***====THE LEGEND OF
ZELDA: A LINK TO THE PAST====***
FAQ & WALKTHROUGH
VERSION 4.2
====CONTENTS====
INTRODUCTION
Version Information
Author's Note
It was a Dark and Stormy Night....
Event Sequence
FREQUENTLY-ASKED QUESTIONS
Waterfall of Wishing
Magic Meter Mayhem
Hard-to-find Items
Clearing Dungeons
Reproducing this Guide
Throwing Bombs
Running Short on Keys
Getting to the Tower of Hera
Spectacle Rock
Entering the Dark World
Hidden Quests
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
Chris Houlihan's Secret Room
Credits and Taglines
***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 knew that he'd just heard a young girl pleading for help, but he
wasn't sure if it was part of a dream or not.
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 had named Agahnim Chief Adviser as a reward. The dream made Link think of the rumours
that had circulated since Agahnim's promotion.
Scuttlebutt said that Agahnim had the Hylian Army under some kind of
hypnotic spell, using them to kidnap young girls from their homes for
strange magical experiments 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, which protected Hyrule from a Dark World. 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, who drew the greedy and
corrupt into the Golden Land to become members of his army of evil.
In time, the
army marched on Hyrule Castle to try and overthrow the King. The Hylian Army fought them off while the
Seven Wise Men, the finest magicians in Hyrule, sealed the Golden Land from
Hyrule. With the Golden Land sealed off
from Hyrule forever, Hyrule mourned its brave soldiers
and the siege became known as the Imprisoning War. 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
the wizard was trying to open the Seven Wise Men's seal.
Now Link was
certain there was more to tonight than just a strange dream and his uncle's
mysterious outing. Braving the
thunderstorm outside, he set out at once for Hyrule Castle.
***EVENT SEQUENCE***
I have a
slight aversion to writing a flat walkthrough for this game, since the game
itself is not linear; certain things have to be done/obtained before you can
access other parts of the game, but generally you can choose your own order of
things. So instead I have a detailed
look at each area in separate sections, and here is where the list of things to
do goes. Clearing the game involves 19
major steps:
1
Clear Hyrule Castle and
escort Zelda to Sanctuary. The game
says Kakariko Village is your next scheduled stop, but
it's not essential you visit there now.
2 Clear the Eastern Palace and visit
Sahasrahla at his hideout for necessary items.
3 Sweep Kakariko Village for any outstanding
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 en route, and clear the Tower of Hera.
6 Recover the Master Sword (and items and
Pieces of Heart) from the Lost Woods and clear Hyrule Castle's Tower.
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 the finest ending of any game available!
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 (called TOTAL GAMES PLAYED).
Remember that
this is only a recommended order: you can chop or change stuff as
necessary. Alex Green has sent in this
alternate sequence for completing the Dark World dungeons, which should make
life much easer.
1 Clear the Palace of Darkness, dungeon #1.
2 Clear Blind's Hideout, dungeon #4.
3 Obtain the Tempered Sword and Magic Cape.
4 Clear the Flooded Palace, dungeon #2.
5 Clear the Skeleton Forest, dungeon #3.
6 Clear Misery Mire, dungeon #6.
7 Clear the Ice Lake Cavern, dungeon #5.
8 Clear Turtle Rock, dungeon #5.
Clearing
Blind's Hideout early allows quicker access to the Titan's Mitt, and thus many
areas of the Dark World and numerous items.
Clearing Misery Mire before the Ice Lake Cavern means you get the Staff
of Somaria sooner, and so you can save on a lot of back-tracking in the Cavern.
Your game is
automatically saved when you reach the very end, but only if you have saved (by
dying or pressing SELECT) at least once during the game. Whenever you go to the Game Select Screen
after clearing the game, 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.
====FREQUENTLY-ASKED QUESTIONS====
Since
publishing this guide, I've received many e-mails asking common questions about
the game. I've pooled the answers to
those questions together to try and minimise the number of e-mails that people
need to send. Not that I don't like
e-mails, mind you....
***WHERE IS THE WATERFALL OF WISHING?!?***
The Waterfall
of Wishing is what gets the most questions, and it took me about six years
(LITERALLY!!) to find. You need Zora's
Flippers and the Power Glove to reach it.
You know where the Magic Shop is, along the river in the north-east part
of Hyrule? Go there. Now follow these directions: proceed east
past the bushes and lift the large boulder with the Power Glove. Go north, east and south around the plateau
and you'll come to some rock piles near a ditch (use a Dash Attack to knock
them away, or jump down the ditch and climb the ladder). After passing the rock piles, proceed east
to the wall and then go north until you come to the entrance to Zora's
Waterfall (the screen will stop scrolling).
DON'T ENTER Zora's Waterfall, but go west to the river and swim across
to the wall. Around here should be a
large waterfall: THAT'S IT!! THE
WATERFALL OF WISHING!! Swim through the
waterfall to enter a small cavern.
Approach the pond in this small cave and a dialogue box will appear,
asking you to throw something in. You
can throw the Blue Shield, Boomerang or empty Bottles into the pond. The Faerie Princess there rewards honest
travellers.
***HOW DO I ENHANCE MY MAGIC METER?***
There is a way
you can make your Magic Meter reduce at half the normal rate, effectively
doubling the amount of Magic Power you have.
To do so, you need the Hammer and Magic Powder. Travel to Smithy's Shop in Hyrule. To get there: you know Kakariko Inn? The big rectangular house in Kakariko
Village in Hyrule? Travel east from
there and keep walking until the screen refreshes. You'll come to a series of troughs, and if you can't see it yet
go slightly north for a house on a plateau with smoke coming out of the chimney. This is Smithy's Shop. Climb the steps to Smithy's door, but don't
enter the shop. Instead go east
and knock the obstructing stake into the ground with
the Hammer. The path allows you to jump
off the plateau and into Smithy's well.
