***====THE LEGEND OF ZELDA: A LINK TO THE PAST====***
                     WALKTHROUGH
                      VERSION 1

  This guide was written by Cyber Predator, who resides at 
http://www.oocities.org/Area51/Chamber/1301 and can be e-mailed at 
Cyber_Predator@hotmail.com

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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.

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====CONTENTS====
INTRODUCTION
Version Information
Author's Note
It was a Dark and Stormy Night....
Event Sequence

HYRULE
Hyrule Castle
Out & About
Eastern Palace
Desert Palace
Tower of Hera
Hyrule Castle Tower

THE DARK WORLD
Out & About
Palace of Darkness
Flooded Palace
Skeleton Forest
Blind's Hideout
Ice Lake Cavern
Misery Mire
Turtle Rock
Tower of Ganon
Pyramid of Power

Shops and Wares
Weapons and Equipment
Pieces of Heart
Credits and Taglines


====INTRODUCTION====
***VERSION INFORMATION***
VERSION 1 - 0559 GMT, 6-Jan-2000
  The basic layout of this guide is the same as for all my guides, with 
author's note and a credits section, but a brand new look for the paragraph 
spacing and the copyright info makes its debut here and now.  The guide has 
a list of what to do in the game, a fictionalised introduction to the game's 
story, a full listing of the landmarks and secrets to all areas of both 
worlds, a complete walkthrough for each dungeon, a full guide to Link's 
inventory, and the location of all Pieces of Heart.  Phew!

***AUTHOR'S NOTE***
  'A Link to the Past' is easily the greatest game available on the SNES, 
and one which keeps me coming back again and again and again.  There aren't 
that many guides available this game, so I decided to divvy up one of my own 
in what is easily the longest guide I will ever write!!

***IT WAS A DARK AND STORMY NIGHT....***
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
{Help me....Please help me....                                           }
{I am a prisoner in the dungeon of the castle.  My name is Zelda.        }
{The wizard, Agahnim, has done....something...to the other missing girls.}
{  Now only I remain.                                                    }
{Agahnim has seized control of the castle and is now trying to open the  }
{  Seven Wise Men's Seal.                                                }
{I am a prisoner in the castle....                                       }
{Please help me....                                                      }
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Link's eyes flew open but he did not stir from his bed.  He could have 
sworn he heard a young girl's voice, but whether or not it was part of a 
dream he wasn't sure.  The names certainly made sense; Zelda was Princess of 
this country, Hyrule.  Agahnim was not originally from Hyrule, but had come 
some months before when Hyrule was in the grip of a horrible drought.  
Agahnim used a strange, new form of magic to save the land.  The King of 
Hyrule named Agahnim Chief Adviser as a reward.
  Some weeks after Agahnim's promotion, rumours soon came from the castle 
that Agahnim had the Hylian Army under some kind of hypnotic spell, and that 
it was he and not the King who now ruled Hyrule.  More rumours came of these 
hypnotised soldiers kidnapping young girls from their homes and holding them 
prisoner.  Others said the girls were involved in strange experiments held 
in Hyrule Castle's tower.

  By now, Link's brain was too busy for sleep.  He turned over in his bed, 
his eyes meeting those of his aging uncle.
  "Link, can't you sleep?"
  "I had a strange dream, Uncle," Link explained.
  Link realised now that his uncle was fully dressed and was carrying the 
family sword and shield.
  "Link, I'm going out for a while.  I'll be back by morning.  Don't leave 
the house," his uncle warned as he left.

  Now Link was certain the woman calling to him was more than a dream.  The 
woman mentioned something about the Seal of the Seven Wise Men.  According 
to the legends, the Great Gods created the world and departed for the 
heavens, leaving behind a golden triangle called the Triforce as a symbol of 
their power.  This Triforce, hidden within a Golden Land, could grant the 
wishes of whoever touched it.  It eventually fell into the hands of a thief 
named Ganondorf Dragmire.
  The greedy and corrupt were drawn to become members of Dragmire's evil 
army, which soon became so powerful that they attempt to overthrow the King. 
  The Hylian Army fought them off but was nearly wiped out in the process.  
While the fighting went on, the finest magicians in Hyrule (the Seven Wise 
Men) closed all gates to the Golden Land.  No-one ever heard of Ganondorf 
Dragmire ever again.
  Link realised something now.  The most recent rumours about Agahnim said 
he had already killed the king, and the woman's voice said he was trying to 
open the Seven Wise Men's seal.

  Now Link was certain there was more to tonight than would usually allow.  
Braving the thunderstorm outside, he set out at once for Hyrule Castle.

***EVENT SEQUENCE***
  Getting through the game and finding everything in the fastest possible 
time involves 19 major steps.  Detailed looks at each situation are located 
in other sections of this guide.
1  Clear Hyrule Castle, escorting Zelda to Sanctuary (the game says Kakariko
    Village is your next scheduled stop)
2  Clear the Eastern Palace and visit Sahasrahla at his hideout
3  Go to Kakariko Village for several items and Pieces of Heart
4  Clear the Desert Palace, picking up Pieces of Heart as you go
5  Reach Death Mountain's summit, getting items and Pieces of Heart as you
    journey there, and clear the Tower of Hera
6  Recover the Master Sword and clear Hyrule Castle's Tower, getting a Piece
    of Heart along the way
7  Search what you can of Hyrule and the Dark World for outstanding items
8  Clear the Palace of Darkness
9  Sweep all areas of Hyrule and the Dark World you can for items, Pieces of
    Heart and other upgrades
10  Clear the Flooded Palace, getting a Piece of Heart as you go
11  Recover the Crystal from the Skeleton Forest
12  Clear Blind's Hideout
13  Collect remaining items, upgrades and Pieces of Heart from Hyrule and 
the
    Dark World.
14  Clear the Ice Lake Cavern
15  Clear Misery Mire
16  Make a final sweep of the Dark World for any outstanding items
17  Clear Turtle Rock, gaining a Piece of Heart as you go
18  Clear the Tower of Ganon
19  Fight Ganon at the Pyramid of Power
20  Watch the ending: it's magnificent!
21  Wait until the very end of the credits to see how many times you lost a
    life or decided to save and quit the game at each dungeon.

  Your game is automatically saved when you reach the very end, but only if 
you have died/saved and quit at least once during the game.  Whenever you go 
to the Game Select Screen again, there'll be a number over Link on your 
saved-game slot.  This number is the total number of times you've died/saved 
and quit before reaching the very end.
  You can complete the game and find everything in 7-8 hours.

  In this guide, each dungeon has a list of requirements.  These are items 
you MUST have in order to get through the dungeon in the quickest possible 
way.  Note these are the MINIMUM requirements: if you have an upgraded 
version of a weapon, such as the Magical Boomerang instead of the standard 
Boomerang, then that'll work just as well.


====HYRULE====
***HYRULE CASTLE***
  At the very start of the game you will be woken from your sleep Zelda's 
telepathic plea, only to find your uncle leaving with a sword and shield.  
He will warn you not to leave the house, but there is little else you can do 
(besides, obeying him would spoil the entire game!).  The chest inside your 
house holds the Lamp.
  Outside, you will find yourself in the midst of a raging storm.  All 
routes going around Hyrule are blocked by patrolling guards, as is the main 
entrance to the castle.  If you find yourself wandering for too long, Zelda 
will send another telepathic message advising you of a secret passage 
leading into the castle grounds.  To find this passage, head for the stone 
bridge over the river.  There's a cobblestone path leading east; follow it 
until it ends with a bush, which you can pull up to reveal the hidden 
passage.
  Inside the passage you'll find your uncle, who has apparently been badly 
injured from the fall into the passage.  Your uncle will die from his 
injuries, but you can take the family weapons.  Proceed into the next room 
and head east to come to a chest and some pots (and a couple of enemies) for 
some bonuses.

  When you go through the next door, you will find yourself inside the 
castle grounds.  You can now head for the north to reach the entrance to 
Hyrule Castle.  Inside the castle, remember the following: green soldiers 
with narrow, broken swords won't harm you unless you touch them; green 
soldiers with large swords take two basic sword strokes to fall; and blue 
soldiers take three strokes to bite the dust.
  From the first room, go through the east (or west) door and proceed north. 
  Follow the red carpet around a corner and you'll come to a deserted room 
leading to the basement.  Go down them, destroy the blue soldier for the Key 
and open the chest to get the MAP.  This next room involves crossing an 
unfenced bridge over a bottomless chasm.  Sneak up behind guards and hit 
them with the sword or pots to force them to fall, minimising the fighting 
you have to do.  There are three screens to this chasm room.
  After passing the chasm room, you'll come to a passage with a number of 
fences and two green soldiers.  If you look carefully, you'll find stairs 
leading to a gantry you can use to pass the soldiers with little worry.  
This next room has a locked door and a blocked door; on killing the 
occupying green guard, the blocked door will open.  In this room is a blue 
guard with the required Key and a chest containing the BOOMERANG.  In the 
room past the locked door are stairs leading down, but the next floor 
contains only another set of stairs.

  You will now have reached the prisons.  There is a green guard here, whom 
you should defeat before engaging the Ball and Chain Trooper.  Defeating the 
Ball and Chain Trooper is as easy as hitting him with two pots, or stunning 
him with the Boomerang before hitting him with a Spin Attack.  Once the 
Trooper is down he will yield the BIG KEY and you can open Zelda's cell 
(inside is a chest with Rupees).  Approach Zelda and she will tell you to 
head for the first floor.  With Zelda in tow you must go back through the 
castle to the first room.
  To repeat: from the prisons go up the stairs and through three empty 
rooms.  In the next room, keep holding Down on the Control Pad and climb up 
the stairs; follow the gantry's path for an easy short-cut through this room 
and the room with the bottomless chasm.  Ignore the blue guard you come to 
before reaching the room where you got the Map, ignoring the revived guard 
there.
  You will now be able to hear the rain falling on the roof; go west (or 
east) and follow the red carpet through the next two rooms to arrive in the 
castle's very first room.  Zelda will tell you about a secret passage; 
travel north and you'll come to steps leading to a staircase going to the 
second floor.  Ignore the two blue guards here and proceed north to the 
thrones.  The large mantle behind the two thrones can be pushed aside from 
the west, revealing the secret passage through the castle's sewer system.

  The door will close behind you, leaving you with no choice but to go 
forward.  Go north along the dark room and take the first west for a torch 
you can ignite with the Lamp and see better.  Continue north along the 
central area of the room for another torch, then go along the east passage 
for another torch and then go north and straight for the door.
  Ignite the torch in the next room to see just how many serpents dominate 
the room, killing your foes with Spin Attacks.  Proceed west for the stairs 
in the north wall and, in the following room, go east and ignite the torch 
to see your way.  Kill the rats in this room for Rupees, but you can proceed 
straight to the west door to proceed.
  Proceed west along the south wall in the next room, taking out the rats as 
they come, and ignite the torches in the west corners so you can reach the 
door in the north wall while avoiding the bats and rats.  In the next room, 
keep the torches in the west and east extremes of the room alight so you can 
kill one of the rats to gain the necessary Key.
  The next room has its own lighting, but you won't be able to knock out the 
weak west walls just yet (come back later with the Pegasus Boots).  Proceed 
north to the passage obstructed by blocks, pushing the west block of the 
north row to reach the stairs and proceed.  The following contains rats and 
empty pots; just head straight for the south-west area for the door.
  In the final room you have two rats that are easily disposed of, but you 
must pull the correct switch in order to open the door.  Stand next to the 
east switch, hold A and press Down on the Control Pad to open the south door 
to Sanctuary (pulling the west switch will release a horde of serpents).
  Once inside Sanctuary, Zelda and the Sage will explain the story of your 
quest.  Be sure to get the Heart Container from the chest near the Sage.

***OUT AND ABOUT***
STORY
  Reaching Hyrule's church, Sanctuary, the old sage there agrees to hide 
Zelda there.  Zelda warns that the source of Agahnim's magic is something so 
powerful that only the Master Sword, forged during the War of Imprisonment 
against Ganondorf Dragmire, can defeat him.  The elder of Kakariko Village, 
Sahasrahla, is a descendant of one of the Seven Wise Men and is most likely 
to know where the legendary blade is.  In order to destroy Agahnim before he 
destroys Hyrule, Link must recover the Master Sword.

GENERAL
  The main enemies you must contend with in Hyrule are the soldiers.  Green 
soldiers require two hits with a basic stroke from the Fighter's Sword to 
bite the dust and always carry swords, and are often hidden in bushes or 
long grass; blue soldiers require three strokes from the Fighter's Sword and 
usually carry swords, but can also carry a bow.  Blue soldiers with a bow 
often hide in long grass, taking pot shots.  Red soldiers require five 
Fighter's Sword strokes to fall and usually carry a spear, but some red 
soldiers throw spears at Link.  Red soldiers playing sedentary at Hyrule 
Castle also throw Bombs.
  Other hostiles commonly found here are the Cucumbers; tall limbless green 
things that'll zap Link if he tries to attack them with the Fighter's or 
Master Sword, so use projectile weapons.  Octoroks, little red things who 
run around and spit rocks every now and again, are another common foe.  
Crabs, whose movement is impossible to predict, will take off a fair amount 
of life.  Crows will fly at Link if he gets close, but will fly off after a 
short amount of time.
  Lift rocks and boulders with the Power Glove or Titan's Mitt to find 
Bombs; cut down bushes for green Rupees, Healing Hearts, Faeries and Bees; 
Dash Attack trees for Magic Decanters, Faeries, apples (same as Healing 
Hearts, but look like the berries from 'Super Mario World'), Bombs (some may 
already be set to explode!) or Bees.  You can also destroy hostiles to help 
stock up on items; certain enemies, or enemies killed in a certain way, are 
more likely to yield certain items: stunned/frozen enemies killed with the 
Sword always give green Rupees; frozen enemies killed with the Hammer 
usually give a Magic Decanter, but may also yield a Healing Heart or blue 
Rupee.

WHIRLPOOL WARPS
  If you have Zora's Flippers, you will be able to dive into one of the 
eight whirlpools around Hyrule to transport to another area.  There is one 
whirlpool to each teleport route, giving a total of three teleport routes.
                     FROM                                  TO
Centre of Lake Hylia                        South of Zora's Waterfall
East of Magic Shop                          Pond at Swamp's north
Mouth of stream at Lake Hylia's south-east  Pond south-east of Lost Woods

              FROM                                     TO
Pond at Swamp's north             East of Magic Shop
Pond south-east of Lost Woods     Mouth of stream at Lake Hylia's south-east
South of Zora's Waterfall         Centre of Lake Hylia

MAGICAL TRANSPORTERS
  To get through this adventure you must travel between Hyrule and the Dark 
World.  After defeating Agahnim for the first time, you can enter the Dark 
World via the main entrance to the Hyrule Castle grounds.  You can also use 
the eight magical transporters scattered throughout Hyrule to reach other 
areas; some areas of the Dark World can only be reached using Magical 
Transporters.  They are located:
•  Under a rock north of a lone tree Kakariko Village, near an entrance to 
the
   Lost Woods (requires the Titan's Mitt OR Hammer and Power Glove);
•  In the south-west corner of the Desert of Mystery, under a rock (requires
   the Flute and Titan's Mitt);
•  Under a rock behind the statues near a pond in the Swamp's north-west
   (requires Hammer and Power Glove);
•  Under a rock on the island with the Pond of Happiness (requires the 
Titan's
   Mitt);
•  Under a rock within a stake circle just south of the East Hill, along
   Hyrule's eastern border (requires Hammer and Power Glove);
•  East of Spectacle Rock;
•  Under a rock at the southernmost tip of the west part of Death Mountain
   (requires the Titan's Mitt);
•  Hidden on a plateau at the far north of Death Mountain - reveal it by
   hammering down the three stakes in a counter-clockwise order.

DEATH MOUNTAIN
EXTENSION: The rugged terrain in the far north of Hyrule, including its 
caves
           and its bisect by part of Zora's River.
DARK WORLD EQUAL: Death Mountain
  There are three Pieces of Heart hidden on Death Mountain.
  Death Mountain is divided by Zora's River into two parts, the eastern and 
western parts.  The two parts are connected by two bridges, but one is 
blocked by wooden stakes and another is broken; use the Hammer to knock down 
the wooden stakes and the Hookshot to cross the broken bridge.  The main 
hostile on Death Mountain is a little chipmunk-type enemy who, if attacked, 
will become stone for a while and remain harmless but will start moving 
again eventually.  After clearing Hyrule Castle Tower, one-eyed jumping 
spiders will start appearing.
  The way to reach the Death Mountain area is to enter the specific cave in 
the mountain's Foothills (requires the Power Glove).  The cave leading there 
is dark, but you'll only encounter resistance from bottomless pits and the 
odd bat, there's only two rooms to the cave, and they're fairly 
straightforward.  The first time you climb Death Mountain, you will have to 
escort an old man to the top.
  When you emerge from the entrance cave of Death Mountain, travel east to 
reach the old man's cave.  If you talk to him here, he'll give you a clue 
and refill your Life Meter.  Follow this passage to emerge on the 
eastern-most cave of Death Mountain's west side.  Go east from this cave to 
reach the broken bridge, or west to reach the large stairway and the cave 
leading back to the mountain's foothills.
  Climb the large stairway and travel east to reach Spectacle Rock.  Enter 
the cave where Spectacle Rock is, jump down the hole and travel east for a 
Faerie Fountain.  When you emerge from the cave, jump down and you'll be on 
the path towards the large stairway.

  The south-western most part of Death Mountain is a maze of caves, several 
of them being one-way exits.  Here is a list of all the cave entrances and 
what they contain:
WEST-MOST CAVE: Several blue Birri and worms, but you can't reach any of the 
other goodies in this chamber from this entrance.
SECOND-WEST CAVE, NEED TITAN'S MITT TO REACH: Get through the worms and 
Birri and go up the stairs at the far north of the room.  After reaching the 
upper floor, go to the far east and jump down the pit to reach some pots you 
can't reach any other way (you'll exit at the far-west cave in this area).
WEST TWIN CAVE: Dead end.
EAST TWIN CAVE: Proceed along the west passage and Bomb the weak north wall 
for a Shop.
ISOLATED IN THE SOUTH-EAST CORNER: You can choose to go up the stairs or 
down the pit, either way will lead you somewhere.
  If you choose the pit, you'll fall to the sectioned-off area you saw in 
the east twin cave.  Bomb the weak north wall for Arrows, Bombs and Healing 
Hearts or go up the stairs to reach a door, entering a room with a Crystal 
Switch and several worms.  Kill all the worms (opening the exit door) and 
then toss a Bomb at the Crystal Switch to reach the chests (all contain Red 
Rupees).  Exit the tunnels by dropping down the pit and pushing the south 
block away and you'll exit via the east twin cave.
  If you climb the stairs to the west, you'll encounter resistance only from 
  two worms before you can exit via the south door (up the steps) and reach 
the summit of Death Mountain's western part.
ON PLATFORM, JUMP OFF WESTERN-MOST GAP FROM SUMMIT: Follow the spiral 
passage through this room and you'll come to a hole; jump down it and you'll 
  come to a chest with 50 Rupees.  You'll emerge from the west-most cave at 
the foot of the mountain.
ON PLATFORM, JUMP OFF SECOND-WEST GAP FROM SUMMIT: Jump down the pits here 
to reach the otherwise inaccessible pots in the Titan' Mitt cave at the 
mountain's foot.

