***====THE LEGEND OF ZELDA: A LINK TO THE PAST====***
WALKTHROUGH
VERSION 1
This guide was written by Cyber Predator, who resides at
http://www.oocities.org/Area51/Chamber/1301 and can be e-mailed at
Cyber_Predator@hotmail.com
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====CONTENTS====
INTRODUCTION
Version Information
Author's Note
It was a Dark and Stormy Night....
Event Sequence
HYRULE
Hyrule Castle
Out & About
Eastern Palace
Desert Palace
Tower of Hera
Hyrule Castle Tower
THE DARK WORLD
Out & About
Palace of Darkness
Flooded Palace
Skeleton Forest
Blind's Hideout
Ice Lake Cavern
Misery Mire
Turtle Rock
Tower of Ganon
Pyramid of Power
Shops and Wares
Weapons and Equipment
Pieces of Heart
Credits and Taglines
====INTRODUCTION====
***VERSION INFORMATION***
VERSION 1 - 0559 GMT, 6-Jan-2000
The basic layout of this guide is the same as for all my guides, with
author's note and a credits section, but a brand new look for the paragraph
spacing and the copyright info makes its debut here and now. The guide has
a list of what to do in the game, a fictionalised introduction to the game's
story, a full listing of the landmarks and secrets to all areas of both
worlds, a complete walkthrough for each dungeon, a full guide to Link's
inventory, and the location of all Pieces of Heart. Phew!
***AUTHOR'S NOTE***
'A Link to the Past' is easily the greatest game available on the SNES,
and one which keeps me coming back again and again and again. There aren't
that many guides available this game, so I decided to divvy up one of my own
in what is easily the longest guide I will ever write!!
***IT WAS A DARK AND STORMY NIGHT....***
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
{Help me....Please help me.... }
{I am a prisoner in the dungeon of the castle. My name is Zelda. }
{The wizard, Agahnim, has done....something...to the other missing girls.}
{ Now only I remain. }
{Agahnim has seized control of the castle and is now trying to open the }
{ Seven Wise Men's Seal. }
{I am a prisoner in the castle.... }
{Please help me.... }
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Link's eyes flew open but he did not stir from his bed. He could have
sworn he heard a young girl's voice, but whether or not it was part of a
dream he wasn't sure. The names certainly made sense; Zelda was Princess of
this country, Hyrule. Agahnim was not originally from Hyrule, but had come
some months before when Hyrule was in the grip of a horrible drought.
Agahnim used a strange, new form of magic to save the land. The King of
Hyrule named Agahnim Chief Adviser as a reward.
Some weeks after Agahnim's promotion, rumours soon came from the castle
that Agahnim had the Hylian Army under some kind of hypnotic spell, and that
it was he and not the King who now ruled Hyrule. More rumours came of these
hypnotised soldiers kidnapping young girls from their homes and holding them
prisoner. Others said the girls were involved in strange experiments held
in Hyrule Castle's tower.
By now, Link's brain was too busy for sleep. He turned over in his bed,
his eyes meeting those of his aging uncle.
"Link, can't you sleep?"
"I had a strange dream, Uncle," Link explained.
Link realised now that his uncle was fully dressed and was carrying the
family sword and shield.
"Link, I'm going out for a while. I'll be back by morning. Don't leave
the house," his uncle warned as he left.
Now Link was certain the woman calling to him was more than a dream. The
woman mentioned something about the Seal of the Seven Wise Men. According
to the legends, the Great Gods created the world and departed for the
heavens, leaving behind a golden triangle called the Triforce as a symbol of
their power. This Triforce, hidden within a Golden Land, could grant the
wishes of whoever touched it. It eventually fell into the hands of a thief
named Ganondorf Dragmire.
The greedy and corrupt were drawn to become members of Dragmire's evil
army, which soon became so powerful that they attempt to overthrow the King.
The Hylian Army fought them off but was nearly wiped out in the process.
While the fighting went on, the finest magicians in Hyrule (the Seven Wise
Men) closed all gates to the Golden Land. No-one ever heard of Ganondorf
Dragmire ever again.
Link realised something now. The most recent rumours about Agahnim said
he had already killed the king, and the woman's voice said he was trying to
open the Seven Wise Men's seal.
Now Link was certain there was more to tonight than would usually allow.
Braving the thunderstorm outside, he set out at once for Hyrule Castle.
***EVENT SEQUENCE***
Getting through the game and finding everything in the fastest possible
time involves 19 major steps. Detailed looks at each situation are located
in other sections of this guide.
1 Clear Hyrule Castle, escorting Zelda to Sanctuary (the game says Kakariko
Village is your next scheduled stop)
2 Clear the Eastern Palace and visit Sahasrahla at his hideout
3 Go to Kakariko Village for several items and Pieces of Heart
4 Clear the Desert Palace, picking up Pieces of Heart as you go
5 Reach Death Mountain's summit, getting items and Pieces of Heart as you
journey there, and clear the Tower of Hera
6 Recover the Master Sword and clear Hyrule Castle's Tower, getting a Piece
of Heart along the way
7 Search what you can of Hyrule and the Dark World for outstanding items
8 Clear the Palace of Darkness
9 Sweep all areas of Hyrule and the Dark World you can for items, Pieces of
Heart and other upgrades
10 Clear the Flooded Palace, getting a Piece of Heart as you go
11 Recover the Crystal from the Skeleton Forest
12 Clear Blind's Hideout
13 Collect remaining items, upgrades and Pieces of Heart from Hyrule and
the
Dark World.
14 Clear the Ice Lake Cavern
15 Clear Misery Mire
16 Make a final sweep of the Dark World for any outstanding items
17 Clear Turtle Rock, gaining a Piece of Heart as you go
18 Clear the Tower of Ganon
19 Fight Ganon at the Pyramid of Power
20 Watch the ending: it's magnificent!
21 Wait until the very end of the credits to see how many times you lost a
life or decided to save and quit the game at each dungeon.
Your game is automatically saved when you reach the very end, but only if
you have died/saved and quit at least once during the game. Whenever you go
to the Game Select Screen again, there'll be a number over Link on your
saved-game slot. This number is the total number of times you've died/saved
and quit before reaching the very end.
You can complete the game and find everything in 7-8 hours.
In this guide, each dungeon has a list of requirements. These are items
you MUST have in order to get through the dungeon in the quickest possible
way. Note these are the MINIMUM requirements: if you have an upgraded
version of a weapon, such as the Magical Boomerang instead of the standard
Boomerang, then that'll work just as well.
====HYRULE====
***HYRULE CASTLE***
At the very start of the game you will be woken from your sleep Zelda's
telepathic plea, only to find your uncle leaving with a sword and shield.
He will warn you not to leave the house, but there is little else you can do
(besides, obeying him would spoil the entire game!). The chest inside your
house holds the Lamp.
Outside, you will find yourself in the midst of a raging storm. All
routes going around Hyrule are blocked by patrolling guards, as is the main
entrance to the castle. If you find yourself wandering for too long, Zelda
will send another telepathic message advising you of a secret passage
leading into the castle grounds. To find this passage, head for the stone
bridge over the river. There's a cobblestone path leading east; follow it
until it ends with a bush, which you can pull up to reveal the hidden
passage.
Inside the passage you'll find your uncle, who has apparently been badly
injured from the fall into the passage. Your uncle will die from his
injuries, but you can take the family weapons. Proceed into the next room
and head east to come to a chest and some pots (and a couple of enemies) for
some bonuses.
When you go through the next door, you will find yourself inside the
castle grounds. You can now head for the north to reach the entrance to
Hyrule Castle. Inside the castle, remember the following: green soldiers
with narrow, broken swords won't harm you unless you touch them; green
soldiers with large swords take two basic sword strokes to fall; and blue
soldiers take three strokes to bite the dust.
From the first room, go through the east (or west) door and proceed north.
Follow the red carpet around a corner and you'll come to a deserted room
leading to the basement. Go down them, destroy the blue soldier for the Key
and open the chest to get the MAP. This next room involves crossing an
unfenced bridge over a bottomless chasm. Sneak up behind guards and hit
them with the sword or pots to force them to fall, minimising the fighting
you have to do. There are three screens to this chasm room.
After passing the chasm room, you'll come to a passage with a number of
fences and two green soldiers. If you look carefully, you'll find stairs
leading to a gantry you can use to pass the soldiers with little worry.
This next room has a locked door and a blocked door; on killing the
occupying green guard, the blocked door will open. In this room is a blue
guard with the required Key and a chest containing the BOOMERANG. In the
room past the locked door are stairs leading down, but the next floor
contains only another set of stairs.
You will now have reached the prisons. There is a green guard here, whom
you should defeat before engaging the Ball and Chain Trooper. Defeating the
Ball and Chain Trooper is as easy as hitting him with two pots, or stunning
him with the Boomerang before hitting him with a Spin Attack. Once the
Trooper is down he will yield the BIG KEY and you can open Zelda's cell
(inside is a chest with Rupees). Approach Zelda and she will tell you to
head for the first floor. With Zelda in tow you must go back through the
castle to the first room.
To repeat: from the prisons go up the stairs and through three empty
rooms. In the next room, keep holding Down on the Control Pad and climb up
the stairs; follow the gantry's path for an easy short-cut through this room
and the room with the bottomless chasm. Ignore the blue guard you come to
before reaching the room where you got the Map, ignoring the revived guard
there.
You will now be able to hear the rain falling on the roof; go west (or
east) and follow the red carpet through the next two rooms to arrive in the
castle's very first room. Zelda will tell you about a secret passage;
travel north and you'll come to steps leading to a staircase going to the
second floor. Ignore the two blue guards here and proceed north to the
thrones. The large mantle behind the two thrones can be pushed aside from
the west, revealing the secret passage through the castle's sewer system.
The door will close behind you, leaving you with no choice but to go
forward. Go north along the dark room and take the first west for a torch
you can ignite with the Lamp and see better. Continue north along the
central area of the room for another torch, then go along the east passage
for another torch and then go north and straight for the door.
Ignite the torch in the next room to see just how many serpents dominate
the room, killing your foes with Spin Attacks. Proceed west for the stairs
in the north wall and, in the following room, go east and ignite the torch
to see your way. Kill the rats in this room for Rupees, but you can proceed
straight to the west door to proceed.
Proceed west along the south wall in the next room, taking out the rats as
they come, and ignite the torches in the west corners so you can reach the
door in the north wall while avoiding the bats and rats. In the next room,
keep the torches in the west and east extremes of the room alight so you can
kill one of the rats to gain the necessary Key.
The next room has its own lighting, but you won't be able to knock out the
weak west walls just yet (come back later with the Pegasus Boots). Proceed
north to the passage obstructed by blocks, pushing the west block of the
north row to reach the stairs and proceed. The following contains rats and
empty pots; just head straight for the south-west area for the door.
In the final room you have two rats that are easily disposed of, but you
must pull the correct switch in order to open the door. Stand next to the
east switch, hold A and press Down on the Control Pad to open the south door
to Sanctuary (pulling the west switch will release a horde of serpents).
Once inside Sanctuary, Zelda and the Sage will explain the story of your
quest. Be sure to get the Heart Container from the chest near the Sage.
***OUT AND ABOUT***
STORY
Reaching Hyrule's church, Sanctuary, the old sage there agrees to hide
Zelda there. Zelda warns that the source of Agahnim's magic is something so
powerful that only the Master Sword, forged during the War of Imprisonment
against Ganondorf Dragmire, can defeat him. The elder of Kakariko Village,
Sahasrahla, is a descendant of one of the Seven Wise Men and is most likely
to know where the legendary blade is. In order to destroy Agahnim before he
destroys Hyrule, Link must recover the Master Sword.
GENERAL
The main enemies you must contend with in Hyrule are the soldiers. Green
soldiers require two hits with a basic stroke from the Fighter's Sword to
bite the dust and always carry swords, and are often hidden in bushes or
long grass; blue soldiers require three strokes from the Fighter's Sword and
usually carry swords, but can also carry a bow. Blue soldiers with a bow
often hide in long grass, taking pot shots. Red soldiers require five
Fighter's Sword strokes to fall and usually carry a spear, but some red
soldiers throw spears at Link. Red soldiers playing sedentary at Hyrule
Castle also throw Bombs.
Other hostiles commonly found here are the Cucumbers; tall limbless green
things that'll zap Link if he tries to attack them with the Fighter's or
Master Sword, so use projectile weapons. Octoroks, little red things who
run around and spit rocks every now and again, are another common foe.
Crabs, whose movement is impossible to predict, will take off a fair amount
of life. Crows will fly at Link if he gets close, but will fly off after a
short amount of time.
Lift rocks and boulders with the Power Glove or Titan's Mitt to find
Bombs; cut down bushes for green Rupees, Healing Hearts, Faeries and Bees;
Dash Attack trees for Magic Decanters, Faeries, apples (same as Healing
Hearts, but look like the berries from 'Super Mario World'), Bombs (some may
already be set to explode!) or Bees. You can also destroy hostiles to help
stock up on items; certain enemies, or enemies killed in a certain way, are
more likely to yield certain items: stunned/frozen enemies killed with the
Sword always give green Rupees; frozen enemies killed with the Hammer
usually give a Magic Decanter, but may also yield a Healing Heart or blue
Rupee.
WHIRLPOOL WARPS
If you have Zora's Flippers, you will be able to dive into one of the
eight whirlpools around Hyrule to transport to another area. There is one
whirlpool to each teleport route, giving a total of three teleport routes.
FROM TO
Centre of Lake Hylia South of Zora's Waterfall
East of Magic Shop Pond at Swamp's north
Mouth of stream at Lake Hylia's south-east Pond south-east of Lost Woods
FROM TO
Pond at Swamp's north East of Magic Shop
Pond south-east of Lost Woods Mouth of stream at Lake Hylia's south-east
South of Zora's Waterfall Centre of Lake Hylia
MAGICAL TRANSPORTERS
To get through this adventure you must travel between Hyrule and the Dark
World. After defeating Agahnim for the first time, you can enter the Dark
World via the main entrance to the Hyrule Castle grounds. You can also use
the eight magical transporters scattered throughout Hyrule to reach other
areas; some areas of the Dark World can only be reached using Magical
Transporters. They are located:
• Under a rock north of a lone tree Kakariko Village, near an entrance to
the
Lost Woods (requires the Titan's Mitt OR Hammer and Power Glove);
• In the south-west corner of the Desert of Mystery, under a rock (requires
the Flute and Titan's Mitt);
• Under a rock behind the statues near a pond in the Swamp's north-west
(requires Hammer and Power Glove);
• Under a rock on the island with the Pond of Happiness (requires the
Titan's
Mitt);
• Under a rock within a stake circle just south of the East Hill, along
Hyrule's eastern border (requires Hammer and Power Glove);
• East of Spectacle Rock;
• Under a rock at the southernmost tip of the west part of Death Mountain
(requires the Titan's Mitt);
• Hidden on a plateau at the far north of Death Mountain - reveal it by
hammering down the three stakes in a counter-clockwise order.
DEATH MOUNTAIN
EXTENSION: The rugged terrain in the far north of Hyrule, including its
caves
and its bisect by part of Zora's River.
DARK WORLD EQUAL: Death Mountain
There are three Pieces of Heart hidden on Death Mountain.
Death Mountain is divided by Zora's River into two parts, the eastern and
western parts. The two parts are connected by two bridges, but one is
blocked by wooden stakes and another is broken; use the Hammer to knock down
the wooden stakes and the Hookshot to cross the broken bridge. The main
hostile on Death Mountain is a little chipmunk-type enemy who, if attacked,
will become stone for a while and remain harmless but will start moving
again eventually. After clearing Hyrule Castle Tower, one-eyed jumping
spiders will start appearing.
The way to reach the Death Mountain area is to enter the specific cave in
the mountain's Foothills (requires the Power Glove). The cave leading there
is dark, but you'll only encounter resistance from bottomless pits and the
odd bat, there's only two rooms to the cave, and they're fairly
straightforward. The first time you climb Death Mountain, you will have to
escort an old man to the top.
When you emerge from the entrance cave of Death Mountain, travel east to
reach the old man's cave. If you talk to him here, he'll give you a clue
and refill your Life Meter. Follow this passage to emerge on the
eastern-most cave of Death Mountain's west side. Go east from this cave to
reach the broken bridge, or west to reach the large stairway and the cave
leading back to the mountain's foothills.
Climb the large stairway and travel east to reach Spectacle Rock. Enter
the cave where Spectacle Rock is, jump down the hole and travel east for a
Faerie Fountain. When you emerge from the cave, jump down and you'll be on
the path towards the large stairway.
The south-western most part of Death Mountain is a maze of caves, several
of them being one-way exits. Here is a list of all the cave entrances and
what they contain:
WEST-MOST CAVE: Several blue Birri and worms, but you can't reach any of the
other goodies in this chamber from this entrance.
SECOND-WEST CAVE, NEED TITAN'S MITT TO REACH: Get through the worms and
Birri and go up the stairs at the far north of the room. After reaching the
upper floor, go to the far east and jump down the pit to reach some pots you
can't reach any other way (you'll exit at the far-west cave in this area).
WEST TWIN CAVE: Dead end.
EAST TWIN CAVE: Proceed along the west passage and Bomb the weak north wall
for a Shop.
ISOLATED IN THE SOUTH-EAST CORNER: You can choose to go up the stairs or
down the pit, either way will lead you somewhere.
If you choose the pit, you'll fall to the sectioned-off area you saw in
the east twin cave. Bomb the weak north wall for Arrows, Bombs and Healing
Hearts or go up the stairs to reach a door, entering a room with a Crystal
Switch and several worms. Kill all the worms (opening the exit door) and
then toss a Bomb at the Crystal Switch to reach the chests (all contain Red
Rupees). Exit the tunnels by dropping down the pit and pushing the south
block away and you'll exit via the east twin cave.
If you climb the stairs to the west, you'll encounter resistance only from
two worms before you can exit via the south door (up the steps) and reach
the summit of Death Mountain's western part.
ON PLATFORM, JUMP OFF WESTERN-MOST GAP FROM SUMMIT: Follow the spiral
passage through this room and you'll come to a hole; jump down it and you'll
come to a chest with 50 Rupees. You'll emerge from the west-most cave at
the foot of the mountain.
ON PLATFORM, JUMP OFF SECOND-WEST GAP FROM SUMMIT: Jump down the pits here
to reach the otherwise inaccessible pots in the Titan' Mitt cave at the
mountain's foot.