When you're in the cave, go through the north door and sprinkle Magic
Powder into the cauldron. A
funny-looking genie will appear, quote some quotes and zap Link. When the ordeal is over, your Magic Meter
will be enhanced. Go south through the
door, then through the west door and through the tunnels to exit the cave.
***THIS GENIE REDUCED MY MAGIC POWER BY HALF!!***
OK, so you've
dived into Smithy's well and sprinkled Magic Powder on the cauldron. This funny genie zapped you, said "I
laugh at your misfortune! Now your
Magic Power will reduce by half!" and now there's this 1/2 sign on your
Magic Meter. How do you undo it? The bad news: you can't. The good news: YOU DON'T WANT TO REVERSE
IT!! The genie did you a favour! OK, so he's a little confused, but he did a
good thing! Your Magic Power will
reduce by HALF THE NORMAL RATE: in other words, when you use Magic Power, you
Meter reduces at half the rate it normally would. This effectively doubles the amount of Magic Power you have.
***I CAN'T SEEM TO FIND THIS ITEM. CAN YOU HELP?***
Of course I
can; that's what I'm here for! The
locations of all the items are listed under the WEAPONS AND EQUIPMENT section,
but below are the locations of the items that have been causing the most
trouble:
THE FLUTE
To obtain the
Flute, you must first obtain the Shovel.
To get the Shovel, enter the Dark World and head for the Haunted Grove
(that's the area enclosed by a semi-circle of bushes on the east side of the
Village of Outcasts; enter it from the south).
Perched on the log in the centre of the Grove is the Flute-Playing Boy:
remember we are in the DARK WORLD, NOT HYRULE!! Hyrule's Flute Boy just vanishes, but the Dark World's Flute Boy
is the one who'll talk
to you.
Now, once
you're talking to the Flute Boy in the Dark World's Haunted Grove, he will ask
if you can recover his Flute; answer yes and he'll give you the Shovel. Once you have the Shovel, step away from the
Flute-Playing Boy and use the Mirror to enter Hyrule's Haunted Grove. (If you didn't step far enough away from the
Flute-Playing Boy in the dark world, a cut-scene glitch in Hyrule will mean
you'll be transported back to the Dark World.)
Go into the north-west corner of the Grove, and dig along the flowers. Below is an ASCII map showing the exact
location (more or less):
NORTH-WEST SECTION OF HYRULE'S HAUNTED GROVE
Northern tree border
__________________________
| |
| |
______|
|______
|xxxxxx <====The Flute is
buried in the area marked by x
______|xxxxxx Little
flowers are growing there
Western |
tree |
border |______
|
|
When you dig
up the funny-looking blue thing, you have dug up the Flute. Recover it and return to the Dark World and
talk the Flute-Playing Boy, who will request a final tune; press Y to play the
Flute and the Flute-Playing Boy will be transformed into a tree (sob, sob).
The Flute is
used to summon a bird that will transport you to key locations in Hyrule. However, the bird is not immediately
activated; you must travel to Kakariko Village and play the Flute to the
weathercock to free the bird. Once the
bird is freed, play the Flute at any time while in Hyrule's overworld (ie; not
in houses, caves, dungeons, etc) to summon the bird for transportation. You cannot summon a bird in the Dark World.
TITAN'S MITT
The Titan's
Mitt is hidden within Blind's Hideout (the Dark World dungeon, not the deserted
building in Kakariko Village). You know
the room where you rescued the little blonde girl from prison? Exit via its west door, then keep going
through west doors until you come to the room the large chest. Knock the obstacles away with the Hammer and
open the chest, but remember to grab the thing and escape before the collapsing
floor cuts you off.
If these
quick directions aren't enough, try the walkthrough for Blind's Hideout for
directions that'll take you from the entrance to the dungeon to the chest
itself (eventually).
BOMBOS MEDALLION
The Bombos
Medallion is hidden within a monolith on a plateau within the Desert of
Mystery, but getting it requires some work in the Dark World. You know where the Flooded Palace is
situated in the Dark World? Travel west
from there and keep walking. As you
walk, you'll go through a series of passages reminiscent of the Desert of
Mystery's entrance. Eventually you'll
come to a dead end with a series of purple stakes towards the north; stand
within the stake semi-circle and use the Magic Mirror.
You are now
on a plateau in Hyrule. Travel west and
north until you come to the appropriate monolith. Use the Book of Mudora to translate the runes and the Bombos
Medallion is yours. (Aside: although
the text calls for you to hold up the Master Sword, you'll still get the
medallion if you have the Tempered or Golden Sword.)
QUAKE MEDALLION
This sucker
is located in the Lake of Ill Omen in the far north-east of the Dark
World. Where is the Lake of Ill Omen, I
hear you ask? Well, call up the Map
Screen and pay attention: see that river in the north-east of the Dark World,
the one that flows right next to Death Mountain? Head to that river and follow it to its source (the same route
you took when you went to meet Zora -- or get to the Waterfall of Wishing -- in
Hyrule). This is the Lake of Ill Omen.
On the lake's
shores is a sign warning you not to throw anything into the circle of
stones. Be a bad boy: grab a rock or
bush (or even the sign itself!) and walk through the lake's shallow water. Make sure you walk through the shallow water,
otherwise you'll lose whatever you're carrying. Once you've walked north-west as far as you can through the
shallow water, throw your item into the circle of stones. The annoyed little fishy there will give you
the medallion if you leave him alone.
If you throw
any more objects into the stone circle, the fishy will greet you with
pre-ignited Bombs and energy beam attacks.
***HOW DO I GET THE CRYSTAL FROM THE SKELETON
FOREST?***
Most
questions on this front relate to how to actually enter the Skeleton Forest, so
here's how to do it:
There's a
Magical Transporter to the Dark World hidden in the Lost Woods. To find it: head for Kakariko Village and go
as far west as you can. Now go north
and enter the Lost Woods; take the first east turn and keep walking. You'll exit the Woods and have to continue
south. Keep going (knock the stakes out
of the way with the Hammer) until you come to a light-coloured rock. Lift it up and there's your transport. Once you step through, travel north and
enter the Skeleton Forest.