DEATH MOUNTAIN FOOTHILLS
EXTENSION: The area of land between Death Mountain and the Lost Woods to the
           west, the land and small lake between Death Mountain and the
           Woodlands to the south and south-west.  The remaining border is
           Hyrule River along the south and east.
DARK WORLD EQUAL: Death Mountain Foothills
  There are three Pieces of Heart in the Foothills.
  At the far north of the Foothills (also the far north of Hyrule) is the 
Lumberjack's House.  Before you defeat Agahnim at Hyrule Castle, the 
Lumberjacks will be trying to hack down a tree.
  East of the pond is Sanctuary, where the Sage hides Zelda for the first 
parts of the game.  While they are there, talk to them for a clue about your 
main objective of the game and to have your Life Meter fully refilled.  
Travel further east to reach Hyrule's Graveyard.  The north-westerly-most 
grave is blocked by rocks; lift them up with the Power Glove and push the 
headstone north to reveal a way into the secret passage between Hyrule 
Castle and Sanctuary; you'll land in the room where you pushed the block.
  On the shore of Zora's River is a cave that, if entered, leads to a dead 
end.  Cut down the bush just south of here for another entrance leading to a 
Great Faerie's Fountain.

DESERT OF MYSTERY
EXTENSION: Hyrule's south-west corner, enclosed by plateaux.  The south-east
           border is marked by the screen break right on a narrow passage
           between a plateau and hill.
DARK WORLD EQUAL: Swamp of Evil
  There are three Pieces of Heart in the Desert.
  Your main trouble in the desert are cacti and Geldmen.  The vultures that 
fly around will just circle you without causing any real damage; ignore 
them.  The Desert Palace lies in the north-west corner, while in the 
north-east corner of the desert is the Desert Sanctuary.
  Seven Wise Men descendant Aginah has taken refuge at the Desert Sanctuary 
and will give Link a clue about your next objectives.
  Near the entrance to the desert is a cave entrance, which leads to a Great 
Faerie's Fountain.  The large boulder near here also hides a cave with pots 
containing 50 Rupees; grab the gold, exit and come in again to easily 
max-out your cash.

EAST HILL
EXTENSION: Enclosed by a plateau on the north, west and much of the south.
           East wall is the end of Hyrule.  The south-east portion extend a
           little further south than the south-west portion.
DARK WORLD EQUAL: Eastern Brush
  There isn't really much to the East Hill; a few guards and Octoroks patrol 
it, but the main danger comes from Armos Statues who will come to life if 
Link gets near them.  Use basic Sword strokes or Spin Attacks to take out 
Armos Knights, the same going for the other enemies in this area.
  The Eastern Palace lies in the north-east corner of the East Hill.  
Sahasrahla's hideout is in the north-west quadrant, and once you're inside 
you can Dash Attack the north wall for three Bombs and a total of 100 
Rupees.

HYRULE PLAINS
EXTENSION: Between Hyrule Castle, the Swamp and Woodlands.  Extends past 
Lake
           Hylia and between the west side of the East Hill and Zora's 
River.
           Includes area south-east of East Hill.
DARK WORLD EQUAL: Dark Plains
  The Hyrule Plains starts with Link's House, which has three Healing Hearts 
in the pots.  The area is patrolled by the Hylian Army and, along the dirt 
track, Octoroks.  South of East Hill, along Hyrule River's shores, are four 
trees and a cave hiding a Great Faerie's Fountain.  Along Hyrule's east 
border, again south of East Hill, is another cave leading to a Faerie 
Fountain.

KAKARIKO VILLAGE
EXTENSION: The main city to the east of Hyrule, between the Lost Woods and
           Desert of Mystery.  Includes some houses to the south of the
           paved area.
DARK WORLD EQUAL: Village of Outcasts
  There are three Pieces of Heart in Kakariko Village.  After clearing 
Hyrule Castle Tower, all the citizens vanish and the Hylian Army moves in.
  The north-east corner of Kakariko Village has a well you can jump into for 
some Bombs and Rupees.  West of this well is an old shack formerly used by 
Blind and his gang of thieves; downstairs are four chests each containing a 
red Rupee, but you need to push the blocks out of the way in order to reach 
them.  West of Blind's house is Sahasrahla's house.
  South-west of Sahasrahla's house is a woman's house, inside being a 
painting that will yield four blue Rupees if you pull it.  The woman, who 
patrols outside the house, will call a guard if you try to talk to her.  
Travel west of this house and you'll come to Kakariko's weathercock and 
later a merchant, who buys and sells various items.  West of the merchant is 
another woman who will summon a guard if you talk to her, but there is 
nothing of value in her house.
  South of the second woman's house is a large garden, east of which is the 
home of a woman who still trusts Link.  Inside her house is a weak east 
wall, which if bombed leads to a chest with some Arrows.  The man just 
outside is afraid of Link and will run away; if you catch him with a Dash 
Attack, he'll give you a hint about dashing into trees for goodies.  East of 
the trusting woman's house is a house where a sick young boy is, and further 
east is a house with an overgrown lawn; the man inside will offer advice on 
where to find items.
  South-west of the house with the overgrown lawn is Kakariko Inn, where the 
two alcohol-impaired gentlemen will give you hints about Hyrule's special 
landmarks.  West of the inn is a goods shop, and further west is a hut 
containing Bombs, Arrows and Rupees.  Bomb the south wall of the hut to gain 
entrance.
  South of the main area of Kakariko Village is its House of Books.  
South-east of the House of Books is a Treasure Chest Game, where for 20 
Rupees you can open one treasure chest and win some money.  Further west of 
this area is the home of two brothers who are having a bit of a quarrel; use 
a Dash Attack on the west wall of the older brother's room to reach what's 
called the 15-second game, where you can run against time in a maze for a 
cool prize.

LAKE HYLIA
EXTENSION: The body of water in Hyrule's south-east and its shores.
DARK WORLD EQUAL: Ice Lake
  There is one Piece of Heart at Lake Hylia.
  The large island in the centre of Lake Hylia is the Pond of Happiness; 
enter and throw in 100 Rupees total to talk with the Faerie Queen, Venus.  
Also, plant a Bomb on the wall east of the pond for a standard Faerie 
Fountain.
  Along Lake Hylia's east shore is a small ice cavern with a Faerie 
Fountain.  Lift the boulder near here for another hidden cave.  To reach 
this shore without Zora's Flippers, you can walk from the Swamp along Lake 
Hylia's southern shore and continue until you reach here.
  The north-west shore of the lake has a Fortune Teller's House and a shop.

LOST WOODS
EXTENSION: Large forest in Hyrule's north-west corner.
DARK WORLD EQUAL: Skeleton Forest
  There is one Piece of Heart in the Lost Woods.
  You can enter the Lost Woods from one of four places; the far west of 
Hyrule, from the north-west corner of Kakariko Village, or another entrance 
slightly east of there.  Another entrance is located near a Fortune Teller's 
House and the fourth entrance is located north-west of the Lumberjack's 
House.  Scattered throughout the Lost Woods are several swords in pedestals; 
if you grab one, Link will realise it's a fake Master Sword but you can 
throw the false sword at enemies.
  The Lost Woods are structured somewhat like a maze, but its layout isn't 
too difficult to grasp.  The eastern part of the forest has an underground 
thieves' hideout, which only gives you a clue on how to obtain one of the 
Bottles, and towards the north you can find a Magic Mushroom.  If you enter 
the Woods from the entrance near the Lumberjack's House, look along the 
north part of the woods as you travel west for a log; this leads to a 
Treasure Chest Game, where you'll be charged 100 Rupees by a thief so you 
can open one chest (this game has bigger prizes than the one at Kakariko 
Village).  The western part of the Woods again holds few redeeming features.
  In the large, open areas in the east and west part of the Woods is a 
thief, and more thieves will appear after you clear Hyrule Castle Tower.  
Each thief will try to ram Link, causing him to drop Arrows, Bombs and 
Rupees; you must quickly grab your gear back before the thief does!

SWAMP
EXTENSION: Large patch of green overgrowth between Desert of Mystery, Lake
           Hylia and Hyrule Plains
DARK WORLD EQUAL: Swamplands
  There is one Piece of Heart in the Swamp.
  The swamp is basically one large area of long grass and the Hylian Army's 
archers (some of whom take advantage of the long grass and hide in it).  You 
can enter the Swamp via a passage just south of Link's House, or another 
entrance south-east of the Haunted Grove requires the Power Glove.
  Towards the south of the Swamp is a set of ruins perched over a small 
pool, inside being a chest containing Bombs if you push the blocks out of 
the way.  There is a Great Faerie's Fountain just east of the Swamp's 
entrance near Link's house; plant a Bomb on the weak part of the plateau.
  Enter the Swamp Ruin's second room and pull the east switch to drain the 
water.  Exit again and there'll be a fish who is now without a home: carry 
and throw him into water and he'll give you a red Rupee, or to Kakariko 
Village's merchant for 21 Rupees, eight Bombs, 10 Arrows and a large Magic 
Decanter.

WOODLANDS
EXTENSION: Column between Kakariko Village and Hyrule Castle; includes 
forest
           around the Blacksmith's Shop and Haunted Grove.
DARK WORLD EQUAL: Woodlands
  There is little to be found in the northern Woodlands, save several trees 
containing goodies, a Fortune Teller's House and entrances to the Lost 
Woods.  There is the Blacksmith's Shop where you can have your sword 
tempered, but the blacksmith won't be able to do so unless his lost partner 
returns.
  In the southern area of the Woodlands is the Haunted Grove, where a 
Flute-Playing Boy often plays his tunes to the animals who live there (if 
you approach him, he'll enter the Dark World).  After clearing Hyrule Castle 
Tower, you can use a Dash Attack to knock a red Rupee from the south and 
south-east lone trees there.
  Just north-west of the plateau where Link's House stands, but still in the 
Woodlands, is a pile of five rocks.  Use a Dash Attack to destroy them and 
reveal the entrance to a Faerie Fountain.

ZORA'S RIVER
EXTENSION: The long river travelling from Hyrule's north-east.
DARK WORLD EQUAL: Lake of Ill Omen and Dark River
  Zora's River holds few landmarks.  The most obvious one is the Magic Shop, 
which sells all kinds of Medicines, north and east past the river's stone 
bridge.
  At the very north of Zora's River is the entrance to Zora's Waterfall.  To 
the west of this entrance is a prominent waterfall; this is the Waterfall of 
Wishing and if you have Zora's Flippers, swim through this waterfall to 
reach a pond watched over by the Faerie Princess, who rewards honest people 
with item upgrades.

ZORA'S WATERFALL
EXTENSION: Area just north of Zora's River, beyond the Waterfall of Wishing.
DARK WORLD EQUAL: none
  There is one Piece of Heart found here.
  The area around Zora's Waterfall is essentially one long walk through 
shallow water, looking out for attack by Zora Spawn, to reach Zora himself 
and have a talk to him.

***EASTERN PALACE***
REQUIREMENTS: Sword and Shield, Lamp

STORY
  Locating Sahasrahla hiding in a ruined palace, Link explains his quest.  
Sahasrahla warns that since the Master Sword repels evil in all its forms, 
only a hero who has won the Three Pendants of Virtue can use it.  As a test, 
Sahasrahla challenges Link to recover the green Pendant of Courage from the 
Eastern Palace.

GETTING THERE
  The raised hill where the Eastern Palace stands doesn't offer too much 
resistance; if Armos Knights are in your way, touch them to bring them to 
life and stun them with the Boomerang.  Just keep working your way east and 
north and you'll reach your destination.

PALACE INTERIOR
  Enter the first room and lift up the middle pot to reveal the switch.  Go 
through the nearby door, take out the three enemy Leevers, then step on the 
raised part of the floor to open the door.
  In the next room, there are two large arches built into the walls, the one 
to the north firing cannonballs and the one to the south receiving them.  
Usually small balls are fired down one part of a narrow corridor, but big 
ones require you to take refuge behind the fences to avoid damage.  When you 
reaching the launching arch, turn west and follow the passages to reach some 
hidden Rupees.  Once you have them, go back the way you came and leave the 
room by the north door above the cannon arch.
  You'll now be in the main room; turn right and go through the door.  Exit 
this room by the north-east entrance and you'll come to a room with a 
bouncing Bubble enemy (who's not only invincible, he'll drain your Magic 
Meter if you're already invincible from an injury!) and five pots.  The 
centre pot hides the switch; go through the opened door and you'll be within 
reach of the chest containing the MAP.  Jump down from the ledge to reach 
the stairs taking you back to the long room, then exit through the west 
entrance to return to the main room.
  Exit the main room using the doorway to the far west.  The door leading 
out of this next room is in the south-west corner.  In this next room, lift 
up one of the pots and grab its contents to make the four Stalfos appear, 
then kill them all to open the door (try forcing them into corners or using 
a Spin Attack).  The next room has the chest containing the COMPASS and the 
exit is on the east side; reach it by going down the steps first.  The room 
you're now in is nothing more than a T-junction; walk straight through it 
from west to east and you'll come to another part of the main room.  Again, 
walk straight to the east side and through the door.  Don't mind the 
enemies.  The next room is also deserted, but the exit is to the south.
  The next room is dark and contains two Bubbles; start you walk by turning 
east until you step on the switch in the floor, then backtrack slightly to 
enter the adjoining room, which is also dark and guarded by Stalfos.  The 
north pot against the east wall contains a necessary Key.  Return to the 
previous room, then start walking south and follow the path (taking out the 
Leever) to the locked door.  Go through the door and across the bridge in 
the next room, and then you'll come to a long room guarded by a Rocklops 
(one-eyed statue), some Leevers and Stalfos.  Destroy all of the Leevers and 
Stalfos, then walk near the Rocklops to bring him to life and toss some pots 
at him.  Towards the north of this room (on the blue alter), the Bubbles 
will fly away from one of the pots; lift it up to reveal a switch that will 
make the chest containing the BIG KEY appear.  Exit this room to the north, 
push the east block forward to proceed, then exit the room using the 
north-east door.
  You'll return to the main room and will be able to recover the BOW from 
the large chest in the centre of the room.  Four Stalfos will appear, whose 
heads will detach and follow you around.  Hit each of these new Stalfos 
twice with the sword before the head detaches to make them collapse and 
abort their attack.  Ransack the pots near the east and west doors for 
Arrows.  Head for the north of the room and climb the stairs, then go 
through the door.  (You can also jump into the large jars to find a hidden 
area with two faeries.)
  The next room is dark and contains a swarm of Leevers and two Rocklops.  
Ignite the three torches with the Lamp (two in each south corner, one 
against the middle of the north wall) to make the room more visible for a 
time, then massacre the Leevers with the Sword and the Rocklops with Arrows. 
  One of the Rocklops has a Key for the west door.  If you go through the 
east door you will come to a room whose light mirrors that of your current 
room, guarded by a Bubble but contains several blue Rupees.  The east 
(locked) door leads to the second floor.

  The first room of the second floor contains pots and is guarded by a 
Bubble.  Lift the south-east pot to reveal the switch to the next room.  
Here, defeat the three Rocklops with Arrows and step on the south switch.  
The next room is pretty much overrun with cannonballs (like the ones you saw 
in the palace's third room), but by blindly walking straight to the 
north-west switch and then to the west door you can avoid damage.  The next 
room contains some Stalfos and red Rocklops, who are vulnerable only to 
Arrows; defeat them all to enter the next room, but charge a Spin Attack 
before you go through the door.
  In the final room before the Keeper, release your Spin Attack as you enter 
to quickly take out all the Leevers in the room.  Now, move close to the two 
red Rocklops to start them moving and take at least one of them out with 
Arrows before they stop again.  Before entering the Keeper's lair, ransack 
the pots for Arrows.

ARMOS KNIGHTS
  The Keeper of the Eastern Palace is a section of six Armos Knights.  The 
Knights will start moving soon after you enter the room; they will first 
form a large circle taking up most of the room and move clockwise, change 
direction to counter-clockwise, then move to the north part of the room to 
sweep down the entire room.  The Knights always move slowly and make easy 
pickings with the Bow.
  The least dangerous means of attack is to hide in one of the south corners 
of the room until the Knights start their sweep, at which point you should 
pick off the Knights with your Bow.  If you can't wait that long, you can 
still attack the Knights while they're in circular formation; it's just a 
little more tricky to hit a moving target.  Each Knight takes three Arrows 
to fall, but you can also use Spin Attacks.
  When only one Knight is left, he turns red and comes at Link trying to 
stomp on him.  The red Knight, no matter what damage he's already sustained, 
will take three Arrows or several Spin Attacks to end the fight.

***DESERT PALACE***
REQUIREMENTS: Bow and Arrows, Lamp, Book of Mudora

STORY
  Successfully obtaining the Pendant of Courage, Link returns to Sahasrahla, 
who gives the boy a gift and explains more of the legends surrounding the 
Master Sword: several generations ago, a brethren called the Knights of 
Hyrule protected the Hylian nobility.  Most of the order was killed during 
the Imprisoning War, but prophecies say one who is descended from the 
Knights will become the greatest hero the land has ever known.
  Link must recover two more pendants in order to be worthy of the Master 
Sword.  The blue Pendant of Power lies in the Desert of Mystery, at the 
palace ruins there.

GETTING THERE
  To enter here, you need the Book of Mudora to translate the instructions 
of how to open the palace, which are on the monolith where the Pendant 
symbol is on the map.  Your wish to enter shall be granted, and in you go.

PALACE INTERIOR
  If you're in a room where the ground is sand rather than paved, crab 
enemies will surface.  They will either be small and surface to persue Link 
(take them out with regular sword strokes) or large.  The large sand crabs 
are either blue (sit around trying to trap Link) or red (fires three energy 
beams before returning to the sand), and when they begin to surface the 
moving sand can pull you towards them.

  Travel north through the first room until you're to the west (or east) of 
the blue floor with the green Beamos statue (an invincible enemy who will 
fire a laser beam if he sees you).  Head in the direction of the pots, get 
them out of the way and continue north.
  Go through the north door directly in line with the passage you've just 
left and you'll come to a wide room.  In the centre of this room are two 
unlit torches guarded by green Rocklops.  Slightly north of these torches is 
a pot hiding a switch; step on it to reveal the chest containing the MAP.  
Exit this room, then travel west along the passage until you come to a room 
with a north door and west door.  Go through the north door and you'll come 
to a Beamos statue guarding four torches, upon one is a Key.  Use a Dash 
Attack to dislodge the Key and grab it, then exit the room and travel east.
  When you reach the room with three pots, the north door leads to a room 
where your only objective is to destroy the sand crabs inside to open the 
door back to the rest of the palace.  In the three-pot room, travel south 
until you reach the locked door and go through it to access the room with 
the COMPASS (south of this entrance is a room containing to the palace's 
east exit).  Destroy all the Leevers in the Compass room, being wary of the 
Beamos, and you'll be able to enter the long room to the north.  Being wary 
of the mobile cannonball launches on the east and west walls, head north for 
the chest containing the BIG KEY.
  Backtrack out of the Compass room and travel north until you come to the 
three-pot room, then travel west until you come to the room with the north 
and west door.  Go through the west door and lift the north-east pot from 
the pot circle to reveal the switch (careful of Beamos!).  Go through the 
north door and get the POWER GLOVE from the chest.  Backtrack to the room 
with the north and west doors, then travel to the very south of the palace 
and go through the west door near the two pots.  In this room, you can push 
the second block from the room's centre on the east block group to access 
the north room, which contains a Faerie Fountain.  Take the block room's 
south entrance and exit the palace, being wary of Beamos.

