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- _________The Legend of Zelda: A Link to the Past (SNES) FAQ_________
- compiled by: Michael J. Evans, evansmj@nextwork.rose-hulman.edu
-
- Version 1.1
-
-
- What does this FAQ contain?
-
- A. The Legend: The Story of A Link to the Past
- B. The Light World
- C. The Dark World
- D. Waterways
- E. Tricks of the Trade
- F. Link's Arsenal
- G. Defeating Boss Characters
- H. Heart Container Locations
- I. Faerie Fountains
-
- A. The Legend
-
- Back in the mists of time, before the era of The Legend of Zelda and The
- Adventure of Link, Hyrule was a land of fabulous palaces and magic. It
- was also a troubled land, and the divisions of Light and Dark were tearing
- it apart. The origins of the conflict lay even deeper in the shadows of
- time, with the coming of the Triforce and the greed of Ganondorf, Kind of
- Thieves.
-
- To comprehend Hyrule and Link's desperate quest, one must first know the
- ancient legend of the Triforce. In the Golden Land, where it was placed
- by the creators of the world, the Triforce beckoned to people. Ganon and
- his band of thieves long searched for the secret entrance to the Golden
- Land, eventually stumbling upon it. Then Ganon defeated his fellows for
- possession of the Triforce.
-
- In a period known as the Imprisoning War, the Kind of Hyrule brought seven
- wise men together to seal the door to the Golden Land, for Ganon's evil
- power had been spilling forth, causing a corruption and darkness. The
- once peaceful land became a place of dreadful rumors of the coming of a
- magical enemy. At this time the Master Sword was forged, but there was no
- hero valiant enough to wield it.
-
- Before the wise men could seal off the Golden Land and the Triforce,
- Ganon's army surged into Hyrule and besieged the castle. The Knights of
- Hyrule fought heroically, but the power of the Triforce controlled their
- enemies, giving them inhuman strength. The battle raged back and forth
- through the gate. Many foes fell in the tide of battle, but too many
- Knights also were lost. It seemed that they were beyond hope.
-
- Then, at the end of the day, the wise men finally succeeded in blocking
- the door to Ganon's Realm. With the power of their master removed, the
- enemies fled or threw themselves into the moat. Hyrule was saved and over
- the years the Golden Land, which then became known as the Dark World,
- faded from the memory of people.
-
- The people of Hyrule may have forgotten about the Dark World, but the
- master of that evil land had not forgotten about Hyrule. Ganon brooded in
- his prison, surrounded by reminders of his fall. He grew ever more bitter
- as the dark years passed like the wailing of cold winds on a winter's
- night. Ambition burned in his eyes. He would find a way to wreak
- vengeance and claim total power.
-
- Many centuries passed with Ganon and the Triforce safely locked away.
- Then the disasters began: plague, drought, quakes, and fire. The Kind
- sought sage advice and a wizard named Agahnim stepped forth and ended the
- strange disasters. He became a powerful advisor to the King, but he kept
- his true plans to himself. It seemed like a Golden Age, but it wouldn't
- last.
-
- Once Agahnim had consolidated his power, he began to abuse it. First to
- fall victim were the ancestors of the seven wise men. The wizard
- imprisoned six maidens in crystal cocoons and they were never seen again.
- Then Princess Zelda herself was taken as she sent a telepathic plea into
- the night. The Hylian gift that enabled Zelda to send her message also
- allowed Link to hear.
-
- Having received Zelda's message, Link felt compelled to save her, but his
- uncle forbade him to leave the house. Link's uncle thought that the lad's
- courage outweighed his common sense, yet he knew something had to be done
- to save Zelda. Turning away from Link, he gripped his sword. He knew a
- secret entrance into the castle, although he didn't know the way out.
-
- Link couldn't tell how much time had passed since his Uncle had left - a
- minute? an hour? The only thing he knew was that Zelda had spoken to him.
- He had to help her! Taking a lamp to light his way, Link stepped into the
- lashing rain and headed toward the castle.
-
- As Link floundered about in the storm, he heard a second telepathic
- message from Zelda telling of a secret route into the castle. When he
- found the entrance, he also found his uncle inside, wounded and unable to
- carry on. Link took his Uncle's sword and promised to return. Then the
- great quest began...
-
-
- B. The Light World
-
- This section of the FAQ tells a bit about each region of the Light World.
- The regions are:
-
- a) Hyrule Castle Area
- b) The Lost Woods Area
- c) Kakariko Village
- d) The Eastern Palace Area
- e) The Great Swamp Area
- f) The Desert of Mystery
- g) Lake Hylia Area
- h) Death Mountain
-
-
-
- a) Hyrule Castle Area
-
- Artifacts found in and around Hyrule Castle:
-
- A Lamp, A Sword, A Shield, A Boomerang, Magic Cape, Two (2) Pieces of
- Heart
-
- Lamp - Link's Cottage (or in Hyrule Castle if you don't get it in the
- cottage)
- Sword - Link's Uncle (just inside Hyrule Castle)
- Shield - Link's Uncle (just inside Hyrule Castle)
- Boomerang - Hyrule Castle, First Basement, Room near center of floor.