Further
details are found in the Skeleton Forest walkthrough.
***HOW DO I CLEAR BLIND'S HIDEOUT (or this other
dungeon I'm stuck on)?*** I have a
complete and total walkthrough for every last dungeon of the game posted in
this guide. Consult that walkthrough to
see how to go from start to finish through that dungeon. If you're still stuck, e-mail me and I'll
offer more complete advice.
***CAN I PUT THIS GUIDE ON MY SITE?***
The golden
rule: ask permission first! Sites who
put a copy up without
asking break international laws. If you're worried, check the guidelines at
the top of the document.
The silver
rules: send me your site's URL and a contact e-mail address when
you ask permission.
I never grant permission without seeing your website
first. I need
a contact e-mail to put on the list to receive updates of the
guide. If the
contact e-mail changes or you close your site, make sure you
tell me!
Don't be
afraid if your site's in a language other than English. But make sure your e-mail's in English
(doesn't have to be perfect, just legible) because that's the only non-computer
language I speak! You'll note that on
the Copyright Info at the top of this document says you can't HTML-icise this
document. However, I have been known to
make exceptions; tell me why you want it in HTML and we'll see how we go.
***HOW DO I THROW BOMBS?***
Plant a Bomb,
then grab it with A and throw it by pressing A again. Remember that the fuse is still lit as you throw the Bomb!
***I'VE RUN OUT OF KEYS IN THE PALACE OF DARKNESS (or
Ganon's Tower)!*** Don't panic! Zelda games are always designed so that you
won't get stranded if you use keys in the wrong place. I've had several people miss keys in the
Dark Palace, so check its walkthrough to make sure you've grabbed every
key. One bloke has written in saying
that, in Ganon's Tower, you may run out of keys and not be able to proceed. This is the only time I've heard of this,
and I haven't run any experiments to try and check if this it's a true
glitch. Can anyone say "yay"
or "nay" on this matter?
***HOW DO I REACH THE TOWER OF HERA?***
The Tower of
Hera holds the red Pendant of Wisdom and is located atop Hyrule's Death
Mountain. Entering it, however, is not
so easy. By now, I imagine that you
have the Magic Mirror: if you do, skip this block and go to the next lot of
paragraphs. OK, you know where
Sanctuary is? Where Princess Zelda is
hiding? Well, from there travel west
until you're able to travel north.
Follow the east wall north until you come to a sign saying you need the
King's permission to enter Death Mountain.
With the Power Glove, toss the boulder away and enter the cave. Work your way east: there's a VERY narrow
passage that looks like a wall, but it's not.
Look carefully and you'll see a fine gap; go through that gap to keep
going east and meet with a lost old man.
The old man will ask you to take him to the top of the mountain. Go through the east door, then keep going
east until you hit the end, then go south and through the door. You're now out and about on Death Mountain;
follow the path to the first cave entrance and the Old Man will give you the
Magic Mirror before going into the cave.
With the
Magic Mirror in-hand, go into the cave the Lost Old Man is inside (when you
re-start a saved game and select START FROM THE MOUNTAIN CAVE, you'll start
there). Talk to the Old Man for full
health, then go north and through the door.
Now go south and through the door to a dark cave, then south again to
the exit.
You're on
Death Mountain again. Turn west and
execute a Dash Attack until you hit a solid wall; pointing north should be a
long ladder. Climb it to the top, then
turn east and keep walking until you reach a little blue tile. This is a Magical Transporter: enter it.
Once inside
the Dark World, go east slightly until you see the bully playing around. You see the pattern in the ground that looks
sorta like a pair of eyes staring at you?
Stand on one of the eye pupils and use the Magic Mirror. You should now be standing on top of
Spectacle Rock; jump off to the north and head north-east for the Tower of Hera
***WHAT'S THIS 'SPECTACLE ROCK' I KEEP HEARING
ABOUT?***
Spectacle
Rock is a landmark on Hyrule's Death Mountain.
After you climb the large staircase on the extreme left of the mountain,
travel right and you'll see it forming the north barrier of the track you're
currently on. Spectacle Rock looks something like this:
____ ____
/ \
/ \
/ \__/ \
|
|
|
__ |
\ /
\ /
\____/ \____/
***HOW DO I ENTER THE DARK WORLD?***
There are
nine points where Link can enter the Dark World throughout Hyrule. Their locations (and a quick description)
are given in the MAGICAL TRANSPORTERS section of the HYRULE guide.
***I'VE TRIED TO ENTER THE DARK WORLD, BUT I CAN'T GET
OFF DEATH MOUNTAIN!***
The Dark
World's Death Mountain is tricky; you can only enter or leave it via Magical
Transporters. If you want to access
other areas of the Dark World, you need to use the other warp points (see
MAGICAL TRANSPORTERS in the HYRULE guide).
A hint: after
defeating Agahnim at Hyrule Castle Tower, you can enter the Dark World via the
main entrance to Hyrule Castle's grounds.
***IS THERE A HIDDEN QUEST?***
When the
original Zelda came out back in 1988, there was a hidden quest you could access
by entering your name as "Zelda".
I've tried replicating that but, as far as I can tell, nothing in the
game changes in relation to the name you enter when you start the game.
The only
programmer-hidden thing in the game is the Houlihan Room, but its presence
doesn't depend on what name you enter (as far as I can tell).
***THE QUESTIONS THAT NEED ANSWERING***
Back in
Version 2, this heading was where I requested information on a mysterious Rupee
room. With REALLY BIG AND SPECIAL
THANKS!! to aldorug and Nicholas Harvey (more info in the Credits section),
that mystery has been solved! Read all
about it in the section marked CHRIS HOULIHAN'S SECRET ROOM. However, that doesn't mean there are still
outstanding questions about the game.
They may be trivial questions, but they still need answers!!