  You will now find yourself on a plateau in Hyrule's overworld.  Travel 
north from here and look around for a cave with an eye and claw pattern 
above it, blocked by light green boulders.  With the Power Glove you can 
lift these boulders and enter the next part of the Desert Palace.
  In the first room, look out for Beamos and push the middle block of the 
east group in-line with the others to open the door.  When you go through 
the door, STOP ALL MOVEMENT!  DON'T DO ANYTHING because magic tiles will fly 
from the floor, but if you stop your movement after going through the door 
the tiles won't be able to harm you, and all you have to do is wait until 
the last tile shatters against the wall.  The Key needed to unlock the 
stairs to the next floor is in the south-west pot and there's a Healing 
Heart in the middle east pot if you need it.

  The first room is devoid of any features, but to get through the second 
room you must destroy all the Leevers while avoiding Beamos.  The next room 
is tricky because it's got three Beamos and several Leevers.  Head east 
until you can go south, getting past the unlit torches and statues, until 
you come to the four pots blocking your way.  The second pot from the east 
wall contains the Key needed to get through the door.  Remember there are 
three Beamos statues forming a cross-fire at this point, so move quickly.
  When you go through the locked door, stop moving immediately and wait for 
the magic tiles to do their business before you get the Key from the 
north-east pot.  In the next room, destroy the red Rocklops with Arrows and 
get some extra items from the pots, then ignite the four torches in this 
room to make the wall move back and reveal the final door.

LAMOLAS
  You must face off three sand worms who burrow their way out of the sand, 
float about in a random direction for a random amount of time, then hide 
again.  When a Lamola emerges it throws four rocks, one in each north, 
south, east and west direction; if there is only one Lamola left, he'll 
throw rocks along the diagonals as well.  The Lamolas will only be injured 
if you hit them in the head.
  One important point is to make sure you're carrying as much Life Medicine 
or Faeries as you can.  Also, make your attack on a Lamola when he first 
emerges, using a Spin Attack, then persue after him and keep hitting him 
with basic strokes.  Remember not to stand in a place where you could be hit 
by the thrown rocks; if you're on your last Lamola, stand a little further 
away from where the worm is emerging to help prevent damage.  If you're a 
good shot, you can also use Arrows against the Lamolas.

***TOWER OF HERA***
REQUIREMENTS: Sword and Shield, Power Glove, Boomerang, Lamp, Magic Mirror

STORY
  The third and final pendant is the red Pendant of Wisdom from the Tower of 
Hera, which stands upon Death Mountain's highest height.  While climbing the 
mountain Link meets a lost old man, who mutters that he suspects Agahnim of 
kidnapping the missing women so he may use the life-force of the Seven Wise 
Men's descendants to open a gate to the Dark World.  Link must recover the 
Master Sword and stop the wizard before it is too late.

GETTING THERE
  Climb Death Mountain to Spectacle Rock.  East of here is a Magical 
Transporter to the Dark World, which you should enter.  Travel west until 
you reach the point where Spectacle Rock would be in Hyrule....and you'll 
find that this landmark isn't in the Dark World, but instead there's a 
discolouring of the ground.  Stand where Spectacle Rock would be in Hyrule 
and use the Magic Mirror; you will appear atop Spectacle Rock and can jump 
off it to the north, from which it's a short walk to the Tower of Hera.

TOWER INTERIOR
  Much of this tower involves creative use of the Crystal Switches to go 
along the necessary passages.  If you trip a Crystal Switch causing the 
blocks below you to rise, Link will become invincible for a few seconds and 
you'll need to get him away from the raised blocks to proceed.  Another 
process, not mentioned in the game's manual, is stepping on the Star Tiles 
to change the positions of holes in the floor.  No holes here will cause you 
to lose life energy, but will cause you to end up at the floor below.  
Remember that when you first enter the Tower, you will be on the second 
floor, not the first.
  The main enemies here are walking crystal balls.  Hit one of these enemies 
with the sword to kill them (it takes four basic strokes for blue crystal 
balls, and red balls take so long to kill they're almost invincible!), but 
remember that Link will be forced backwards when he hits them.  Small worms 
also dominate the tower, and because of their unpredictable movement it can 
be difficult to land a blow; use a Spin Attack to take out worms.  The 
triceratops-type enemies here breathe fireballs periodically but can easily 
be defeated with basic sword strokes, and Stalfos also make a cameo 
appearance.  Pink Stalfos will throw a bone at you if they safely jump away 
from you.

  When you first enter, hit the nearby Crystal Switch and travel west to the 
next Crystal Switch, hitting it.  Go down the nearby stairs to reach a room 
that's well-guarded and with a Key inside retractable blocks.  You simply 
need to toss the Boomerang to recover the Key, minimising your combat and 
getting back to the second floor as quickly as possible.
  Upon returning to the second floor, hit the nearest Crystal Switch and 
move north.  On the blue altar towards the very north of the room is the 
chest with the MAP.  To the east of here is a locked door leading down; go 
down it and you'll come to a room with magic tiles, but you won't be able to 
use the doorway for protection.  Instead you'll need to hit the incoming 
tiles with the sword; time your basic strokes just right.  Once the last 
tile has been shattered the door will open; hit the Crystal Switch to enter 
the next room.
  Here, try to defeat the worms by hitting them with Spin Attacks as they 
near their retracting block barriers, since this allows you to attack while 
they remain defenceless.  Hit the Crystal Switch to enter the next room and 
ignite the four torches with the Lamp to make the chest containing the BIG 
KEY appear.  Backtrack to the second floor, making sure you set the Crystal 
Switch to make the orange blocks sink before taking the stairs up.

  Head for the south-west part of the second floor, which has a set of 
stairs leading up.  In the next room, kill all the walking orbs or drive 
them into the pits to make the door open.  The next room also has crystal 
orbs guarding it, but your priority is to use the Star Tile to clear a path 
to the locked door and go through it (the door opens with the Big Key).
  In the next room, simply work your way to the east while 
avoiding/destroying the walking crystal balls and manipulating Star Tiles 
and Crystal Switches.  Though it's not necessary, it's best to leave this 
floor with the Crystal Switch set to retract orange blocks.
  This next floor is heavily guarded by worms, so keep your guard up.  All 
the pots here contain Rupees, and the small chest towards the middle of the 
room contains the COMPASS.  You can find the large treasure chest at the far 
north of the room, but you won't be able to reach it just yet.  Continue to 
the west of this room, watching out for a triceratops monster, and going 
through the north door.
  On the fifth floor, beware of the large number of walking orbs in the 
room.  Travel slightly south of the entrance and step on the Star Tile near 
the pivoting bar of energy balls.  Now travel to the very middle of the 
north wall (there's a fancy pattern in the wall) and travel south, jumping 
down the first hole coming reasonably close to your location.  This will 
allow you to fall down to the fourth floor and, if you avoid the moving 
energy ball, you can open the large chest and recover the MOON PEARL.  
Return to the fifth floor.
  Near the northernmost wall are three permanent holes in the floor, in the 
west corner.  The second-most northern one of these allows you to fall down 
and down to a Faerie Fountain.  The series of pots towards the east of the 
floor all contain Healing Hearts.  Just north of these pots are the stairs 
leading to the floor with the Keeper.  To reach the battlefield, travel to 
the south of the room and jump down to the platform.

MOULDRUM
  Link must face a giant version of the worm enemies in order to recover the 
final pendant.  The main danger during the battle is being pushed off the 
battlefield and down to the previous floor; though you can climb back up, 
Mouldrum will have recovered from his injuries and you'll have to restart 
the battle from the top.  Falling off the battlefield means returning to the 
fifth floor, but falling through the hole in the battlefield means returning 
to level four.
  Mouldrum can only be injured by hitting him in the tip of his tail (it's 
white, unlike the rest of him).  When you hit Mouldrum (preferably with a 
Spin Attack) his tail will retract for a few seconds, so get behind him and 
charge another Spin Attack to inflict continuous damage.  When Mouldrum has 
two or three hits to go, he'll speed up and make your challenge even more 
difficult.
  If you keep getting knocked off, remember the Faerie Fountain you can 
access from the fifth floor, or the Healing Hearts in the pots on the same 
level.

***HYRULE CASTLE TOWER***
REQUIREMENTS: Master Sword, Lamp

STORY
  Link succeeds in recovering the Master Sword, but soldiers find Princess 
Zelda at Sanctuary.  The loyal sage is badly injured during the attack and 
with his dying breath the sage urges Link to rescue Zelda from Agahnim's 
clutches before the wizard works his magic....

GETTING THERE
  Entering the castle requires obtaining the Master Sword from the Lost 
Woods, so get it and then enter Hyrule Castle.  From the first room, go east 
(or west) through the door and climb the stairs.  There will be another door 
along the south that'll allow you to exit the castle along the walls.  Head 
for the middle of the far north and you'll come to an energy barrier 
protecting a door; strike the barrier with the Master Sword and you can 
enter the tower.

TOWER INTERIOR
  Your only enemies in this tower are the Hylian Army and the occasional bat 
(who are, strangely, in the shape of an eyeball).  There are lots of dark 
rooms so make sure you enter the Tower with a fully-powered Magic Meter.  
The tower has no Map, Compass or Big Key, and strangely enough you start on 
the second floor but there's no way to reach the first floor.

  The first room contains nothing of note, but the second room contains two 
Ball and Chain Troopers you need to defeat to open the door.  Stun them with 
the Boomerang and use two Spin Attacks to kill them, taking out one at a 
time.  Try to keep the Trooper you're not attacking away by getting him 
trapped against one of the fences.
  The third room contains two soldiers wearing B&C Trooper armour, but they 
will simply charge at Link with their swords.  Use Sword Beam attacks if you 
can, or stun them with the Boomerang.  Once they're both down a chest 
containing the Key will appear.  The next (dark) room contains one soldier 
and a bat, but you simply need to head for the west wall and go straight 
through the door.
  The next room is dark and has fences making it a maze.  First, head south 
and destroy all the guards and bats that you can.  Backtrack to the door, 
then go to the far north of the room, then walk west to the maze fence.  Go 
south, then east and ignite the three torches (don't worry if a fence is in 
the way; the flame will still reach the torch).  You should now be able to 
see the route to the chest (contains the Key; the nearby block opens this 
room's entrance); after getting it, backtrack to the first torch and go down 
the fence opening just south-east of the second torch.  Now go south and 
take the second east turn-off to reach the door.  The next room contains two 
guards, but just walk straight for the middle of the north wall to reach the 
stairs.

  After you emerge from the stairs, turn west and follow the wall to the 
door (ignore the guards).  The next room takes place over a chasm; take the 
middle junction from the start, get rid of the guard and ignite the torch, 
head north and light another torch and take out a second guard, then head 
for the exit (push the block to re-open the entrance).  The next room 
contains two archers and a blue guard; use the two torches here to see where 
they are, and the archer who starts furthest south has the Key.

  The next room requires you to take out the two bats and pair of 
trident-armed guards to open the door.  The next room contains some bats, 
two red guards and lots of pots, blocks and fences; take out all the enemies 
to re-open the entrance, but the guard in the very centre of the room has 
the Key.  Keep him trapped in the middle and use pots to take him out.
  You must battle a B&C Trooper, spear-throwing guard and a charging guard 
in the next room, but just ignore them and bolt straight for the door.  When 
you emerge in the next room you must push the easternmost statue to proceed, 
but beware the archers and other guards.  The final room requires you to 
cross a chasm while watching out for two blue guards; just send them bungee 
jumping.  Climb up the stairs to a blank room, but here the music changes; 
in the second room of the top floor, Agahnim will banish Zelda to the Dark 
World before retreating to another room.  Using the Sword, tear down the 
middle curtain to reveal the final door.

AGAHNIM
  The wicked wizard has three attacks: orange energy bolts (flashing sphere 
with a tail), blue energy bolts (six small blue energy balls in a Star of 
David formation) and lightning bolts.  Agahnim becomes invisible between 
attacks, but you can tell where he'll appear by watching his shadow.  The 
only weapon you need for this fight is the Master Sword, but strangely 
enough the Bug-Catching Net works just as well!
  When Agahnim appears, make sure you're at the opposite end of the room 
facing him UNLESS Agahnim appears in the middle of the room's far north.  
This almost always means he'll be firing a lightning bolt; stand next to 
Agahnim and if he's facing down the room's centre, that means he'll fire 
lightning.  Stand beside or behind Agahnim to avoid the shot.
  At other times, Agahnim will fire either orange or blue energy bolts.  If 
Agahnim fires a blue bolt, strike it from the east or west with the VERY TIP 
of the Sword to avoid taking damage.  If Agahnim fires an orange bolt, hit 
the bolt with the Master Sword to reflect it back towards Agahnim.  More 
often than not the bolt will hit him and cause Agahnim damage.  When 5-6 
orange bolts hit Agahnim, he'll draw Link into the Dark World.


====THE DARK WORLD====
***OUT AND ABOUT***
STORY
  Battling with Agahnim the wizard, the evil magician becomes badly wounded. 
  Not willing to admit defeat, Agahnim draws Link into the Dark World before 
disappearing.
  A telepathic message from Sahasrahla explains much: when the Gods created 
the Triforce, they hid it within the Golden Land.  Ganondorf 'Ganon' 
Dragmire found a way to enter that Land and, after killing his own gang of 
thieves, touched the Triforce and wished for the world.  To fulfil that 
wish, the Triforce turned the Golden Land into a version of Hyrule that 
reflected Ganon's dark heart.
  Agahnim has now succeeded in opening a gate linking Hyrule and this Dark 
World.  The seven maidens Agahnim has sent to the Dark World, as descendants 
of the Seven Wise Men, will surely help Link in his quest and so he must 
find them.

GENERAL
  You can return to Hyrule at any time using the Magic Mirror, but you will 
only be able to enter the Dark World again using the eight Magical 
Transporters or the entrance to Hyrule Castle.  The sparkling portal created 
with the Magic Mirror can also be used to re-enter the Dark World.
  The main hostiles in the Dark World are basically the same as those in 
Hyrule, only they look different.  New enemies are the one-eyed 
Bomb-throwing super-strong giants called Hinox, who are especially 
vulnerable to Bombs.  There are also airborne enemies who'll either just fly 
around Link or drop explosives on him; both breeds will avoid Sword blows, 
so use the Hookshot or some other projectile weapon to take them out.
  There are several story-tellers in the Dark World.  If you pay 20 Rupees 
to hear their story, you'll not only get a clue about what to do next but 
they'll also heal your wounds.  Also, if you see a tree whose eyes follow 
Link, touch their 'mouth' and a dangerous Bomb will come out.  You can then 
talk to the tree for a clue; usually they'll just give you a hint about 
using a Dash Attack to get items from trees, but other times they'll give 
you other information.

WHIRLPOOL WARPS
  There is only one Whirlpool Warp route in the Dark World; it goes from the 
turn in the Dark River to just east of the Ice Lake.

DARK PLAINS
EXTENSION: South of the Pyramid of Power, Swamplands and Woodlands.  Extends
           past Ice Lake and between the west side of the Eastern Brush and
           the Dark River.
HYRULE EQUAL: Hyrule Plains
  The bridge crossing the river leading from the Ice Lake is blocked by 
several stakes, so you need the Hammer to cross it.  There is a Great 
Faerie's Fountain in the cave near the four trees south of the Eastern 
Brush.  The cave south-east of the Eastern Brush, against the Dark World's 
east border, has a story-teller that will drop a hint about the Lake of Ill 
Omen.

DARK RIVER
EXTENSION: The long river travelling from the Dark World's north-east.
HYRULE EQUAL: Zora's River
  As the river runs west, there is a Goods Shop.  Further along past this 
Shop is the Lake of Ill Omen.  The area along the Dark River contains 
several enemies, but they are all easy to contend with.
  The river's source is the Lake of Ill Omen in the far north.  This Lake's 
only real landmark is a circle of stones, where a rather grumpy amphibian 
makes his home.  If you swim in the Dark River, you will only be able to 
return to land via the Dark World's eastern land masses.

DEATH MOUNTAIN
EXTENSION: The rugged terrain in the far north of the Dark World, including
           its caves and a bisect by part of the Dark River.
HYRULE EQUAL: Death Mountain
  There is one Piece of Heart on Death Mountain.
  You can't enter the Death Mountain area from its Foothills; you must use 
one of the Magical Transporters on Hyrule's Death Mountain to reach the Dark 
World version.  The Dark River bisects the mountain; there are two bridges 
you can use to reach either side, but the lower one of the two requires the 
Hookshot to cross.
  The western part of the mountain is pretty much devoid of anything.  
Towards the summit are two Dark World citizens who will give you hints about 
the Moon Pearl, and in the south-west corner of the mountain is a cave 
leading to a Great Faerie's Fountain.  The summit of this part of the 
mountain has the Tower of Ganon.
  At the foot of the west part of Death Mountain, there are twin caves.  The 
east one will lead to the Mountain Shop; if you take the west twin cave, go 
along the west passage (east leads to a dead end) and up the stairs.  Look 
out for the Crystal Orbs, jump down the pit, and push the block north so you 
can reach the west stairs.  After climbing the stairs go down the east pit, 
then proceed east and up the stairs, and jump down the southern-most pit to 
reach some goodies by pushing the blocks out of the way.  Proceed east and 
up the stairs to emerge at the mountain's summit.
  Just west of the cave you've just exited is a large rock; lift it with the 
Power Glove to enter a cave with lots of platforms over an abyss.  Use the 
Hookshot to grapple the pots and chests (all contain 50 Rupees) so you can 
get all the goodies in the room.  There is a ledge directly opposite the 
entrance to the room that you must reach by crossing an invisible gantry 
(use the Ether Medallion or Staff of Somaria to guide you).  Once you've 
reached this door, Bomb the north wall to reach a Great Faerie's Fountain or 
Bomb the east wall and in the next room Bomb the north wall for a standard 
Faerie Fountain.

DEATH MOUNTAIN FOOTHILLS
EXTENSION: The area of land between Death Mountain and the Skeleton Forest 
to
           the west, the land and small lake between Death Mountain and the
           Woodlands to the south and south-west.  The remaining border is 
the
           Dark River along the south and east.
HYRULE EQUAL: Death Mountain Foothills
  There is one Piece of Heart in this area.
  The house in the far north of this area is a shop.  Just south of here is 
a cave where you can battle it out with some Crystal Orbs.  If you pull the 
'mouth' of the tree west and slightly north of this cave, you'll be rewarded 
with four blue Rupees.
  South-east of this area is a large, conspicuous cave with a story-teller 
who will give you a hint about the Mysterious Pond.  The Dark World's 
graveyard has several five-rock piles with extra Bombs and Rupees.  East of 
the graveyard is a talking tree and some enemies, but little else.

EASTERN BRUSH
EXTENSION: Enclosed by a plateau on the north, west and much of the south.
           East wall is the end of the Dark World.
HYRULE EQUAL: East Hill
  In the south-south-west area of the Brush is a house with a tree inside, 
who'll give you a rerun of the story of the Dark World.  If you use a Dash 
Attack to knock a hole in the weak north wall of the tree's house, you'll 
get some pots containing Healing Hearts.
  The Eastern Brush is so named because the unique bushes here form a long, 
winding maze you must work your way through in order to reach the Palace of 
Darkness in the north-east corner of the area.  Be careful, since there are 
a few false turns, and watch out for hostiles.