DEATH MOUNTAIN FOOTHILLS
EXTENSION: The area of land between Death Mountain and the Lost Woods to the
west, the land and small lake between Death Mountain and the
Woodlands to the south and south-west. The remaining border is
Hyrule River along the south and east.
DARK WORLD EQUAL: Death Mountain Foothills
There are three Pieces of Heart in the Foothills.
At the far north of the Foothills (also the far north of Hyrule) is the
Lumberjack's House. Before you defeat Agahnim at Hyrule Castle, the
Lumberjacks will be trying to hack down a tree.
East of the pond is Sanctuary, where the Sage hides Zelda for the first
parts of the game. While they are there, talk to them for a clue about your
main objective of the game and to have your Life Meter fully refilled.
Travel further east to reach Hyrule's Graveyard. The north-westerly-most
grave is blocked by rocks; lift them up with the Power Glove and push the
headstone north to reveal a way into the secret passage between Hyrule
Castle and Sanctuary; you'll land in the room where you pushed the block.
On the shore of Zora's River is a cave that, if entered, leads to a dead
end. Cut down the bush just south of here for another entrance leading to a
Great Faerie's Fountain.
DESERT OF MYSTERY
EXTENSION: Hyrule's south-west corner, enclosed by plateaux. The south-east
border is marked by the screen break right on a narrow passage
between a plateau and hill.
DARK WORLD EQUAL: Swamp of Evil
There are three Pieces of Heart in the Desert.
Your main trouble in the desert are cacti and Geldmen. The vultures that
fly around will just circle you without causing any real damage; ignore
them. The Desert Palace lies in the north-west corner, while in the
north-east corner of the desert is the Desert Sanctuary.
Seven Wise Men descendant Aginah has taken refuge at the Desert Sanctuary
and will give Link a clue about your next objectives.
Near the entrance to the desert is a cave entrance, which leads to a Great
Faerie's Fountain. The large boulder near here also hides a cave with pots
containing 50 Rupees; grab the gold, exit and come in again to easily
max-out your cash.
EAST HILL
EXTENSION: Enclosed by a plateau on the north, west and much of the south.
East wall is the end of Hyrule. The south-east portion extend a
little further south than the south-west portion.
DARK WORLD EQUAL: Eastern Brush
There isn't really much to the East Hill; a few guards and Octoroks patrol
it, but the main danger comes from Armos Statues who will come to life if
Link gets near them. Use basic Sword strokes or Spin Attacks to take out
Armos Knights, the same going for the other enemies in this area.
The Eastern Palace lies in the north-east corner of the East Hill.
Sahasrahla's hideout is in the north-west quadrant, and once you're inside
you can Dash Attack the north wall for three Bombs and a total of 100
Rupees.
HYRULE PLAINS
EXTENSION: Between Hyrule Castle, the Swamp and Woodlands. Extends past
Lake
Hylia and between the west side of the East Hill and Zora's
River.
Includes area south-east of East Hill.
DARK WORLD EQUAL: Dark Plains
The Hyrule Plains starts with Link's House, which has three Healing Hearts
in the pots. The area is patrolled by the Hylian Army and, along the dirt
track, Octoroks. South of East Hill, along Hyrule River's shores, are four
trees and a cave hiding a Great Faerie's Fountain. Along Hyrule's east
border, again south of East Hill, is another cave leading to a Faerie
Fountain.
KAKARIKO VILLAGE
EXTENSION: The main city to the east of Hyrule, between the Lost Woods and
Desert of Mystery. Includes some houses to the south of the
paved area.
DARK WORLD EQUAL: Village of Outcasts
There are three Pieces of Heart in Kakariko Village. After clearing
Hyrule Castle Tower, all the citizens vanish and the Hylian Army moves in.
The north-east corner of Kakariko Village has a well you can jump into for
some Bombs and Rupees. West of this well is an old shack formerly used by
Blind and his gang of thieves; downstairs are four chests each containing a
red Rupee, but you need to push the blocks out of the way in order to reach
them. West of Blind's house is Sahasrahla's house.
South-west of Sahasrahla's house is a woman's house, inside being a
painting that will yield four blue Rupees if you pull it. The woman, who
patrols outside the house, will call a guard if you try to talk to her.
Travel west of this house and you'll come to Kakariko's weathercock and
later a merchant, who buys and sells various items. West of the merchant is
another woman who will summon a guard if you talk to her, but there is
nothing of value in her house.
South of the second woman's house is a large garden, east of which is the
home of a woman who still trusts Link. Inside her house is a weak east
wall, which if bombed leads to a chest with some Arrows. The man just
outside is afraid of Link and will run away; if you catch him with a Dash
Attack, he'll give you a hint about dashing into trees for goodies. East of
the trusting woman's house is a house where a sick young boy is, and further
east is a house with an overgrown lawn; the man inside will offer advice on
where to find items.
South-west of the house with the overgrown lawn is Kakariko Inn, where the
two alcohol-impaired gentlemen will give you hints about Hyrule's special
landmarks. West of the inn is a goods shop, and further west is a hut
containing Bombs, Arrows and Rupees. Bomb the south wall of the hut to gain
entrance.
South of the main area of Kakariko Village is its House of Books.
South-east of the House of Books is a Treasure Chest Game, where for 20
Rupees you can open one treasure chest and win some money. Further west of
this area is the home of two brothers who are having a bit of a quarrel; use
a Dash Attack on the west wall of the older brother's room to reach what's
called the 15-second game, where you can run against time in a maze for a
cool prize.
LAKE HYLIA
EXTENSION: The body of water in Hyrule's south-east and its shores.
DARK WORLD EQUAL: Ice Lake
There is one Piece of Heart at Lake Hylia.
The large island in the centre of Lake Hylia is the Pond of Happiness;
enter and throw in 100 Rupees total to talk with the Faerie Queen, Venus.
Also, plant a Bomb on the wall east of the pond for a standard Faerie
Fountain.
Along Lake Hylia's east shore is a small ice cavern with a Faerie
Fountain. Lift the boulder near here for another hidden cave. To reach
this shore without Zora's Flippers, you can walk from the Swamp along Lake
Hylia's southern shore and continue until you reach here.
The north-west shore of the lake has a Fortune Teller's House and a shop.
LOST WOODS
EXTENSION: Large forest in Hyrule's north-west corner.
DARK WORLD EQUAL: Skeleton Forest
There is one Piece of Heart in the Lost Woods.
You can enter the Lost Woods from one of four places; the far west of
Hyrule, from the north-west corner of Kakariko Village, or another entrance
slightly east of there. Another entrance is located near a Fortune Teller's
House and the fourth entrance is located north-west of the Lumberjack's
House. Scattered throughout the Lost Woods are several swords in pedestals;
if you grab one, Link will realise it's a fake Master Sword but you can
throw the false sword at enemies.
The Lost Woods are structured somewhat like a maze, but its layout isn't
too difficult to grasp. The eastern part of the forest has an underground
thieves' hideout, which only gives you a clue on how to obtain one of the
Bottles, and towards the north you can find a Magic Mushroom. If you enter
the Woods from the entrance near the Lumberjack's House, look along the
north part of the woods as you travel west for a log; this leads to a
Treasure Chest Game, where you'll be charged 100 Rupees by a thief so you
can open one chest (this game has bigger prizes than the one at Kakariko
Village). The western part of the Woods again holds few redeeming features.
In the large, open areas in the east and west part of the Woods is a
thief, and more thieves will appear after you clear Hyrule Castle Tower.
Each thief will try to ram Link, causing him to drop Arrows, Bombs and
Rupees; you must quickly grab your gear back before the thief does!
SWAMP
EXTENSION: Large patch of green overgrowth between Desert of Mystery, Lake
Hylia and Hyrule Plains
DARK WORLD EQUAL: Swamplands
There is one Piece of Heart in the Swamp.
The swamp is basically one large area of long grass and the Hylian Army's
archers (some of whom take advantage of the long grass and hide in it). You
can enter the Swamp via a passage just south of Link's House, or another
entrance south-east of the Haunted Grove requires the Power Glove.
Towards the south of the Swamp is a set of ruins perched over a small
pool, inside being a chest containing Bombs if you push the blocks out of
the way. There is a Great Faerie's Fountain just east of the Swamp's
entrance near Link's house; plant a Bomb on the weak part of the plateau.
Enter the Swamp Ruin's second room and pull the east switch to drain the
water. Exit again and there'll be a fish who is now without a home: carry
and throw him into water and he'll give you a red Rupee, or to Kakariko
Village's merchant for 21 Rupees, eight Bombs, 10 Arrows and a large Magic
Decanter.
WOODLANDS
EXTENSION: Column between Kakariko Village and Hyrule Castle; includes
forest
around the Blacksmith's Shop and Haunted Grove.
DARK WORLD EQUAL: Woodlands
There is little to be found in the northern Woodlands, save several trees
containing goodies, a Fortune Teller's House and entrances to the Lost
Woods. There is the Blacksmith's Shop where you can have your sword
tempered, but the blacksmith won't be able to do so unless his lost partner
returns.
In the southern area of the Woodlands is the Haunted Grove, where a
Flute-Playing Boy often plays his tunes to the animals who live there (if
you approach him, he'll enter the Dark World). After clearing Hyrule Castle
Tower, you can use a Dash Attack to knock a red Rupee from the south and
south-east lone trees there.
Just north-west of the plateau where Link's House stands, but still in the
Woodlands, is a pile of five rocks. Use a Dash Attack to destroy them and
reveal the entrance to a Faerie Fountain.
ZORA'S RIVER
EXTENSION: The long river travelling from Hyrule's north-east.
DARK WORLD EQUAL: Lake of Ill Omen and Dark River
Zora's River holds few landmarks. The most obvious one is the Magic Shop,
which sells all kinds of Medicines, north and east past the river's stone
bridge.
At the very north of Zora's River is the entrance to Zora's Waterfall. To
the west of this entrance is a prominent waterfall; this is the Waterfall of
Wishing and if you have Zora's Flippers, swim through this waterfall to
reach a pond watched over by the Faerie Princess, who rewards honest people
with item upgrades.
ZORA'S WATERFALL
EXTENSION: Area just north of Zora's River, beyond the Waterfall of Wishing.
DARK WORLD EQUAL: none
There is one Piece of Heart found here.
The area around Zora's Waterfall is essentially one long walk through
shallow water, looking out for attack by Zora Spawn, to reach Zora himself
and have a talk to him.
***EASTERN PALACE***
REQUIREMENTS: Sword and Shield, Lamp
STORY
Locating Sahasrahla hiding in a ruined palace, Link explains his quest.
Sahasrahla warns that since the Master Sword repels evil in all its forms,
only a hero who has won the Three Pendants of Virtue can use it. As a test,
Sahasrahla challenges Link to recover the green Pendant of Courage from the
Eastern Palace.
GETTING THERE
The raised hill where the Eastern Palace stands doesn't offer too much
resistance; if Armos Knights are in your way, touch them to bring them to
life and stun them with the Boomerang. Just keep working your way east and
north and you'll reach your destination.
PALACE INTERIOR
Enter the first room and lift up the middle pot to reveal the switch. Go
through the nearby door, take out the three enemy Leevers, then step on the
raised part of the floor to open the door.
In the next room, there are two large arches built into the walls, the one
to the north firing cannonballs and the one to the south receiving them.
Usually small balls are fired down one part of a narrow corridor, but big
ones require you to take refuge behind the fences to avoid damage. When you
reaching the launching arch, turn west and follow the passages to reach some
hidden Rupees. Once you have them, go back the way you came and leave the
room by the north door above the cannon arch.
You'll now be in the main room; turn right and go through the door. Exit
this room by the north-east entrance and you'll come to a room with a
bouncing Bubble enemy (who's not only invincible, he'll drain your Magic
Meter if you're already invincible from an injury!) and five pots. The
centre pot hides the switch; go through the opened door and you'll be within
reach of the chest containing the MAP. Jump down from the ledge to reach
the stairs taking you back to the long room, then exit through the west
entrance to return to the main room.
Exit the main room using the doorway to the far west. The door leading
out of this next room is in the south-west corner. In this next room, lift
up one of the pots and grab its contents to make the four Stalfos appear,
then kill them all to open the door (try forcing them into corners or using
a Spin Attack). The next room has the chest containing the COMPASS and the
exit is on the east side; reach it by going down the steps first. The room
you're now in is nothing more than a T-junction; walk straight through it
from west to east and you'll come to another part of the main room. Again,
walk straight to the east side and through the door. Don't mind the
enemies. The next room is also deserted, but the exit is to the south.
The next room is dark and contains two Bubbles; start you walk by turning
east until you step on the switch in the floor, then backtrack slightly to
enter the adjoining room, which is also dark and guarded by Stalfos. The
north pot against the east wall contains a necessary Key. Return to the
previous room, then start walking south and follow the path (taking out the
Leever) to the locked door. Go through the door and across the bridge in
the next room, and then you'll come to a long room guarded by a Rocklops
(one-eyed statue), some Leevers and Stalfos. Destroy all of the Leevers and
Stalfos, then walk near the Rocklops to bring him to life and toss some pots
at him. Towards the north of this room (on the blue alter), the Bubbles
will fly away from one of the pots; lift it up to reveal a switch that will
make the chest containing the BIG KEY appear. Exit this room to the north,
push the east block forward to proceed, then exit the room using the
north-east door.
You'll return to the main room and will be able to recover the BOW from
the large chest in the centre of the room. Four Stalfos will appear, whose
heads will detach and follow you around. Hit each of these new Stalfos
twice with the sword before the head detaches to make them collapse and
abort their attack. Ransack the pots near the east and west doors for
Arrows. Head for the north of the room and climb the stairs, then go
through the door. (You can also jump into the large jars to find a hidden
area with two faeries.)
The next room is dark and contains a swarm of Leevers and two Rocklops.
Ignite the three torches with the Lamp (two in each south corner, one
against the middle of the north wall) to make the room more visible for a
time, then massacre the Leevers with the Sword and the Rocklops with Arrows.
One of the Rocklops has a Key for the west door. If you go through the
east door you will come to a room whose light mirrors that of your current
room, guarded by a Bubble but contains several blue Rupees. The east
(locked) door leads to the second floor.
The first room of the second floor contains pots and is guarded by a
Bubble. Lift the south-east pot to reveal the switch to the next room.
Here, defeat the three Rocklops with Arrows and step on the south switch.
The next room is pretty much overrun with cannonballs (like the ones you saw
in the palace's third room), but by blindly walking straight to the
north-west switch and then to the west door you can avoid damage. The next
room contains some Stalfos and red Rocklops, who are vulnerable only to
Arrows; defeat them all to enter the next room, but charge a Spin Attack
before you go through the door.
In the final room before the Keeper, release your Spin Attack as you enter
to quickly take out all the Leevers in the room. Now, move close to the two
red Rocklops to start them moving and take at least one of them out with
Arrows before they stop again. Before entering the Keeper's lair, ransack
the pots for Arrows.
ARMOS KNIGHTS
The Keeper of the Eastern Palace is a section of six Armos Knights. The
Knights will start moving soon after you enter the room; they will first
form a large circle taking up most of the room and move clockwise, change
direction to counter-clockwise, then move to the north part of the room to
sweep down the entire room. The Knights always move slowly and make easy
pickings with the Bow.
The least dangerous means of attack is to hide in one of the south corners
of the room until the Knights start their sweep, at which point you should
pick off the Knights with your Bow. If you can't wait that long, you can
still attack the Knights while they're in circular formation; it's just a
little more tricky to hit a moving target. Each Knight takes three Arrows
to fall, but you can also use Spin Attacks.
When only one Knight is left, he turns red and comes at Link trying to
stomp on him. The red Knight, no matter what damage he's already sustained,
will take three Arrows or several Spin Attacks to end the fight.
***DESERT PALACE***
REQUIREMENTS: Bow and Arrows, Lamp, Book of Mudora
STORY
Successfully obtaining the Pendant of Courage, Link returns to Sahasrahla,
who gives the boy a gift and explains more of the legends surrounding the
Master Sword: several generations ago, a brethren called the Knights of
Hyrule protected the Hylian nobility. Most of the order was killed during
the Imprisoning War, but prophecies say one who is descended from the
Knights will become the greatest hero the land has ever known.
Link must recover two more pendants in order to be worthy of the Master
Sword. The blue Pendant of Power lies in the Desert of Mystery, at the
palace ruins there.
GETTING THERE
To enter here, you need the Book of Mudora to translate the instructions
of how to open the palace, which are on the monolith where the Pendant
symbol is on the map. Your wish to enter shall be granted, and in you go.
PALACE INTERIOR
If you're in a room where the ground is sand rather than paved, crab
enemies will surface. They will either be small and surface to persue Link
(take them out with regular sword strokes) or large. The large sand crabs
are either blue (sit around trying to trap Link) or red (fires three energy
beams before returning to the sand), and when they begin to surface the
moving sand can pull you towards them.
Travel north through the first room until you're to the west (or east) of
the blue floor with the green Beamos statue (an invincible enemy who will
fire a laser beam if he sees you). Head in the direction of the pots, get
them out of the way and continue north.
Go through the north door directly in line with the passage you've just
left and you'll come to a wide room. In the centre of this room are two
unlit torches guarded by green Rocklops. Slightly north of these torches is
a pot hiding a switch; step on it to reveal the chest containing the MAP.
Exit this room, then travel west along the passage until you come to a room
with a north door and west door. Go through the north door and you'll come
to a Beamos statue guarding four torches, upon one is a Key. Use a Dash
Attack to dislodge the Key and grab it, then exit the room and travel east.
When you reach the room with three pots, the north door leads to a room
where your only objective is to destroy the sand crabs inside to open the
door back to the rest of the palace. In the three-pot room, travel south
until you reach the locked door and go through it to access the room with
the COMPASS (south of this entrance is a room containing to the palace's
east exit). Destroy all the Leevers in the Compass room, being wary of the
Beamos, and you'll be able to enter the long room to the north. Being wary
of the mobile cannonball launches on the east and west walls, head north for
the chest containing the BIG KEY.
Backtrack out of the Compass room and travel north until you come to the
three-pot room, then travel west until you come to the room with the north
and west door. Go through the west door and lift the north-east pot from
the pot circle to reveal the switch (careful of Beamos!). Go through the
north door and get the POWER GLOVE from the chest. Backtrack to the room
with the north and west doors, then travel to the very south of the palace
and go through the west door near the two pots. In this room, you can push
the second block from the room's centre on the east block group to access
the north room, which contains a Faerie Fountain. Take the block room's
south entrance and exit the palace, being wary of Beamos.