1. Is there really an out-of-keys glitch in the design
of Ganon's Tower? Someone wrote in saying he'd run out of keys in the Tower of
Ganon, but I'm not sure if that was just because he missed keys or if it's
really possible to take the wrong route, run out of keys and be unable to
proceed.
2. How do we access the Houlihan Room from the Pyramid
of Power? That's how Cyber Predator
first found the thing a many year ago, but the only way we can get there is via
Hyrule Castle.
====HYRULE====
***HYRULE CASTLE***
At the very
start of the game you will be woken from your sleep by 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 obeying him would spoil the entire game! The chest inside your house holds the Lamp
(if you don't pick it up right away, the other chests within Hyrule Castle that
usually hold blue Rupees will have it instead).
Outside, you
will find yourself in the midst of a raging storm. All routes
going around Hyrule are blocked by 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; go straight up
the steps and out the door to proceed, but by heading east you'll to come to a
chest and some pots (and a couple of enemies) holding 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: soldiers with narrow, broken swords won't harm
you unless you touch them, but soldiers with large swords will give chase if
they see you. Green soldiers take two
basic sword strokes to fall, while blue ones 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 a
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. Head right along for a pub
brawl if you like, but look along the north wall and you'll see some steps;
climb up them and backtrack slightly to reach a gantry going south, then follow
the path. When you reach the next
steps, keep heading north for the door and you'll have avoided any fighting.
Anyway, after
go through the door you'll come to a room with both a locked door and a sealed
door, guarded by a green guard. Kill
the guard and the sealed door will open; enter it and kill the blue guard, grab
the Key and the BOOMERANG from the small chest. Go back to the previous room and through the locked door.
The next
couple of rooms are all but deserted, and serve only for taking you to the
bottom level of the castle.
You will now
have reached the prisons. Soon enough
you'll encounter a green guard; bump him off and go into the open cell and pick
up a pot. Carry the pot out of the cell
and to the east, and you'll encounter the Ball and Chain Trooper in black
armour. Toss your pot at the B&C
Trooper, then backtrack and grab another pot and a second hit will defeat
him. Aiming is fairly easy, but if you
miss one shot there's a third pot. If
you run out of pots, charge a Spin Attack at a distance, then stun B&C with
the Boomerang and strike him, retreat and repeat until he's down.
When the
B&C Trooper is dust, he'll drop the BIG KEY. Grab it and open the locked cell and approach Zelda (inside her
cell is a chest with Rupees). Zelda
will tell you to return to the first floor: specifically, you must return to
Hyrule Castle's first room.
To repeat:
from Zelda's cell go west to the stairs, then go up through three empty rooms
until you can walk south through the castle.
In the room with green guards, ignore them and walk south and up the
steps; head east and north along the gantries to quickly and safely get through
the abyss room. Ignore the blue guards
as you keep heading north through the last of the abyss room and the room where
you got the map until you reach the stairs leading up.
You're now on
the first floor, with amber walls and the pouring rain audible.
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 up the steps and 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 to shine some light on the
subject. 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 to the door.
Ignite the
torch in the next room to see just how many serpents dominate the room; kill
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 -- see OUT & ABOUT IN
HYRULE). 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 immediate story. Be sure to get the Heart Container from the
chest near the Sage.
Now comes the
non-linear element of the game; you're scheduled to head for Kakariko Village,
but you can head straight for the Eastern Palace (your next dungeon) if you
like, or take a walk around Hyrule and see the sights. I've leave the exact decision up to you and
simply provide information about everything there is to know.
***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; they 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 may carry a crossbow instead (kill them for Arrows). Red soldiers require five Fighter's Sword
strokes to fall and usually carry a trident, 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 the Boomerang first (or Arrows or
just ignore them). 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.
Incidentally:
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 six whirlpools around
Hyrule to transport to another area.
There are two whirlpools 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. You can always exit the Dark World and
return to Hyrule with the Magic Mirror, but going in the opposite direction is
harder since the Seven Wise Men have sealed the Dark World up like a drum.
Two of the
easiest ways to enter the Dark World are at Hyrule Castle and with the Magic
Mirror. After you use the Magic Mirror,
a sparkle point indicates where you landed in Hyrule; use that sparkle to
return to the Dark World. After you
clear Hyrule Castle Tower, the main entrance to Hyrule Castle's grounds can
also be used to enter the Dark World.
However, to
enter some of the Dark World dungeons you need to use the eight Magical
Transporters located at key points throughout Hyrule. They are located:
Under a rock north of a lone tree in Kakariko Village,
near an entrance to the Lost Woods. To
reach it, go to the west-most point of Kakariko Village and head north. Once in the woods, take the first east turn
and then go south. Use the Hammer to
knock the stakes out of the way. If you
have the Titan's Mitt, you can reach it just by going north from Kakariko
Village.
In the south-west corner of the Desert of Mystery, but
you need to play the Flute and fly to location 6 to get onto the plateau. You also need the Titan's Mitt to lift the
rock that hides the Transporter.
In the Swamp's north-west corner are some statues just
north of the pond with the Whirlpool Warp.
Next to the east-most statue are some stakes. Hammer the stakes down and walk to the rock and lift it with the
Power Glove to reveal the Transporter.
On the island large island in the centre of Lake Hylia
is a rock hiding a Transporter. You
need to Titan's Mitt to lift it, though, and you can only use it to enter the
Ice Lake Cavern.
Just south of the East Hill, against Hyrule's eastern
border, is a small area with a circle of stakes. Hammer the stakes down and lift the rock with the Power Glove.
East of Spectacle Rock, on the summit of Death
Mountain, is a Magical Transporter lying out in the open.
At the southernmost tip of the west part of Death Mountain,
a Transporter is hidden under a rock that requires the Titan's Mitt to lift.
At the north-west most part of Death Mountain is a
small hill with three stakes on it -- (just remember to have the Titan's Mitt
so you can toss the boulder out of the way and climb onto the darned
thing!). To reveal the Transporter,
Hammer the stakes down in a counter-clockwise order (ie; right, middle, left).