ICE LAKE
EXTENSION: The body of water in the Dark World's south-east and its shores.
HYRULE EQUAL: Lake Hylia
  Throughout the Ice Lake, part of the water is partially-frozen or entirely 
frozen, making it possible for Link to stand here.  Be careful of the flying 
enemies and Like Likes, however.  The north-west shore of the Ice Lake has a 
Fortune Teller's house, while the north-east shore has a prominent cave, 
near which is a weak wall you can blow with a Bomb and a boulder you can 
lift with the Power Glove, both yielding hidden areas.
  If you swim in the Ice Lake, you will only be able to return to land by 
heading for the eastern land masses.

SWAMPLANDS
EXTENSION: Large patch of green overgrowth between the Swamp of Evil, Ice 
Lake
           and the Dark Plains.
HYRULE EQUAL: Swamp
  The large, grassy swamp is pretty much featureless save for an odd array 
of statues in its north-west area and the Flooded Palace to the south.  If 
you enter the Swamplands just south of the Bomb Shop, go slightly east for a 
weak wall of the plateau; Bomb it and inside is a thief who'll give you 
Rupees and the north wall of his hideout is also weak, which if bombed 
reveals more goodies.

SWAMP OF EVIL
EXTENSION: The Dark World's south-west corner, enclosed by plateaux.  The
           south-east border is marked by the screen break right on a narrow
           passage between a plateau and hill.
HYRULE EQUAL: Desert of Mystery
  There is one Piece of Heart in this area, and monster magic is causing a 
very large storm to hang over the Swamp.
  Much of the water in the Swamp is very shallow, but you can swim in some 
of it.  Your attackers come in the form of aquatic monsters and marsh worms, 
along with flying triceratops.  In the north-west corner of the swamp is 
Misery Mire, while towards the north-east is a story-teller who'll give you 
a hint on how to enter the Mire.  The north wall of the story-teller's cave 
is weak and leads to bonuses.

VILLAGE OF OUTCASTS
EXTENSION: The main city to the east of the Dark World, between the Skeleton
           Forest and Swamp of Evil.  Includes some houses to the south of 
the
           paved area.
HYRULE EQUAL: Kakariko Village
  There are two Pieces of Heart to be found in the Village of Outcasts.  
Along the northernmost area of the Village is a small hut that doesn't serve 
any real purpose.
  The north-west house of the Village is a Treasure Chest game, where you 
can open two chests for 30 Rupees and win stuff like Healing Hearts, Bombs, 
Arrows and Rupees.  Continue east and you'll pass the statue marking the 
entrance to Blind's Hideout (it's not a gargoyle; they have water coming out 
of their mouths).  Past here is a thief who will try to ram you, causing you 
to lose Rupees, Arrows and Bombs.  East still of the thief is a house with a 
chest containing 300 Rupees.
  Just south of this house is a shop, but you need a Hammer to reach the 
door.  Continuing west of here will lead you to ruined houses and, at the 
far west, another thief.  South of this second thief is another ruin, but 
east of this ruin is a hut with a weak south wall.  Bomb it and enter to get 
300 Rupees from the chest.  East of this house is another ruin.
  South of the main, paved area of the Village is one citizen trapped by 
heavy rocks (use the Titan's Mitt to reach him).  The house with the arrow 
on it leads to the Shooting Gallery, where for 20 Rupees you can try your 
archery skill for a jackpot prize.  West of the Shooting Gallery is the 
Treasure Field; for 80 Rupees, you can madly dig holes with a shovel to 
uncover Rupees or Magic Decanters.

WOODLANDS
EXTENSION: Column between Village of Outcasts and Pyramid of Power; includes
           forest around the two buildings and Haunted Grove.
HYRULE EQUAL: Woodlands
  There is one Piece of Heart in the Woodlands.
  Between the Village of Outcasts and the Pyramid of Power are two 
structures.  The southern one is called the Gossip Shop; you can only reach 
it with the Titan's Mitt, by going east to the Village of Outcasts.  The 
Gossip Shop is little more than ruins with a purple treasure chest, which is 
locked.
  North of the Gossip Shop is the Isolated Shop, which you can only enter to 
the north.  Jump over the fences to the west of the Isolated Shop to enter 
and make your purchases.  Jump over the south-west fence to leave the shop's 
grounds.

***PALACE OF DARKNESS***
REQUIREMENTS: 110 Rupees, Bow and Arrows, upgraded Bomb stock, Bombs, Lamp,
              Ether Medallion, plenty of reserve life energy

STORY
  A stranger in a strange land, Link must rescue one of Hyrule's missing 
young women from this palace.

GETTING THERE
  The Palace of Darkness (AKA 'The Dark Palace') is located in the area 
where the Eastern Palace would be in Hyrule.  To reach it, you must 
negotiate a maze, during which you cannot see Link; look for the paving just 
east of the little tree's house that forms an arrow.  Enter here and go 
north, west, then north again.  Now, go around the house and towards the 
north-west corner of the valley.  Soon you'll see a short gap in the bushes 
that'll lead to a larger area of bushes.
  Enter this large area of bushes by the top-left entrance.  Work your way 
to the lower-right of the bushes, and you'll eventually emerge.  Following 
you is a chap named Kiki (Japanese, 'merry'), who asks for 10 Rupees.  Grant 
him this request and proceed east to the Palace of Darkness.  Kiki will run 
off if you get hit by an enemy, requiring another 10 Rupees for him to 
follow you again.  When you reach the palace, Kiki offers to open the 
entrance; he is the only person who can do it, and he demands 100 Rupees for 
his services.

PALACE INTERIOR
  From the first room, go down the west passage and step on the switch in 
the floor to open the door.  You'll emerge in a sectioned-off portion of the 
second room; just head down the north stairs, ignoring the Helmasaur, and 
step on a switch hidden by the south-west pot to reveal a chest containing a 
Key.  Go back up the stairs and lift up the north-west pot to reveal the 
switch returning you to the first room.
  Back in the first room, go down the east passage and head straight for the 
north stairs, ignoring the guarding Helmasaur.  A Bubble guards this room, 
but step on the orange Warp Tile to proceed.  The next room contains two 
Bubbles and a weak south wall; use a Dash Attack to enter a passage guarded 
by blue Birri.  Use Sword Beam attacks if you can, or wait until the Birri 
stop flashing to destroy them.  At the end of this tunnel, use a Dash Attack 
to destroy the east part of the north wall.
  In this next room, there are three Mimic enemies, who will move as Link 
moves.  With green Mimics you simply need to herd them into a corner and use 
a single Spin Attack.  Red Mimics require Arrows and will fire an energy 
beam at Link if they face him; draw your Sword so that you face the same 
direction while moving, then walk east or west to bring the red Mimic into 
your line of fire - he won't have faced you and so you have avoided his 
attack.  Now fire two Arrows at the Mimic.  When all three Mimics are down, 
the door will open.
  The next room has a moving floor, several moving switchblades and blue and 
red Birris.  Red Birris are the same as their blue cousins but split into 
two smaller ones when you hit them (hit the two small Birris to kill them), 
so decide whether its best to ignore red Birris or destroy them.  Anyway, 
work your way to the north of the moving floor room (avoiding switchblades 
and Birris) and go through the door.  The next room holds three red Birris, 
the chest containing the MAP, and two weak walls; west leads to a chest with 
a Key while east leads to a Faerie Fountain.
  After recovering the Key, backtrack through the three-Birri room, the 
moving floor room, the Mimic room and the passage until you reach the room 
where you reached using the Warp Tile.  Push the south block out of the way 
to reach another Warp Tile, enter it and head up the north stairs, then lift 
the north-east pot to reveal the switch leading back to the very first room.

  Go along the middle route, and after passing the locked door go to the 
west of the room (being wary of Birri, Turtles and beam launchers) and cross 
the bridge over a chasm.  Place a Bomb where the floor is cracked to form a 
new hole and jump down it, landing a ledge.  Follow the ledge to the locked 
door and climb the stairs to reach the chest containing the BIG KEY.  Jump 
into the chasm to reach the lower level, lift the lone pot and step on the 
revealed switch (beware of the four appearing Stalfos whose heads will chase 
you) and grab the Key from the appearing chest.  The north-east corner of 
this room has a Warp Tile you can reach to escape; after entering it, climb 
the north stairs and use the switch under the north-east pot to escape.
  Return to the third room and go along the east passage, which has a bridge 
obstructed by blocks.  Push the east block into the chasm and proceed.  When 
you enter the next room, grab the Key from the chest and jump off the north 
part of the bridge to reach the next gantry.  Climb the steps and head west 
through the door.
  When you enter the next room, grab ONE pot and use it to take out the 
Helmasaur, then walk across the bridge before it collapses (ignore the 
second Helmasaur).  Take the west door into the dark maze and follow this 
route: west, first north, west, south (beware two fire-breathing 
Triceratops), then north-west to the chest containing Bombs.  Now go south, 
west, south, the last east turn-off, south (beware of Triceratops), west to 
a chest containing a Key, then back to the last junction and go east to the 
weak wall.  Bomb it and enter the passage to recover the HAMMER, then 
backtrack out of the dark maze.
  Once out of the dark maze, go through the east door for a room with four 
Turtles; destroy them by pounding the nearby ground with the Hammer, then 
use the Sword before they recover.  The chest in this room contains the 
COMPASS.

  Go down the stairs in the Compass room to reach a dark room guarded by two 
Bubbles (the Turtles there won't bother you) with lots of blue Rupees.  The 
two chests here contain a single Arrow and a Key.  Return to the Compass 
room and go through the south door, lift the west pot and open the chest 
(blue Rupee), then push the nearby statue to reach the south door without 
getting harmed by the switchblades.
  You'll be back in the first abyss room, so head for the arrow pointing 
south but DON'T JUMP DOWN YET!  First, wait for the crystal orbs to gather 
near where you'll land, then use the Ether Medallion to freeze them.  Jump 
down and use the Hammer on them to get plenty of Magic Decanters.  Now grab 
a pot and use it to hit the Crystal Switch so it turns blue.  Exit through 
the east passage, then hit the Crystal Switch to make the orange blocks 
sink.  Proceed north and lift the east group of pots until you find a 
switch.  Push the north-east statue to hold the switch down, then go through 
the door to enter a room with three Mimics.  Destroy them as you did before 
and the door will open.
  Wait for the switchblade to go past before you step into the next room, 
and proceed to the bright green Cyclops statue.  Hit it in he eye with an 
Arrow to make the wall move back, revealing a staircase (enter it from the 
north).  Use the Hammer to knock the purple obstacles down (along with the 
two Turtles) and look along the north for a Crystal Switch.  Plant a Bomb 
near it and head west past the retracted blocks, then wait for the bomb to 
go off and trigger the Crystal Switch to reach the door.
  The next room is a short dark passage with a single Turtle.  The room 
after this passage is dark but there are two torches there you can ignite 
with the Lamp.  There are LOTS of Turtles here, but keep the torches lit and 
they shouldn't be too much trouble.  Once the last Turtle is down the door 
will open, revealing another dark room with two torches you can light; push 
the north-east block south to reach the Warp Tile, then head north and look 
out for the two pairs of Turtles on your way to the final door.

HELMASAUR KING
  The main problem with HK is his tail, since when he swings it you'll have 
a real hard time avoiding it.  HK will also occasionally release an energy 
sphere, which will then split into three more energy spheres; these three 
spheres then detonate in sequence, sending deadly spheres in the four 
diagonal directions.  Avoid all where possible, and make sure you have 
plenty of Faeries in stock.
  Hit HK once with the Hammer, then plant Bombs in his path.  After three 
Bomb blasts hit him, HK will lose his face mask and reveal a green jewel on 
his forehead.  Hit this jewel with eight Arrows or Spin Attacks to finish 
the battle.

***FLOODED PALACE***
REQUIREMENTS: Zora's Flippers, Bombs, Bombos Medallion, Hammer, Magic Mirror

STORY
  On rescuing the first of seven captive maidens, Link learns that Agahnim 
sent the maidens to the Dark World so he could use their life force to break 
the Seven Wise Men's seal and create a gate linking the two worlds.  So far 
this gate can only go from Hyrule to the Dark World, but in time it will 
open completely.  In order to reach Ganon Link must use the combined power 
of the maidens, who have been sealed inside crystals guarded by Ganon's 
seven most loyal monsters.  One of these crystals are hidden within a 
compound whose corridors are always filled with water.

GETTING THERE
  When you reach the palace, stand near it and use the Magic Mirror to enter 
Hyrule.  Enter the near-by Swamp Ruins and pull the east switch in the 
second room to drain the lake and flood the corridors.  Re-enter the Dark 
World using the portal you created when you entered Hyrule.  When you next 
enter the Flooded Palace, the corridors will be filled with water.

PALACE INTERIOR
  You main enemies in this palace are: Water Flies, tiny insects that sit on 
the waters surface; Live Drops, droplets of water that bounce around to 
attack but vanish when hit by the Sword or if they bounce three times; and 
Fish who crawl from holes in the ceiling and start swimming around.  You'll 
also encounter Fire Snakes, beam launchers, and sword beamers - so named as 
whenever you have your sword drawn, it'll fire an energy beam in whichever 
of the four non-diagonal directions are closest to you.  In several rooms, 
some Blobs may jump out of the floor; they are easy to spot and destroy with 
the Sword.

  From the first room, swim west and onto the platform.  Destroy all the 
Water Flies to reveal the chest containing the Key and head north to the 
locked door and down the stairs.  In the second room, look for a narrow 
corridor leading to a weak west wall that'll take you to the MAP.  Return to 
the second room and head for the southern-most pot, which has the Key to the 
south-west door allowing you to proceed.
  The next room contains some Birri, a pink Stalfos, a Fire Snake and a few 
stationary switchblades.  Head west, go down the steps and through the door, 
then recover the Key from the pot.  Go back to the previous room, up the 
west steps and through the door.  In the next room you can Bomb the west 
wall for some bonuses, but your main concern is pushing the lever to flood 
the corridor.  Do so by taking out the two Stalfos (one standard, one pink), 
Hammer down the faced obstacles, and push the lever from the east.
  Backtrack through the south door, then swim to the west door to find 
yourself in the main room.  Go through the south door, turn east and follow 
the passage until you find your route obstructed by two blocks; push the 
southernmost one east to reveal the chest containing the COMPASS, then 
return to the main room via the nearby north door.

  Go through the door in the south-west of the main room, avoiding the two 
Stalfos (one standard and one pink), Birri, sword beamer and Fire Snake.  Go 
down the west steps and through the north door, getting a Key from the pot.  
Backtrack to the main room and enter the north-west door; destroy the 
Stalfos and red Birri and trip the Crystal Switch to reach the floodgate 
lever, pushing it from the east.  Make sure the Crystal Switch is set to 
orange when you leave the room via the east door.
  Return to the main room's south-west passage, where you can now swim to 
the west door.  In the next room head straight to the steps in the west area 
(being mindful of the Fire Snake) and turn west to the four blocks.  Push 
the most southerly block west and the middle block north, then head west to 
a ledge and follow the ledge north to the stairs.
  In this next room, you must push a block out of the way while avoiding 
Water Flies, beam launchers and a fire bar.  To the south are some pots with 
Healing Hearts but to the north are two holes to the floor below (but you 
have to push the obstructing blocks out of the way first).  The west pit 
leads to a chest with Rupees, but the east pit leads to the BIG KEY (if you 
paid attention earlier and set the Crystal Switch to orange, you'll get 
there easily).  After getting the Big Key go west and jump down, then head 
south until you reach the door and then east until you reach the main room.

  Once in the main room, climb the centre platform to get the HOOKSHOT; from 
now on, use the Hookshot to take out Birris.  Use it to grapple the east 
pots to reach the platform where the next Key is (in the easternmost pot).  
Once you have it jump down and return to the Hookshot's platform, then 
grapple the pots to the room's north to reach the required door.
  In the next room, head west and take out the red Birri.  The north pot 
hides a switch but you need to pull the north statue onto it in order for 
the switch to hold down.  If you go through the nearby north door you'll get 
to explore around but will eventually end up on the wrong side of a 
floodgate lever; from the hold-down switch, head east and to the door (not 
the stairs) there and proceed along the passage (being mindful of the red 
Birri) so you can push the floodgate lever to drain the water and go down 
the steps to reach the west door.
  When you reach the next corridor, go south and through the east door for 
some goodies or go straight for the north door to proceed.  In this room you 
can go through the obvious door for some goodies or push the third block 
from the west wall for a chest, but to proceed walk through the second 
waterfall from the east wall.  The room you enter has two blue Birris and 
some goodies but you can just head directly to the north door, then head 
through a short passage with another Birri before reaching the final 
stretch.
  The room you're now in contains water with a very strong current, meaning 
you'll proceed very slowly if you try to swim east.  There are three Water 
Flies here, and the easiest way to take them out is to wait until they're 
all on-screen and nuke 'em with the Bombos Medallion.  Swim to the far east 
of the room for the Key, and just west of this room's entrance is a weak 
wall leading to some goodies.  The door is to the far west of the room, and 
you'll have a blank room before battling it out with the Keeper.

ARRGHUS
  To destroy Arrghus you must first destroy his spawn, who form an effective 
barrier around their master.  The Arrghi will swarm around daddy for a while 
before expanding and filling most of the screen.  When the Arrghi attack, 
simply get as far away as possible to avoid them.
  Destroying the Arrghi involves picking them off one-by-one with the 
Hookshot, then hitting them twice with your Sword to destroy them.  You can 
grapple an Arrghus spawn even when they are attacking, but the little 
critter will crawl back to his parent gradually; if he makes it, he will 
retain any damage you already inflicted on him.  Remember that you have to 
land the Hookshot's hook pretty much on the spawn to grapple them, making 
grappling a little harder as the fight goes on.
  Once only Arrghus himself is left, he'll jump high in the air and try to 
stomp on Link.  After hitting the ground, Arrghus will spin madly around the 
room.  The attack pattern is simple: when Arrghus jumps charge a Spin 
Attack, and when his shadow appears move out from under it.  When Arrghus 
lands he'll hesitate before moving, which is your cue to hit him with the 
Spin Attack.  Four hits is all it takes.

***SKELETON FOREST***
REQUIREMENTS: Hookshot, Bombs, Bombos AND/OR Ether Medallion, Hammer, Magic
              Mirror

STORY
  The next crystal lies somewhere within the Dark World's Skeleton Forest.

GETTING THERE
  To reach the Skeleton Forest, you must first enter Hyrule and head for 
Kakariko Village.  Head for the village's north-west corner and travel north 
to the Lost Woods.  Once inside the woods, take the first turn east and 
proceed along until you can exit to the south.  Continue along this passage 
to a fence and knock down the two large stakes with the Hammer.

FOREST INTERIOR
  The actual dungeon of the Skeleton Forest is its underground chambers; 
you'll have to enter and exit the chambers several times before reaching the 
crystal.  You main hostiles are Gibdos (mummies; use fire, or freeze them 
and use the Hammer) and Wallmasters (hands that drop from below trying to 
grab Link and return him to the entrance).