- Magic Cape - The Cemetery
-
- Inside the Castle Walls:
-
- This is the area you will first go through in the game. You get in by
- lifting up a bush on the right side outside Hyrule Castle. Fall in the
- pit and you will land in a short secret passage which leads to the Castle.
- Work your way down to the third basement, being sure to pick up the
- boomerang on the first basement floor (location is above). On the third
- floor, you will encounter a Ball and Chain Trooper. Defeat him to rescue
- Zelda.
-
- How to Defeat the Ball and Chain Trooper:
-
- The easiest way to defeat this guy is to pick up some pots in the first
- cell and throw them at him. If you run out of pots, use the boomerang to
- stun him, and hit him while he is stunned.
-
- A Secret Escape Route:
-
- After rescuing Zelda, bring her up to the second floor in the throne room.
- With her help, you can move a large object blocking the door out. You
- will then be scrounging around in the sewers. Be careful! Many of the
- sewers are dark. Find a grey box (torch) and light it with your lamp.
- You will be able to see better. Light a second one for full vision. When
- you come to a room with 2 switches in it, pull the one on the right. This
- will open the door. If you pull the one on the left, it will bring down a
- bunch of enemies which you don't want. After exiting through this door
- you will reach Sanctuary.
-
- The Castle Tower:
-
- NOTE: This part of your adventure does not happen until after you have all
- 3 pendants. However, since it is in Hyrule Castle it is listed here.
- To get in to this part of the tower you must have the Master Sword.
- Immediately after acquiring the Master Sword, you receive a telepathic
- message from Zelda who claims to be held here. This tower climb will
- bring you face to face with one of your worst enemies.
- Proceed up the tower, lighting rooms when they are dark. On the
- fifth floor there is a telepathic tile. Read it to receive a message from
- Sahasrahla.
- On the seventh floor you will have an encounter with Agahnim. Right
- before your eyes Princess Zelda is whisked off to the Dark World. To get
- into the next room to fight Agahnim, cut down the curtain with your sword.
- For advice on defeating Agahnim, see the Defeating Boss Characters
- section of the FAQ.
-
- Sanctuary:
-
- You arrive at Sanctuary and receive a heart container from the Sage. How
- generous! This is one of three places you can restart your game. The
- other two are your house, and at the base of Death Mountain.
-
- Sacred Ground: The Cemetery:
-
- In the cemetery, by pushing on the upper left tombstone, you can go back
- into the sewers you were in to start the game. You will pass a previously
- unbreakable wall that can now be broken with either bombs or the Pegasus
- Boots. There are some nice treasures inside! Also, by dashing into the
- upper right tombstone you can find the Cape inside a small cave. You need
- the Titan's Mitt to pull up the stones surrounding the tomb.
-
-
- b) The Lost Woods Area
-
- Artifacts found in the Lost Woods:
-
- The Master Sword, Mushrooms, Two (2) Pieces of Heart
-
- The Master Sword: Upper left corner of Lost Woods
- Mushroom: Lost Woods, near center
-
- Robbing Hoods in the Woods:
-
- In the Lost Woods you will encounter thieves. If they touch you, you will
- lose some bombs, rupees, and arrows. If they collect them, they keep it,
- so stay away from these guys!
-
- Fortunes Told:
-
- A Fortune Teller lives just south of the Woods and just north of Kakariko
- village. For a price, he will look into your future and give you a clue.
- He also restores your energy. The price he charges varies.
-
- The Lumberjacks' House:
-
- Two lumberjacks live to the north east of the Lost Woods. The tree they
- cut sure looks strange! There is in fact a piece of heart inside. See
- Heart Container Locations for details.
-
- Warp Tile:
-
- There is a warp tile in this area, but to get at it you must exit Kakariko
- village at the north central exit. A Power Glove is required to get at
- this.
-
- Ancient Game of Chance:
-
- This is found in the north of the Lost Woods. Go through a log to find
- this house. Be warned: you stand to lose money playing here, so only come
- if you're feeling real lucky!
-
- Den of Thieves:
-
- The hideout for thieves. A piece of heart is found here. See Heart
- Container Locations for details.
-
- The Path to Death Mountain:
-
- The first time you go to Death Mountain, this is the way to go. You need
- a Power Glove to get to the cave.
-
- The Master Sword:
-
- The Master Sword is located in the north west corner of the Lost Woods.