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 and three Magical Transporters 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; just Spin Attack them for Rupees.
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, and there's only two fairly
straightforward rooms to the cave. 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 and 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. Further south, there is a sign marking the
cave that allows you to reach Death Mountain -- ignore the bureaucratic
requirements, you just need the Power Glove to remove the obstructing boulder.
East of the
little pond is Sanctuary, where the Sage hides Zelda for the first third 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 with the weak
walls you couldn't demolish earlier.
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 and one Magical Transporter in the Desert.
Your main
troubles in the desert are cacti (the green plants will cause damage if you
touch them) and Geldmen (living sand-men who leap out of the sands and
attack). 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. Aginah, a descendant of the
Seven Wise Men, 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 a total of 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; navigating it is pretty
easy after a while. 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 and one Magical Transporter in Kakariko Village. After clearing Hyrule Castle Tower, all the
citizens vanish and the Hylian Army moves in.
Throughout
Kakariko Village there are chickens here, there and everywhere -- even
indoors! The chooks are pretty docile,
but if you injure them in any way they'll get afraid and start running for
it. Beware: if you abuse the chooks too
much (as in about 30 Fighter's Sword strokes, which is only possible if you're
doing this deliberately), every chook in Hyrule will come down on you like the
title characters in Alfred Hitchcock's 'The Birds'. In other words, you'll be swarmed by every chook on the planet and
be pecked to death unless you can get indoors!
(Once indoors, when you go out again the chooks will have calmed down
and forgiven you.)
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 bonus hut: Bomb the south wall to gain entry and
inside are a couple of rats and pots containing Bombs, Arrows and Rupees.
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
the 15-second game, so named because the challenge is to clear a maze in 15
seconds.
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 and one Magical Transporter 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. (At first you have the option throwing 5 or
20 Rupees into the Pond, but after you first meet Venus this will change to 25
or 50 Rupees.) 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 that you can throw 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 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. The game is expensive, but it 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 and one Magical Transporter 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 that
requires the Power Glove. If you take
the entrance near Link's House, travel east and Bomb the weak plateau for a
Great Faerie's Fountain.
In the
southern parts of the swamp, near the ruins, there's this funny little purple
character who'll come jumping out from time to time. Kill him if you like, but he's fairly harmless. If you cut down the short grass the purple
guy jumps out of before he can hide again, he'll be stuck out in the open. You can go up and talk to him, but he'll
just vaporise and leave you one of the following: a Faerie, large Magic
Decanter, Healing Hearts, Bombs, Arrows or Rupees.
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. The Swamp Ruins' second room contains two
switches and a Bubble: pull the east switch to redirect the swamp water into
the ruins, but the west switch drops ignited Bombs.
After
flooding the ruins, the surrounding pond will be drained and there'll be a
little fishy who's now without a home.
You can pick this fish up and throw him into deep water for a red Rupee,
or throw him 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. (If you want to
mount a rescue operation, you'll have to wait until you have the Titan's Mitt.)
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.
Zora himself is located right up the back; a conversation with him may
bring you happiness.
***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
From
Sahasrahla's hut, go north to escape the ditch, then go around to the east
until you come to an Armos Statue; activate and kill them, then proceed (beware
Octoroks). Keep heading east and go
around the raised plateau to the south, then head east along it until you come
to some steps (guarded by Armos Statues and a blue Hylian Army soldier) that
lead north; keep heading north to the entrance of the Eastern Palace.
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 reach the launch arch and get out
of the line of fire you can climb the steps to the north and proceed, but if
you proceed west and follow the passage you'll get 312 Rupees from a chest and
some pots. After going through the
door above the north launching arch, you'll 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 the centre pot and grab its contents to make
the four Stalfos appear, then kill them all to open the door (it's most
effective to toss pots at them, but you can also round them into corners and/or
use Spin Attacks). 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 deserted so head straight
to the south door.
The next room
is dark and contains two Bubbles; start your 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 (don't use pots on
them! They're need for later!), then
walk near the Rocklops to bring him to life and toss some pots at him. If you don't have any pots handy use the
Sword, but you'll be there for a week.
Once all your enemies are vapour, head towards the north of this room:
the Bubbles have now flown away from the pot near the blue altar. Lift up the pot to reveal a switch that will
make the chest containing the BIG KEY appear upon the altar to the north. Exit this room via the north door, 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.
If you want a hidden area with two faeries, jump into the large jars
(step on the warp tiles to return to the main room). Go through the locked door (opens with the Big Key) to proceed. 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, which is the way
to proceed to the second floor. 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 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 walking
straight to the north-west switch and then to the west door WITHOUT PAUSING FOR
BREATH 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, step into the semi-circle of Leevers and release the
Spin Attack to take them all out in one sweep.
After grabbing whatever the Leevers drop (probably Rupees) 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.
Take the other one out at your leisure to make the final door open. 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 bit harder 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
Enter the
Desert of Mystery and head for the platform marked with the blue Pendant on the
map. The stone monolith contains
instructions on how to enter the palace, but is written in ancient Hylian script;
use the Book of Mudora to translate the instructions. 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 pursue 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 (the south door leads to 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 (a Dash
Attack may or may not be useful), 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 (beware 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.
The south
door in this room is the Desert Palace's south-west exit, but if you'd like a
Faerie Fountain follow my lead: note the two groups of blocks in this
room. Focus on the west group of
blocks. Take particular note of the
second block from the right (the third block from the wall). Push the block and the north door will open,
allowing access to the Faerie Fountain.
Just remember that Beamos may catch sight of you.
Anyway, in
the aforesaid Beamos/Faerie Fountain room, you go through the south door to
exit the Desert Palace. You are now in
Hyrule's overworld, on a plateau.
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. As
the game animates the room change, STOP ALL MOVEMENT! DON'T DO ANYTHING because magic tiles will fly from the floor,
and if you've stopped in the doorway they'll hit the walls and won't be able to
harm you. 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 on the top floor 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 north, 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. You must hit the Lamolas in the head to injure them.