  After entering the Dark World from Kakariko's Magical Transporter, head 
north and into the Skeleton Forest.  Proceed west until you reach a north 
turn-off, where there's a hole in the ground.  Jump into the hole and you'll 
come to a room with several pits, Birri and Crystal Orbs; head south-east 
through the room, looking out for the fire bar, and go through the door.
  In this second room head north to recover the COMPASS from the chest (note 
that lots of pits will appear).  Go through the north door to the next room 
and use the Bombos Medallion (or Ether Medallion and Hammer) to take out all 
the hostiles.  Look out for Wallmasters while you grab the chest from the 
Key and go through the right door, then go south and exit the tunnels.
  From where you now stand in the Skeleton Forest, go south-east and dive 
down the first pit.  Beware of the Gibdos and Wallmasters in this room as 
you get the Key from the chest (just south of the entrance) and go through 
the door in the north-east corner.  The chest in the next room contains the 
MAP and after getting it you should go through the west door and out the 
south exit.

  After exiting the tunnels, go north-west through the rib cage and follow 
the path to another entrance.  Go in and use the Bombos Medallion (or Ether 
Medallion and Hammer) to destroy all the hostiles in the room.  The pot in 
the centre of this room is a hold-down switch; drag the east statue onto it 
to open the north door, but be sure to move fast if a Wallmaster drops.  You 
must PULL, not push, the statue north onto the switch in order to reach the 
open door.
  In the next room Bombos (or Ether and Hammer) the hostiles and recover the 
BIG KEY from the chest.  The weak east wall leads to a large Magic Decanter. 
  Use the Magic Mirror to return to the entrance and exit this tunnel, going 
back through the ribs until you see the other skull entrance to the tunnels. 
  Not far from this skull entrance is a clump of nine bushes; cut the middle 
one away to reveal a hole and jump down it.
  Being wary of the Helmasaur and other hostiles, step on a Star Tile and 
Bomb the west wall.  Pull the lever on the north wall to destroy the south 
wall, revealing the way to the FIRE ROD (beware the two worms).  Go back to 
the room where you touched the Star Tile, travel south and go through the 
east door, then go south to exit.  Travel north-west to the skull entrance 
used to reach the Big Key, but go through the west door of the first room.

  Keep heading west through these tunnels until you reach a room with an 
exit leading south.  Get the Key from the north-west pot and exit, then go 
via the north-east rib cage and follow the path to a pit.  Jump down the 
pit, step on a Star Tile and travel south, then go west and north through 
the locked door for some goodies.  Keep heading south for the exit, then 
take the north-west rib cage.
  When you reach a large maroon skull blocked by vertebrae, burn the column 
with the Fire Rod and enter the skull.  The next room is a bit of the maze: 
go down the steps and under the bridge, then north and east so you can see 
Link again.  Go north and under the bridge, then north and east to see Link 
and north and under the bridge, north and west to come out from under the 
bridge, then north and all the way east to the door.  Climb the steps and 
use the gantry to reach the far south of this room, then jump down and go 
through the west door (use a Medallion if hostiles are in your way).  Get 
the Key from the chest and use the Magic Mirror to return to the entrance.
  Head north across the gantry (beware of worms and Fire Snakes) and go 
through the locked door.  In the next room you will step on a Star Tile 
after entering, so use the Hookshot to grapple the south-west torch.  Now 
position Link so you can grapple the north-east torch and you can walk 
directly to the west door.  In the next room, take out the four Gibdos and 
(being wary of Wallmasters) use the Fire Rod to ignite the four torches and 
open the north-west door.
  In the next room you can simply cut the middle curtain on the north wall 
to proceed, but move fast to avoid the hostiles.  Use a Medallion to take 
out the hostiles in this room, getting the Key for the east door from 
Gibdos.  The next room is the final one before the keeper; you simply have 
to jump into the pit while avoiding the switchblades, but there are some 
goodies in the two pots.

MOTHULA
  Mothula himself attacks by unleashing three energy beams, which can easily 
be avoided by staying just to Mothula's left or right.  Your real concern is 
the many switchblades; the moving floor will try to impale you, and several 
switchblades will move around.  Your main priority during this battle is to 
avoid the switchblades, with a secondary priority given to avoiding 
Mothula's blasts.  Mothula is easily damaged with the Fire Rod (an enhanced 
Magic Meter can out-last him) or Sword attacks.

***BLIND'S HIDEOUT***
REQUIREMENTS: Red Shield, Bombs, Hammer, reserve life energy

STORY
  Link's next destination is the hideout of the thief Blind, the most recent 
addition to Ganon's army.  Blind, who loathed bright light, dominated 
Hyrule's criminal rings during Link's youth.

GETTING THERE
  Enter the Village of Outcasts, and to the large statue which is in the 
location equal to Kakariko's weathercock.  To enter, pull the statue's 
pitchfork.

HIDEOUT INTERIOR
  The main danger in this area are walking red and blue monsters.  The blue 
monsters aren't much competition, but the red ones will fire on Link if they 
see him.  Also in the Hideout are what's called Half-Bubbles; they're like 
the standard Bubbles, only there's one large (invincible) part to them and a 
little part to them; destroy the little part and both the large and small 
parts will die.
  Not so much as dangerous as annoying: Bunny-Makers are small yellow things 
that fly after Link, reversing the effects of the Moon Pearl for several 
seconds (or until Link is injured).  Lead the Bunny-Makers into walls (or 
use the Ether Medallion if you have it) to get rid of them.

  After entering Blind's Hideout, jump down to the lower level and travel 
north, taking the last west turn-off to recover the MAP.  Continue north 
into the next room and go up the steps, then go south-west along the gantry 
to a treasure chest.  After getting its prize, go to the far north and jump 
down, then travel to the far east and go up the stairs.  Go south until you 
come to a weak wall and use a Dash Attack to break it open and reach the 
next room.
  Head north and use a Bomb to blow the weak north wall for some goodies.  
Now jump down to the lower level and proceed south (you'll get several 
Bunny-Makers).  When you reach the next room climb up the steps, walk to the 
south-west corner, then head east to the chest with the COMPASS.  Now jump 
down to the west and proceed in that direction to reach the BIG KEY.  After 
getting it, proceed east and take the first steps up you see.  Proceed north 
to the end of the room, then go through the locked door to the east (it 
opens with the Big Key).

  Ignore the two Stalfos in this room and head for the very north.  Get the 
Key from the east pot, then turn south again and go through the locked south 
door.  While avoiding the Fire Snake and two monsters, head straight for the 
west door.  In the next room, destroy the two Half-Bubbles and look out for 
the moving floor, switchblades and full Bubble on your way to the west door.
  Proceed north while looking out for the Bubbles, Fire Snake, moving floor 
and switchblades.  Go through the north door, grab the Key from the pot and 
go to the north of this room, then hit the Crystal Switch to make it blue.  
Go through the north door, then lift the pot in the south-east corner to 
reveal a switch for the east door.  The next room takes place on two screens 
and you can simply Dash right through it.
  At the end of the corridor, take out the three tiny lizards with basic 
sword strokes.  Now stand between the two tables in the room, about in the 
middle, and throw a Bomb north so it lands on the weak floor where the light 
lands.  Use the chest and pots in this room to restock your Bomb supply, 
then backtrack to the room with the Crystal Switch.  Exit the Crystal Switch 
room through the south entrance (beware switchblades and DON'T TOUCH THE 
SWITCH!), then go through the east entrance of this next room.

  Despite the two monsters and Half Bubbles here, you can head straight to 
the east door and go through it.  In the next room, you can go through the 
south entrance for some goodies but the north stairs are the way to proceed. 
  Destroy the Stalfos and other monsters in this room (which isn't too much 
effort), then lift the large grey block out of the way and go out the south 
entrance.  Ignore the red monster and proceed straight to the west door.
  You'll now be in the prison area.  Where possible, destroy monsters on the 
far side of the cell bars by throwing pots through the bars, otherwise use 
basic strokes.  Proceed to the far north of the prison to find a blonde 
human captive who conscripts you as her escort to safety.  Recover the Key 
from the chest in her cell, then go back south through the prisons to the 
west door, then dash straight through the next room.
  When you reach the abyss room, head west through the locked door and use 
the Hammer to pound the faces in and recover the TITAN'S MITT.  The floor 
will start collapsing now, so go north and around the hole and back to the 
abyss room.  Travel north (looking out for Birri and the moving floor) to 
the T-junction; go west to have fun with some more Birri or east to proceed. 
  Go up the north stairs, then lift the north-east pot to reveal the switch 
for the east door.  Go through the door, then turn north and lead the blonde 
girl into the bright light to reveal her true identity: Blind.

BLIND
  Considering what you've gone through to reveal Blind, fighting him is a 
pushover as long as you have plenty of life energy.  He moves from 
side-to-side, firing red energy beams and the odd energy blast, occasionally 
swapping sides of the screen.
  Make a kamakaze attack on Blind, hitting him with three basic sword 
strokes and he'll clone a new head, which will itself move around (without 
trading sides of the screen) firing red energy beams.  Attack Blind three 
more times and a second head will appear; three more hits and Crystal Four 
is yours.

***ICE LAKE CAVERN***
REQUIREMENTS: Tempered Sword, Titan's Mitt, Fire Rod, Bombos AND Ether
              Medallions, Hammer, reserve life energy

STORY
  Link's destination is the frozen lake in the south-east of the Dark World, 
and a compound made almost entirely of ice that seems to have no way in.

GETTING THERE
  To enter the grounds of the Ice Lake Palace, you must enter Hyrule and 
proceed to the Pond of Happiness.  Lift the dark green rock to reveal a 
Magical Transporter that will take you inside the compound's grounds.  You 
can then avoid the local hostiles and enter the palace.

CAVERN INTERIOR
  Move towards the west ice statue on the north wall to bring him to life, 
then melt him down with the Fire Rod.  Go into the next room and destroy the 
south Birri for the Key to the north stairs (look out; the floor is 
slippery!).  Head to the south-west of the next room, step on the floor 
switch to open the door and proceed, pushing the block in the next room to 
reach the south door.  Unleash the Ether Medallion to freeze the penguins, 
then smash them all with the Hammer to reveal the COMPASS.  Exit through the 
north door, then turn east (stepping on the floor switch) and go through the 
door.
  This room serves no purpose save resetting the block in the previous room, 
so Ether all the penguins (smashing them with the Hammer if you need Magic 
Power) and grab the south pot to reveal the switch and return to the 
previous room (be wary of the Bubble).  Step on the switch, push the block 
away and go through the north door to reach a room with four red Birris.  
Strike the Crystal Switch to make the blue blocks sink, then plant a Bomb 
there and stand next to the orange blocks.  When the Bomb goes off and 
triggers the switch, plant another Bomb on the weak floor and jump down the 
resulting hole.
  In the next room you must destroy two Stalfos Knights, one hidden in the 
north-north-east area and another in the south-south-west part.  Take them 
one at a time, hitting them with the Sword once and then planting a Bomb 
over the collapsed bones.  Ransack the pots and exit through the south door.
  The next room has a moving floor and a maze of switchblades; take out the 
second Birri for the Key, then proceed to the west of the room for the 
locked south door (ensure the Crystal Switch is set to orange).  Beware the 
Fire Bar as you cross the gantry; the south-west pot has the switch to open 
the east door.  The next room is a simple case of running straight for the 
north stairs.

  Ether all the penguins in this room, then pound them all with the Hammer 
for the north door to open.  The following corridor has a giant switchblade, 
but its movement is easy to track and you should have little problems 
reaching the north door by ducking out of its path.  After going through the 
north door, go to the north area of this next room and wait for the floor to 
collapse and fall down.  Go through the first east door you see in the next 
room.
  Despite the many red Birri, simply grapple the east block to cross the 
chasm and reach the south door.  Now, without stopping, head south into the 
third giant switchblade's path, then go west and north to the stairs to 
avoid taking any damage.  Take out the blue Birri in the next room if you 
like, but use the Hookshot to grapple the pot on the far side of the spikes 
and head north to the stairs.
  A Stalfos Knight will jump down near the entrance, so take him out and 
then Hammer the faces and lift the large grey block.  Toss the block away 
and head south quickly to cause the Bunny-Maker to hit the wall.  Now grab 
the visible Key and Hammer the smaller faces, then head to the south-eastern 
pot (beware the Stalfos Knight), which hides a switch that'll make the chest 
containing the MAP appear.  Pull the north-west statue's tongue to make the 
east door open, then go up the stairs (from the north) to reach the room 
containing the BIG KEY.  Go back down the stairs, pull the statue's tongue 
to open the door, then go down the north stairs.
  Lift the nearby pot to reveal a chest, then grapple it with the Hookshot 
to safely cross the spikes, open the chest for a Key and go through the west 
locked door.  Dash to the room's west door and, being wary of the slippery 
floor, Fire Bar and switchblades, go down the stairs from the north.  The 
western part of the cracked floor just above the stairs is weak, so place a 
Bomb there to reveal a hole.  If you destroy the middle and east ice statues 
in the north wall in this room, you'll get a chest containing some Bombs.  
Go down the hole you created with the Bomb for the chest with the BLUE MAIL, 
then push the blocks out of the way to reach the east door.

  To avoid the ice statue in this room, go south and east to the east door.  
When the black rodents come out of their holes in the next room, use the 
Bombos Medallion to fry them all at once.  Being careful of the slippery 
floor, Bubble and Fire Bar, grab the south pot from the group in the 
north-west corner and lift the lone north-east pot to reveal the switch, 
then exit through the west door.  In the next room, go through the locked 
north door (opens with the Big Key) and proceed north to the stairs, 
avoiding the red Birri and ignoring the Stalfos Knight (if the blue Crystal 
blocks are retracted, jump into the pits to reach a Faerie Fountain).
  The next room has only a Bubble and you can easily reach the south door.  
The next room contains several Birri, a live ice statue and a couple of 
Stalfos Knights; take them all out, then go through the east locked door.  
Strike the Crystal Switch twice to reveal and destroy the Bunny-Maker.  Set 
the Crystal Switch to blue, get some goodies from the pots, then go back 
through the previous room, up the stairs in the Bubble room, down the south 
door and through the east door.  Lift the lone north-east pot for the switch 
(looking out for the Bubble, Fire Bar and slippery floor) and go out the 
south door.  CAREFULLY cross the slippery gantry while avoiding the Fire 
Bar.
  Get rid of the two blue Birri in the next room, then lift the pot to 
reveal a switch leading to a chest with a Key.  Go up the stairs in this 
room, then walk as fast as you can to the locked north door to avoid the 
many hostiles.  Now, see the two pots side-by-side?  The west one hides the 
switch to the west door, so avoid the Fire Bar and penguins to go through 
that door.  Jump down the pit and go through the east door, then push the 
south block into the pit; follow the block down (all the hostiles will be 
restored in this room, so ignore them), lift the nearby pot and push the 
block onto the switch.  Go through the south door.
  Take out the two red Birri in this room before doing anything else.  Pull 
the east statue's tongue to open the room's entrance.  The east block (near 
two pots with goodies) hides four blue Birri you can take out to get more 
goodies.  On the west part of the room, get the Magic Decanters from the 
pots and pull the east statue out of the way, lift the large grey block and 
jump down the hole to reach the Keeper.

KHOLDSTARE
  Throughout your battle with Kholdstare, ice blocks will fall from the roof 
and try to hit Link.  When these blocks hit the floor they will shatter into 
quarters and the pieces will fly along the horizontal and vertical poles.  
Avoid them by continually moving and standing diagonally away from the 
blocks.
  When you first encounter Kholdstare he's encased in ice.  The easiest, 
most efficient way to get rid of him is to use the Bombos Medallion, but if 
you want to make life hard you can use eight hits from the Fire Rod.  Once 
Kholstare is released from the ice, three of him will appear and each try to 
ram into Link.  Repeated, basic sword strokes on each Kholdstare while 
avoiding both their attacks and the falling ice cubes.  If you have plenty 
of reserve life, you can out-last him.

***MISERY MIRE***
REQUIREMENTS: Titan's Mitt, Bow and Arrows, Hookshot, Bombs, Fire Rod, Ether
              Medallion, Lamp, Flute, Magic Cape OR Staff of Byrna

GETTING THERE
  Enter Hyrule and play the Flute.  Have the bird take you to destination 
six, the one in the south-west corner of the Desert of Mystery.  Lift the 
east dark green rock to reveal the Magical Transporter leading inside the 
Swamp of Evil.  Travel north to the location equal to the Desert Palace and 
use the Ether Medallion on the item's lightning symbol.  The rain will cease 
and the entrance will be revealed.

MIRE INTERIOR
  The main cause of misery in the Mire is its large area and the amount of 
backtracking involved, and it sets a new record for the number of Keys used. 
  This makes it easy to get lost....but not with a handy-dandy walkthrough 
sitting next to you, of course.
  An annoying enemy here are the Whizzrobes, who appear and fire an energy 
beam before vanishing again; Whizzrobes always appear in the same place, so 
wait for them to reappear before hitting them once with a basic Sword 
stroke.  Another enemy here are the Bombers, small slugs who crawl around 
and plan the occasional Bomb but are easily taken out by first disabling 
them with the Ether Medallion then finishing them with the Hammer.
  Another enemy here are what I call 'Boo Skulls'; they're Stalfos skulls 
that, like the Boo Buddies from the 'Super Mario' series, will stay still if 
Link faces them but will otherwise move towards Link.  Use Spin Attacks when 
the Boo Skulls are close.
  I'll be saying 'Magic Cape' throughout this walkthrough, but the Staff of 
Byrna works just as well.

  In the first room, travel to the east door by crossing the chasm using the 
Hookshot to grapple the block.  The second room is very large and has a 
couple of Beamos, making it tricky for you to destroy all the Leevers and 
Wizzrobes in order to open the far north door and reach the main room.  Once 
in the main room, go down the nearby steps and, staying on this lower level, 
travel west and north to reach a narrow passage leading to the west of the 
two north-east steps; climb them and go through the north door.
  Head straight for the east door, looking out for the three pink Stalfos, 
two Beamos and Sword Beam.  Grab one Key from the north-west pot and a 
second by donning the Magic Cape and lifting the pot surrounded by spikes, 
which reveals a switch that'll make a chest containing a second Key appear.  
Now exit the room using the north door, then go along the north and west 
gantry rooms.
  Travel to the north-west of this large room and set the Crystal Switch to 
blue, then grab the Key from the nearest pot.  Travel east and then south 
through this same room to reach the south door, avoiding the spikes and 
other enemies.  Go south through the next room, donning the Magic Cape to 
avoid the hostiles and reach the south door, then going east in the next 
room the reach the main room again.

  On the upper level of the main room, go across the lattice floor to the 
northern part of the room to reach a pot, hiding a switch that hides a chest 
containing a Key.  Go south along the solid ledge, then to the north-west 
corner and down the steps, then proceed to the north-east area of the room.  
Go down the narrow route previously obstructed by a blue Crystal Switch 
block, up the steps and through the locked door to get the MAP.
  After getting the Map go through the north door, then west door.  Push the 
block out of the way to reach the north door and across the two gantries to 
get (what else?) a Key from a chest.  Backtrack to the room where you pushed 
the block, then go through the west door.
  While looking out for the Bubble in the next room, Ether the Bombers and 
smash them with the Hammer to go through the south door to reach the main 
room.  Now go to the south-west corner and through the locked door; in the 
next room are two Boo Skulls, a Birri and a Sword Beamer.  Go through the 
south door for some fun with Bombers and Beamos or the west door to proceed.
  After going through the last door, DO NOT enter the room but wait for the 
Magic Tiles to do their worst.  Use the Flame Rod to ignite the four torches 
(all four must be lit AT ONCE) and go through the north door to recover the 
COMPASS.  Go south to the torch room, then south again.
  Wait for the four Wizzrobes to appear before you unleash the Ether 
Medallion, smashing the Bombers and Hookshotting the remaining Birri.  Go up 
the stairs in the north-east corner of the room to reach a very interesting 
part of the game: while avoiding the random Wizzrobes, push the three blocks 
out of the way of the two torches of the room, then go through the south 
door and push more blocks out of the way of two more torches.  QUICKLY 
ignite the two torches in this room with the Lamp, then QUICKLY backtrack to 
the previous room and light the two torches there.  A rumbling will confirm 
a wall moving back, so go through the south door and then the west door to 
immediately see a pit near stationary switchblades; jump down here to 
recover the BIG KEY, then go west and step on the Warp Tile.