- You need to go through a log to get to it. There is an inscription that
- can be read, if you have the Book of Mudora. However, you can't get the
- sword until you have all three pendants.
-
-
- c) Kakariko Village
-
- Artifacts found in and around the village:
-
- A Bug-catching net, The Book of Mudora, Two (2) Bottles, Three (3) Pieces
- of Heart.
-
- Net - Sick kid in bed, house just SE of weather vane.
- Book of Mudora - Library
- Bottle 1 - Bottle Seller
- Bottle 2 - The Inn
-
- Sahasrahla's Cottage:
-
- Where Sahasrahla resides. Much information can be obtained from people
- inside.
-
- The Thieves' Hideout:
-
- Blind the Thief used to live here, but he's long gone. There is a lot of
- treasure here, including a Piece of Heart.
-
- The Inn:
-
- Good place for gossip. Also, by entering through the back entrance, you
- can get at a Bottle.
-
- Mysterious Hut:
-
- There is a hut in the SW corner of town that seems strange. It has no
- door, and their are no weak spots typical of bomb-able walls. Still, a
- bomb does the trick. There are a few small treasures inside as well as a
- few rodentia.
-
-
- The Village Shop:
-
- Stop here if the Rupees are burning a hole in your pocket. You can get
- Red Potion for 150 R, a Heart (not a Piece of Heart) for 10 R, or 10 bombs
- for 50 R.
-
- The Blacksmith:
-
- The Blacksmith is capable of tempering your sword and making it extremely
- powerful. Too bad his partner isn't there to help. When you find him,
- bring him back and they'll improve your sword.
-
- Game of Chance:
-
- If you like gambling and winning, stop here. Odds are that you'll come
- out even or perhaps better than when you started. 20 Rupees buys a shot
- at one treasure.
-
- The House of Books:
-
- There is a large green book on one bookshelf. Dash into it when you have
- the Pegasus Boots and the Book of Mudora is yours.
-
- The Quarreling Brothers and the 15-Second Game:
-
- The Quarreling Brothers have sealed their room off. Use a bomb or a dash
- with the Pegasus Shoes to get these two talking to each other again. The
- 15-Second Game can win you a Piece of Heart if you can make it to the
- finish in less than 15 seconds. The easiest way to win is to jump over
- the fence just south of the sign. You'll notice two dots on the ground
- which means you can jump over the fence. You'll be sure to win if you
- take this shortcut!
-
-
- d) The Eastern Palace Area:
-
- Artifacts found in and around the Eastern Palace:
-
- The Bow and Arrows, Zora's Flippers, The Magic Boomerang, The Pegasus
- Shoes, Magic Powder, The Red Shield, One (1) Piece of Heart
-
- Bow and Arrows - Eastern Palace main treasure
- Zora's Flippers - Zora's Falls
- Magic Boomerang - Waterfall of Wishing
- Red Shield - Waterfall of Wishing
- Magic Powder - Witch's Hut
-
- The Witch's Hut:
-
- Give the Witch a Mushroom, and she'll make you some Magic Powder. After
- this you can buy all sorts of magic potion at the hut. Red Potion is 120
- R, Green Potion is 60 R, and Blue Potion is 160 R. Also by talking to the
- Witch's Apprentice (inside) you can get a free sample of the red potion -
- a free refill of all your hearts!
-
- The Waterfall of Wishing:
-
- When you throw an item into the Waterfall, a beautiful Faerie will ask you
- if you threw it in. Answer yes. If you throw in your Boomerang and say
- yes, she'll give you a magic boomerang. If you throw in your Shield,
- you'll get a better shield!
-
- Sahasrahla's Hideout:
-
- Sahasrahla is hiding out here, near the NW corner of the ruins. There is
- some treasure in the back room. Also, come here immediately after
- completing the Eastern Palace to claim your prize: the Pegasus Boots!
-
- Warp Tile:
-
- A few screens south of the palace ruins you can find another warp tile.
- This one cannot be uncovered until you have the hammer, but once you do
- you will find it is often the easiest one to get to.
-
- Zora's Falls:
-
- When you first enter here you do not have the flippers. You can only stay
- in the shallow water. Follow these instructions to get to Zora: Go N,
- then NW, then N, then W. At the fork in the road, take the very bottom
- road. Follow this to get to Zora. If you've got 500 Rupees you can buy
- the flippers. They are a must so buy them. Also note that now is an
- excellent time to get the piece of heart here. See Heart Container
- Locations for details.
-
- The Eastern Palace:
-
- The Compass: Found on the first floor in the room that is on the very
- west side and as far north as you can go on that side. In Treasure Chest
- in plain sight.
-
- The Map: Found on the very east of the palace (first floor)in the middle
- room here. Note that this chest can only be gotten by coming from the
- north entrance to the room. In Treasure Chest in plain sight.