One important
point is to make sure you're carrying as much Life Medicine or Faeries as you
can. You can use Arrows or the Ice Rod
(the latter making them fall in about two blows!), but aiming is a bitch and
you may run out of ammo/Magic Power quite quickly without actually hitting
anything. I prefer using the sword;
stand just next to where a Lamola is emerging and charge a Spin Attack. When Lamola emerges, release the attack and
go after him with basic strokes.
Remember not to stand in a place where you could be hit by the rocks
they throw; if you're on your last Lamola, stand a little further away from
where the worm is emerging to help prevent damage.
***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 peak.
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 these enemies with the sword
to kill them (it takes four basic strokes for blue crystal balls, but 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. If a Pink Stalfos successfully jumps away from you, he'll toss a
bone in your direction.
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 through 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, but ensure your Life Meter's strong just in case. 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 orange 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 (where the false cracks are) 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 by
just walking south (the Star Tiles take care of everything) and taking the
stairs up as you did before. Now, so
more information on Floor 5: near the northernmost wall are three permanent
holes in the floor, in the west corner.
The second-north-most hole allows you to fall down and down to a Faerie
Fountain (Warp Tile returns you to Floor 5).
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 south along the wall until you
can go north and jump into the battlefield.
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 battlements, where the Bomb-throwing
sedentaries are. At the centre of the
far north there is the door to the Tower: strike the energy barrier with the
Master Sword and barge on in.
TOWER INTERIOR
Your only
enemies in this tower are the Hylian Army and the occasional bat (who are in
the shape of an eyeball, oddly enough).
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, Big Key or special treasure, 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 containing a 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. In the subsequent room
are 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.
There's 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 takes place over
a bottomless chasm and has 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. Cut down the centre curtain in the north
wall with your Sword 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
Those who
enter the Dark World are changed into a shape which reflects what is in their
hearts and minds. If Link hasn't
recovered the Moon Pearl from the Tower of Hera, he will transform into a
rabbit and won't be able to use most of his weapons. You'll need the Moon Pearl to clear the Dark World, so head back
to the Tower and get it! 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
There's
bridge crossing the Ice Lake's river but stakes blocks it, 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, some 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 and muddy, but you can swim in some of it. Your attackers come in the form of aquatic monsters and
mini-Lamolas, 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. As with
Kakariko Village, chooks are here, there and everywhere....only they're
skeleton chooks without flesh or feathers!
They react like normal chooks, but I haven't tested the bird retaliation
thing, so I'm not sure if it's still true.
No point in trying, I reckon.
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.
Hit a white bird in the back row (not the obstacles in the front row)
and you'll win 4 Rupees. Hit another
bird to double that amount, and hitting another bird doubles it again. You can continue the game as long as you
like, but to renew your Arrow stock you'll need to pay another 20 Rupees. 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: At least 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.
You know the little tree's house (equal to Sahasrahla's place)? East of there is some paving forming an
arrow, and this marks the entrance to the brush maze. After entering, 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. If you're hit by an enemy, Kiki will run off
and you'll need 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 under 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, where you step through 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 he's directly in front of them. To destroy them: stand well away from the
Mimic with him either north or south of you.
Face south/north towards the Mimic, then draw your sword so that you
face the same direction while moving.
Now move east/west as necessary to bring the Mimic in front of you;
he'll be within line of fire but the Mimic won't have faced Link and thus not
fired upon him. Now release the B
button and unleash 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 you teleported to
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 on a narrow 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; after entering it, climb the north stairs and use
the switch under the north-east pot to escape. You're now in the first passage (for the last time!), so head
along the middle entrance into the room where you Bombed the bridge. Instead of going west to the weak bridge,
however, go east to a bridge obstructed by blocks. Push the south-most 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
to the door, taking care of Crystal Orbs as appropriate. 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; he'll go parachuting). 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. You don't need to destroy
Turtles here, but later on you'll need to 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 are fenced in, so don't worry about them) 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 east to the bright green Cyclops statue. Hit it in the 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, although the light from the previous room carries
over. 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
HK is probably the worst boss they could have designed; I say he's the
hardest in the game. This is bad news
if you're stuck, but good news since it's all downhill from here. Don't approach him without plenty of Faeries
in stock. 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. 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 sent to the Dark World; they have been sealed inside crystals guarded
by Ganon's seven most loyal monsters.
One of these crystals is hidden within a compound whose corridors can
only be navigated if they are 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,
allowing you to swim inside. 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, 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. To trip the lever, head east from the
hold-down switch 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. When you pull
the statue's pitchfork, the entrance will be revealed and you can walk on in.
HIDEOUT INTERIOR
The main
dangers in this area are walking red and blue monsters. The blue monsters aren't much competition,
but the red ones will blow a single energy beam at 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 are the Bunny-Makers: 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) 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 chasing you, but just ignore them). 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 climb up 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, go to the north of this room and then hit the Crystal Switch to make
it blue. Go through the north door and
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. Use basic strokes
to take out enemies, but you can also throw pots through the cell bars for a
secure means of taking out foes.
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 girlinto
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 large island in the centre of Lake Hylia. 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 and smash them with the Hammer, then
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, lift the south pot from the group in the north-west corner and grab
the Key, then 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,
all of whom should be destroyed. Now,
if you have NOT followed the game's sequencing and already have the Staff of
Somaria, you can lift the pot in this room and use a Staff Block to hold down
the switch and proceed south to the final room before the Keeper -- and skip
the next two paragraphs.
For those of
you who'd rather open the door the old-fashioned way, go through the east
locked door. Strike the Crystal Switch
twice; once to reveal a Bunny-Maker and again to raise the blocks so that once
it moves, it'll ram against a wall and vaporise. Once it's gone, set the Crystal Switch to blue and 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. Once in the final room, make sure you
completely destroy the two red Birri before proceeding (otherwise they get in
the way). Feel free to skip this paragraph
if you don't want any bonuses and want to cut right to the chase. If you want to re-open the room's entrance,
pull the east statue's tongue. If you want
some extra goodies, go to the east area and smash the pots; lift the block to
reveal four blue Birri that you can get items from. OK, the route to the Keeper: head to the west part of the room
and get the Magic Decanters from the pots (you'll need 'em!). Now pull the east statue out of the way so
you can reach the large grey block.
