon.
“I’m very happy to see you again, but you’d better believe that we will not have a third meeting!”