-
- The Big Key: Found in the room that is one room due west of the "bowling
- ball" room on the first floor. To get the key, defeat all the enemies in
- the room. Then pull up a pot and throw it at the anti-Faeries on the
- platform. They will disperse and the Big Key is yours.
-
- The Big Treasure: The Bow and Arrows. This is in the large middle room on
- the first floor. Note that you must enter from the east or west but not
- south to get this.
-
- Trouble Spots: To defeat the Rocklops (big red or blue creatures with one
- eye) either the arrow or throwing pots are the most effective. Also you
- may find yourself being frustrated because somewhere you want to go is
- unreachable because it is too high up (or too low). Do not get
- frustrated, just find another way around.
-
- The Boss: Armos Knights
-
- The Prize: Heart Container and Pendant of Courage
-
-
- e) The Great Swamp Area
-
- Artifacts found in the Great Swamp:
-
- A Flute, Two (2) Pieces of Heart
-
- Flute - Buried in the Haunted Grove
-
- Swamp Ruins:
-
- You can get a heart container here. It also plays a part in the Dark
- World water place.
-
- Haunted Grove:
-
- The boy playing the flute keeps disappearing. How do you get the flute?
- See Dark World Haunted Grove for details.
-
- Warp Tile:
-
- Another warp tile is in the NW corner of the swamp. Again, you will need
- a hammer to get to it.
-
-
- f) The Desert of Mystery
-
- Artifacts Found in the Desert of Mystery:
-
- The Power Glove, Bombos Magic, One (1) Bottle, Three (3) Pieces of Heart
-
- Power Glove - Main treasure in Desert Palace.
- Bombos - Found on high-up ledge on the SE side of the desert
- Bottle - Sleeping Man
-
- Hylian Monolith:
-
- Here's how to get the Bombos magic. First of all, get to the Swamp Area
- in the Dark World. Work your way west until you come to a place where you
- can go no further. There are pegs sticking up from the ground. Stand
- inside the pegs and use the Magic Mirror. You're now on the Hylian
- Monolith. Use the book to read the inscription and you'll have the magic
- of Bombos! Note that to get this you must have the Master Sword.
-
- Faerie Fountain:
-
- See Faerie Locations for more details.
-
- Warp Tile:
-
- In order to reach this tile you must have the flute and be able to call
- the bird. Go to location #6. If you have the Titan's Mitt you can lift
- the stone and go through to the Dark World. This is the only way to get
- to Misery Mire.
-
- Desert Sanctuary:
-
- Just east of the Desert Palace is a small sanctuary of sorts. Talk to the
- guy and then get the Piece of Heart.
-
- Desert Palace:
-
- To enter the Desert Palace, go up to the large stone, and use the book to
- read the inscription. The snake heads will move, allowing you passage to
- the palace.
-
- The Compass: Found in the First Basement in the northernmost center room.
- Stand om a trigger to make the treasure chest appear.
-
- The Map: Found in the First Basement on the easternmost side, in the
- middle room. In a Treasure Chest in plain sight.
-
- The Big Key: Found in the room directly north of the map. Just run up and
- get it. Could it be any simpler?
-
- The Big Treasure: The Power Glove. It is in the NW corner of the first
- basement. To get into the room you must step on a trigger.
-
- Trouble Spots: Be careful of the rotating laser. You must use careful
- techniques to not get hit. If you hide behind a pot or other solid object
- you'll be OK.
-
- After getting the Power Glove, exit through the SW exit. You'll be
- outside the place temporarily. Now is the time to get the Heart Container
- just south. After that, use the Power Glove to pick up the stones that
- block the entrance to the cave just north of the big head. Once you enter
- this cave, make your way to the final room where you will have to light
- all four torches. This will open up the way to the boss(es).
-
- The Boss: Lanmolas
-
- The Prize: Heart Container and the Pendant of Power
-
-
- g) Lake Hylia Area
-
- Artifacts found in or around Lake Hylia:
-
- The Ice Rod, One (1) Bottle, One (1) Piece of Heart.
-
- Ice Rod - Ice Cave
- Bottle - Under Bridge
-
- Fortune Teller:
-
- There is another fortune teller just west of Lake Hylia.
-
- Shop:
-
- This shop is slightly NE of the fortune teller. It sells the same items
- as the Kakariko Shop at the same prices.
-
- Warp Tile:
-
- Another Warp Tile is Here. It is on the largest island in Lake Hylia.
- You must have the Titan's Mitt to uncover it. This Warp Tile is the only
- way to get inside the Ice Palace in the Dark World.
-
- Faerie Fountain:
-
- See Faerie Locations for details.