  Go through the east door, south door, and another east door to return to 
the main room.  Go down the steps in the north-west corner to the lower 
level, then go to the south-east of the room and up the steps to reach the 
south-most door going east.  Go through the next east door while avoiding 
the Bubble, then use the Hookshot to grapple the block and proceed north 
quickly along the gantry to recover the STAFF OF SOMARIA.
  After recovering the Staff, go through the next two east doors to the main 
room and then down the steps.  Proceed to the north-west part of this room, 
up the steps and through the nearest door.  From this next room go north, 
west and north again and enter the Warp Tile.  Go east slightly and, being 
wary of the two Bubbles and Wizzrobes, go through the north door on the 
platform.  You'll come to the large abyss room; go west for a large Magic 
Decanter or north along the gantry to proceed.
  After going down the stairs, you'll come to a dark room with a lot of red 
beam launchers.  Go to the south-east of this room for a locked door leading 
to a bonus room with lots of blue Rupees (beware; insects will crawl from 
the door and cause minor damage).  To open the south-west door and proceed, 
go north slightly and lift the pot to reveal a switch, which must be held 
down using a Somarian Staff Block.  Go through the door, go south and lift 
the large grey block, then immediately turn west and go through the door.
  Proceed north and, while avoiding the switchblade, go west then south.  Go 
west again to the wall and then to the far north and set the Crystal Switch 
to orange.  If you can avoid the Bubble along the moving floor, the 
north-west corner has a weak wall that, if blown with a Bomb, leads to 
plenty of (guarded) blue Rupees.
  Anyway, after tripping the Crystal Switch go through the south-west door 
to proceed.  The north wall along here needs to be bombed so you can trip 
another Crystal Switch, removing the blue blocks obstructing the west door 
(beware the freed Bubbles).
  The next room has several hostiles, mostly little Blobs that fall from the 
roof.  Proceed to the very north of this room and set the Crystal Switch to 
orange, then go slightly south to find the stairs.  Once on the next floor, 
go east and around to avoid the Bubble and Fire Snake and reach the west 
area of the room.  The north door of this west area leads to the Keeper.

VITREOUS
  Vitreous is basically a giant eyeball with lots of little eyeballs 
protecting him.  For the first part of the attack, Vitreous will stay in his 
pool of goo and have his kids attack Link, but will occasionally fire a 
lightning bolt down the centre of the room.
  For the first stage of Vitreous's attack, head for the south-east corner 
of the room to avoid the lightning bolts and use lots of basic Sword strokes 
to fend off the little eyeballs.  There is little advice to offer from 
there, other to say to make sure you've got plenty of Life Energy because if 
a little eyeball touches you, you'll lose three units of life.
  Once the last of the little eyeballs are down, Vitreous will finally pluck 
up the courage to face Link....and what a pushover he is!  As Vitreous 
emerges from his goo, get directly south of him.  Once Vitreous starts 
bouncing, just lob eight Arrows at him and an easy victory is guaranteed.

***TURTLE ROCK***
REQUIREMENTS: Golden Sword, Titan's Mitt, Boomerang, Hookshot, Bombs, Magic
              Powder, Fire Rod, Ice Rod, Quake AND Ether Medallion, Lamp,
              Hammer, Staff of Somaria, Magic Mirror, reserve Life Energy,
              enhanced Magic Meter OR reserve Magic Power

STORY
  Link's final destination is Turtle Rock, the compound where Princess Zelda 
is being held.

GETTING THERE
  Firstly, enter Hyrule and reach the summit of Death Mountain the same way 
you did for the Tower of Hera.  Travel east and along the bridge, knocking 
down the stakes which are in the way.  Keep travelling east and you'll come 
to a plateau you can climb onto with three stakes on it.
  Lift the rock out of the way to reach the top of this plateau.  Hammer in 
the three stakes in a counter-clockwise circle (ie; east, north, west) and a 
Magical Transporter will appear.  This will take you to the top of Turtle 
Rock, where you can stand on top of the Quake Medallion symbol and use it to 
reveal the cave's entrance.

CAVERN INTERIOR
  A unique enemy to these caves is Pokey, who seems to be yet another 
allurement to the 'Super Mario' series.  Pokey is a tall snake who bounces 
around everywhere; hit him and part of his body will fly off, bouncing 
around.  When only the head is left, destroy it to kill Pokey.  You can also 
destroy the bouncing body portions for really good goodies.
  One important concept you'll have to understand in this dungeon are Staff 
Platforms: there are many abysses in Turtle Rock that have a white track 
along them.  Along these tracks are question marks, which mark stops.  Use 
the Staff of Somaria at the stops to create a platform Link can board; once 
on the platform, press the Control Pad in a direction Link can travel along 
the track to proceed.  Link is vulnerable as he moves, but you can only use 
your weapons when the Staff Platform has stopped moving.
  Staff Platforms always stop at the question-mark stops, and only one 
Platform can be on a track at once.  There are some junctions where the 
track intersects but there's no question-mark stop; the Staff Platform will 
automatically take a direction at these junctions, but you can override this 
direction by holding the Control Pad in the desired direction as you 
approach the junction.

  In the first room, lift the east pot to reach the question-mark stop and 
generate a Staff Platform, then grab the west pot to uncover a large Magic 
Decanter.  Travel north along the Staff Platform and go through the north 
door.  Generate another Staff Platform and go west to the next question-mark 
stop and go through the south door.  Once through the door, move to the side 
to avoid the eyebeams and proceed south to the COMPASS.  To return to the 
previous room, head back to the door and face south, then draw your sword so 
you don't face the door and go through.
  Generate a Staff Platform on the track and go east past the doorway you 
used to first enter the room.  There are two doors on the east wall of note; 
the south one leads to some free bonuses on a ledge, but the north one is 
the most important.  Go into that room and generate a Staff Platform, then 
use it to travel south and around.  Using the Fire Rod, ignite the 
south-east and north-west (or north-east and south-west) torches and, when 
the Platform makes a second pass, light the remaining two torches and wait 
for the platform to return to the question-mark stop, then return to the 
stable ledge and quickly go through the open north door while the torches 
are still lit.
  In this room you must avoid the spiked grinders (their movement is 
consistent and they do a lot of damage) to reach the north, recovering the 
MAP and a Key.  Proceed back through the south door, grab goodies from the 
nearby pots and exit via the west door.  If you want a Faerie and a large 
Magic Decanter, head for the unlocked door in the north wall, go through the 
door but DON'T ENTER THE ROOM until the Magic Tiles have smashed against the 
wall.  Go through the next door for your prizes.
  To proceed, head for the locked door in the north wall; avoid the Blobs 
that'll emerge from near the entrance and completely destroy the Pokey for a 
Key.  Go through the north door to find a room guarded by two Chain Chomps 
(I've lost count of 'Super Mario' allurements).  Keep your distance as you 
use the Boomerang to set the Crystal Switch to blue, then push the lone 
south-west block to reveal a chest with the necessary Key.  Set the Crystal 
Switch to orange to reach the stairs and enter the next room.

  This is a large room guarded by Blobs, a Pokey and a couple of Bubbles; 
the north-east corner of the room has some pots containing goodies, but the 
south-east corner is the way to proceed by entering the pipeline (more 
'Super Mario') going through the west door (the pots contain Rupees).  Now 
go through the eastern-most pipe and the nearby door, then use Magic Powder 
to get rid of the four Bubbles.  Go south, retract the obstructing blocks 
with the Crystal Switch, look out for the Boo Skulls and Bunny-Maker, and 
take out Pokey for a Key.  Go through the door in the south-east corner but 
beware the guarding eyebeam.
  Go into the pipe to reach the BIG KEY, then go through the south pipe and 
the nearby door to return to the original pipeline room.  Follow the nearby 
pipeline to reach a pot hiding a large Magic Decanter, then work your way 
back to the south-east corner and go through that pipeline again.  When you 
reach the next room, go through the west pipeline and through the south 
door, use the Ether Medallion to freeze the Pokeys and destroy the 
Bunny-Maker, Hammer the Pokeys and go through the south door, then the west 
passage.
  Now, see that south wall the eyebeams are protecting, where all the pots 
are?  There's a weak spot there where you need to plant a Bomb.  Go through 
the resulting passage to find yourself on a narrow ledge in the overworld.  
Travel east along this ledge to the next cave entrance and enter, use the 
Hookshot to reach the MIRROR SHIELD and then go through the open north door 
and the locked north door (opens with the Big Key).  Go into the pipeline 
and, after emerging, through the north door.

  In this next room is a Pokey and a few Blobs, but ignore them and 
concentrate on the weak north and east doors.  Knock them down using a Dash 
Attack: the east passage leads to a room where, after flushing out and 
destroying the three Blobs, you can push the north block away to pull on the 
west statue's tongue to reach a room full of blue Rupees (beware the 
grinders); if you choose the north passage you can proceed.
  After taking the north passage, set the Crystal Switch to blue, get the 
Key from the chest, reset the Crystal Switch and reach the north stairs 
while being careful of the grinder.  The next room is dark and you need to 
generate a Staff Platform on the track; after boarding the Platform, take 
the first east turn and then travel south as far as you can to reach a pot 
hiding the switch to open the south door.  Go back on the Staff Platform and 
travel north, then west as far as you can and south as far as you can.  As 
you travel east you'll see the question-mark stop: keep an eye on the track 
leading to that spot to know when to take the right turn-off from where you 
are.
  In the next room you'll be on a gantry with several eyebeams; use the 
Hookshot to stun the Helmasaur and Crystal Orb and proceed over the abyss to 
the south door.  While avoiding the eyebeams on this second gantry, go for 
the south chest for the Key (angle the Mirror Shield to protect yourself 
from the beams; the other chests in this room contain Rupees).  The 
southernmost wall of this second gantry room is weak; Bomb it to reveal the 
fourth exit from Turtle Rock.  Once you have the Key from the second gantry 
room, return to the first gantry room and go through the locked door in the 
south-west corner.
  The second-last room is full of Bubbles, Helmasaurs and Pokeys and you 
must manipulate the many Crystal Switches in order to get through.  Work 
your way to the north door - it's pretty straightforward, just don't battle 
it out too hard.  After going through the north door you'll be in the last 
room; generate a Staff Platform on the track, then ransack the pots for a 
large Magic Decanter and a Healing Heart.  Travel north along the track to 
reach the final door.

TRINEXX
  Trinexx is a heavily-armed enemy and comes with a fire head, ice head and 
middle head.  The fire head breathes a long jet of flames that will linger 
for a moment before vanishing; the ice head breathes a mouthful of cold that 
freezes the floor, causing it to become slippery.  While all of this is 
going on, the middle head will occasionally stick his neck out in the middle 
of the battle and attack Link.
  Because there is no way to reverse the slippery floor the ice head 
creates, take it out first by hitting it once with a blast from the Fire 
Rod, then striking it with basic Sword blows while the head is stunned.  
Repeat the process until the head dies off.  Now turn your attention to the 
fire head, stunning it with a blast from the Ice Rod and hitting it with 
Sword strokes.  While doing this, try to keep an eye on Trinexx's tail: if 
it starts wagging rapidly, that means the middle head is about to attack so 
walk in a straight line along the south wall to avoid it.
  When only the middle head is left, Trinexx's heavily-armed physique will 
collapse into a very mobile worm.  The flashing middle part of Trinexx's 
abdomen is the only vulnerable area, and since you must move fast you should 
quickly get in with basic Sword strokes and then get out, repeating the 
hit-and-run tactic until Trinexx falls.

***TOWER OF GANON***
REQUIREMENTS: Seven Crystals, Golden Sword, Mirror Shield, Blue Mail, Bow 
and
              Silver Arrows, Boomerang, Hookshot, Bombs, Magic Powder, Fire
              Rod, Ether Medallion, Lamp, Hammer, Staff of Somaria, Staff of
              Byrna OR Magic Cape, Magic Mirror, plenty of reserve Life and
              Magic power

STORY
  With all seven of the maidens rescued, Link is able to enter the tower 
where Ganon hides and defeat him.

GETTING THERE
  Enter Hyrule and climb Death Mountain to the Magical Transporter that 
leads to Turtle Rock.  After entering this transport, head west as far as 
you can.  You'll encounter some strange creatures, but keep your shield 
raised and they won't bother you.  Eventually you'll come to where the Tower 
of Hera would be in Hyrule, but in the Dark World it is in fact the Tower of 
Ganon.
  The entrance to the tower is protected by a powerful magical seal, but 
with all seven Crystals you will be able to break this seal and enter.

TOWER INTERIOR
  Since this is your last dungeon, don't expect it to be any pushover.  You 
will have to use the skills you learned in clearing the last eight dungeons 
and apply them in entirely new situations in order to reach the summit.

  The first room of Ganon's Tower is devoid of any features save three sets 
of stairs.  Go down the north-west set of stairs and use a Dash Attack to 
knock the Key off the torch, being wary of the pink Stalfos and orbiting 
energy ball.  Grab the Key and go through the west door.  Get a Key from the 
south-east pot, Hookshot the blue Birri and turn your attention to the 
purple faces among the five blocks.  While avoiding the blue bumper, knock 
in two faces with the Hammer so you can push the middle block over, opening 
the west door.  Underneath the block is a Star Tile you can use to reach the 
west door and the next room.
  Using the Hookshot, grapple the blocks to cross the abyss; the north door 
leads to a bonus room (use the Boomerang to take out the pink Stalfos 
without triggering the Sword Beams; plenty of Rupees, Arrows and Bombs are 
here) but to proceed work your way south and go through the east locked door 
for the MAP (guarded by two Fire Bars, the Star Tile under the chest makes a 
couple of pits vanish).  Go back to the abyss room, take out the pink 
Stalfos and trip one of the Crystal Switches.  Place a Bomb next to the 
switch, then pass the south blocks and wait for the Switch to be tripped 
before proceeding to the next room.
  Get a Key from the south-east pot, then plant a Staff Block next to one of 
the two Crystal Switches.  Once you've passed the retracted blocks, detonate 
the Block and go through the east locked door.  Go to the far north of the 
next room, Boomerang the Crystal Switch, then walk east until in-line with 
the Warp Tile and, after getting used to the timing of the switchblades, 
walk south and onto the Warp Tile.
  You'll come to a room where you must work your way west, but obstructing 
blocks mean you have to contend with several Fire Snakes to get there.  When 
you reach the west part of the room, push the lone block to reveal a chest 
containing a Key; grapple the chest with the Hookshot, get its contents and 
exit via the south door.

  The next section is basically a series of Warp Tiles, where you have to 
warp between the current room and the destination room in order to avoid 
wall and reach the right Tile.  First enter the west Warp Tile to the 
destination room, then enter the west Warp Tile.  Before entering the next 
Warp Tile to the south, you may want to enter a bonus room by Bombing the 
weak west wall (in the next room, look out for the blue Birri and worm, 
stepping on the western-most switch in the north-west corner to destroy the 
north wall and get some chests with Arrows and Bombs).
  After entering the Warp Tile near the weak wall, go into either of the 
nearby Warp Tiles and then enter the Warp Tile in the south-west corner.  
Proceed east past the pits and Crystal Orbs to the lone Warp Tile, entering 
it and returning to this room to reach the east door.
  When you enter the next room, use the Ether Medallion to freeze all the 
hostiles (this may take a couple of uses, since it's a rather large room) 
and proceed to the north of the room along the visible bridge.  Now, this 
next part is quite tricky since you must guide Link over a long invisible 
gantry in order to reach the right door.  If you get lost use the Ether 
Medallion to reveal the entire walkway for a few seconds, Hammering frozen 
foes for more Magic Power.  The route goes something like this:
  Go towards the north of the room and look for where the visible gantry 
ends with two pots.  JUST walk off the visible gantry here, so that Link is 
standing right next to where the pots were, and push a Staff Block south: 
when the Staff Block vanishes, it means you've come to the end of the 
gantry.  Generate another one east and push it until it vanishes, then go 
slightly south and then west until you make a long walk north (still using 
Staff Blocks to guide you).  When you reach as far north as you can, you 
need to go west for a bit and then south before going west again.  When you 
have a clear line of fire with the torch on the north-east ledge, use the 
Fire Rod to ignite the torch and make the entire walkway visible 
permanently.  Exit through the north-east door reached from the invisible 
gantry.

  There are two Bubbles in the next room, along with an orbiting energy 
sphere.  Bomb the weak floor near the chest (contains Arrows) and jump down 
the hole.  You will now have to battle the Armos Knights from the Eastern 
Palace, only the entire floor is slippery and it can be hard to get Link in 
the right place.  To repeat the battle plan against the Armos Knights:
  The Knights will start moving soon after you enter the room, first forming 
a large circle taking up most of the room and move clockwise, change 
direction to counter-clockwise, then move to the north part of the room to 
sweep down the entire room.
  The least dangerous means of attack is to hide in one of the south corners 
of the room until the Knights start their sweep, at which point you should 
pick off the Knights with your Silver Arrows.  If you can't wait that long, 
you can still attack the Knights while they're in circular formation; it's 
just a little more tricky to hit a moving target.  Each Knight takes one 
Silver Arrow to fall, but you can also use Spin Attacks.
  When only one Knight is left, he turns red and comes at Link trying to 
stomp on him.  The red Knight will be healed of any previous injuries when 
he changes colour.  Once the red Knight is down, exit via the north door for 
several chests containing, Bombs, Arrows and the BIG KEY.  Once you have the 
goods, go back to the Armos Knights' room and go out the west door.  Proceed 
straight up the stars in this next room to proceed, but Dash Attack the weak 
north wall for a room with some Faeries.

  After going up the stairs, you simply need to avoid the switchblades and 
Fire Snakes to reach the large chest containing the RED MAIL.  Go out the 
north door, then avoid the hostiles in the next room and go through the east 
door.  Open the chests for Arrows and Bombs and the south-east pot for a 
small Magic Decanter, but the south-west pot hides the switch you must hold 
down with a Staff Block to the next room.
  Here, use Magic Powder to get rid of the Bubble and don't try to avoid the 
attack from the Bunny-Maker.  Because of the Sword Beamer in the room, just 
keep running to avoid the Wallmasters and Magic Tiles.  Once all the Magic 
Tiles are gone, a chest with the Key to the west door will appear.  After 
going through the west door, you can go through the north door for some fun 
with Crystal Orbs, Birri, pink Stalfos and a Helmasaur or proceed south and 
through the west door for a bonus room.
  You must open the south door to proceed.  To get this done, rid the room 
of the Gibdos, pink Stalfos and Birri.  Not far from the switchblade are two 
blocks; push the south one from the west so it's in-line with the north one, 
clearing the path.  Now, return to the northern-most part of the room, use 
the Flame Rod to ignite the north-most torch, then go south and east along 
the moving floor and use the Lamp to ignite that torch.  Avoiding the 
switchblade, go south and use the Flame Rod to ignite the remaining two 
torches and go out via the south door.  Throughout this sequence, beware of 
the Wallmasters.
  On entering the next room, use the Ether Medallion to freeze the Gibdos.  
The Crystal Switch you need to trip is in the east part of the room, next to 
a moving floor.  Smash the Gibdos with the Hammer for Magic Power, then 
generate a Staff Block and throw it onto the moving floor.  When the Staff 
Block is next to the Crystal Switch detonate the block and the Switch will 
trip, allowing you to proceed to the west door gradually.  The pots in this 
room contain Bombs and Magic Power.