You will now find yourself on a plateau in Hyrule's overworld. Travel
north from here and look around for a cave with an eye and claw pattern
above it, blocked by light green boulders. With the Power Glove you can
lift these boulders and enter the next part of the Desert Palace.
In the first room, look out for Beamos and push the middle block of the
east group in-line with the others to open the door. When you go through
the door, STOP ALL MOVEMENT! DON'T DO ANYTHING because magic tiles will fly
from the floor, but if you stop your movement after going through the door
the tiles won't be able to harm you, and all you have to do is wait until
the last tile shatters against the wall. The Key needed to unlock the
stairs to the next floor is in the south-west pot and there's a Healing
Heart in the middle east pot if you need it.
The first room is devoid of any features, but to get through the second
room you must destroy all the Leevers while avoiding Beamos. The next room
is tricky because it's got three Beamos and several Leevers. Head east
until you can go south, getting past the unlit torches and statues, until
you come to the four pots blocking your way. The second pot from the east
wall contains the Key needed to get through the door. Remember there are
three Beamos statues forming a cross-fire at this point, so move quickly.
When you go through the locked door, stop moving immediately and wait for
the magic tiles to do their business before you get the Key from the
north-east pot. In the next room, destroy the red Rocklops with Arrows and
get some extra items from the pots, then ignite the four torches in this
room to make the wall move back and reveal the final door.
LAMOLAS
You must face off three sand worms who burrow their way out of the sand,
float about in a random direction for a random amount of time, then hide
again. When a Lamola emerges it throws four rocks, one in each north,
south, east and west direction; if there is only one Lamola left, he'll
throw rocks along the diagonals as well. The Lamolas will only be injured
if you hit them in the head.
One important point is to make sure you're carrying as much Life Medicine
or Faeries as you can. Also, make your attack on a Lamola when he first
emerges, using a Spin Attack, then persue after him and keep hitting him
with basic strokes. Remember not to stand in a place where you could be hit
by the thrown rocks; if you're on your last Lamola, stand a little further
away from where the worm is emerging to help prevent damage. If you're a
good shot, you can also use Arrows against the Lamolas.
***TOWER OF HERA***
REQUIREMENTS: Sword and Shield, Power Glove, Boomerang, Lamp, Magic Mirror
STORY
The third and final pendant is the red Pendant of Wisdom from the Tower of
Hera, which stands upon Death Mountain's highest height. While climbing the
mountain Link meets a lost old man, who mutters that he suspects Agahnim of
kidnapping the missing women so he may use the life-force of the Seven Wise
Men's descendants to open a gate to the Dark World. Link must recover the
Master Sword and stop the wizard before it is too late.
GETTING THERE
Climb Death Mountain to Spectacle Rock. East of here is a Magical
Transporter to the Dark World, which you should enter. Travel west until
you reach the point where Spectacle Rock would be in Hyrule....and you'll
find that this landmark isn't in the Dark World, but instead there's a
discolouring of the ground. Stand where Spectacle Rock would be in Hyrule
and use the Magic Mirror; you will appear atop Spectacle Rock and can jump
off it to the north, from which it's a short walk to the Tower of Hera.
TOWER INTERIOR
Much of this tower involves creative use of the Crystal Switches to go
along the necessary passages. If you trip a Crystal Switch causing the
blocks below you to rise, Link will become invincible for a few seconds and
you'll need to get him away from the raised blocks to proceed. Another
process, not mentioned in the game's manual, is stepping on the Star Tiles
to change the positions of holes in the floor. No holes here will cause you
to lose life energy, but will cause you to end up at the floor below.
Remember that when you first enter the Tower, you will be on the second
floor, not the first.
The main enemies here are walking crystal balls. Hit one of these enemies
with the sword to kill them (it takes four basic strokes for blue crystal
balls, and red balls take so long to kill they're almost invincible!), but
remember that Link will be forced backwards when he hits them. Small worms
also dominate the tower, and because of their unpredictable movement it can
be difficult to land a blow; use a Spin Attack to take out worms. The
triceratops-type enemies here breathe fireballs periodically but can easily
be defeated with basic sword strokes, and Stalfos also make a cameo
appearance. Pink Stalfos will throw a bone at you if they safely jump away
from you.
When you first enter, hit the nearby Crystal Switch and travel west to the
next Crystal Switch, hitting it. Go down the nearby stairs to reach a room
that's well-guarded and with a Key inside retractable blocks. You simply
need to toss the Boomerang to recover the Key, minimising your combat and
getting back to the second floor as quickly as possible.
Upon returning to the second floor, hit the nearest Crystal Switch and
move north. On the blue altar towards the very north of the room is the
chest with the MAP. To the east of here is a locked door leading down; go
down it and you'll come to a room with magic tiles, but you won't be able to
use the doorway for protection. Instead you'll need to hit the incoming
tiles with the sword; time your basic strokes just right. Once the last
tile has been shattered the door will open; hit the Crystal Switch to enter
the next room.
Here, try to defeat the worms by hitting them with Spin Attacks as they
near their retracting block barriers, since this allows you to attack while
they remain defenceless. Hit the Crystal Switch to enter the next room and
ignite the four torches with the Lamp to make the chest containing the BIG
KEY appear. Backtrack to the second floor, making sure you set the Crystal
Switch to make the orange blocks sink before taking the stairs up.
Head for the south-west part of the second floor, which has a set of
stairs leading up. In the next room, kill all the walking orbs or drive
them into the pits to make the door open. The next room also has crystal
orbs guarding it, but your priority is to use the Star Tile to clear a path
to the locked door and go through it (the door opens with the Big Key).
In the next room, simply work your way to the east while
avoiding/destroying the walking crystal balls and manipulating Star Tiles
and Crystal Switches. Though it's not necessary, it's best to leave this
floor with the Crystal Switch set to retract orange blocks.
This next floor is heavily guarded by worms, so keep your guard up. All
the pots here contain Rupees, and the small chest towards the middle of the
room contains the COMPASS. You can find the large treasure chest at the far
north of the room, but you won't be able to reach it just yet. Continue to
the west of this room, watching out for a triceratops monster, and going
through the north door.
On the fifth floor, beware of the large number of walking orbs in the
room. Travel slightly south of the entrance and step on the Star Tile near
the pivoting bar of energy balls. Now travel to the very middle of the
north wall (there's a fancy pattern in the wall) and travel south, jumping
down the first hole coming reasonably close to your location. This will
allow you to fall down to the fourth floor and, if you avoid the moving
energy ball, you can open the large chest and recover the MOON PEARL.
Return to the fifth floor.
Near the northernmost wall are three permanent holes in the floor, in the
west corner. The second-most northern one of these allows you to fall down
and down to a Faerie Fountain. The series of pots towards the east of the
floor all contain Healing Hearts. Just north of these pots are the stairs
leading to the floor with the Keeper. To reach the battlefield, travel to
the south of the room and jump down to the platform.
MOULDRUM
Link must face a giant version of the worm enemies in order to recover the
final pendant. The main danger during the battle is being pushed off the
battlefield and down to the previous floor; though you can climb back up,
Mouldrum will have recovered from his injuries and you'll have to restart
the battle from the top. Falling off the battlefield means returning to the
fifth floor, but falling through the hole in the battlefield means returning
to level four.
Mouldrum can only be injured by hitting him in the tip of his tail (it's
white, unlike the rest of him). When you hit Mouldrum (preferably with a
Spin Attack) his tail will retract for a few seconds, so get behind him and
charge another Spin Attack to inflict continuous damage. When Mouldrum has
two or three hits to go, he'll speed up and make your challenge even more
difficult.
If you keep getting knocked off, remember the Faerie Fountain you can
access from the fifth floor, or the Healing Hearts in the pots on the same
level.
***HYRULE CASTLE TOWER***
REQUIREMENTS: Master Sword, Lamp
STORY
Link succeeds in recovering the Master Sword, but soldiers find Princess
Zelda at Sanctuary. The loyal sage is badly injured during the attack and
with his dying breath the sage urges Link to rescue Zelda from Agahnim's
clutches before the wizard works his magic....
GETTING THERE
Entering the castle requires obtaining the Master Sword from the Lost
Woods, so get it and then enter Hyrule Castle. From the first room, go east
(or west) through the door and climb the stairs. There will be another door
along the south that'll allow you to exit the castle along the walls. Head
for the middle of the far north and you'll come to an energy barrier
protecting a door; strike the barrier with the Master Sword and you can
enter the tower.
TOWER INTERIOR
Your only enemies in this tower are the Hylian Army and the occasional bat
(who are, strangely, in the shape of an eyeball). There are lots of dark
rooms so make sure you enter the Tower with a fully-powered Magic Meter.
The tower has no Map, Compass or Big Key, and strangely enough you start on
the second floor but there's no way to reach the first floor.
The first room contains nothing of note, but the second room contains two
Ball and Chain Troopers you need to defeat to open the door. Stun them with
the Boomerang and use two Spin Attacks to kill them, taking out one at a
time. Try to keep the Trooper you're not attacking away by getting him
trapped against one of the fences.
The third room contains two soldiers wearing B&C Trooper armour, but they
will simply charge at Link with their swords. Use Sword Beam attacks if you
can, or stun them with the Boomerang. Once they're both down a chest
containing the Key will appear. The next (dark) room contains one soldier
and a bat, but you simply need to head for the west wall and go straight
through the door.
The next room is dark and has fences making it a maze. First, head south
and destroy all the guards and bats that you can. Backtrack to the door,
then go to the far north of the room, then walk west to the maze fence. Go
south, then east and ignite the three torches (don't worry if a fence is in
the way; the flame will still reach the torch). You should now be able to
see the route to the chest (contains the Key; the nearby block opens this
room's entrance); after getting it, backtrack to the first torch and go down
the fence opening just south-east of the second torch. Now go south and
take the second east turn-off to reach the door. The next room contains two
guards, but just walk straight for the middle of the north wall to reach the
stairs.
After you emerge from the stairs, turn west and follow the wall to the
door (ignore the guards). The next room takes place over a chasm; take the
middle junction from the start, get rid of the guard and ignite the torch,
head north and light another torch and take out a second guard, then head
for the exit (push the block to re-open the entrance). The next room
contains two archers and a blue guard; use the two torches here to see where
they are, and the archer who starts furthest south has the Key.
The next room requires you to take out the two bats and pair of
trident-armed guards to open the door. The next room contains some bats,
two red guards and lots of pots, blocks and fences; take out all the enemies
to re-open the entrance, but the guard in the very centre of the room has
the Key. Keep him trapped in the middle and use pots to take him out.
You must battle a B&C Trooper, spear-throwing guard and a charging guard
in the next room, but just ignore them and bolt straight for the door. When
you emerge in the next room you must push the easternmost statue to proceed,
but beware the archers and other guards. The final room requires you to
cross a chasm while watching out for two blue guards; just send them bungee
jumping. Climb up the stairs to a blank room, but here the music changes;
in the second room of the top floor, Agahnim will banish Zelda to the Dark
World before retreating to another room. Using the Sword, tear down the
middle curtain to reveal the final door.
AGAHNIM
The wicked wizard has three attacks: orange energy bolts (flashing sphere
with a tail), blue energy bolts (six small blue energy balls in a Star of
David formation) and lightning bolts. Agahnim becomes invisible between
attacks, but you can tell where he'll appear by watching his shadow. The
only weapon you need for this fight is the Master Sword, but strangely
enough the Bug-Catching Net works just as well!
When Agahnim appears, make sure you're at the opposite end of the room
facing him UNLESS Agahnim appears in the middle of the room's far north.
This almost always means he'll be firing a lightning bolt; stand next to
Agahnim and if he's facing down the room's centre, that means he'll fire
lightning. Stand beside or behind Agahnim to avoid the shot.
At other times, Agahnim will fire either orange or blue energy bolts. If
Agahnim fires a blue bolt, strike it from the east or west with the VERY TIP
of the Sword to avoid taking damage. If Agahnim fires an orange bolt, hit
the bolt with the Master Sword to reflect it back towards Agahnim. More
often than not the bolt will hit him and cause Agahnim damage. When 5-6
orange bolts hit Agahnim, he'll draw Link into the Dark World.
====THE DARK WORLD====
***OUT AND ABOUT***
STORY
Battling with Agahnim the wizard, the evil magician becomes badly wounded.
Not willing to admit defeat, Agahnim draws Link into the Dark World before
disappearing.
A telepathic message from Sahasrahla explains much: when the Gods created
the Triforce, they hid it within the Golden Land. Ganondorf 'Ganon'
Dragmire found a way to enter that Land and, after killing his own gang of
thieves, touched the Triforce and wished for the world. To fulfil that
wish, the Triforce turned the Golden Land into a version of Hyrule that
reflected Ganon's dark heart.
Agahnim has now succeeded in opening a gate linking Hyrule and this Dark
World. The seven maidens Agahnim has sent to the Dark World, as descendants
of the Seven Wise Men, will surely help Link in his quest and so he must
find them.
GENERAL
You can return to Hyrule at any time using the Magic Mirror, but you will
only be able to enter the Dark World again using the eight Magical
Transporters or the entrance to Hyrule Castle. The sparkling portal created
with the Magic Mirror can also be used to re-enter the Dark World.
The main hostiles in the Dark World are basically the same as those in
Hyrule, only they look different. New enemies are the one-eyed
Bomb-throwing super-strong giants called Hinox, who are especially
vulnerable to Bombs. There are also airborne enemies who'll either just fly
around Link or drop explosives on him; both breeds will avoid Sword blows,
so use the Hookshot or some other projectile weapon to take them out.
There are several story-tellers in the Dark World. If you pay 20 Rupees
to hear their story, you'll not only get a clue about what to do next but
they'll also heal your wounds. Also, if you see a tree whose eyes follow
Link, touch their 'mouth' and a dangerous Bomb will come out. You can then
talk to the tree for a clue; usually they'll just give you a hint about
using a Dash Attack to get items from trees, but other times they'll give
you other information.
WHIRLPOOL WARPS
There is only one Whirlpool Warp route in the Dark World; it goes from the
turn in the Dark River to just east of the Ice Lake.
DARK PLAINS
EXTENSION: South of the Pyramid of Power, Swamplands and Woodlands. Extends
past Ice Lake and between the west side of the Eastern Brush and
the Dark River.
HYRULE EQUAL: Hyrule Plains
The bridge crossing the river leading from the Ice Lake is blocked by
several stakes, so you need the Hammer to cross it. There is a Great
Faerie's Fountain in the cave near the four trees south of the Eastern
Brush. The cave south-east of the Eastern Brush, against the Dark World's
east border, has a story-teller that will drop a hint about the Lake of Ill
Omen.
DARK RIVER
EXTENSION: The long river travelling from the Dark World's north-east.
HYRULE EQUAL: Zora's River
As the river runs west, there is a Goods Shop. Further along past this
Shop is the Lake of Ill Omen. The area along the Dark River contains
several enemies, but they are all easy to contend with.
The river's source is the Lake of Ill Omen in the far north. This Lake's
only real landmark is a circle of stones, where a rather grumpy amphibian
makes his home. If you swim in the Dark River, you will only be able to
return to land via the Dark World's eastern land masses.
DEATH MOUNTAIN
EXTENSION: The rugged terrain in the far north of the Dark World, including
its caves and a bisect by part of the Dark River.
HYRULE EQUAL: Death Mountain
There is one Piece of Heart on Death Mountain.
You can't enter the Death Mountain area from its Foothills; you must use
one of the Magical Transporters on Hyrule's Death Mountain to reach the Dark
World version. The Dark River bisects the mountain; there are two bridges
you can use to reach either side, but the lower one of the two requires the
Hookshot to cross.
The western part of the mountain is pretty much devoid of anything.
Towards the summit are two Dark World citizens who will give you hints about
the Moon Pearl, and in the south-west corner of the mountain is a cave
leading to a Great Faerie's Fountain. The summit of this part of the
mountain has the Tower of Ganon.
At the foot of the west part of Death Mountain, there are twin caves. The
east one will lead to the Mountain Shop; if you take the west twin cave, go
along the west passage (east leads to a dead end) and up the stairs. Look
out for the Crystal Orbs, jump down the pit, and push the block north so you
can reach the west stairs. After climbing the stairs go down the east pit,
then proceed east and up the stairs, and jump down the southern-most pit to
reach some goodies by pushing the blocks out of the way. Proceed east and
up the stairs to emerge at the mountain's summit.
Just west of the cave you've just exited is a large rock; lift it with the
Power Glove to enter a cave with lots of platforms over an abyss. Use the
Hookshot to grapple the pots and chests (all contain 50 Rupees) so you can
get all the goodies in the room. There is a ledge directly opposite the
entrance to the room that you must reach by crossing an invisible gantry
(use the Ether Medallion or Staff of Somaria to guide you). Once you've
reached this door, Bomb the north wall to reach a Great Faerie's Fountain or
Bomb the east wall and in the next room Bomb the north wall for a standard
Faerie Fountain.
DEATH MOUNTAIN FOOTHILLS
EXTENSION: The area of land between Death Mountain and the Skeleton Forest
to
the west, the land and small lake between Death Mountain and the
Woodlands to the south and south-west. The remaining border is
the
Dark River along the south and east.
HYRULE EQUAL: Death Mountain Foothills
There is one Piece of Heart in this area.
The house in the far north of this area is a shop. Just south of here is
a cave where you can battle it out with some Crystal Orbs. If you pull the
'mouth' of the tree west and slightly north of this cave, you'll be rewarded
with four blue Rupees.
South-east of this area is a large, conspicuous cave with a story-teller
who will give you a hint about the Mysterious Pond. The Dark World's
graveyard has several five-rock piles with extra Bombs and Rupees. East of
the graveyard is a talking tree and some enemies, but little else.
EASTERN BRUSH
EXTENSION: Enclosed by a plateau on the north, west and much of the south.
East wall is the end of the Dark World.
HYRULE EQUAL: East Hill
In the south-south-west area of the Brush is a house with a tree inside,
who'll give you a rerun of the story of the Dark World. If you use a Dash
Attack to knock a hole in the weak north wall of the tree's house, you'll
get some pots containing Healing Hearts.
The Eastern Brush is so named because the unique bushes here form a long,
winding maze you must work your way through in order to reach the Palace of
Darkness in the north-east corner of the area. Be careful, since there are
a few false turns, and watch out for hostiles.