-
- Ice Cave:
-
- The Ice Cave can be found by swimming to the SE side of Lake Hylia, then
- climbing the ladder and going north. In the main cave, by dashing in to
- the statue, you can get a Good Bee, which will attack enemies on the
- screen if you capture it with your net and keep it in a bottle. From this
- entrance you can see, but not get to, a treasure chest. To get this you
- must blow up the wall just west of the Ice Cave with the Power Glove. Go
- in there and retrieve the Ice Rod!
-
-
- h) Death Mountain
-
- Artifacts found on Death Mountain:
-
- The Moon Pearl, Ether Magic, The Magic Mirror, Four (4) Pieces of Heart
-
- Moon Pearl - Main treasure in Mountain Tower
- Ether - Hylian Monolith
- Mirror - Old Man
-
- Mountain Caves:
-
- You must go through the mountain caves to get to Death Mountain. By
- entering the cave to the east of the Lost Woods, you will come out close
- to the old man's Mountain Cave. The Old Man, who you find en route, will
- give you the Magic Mirror.
-
- Spectacle Rock & Warp Tile:
-
- Called this because it looks like a pair of eyeglasses from the top. This
- is sort of the "middle path" between the warp tile and the mountain tower.
- To get to the Tower you must first go on the warp tile. If you don't have
- the Moon Pearl, you'll turn into a bunny, but that's OK, you're not
- staying long. Move up to where Spectacle Rock should be (it's not there
- in the Dark World) and use the mirror. Now you're on Spectacle Rock.
- Pick up the Heat Container and jump off the top and you're practically
- there.
-
- Another Hylian Monolith:
-
- Cross the bridge just west of the Mountain Tower and find another
- monolith. Read the inscription on the book to get Ether Magic. Again,
- you need the Master Sword.
-
- Caves to the East:
-
- When you get the Hookshot, you can cross the broken bridge east of the old
- man's mountain cave. There are some interesting items as well as a Faerie
- Fountain in these caves.
-
- More Warp Tiles!:
-
- You can find one warp tile just south of some of the eastern Death
- Mountain Caves. Another is located on the very NE corner of Death
- Mountain. This is the way to get to the Turtle Rock dungeon.
-
- The Mountain Tower:
-
- This is beyond a doubt the hardest challenge you have faced yet. There
- are many pitfalls awaiting you as well as the orange/blue switches.
-
- The Compass: The Compass is on the fourth floor, in the dead center of the
- room. It is in a Treasure Chest in plain sight.
-
- The Map: The Map is on the Second Floor, which is the floor you enter on.
- Flip the switch so that the blue tiles are down so you can get out, the
- use another weapon (bombs, arrows work; boomerang is best) to hit the
- switch again so that the orange tiles are down. Then get the map which is
- on a raised up platform in a Treasure Chest in plain sight.
-
- The Big Key: After acquiring the Map, go down the stairs to the first
- floor via the staircase NW of the map's platform. Flip the switches so
- you can move to the SE room on the first floor where you'll get the Big
- Key after you light up the four torches in that room.
-
- The Big Treasure: The Moon Pearl. This is tricky. First of all get all
- the way up to the fifth floor. Hit the star switch near the fire-bar so
- the positions of the holes change. Find a hole that appears to be over
- the big treasure chest (which you can see across a pit on the fourth
- floor). Drop in the pit FROM THE TOP and you will land right in front of
- the chest. Note that if you fall in the pit from the bottom or side this
- will not work.
-
- Trouble Spots: The orange/blue switches can be frustrating. Remember that
- if you're stuck, go back to the last switch and change it. Also it is
- important to remember that using the boomerang you can flip a switch from
- a long distance so you can be outside the tiles when they pop up. This is
- pertinent to remember.
-
- The Boss: Moldorm
-
- The Prize: Heart Container and the Pendant of Wisdom
-
-
-
- C. The Dark World
-
- This section of the FAQ tells a bit about each section of the Dark World.
- It will be done in a similar fashion to the Light World Section. NOTE:
- During this section I will refer to a place as "where x is in the Light
- World." What I mean is that since the worlds are parallel, I can refer to
- a spot in the Dark World which corresponds the parallel spot in the Light
- World. Do not be confused by this terminology.
-
-
- The sections of the Dark World Are:
-
- a) Pyramid of Power
- b) Dark Palace
- c) Swamp Palace
- d) Skull Woods
- e) Village of Outcasts
- f) Ice Island
- g) Misery Mire
- h) Death Mountain
-
-
-
- a) Pyramid of Power
-
- Artifacts found near the Pyramid:
-
- A Super Bomb, Master Sword (Level 4), One (1) Piece of Heart
-
- Super Bomb - Bomb Shop
- Master Sword - Inside Pyramid
-
- The Pyramid:
-
- The final battle takes place inside the Pyramid. Once you defeat Agahnim
- in Ganon's Tower, he will transform into a bat and crash through the top
- of the pyramid. Drop through to face Ganon. There is a cracked wall near
- the bottom of the pyramid. If you buy a Super Bomb (see Bomb Shop) you
- can blow it open. There will be another Faerie Fountain inside. If you
- throw your sword in the fountain, she will replace it with a stronger
- sword. Also, if you throw your Bow and Arrows in, she will give you back
- Silver Arrows. Silver Arrows are required to defeat Ganon, so you must do
- this!