Lift the large grey block and throw it away, then jump down the hole to
enter the battle arena.
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 where the blocks land.
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 (remember that ice blocks will still fall). 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 is the
only tactic to success; no special weaknesses or tips here, folks. 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 a 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 reveals 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. 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
The vitreous
humour is the big gluggy part of the eyeball (the whites you can see in the
mirror with all the blood vessels). So
the squeamish amongst you who don't like naked eyeballs in turquoise fluid will
probably be too busy barfing to fight this guy. 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 (like red
Rupees and Faeries). One important concept
you'll have to understand in this dungeon is the Staff Platforms: there are
many abysses in Turtle Rock that have a white track along them. Along these tracks are question marks, which
denote 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.
Now 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 of the main room; 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') and 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 knocking
the weak north and east doors down with 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 thebattle 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 blocked by a powerful magical seal, but with all seven Crystals you
will be able to break this seal and enter.
Just stand in the middle of the Tower's south wall and the crystallised
maidens will take care of the rest.
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). 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 bonus 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 one 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.
Now it's time
for the big abyss room! Once upon a
time this section made even Cyber Predator tremble because the only way I could
clear it was by pushing a series of Somarian Staff Blocks along and unleashing
Ether magic now and then, but then the very kind Snoborder420 gave us this
wonderful little trick on how to make this section both easier and a much lower
strain on the Magic Meter. When you
first enter the room, there'll be a Fire Snake incoming; if you can get past
him without injury great, but the walkway is so narrow that you should probably
just take your damage and get moving.
Keep heading west until you can turn north along the visible walkway,
and you'll have a Helmasaur and some Crystal Orbs breathing down your neck;
take them out as appropriate. Keep
heading north until you come to a fork in the gantry; one goes east and ends in
some pots, the other goes north to a door.
Go north to the wall but DON'T GO THROUGH THE DOOR! Instead, head east to the fence of the
gantry and you should just see a torch on the far east of the screen. Use the Fire Rod to ignite the torch and the
invisible gantry you have to cross will now be visible. Backtrack to the junction and head for the
part where the visible gantry ended in pots; toss the pots out of the way and
proceed along your newly-visible gantry.
The route
goes something like this: head south, then east (including a turn going
slightly south), east and then north, then west along the turns to the visible
platform and through the door. There
will be many Crystal Orbs along the gantry that you'll need to pick off, but
since you may be pushed off the gantry by attacking the Orbs it may be better
to freeze them with the Ether Medallion and then Hammer them (it'll also give
your Magic Meter a boost). Don't spend
too long on the gantry, because the torch will eventually go out and you'll
have to resort to the tricky method of pushing Somarian Staff Blocks here,
there and everywhere and using the Ether Medallion to avoid getting caught by
fake turns.
The gantry
will take you to the visible platform with the torch you lit, which is where
the door to proceed lies. The next room
contains two Bubbles and 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 bit difficult 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 you can 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; do
this by ridding 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. Get
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, and half your battle is now over. 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. Avoid the moving Beamos and head for the
south door. In this 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. If you want to grab the goodies your foes
leave behind, use the Boomerang to grab them.
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 that 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. You must hit the Lamolas in the head to injure them. You can use Arrows or the Ice Rod (the
latter making them fall in about two blows!), but aiming is a bitch and you may
run out of ammo/Magic Power quite quickly without actually hitting
anything. I prefer using the sword;
stand just next to where a Lamola is emerging and charge a Spin Attack. When Lamola emerges, release the attack and
go after him with basic strokes.
Remember not to stand in a place where you could be hit by the rocks
they throw; if you're on your 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; when you charge your Spin Attack, stand so
that the shield angles to reflect the beams away harmlessly. Once the last Lamola is down, go out via the
north door. The next room holds some
goodies in pots 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 south
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. Watch out for the energy spheres
and 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 spiked in
several areas, and the room patrolled by a Bubble and several Wizzrobes. Head for the north-east corner of this room
to find the stairs back to Mouldrum. If
you fall off the battlefield, Mouldrum will be healed of his injuries. 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).
The Agahnims become invisible between attacks, but you can tell where
they'll appear by watching their shadows.
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
anymore, so don't worry about where he stands.
Agahnim will create two phantasms of himself during this battle, which
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
Bat-Ganon created 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 -- Spin Attacks don't shorten this battle, so it's better to work
quickly. 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 closest to his body without being harmed. Avoid the basic flame circle by hiding in
the diagonally-opposite corner from Ganon, and avoid the bats by walking in a
straight line. 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 until he recovers. You can only hit him with one Silver Arrow
when he's stunned, but it's possible to stun him twice 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.
Beware: you
can still fall off the floor to the Pyramid's bottom level after Ganon has
died, and then you'll have to fight him all over again!!
====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.
***HYRULE***
GOODS SHOPS
These 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. This is the best place to buy it.
MAGIC MEDICINE: 60 Rupees.
CURE-ALL MEDICINE: 160 Rupees. This is the only place to buy this item.
***DARK WORLD***
GOODS SHOPS
These 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. To enter the shop, jump south
over the fences on the shop's west wing.
(To exit the shop's area, you jump over another fence.)
RED SHIELD: 500 Rupees, but you can't buy this item if
you already have the Red or Mirror Shield.
This is the only place to buy it.
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, and this is the only that stocks it.
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. Details of the arrow stock is
detailed in the BOW's description.
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 in.