ICE LAKE
EXTENSION: The body of water in the Dark World's south-east and its shores.
HYRULE EQUAL: Lake Hylia
Throughout the Ice Lake, part of the water is partially-frozen or entirely
frozen, making it possible for Link to stand here. Be careful of the flying
enemies and Like Likes, however. The north-west shore of the Ice Lake has a
Fortune Teller's house, while the north-east shore has a prominent cave,
near which is a weak wall you can blow with a Bomb and a boulder you can
lift with the Power Glove, both yielding hidden areas.
If you swim in the Ice Lake, you will only be able to return to land by
heading for the eastern land masses.
SWAMPLANDS
EXTENSION: Large patch of green overgrowth between the Swamp of Evil, Ice
Lake
and the Dark Plains.
HYRULE EQUAL: Swamp
The large, grassy swamp is pretty much featureless save for an odd array
of statues in its north-west area and the Flooded Palace to the south. If
you enter the Swamplands just south of the Bomb Shop, go slightly east for a
weak wall of the plateau; Bomb it and inside is a thief who'll give you
Rupees and the north wall of his hideout is also weak, which if bombed
reveals more goodies.
SWAMP OF EVIL
EXTENSION: The Dark World's south-west corner, enclosed by plateaux. The
south-east border is marked by the screen break right on a narrow
passage between a plateau and hill.
HYRULE EQUAL: Desert of Mystery
There is one Piece of Heart in this area, and monster magic is causing a
very large storm to hang over the Swamp.
Much of the water in the Swamp is very shallow, but you can swim in some
of it. Your attackers come in the form of aquatic monsters and marsh worms,
along with flying triceratops. In the north-west corner of the swamp is
Misery Mire, while towards the north-east is a story-teller who'll give you
a hint on how to enter the Mire. The north wall of the story-teller's cave
is weak and leads to bonuses.
VILLAGE OF OUTCASTS
EXTENSION: The main city to the east of the Dark World, between the Skeleton
Forest and Swamp of Evil. Includes some houses to the south of
the
paved area.
HYRULE EQUAL: Kakariko Village
There are two Pieces of Heart to be found in the Village of Outcasts.
Along the northernmost area of the Village is a small hut that doesn't serve
any real purpose.
The north-west house of the Village is a Treasure Chest game, where you
can open two chests for 30 Rupees and win stuff like Healing Hearts, Bombs,
Arrows and Rupees. Continue east and you'll pass the statue marking the
entrance to Blind's Hideout (it's not a gargoyle; they have water coming out
of their mouths). Past here is a thief who will try to ram you, causing you
to lose Rupees, Arrows and Bombs. East still of the thief is a house with a
chest containing 300 Rupees.
Just south of this house is a shop, but you need a Hammer to reach the
door. Continuing west of here will lead you to ruined houses and, at the
far west, another thief. South of this second thief is another ruin, but
east of this ruin is a hut with a weak south wall. Bomb it and enter to get
300 Rupees from the chest. East of this house is another ruin.
South of the main, paved area of the Village is one citizen trapped by
heavy rocks (use the Titan's Mitt to reach him). The house with the arrow
on it leads to the Shooting Gallery, where for 20 Rupees you can try your
archery skill for a jackpot prize. West of the Shooting Gallery is the
Treasure Field; for 80 Rupees, you can madly dig holes with a shovel to
uncover Rupees or Magic Decanters.
WOODLANDS
EXTENSION: Column between Village of Outcasts and Pyramid of Power; includes
forest around the two buildings and Haunted Grove.
HYRULE EQUAL: Woodlands
There is one Piece of Heart in the Woodlands.
Between the Village of Outcasts and the Pyramid of Power are two
structures. The southern one is called the Gossip Shop; you can only reach
it with the Titan's Mitt, by going east to the Village of Outcasts. The
Gossip Shop is little more than ruins with a purple treasure chest, which is
locked.
North of the Gossip Shop is the Isolated Shop, which you can only enter to
the north. Jump over the fences to the west of the Isolated Shop to enter
and make your purchases. Jump over the south-west fence to leave the shop's
grounds.
***PALACE OF DARKNESS***
REQUIREMENTS: 110 Rupees, Bow and Arrows, upgraded Bomb stock, Bombs, Lamp,
Ether Medallion, plenty of reserve life energy
STORY
A stranger in a strange land, Link must rescue one of Hyrule's missing
young women from this palace.
GETTING THERE
The Palace of Darkness (AKA 'The Dark Palace') is located in the area
where the Eastern Palace would be in Hyrule. To reach it, you must
negotiate a maze, during which you cannot see Link; look for the paving just
east of the little tree's house that forms an arrow. Enter here and go
north, west, then north again. Now, go around the house and towards the
north-west corner of the valley. Soon you'll see a short gap in the bushes
that'll lead to a larger area of bushes.
Enter this large area of bushes by the top-left entrance. Work your way
to the lower-right of the bushes, and you'll eventually emerge. Following
you is a chap named Kiki (Japanese, 'merry'), who asks for 10 Rupees. Grant
him this request and proceed east to the Palace of Darkness. Kiki will run
off if you get hit by an enemy, requiring another 10 Rupees for him to
follow you again. When you reach the palace, Kiki offers to open the
entrance; he is the only person who can do it, and he demands 100 Rupees for
his services.
PALACE INTERIOR
From the first room, go down the west passage and step on the switch in
the floor to open the door. You'll emerge in a sectioned-off portion of the
second room; just head down the north stairs, ignoring the Helmasaur, and
step on a switch hidden by the south-west pot to reveal a chest containing a
Key. Go back up the stairs and lift up the north-west pot to reveal the
switch returning you to the first room.
Back in the first room, go down the east passage and head straight for the
north stairs, ignoring the guarding Helmasaur. A Bubble guards this room,
but step on the orange Warp Tile to proceed. The next room contains two
Bubbles and a weak south wall; use a Dash Attack to enter a passage guarded
by blue Birri. Use Sword Beam attacks if you can, or wait until the Birri
stop flashing to destroy them. At the end of this tunnel, use a Dash Attack
to destroy the east part of the north wall.
In this next room, there are three Mimic enemies, who will move as Link
moves. With green Mimics you simply need to herd them into a corner and use
a single Spin Attack. Red Mimics require Arrows and will fire an energy
beam at Link if they face him; draw your Sword so that you face the same
direction while moving, then walk east or west to bring the red Mimic into
your line of fire - he won't have faced you and so you have avoided his
attack. Now fire two Arrows at the Mimic. When all three Mimics are down,
the door will open.
The next room has a moving floor, several moving switchblades and blue and
red Birris. Red Birris are the same as their blue cousins but split into
two smaller ones when you hit them (hit the two small Birris to kill them),
so decide whether its best to ignore red Birris or destroy them. Anyway,
work your way to the north of the moving floor room (avoiding switchblades
and Birris) and go through the door. The next room holds three red Birris,
the chest containing the MAP, and two weak walls; west leads to a chest with
a Key while east leads to a Faerie Fountain.
After recovering the Key, backtrack through the three-Birri room, the
moving floor room, the Mimic room and the passage until you reach the room
where you reached using the Warp Tile. Push the south block out of the way
to reach another Warp Tile, enter it and head up the north stairs, then lift
the north-east pot to reveal the switch leading back to the very first room.
Go along the middle route, and after passing the locked door go to the
west of the room (being wary of Birri, Turtles and beam launchers) and cross
the bridge over a chasm. Place a Bomb where the floor is cracked to form a
new hole and jump down it, landing a ledge. Follow the ledge to the locked
door and climb the stairs to reach the chest containing the BIG KEY. Jump
into the chasm to reach the lower level, lift the lone pot and step on the
revealed switch (beware of the four appearing Stalfos whose heads will chase
you) and grab the Key from the appearing chest. The north-east corner of
this room has a Warp Tile you can reach to escape; after entering it, climb
the north stairs and use the switch under the north-east pot to escape.
Return to the third room and go along the east passage, which has a bridge
obstructed by blocks. Push the east block into the chasm and proceed. When
you enter the next room, grab the Key from the chest and jump off the north
part of the bridge to reach the next gantry. Climb the steps and head west
through the door.
When you enter the next room, grab ONE pot and use it to take out the
Helmasaur, then walk across the bridge before it collapses (ignore the
second Helmasaur). Take the west door into the dark maze and follow this
route: west, first north, west, south (beware two fire-breathing
Triceratops), then north-west to the chest containing Bombs. Now go south,
west, south, the last east turn-off, south (beware of Triceratops), west to
a chest containing a Key, then back to the last junction and go east to the
weak wall. Bomb it and enter the passage to recover the HAMMER, then
backtrack out of the dark maze.
Once out of the dark maze, go through the east door for a room with four
Turtles; destroy them by pounding the nearby ground with the Hammer, then
use the Sword before they recover. The chest in this room contains the
COMPASS.
Go down the stairs in the Compass room to reach a dark room guarded by two
Bubbles (the Turtles there won't bother you) with lots of blue Rupees. The
two chests here contain a single Arrow and a Key. Return to the Compass
room and go through the south door, lift the west pot and open the chest
(blue Rupee), then push the nearby statue to reach the south door without
getting harmed by the switchblades.
You'll be back in the first abyss room, so head for the arrow pointing
south but DON'T JUMP DOWN YET! First, wait for the crystal orbs to gather
near where you'll land, then use the Ether Medallion to freeze them. Jump
down and use the Hammer on them to get plenty of Magic Decanters. Now grab
a pot and use it to hit the Crystal Switch so it turns blue. Exit through
the east passage, then hit the Crystal Switch to make the orange blocks
sink. Proceed north and lift the east group of pots until you find a
switch. Push the north-east statue to hold the switch down, then go through
the door to enter a room with three Mimics. Destroy them as you did before
and the door will open.
Wait for the switchblade to go past before you step into the next room,
and proceed to the bright green Cyclops statue. Hit it in he eye with an
Arrow to make the wall move back, revealing a staircase (enter it from the
north). Use the Hammer to knock the purple obstacles down (along with the
two Turtles) and look along the north for a Crystal Switch. Plant a Bomb
near it and head west past the retracted blocks, then wait for the bomb to
go off and trigger the Crystal Switch to reach the door.
The next room is a short dark passage with a single Turtle. The room
after this passage is dark but there are two torches there you can ignite
with the Lamp. There are LOTS of Turtles here, but keep the torches lit and
they shouldn't be too much trouble. Once the last Turtle is down the door
will open, revealing another dark room with two torches you can light; push
the north-east block south to reach the Warp Tile, then head north and look
out for the two pairs of Turtles on your way to the final door.
HELMASAUR KING
The main problem with HK is his tail, since when he swings it you'll have
a real hard time avoiding it. HK will also occasionally release an energy
sphere, which will then split into three more energy spheres; these three
spheres then detonate in sequence, sending deadly spheres in the four
diagonal directions. Avoid all where possible, and make sure you have
plenty of Faeries in stock.
Hit HK once with the Hammer, then plant Bombs in his path. After three
Bomb blasts hit him, HK will lose his face mask and reveal a green jewel on
his forehead. Hit this jewel with eight Arrows or Spin Attacks to finish
the battle.
***FLOODED PALACE***
REQUIREMENTS: Zora's Flippers, Bombs, Bombos Medallion, Hammer, Magic Mirror
STORY
On rescuing the first of seven captive maidens, Link learns that Agahnim
sent the maidens to the Dark World so he could use their life force to break
the Seven Wise Men's seal and create a gate linking the two worlds. So far
this gate can only go from Hyrule to the Dark World, but in time it will
open completely. In order to reach Ganon Link must use the combined power
of the maidens, who have been sealed inside crystals guarded by Ganon's
seven most loyal monsters. One of these crystals are hidden within a
compound whose corridors are always filled with water.
GETTING THERE
When you reach the palace, stand near it and use the Magic Mirror to enter
Hyrule. Enter the near-by Swamp Ruins and pull the east switch in the
second room to drain the lake and flood the corridors. Re-enter the Dark
World using the portal you created when you entered Hyrule. When you next
enter the Flooded Palace, the corridors will be filled with water.
PALACE INTERIOR
You main enemies in this palace are: Water Flies, tiny insects that sit on
the waters surface; Live Drops, droplets of water that bounce around to
attack but vanish when hit by the Sword or if they bounce three times; and
Fish who crawl from holes in the ceiling and start swimming around. You'll
also encounter Fire Snakes, beam launchers, and sword beamers - so named as
whenever you have your sword drawn, it'll fire an energy beam in whichever
of the four non-diagonal directions are closest to you. In several rooms,
some Blobs may jump out of the floor; they are easy to spot and destroy with
the Sword.
From the first room, swim west and onto the platform. Destroy all the
Water Flies to reveal the chest containing the Key and head north to the
locked door and down the stairs. In the second room, look for a narrow
corridor leading to a weak west wall that'll take you to the MAP. Return to
the second room and head for the southern-most pot, which has the Key to the
south-west door allowing you to proceed.
The next room contains some Birri, a pink Stalfos, a Fire Snake and a few
stationary switchblades. Head west, go down the steps and through the door,
then recover the Key from the pot. Go back to the previous room, up the
west steps and through the door. In the next room you can Bomb the west
wall for some bonuses, but your main concern is pushing the lever to flood
the corridor. Do so by taking out the two Stalfos (one standard, one pink),
Hammer down the faced obstacles, and push the lever from the east.
Backtrack through the south door, then swim to the west door to find
yourself in the main room. Go through the south door, turn east and follow
the passage until you find your route obstructed by two blocks; push the
southernmost one east to reveal the chest containing the COMPASS, then
return to the main room via the nearby north door.
Go through the door in the south-west of the main room, avoiding the two
Stalfos (one standard and one pink), Birri, sword beamer and Fire Snake. Go
down the west steps and through the north door, getting a Key from the pot.
Backtrack to the main room and enter the north-west door; destroy the
Stalfos and red Birri and trip the Crystal Switch to reach the floodgate
lever, pushing it from the east. Make sure the Crystal Switch is set to
orange when you leave the room via the east door.
Return to the main room's south-west passage, where you can now swim to
the west door. In the next room head straight to the steps in the west area
(being mindful of the Fire Snake) and turn west to the four blocks. Push
the most southerly block west and the middle block north, then head west to
a ledge and follow the ledge north to the stairs.
In this next room, you must push a block out of the way while avoiding
Water Flies, beam launchers and a fire bar. To the south are some pots with
Healing Hearts but to the north are two holes to the floor below (but you
have to push the obstructing blocks out of the way first). The west pit
leads to a chest with Rupees, but the east pit leads to the BIG KEY (if you
paid attention earlier and set the Crystal Switch to orange, you'll get
there easily). After getting the Big Key go west and jump down, then head
south until you reach the door and then east until you reach the main room.
Once in the main room, climb the centre platform to get the HOOKSHOT; from
now on, use the Hookshot to take out Birris. Use it to grapple the east
pots to reach the platform where the next Key is (in the easternmost pot).
Once you have it jump down and return to the Hookshot's platform, then
grapple the pots to the room's north to reach the required door.
In the next room, head west and take out the red Birri. The north pot
hides a switch but you need to pull the north statue onto it in order for
the switch to hold down. If you go through the nearby north door you'll get
to explore around but will eventually end up on the wrong side of a
floodgate lever; from the hold-down switch, head east and to the door (not
the stairs) there and proceed along the passage (being mindful of the red
Birri) so you can push the floodgate lever to drain the water and go down
the steps to reach the west door.
When you reach the next corridor, go south and through the east door for
some goodies or go straight for the north door to proceed. In this room you
can go through the obvious door for some goodies or push the third block
from the west wall for a chest, but to proceed walk through the second
waterfall from the east wall. The room you enter has two blue Birris and
some goodies but you can just head directly to the north door, then head
through a short passage with another Birri before reaching the final
stretch.
The room you're now in contains water with a very strong current, meaning
you'll proceed very slowly if you try to swim east. There are three Water
Flies here, and the easiest way to take them out is to wait until they're
all on-screen and nuke 'em with the Bombos Medallion. Swim to the far east
of the room for the Key, and just west of this room's entrance is a weak
wall leading to some goodies. The door is to the far west of the room, and
you'll have a blank room before battling it out with the Keeper.
ARRGHUS
To destroy Arrghus you must first destroy his spawn, who form an effective
barrier around their master. The Arrghi will swarm around daddy for a while
before expanding and filling most of the screen. When the Arrghi attack,
simply get as far away as possible to avoid them.
Destroying the Arrghi involves picking them off one-by-one with the
Hookshot, then hitting them twice with your Sword to destroy them. You can
grapple an Arrghus spawn even when they are attacking, but the little
critter will crawl back to his parent gradually; if he makes it, he will
retain any damage you already inflicted on him. Remember that you have to
land the Hookshot's hook pretty much on the spawn to grapple them, making
grappling a little harder as the fight goes on.
Once only Arrghus himself is left, he'll jump high in the air and try to
stomp on Link. After hitting the ground, Arrghus will spin madly around the
room. The attack pattern is simple: when Arrghus jumps charge a Spin
Attack, and when his shadow appears move out from under it. When Arrghus
lands he'll hesitate before moving, which is your cue to hit him with the
Spin Attack. Four hits is all it takes.
***SKELETON FOREST***
REQUIREMENTS: Hookshot, Bombs, Bombos AND/OR Ether Medallion, Hammer, Magic
Mirror
STORY
The next crystal lies somewhere within the Dark World's Skeleton Forest.
GETTING THERE
To reach the Skeleton Forest, you must first enter Hyrule and head for
Kakariko Village. Head for the village's north-west corner and travel north
to the Lost Woods. Once inside the woods, take the first turn east and
proceed along until you can exit to the south. Continue along this passage
to a fence and knock down the two large stakes with the Hammer.
FOREST INTERIOR
The actual dungeon of the Skeleton Forest is its underground chambers;
you'll have to enter and exit the chambers several times before reaching the
crystal. You main hostiles are Gibdos (mummies; use fire, or freeze them
and use the Hammer) and Wallmasters (hands that drop from below trying to
grab Link and return him to the entrance).
After entering the Dark World from Kakariko's Magical Transporter, head
north and into the Skeleton Forest. Proceed west until you reach a north
turn-off, where there's a hole in the ground. Jump into the hole and you'll
come to a room with several pits, Birri and Crystal Orbs; head south-east
through the room, looking out for the fire bar, and go through the door.