-
- Bomb Shop:
-
- The Bomb Shop is located where Link's house was in the Light World. You
- can buy 30 Bombs for 100 Rupees. After defeating the first six Dark World
- dungeons, you can buy a Super Bomb to break open the Pyramid wall.
-
- Item Shop:
-
- The item shop is located west of the Pyramid of Power. To get to it you
- must go around the large moat. Inside you can buy a Red Shield for 500 R,
- Bees for 10 R, and 10 Arrows for 30 R.
-
- The Storyteller:
-
- Located where Sanctuary was at in the Light World. For 20 R you can hear
- this guy tell you that the crack in the pyramid could not be opened by
- normal bombs.
-
- Ghostly Garden:
-
- Located where the Cemetery was in the Light World.
-
-
- b) Dark Palace Area:
-
- Artifacts found in the Dark Palace Vicinity:
-
- A Magic Hammer, Quake Magic
-
- Magic Hammer - Big treasure in Dark Palace
- Quake Medallion - Rock Circle
-
- Rock Circle:
-
- By throwing an item (bush, stone, sign, etc.) into the circle of rocks
- located north of the Dark Palace in the water (near where Zola's Falls is
- in the Light World) you will get the Quake Medallion. A catfish will be
- so mad that you disturbed him that he will give it to you. If you already
- have the medallion and you throw an item in, he'll throw a bomb back at
- you.
-
- Item Shop:
-
- Located where the Witch's Hut is in the Light World, you can buy Red
- Potion for 150 R, Small Shield for 50 R, and 10 Bombs for 50 R.
-
- Storytellers:
-
- There are two storytellers in this area. One is near the Dark World
- Entrance. The other is where Sahasrahla's Hideout is in the Light World.
- Don't go here unless you've got Rupees to blow.
-
- Faerie Fountain:
-
- Located in the same place as the one in the Light World.
-
- The Dark Palace:
-
- This is the first of 8 dungeons you must face in the Dark World. To get
- it, though you need the help of a monkey named Kiki. When trying to make
- your way to the palace by going through the grass, you'll encounter the
- monkey. Pay him the Rupees he asks for and he will open the door to the
- Dark Palace.
-
- The Compass: The compass is located in a room on the first floor that is
- at the very north end. When you cross the room with the long, crumbling
- bridge, take the door to the right. The compass is in this room in a
- Treasure Chest in plain sight.
-
- The Map: It will take a while to get to the map. First of all, in the
- entrance room, take the door on the right. In the next room, go down the
- stairs. In the next room, use the warp tile. In the room you warp to,
- take the south exit. Work your way north from this room. You will soon
- find yourself in a room with conveyor belts. Go to the north exit in this
- room, and you'll then appear in the room with the map. It's in a Treasure
- Chest in plain sight.
-
- The Big Key: To get the Big Key, go two rooms north of the entrance room.
- Go to the left side of this room. there is a crack in the floor on the
- bridge. Bomb a hole in it and fall through. You'll land in the basement
- on a ledge. Go through the stairs at the north side of the room. You'll
- then be in the same room that the cracked floor was in, only now you can
- access the Treasure Chest with the Big Key.
-
- The Big Treasure: The Magic Hammer. To get this, get into the room with
- the crumbling bridge. Take the exit on the left. You'll be in a dark
- room that is like a maze. Work your away around to the middle of the
- right wall, where there is a crack. Bomb the crack and you'll be on a
- small ledge in the crumbling bridge room, and the hammer is right there.
-
- Trouble Spots: This dungeon is trouble. First of all, the switches are
- very tricky to control. Remembering where all the switches are as well as
- which color is up is always important. To defeat the Goriyas, which are
- rats that mimic your every move, use arrows. Stand far away and just to
- the right or left of one. Shoot the arrow, which is not aimed directly at
- the enemy. Then move the opposite direction you want the Goriya to move.
- He will step right into the path of your arrow. To defeat the turtles,
- use the hammer. They'll flip over on their backs, where they'll be
- vulnerable to your sword. Also, use the hammer to knock down the moles
- that keep popping up and down. This is the only way to pass this
- obstacle. In the room just east of the large bumper/switch room, you may
- have trouble opening the door. To open it, pick up all the skull pots.
- The one on the right and farthest back conceals a trigger. Also, one of
- the statues is movable. Now, put two and two together. The statue goes
- on the trigger. You can now pass. Also, in the second room north of this
- trigger-statue room, there appears to be a dead-end. Not so. Hit the
- blue statue in the eye with an arrow. A stairway will be revealed.
