by the inhabitants of Tolemac, Zelda then makes her way to the mountains to conquer the Shrines of Air and Destiny before crossing the great south sea to challenge Agwanda at the Shrine of Water for the fifth sign. Gaspra directs Zelda once more to the Shrine of Power in the southeast where her strength is tested, before traveling to the Shrine of Fire where she will face Warbane. As Zelda reaches to collect the final celestial sign Ganon's claw stops her, and she is drawn into his lair for the final battle. In the game's final scenes, peace returns to Tolemac. Link is revealed to be safe, holding hands with Zelda where the entrance to Ganon's lair once stood, the land now thriving with new growth. Development In 1989, Nintendo signed a deal with Sony to begin development of a CD-ROM-based system known as the "Nintendo PlayStation" or the SNES CD to be an add-on to the Super Nintendo Entertainment System that would allow for FMV and larger games. However, Nintendo broke the agreement and instead signed with Philips to make the add-on, which caused Sony to spin off their add-on into its own console called the PlayStation. Witnessing the poor reception of the Sega Mega-CD, Nintendo scrapped the idea of making an add-on entirely. As part of dissolving the agreement with Philips, Nintendo gave them the license to use five of their characters, including Link, Princess Zelda, and Ganon, for games on Philips's console called the CD-i, after the partnership's dissolution. Contracting out to independent studios, Philips subsequently used the characters to create three games for the CD-i, with Nintendo taking no part in their development except to give input on the look of the characters based on the artwork from Nintendo's original two titles and that of their respective instruction booklets. Philips insisted that the development studios utilize all aspects of the CD-i's capabilities including FMV, high-resolution graphics, and CD-quality music. Because the system had not been designed as a dedicated video game console, there were several technical limitations, such as laggy controls (especially for the standard infrared controller), and numerous problems in streaming-audio, memory, disc access, and graphics. Viridis was tasked with observing A Link to the Past and basing Zelda's Adventures gameplay on it, though was told to still show off the CD-i's capabilities, meaning that the game still used Redbook audio and animated cutscenes.