In this second room head north to recover the COMPASS from the chest (note
that lots of pits will appear). Go through the north door to the next room
and use the Bombos Medallion (or Ether Medallion and Hammer) to take out all
the hostiles. Look out for Wallmasters while you grab the chest from the
Key and go through the right door, then go south and exit the tunnels.
From where you now stand in the Skeleton Forest, go south-east and dive
down the first pit. Beware of the Gibdos and Wallmasters in this room as
you get the Key from the chest (just south of the entrance) and go through
the door in the north-east corner. The chest in the next room contains the
MAP and after getting it you should go through the west door and out the
south exit.
After exiting the tunnels, go north-west through the rib cage and follow
the path to another entrance. Go in and use the Bombos Medallion (or Ether
Medallion and Hammer) to destroy all the hostiles in the room. The pot in
the centre of this room is a hold-down switch; drag the east statue onto it
to open the north door, but be sure to move fast if a Wallmaster drops. You
must PULL, not push, the statue north onto the switch in order to reach the
open door.
In the next room Bombos (or Ether and Hammer) the hostiles and recover the
BIG KEY from the chest. The weak east wall leads to a large Magic Decanter.
Use the Magic Mirror to return to the entrance and exit this tunnel, going
back through the ribs until you see the other skull entrance to the tunnels.
Not far from this skull entrance is a clump of nine bushes; cut the middle
one away to reveal a hole and jump down it.
Being wary of the Helmasaur and other hostiles, step on a Star Tile and
Bomb the west wall. Pull the lever on the north wall to destroy the south
wall, revealing the way to the FIRE ROD (beware the two worms). Go back to
the room where you touched the Star Tile, travel south and go through the
east door, then go south to exit. Travel north-west to the skull entrance
used to reach the Big Key, but go through the west door of the first room.
Keep heading west through these tunnels until you reach a room with an
exit leading south. Get the Key from the north-west pot and exit, then go
via the north-east rib cage and follow the path to a pit. Jump down the
pit, step on a Star Tile and travel south, then go west and north through
the locked door for some goodies. Keep heading south for the exit, then
take the north-west rib cage.
When you reach a large maroon skull blocked by vertebrae, burn the column
with the Fire Rod and enter the skull. The next room is a bit of the maze:
go down the steps and under the bridge, then north and east so you can see
Link again. Go north and under the bridge, then north and east to see Link
and north and under the bridge, north and west to come out from under the
bridge, then north and all the way east to the door. Climb the steps and
use the gantry to reach the far south of this room, then jump down and go
through the west door (use a Medallion if hostiles are in your way). Get
the Key from the chest and use the Magic Mirror to return to the entrance.
Head north across the gantry (beware of worms and Fire Snakes) and go
through the locked door. In the next room you will step on a Star Tile
after entering, so use the Hookshot to grapple the south-west torch. Now
position Link so you can grapple the north-east torch and you can walk
directly to the west door. In the next room, take out the four Gibdos and
(being wary of Wallmasters) use the Fire Rod to ignite the four torches and
open the north-west door.
In the next room you can simply cut the middle curtain on the north wall
to proceed, but move fast to avoid the hostiles. Use a Medallion to take
out the hostiles in this room, getting the Key for the east door from
Gibdos. The next room is the final one before the keeper; you simply have
to jump into the pit while avoiding the switchblades, but there are some
goodies in the two pots.
MOTHULA
Mothula himself attacks by unleashing three energy beams, which can easily
be avoided by staying just to Mothula's left or right. Your real concern is
the many switchblades; the moving floor will try to impale you, and several
switchblades will move around. Your main priority during this battle is to
avoid the switchblades, with a secondary priority given to avoiding
Mothula's blasts. Mothula is easily damaged with the Fire Rod (an enhanced
Magic Meter can out-last him) or Sword attacks.
***BLIND'S HIDEOUT***
REQUIREMENTS: Red Shield, Bombs, Hammer, reserve life energy
STORY
Link's next destination is the hideout of the thief Blind, the most recent
addition to Ganon's army. Blind, who loathed bright light, dominated
Hyrule's criminal rings during Link's youth.
GETTING THERE
Enter the Village of Outcasts, and to the large statue which is in the
location equal to Kakariko's weathercock. To enter, pull the statue's
pitchfork.
HIDEOUT INTERIOR
The main danger in this area are walking red and blue monsters. The blue
monsters aren't much competition, but the red ones will fire on Link if they
see him. Also in the Hideout are what's called Half-Bubbles; they're like
the standard Bubbles, only there's one large (invincible) part to them and a
little part to them; destroy the little part and both the large and small
parts will die.
Not so much as dangerous as annoying: Bunny-Makers are small yellow things
that fly after Link, reversing the effects of the Moon Pearl for several
seconds (or until Link is injured). Lead the Bunny-Makers into walls (or
use the Ether Medallion if you have it) to get rid of them.
After entering Blind's Hideout, jump down to the lower level and travel
north, taking the last west turn-off to recover the MAP. Continue north
into the next room and go up the steps, then go south-west along the gantry
to a treasure chest. After getting its prize, go to the far north and jump
down, then travel to the far east and go up the stairs. Go south until you
come to a weak wall and use a Dash Attack to break it open and reach the
next room.
Head north and use a Bomb to blow the weak north wall for some goodies.
Now jump down to the lower level and proceed south (you'll get several
Bunny-Makers). When you reach the next room climb up the steps, walk to the
south-west corner, then head east to the chest with the COMPASS. Now jump
down to the west and proceed in that direction to reach the BIG KEY. After
getting it, proceed east and take the first steps up you see. Proceed north
to the end of the room, then go through the locked door to the east (it
opens with the Big Key).
Ignore the two Stalfos in this room and head for the very north. Get the
Key from the east pot, then turn south again and go through the locked south
door. While avoiding the Fire Snake and two monsters, head straight for the
west door. In the next room, destroy the two Half-Bubbles and look out for
the moving floor, switchblades and full Bubble on your way to the west door.
Proceed north while looking out for the Bubbles, Fire Snake, moving floor
and switchblades. Go through the north door, grab the Key from the pot and
go to the north of this room, then hit the Crystal Switch to make it blue.
Go through the north door, then lift the pot in the south-east corner to
reveal a switch for the east door. The next room takes place on two screens
and you can simply Dash right through it.
At the end of the corridor, take out the three tiny lizards with basic
sword strokes. Now stand between the two tables in the room, about in the
middle, and throw a Bomb north so it lands on the weak floor where the light
lands. Use the chest and pots in this room to restock your Bomb supply,
then backtrack to the room with the Crystal Switch. Exit the Crystal Switch
room through the south entrance (beware switchblades and DON'T TOUCH THE
SWITCH!), then go through the east entrance of this next room.
Despite the two monsters and Half Bubbles here, you can head straight to
the east door and go through it. In the next room, you can go through the
south entrance for some goodies but the north stairs are the way to proceed.
Destroy the Stalfos and other monsters in this room (which isn't too much
effort), then lift the large grey block out of the way and go out the south
entrance. Ignore the red monster and proceed straight to the west door.
You'll now be in the prison area. Where possible, destroy monsters on the
far side of the cell bars by throwing pots through the bars, otherwise use
basic strokes. Proceed to the far north of the prison to find a blonde
human captive who conscripts you as her escort to safety. Recover the Key
from the chest in her cell, then go back south through the prisons to the
west door, then dash straight through the next room.
When you reach the abyss room, head west through the locked door and use
the Hammer to pound the faces in and recover the TITAN'S MITT. The floor
will start collapsing now, so go north and around the hole and back to the
abyss room. Travel north (looking out for Birri and the moving floor) to
the T-junction; go west to have fun with some more Birri or east to proceed.
Go up the north stairs, then lift the north-east pot to reveal the switch
for the east door. Go through the door, then turn north and lead the blonde
girl into the bright light to reveal her true identity: Blind.
BLIND
Considering what you've gone through to reveal Blind, fighting him is a
pushover as long as you have plenty of life energy. He moves from
side-to-side, firing red energy beams and the odd energy blast, occasionally
swapping sides of the screen.
Make a kamakaze attack on Blind, hitting him with three basic sword
strokes and he'll clone a new head, which will itself move around (without
trading sides of the screen) firing red energy beams. Attack Blind three
more times and a second head will appear; three more hits and Crystal Four
is yours.
***ICE LAKE CAVERN***
REQUIREMENTS: Tempered Sword, Titan's Mitt, Fire Rod, Bombos AND Ether
Medallions, Hammer, reserve life energy
STORY
Link's destination is the frozen lake in the south-east of the Dark World,
and a compound made almost entirely of ice that seems to have no way in.
GETTING THERE
To enter the grounds of the Ice Lake Palace, you must enter Hyrule and
proceed to the Pond of Happiness. Lift the dark green rock to reveal a
Magical Transporter that will take you inside the compound's grounds. You
can then avoid the local hostiles and enter the palace.
CAVERN INTERIOR
Move towards the west ice statue on the north wall to bring him to life,
then melt him down with the Fire Rod. Go into the next room and destroy the
south Birri for the Key to the north stairs (look out; the floor is
slippery!). Head to the south-west of the next room, step on the floor
switch to open the door and proceed, pushing the block in the next room to
reach the south door. Unleash the Ether Medallion to freeze the penguins,
then smash them all with the Hammer to reveal the COMPASS. Exit through the
north door, then turn east (stepping on the floor switch) and go through the
door.
This room serves no purpose save resetting the block in the previous room,
so Ether all the penguins (smashing them with the Hammer if you need Magic
Power) and grab the south pot to reveal the switch and return to the
previous room (be wary of the Bubble). Step on the switch, push the block
away and go through the north door to reach a room with four red Birris.
Strike the Crystal Switch to make the blue blocks sink, then plant a Bomb
there and stand next to the orange blocks. When the Bomb goes off and
triggers the switch, plant another Bomb on the weak floor and jump down the
resulting hole.
In the next room you must destroy two Stalfos Knights, one hidden in the
north-north-east area and another in the south-south-west part. Take them
one at a time, hitting them with the Sword once and then planting a Bomb
over the collapsed bones. Ransack the pots and exit through the south door.
The next room has a moving floor and a maze of switchblades; take out the
second Birri for the Key, then proceed to the west of the room for the
locked south door (ensure the Crystal Switch is set to orange). Beware the
Fire Bar as you cross the gantry; the south-west pot has the switch to open
the east door. The next room is a simple case of running straight for the
north stairs.
Ether all the penguins in this room, then pound them all with the Hammer
for the north door to open. The following corridor has a giant switchblade,
but its movement is easy to track and you should have little problems
reaching the north door by ducking out of its path. After going through the
north door, go to the north area of this next room and wait for the floor to
collapse and fall down. Go through the first east door you see in the next
room.
Despite the many red Birri, simply grapple the east block to cross the
chasm and reach the south door. Now, without stopping, head south into the
third giant switchblade's path, then go west and north to the stairs to
avoid taking any damage. Take out the blue Birri in the next room if you
like, but use the Hookshot to grapple the pot on the far side of the spikes
and head north to the stairs.
A Stalfos Knight will jump down near the entrance, so take him out and
then Hammer the faces and lift the large grey block. Toss the block away
and head south quickly to cause the Bunny-Maker to hit the wall. Now grab
the visible Key and Hammer the smaller faces, then head to the south-eastern
pot (beware the Stalfos Knight), which hides a switch that'll make the chest
containing the MAP appear. Pull the north-west statue's tongue to make the
east door open, then go up the stairs (from the north) to reach the room
containing the BIG KEY. Go back down the stairs, pull the statue's tongue
to open the door, then go down the north stairs.
Lift the nearby pot to reveal a chest, then grapple it with the Hookshot
to safely cross the spikes, open the chest for a Key and go through the west
locked door. Dash to the room's west door and, being wary of the slippery
floor, Fire Bar and switchblades, go down the stairs from the north. The
western part of the cracked floor just above the stairs is weak, so place a
Bomb there to reveal a hole. If you destroy the middle and east ice statues
in the north wall in this room, you'll get a chest containing some Bombs.
Go down the hole you created with the Bomb for the chest with the BLUE MAIL,
then push the blocks out of the way to reach the east door.
To avoid the ice statue in this room, go south and east to the east door.
When the black rodents come out of their holes in the next room, use the
Bombos Medallion to fry them all at once. Being careful of the slippery
floor, Bubble and Fire Bar, grab the south pot from the group in the
north-west corner and lift the lone north-east pot to reveal the switch,
then exit through the west door. In the next room, go through the locked
north door (opens with the Big Key) and proceed north to the stairs,
avoiding the red Birri and ignoring the Stalfos Knight (if the blue Crystal
blocks are retracted, jump into the pits to reach a Faerie Fountain).
The next room has only a Bubble and you can easily reach the south door.
The next room contains several Birri, a live ice statue and a couple of
Stalfos Knights; take them all out, then go through the east locked door.
Strike the Crystal Switch twice to reveal and destroy the Bunny-Maker. Set
the Crystal Switch to blue, get some goodies from the pots, then go back
through the previous room, up the stairs in the Bubble room, down the south
door and through the east door. Lift the lone north-east pot for the switch
(looking out for the Bubble, Fire Bar and slippery floor) and go out the
south door. CAREFULLY cross the slippery gantry while avoiding the Fire
Bar.
Get rid of the two blue Birri in the next room, then lift the pot to
reveal a switch leading to a chest with a Key. Go up the stairs in this
room, then walk as fast as you can to the locked north door to avoid the
many hostiles. Now, see the two pots side-by-side? The west one hides the
switch to the west door, so avoid the Fire Bar and penguins to go through
that door. Jump down the pit and go through the east door, then push the
south block into the pit; follow the block down (all the hostiles will be
restored in this room, so ignore them), lift the nearby pot and push the
block onto the switch. Go through the south door.
Take out the two red Birri in this room before doing anything else. Pull
the east statue's tongue to open the room's entrance. The east block (near
two pots with goodies) hides four blue Birri you can take out to get more
goodies. On the west part of the room, get the Magic Decanters from the
pots and pull the east statue out of the way, lift the large grey block and
jump down the hole to reach the Keeper.
KHOLDSTARE
Throughout your battle with Kholdstare, ice blocks will fall from the roof
and try to hit Link. When these blocks hit the floor they will shatter into
quarters and the pieces will fly along the horizontal and vertical poles.
Avoid them by continually moving and standing diagonally away from the
blocks.
When you first encounter Kholdstare he's encased in ice. The easiest,
most efficient way to get rid of him is to use the Bombos Medallion, but if
you want to make life hard you can use eight hits from the Fire Rod. Once
Kholstare is released from the ice, three of him will appear and each try to
ram into Link. Repeated, basic sword strokes on each Kholdstare while
avoiding both their attacks and the falling ice cubes. If you have plenty
of reserve life, you can out-last him.
***MISERY MIRE***
REQUIREMENTS: Titan's Mitt, Bow and Arrows, Hookshot, Bombs, Fire Rod, Ether
Medallion, Lamp, Flute, Magic Cape OR Staff of Byrna
GETTING THERE
Enter Hyrule and play the Flute. Have the bird take you to destination
six, the one in the south-west corner of the Desert of Mystery. Lift the
east dark green rock to reveal the Magical Transporter leading inside the
Swamp of Evil. Travel north to the location equal to the Desert Palace and
use the Ether Medallion on the item's lightning symbol. The rain will cease
and the entrance will be revealed.
MIRE INTERIOR
The main cause of misery in the Mire is its large area and the amount of
backtracking involved, and it sets a new record for the number of Keys used.
This makes it easy to get lost....but not with a handy-dandy walkthrough
sitting next to you, of course.
An annoying enemy here are the Whizzrobes, who appear and fire an energy
beam before vanishing again; Whizzrobes always appear in the same place, so
wait for them to reappear before hitting them once with a basic Sword
stroke. Another enemy here are the Bombers, small slugs who crawl around
and plan the occasional Bomb but are easily taken out by first disabling
them with the Ether Medallion then finishing them with the Hammer.
Another enemy here are what I call 'Boo Skulls'; they're Stalfos skulls
that, like the Boo Buddies from the 'Super Mario' series, will stay still if
Link faces them but will otherwise move towards Link. Use Spin Attacks when
the Boo Skulls are close.
I'll be saying 'Magic Cape' throughout this walkthrough, but the Staff of
Byrna works just as well.
In the first room, travel to the east door by crossing the chasm using the
Hookshot to grapple the block. The second room is very large and has a
couple of Beamos, making it tricky for you to destroy all the Leevers and
Wizzrobes in order to open the far north door and reach the main room. Once
in the main room, go down the nearby steps and, staying on this lower level,
travel west and north to reach a narrow passage leading to the west of the
two north-east steps; climb them and go through the north door.
Head straight for the east door, looking out for the three pink Stalfos,
two Beamos and Sword Beam. Grab one Key from the north-west pot and a
second by donning the Magic Cape and lifting the pot surrounded by spikes,
which reveals a switch that'll make a chest containing a second Key appear.
Now exit the room using the north door, then go along the north and west
gantry rooms.
Travel to the north-west of this large room and set the Crystal Switch to
blue, then grab the Key from the nearest pot. Travel east and then south
through this same room to reach the south door, avoiding the spikes and
other enemies. Go south through the next room, donning the Magic Cape to
avoid the hostiles and reach the south door, then going east in the next
room the reach the main room again.
On the upper level of the main room, go across the lattice floor to the
northern part of the room to reach a pot, hiding a switch that hides a chest
containing a Key. Go south along the solid ledge, then to the north-west
corner and down the steps, then proceed to the north-east area of the room.
Go down the narrow route previously obstructed by a blue Crystal Switch
block, up the steps and through the locked door to get the MAP.
After getting the Map go through the north door, then west door. Push the
block out of the way to reach the north door and across the two gantries to
get (what else?) a Key from a chest. Backtrack to the room where you pushed
the block, then go through the west door.
While looking out for the Bubble in the next room, Ether the Bombers and
smash them with the Hammer to go through the south door to reach the main
room. Now go to the south-west corner and through the locked door; in the
next room are two Boo Skulls, a Birri and a Sword Beamer. Go through the
south door for some fun with Bombers and Beamos or the west door to proceed.
After going through the last door, DO NOT enter the room but wait for the
Magic Tiles to do their worst. Use the Flame Rod to ignite the four torches
(all four must be lit AT ONCE) and go through the north door to recover the
COMPASS. Go south to the torch room, then south again.