She 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 (beware; the fuse is still lit!). 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. A word on wall
cracks: REALLY weak walls (whose cracks are enclosed in circles) can be
demolished with a Dash Attack, thus saving your ammo. For other weak walls, draw your sword and walk into the wall; if
the wall is solid and can't be Bombed, you'll hear a "chink-chink"
sound. Bomb-able walls will make a soft
"pong-pong" sound; they're the ones you should blast.
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 (directions given in under the SHOVEL's entry), 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, select this
book and use Y instead of A at the information to have the meaning become clear.
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.
MAGICAL EQUIPMENT
These items
use up your green Magic Meter in various amounts. Experimentwith 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. Chemists amongst
you will know that ether is actually highly flammable, so how come they chose
the name to denote something that unleashes ice magic and not fire magic?
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 area sand you can use it to ignite torches.
STAFF OF SOMARIA: Located in Misery Mire, this staff
creates blocks you can push or carry.
If an enemy touches a Staff Block, they will sustain damage (although
Staff Blocks detonate after touching an enemy five times). You can also detonate the Blocks using Y
(enemy-damaging beams will result from the shatter). 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 (the one you use
to enter the Tower of Hera).
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. After that block
comes the chest containing the Staff.
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.
***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 walk to the Faerie Fountain. Use a Dash Attack on the faerie statue 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.
***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 when you press B; this beam can cause your
enemies damage.
FIGHTER'S SWORD: Link's uncle will give you this early
in the game. This is your primary
weapon throughout the game until you recover the Master Sword.
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 press 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 at this like it's 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 3-way 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. Dash Attacks allow you to
make hit-and-run assaults on enemies, and if you Dash at trees hidden things
may fall from the branches. Dash
Attacks can also be used to demolish very weak walls (see the notes given in
the description of BOMBS).
MOON PEARL: A crystal orb that protects its holder
from the power of the Triforce. It is
located within the Tower of Hera. 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 that
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 leave via
the exit in the younger brother's room and you will be able to access the 15
Second Game: reach the goal within 15 seconds and you'll win 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 to get the Piece of Heart from a chest.
Enter the Desert Palace via the main entrance and exit
via the south-west corner. Travel south
along the plateau and you'll reach a 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. Inside is a chest
with a Piece of Heart.
Climb to Spectacle Rock, where two platforms can be
reached by jumping off the ledge. The
western cave allows access 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 soon reach a
clump of nine bushes. The middle one
hides a cave entrance, inside which is a Piece of Heart
This is tucked into the north-east corner of the
Pyramid of Power (outside, not inside).
To reach it, climb to the Pyramid's summit and leap off the ledges to
reach the east wing on the bottom level.
Walk up to get the Piece of Heart, then walk back to the south wing and
jump off to continue the quest.
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. The caves you explore have a
Faerie Fountain and a Piece of Heart.
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.
This Piece is at the bottom of the water surrounding
the Swamp Ruins in Hyrule. Enter the
ruins and drain the water, then when you exit the ruins you'll see the Piece of
Heart plain as day.
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 Hyrule's Graveyard, along the north rockwall, is
a cave on a plateau that you can't seem to reach. However, go to the corresponding location in the Dark World and
the plateau has a ladder. Climb the
ladder and use the Mirror to reach the cave in Hyrule, enter and Bomb the weak
north wall 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 (and Crystal Orbs) 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. It'll
take 50 tries or your first dig to 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.
West 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.
====CHRIS HOULIHAN'S SECRET ROOM====
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
{ My name is
Chris Houlihan. }
{ This is my
top-secret room. }
{ Keep it
between us, OK? }
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sorry Chris,
but this IS a video game guide.
In 1992,
Nintendo Power magazine held a competition, which was won by a bloke named Chris
Houlihan won a competition. Part of
that prize involved getting his name inserted into the new Zelda game for the
Super Nintendo. (Thanks to Dragoon T et
al for this info.) We don't know much
else about Chris; there's a couple of guys with the names Chris Houlihan
scattered around the 'net, but we're not sure whether or not they're THE Chris
Houlihan.
Anyway, Chris
got his name put into a little bonus room that's been designated the Houlihan
Room. It has rock walls and blue
carpet, and its only contents are five groups of nine blue Rupees (225 Rupees
total) and a Magical Cornerstone identifying Chris. Its location depends on random events, but don't worry because we
know how to stack the odds in your favour – provided you have the Pegasus Boots
and Power Glove.
Save and Quit
your game while in Hyrule. When you
re-start the game, you'll get an option to start at Link's House, Sanctuary or
the Mountain Cave: select to start at Sanctuary. Now you have to move fast: Dash out of Sanctuary, Dash east along
the path (stay along the north to avoid hitting soldiers), and when you hit the
riverside go south and cross the bridge (beware the archers). Go south and west until you get to Hyrule
Castle's area (lift the large boulder out of the way with the Power
Glove). Dash north and enter the secret
passage.
Feel free to
kill soldiers or slam into walls, but try not to get injured during the race.
If you're
successful, you WON'T have landed in the secret passage; you will be within the
Houlihan Room. Grab your Rupees, read
the Cornerstone, and exit via the south door to end up at Link's House. You may not get to the Houlihan Room first
try: try saving and quitting the game, then re-starting. Good luck!
But one
question still remains about the Houlihan room: our tactic above (generously
shared by Nicholas Harvey) only allows us to access the Houlihan Room via
Hyrule Castle's secret passage. The
only other e-mail I've had about the Houlihan Room (from aldorug) also
specified entry to the Houlihan Room via Hyrule Castle's secret passage. However, when Cyber Predator first
discovered the Houlihan Room back in 1993-4, it was via the Pyramid of
Power. I dived into the gaping hole to
fight Ganon, but instead I wound up in the Houlihan Room. The only definite details of what happened
then was that I dashed into the Pyramid from the second or third step, but
apart from that it's just too long ago for my poor little memory to remember.
I would like to thank Cyber Predator <Cyber_Predator@hotmail.com>
for writing this walkthrough.
If
you have any further questions about the game or are still stuck somewhere,
please e-mail me at thezeldaguru@hotmail.com.