  Destroy the red and blue Crystal Orbs in this room (thanks to your 
powered-up Sword, the red Orb won't be too much trouble), then open the 
chests in this room.  It's best to open the north-west chest, containing the 
COMPASS, last because pits will appear when you do.  Enter the Warp Tile in 
this room to proceed.
  In the next room you'll encounter resistance from blue Birri and minor 
peril from the moving floor trying to push you into pits.  Hookshot the 
Birri when they're in your line of fire and walk straight across the moving 
floors to avoid falling in.  Step on the Star Tiles to clear the way east: 
after stepping on the second set of Star Tiles, backtrack a little to the 
northernmost set of pots, which contain a Key.  Proceed to the east door.
  Grab the hearts from the pots against the north wall in the next room, 
then activate the Magic Cape (or Staff of Byrna) and proceed south, getting 
onto the east platform quickly before the bridge collapses too far (if you 
fall down the abyss, exit the room and come back in again to reset the 
bridge).  Once you've turned west off the collapsing bridge and avoided the 
guarding Crystal Orb, deactivate your item and go around to the west door.
  Reaching the Warp Tile guarded by the Crystal Orb in the next room 
involves pulling the statue south to reveal the Star Tile; pull the statue 
as far south as you can, then push it west in order to step on the tile and 
reveal a bridge.  Enter the Warp Tile for the next room, guarded by Birri; 
igniting the torch in this room reveals an invisible gantry you can use to 
reach the door in the far west of the room.  Go through the door to return 
to the invisible gantry room you went through to find the Big Key; follow 
the visible gantry to the north-west door, taking out hostiles where 
appropriate, and enter the next room.  When in the next room, go through the 
north door and then go up this next room's north stairs.

  You'll find yourself back in the Tower's first room.  Go up the centre 
stairs (on the platform) to come to a room with a Bubble, several Mimics, 
Crystal Switch and blocks and a spiked floor.  Take out the Bubble and 
Mimics as necessary, then use the Boomerang to hit the Crystal Switch and 
manipulate the blocks so you can safely cross the spiked floor.  The door 
needed to proceed is in the south-west corner and is opened by pushing the 
north-west block.  The pots in this room contain power-ups.
  After going through the south-west door, you'll come to a room with two 
red Mimics and some switchblades.  Pull the statue in this room to contain 
the north switchblade against the east door, then hit both Mimics with 
Silver Arrows to open the east door (free the switchblade to reach it).  In 
the next room you have to kill two more Mimics to open the north door and 
proceed, but beware the Beamos.  The next room you enter will contain 
nothing save statues of Ganon; go through the north locked door (opens with 
the Big Key).
  The next room is a bit of fun: go down the steps and as far north as you 
can, then use the Boomerang to trip the Crystal Switch (releasing a horde of 
switchblades).  The hidden Rocklops will come to life, so use your Arrows to 
take them out one at a time.  Lift the centre pot here to reveal the switch, 
step on it once and then stand just south of the Crystal Switch blocks, then 
use the Boomerang to trip it: time your toss so that it lands just as the 
visible switchblades drift behind the Crystal block barricade, trapping the 
switchblade horde in and making it easy for you to reach the steps.  After 
climbing the steps, exit via the north-east door.
  The next room involves crossing a bridge over an abyss while avoiding fire 
from a horde of rock-throwers from the walls.  The only guaranteed way of 
doing this is under the protection of the Magic Cape or Staff of Byrna.  
When you reach the end of the bridge, go north to reach the stairs and 
proceed or south for a bonus room: Dash Attack the two blocks from the 
south, and Link's momentum from the crash will carry him over the abyss and 
to the platform.  Bomb the weak south wall and enter for your prizes, 
returning to the main route by using the Hookshot to grapple the blocks you 
collided with.

  Destroy the two Stalfos and Monsters (last seen in Blind's Hideout) to 
open the west door and proceed.  The next room involves destroying the three 
pink Stalfos while avoiding fire from Beamos (who are on a moving floor, so 
watch out) to open the south door and proceed.  Unleash the Bombos Medallion 
in the next room to kill all the hostiles here with minimal risk to your 
Life Meter.
  While avoiding the moving Beamos head for the south door and, in the next 
room, use Bombos magic again to quickly take out the foes and, being careful 
of the switchblades along the slippery floor, go for the south door and use 
Bombos magic yet again to take out your foes quickly and safely and reach 
the door (use the Boomerang in all of these rooms to grab any goodies your 
foes leave behind).  Dash straight through the next room to avoid the 
Bunny-Maker.

  In the next room you must battle with the Lamolas, only now there's a red 
beam launcher in the south-west corner of the room.  To repeat the attack 
plan to use against the Lamolas:
  You must face off three sand worms who burrow their way out of the sand, 
float about in a random direction for a random amount of time, then hide 
again.  When a Lamola emerges it throws four rocks, one in each north, 
south, east and west direction; if there is only one Lamola left, he'll 
throw rocks along the diagonals as well.  The Lamolas will only be injured 
if you hit them in the head.
  Make your attack on a Lamola when he first emerges, using two basic Sword 
strokes to make the Lamola fall.  Remember not to stand in a place where you 
could be hit by the rocks they throw; if you're on the last Lamola, stand a 
little further away from where the worm is emerging to help prevent damage.  
Remember to look out for the red beam launcher.
  Once the last Lamola is down, go out via the north door.  The next room 
holds some goodies in the pot you can collect undisturbed before going up 
the north stairs.

  In the next room, wait for the Wizzrobes to fully materialise and then use 
Ether magic to kill them all in one stroke and see in what direction the 
invisible gantry goes.  The Wizzrobes will more than likely drop goodies you 
can also use to help guide you along the invisible bridge to the south door. 
  The next room sees you trying to reach the north-east door while avoiding 
Eyebeams and Moblin soldiers; just walk straight through the room, avoiding 
or killing the Moblin where necessary.
  The following room is simple enough; while avoiding the switchblade and 
being mindful of the moving floor, kill the four Wizzrobes and go through 
the door.  You'll come to a room where you must reach the north-east door 
while running against the collapsing bridge and Moblin section.  The 
quickest way to the door is to walk on the west moving platform, stunning or 
killing the Moblin as you near the door.
  In the following room you must ignite the four torches to proceed.  The 
most efficient way is to stand near the Fire Bar (time your movement to 
avoid it) and use the Fire Rod to ignite the north and east torches.  Walk 
west and use the Lamp to ignite the nearby torch, then proceed south and 
east along the ledge and use the Lamp to ignite the final torch and go 
through the door.
  The next room contains several Eyebeams and the east pot holds a large 
Magic Decanter.  Continue moving to avoid the Eyebeams and climb the stairs 
from the north to reach the next room.  You must ignite the four torches 
here before the bridge collapses: use the Fire Rod to first light the 
south-east then south-west torches, then go to the room's north door and, 
watching out for the energy spheres, use the Fire Rod to ignite the two 
north torches and open the north door.

  Being wary of the spiked floor, Ether and Hammer the two Helmasaurs for 
the Key to the door and open the chests for Bombs.  In the next room you 
must Bomb the weak south wall while avoiding the large and small 
switchblades, but there's a catch: the floor is moving where the Bomb must 
be placed.  However, if you can avoid the switchblades and place a Bomb ON 
the cracked wall, it will be unaffected by the moving floor.
  Before you do anything in the next room, wait for the Bunny-Maker to move 
and it will dissolve itself when it hits the Crystal Switch blocks.  While 
the Bubble is still contained, sprinkle it with Magic Powder.  Now, while 
avoiding the orbiting energy sphere, trip the Crystal Switches to get the 
goodies from the pots and the Key from the chest.  Go through the south door 
and you'll have to fight the giant worm Mouldrum again.

  The main danger during the battle is being pushed off the battlefield and 
down to the previous floor; the room you'll land in is very big, the floor 
is spiked in areas, and the room is patrolled by a Bubble and several 
Wizzrobes.  Head for the north-east corner of this room to find the stairs 
back to Mouldrum.
  Mouldrum can only be injured by hitting him in the tip of his tail (it's 
white, unlike the rest of him).  When you hit Mouldrum with a basic Sword 
stroke his movement will speed up, making him more dangerous.  If you can, 
while Mouldrum's tail is retracted after your attack, get behind him and 
wait for his vulnerable tail to become visible and attack him again.  One 
hit after Mouldrum has speeded up will kill him.
  After Mouldrum is down, a chest will appear in the south-east corner of 
the room.  Grapple it with the Hookshot to proceed (the chest contains a red 
Rupee), then go west and push the blocks out of the way to proceed.  The 
easiest way to get through the next room is to don the Magic Cape (for 
immunity from hostiles and bumpers) and Dash through to the north of the 
room to the stairs.  In the final room, you simply have to follow the blue 
carpet to the locked door that opens with the Big Key.

AGAHNIM
  The wicked wizard follows the same basic attack pattern as before: he'll 
fire orange energy bolts (flashing sphere with a tail) or blue energy bolts 
(six small blue energy balls in a Star of David formation).  Agahnim becomes 
invisible between attacks, but you can tell where he'll appear by watching 
his shadow.  The only weapon you need for this fight is your Sword, but 
strangely enough the Bug-Catching Net works just as well!
  Agahnim doesn't fire lightning from the centre of the room, so don't worry 
about where he stands.  Agahnim will create two phantasms of himself during 
this battle, who are darker than the real Agahnim.  The phantasms are immune 
from all attack, but if they fire orange energy bolts you can reflect them 
onto the real Agahnim to cause him damage.
  The best tactic to use for this battle is: stand opposite the real 
Agahnim, in a position where you are also opposite the clones as much as 
possible.  Your three opponents will all fire in quick succession, so when 
they attack reflect their magic back onto the true Agahnim.  You don't have 
time to worry about aiming or what the Agahnims launch, so just worry about 
reflecting what bolts you can onto Agahnim.  A well-stocked Life Meter can 
out-last them.
  After Agahnim has fallen for good, Ganondorf Dragmire will rise from the 
corpse and flee for the Pyramid of Power.  Link, summoning a bird using his 
Flute, will follow him.

***PYRAMID OF POWER***
REQUIREMENTS: Golden Sword, Bow and Silver Arrows, Lamp OR Fire Rod, reserve
              Life and Magic power

STORY
  After Link defeats Agahnim for the second time, Ganondorf Dragmire reveals 
his true form and transforms into a bat, fleeing for the Pyramid of Power.  
The moment of truth has come.

GETTING THERE
  Reaching the Pyramid of Power is easy enough, as is working your way to 
the top of the Pyramid.  Jump through the large hole in the pyramid's summit 
to enter.

PYRAMID INTERIOR
  Upon entering the Pyramid of Power, you do not need to traverse any 
corridors; you jump straight into the final battle.  Ganon will say a quick 
dialogue and promises your destruction before the battle is underway.

  At first, Ganon spins his trident and throws it within a wide arc.  He 
then teleports across the screen, materialising to catch the trident before 
repeating the attack.  The trident is easy to avoid and by watching how 
Ganon vanishes it is possible to predict where he will reappear.  Strike him 
five times with a basic sword stroke.
  Ganon now generates a circle of flames.  They expand once and then 
retract, and when they next expand they transform into bats.  The bats and 
flames cannot be harmed, only avoided.  The circle, however, is not exactly 
on Ganon but slightly off-centre, making it possible to strike him when the 
flames are retracted without being harmed.  The bats can be avoided by 
walking in a straight line, though the basic flames can be harder to avoid.  
Strike Ganon five times with a sword stroke.
  Ganon now uses a spiralling fire demon, repeatedly warping across the 
screen.  Avoiding the demon can be tricky; its flames cover a large area and 
linger for a few seconds.  Also, Ganon will warp away again if you are 
within sword range when he first materialises, making it annoyingly 
difficult to land a blow.  When you finally do land a blow, Ganon jumps and 
causes part of the room's outer layer to collapse; falling into the hole 
means leaving the Pyramid of Power by a lower exit and having to restart the 
battle!  Strike Ganon four times with basic sword strokes; it is possible to 
hit him and make him warp away before he launches the demon.
  Ganon now uses a "secret technique of darkness"; the two torches at the 
bottom of the room are extinguished, and Ganon becomes invisible as he 
launches a fire demon.  Use the Fire Rod or Lamp to light the two torches.  
Both torches must be lit; if only one is lit, Ganon will be visible but not 
vulnerable.  The fire demon travels in one direction only and its flames do 
not linger, and it is easily avoidable if Ganon is kept visible.  Ganon will 
be blinded for a moment when you light the torches.
  Strike Ganon once with a basic sword stroke, at which point he is stunned 
and turns a bright blue.  Now launch a Silver Arrow in his direction, which 
must connect while he is still blue.  If the torches go out while Ganon is 
blue, he will still be vulnerable.  It is possible to hit Ganon with two 
Silver Arrows before the room begins to dim again, at which point you need 
to re-ignite the torches.  After Ganon is struck with four Silver Arrows, he 
will be totally destroyed and the door to the Triforce will open.


====SHOPS AND WARES====
  Scattered throughout both Hyrule and the Dark World are stores with many 
useful items to sell.  Although most of these shops a situated within a 
building of their own, some daring salesmen venture into caves at Death 
Mountain to sell their items there.
  The shops of one world usually sell the same wares; these 'standard' shops 
are called Goods Shops.

***HYRULE***
GOODS SHOP
  Hyrule's Standard Shops are located: in the hut west of Kakariko Inn, on 
the north-west shore of Lake Hylia (the cave), and in the east twin cave in 
the western area of Death Mountain.
LIFE MEDICINE: 150 Rupees and you need an empty Bottle to buy it.
BOMBS: 10 Bombs for 50 Rupees.
HEALING HEART: One restored heart in your Life Meter for 10 Rupees.

MAGIC SHOP
  The Magic Shop is located in Hyrule's north-east area, along Zora's River. 
  You need an empty Bottle in order to buy anything from this shop, and by 
talking to the shopkeeper you'll get your Life Meter fully refilled.
LIFE MEDICINE: 120 Rupees
MAGIC MEDICINE: 60 Rupees
CURE-ALL MEDICINE: 160 Rupees

***DARK WORLD***
GOODS SHOP
  The Dark World's Standard Shops are located: in the house along the Dark 
River, in the house blocked by purple stakes in the Village of Outcasts, in 
the house in the far north between Death Mountain and the Skeleton Forest
LIFE MEDICINE: 150 Rupees and you need an empty Bottle to buy it.
BLUE SHIELD: 50 Rupees, but you can't have a Shield of your own if you want 
to buy it.
BOMBS: 10 Bombs for 50 Rupees.

ISOLATED SHOP
  The Isolated Shop is the north building between the Village of Outcasts 
and the Pyramid of Power.  Enter the shop by jumping over the fences that 
otherwise obstruct entrance.
RED SHIELD: 500 Rupees, but you can't buy this item if you already have the 
Red or Mirror Shield.
BEE: 10 Rupees and you need a Bottle to put it in.  You can only buy it from 
this shop.
ARROWS: 10 Arrows for 30 Rupees.  You can only buy them from this shop.

BOMB SHOP
  The Bomb Shop is located just north of the Swamplands, in the building 
that corresponds to Link's House in Hyrule.
BOMBS: 30 Bombs for 100 Rupees.  This is the cheapest place to buy Bombs.
SUPER BOMB: 100 Rupees.  You can only get this item if you have cleared the 
Ice Lake Cavern AND Misery Mire.

MOUNTAIN SHOP
  The Mountain Shop is located in the east twin cave in the west area of 
Death Mountain.
LIFE MEDICINE: 150 Rupees and you need an empty Bottle to buy it.
BOMBS: 10 Bombs for 50 Rupees.
HEALING HEART: One restored heart in your Life Meter for 10 Rupees.


====WEAPONS AND EQUIPMENT====
  If an object is located within a dungeon, directions to that item are not 
given here; look at that respective dungeon's walkthrough to find the item.

***ITEMS***
STANDARD EQUIPMENT
  Standard equipment does not use any Magic Power, but may have a limited 
amount of ammunition.
BOW: Located in the Eastern Palace, the Bow is used to fire Arrows (thus is 
useless without Arrows).  At first you can only carry 30 Arrows, but for 
every 100 Rupees you throw into the Pond of Happiness this will increase by 
five.  When your Arrow stock reaches 60, the next 100 Rupees will bring your 
Arrow stock to its absolute limit of 70.  It takes 700 Rupees to fully 
upgrade your Arrow stock.
WOODEN ARROWS: The basic projectile fired by the Bow.  If you don't have the 
Bow, you can't use Arrows but you can still carry them.  You can only fire 
Arrows in four directions, but they are powerful weapons.  Arrows can be 
found in pots, treasure chests or under rocks and bushes, or purchased from 
the Isolated Shop.
SILVER ARROWS: These are Arrows made of silver and will defeat enemies with 
a single shot.  They have the same restrictions as Wooden Arrows, but shine 
very nicely.  To upgrade your Arrows, destroy the weak wall at the Pyramid 
of Power with the Super Bomb.  Throw your Bow in the Mysterious Pond and 
admit to the faerie you threw it, who will enchant all Arrows you carry now 
and in the future.
BOOMERANG: Located in Hyrule Castle, this object has limited range and can 
be thrown in one of eight directions (hold the direction you want to throw 
on the Control Pad for a diagonal throw).  The Boomerang stuns most enemies 
for a period of time, but will damage weaker foes.  You can also use it to 
retrieve items from a distance.
MAGICAL BOOMERANG: Throw the standard Boomerang into the Waterfall of 
Wishing and admit to the Faerie Princess you threw it in.  Your weapon will 
be enchanted, having near-unlimited range and travelling faster.  This is 
perhaps the best general weapon of the game.
HOOKSHOT: Located in the Flooded Palace, the Hookshot has the same effects 
as the Boomerang only it's stronger and has a greater range, but can only be 
fired in four directions.  Link is invincible while using the Hookshot, and 
you can grapple its hook to trees, treasure chests, lamps or other wooden 
objects to cross chasms.
BOMBS: These explode to destroy weak walls and floors as well as enemies, 
but will also damage Link.  Bombs can be purchased from shops or found under 
rocks, bushes or treasure chests as well as taken from defeated enemies.  
You can also pick up a placed Bomb and throw it using the A Button.  At 
first you can only carry 10 Bombs, but by throwing 700 Rupees into the Pond 
of Happiness you can carry an absolute maximum of 50 Bombs.
SUPER BOMB: After completing the Ice Lake Cavern and Misery Mire, you will 
be able to purchase this from the Bomb Shop for 100 Rupees.  The Super 
Bomb's only use is to destroy the weak wall at the Pyramid of Power; press A 
or jump off a cliff to plant the Bomb.  The Super Bomb will ONLY damage the 
Pyramid and no other object or creature.
MAGIC MUSHROOM: Sweet-tasting and smelling of rotten fruit, these Mushrooms 
are found slightly east of the entrance to the Master Sword's Grove in the 
Lost Woods.  Give them to the witch just outside the Magic Shop so she can 
make Magic Powder.
MAGIC HAMMER: Not very magical, but very useful in smashing wooden stakes, 
the purple obstacles with faces and, of course, enemies.  Located in the 
Palace of Darkness and necessary to access certain parts of Hyrule and most 
areas of the Dark World.
SHOVEL: Having limited use, you will gain this by agreeing to find the Flute 
Boy's favourite instrument; speak to him at the Dark World's Haunted Grove.  
To find the Flute, return to Hyrule's Haunted Grove and travel to the 
north-west corner of that location.  Dig along the flowers to find it.
FLUTE: After recovering this from Hyrule and bringing it to the Flute Boy, 
return to Kakariko Village's weathercock.  Play the Flute to the wooden bird 
and a live duck will be released.  Whenever you play the Flute again in 
Hyrule's overworld (not in houses or caves), the duck will transport you to 
one of eight locations in Hyrule.  They are:
1  Death Mountain, near the exit of the cave used to reach that area;
2  Magic Shop;
3  Kakariko Village weathercock;
4  Link's House;
5  south of the Eastern Palace;
6  the Desert of Mystery's south-west corner;
7  Swamp Ruins;
8  Lake Hylia's south-east shore.
BUG-CATCHING NET: Use this to catch Bees and Faeries to store in Bottles.  
Gain this by talking to the sick kid who lives in the house just north of 
Kakariko Tavern.  You can't get this item without at least one Bottle.
BOOK OF MUDORA: A green book sitting high on a shelf at Kakariko Village's 
House of Books.  Use a Dash Attack to knock it off the shelf.  This Book 
details the written language of the ancient Hylia; basically, if you find an 
inscription that doesn't make any sense, use this book to understand what it 
means.
MAGIC MIRROR: The first time you venture into the Death Mountain entrance 
cave, you must guide an old man through the tunnels.  In return, he will 
give you the Magic Mirror so you can return to Hyrule from the Dark World, 
or return to the entrance of a dungeon at any time.