Wait for the four Wizzrobes to appear before you unleash the Ether
Medallion, smashing the Bombers and Hookshotting the remaining Birri. Go up
the stairs in the north-east corner of the room to reach a very interesting
part of the game: while avoiding the random Wizzrobes, push the three blocks
out of the way of the two torches of the room, then go through the south
door and push more blocks out of the way of two more torches. QUICKLY
ignite the two torches in this room with the Lamp, then QUICKLY backtrack to
the previous room and light the two torches there. A rumbling will confirm
a wall moving back, so go through the south door and then the west door to
immediately see a pit near stationary switchblades; jump down here to
recover the BIG KEY, then go west and step on the Warp Tile.
Go through the east door, south door, and another east door to return to
the main room. Go down the steps in the north-west corner to the lower
level, then go to the south-east of the room and up the steps to reach the
south-most door going east. Go through the next east door while avoiding
the Bubble, then use the Hookshot to grapple the block and proceed north
quickly along the gantry to recover the STAFF OF SOMARIA.
After recovering the Staff, go through the next two east doors to the main
room and then down the steps. Proceed to the north-west part of this room,
up the steps and through the nearest door. From this next room go north,
west and north again and enter the Warp Tile. Go east slightly and, being
wary of the two Bubbles and Wizzrobes, go through the north door on the
platform. You'll come to the large abyss room; go west for a large Magic
Decanter or north along the gantry to proceed.
After going down the stairs, you'll come to a dark room with a lot of red
beam launchers. Go to the south-east of this room for a locked door leading
to a bonus room with lots of blue Rupees (beware; insects will crawl from
the door and cause minor damage). To open the south-west door and proceed,
go north slightly and lift the pot to reveal a switch, which must be held
down using a Somarian Staff Block. Go through the door, go south and lift
the large grey block, then immediately turn west and go through the door.
Proceed north and, while avoiding the switchblade, go west then south. Go
west again to the wall and then to the far north and set the Crystal Switch
to orange. If you can avoid the Bubble along the moving floor, the
north-west corner has a weak wall that, if blown with a Bomb, leads to
plenty of (guarded) blue Rupees.
Anyway, after tripping the Crystal Switch go through the south-west door
to proceed. The north wall along here needs to be bombed so you can trip
another Crystal Switch, removing the blue blocks obstructing the west door
(beware the freed Bubbles).
The next room has several hostiles, mostly little Blobs that fall from the
roof. Proceed to the very north of this room and set the Crystal Switch to
orange, then go slightly south to find the stairs. Once on the next floor,
go east and around to avoid the Bubble and Fire Snake and reach the west
area of the room. The north door of this west area leads to the Keeper.
VITREOUS
Vitreous is basically a giant eyeball with lots of little eyeballs
protecting him. For the first part of the attack, Vitreous will stay in his
pool of goo and have his kids attack Link, but will occasionally fire a
lightning bolt down the centre of the room.
For the first stage of Vitreous's attack, head for the south-east corner
of the room to avoid the lightning bolts and use lots of basic Sword strokes
to fend off the little eyeballs. There is little advice to offer from
there, other to say to make sure you've got plenty of Life Energy because if
a little eyeball touches you, you'll lose three units of life.
Once the last of the little eyeballs are down, Vitreous will finally pluck
up the courage to face Link....and what a pushover he is! As Vitreous
emerges from his goo, get directly south of him. Once Vitreous starts
bouncing, just lob eight Arrows at him and an easy victory is guaranteed.
***TURTLE ROCK***
REQUIREMENTS: Golden Sword, Titan's Mitt, Boomerang, Hookshot, Bombs, Magic
Powder, Fire Rod, Ice Rod, Quake AND Ether Medallion, Lamp,
Hammer, Staff of Somaria, Magic Mirror, reserve Life Energy,
enhanced Magic Meter OR reserve Magic Power
STORY
Link's final destination is Turtle Rock, the compound where Princess Zelda
is being held.
GETTING THERE
Firstly, enter Hyrule and reach the summit of Death Mountain the same way
you did for the Tower of Hera. Travel east and along the bridge, knocking
down the stakes which are in the way. Keep travelling east and you'll come
to a plateau you can climb onto with three stakes on it.
Lift the rock out of the way to reach the top of this plateau. Hammer in
the three stakes in a counter-clockwise circle (ie; east, north, west) and a
Magical Transporter will appear. This will take you to the top of Turtle
Rock, where you can stand on top of the Quake Medallion symbol and use it to
reveal the cave's entrance.
CAVERN INTERIOR
A unique enemy to these caves is Pokey, who seems to be yet another
allurement to the 'Super Mario' series. Pokey is a tall snake who bounces
around everywhere; hit him and part of his body will fly off, bouncing
around. When only the head is left, destroy it to kill Pokey. You can also
destroy the bouncing body portions for really good goodies.
One important concept you'll have to understand in this dungeon are Staff
Platforms: there are many abysses in Turtle Rock that have a white track
along them. Along these tracks are question marks, which mark stops. Use
the Staff of Somaria at the stops to create a platform Link can board; once
on the platform, press the Control Pad in a direction Link can travel along
the track to proceed. Link is vulnerable as he moves, but you can only use
your weapons when the Staff Platform has stopped moving.
Staff Platforms always stop at the question-mark stops, and only one
Platform can be on a track at once. There are some junctions where the
track intersects but there's no question-mark stop; the Staff Platform will
automatically take a direction at these junctions, but you can override this
direction by holding the Control Pad in the desired direction as you
approach the junction.
In the first room, lift the east pot to reach the question-mark stop and
generate a Staff Platform, then grab the west pot to uncover a large Magic
Decanter. Travel north along the Staff Platform and go through the north
door. Generate another Staff Platform and go west to the next question-mark
stop and go through the south door. Once through the door, move to the side
to avoid the eyebeams and proceed south to the COMPASS. To return to the
previous room, head back to the door and face south, then draw your sword so
you don't face the door and go through.
Generate a Staff Platform on the track and go east past the doorway you
used to first enter the room. There are two doors on the east wall of note;
the south one leads to some free bonuses on a ledge, but the north one is
the most important. Go into that room and generate a Staff Platform, then
use it to travel south and around. Using the Fire Rod, ignite the
south-east and north-west (or north-east and south-west) torches and, when
the Platform makes a second pass, light the remaining two torches and wait
for the platform to return to the question-mark stop, then return to the
stable ledge and quickly go through the open north door while the torches
are still lit.
In this room you must avoid the spiked grinders (their movement is
consistent and they do a lot of damage) to reach the north, recovering the
MAP and a Key. Proceed back through the south door, grab goodies from the
nearby pots and exit via the west door. If you want a Faerie and a large
Magic Decanter, head for the unlocked door in the north wall, go through the
door but DON'T ENTER THE ROOM until the Magic Tiles have smashed against the
wall. Go through the next door for your prizes.
To proceed, head for the locked door in the north wall; avoid the Blobs
that'll emerge from near the entrance and completely destroy the Pokey for a
Key. Go through the north door to find a room guarded by two Chain Chomps
(I've lost count of 'Super Mario' allurements). Keep your distance as you
use the Boomerang to set the Crystal Switch to blue, then push the lone
south-west block to reveal a chest with the necessary Key. Set the Crystal
Switch to orange to reach the stairs and enter the next room.
This is a large room guarded by Blobs, a Pokey and a couple of Bubbles;
the north-east corner of the room has some pots containing goodies, but the
south-east corner is the way to proceed by entering the pipeline (more
'Super Mario') going through the west door (the pots contain Rupees). Now
go through the eastern-most pipe and the nearby door, then use Magic Powder
to get rid of the four Bubbles. Go south, retract the obstructing blocks
with the Crystal Switch, look out for the Boo Skulls and Bunny-Maker, and
take out Pokey for a Key. Go through the door in the south-east corner but
beware the guarding eyebeam.
Go into the pipe to reach the BIG KEY, then go through the south pipe and
the nearby door to return to the original pipeline room. Follow the nearby
pipeline to reach a pot hiding a large Magic Decanter, then work your way
back to the south-east corner and go through that pipeline again. When you
reach the next room, go through the west pipeline and through the south
door, use the Ether Medallion to freeze the Pokeys and destroy the
Bunny-Maker, Hammer the Pokeys and go through the south door, then the west
passage.
Now, see that south wall the eyebeams are protecting, where all the pots
are? There's a weak spot there where you need to plant a Bomb. Go through
the resulting passage to find yourself on a narrow ledge in the overworld.
Travel east along this ledge to the next cave entrance and enter, use the
Hookshot to reach the MIRROR SHIELD and then go through the open north door
and the locked north door (opens with the Big Key). Go into the pipeline
and, after emerging, through the north door.
In this next room is a Pokey and a few Blobs, but ignore them and
concentrate on the weak north and east doors. Knock them down using a Dash
Attack: the east passage leads to a room where, after flushing out and
destroying the three Blobs, you can push the north block away to pull on the
west statue's tongue to reach a room full of blue Rupees (beware the
grinders); if you choose the north passage you can proceed.
After taking the north passage, set the Crystal Switch to blue, get the
Key from the chest, reset the Crystal Switch and reach the north stairs
while being careful of the grinder. The next room is dark and you need to
generate a Staff Platform on the track; after boarding the Platform, take
the first east turn and then travel south as far as you can to reach a pot
hiding the switch to open the south door. Go back on the Staff Platform and
travel north, then west as far as you can and south as far as you can. As
you travel east you'll see the question-mark stop: keep an eye on the track
leading to that spot to know when to take the right turn-off from where you
are.
In the next room you'll be on a gantry with several eyebeams; use the
Hookshot to stun the Helmasaur and Crystal Orb and proceed over the abyss to
the south door. While avoiding the eyebeams on this second gantry, go for
the south chest for the Key (angle the Mirror Shield to protect yourself
from the beams; the other chests in this room contain Rupees). The
southernmost wall of this second gantry room is weak; Bomb it to reveal the
fourth exit from Turtle Rock. Once you have the Key from the second gantry
room, return to the first gantry room and go through the locked door in the
south-west corner.
The second-last room is full of Bubbles, Helmasaurs and Pokeys and you
must manipulate the many Crystal Switches in order to get through. Work
your way to the north door - it's pretty straightforward, just don't battle
it out too hard. After going through the north door you'll be in the last
room; generate a Staff Platform on the track, then ransack the pots for a
large Magic Decanter and a Healing Heart. Travel north along the track to
reach the final door.
TRINEXX
Trinexx is a heavily-armed enemy and comes with a fire head, ice head and
middle head. The fire head breathes a long jet of flames that will linger
for a moment before vanishing; the ice head breathes a mouthful of cold that
freezes the floor, causing it to become slippery. While all of this is
going on, the middle head will occasionally stick his neck out in the middle
of the battle and attack Link.
Because there is no way to reverse the slippery floor the ice head
creates, take it out first by hitting it once with a blast from the Fire
Rod, then striking it with basic Sword blows while the head is stunned.
Repeat the process until the head dies off. Now turn your attention to the
fire head, stunning it with a blast from the Ice Rod and hitting it with
Sword strokes. While doing this, try to keep an eye on Trinexx's tail: if
it starts wagging rapidly, that means the middle head is about to attack so
walk in a straight line along the south wall to avoid it.
When only the middle head is left, Trinexx's heavily-armed physique will
collapse into a very mobile worm. The flashing middle part of Trinexx's
abdomen is the only vulnerable area, and since you must move fast you should
quickly get in with basic Sword strokes and then get out, repeating the
hit-and-run tactic until Trinexx falls.
***TOWER OF GANON***
REQUIREMENTS: Seven Crystals, Golden Sword, Mirror Shield, Blue Mail, Bow
and
Silver Arrows, Boomerang, Hookshot, Bombs, Magic Powder, Fire
Rod, Ether Medallion, Lamp, Hammer, Staff of Somaria, Staff of
Byrna OR Magic Cape, Magic Mirror, plenty of reserve Life and
Magic power
STORY
With all seven of the maidens rescued, Link is able to enter the tower
where Ganon hides and defeat him.
GETTING THERE
Enter Hyrule and climb Death Mountain to the Magical Transporter that
leads to Turtle Rock. After entering this transport, head west as far as
you can. You'll encounter some strange creatures, but keep your shield
raised and they won't bother you. Eventually you'll come to where the Tower
of Hera would be in Hyrule, but in the Dark World it is in fact the Tower of
Ganon.
The entrance to the tower is protected by a powerful magical seal, but
with all seven Crystals you will be able to break this seal and enter.
TOWER INTERIOR
Since this is your last dungeon, don't expect it to be any pushover. You
will have to use the skills you learned in clearing the last eight dungeons
and apply them in entirely new situations in order to reach the summit.
The first room of Ganon's Tower is devoid of any features save three sets
of stairs. Go down the north-west set of stairs and use a Dash Attack to
knock the Key off the torch, being wary of the pink Stalfos and orbiting
energy ball. Grab the Key and go through the west door. Get a Key from the
south-east pot, Hookshot the blue Birri and turn your attention to the
purple faces among the five blocks. While avoiding the blue bumper, knock
in two faces with the Hammer so you can push the middle block over, opening
the west door. Underneath the block is a Star Tile you can use to reach the
west door and the next room.
Using the Hookshot, grapple the blocks to cross the abyss; the north door
leads to a bonus room (use the Boomerang to take out the pink Stalfos
without triggering the Sword Beams; plenty of Rupees, Arrows and Bombs are
here) but to proceed work your way south and go through the east locked door
for the MAP (guarded by two Fire Bars, the Star Tile under the chest makes a
couple of pits vanish). Go back to the abyss room, take out the pink
Stalfos and trip one of the Crystal Switches. Place a Bomb next to the
switch, then pass the south blocks and wait for the Switch to be tripped
before proceeding to the next room.
Get a Key from the south-east pot, then plant a Staff Block next to one of
the two Crystal Switches. Once you've passed the retracted blocks, detonate
the Block and go through the east locked door. Go to the far north of the
next room, Boomerang the Crystal Switch, then walk east until in-line with
the Warp Tile and, after getting used to the timing of the switchblades,
walk south and onto the Warp Tile.
You'll come to a room where you must work your way west, but obstructing
blocks mean you have to contend with several Fire Snakes to get there. When
you reach the west part of the room, push the lone block to reveal a chest
containing a Key; grapple the chest with the Hookshot, get its contents and
exit via the south door.
The next section is basically a series of Warp Tiles, where you have to
warp between the current room and the destination room in order to avoid
wall and reach the right Tile. First enter the west Warp Tile to the
destination room, then enter the west Warp Tile. Before entering the next
Warp Tile to the south, you may want to enter a bonus room by Bombing the
weak west wall (in the next room, look out for the blue Birri and worm,
stepping on the western-most switch in the north-west corner to destroy the
north wall and get some chests with Arrows and Bombs).
After entering the Warp Tile near the weak wall, go into either of the
nearby Warp Tiles and then enter the Warp Tile in the south-west corner.
Proceed east past the pits and Crystal Orbs to the lone Warp Tile, entering
it and returning to this room to reach the east door.
When you enter the next room, use the Ether Medallion to freeze all the
hostiles (this may take a couple of uses, since it's a rather large room)
and proceed to the north of the room along the visible bridge. Now, this
next part is quite tricky since you must guide Link over a long invisible
gantry in order to reach the right door. If you get lost use the Ether
Medallion to reveal the entire walkway for a few seconds, Hammering frozen
foes for more Magic Power. The route goes something like this:
Go towards the north of the room and look for where the visible gantry
ends with two pots. JUST walk off the visible gantry here, so that Link is
standing right next to where the pots were, and push a Staff Block south:
when the Staff Block vanishes, it means you've come to the end of the
gantry. Generate another one east and push it until it vanishes, then go
slightly south and then west until you make a long walk north (still using
Staff Blocks to guide you). When you reach as far north as you can, you
need to go west for a bit and then south before going west again. When you
have a clear line of fire with the torch on the north-east ledge, use the
Fire Rod to ignite the torch and make the entire walkway visible
permanently. Exit through the north-east door reached from the invisible
gantry.
There are two Bubbles in the next room, along with an orbiting energy
sphere. Bomb the weak floor near the chest (contains Arrows) and jump down
the hole. You will now have to battle the Armos Knights from the Eastern
Palace, only the entire floor is slippery and it can be hard to get Link in
the right place. To repeat the battle plan against the Armos Knights:
The Knights will start moving soon after you enter the room, first forming
a large circle taking up most of the room and move clockwise, change
direction to counter-clockwise, then move to the north part of the room to
sweep down the entire room.
The least dangerous means of attack is to hide in one of the south corners
of the room until the Knights start their sweep, at which point you should
pick off the Knights with your Silver Arrows. If you can't wait that long,
you can still attack the Knights while they're in circular formation; it's
just a little more tricky to hit a moving target. Each Knight takes one
Silver Arrow to fall, but you can also use Spin Attacks.
When only one Knight is left, he turns red and comes at Link trying to
stomp on him. The red Knight will be healed of any previous injuries when
he changes colour. Once the red Knight is down, exit via the north door for
several chests containing, Bombs, Arrows and the BIG KEY. Once you have the
goods, go back to the Armos Knights' room and go out the west door. Proceed
straight up the stars in this next room to proceed, but Dash Attack the weak
north wall for a room with some Faeries.
After going up the stairs, you simply need to avoid the switchblades and
Fire Snakes to reach the large chest containing the RED MAIL. Go out the
north door, then avoid the hostiles in the next room and go through the east
door. Open the chests for Arrows and Bombs and the south-east pot for a
small Magic Decanter, but the south-west pot hides the switch you must hold
down with a Staff Block to the next room.
Here, use Magic Powder to get rid of the Bubble and don't try to avoid the
attack from the Bunny-Maker. Because of the Sword Beamer in the room, just
keep running to avoid the Wallmasters and Magic Tiles. Once all the Magic
Tiles are gone, a chest with the Key to the west door will appear. After
going through the west door, you can go through the north door for some fun
with Crystal Orbs, Birri, pink Stalfos and a Helmasaur or proceed south and
through the west door for a bonus room.
You must open the south door to proceed. To get this done, rid the room
of the Gibdos, pink Stalfos and Birri. Not far from the switchblade are two
blocks; push the south one from the west so it's in-line with the north one,
clearing the path. Now, return to the northern-most part of the room, use
the Flame Rod to ignite the north-most torch, then go south and east along
the moving floor and use the Lamp to ignite that torch. Avoiding the
switchblade, go south and use the Flame Rod to ignite the remaining two
torches and go out via the south door. Throughout this sequence, beware of
the Wallmasters.