-
- The Boss: Helmasaur King
-
- The Prize: Heart Container, the 1st Maiden, the 1st Crystal.
-
-
- c) Swamp Palace Area
-
- Artifacts found in this region:
-
- The Hookshot, The Shovel
-
- Hookshot - Big treasure in the Swamp Palace
- Shovel - Haunted Grove
-
- Haunted Grove:
-
- In the haunted grove, you will meet up with the flute-playing boy. He
- will give you the shovel. To obtain the Flute, go to the Light World and
- start digging near the NW corner of the Haunted Grove. You'll find it
- buried there. When you get the Flute, it will replace the shovel.
-
- Swamp Palace:
-
- Once you enter the Swamp Palace, you realize that there is nowhere to go.
- How do you solve this? Simple. Get right outside the palace and use the
- Magic Mirror. Pull on the switch inside the Light World Swamp Ruins. The
- water will rush into the Palace. Go back through the mirror, and there
- will now be water inside, allowing you to continue through the dungeon.
-
- The Compass: The compass can be found in the first basement in the
- southernmost room. Once in there, you must go all the way around the
- square room to get it because two stones block your immediate attempt to
- get it. It is in a Treasure Chest in plain sight.
-
- The Map: You should get the map first in this dungeon. As soon as you go
- down the stairs in the entrance room, you will be in a water-swamped room,
- go through the first door immediately to your left. The map is sitting
- there in a Treasure CHest in plain sight, waiting to be taken.
-
- The Big Key: Now this is difficult. I will go through step by step.
- After acquiring the map, you back out in the water-swamped room. Go to
- the south end of the room where you will see a door to the left. Go to
- the next room. In this room, go down to the lower level and then climb
- back up the ladder just to its left. In the next room, there is a lever.
- Push the lever and water will rush out of the nearby faucet. Now go south
- a room and in that room exit using the west exit. You are now in the
- "large room." In the large room take the NW exit. Once again there is a
- lever to push so that water will spew out. Leave the room the same way
- you entered, making sure that the blue pegs are up. Now, back in the
- large room take the SW exit, and proceed west. When you get to a place
- where blocks are blocking you, push the bottom one left and the middle one
- up. Climb up the ladder and head for the staircase. Once up the stairs,
- go toward the NE corner of the room. You will see a block blocking a pit.
- Push the block up or down (not right) and fall through the pit. Now move
- one room to the right of where you fall. Finally, you've found the Big
- Key!
-
- The Big Treasure: The Hookshot. In the large room, simply walk up the
- ladder to the big treasure.
-
- Trouble Spots: I went through most of these on the way to the Big Key.
- However, there are still a few spots that bear attention. In the room
- directly north of the large room, there is a staircases and two closed
- doors. What you need to do is pick up the skull pot in the NW corner of
- the room to reveal a trigger. Push the statue on the trigger. This will
- open the doors. You may be tempted to go into the one near the trigger;
- however, you should make your way to the other side of the room and go
- through that door. After that you will come to a room you must suck out
- the water. Simply throw the switch. Then exit through the west door.
- Immediately, go north. You're now in a room with a lot of waterfalls. Go
- through the second waterfall from the right. It's a secret passage. Soon
- you will be in a room with a lot of water and three doors at the north
- end. You will have to swim using the flippers to avoid the water enemies
- since you can't use your sword in water. You must go to the very right
- side of the room to get an important key. The boss lies behind the door
- on the very west side of the room.
-
- The Boss: Arrghus
-
- The Prize: Heart Container, the 2nd Maiden, the 2nd Crystal
-
-
- d) Skull Woods Area
-
- Artifacts found in the woods:
-
- A Fire Rod, One (1) Piece of Heart
-
- Fire Rod - Big treasure in Skull Dungeon
-
- Fortune Teller:
-
- This Fortune Teller is in the same spot as the one in the Light World. He
- serves the same function.
-
- Item Shop:
-
- This guy will sell you Red Potion for 150 R, Small Shield for 50 R, and 10
- Bombs for 50 R.
-
- Cave:
-
- There is a cave which corresponds to the Death Mountain entrance cave in
- the Light World. In it you can earn a Piece of Heart if you have the
- Magic Cape and the Hookshot.
-
- Skull Dungeon:
-
- This is probably the most complex dungeon in the game. It has 8 entrances
- and exits, for Pete's sake. Nevertheless, detailed instructions follow.
-
- The Entrances: I will try to describe which entrances are where.