BOTTLES
  There are four bottles you can find:
•  For 100 Rupees, the merchant at Kakariko Village will sell you one.
•  Head for the north wing of Kakariko Inn, where there's a hidden entrance.
   There's a chest in this room containing the Bottle
•  At the north-east corner of Lake Hylia is a river leading north.  Swim up
   this river (requires Zora's Flippers) and under the stone bridge to find 
a
   man camping out.  Speak to him to receive the Bottle.
•  Enter the Dark World and travel to the location equal to Hyrule's
   Blacksmith (requires the Titan's Mitt).  There's a purple chest here that
   you cannot open but carry.  Return to Hyrule and carry it to the 'average
   middle-aged man' standing next to a sign near the Desert of Mystery (can
   use the Flute).  Promise not to tell he used to be a thief and he'll open
   the chest, revealing the final Bottle.

  You can put the following items into Bottles:
BEE: These can be purchased or found in bushes and trees (use the 
Bug-Catching Net to get them).  Release them and they'll attack enemies.  
Beware: if there are no more enemies to attack, the Bee will start to attack 
you!
GOOD BEE: A very rare bug, travel to the ice cave east of Lake Hylia.  Enter 
through the main entrance (not the route to the Ice Rod) and use a Dash 
Attack to reveal the Good Bee.  Catch him with the Bug-Catching Net; when 
released, the Good Bee will attack enemies but will wait to be recaptured 
rather than attack Link.  You can sell him to Kakariko Village's merchant 
for five red Rupees.
FAERIE: Faeries can be found at Faerie Fountains or hidden in trees and 
bushes.  Catch it with the Bug-Catching Net, then release and grab it for 
seven Healing Hearts.  Keep Faeries bottled, though; when you die, the 
Faerie will escape and heal you so you can pick up exactly where you left 
off.
LIFE MEDICINE: Use this to instantly restore Link's Life Meter to full 
strength.  It can only be purchased from shops.
MAGIC MEDICINE: This fully recharges your Magic Meter.  Purchase it from the 
Magic Shop or throw an empty Bottle into the Waterfall of Wishing or 
Mysterious Pond and admit to the faerie you threw it in to get the Medicine 
for free.
CURE-ALL MEDICINE: This can only be purchased from the Magic Shop, but fully 
recharges both Life and Magic Meters.

MAGICAL EQUIPMENT
  These items use up your green Magic Meter in various amounts.  Experiment 
with each item to know how much Magic Power it consumes, and its various 
effects.
  If you have the Hammer and Magic Powder, you can halve the amount of Magic 
Power consumed with each use.  Travel to the Blacksmith's Forge and jump 
into his well.  Head through the north door and put Magic Powder in the 
cauldron; an indecisive spirit will then increase the Magic Meter's 
efficiency.
MAGIC POWDER: After giving the Magic Shop's witch a Magic Mushroom, return 
after a time and you can get a sack of Powder by entering the Magic Shop and 
pressing A next to the sack.  Magic Powder yields Faeries when sprinkled on 
Bubbles, and has unpredictable effects on other objects.
FIRE ROD: Located in the Skeleton Forest's tunnels, this Rod burns enemies 
and ignites torches from a distance.  It eats through your Magic Meter like 
there's no tomorrow, though.
ICE ROD: This freezes most enemies, so you can carry them around and use 
them as weapons.  Strong enemies are unaffected, but weak enemies will be 
killed by the Rod.  Find it by travelling to the east shore of Lake Hylia; 
there's a cave entrance there, but to the west of that entrance is a weak 
wall.  Blow it with a Bomb and enter the cave to recover the Ice Rod.
BOMBOS MEDALLION: This item has the same effects as the Fire Rod, only it 
incinerates every enemy on the screen.  Recovering it requires the Master 
Sword (or better) and the Book of Mudora; enter the Dark World's Swamplands 
and travel west towards the Swamp of Evil.  There's a series of purple 
stakes here, which mark where a cliff stands in Hyrule; stand within these 
stakes and return to Hyrule.  Translate the runes with the Book of Mudora 
and you're in business.
ETHER MEDALLION: This is basically the same as the Ice Rod, only it can 
freeze stronger enemies and works against all foes on-screen.  It also 
reveals hidden walkways for a few seconds.  Locate it by climbing Hyrule's 
Death Mountain to the Tower of Hera; west of here is a bridge leading to a 
monolith.  The monolith's runes, when translated with the Book of Mudora, 
call for you to hold up the Master Sword.
QUAKE MEDALLION: Interestingly, this turns most on-screen enemies into 
living turnips (like what would happen if you sprinkled them with Magic 
Powder).  Find it by travelling to the Lake of Ill Omen in the Dark World, 
where there's a circle of stones; throw a rock, bush, or some other object 
into the circle and the annoyed amphibian will give you the medallion.
LAMP: This is found in Link's House (or in certain chests in Hyrule Castle 
if you don't pick it up immediately).  It allows you limited vision in dark 
areas and you can use it to ignite torches.
STAFF OF SOMARIA: Located in Misery Mire, this staff creates blocks you can 
push or carry.  You can also detonate the Blocks using Y (enemy-damaging 
energy beams will result from the shatter) or use them to damage enemies 
(although Staff Blocks detonate after touching an enemy five times).  You 
can also use the Staff to hold down switches, or create platforms in Turtle 
Rock.
STAFF OF BYRNA: Upon activating this staff, a beam of energy will not only 
protect you from all attack, but will damage any enemy who touches it.  
Press Y again to deactivate the Staff, because it uses Magic Power for as 
long as it's on.
  Find the Staff by entering the Magical Transporter near Spectacle Rock.  
Immediately travel south to reach a hidden cave.  Knock the obstacles down 
with the Hammer, but make sure you have plenty of reserve life energy (or 
the Magic Cape and reserve Magic Power) so you survive the gauntlet of 
spikes.  The large block at the end can be lifted with the Power Glove.
MAGIC CAPE: Use Y to activate and deactivate the Cape, since it uses Magic 
Power for as long as you wear it.  Wear it and you become intangible, making 
you both invincible and able to pass through the blue bumpers.  You'll find 
it by going to the headstone at Hyrule's Graveyard that's blocked by dark 
rocks.  Reach the grave using the Titan's Mitt or warping there from the 
Dark World, then use a Dash Attack to reveal the Cape's cave.

***EQUIPMENT***
SWORD
  The Sword is the main means of attack and is wielded using the B button.  
Hold B to hold the Sword in a ready position; hold B for a couple of seconds 
to charge a Spin Attack, executing the Spin by releasing B.  When you 
release a Spin Attack, Link will swing the Sword 180º before executing the 
360º spin; this half-swing is still dangerous to enemies.  If you have the 
Master Sword or better and your Life Meter is full, a beam will be launched 
from the blade that can cause the enemy damage.
FIGHTER'S SWORD: Link's uncle will give you this early in the game.  You use 
this during the game until you can find a better one.
MASTER SWORD: Able to repulse even the magic of the Triforce, you must have 
the Three Pendants of Virtue before you can recover this sword.  To find it, 
enter the Lost Woods from the entrance near the Lumberjack's House and 
travel west, then south down the first log.  Go slightly west and north 
through the next log, then west and north through another log, west and 
south through a third log, then west and north through the final log.  You 
will now be at the Master Sword's grove; stand on the pedestal and use A to 
recover it.
TEMPERED SWORD: The blacksmith working at Kakariko Village can improve the 
Master Sword, but he needs his partner to do it; find him by travelling to 
the place equal to Kakariko's House of Books in the Dark World and guide him 
to the forge.  Return again and the two blacksmiths will temper the Sword 
for 10 Rupees; give them your blade and return after a time.  Remember that 
you won't have your Sword for a while, so you won't be able to use any 
Medallions or any attack requiring the Sword.
GOLDEN SWORD: Destroy the weak wall at the Pyramid of Power and throw the 
Tempered Sword into the Mysterious Pond.  Admit to the Faerie you threw it 
in and she'll enchant it, causing most foes to fall after only one hit from 
your Sword.

SHIELD
  The Shield is the main form of defence and automatically protects you from 
frontal attacks.  By drawing your Sword, the Shield will be held at an angle 
of 90º from Link's face; use this fact to help angle the Shield.
BLUE SHIELD: Link's uncle gives you this, but you can also purchase it from 
Dark World shops if a Like Like swallows it.  It protects you from arrows, 
spears and rocks, but hostiles known as Like Likes will look on this
like it was Meals on Wheels.
RED SHIELD: You can purchase this from the Isolated Shop in the Dark World, 
but you can also get it from the Waterfall of Wishing by throwing the Blue 
Shield in and admitting to the Faerie you did so.  It protects you from red 
energy beams, but may be swallowed by Like Likes.
MIRROR SHIELD: Found in Turtle Rock, this Shield protects you from many 
types of energy beams and cannot be swallowed by Like Likes.

ARMOUR
  Armour is your last line of defence; the stronger the armour, the less 
damage you sustain.
TUNIC: Link's green tunic is all he has at the very start of the game and 
offers no protection whatsoever.
BLUE MAIL: Found in the Ice Lake Cavern, this reduces damage you take by 
25%.  It also gives Link a brand new look.
RED MAIL: Located in the Tower of Ganon, this again changes Links appearance 
as well as reducing damage sustained by enemy attack by a further 25%, so 
you take half the damage you would have if you had the Tunic.

LIFTING
  At the start of the game you can only lift bushes, signs and pots.  In the 
Dark World, pots and rocks are in the shape of skulls.  When you increase 
your lifting strength, you can carry rocks but not boulders.
POWER GLOVE: Found in the Desert Palace, it allows you to lift up light 
green rocks and boulders.  You can also use it to lift up grey blocks inside 
certain dungeons.
TITAN'S MITT: Located in Blind's Hideout, this yellow version of the Power 
Glove allows you to lift dark green rocks and boulders.

***OTHER EQUIPMENT***
ZORA'S FLIPPERS: These items allow you to swim, and cost a mere 500 Rupees 
from Zora the Man-Fish.  Find him by travelling east of the Magic Shop and 
continuing along.  You'll be able to hear his waterfall as you get close; 
follow the shallow water to Zora, taking the southernmost turn-off when you 
reach the junction.
PEGASUS BOOTS: Handed down by one family of the Seven Wise Men, these sturdy 
shoes allow you to execute the Dash Attack.  Hold A for a second to charge 
the Dash, during which time you can change the direction you face with the 
Control Pad.  Press the Control Pad in a different direction to stop 
running, or if you hit a wall or obstacle you'll be knocked backward onto 
solid ground.  Sahasrahla will give you these after you earn the Pendant of 
Courage.
MOON PEARL: A crystal orb that protects its holder from the power of the 
Triforce.  If you try to enter the Dark World without it, you will be 
transformed into a shape that reflects what is in your heart and mind (a 
pink bunny), as all citizens of the Dark World are.  As a bunny, you cannot 
use any items save the Magic Mirror.


====PIECES OF HEART====
  You start the adventure with only three hearts in your Life Meter; worse 
than useless for such a long adventure.  An extra heart container can be 
found in Sanctuary, and a further ten will be granted by defeating the 
keepers of the various dungeons.  This brings your total Life Meter to 14 
hearts; six more can be found by finding all 24 Pieces of Heart which are 
scattered throughout the two worlds.  Here are their locations:

In the north-western-most corner of Kakariko Village is a cave near a well.  
Jump into the well from above, and look along the north wall for a weak 
spot.  Blow it apart with a Bomb and enter the cave for the Piece of Heart.

Next to Sahasrahla's house is a small grey hut which used to be used by the 
thief Blind.  Go into the house's basement, and destroy the weak north wall 
with a Bomb.  Inside a chest is the Piece of Heart.

Near Kakariko Village's House of Books is a house where two brothers are 
feuding; one has sealed the door to his brother's room.  Blow open the room 
and you will be able to access a maze, where if completed within 15 seconds 
the supervisors will reward you with a Piece of Heart.  The required route 
is: north, second west, second east, diagonally south-west to just below the 
sign, then south over the fence and west to the goal.  Cyber Predator's 
record is nine seconds.

Enter the Desert Sanctuary; inside the room where Aginah is, Bomb the weak 
south wall.  Enter the hidden room with the Piece of Heart.

Enter the Desert Palace, and after emerging from the south-west corner of 
it, travel south along the plateau to reach the Piece of Heart.

West of Sanctuary, on a plateau, is a pile of five light-coloured rocks.  
Use a Dash Attack to reveal a cave entrance.

Reach Spectacle Rock, where two platforms can be reached by jumping off the 
ledge.  The western cave allows access is the entrance to a passage leading 
to a Piece of Heart.

Enter the Dark World and travel to the place equal to Spectacle Rock.  Use 
the Magic Mirror here to appear on top of Spectacle Rock, atop which lies 
the prize.

There is an entrance to the Lost Woods just north of Kakariko Village, near 
a Fortune Teller's House.  Enter through here and travel north, and you'll 
eventually reach a clump of nine bushes.  The middle one hides a cave 
entrance, inside which is a Piece of Heart

Climb to the summit of the Pyramid of Power, and gradually leap down the 
various levels until you come to the eastern-most point of the bottom level. 
  Along here is the Piece of Heart.

After purchasing Zora's Flippers, swim south and over the first waterfall.  
Then travel west until you find a green slope; travel up here to find the 
Piece of Heart.

Near the Lumberjack's house in the far north of Hyrule, the two Lumberjacks 
are working hard at felling a tree.  After defeating Agahnim for the first 
time, they disappear.  The tree they were working on has light-coloured 
leaves; hit it with a Dash Attack to reveal a cave entrance.

At the Ice Lake (west of the Ice Lake Cavern) is a circle of stones, where 
an island would be in Hyrule.  Stand in the shallow water inside this circle 
and use the Magic Mirror to warp back to Hyrule, where the Piece of Heart is 
within easy reach.

After draining the water around the Swamp Ruins in Hyrule, there will be a 
Piece of Heart waiting at the bottom of the pond.

South of the Dark World's Haunted Grove is a circle of bushes.  Stand within 
these and return to Hyrule, where a cave can be reached.  Enter the cave and 
push the blocks out of the way to reach the Piece of Heart.

Near the Graveyard in Hyrule is a cave, which doesn't seem to have a way to 
reach it.  However, enter the Dark World and at the corresponding spot is a 
ladder which leads to a dead-end.  Climb the ladder and use the mirror to 
appear on the platform cave, Bombing the weak north wall of the first room 
to reach the Piece of Heart.

In the foothills of the Dark World's Death Mountain, enter the cave which 
corresponds to Hyrule's Death Mountain entrance.  Traverse the chambers to 
the blue bumper which blocks the path.  Using the Magic Cape, you can pass 
the bumper and explore on to find the Piece of Heart.

In the north-west corner of the Village of Outcasts, there is a game where 
you can open two chests for 30 Rupees.  A Piece of Heart is randomly placed 
in one of the chests.

Remember the Piece of Heart gained by completing a maze within 15 seconds?  
At the location equal to that maze in the Dark World there is a game called 
the Treasure Field, which costs 80 Rupees to play.  If you're persistent, 
you'll unearth a Piece of Heart.

In the Dark World at the location equal to the Blacksmith's shop, there is a 
large number of purple stakes.  Hit them all with the hammer, and the tree 
stump will turn into a cave entrance.  Inside lies the Piece of Heart.

In the north-east corner of the Swamp of Evil, there is a cul-de-sac.  Stand 
near here and warp to Hyrule, where you'll arrive on a plateau near a large 
light-coloured boulder.  Lift it up to reveal a cave entrance, which 
conceals the prize.

East of the entrance to Misery Mire is a cave.  Inside a chest here lies a 
Piece of Heart, but you need to manipulate the blocks in order to reach it.

At the Dark World's Death Mountain, travel west of Turtle Rock.  There is a 
large boulder which conceals a cave entrance.  Enter the cave and walk north 
to reach an invisible bridge which can be crossed using the Staff of Somaria 
or Ether Medallion to guide you.  Bomb the weak west wall and go south 
through the exit, then use the Magic Mirror to find the waiting Piece of 
Heart.

In Turtle Rock is an exit in the same room as the chest containing the 
Mirror Shield.  Exit here and you'll find yourself on a narrow ledge.  
Return to Hyrule and you'll find yourself on a platform near a cave, which 
cannot be accessed any other way.  Destroy the green Mimics with your Sword 
and Arrows to enter the next room containing the Piece of Heart.


====CREDITS AND TAGLINES====
  Nintendo Magazine System's first four issues provided information on 
Kakariko Village, where to find items, how to get through Ganon's Tower and 
the Pyramid of Power, guides for the bosses, and the precise location of the 
secret passage into Hyrule Castle's grounds.  The sealed envelope included 
with the game also helped, and the hard-copy Hyrule map (also included with 
the game) was used as a reference when writing the overworld guides and 
walkthroughs for the Eastern and Desert palaces and the Tower of Hera.  The 
Nintendo Helpline told me how to get the Big Key from the Tower of Hera.
  After being impressed with the Bombs, The Big Daddy immediately guessed 
that to kill Stalfos Knights you need to Bomb them.  Acting on that guess I 
saw he was right, and so Pappa Bear taught me how to destroy Stalfos 
Knights.  (What further proof do you need of my final tagline?)

{signed}
Cyber Predator

123-926
"Anyone who seeks fame need only become familiar with all that I have 
achieved." - Claudius Galen
The Force will be with you, always