On entering the next room, use the Ether Medallion to freeze the Gibdos.
The Crystal Switch you need to trip is in the east part of the room, next to
a moving floor. Smash the Gibdos with the Hammer for Magic Power, then
generate a Staff Block and throw it onto the moving floor. When the Staff
Block is next to the Crystal Switch detonate the block and the Switch will
trip, allowing you to proceed to the west door gradually. The pots in this
room contain Bombs and Magic Power.
Destroy the red and blue Crystal Orbs in this room (thanks to your
powered-up Sword, the red Orb won't be too much trouble), then open the
chests in this room. It's best to open the north-west chest, containing the
COMPASS, last because pits will appear when you do. Enter the Warp Tile in
this room to proceed.
In the next room you'll encounter resistance from blue Birri and minor
peril from the moving floor trying to push you into pits. Hookshot the
Birri when they're in your line of fire and walk straight across the moving
floors to avoid falling in. Step on the Star Tiles to clear the way east:
after stepping on the second set of Star Tiles, backtrack a little to the
northernmost set of pots, which contain a Key. Proceed to the east door.
Grab the hearts from the pots against the north wall in the next room,
then activate the Magic Cape (or Staff of Byrna) and proceed south, getting
onto the east platform quickly before the bridge collapses too far (if you
fall down the abyss, exit the room and come back in again to reset the
bridge). Once you've turned west off the collapsing bridge and avoided the
guarding Crystal Orb, deactivate your item and go around to the west door.
Reaching the Warp Tile guarded by the Crystal Orb in the next room
involves pulling the statue south to reveal the Star Tile; pull the statue
as far south as you can, then push it west in order to step on the tile and
reveal a bridge. Enter the Warp Tile for the next room, guarded by Birri;
igniting the torch in this room reveals an invisible gantry you can use to
reach the door in the far west of the room. Go through the door to return
to the invisible gantry room you went through to find the Big Key; follow
the visible gantry to the north-west door, taking out hostiles where
appropriate, and enter the next room. When in the next room, go through the
north door and then go up this next room's north stairs.
You'll find yourself back in the Tower's first room. Go up the centre
stairs (on the platform) to come to a room with a Bubble, several Mimics,
Crystal Switch and blocks and a spiked floor. Take out the Bubble and
Mimics as necessary, then use the Boomerang to hit the Crystal Switch and
manipulate the blocks so you can safely cross the spiked floor. The door
needed to proceed is in the south-west corner and is opened by pushing the
north-west block. The pots in this room contain power-ups.
After going through the south-west door, you'll come to a room with two
red Mimics and some switchblades. Pull the statue in this room to contain
the north switchblade against the east door, then hit both Mimics with
Silver Arrows to open the east door (free the switchblade to reach it). In
the next room you have to kill two more Mimics to open the north door and
proceed, but beware the Beamos. The next room you enter will contain
nothing save statues of Ganon; go through the north locked door (opens with
the Big Key).
The next room is a bit of fun: go down the steps and as far north as you
can, then use the Boomerang to trip the Crystal Switch (releasing a horde of
switchblades). The hidden Rocklops will come to life, so use your Arrows to
take them out one at a time. Lift the centre pot here to reveal the switch,
step on it once and then stand just south of the Crystal Switch blocks, then
use the Boomerang to trip it: time your toss so that it lands just as the
visible switchblades drift behind the Crystal block barricade, trapping the
switchblade horde in and making it easy for you to reach the steps. After
climbing the steps, exit via the north-east door.
The next room involves crossing a bridge over an abyss while avoiding fire
from a horde of rock-throwers from the walls. The only guaranteed way of
doing this is under the protection of the Magic Cape or Staff of Byrna.
When you reach the end of the bridge, go north to reach the stairs and
proceed or south for a bonus room: Dash Attack the two blocks from the
south, and Link's momentum from the crash will carry him over the abyss and
to the platform. Bomb the weak south wall and enter for your prizes,
returning to the main route by using the Hookshot to grapple the blocks you
collided with.
Destroy the two Stalfos and Monsters (last seen in Blind's Hideout) to
open the west door and proceed. The next room involves destroying the three
pink Stalfos while avoiding fire from Beamos (who are on a moving floor, so
watch out) to open the south door and proceed. Unleash the Bombos Medallion
in the next room to kill all the hostiles here with minimal risk to your
Life Meter.
While avoiding the moving Beamos head for the south door and, in the next
room, use Bombos magic again to quickly take out the foes and, being careful
of the switchblades along the slippery floor, go for the south door and use
Bombos magic yet again to take out your foes quickly and safely and reach
the door (use the Boomerang in all of these rooms to grab any goodies your
foes leave behind). Dash straight through the next room to avoid the
Bunny-Maker.
In the next room you must battle with the Lamolas, only now there's a red
beam launcher in the south-west corner of the room. To repeat the attack
plan to use against the Lamolas:
You must face off three sand worms who burrow their way out of the sand,
float about in a random direction for a random amount of time, then hide
again. When a Lamola emerges it throws four rocks, one in each north,
south, east and west direction; if there is only one Lamola left, he'll
throw rocks along the diagonals as well. The Lamolas will only be injured
if you hit them in the head.
Make your attack on a Lamola when he first emerges, using two basic Sword
strokes to make the Lamola fall. Remember not to stand in a place where you
could be hit by the rocks they throw; if you're on the last Lamola, stand a
little further away from where the worm is emerging to help prevent damage.
Remember to look out for the red beam launcher.
Once the last Lamola is down, go out via the north door. The next room
holds some goodies in the pot you can collect undisturbed before going up
the north stairs.
In the next room, wait for the Wizzrobes to fully materialise and then use
Ether magic to kill them all in one stroke and see in what direction the
invisible gantry goes. The Wizzrobes will more than likely drop goodies you
can also use to help guide you along the invisible bridge to the south door.
The next room sees you trying to reach the north-east door while avoiding
Eyebeams and Moblin soldiers; just walk straight through the room, avoiding
or killing the Moblin where necessary.
The following room is simple enough; while avoiding the switchblade and
being mindful of the moving floor, kill the four Wizzrobes and go through
the door. You'll come to a room where you must reach the north-east door
while running against the collapsing bridge and Moblin section. The
quickest way to the door is to walk on the west moving platform, stunning or
killing the Moblin as you near the door.
In the following room you must ignite the four torches to proceed. The
most efficient way is to stand near the Fire Bar (time your movement to
avoid it) and use the Fire Rod to ignite the north and east torches. Walk
west and use the Lamp to ignite the nearby torch, then proceed south and
east along the ledge and use the Lamp to ignite the final torch and go
through the door.
The next room contains several Eyebeams and the east pot holds a large
Magic Decanter. Continue moving to avoid the Eyebeams and climb the stairs
from the north to reach the next room. You must ignite the four torches
here before the bridge collapses: use the Fire Rod to first light the
south-east then south-west torches, then go to the room's north door and,
watching out for the energy spheres, use the Fire Rod to ignite the two
north torches and open the north door.
Being wary of the spiked floor, Ether and Hammer the two Helmasaurs for
the Key to the door and open the chests for Bombs. In the next room you
must Bomb the weak south wall while avoiding the large and small
switchblades, but there's a catch: the floor is moving where the Bomb must
be placed. However, if you can avoid the switchblades and place a Bomb ON
the cracked wall, it will be unaffected by the moving floor.
Before you do anything in the next room, wait for the Bunny-Maker to move
and it will dissolve itself when it hits the Crystal Switch blocks. While
the Bubble is still contained, sprinkle it with Magic Powder. Now, while
avoiding the orbiting energy sphere, trip the Crystal Switches to get the
goodies from the pots and the Key from the chest. Go through the south door
and you'll have to fight the giant worm Mouldrum again.
The main danger during the battle is being pushed off the battlefield and
down to the previous floor; the room you'll land in is very big, the floor
is spiked in areas, and the room is patrolled by a Bubble and several
Wizzrobes. Head for the north-east corner of this room to find the stairs
back to Mouldrum.
Mouldrum can only be injured by hitting him in the tip of his tail (it's
white, unlike the rest of him). When you hit Mouldrum with a basic Sword
stroke his movement will speed up, making him more dangerous. If you can,
while Mouldrum's tail is retracted after your attack, get behind him and
wait for his vulnerable tail to become visible and attack him again. One
hit after Mouldrum has speeded up will kill him.
After Mouldrum is down, a chest will appear in the south-east corner of
the room. Grapple it with the Hookshot to proceed (the chest contains a red
Rupee), then go west and push the blocks out of the way to proceed. The
easiest way to get through the next room is to don the Magic Cape (for
immunity from hostiles and bumpers) and Dash through to the north of the
room to the stairs. In the final room, you simply have to follow the blue
carpet to the locked door that opens with the Big Key.
AGAHNIM
The wicked wizard follows the same basic attack pattern as before: he'll
fire orange energy bolts (flashing sphere with a tail) or blue energy bolts
(six small blue energy balls in a Star of David formation). Agahnim becomes
invisible between attacks, but you can tell where he'll appear by watching
his shadow. The only weapon you need for this fight is your Sword, but
strangely enough the Bug-Catching Net works just as well!
Agahnim doesn't fire lightning from the centre of the room, so don't worry
about where he stands. Agahnim will create two phantasms of himself during
this battle, who are darker than the real Agahnim. The phantasms are immune
from all attack, but if they fire orange energy bolts you can reflect them
onto the real Agahnim to cause him damage.
The best tactic to use for this battle is: stand opposite the real
Agahnim, in a position where you are also opposite the clones as much as
possible. Your three opponents will all fire in quick succession, so when
they attack reflect their magic back onto the true Agahnim. You don't have
time to worry about aiming or what the Agahnims launch, so just worry about
reflecting what bolts you can onto Agahnim. A well-stocked Life Meter can
out-last them.
After Agahnim has fallen for good, Ganondorf Dragmire will rise from the
corpse and flee for the Pyramid of Power. Link, summoning a bird using his
Flute, will follow him.
***PYRAMID OF POWER***
REQUIREMENTS: Golden Sword, Bow and Silver Arrows, Lamp OR Fire Rod, reserve
Life and Magic power
STORY
After Link defeats Agahnim for the second time, Ganondorf Dragmire reveals
his true form and transforms into a bat, fleeing for the Pyramid of Power.
The moment of truth has come.
GETTING THERE
Reaching the Pyramid of Power is easy enough, as is working your way to
the top of the Pyramid. Jump through the large hole in the pyramid's summit
to enter.
PYRAMID INTERIOR
Upon entering the Pyramid of Power, you do not need to traverse any
corridors; you jump straight into the final battle. Ganon will say a quick
dialogue and promises your destruction before the battle is underway.
At first, Ganon spins his trident and throws it within a wide arc. He
then teleports across the screen, materialising to catch the trident before
repeating the attack. The trident is easy to avoid and by watching how
Ganon vanishes it is possible to predict where he will reappear. Strike him
five times with a basic sword stroke.
Ganon now generates a circle of flames. They expand once and then
retract, and when they next expand they transform into bats. The bats and
flames cannot be harmed, only avoided. The circle, however, is not exactly
on Ganon but slightly off-centre, making it possible to strike him when the
flames are retracted without being harmed. The bats can be avoided by
walking in a straight line, though the basic flames can be harder to avoid.
Strike Ganon five times with a sword stroke.
Ganon now uses a spiralling fire demon, repeatedly warping across the
screen. Avoiding the demon can be tricky; its flames cover a large area and
linger for a few seconds. Also, Ganon will warp away again if you are
within sword range when he first materialises, making it annoyingly
difficult to land a blow. When you finally do land a blow, Ganon jumps and
causes part of the room's outer layer to collapse; falling into the hole
means leaving the Pyramid of Power by a lower exit and having to restart the
battle! Strike Ganon four times with basic sword strokes; it is possible to
hit him and make him warp away before he launches the demon.
Ganon now uses a "secret technique of darkness"; the two torches at the
bottom of the room are extinguished, and Ganon becomes invisible as he
launches a fire demon. Use the Fire Rod or Lamp to light the two torches.
Both torches must be lit; if only one is lit, Ganon will be visible but not
vulnerable. The fire demon travels in one direction only and its flames do
not linger, and it is easily avoidable if Ganon is kept visible. Ganon will
be blinded for a moment when you light the torches.
Strike Ganon once with a basic sword stroke, at which point he is stunned
and turns a bright blue. Now launch a Silver Arrow in his direction, which
must connect while he is still blue. If the torches go out while Ganon is
blue, he will still be vulnerable. It is possible to hit Ganon with two
Silver Arrows before the room begins to dim again, at which point you need
to re-ignite the torches. After Ganon is struck with four Silver Arrows, he
will be totally destroyed and the door to the Triforce will open.
====SHOPS AND WARES====
Scattered throughout both Hyrule and the Dark World are stores with many
useful items to sell. Although most of these shops a situated within a
building of their own, some daring salesmen venture into caves at Death
Mountain to sell their items there.
The shops of one world usually sell the same wares; these 'standard' shops
are called Goods Shops.
***HYRULE***
GOODS SHOP
Hyrule's Standard Shops are located: in the hut west of Kakariko Inn, on
the north-west shore of Lake Hylia (the cave), and in the east twin cave in
the western area of Death Mountain.
LIFE MEDICINE: 150 Rupees and you need an empty Bottle to buy it.
BOMBS: 10 Bombs for 50 Rupees.
HEALING HEART: One restored heart in your Life Meter for 10 Rupees.
MAGIC SHOP
The Magic Shop is located in Hyrule's north-east area, along Zora's River.
You need an empty Bottle in order to buy anything from this shop, and by
talking to the shopkeeper you'll get your Life Meter fully refilled.
LIFE MEDICINE: 120 Rupees
MAGIC MEDICINE: 60 Rupees
CURE-ALL MEDICINE: 160 Rupees
***DARK WORLD***
GOODS SHOP
The Dark World's Standard Shops are located: in the house along the Dark
River, in the house blocked by purple stakes in the Village of Outcasts, in
the house in the far north between Death Mountain and the Skeleton Forest
LIFE MEDICINE: 150 Rupees and you need an empty Bottle to buy it.
BLUE SHIELD: 50 Rupees, but you can't have a Shield of your own if you want
to buy it.
BOMBS: 10 Bombs for 50 Rupees.
ISOLATED SHOP
The Isolated Shop is the north building between the Village of Outcasts
and the Pyramid of Power. Enter the shop by jumping over the fences that
otherwise obstruct entrance.
RED SHIELD: 500 Rupees, but you can't buy this item if you already have the
Red or Mirror Shield.
BEE: 10 Rupees and you need a Bottle to put it in. You can only buy it from
this shop.
ARROWS: 10 Arrows for 30 Rupees. You can only buy them from this shop.
BOMB SHOP
The Bomb Shop is located just north of the Swamplands, in the building
that corresponds to Link's House in Hyrule.
BOMBS: 30 Bombs for 100 Rupees. This is the cheapest place to buy Bombs.
SUPER BOMB: 100 Rupees. You can only get this item if you have cleared the
Ice Lake Cavern AND Misery Mire.
MOUNTAIN SHOP
The Mountain Shop is located in the east twin cave in the west area of
Death Mountain.
LIFE MEDICINE: 150 Rupees and you need an empty Bottle to buy it.
BOMBS: 10 Bombs for 50 Rupees.
HEALING HEART: One restored heart in your Life Meter for 10 Rupees.
====WEAPONS AND EQUIPMENT====
If an object is located within a dungeon, directions to that item are not
given here; look at that respective dungeon's walkthrough to find the item.
***ITEMS***
STANDARD EQUIPMENT
Standard equipment does not use any Magic Power, but may have a limited
amount of ammunition.
BOW: Located in the Eastern Palace, the Bow is used to fire Arrows (thus is
useless without Arrows). At first you can only carry 30 Arrows, but for
every 100 Rupees you throw into the Pond of Happiness this will increase by
five. When your Arrow stock reaches 60, the next 100 Rupees will bring your
Arrow stock to its absolute limit of 70. It takes 700 Rupees to fully
upgrade your Arrow stock.
WOODEN ARROWS: The basic projectile fired by the Bow. If you don't have the
Bow, you can't use Arrows but you can still carry them. You can only fire
Arrows in four directions, but they are powerful weapons. Arrows can be
found in pots, treasure chests or under rocks and bushes, or purchased from
the Isolated Shop.
SILVER ARROWS: These are Arrows made of silver and will defeat enemies with
a single shot. They have the same restrictions as Wooden Arrows, but shine
very nicely. To upgrade your Arrows, destroy the weak wall at the Pyramid
of Power with the Super Bomb. Throw your Bow in the Mysterious Pond and
admit to the faerie you threw it, who will enchant all Arrows you carry now
and in the future.
BOOMERANG: Located in Hyrule Castle, this object has limited range and can
be thrown in one of eight directions (hold the direction you want to throw
on the Control Pad for a diagonal throw). The Boomerang stuns most enemies
for a period of time, but will damage weaker foes. You can also use it to
retrieve items from a distance.
MAGICAL BOOMERANG: Throw the standard Boomerang into the Waterfall of
Wishing and admit to the Faerie Princess you threw it in. Your weapon will
be enchanted, having near-unlimited range and travelling faster. This is
perhaps the best general weapon of the game.
HOOKSHOT: Located in the Flooded Palace, the Hookshot has the same effects
as the Boomerang only it's stronger and has a greater range, but can only be
fired in four directions. Link is invincible while using the Hookshot, and
you can grapple its hook to trees, treasure chests, lamps or other wooden
objects to cross chasms.
BOMBS: These explode to destroy weak walls and floors as well as enemies,
but will also damage Link. Bombs can be purchased from shops or found under
rocks, bushes or treasure chests as well as taken from defeated enemies.
You can also pick up a placed Bomb and throw it using the A Button. At
first you can only carry 10 Bombs, but by throwing 700 Rupees into the Pond
of Happiness you can carry an absolute maximum of 50 Bombs.
SUPER BOMB: After completing the Ice Lake Cavern and Misery Mire, you will
be able to purchase this from the Bomb Shop for 100 Rupees. The Super
Bomb's only use is to destroy the weak wall at the Pyramid of Power; press A
or jump off a cliff to plant the Bomb. The Super Bomb will ONLY damage the
Pyramid and no other object or creature.
MAGIC MUSHROOM: Sweet-tasting and smelling of rotten fruit, these Mushrooms
are found slightly east of the entrance to the Master Sword's Grove in the
Lost Woods. Give them to the witch just outside the Magic Shop so she can
make Magic Powder.
