***====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 This document is copyrighted by Cyber Predator, as of its original release date (detailed in the Version Information). Any entities used in this document that are copyrighted by anyone else remains the property of the original owner; Cyber Predator is simply giving information about these copyrighted entities that the copyright owners aren't making very public. RULES FOR THIS DOCUMENT'S DUPLICATION AND DISTRIBUTION You may.... ....Store a copy of this document on your home computer, print out a copy and/or show it to friends AS LONG AS you don't make ANY money from doing so AND you don't leave ANY part of the document out or change anything. ....Use this document to research a guide of your own AS LONG AS you credit this document AND specify the author and where a copy of the guide can be found in a credits section. You may not.... ....Use this document to make money in any way, shape, or form. NO EXCEPTIONS!! ....Distribute this document indiscriminately. ....Make copies of this guide and put them in public places (eg Internet, hard-copy game guides) without Cyber Predator's express permission. ....Translate this guide into HTML. ....Link directly to this text-only document. Failure to observe these guidelines is a violation of international copyright law. A list of all the websites authorised to show copies of this guide is available at http://www.oocities.org/cyber_predator2/games.html#legit Please make sure you view this document in Courier New font so the tables and lists line up correctly. This document uses compass directions to tell you where to move. Remember: north is up, south is down, east is right and west is left. ====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