MAGIC HAMMER: Not very magical, but very useful in smashing wooden stakes,
the purple obstacles with faces and, of course, enemies. Located in the
Palace of Darkness and necessary to access certain parts of Hyrule and most
areas of the Dark World.
SHOVEL: Having limited use, you will gain this by agreeing to find the Flute
Boy's favourite instrument; speak to him at the Dark World's Haunted Grove.
To find the Flute, return to Hyrule's Haunted Grove and travel to the
north-west corner of that location. Dig along the flowers to find it.
FLUTE: After recovering this from Hyrule and bringing it to the Flute Boy,
return to Kakariko Village's weathercock. Play the Flute to the wooden bird
and a live duck will be released. Whenever you play the Flute again in
Hyrule's overworld (not in houses or caves), the duck will transport you to
one of eight locations in Hyrule. They are:
1 Death Mountain, near the exit of the cave used to reach that area;
2 Magic Shop;
3 Kakariko Village weathercock;
4 Link's House;
5 south of the Eastern Palace;
6 the Desert of Mystery's south-west corner;
7 Swamp Ruins;
8 Lake Hylia's south-east shore.
BUG-CATCHING NET: Use this to catch Bees and Faeries to store in Bottles.
Gain this by talking to the sick kid who lives in the house just north of
Kakariko Tavern. You can't get this item without at least one Bottle.
BOOK OF MUDORA: A green book sitting high on a shelf at Kakariko Village's
House of Books. Use a Dash Attack to knock it off the shelf. This Book
details the written language of the ancient Hylia; basically, if you find an
inscription that doesn't make any sense, use this book to understand what it
means.
MAGIC MIRROR: The first time you venture into the Death Mountain entrance
cave, you must guide an old man through the tunnels. In return, he will
give you the Magic Mirror so you can return to Hyrule from the Dark World,
or return to the entrance of a dungeon at any time.
BOTTLES
There are four bottles you can find:
• For 100 Rupees, the merchant at Kakariko Village will sell you one.
• Head for the north wing of Kakariko Inn, where there's a hidden entrance.
There's a chest in this room containing the Bottle
• At the north-east corner of Lake Hylia is a river leading north. Swim up
this river (requires Zora's Flippers) and under the stone bridge to find
a
man camping out. Speak to him to receive the Bottle.
• Enter the Dark World and travel to the location equal to Hyrule's
Blacksmith (requires the Titan's Mitt). There's a purple chest here that
you cannot open but carry. Return to Hyrule and carry it to the 'average
middle-aged man' standing next to a sign near the Desert of Mystery (can
use the Flute). Promise not to tell he used to be a thief and he'll open
the chest, revealing the final Bottle.
You can put the following items into Bottles:
BEE: These can be purchased or found in bushes and trees (use the
Bug-Catching Net to get them). Release them and they'll attack enemies.
Beware: if there are no more enemies to attack, the Bee will start to attack
you!
GOOD BEE: A very rare bug, travel to the ice cave east of Lake Hylia. Enter
through the main entrance (not the route to the Ice Rod) and use a Dash
Attack to reveal the Good Bee. Catch him with the Bug-Catching Net; when
released, the Good Bee will attack enemies but will wait to be recaptured
rather than attack Link. You can sell him to Kakariko Village's merchant
for five red Rupees.
FAERIE: Faeries can be found at Faerie Fountains or hidden in trees and
bushes. Catch it with the Bug-Catching Net, then release and grab it for
seven Healing Hearts. Keep Faeries bottled, though; when you die, the
Faerie will escape and heal you so you can pick up exactly where you left
off.
LIFE MEDICINE: Use this to instantly restore Link's Life Meter to full
strength. It can only be purchased from shops.
MAGIC MEDICINE: This fully recharges your Magic Meter. Purchase it from the
Magic Shop or throw an empty Bottle into the Waterfall of Wishing or
Mysterious Pond and admit to the faerie you threw it in to get the Medicine
for free.
CURE-ALL MEDICINE: This can only be purchased from the Magic Shop, but fully
recharges both Life and Magic Meters.
MAGICAL EQUIPMENT
These items use up your green Magic Meter in various amounts. Experiment
with each item to know how much Magic Power it consumes, and its various
effects.
If you have the Hammer and Magic Powder, you can halve the amount of Magic
Power consumed with each use. Travel to the Blacksmith's Forge and jump
into his well. Head through the north door and put Magic Powder in the
cauldron; an indecisive spirit will then increase the Magic Meter's
efficiency.
MAGIC POWDER: After giving the Magic Shop's witch a Magic Mushroom, return
after a time and you can get a sack of Powder by entering the Magic Shop and
pressing A next to the sack. Magic Powder yields Faeries when sprinkled on
Bubbles, and has unpredictable effects on other objects.
FIRE ROD: Located in the Skeleton Forest's tunnels, this Rod burns enemies
and ignites torches from a distance. It eats through your Magic Meter like
there's no tomorrow, though.
ICE ROD: This freezes most enemies, so you can carry them around and use
them as weapons. Strong enemies are unaffected, but weak enemies will be
killed by the Rod. Find it by travelling to the east shore of Lake Hylia;
there's a cave entrance there, but to the west of that entrance is a weak
wall. Blow it with a Bomb and enter the cave to recover the Ice Rod.
BOMBOS MEDALLION: This item has the same effects as the Fire Rod, only it
incinerates every enemy on the screen. Recovering it requires the Master
Sword (or better) and the Book of Mudora; enter the Dark World's Swamplands
and travel west towards the Swamp of Evil. There's a series of purple
stakes here, which mark where a cliff stands in Hyrule; stand within these
stakes and return to Hyrule. Translate the runes with the Book of Mudora
and you're in business.
ETHER MEDALLION: This is basically the same as the Ice Rod, only it can
freeze stronger enemies and works against all foes on-screen. It also
reveals hidden walkways for a few seconds. Locate it by climbing Hyrule's
Death Mountain to the Tower of Hera; west of here is a bridge leading to a
monolith. The monolith's runes, when translated with the Book of Mudora,
call for you to hold up the Master Sword.
QUAKE MEDALLION: Interestingly, this turns most on-screen enemies into
living turnips (like what would happen if you sprinkled them with Magic
Powder). Find it by travelling to the Lake of Ill Omen in the Dark World,
where there's a circle of stones; throw a rock, bush, or some other object
into the circle and the annoyed amphibian will give you the medallion.
LAMP: This is found in Link's House (or in certain chests in Hyrule Castle
if you don't pick it up immediately). It allows you limited vision in dark
areas and you can use it to ignite torches.
STAFF OF SOMARIA: Located in Misery Mire, this staff creates blocks you can
push or carry. You can also detonate the Blocks using Y (enemy-damaging
energy beams will result from the shatter) or use them to damage enemies
(although Staff Blocks detonate after touching an enemy five times). You
can also use the Staff to hold down switches, or create platforms in Turtle
Rock.
STAFF OF BYRNA: Upon activating this staff, a beam of energy will not only
protect you from all attack, but will damage any enemy who touches it.
Press Y again to deactivate the Staff, because it uses Magic Power for as
long as it's on.
Find the Staff by entering the Magical Transporter near Spectacle Rock.
Immediately travel south to reach a hidden cave. Knock the obstacles down
with the Hammer, but make sure you have plenty of reserve life energy (or
the Magic Cape and reserve Magic Power) so you survive the gauntlet of
spikes. The large block at the end can be lifted with the Power Glove.
MAGIC CAPE: Use Y to activate and deactivate the Cape, since it uses Magic
Power for as long as you wear it. Wear it and you become intangible, making
you both invincible and able to pass through the blue bumpers. You'll find
it by going to the headstone at Hyrule's Graveyard that's blocked by dark
rocks. Reach the grave using the Titan's Mitt or warping there from the
Dark World, then use a Dash Attack to reveal the Cape's cave.
***EQUIPMENT***
SWORD
The Sword is the main means of attack and is wielded using the B button.
Hold B to hold the Sword in a ready position; hold B for a couple of seconds
to charge a Spin Attack, executing the Spin by releasing B. When you
release a Spin Attack, Link will swing the Sword 180º before executing the
360º spin; this half-swing is still dangerous to enemies. If you have the
Master Sword or better and your Life Meter is full, a beam will be launched
from the blade that can cause the enemy damage.
FIGHTER'S SWORD: Link's uncle will give you this early in the game. You use
this during the game until you can find a better one.
MASTER SWORD: Able to repulse even the magic of the Triforce, you must have
the Three Pendants of Virtue before you can recover this sword. To find it,
enter the Lost Woods from the entrance near the Lumberjack's House and
travel west, then south down the first log. Go slightly west and north
through the next log, then west and north through another log, west and
south through a third log, then west and north through the final log. You
will now be at the Master Sword's grove; stand on the pedestal and use A to
recover it.
TEMPERED SWORD: The blacksmith working at Kakariko Village can improve the
Master Sword, but he needs his partner to do it; find him by travelling to
the place equal to Kakariko's House of Books in the Dark World and guide him
to the forge. Return again and the two blacksmiths will temper the Sword
for 10 Rupees; give them your blade and return after a time. Remember that
you won't have your Sword for a while, so you won't be able to use any
Medallions or any attack requiring the Sword.
GOLDEN SWORD: Destroy the weak wall at the Pyramid of Power and throw the
Tempered Sword into the Mysterious Pond. Admit to the Faerie you threw it
in and she'll enchant it, causing most foes to fall after only one hit from
your Sword.
SHIELD
The Shield is the main form of defence and automatically protects you from
frontal attacks. By drawing your Sword, the Shield will be held at an angle
of 90º from Link's face; use this fact to help angle the Shield.
BLUE SHIELD: Link's uncle gives you this, but you can also purchase it from
Dark World shops if a Like Like swallows it. It protects you from arrows,
spears and rocks, but hostiles known as Like Likes will look on this
like it was Meals on Wheels.
RED SHIELD: You can purchase this from the Isolated Shop in the Dark World,
but you can also get it from the Waterfall of Wishing by throwing the Blue
Shield in and admitting to the Faerie you did so. It protects you from red
energy beams, but may be swallowed by Like Likes.
MIRROR SHIELD: Found in Turtle Rock, this Shield protects you from many
types of energy beams and cannot be swallowed by Like Likes.
ARMOUR
Armour is your last line of defence; the stronger the armour, the less
damage you sustain.
TUNIC: Link's green tunic is all he has at the very start of the game and
offers no protection whatsoever.
BLUE MAIL: Found in the Ice Lake Cavern, this reduces damage you take by
25%. It also gives Link a brand new look.
RED MAIL: Located in the Tower of Ganon, this again changes Links appearance
as well as reducing damage sustained by enemy attack by a further 25%, so
you take half the damage you would have if you had the Tunic.
LIFTING
At the start of the game you can only lift bushes, signs and pots. In the
Dark World, pots and rocks are in the shape of skulls. When you increase
your lifting strength, you can carry rocks but not boulders.
POWER GLOVE: Found in the Desert Palace, it allows you to lift up light
green rocks and boulders. You can also use it to lift up grey blocks inside
certain dungeons.
TITAN'S MITT: Located in Blind's Hideout, this yellow version of the Power
Glove allows you to lift dark green rocks and boulders.
***OTHER EQUIPMENT***
ZORA'S FLIPPERS: These items allow you to swim, and cost a mere 500 Rupees
from Zora the Man-Fish. Find him by travelling east of the Magic Shop and
continuing along. You'll be able to hear his waterfall as you get close;
follow the shallow water to Zora, taking the southernmost turn-off when you
reach the junction.
PEGASUS BOOTS: Handed down by one family of the Seven Wise Men, these sturdy
shoes allow you to execute the Dash Attack. Hold A for a second to charge
the Dash, during which time you can change the direction you face with the
Control Pad. Press the Control Pad in a different direction to stop
running, or if you hit a wall or obstacle you'll be knocked backward onto
solid ground. Sahasrahla will give you these after you earn the Pendant of
Courage.
MOON PEARL: A crystal orb that protects its holder from the power of the
Triforce. If you try to enter the Dark World without it, you will be
transformed into a shape that reflects what is in your heart and mind (a
pink bunny), as all citizens of the Dark World are. As a bunny, you cannot
use any items save the Magic Mirror.
====PIECES OF HEART====
You start the adventure with only three hearts in your Life Meter; worse
than useless for such a long adventure. An extra heart container can be
found in Sanctuary, and a further ten will be granted by defeating the
keepers of the various dungeons. This brings your total Life Meter to 14
hearts; six more can be found by finding all 24 Pieces of Heart which are
scattered throughout the two worlds. Here are their locations:
In the north-western-most corner of Kakariko Village is a cave near a well.
Jump into the well from above, and look along the north wall for a weak
spot. Blow it apart with a Bomb and enter the cave for the Piece of Heart.
Next to Sahasrahla's house is a small grey hut which used to be used by the
thief Blind. Go into the house's basement, and destroy the weak north wall
with a Bomb. Inside a chest is the Piece of Heart.
Near Kakariko Village's House of Books is a house where two brothers are
feuding; one has sealed the door to his brother's room. Blow open the room
and you will be able to access a maze, where if completed within 15 seconds
the supervisors will reward you with a Piece of Heart. The required route
is: north, second west, second east, diagonally south-west to just below the
sign, then south over the fence and west to the goal. Cyber Predator's
record is nine seconds.
Enter the Desert Sanctuary; inside the room where Aginah is, Bomb the weak
south wall. Enter the hidden room with the Piece of Heart.
Enter the Desert Palace, and after emerging from the south-west corner of
it, travel south along the plateau to reach the Piece of Heart.
West of Sanctuary, on a plateau, is a pile of five light-coloured rocks.
Use a Dash Attack to reveal a cave entrance.
Reach Spectacle Rock, where two platforms can be reached by jumping off the
ledge. The western cave allows access is the entrance to a passage leading
to a Piece of Heart.
Enter the Dark World and travel to the place equal to Spectacle Rock. Use
the Magic Mirror here to appear on top of Spectacle Rock, atop which lies
the prize.
There is an entrance to the Lost Woods just north of Kakariko Village, near
a Fortune Teller's House. Enter through here and travel north, and you'll
eventually reach a clump of nine bushes. The middle one hides a cave
entrance, inside which is a Piece of Heart
Climb to the summit of the Pyramid of Power, and gradually leap down the
various levels until you come to the eastern-most point of the bottom level.
Along here is the Piece of Heart.
After purchasing Zora's Flippers, swim south and over the first waterfall.
Then travel west until you find a green slope; travel up here to find the
Piece of Heart.
Near the Lumberjack's house in the far north of Hyrule, the two Lumberjacks
are working hard at felling a tree. After defeating Agahnim for the first
time, they disappear. The tree they were working on has light-coloured
leaves; hit it with a Dash Attack to reveal a cave entrance.
At the Ice Lake (west of the Ice Lake Cavern) is a circle of stones, where
an island would be in Hyrule. Stand in the shallow water inside this circle
and use the Magic Mirror to warp back to Hyrule, where the Piece of Heart is
within easy reach.
After draining the water around the Swamp Ruins in Hyrule, there will be a
Piece of Heart waiting at the bottom of the pond.
South of the Dark World's Haunted Grove is a circle of bushes. Stand within
these and return to Hyrule, where a cave can be reached. Enter the cave and
push the blocks out of the way to reach the Piece of Heart.
Near the Graveyard in Hyrule is a cave, which doesn't seem to have a way to
reach it. However, enter the Dark World and at the corresponding spot is a
ladder which leads to a dead-end. Climb the ladder and use the mirror to
appear on the platform cave, Bombing the weak north wall of the first room
to reach the Piece of Heart.
In the foothills of the Dark World's Death Mountain, enter the cave which
corresponds to Hyrule's Death Mountain entrance. Traverse the chambers to
the blue bumper which blocks the path. Using the Magic Cape, you can pass
the bumper and explore on to find the Piece of Heart.
In the north-west corner of the Village of Outcasts, there is a game where
you can open two chests for 30 Rupees. A Piece of Heart is randomly placed
in one of the chests.
Remember the Piece of Heart gained by completing a maze within 15 seconds?
At the location equal to that maze in the Dark World there is a game called
the Treasure Field, which costs 80 Rupees to play. If you're persistent,
you'll unearth a Piece of Heart.
In the Dark World at the location equal to the Blacksmith's shop, there is a
large number of purple stakes. Hit them all with the hammer, and the tree
stump will turn into a cave entrance. Inside lies the Piece of Heart.
In the north-east corner of the Swamp of Evil, there is a cul-de-sac. Stand
near here and warp to Hyrule, where you'll arrive on a plateau near a large
light-coloured boulder. Lift it up to reveal a cave entrance, which
conceals the prize.
East of the entrance to Misery Mire is a cave. Inside a chest here lies a
Piece of Heart, but you need to manipulate the blocks in order to reach it.
At the Dark World's Death Mountain, travel west of Turtle Rock. There is a
large boulder which conceals a cave entrance. Enter the cave and walk north
to reach an invisible bridge which can be crossed using the Staff of Somaria
or Ether Medallion to guide you. Bomb the weak west wall and go south
through the exit, then use the Magic Mirror to find the waiting Piece of
Heart.
In Turtle Rock is an exit in the same room as the chest containing the
Mirror Shield. Exit here and you'll find yourself on a narrow ledge.
Return to Hyrule and you'll find yourself on a platform near a cave, which
cannot be accessed any other way. Destroy the green Mimics with your Sword
and Arrows to enter the next room containing the Piece of Heart.
====CREDITS AND TAGLINES====
Nintendo Magazine System's first four issues provided information on
Kakariko Village, where to find items, how to get through Ganon's Tower and
the Pyramid of Power, guides for the bosses, and the precise location of the
secret passage into Hyrule Castle's grounds. The sealed envelope included
with the game also helped, and the hard-copy Hyrule map (also included with
the game) was used as a reference when writing the overworld guides and
walkthroughs for the Eastern and Desert palaces and the Tower of Hera. The
Nintendo Helpline told me how to get the Big Key from the Tower of Hera.
After being impressed with the Bombs, The Big Daddy immediately guessed
that to kill Stalfos Knights you need to Bomb them. Acting on that guess I
saw he was right, and so Pappa Bear taught me how to destroy Stalfos
Knights. (What further proof do you need of my final tagline?)
{signed}
Cyber Predator
123-926
"Anyone who seeks fame need only become familiar with all that I have
achieved." - Claudius Galen
The Force will be with you, always