-
- Entrance A: Big Skull just as you enter the Woods
- Entrance B: Pit just south of entrance A
- Entrance C: Pit SW of entrance A
- Entrance D: Skull north of entrance C
- Entrance E: Pit, concealed by bushes, just north of entrance A
- Entrance F: Skull, near west side of woods, after going under rows of
- bones
- Entrance G: Pit NE of entrance F, must go through rows of bones
- Entrance H: Large Skull just north of entrance F
-
- The Compass: Most easily obtaining by falling in entrance C (a pit). It
- is in the room you fall through, just south of where you land.
-
- The Map: Most easily obtained by falling through entrance E. It is south
- of where you land.
-
- The Big Key: Go through entrance D. Defeat the Gibdos (mummies) in the
- first room. Pull up the skull pot in the center of the room. A trigger
- is revealed. Push the statue so that it lines up with the narrow gap.
- Now you must pull on the statue from behind so that you can reach the door
- when the statue lands on the trigger.
-
- The Big Treasure: The Fire Rod. Enter through entrance E. Bomb the wall
- on the left side of the screen you start on. Walk through to the next
- screen. Pull on the switch in the center of the screen. The whole bottom
- wall will explode. You can now walk up to the treasure chest and get the
- Fire Rod.
-
- Trouble Spots: Doesn't sound too bad, huh? Try getting all the keys.
- You'll go in, you'll go out, you'll go in, you'll go out, you'll wish you
- didn't have to do this dungeon. Stay cool and methodically search for the
- keys. Once you get the Fire Rod, it will put a quick end to the Gibdos.
- To enter through entrance H, you must have the Fire Rod. Burn the front
- of the skull off so you can enter. Once you do, you're not far from the
- boss. In the room on the right side of the dungeon and in the middle, to
- open the door you must light all four boxes. The fire rod is necessary to
- accomplish this. In the NE corner, fall in the pit to start the battle
- with Mothula.
-
- The Boss: Mothula
-
- The Prize: Heart Container, 3rd Maiden, 3rd Crystal
-
-
- e) Village of Outcasts
-
- Artifacts found in the Village:
-
- Titan's Mitt, Locked Chest, Three (3) Pieces of Heart
-
- Titan's Mitt - Big treasure in Blind's Dungeon
- Locked Chest - Broken down shed
-
- Game of Chance:
-
- Here's where to play! You can win a piece of heart as well as some other
- great prizes. Go for it!
-
- Item Shop:
-
- Same old, same old. Red Potion is 150 R, Shield is 50 R, 10 Bombs are 50
- R.
-
- Stake Garden:
-
- To the east of town, there is a place where there are a bunch of stakes.
- To get to it you must have Titan's Mitt. If you pound down all the
- stakes, you'll find a cave with a Piece of Heart in it.
-
- Shooting Gallery:
-
- This place is a hoot, as well as a place to round up a considerable amount
- of Rupees. Just shoot the arrows so they hit the targets in the back with
- out hitting the hands that are in front. The first hit wins 4, the second
- 8, the third 16, the fourth 32, and if you get all 5, you'll get 64 for
- the last hit, for a grand total 124 Rupees. Quite a deal considering the
- initial investment is 20 Rupees. The Grim Reaper playing the drum is a
- riot.
-
- Treasure Field:
-
- Where the 15-second game was in the Light World is a new game - the
- Digging Game. For 80 Rupees you can dig for 30 seconds. If you're lucky,
- you'll find a piece of heart! This is fun, and with some luck, can be
- mildly profitable.
-
- Broken-down Shed:
-
- In the shed you'll find a locked treasure chest. Take this to the
- sleeping man in the Light World desert, and he'll open it for you.
-
- The Gargoyle's Domain or Blind's Dungeon:
-
- To get in this Dungeon, pull on the pitchfork of the gargoyle in town.
- You'll uncover the entrance.
-
- The Compass: First of all let me define that there are 4 "large" rooms.
- They are in the first basement and they are in a square together. They
- will be referred to often. The compass is in the SE large room on the
- upper level in a Treasure Chest in plain sight. It is not difficult to
- reach it.
-
- The Map: The map is in the SW large room. It is on the ground level, and
- can be found soon after entering.
-
- The Big Key: The Big Key is also in the SW large room. However you must
- use an alternate route to get to it. From the entrance room, get on the
- lower level. Go north one room and then go east a room. From here go
- south a room. Get in the SW corner of this room and exit through the west
- side. You now can get to the Big Key.
-
- The Big Treasure: The Titan's Mitt. To get this, you must get on the
- upper level in the NE large room. Go through the door. Then go north up
- the hall in the next room. Take a left at the top of this room. In the
- next room, go down the stairs. In the second basement, go west a room.
- In this room, which has a bridge of conveyor belts. When you reach the
- bottom of this room, take a left. In the following room, you'll find the
- Big Treasure Chest.
-
- Trouble Spots: Immediately after acquiring the Titan's Mitt, go east three
- screens. You'll be in a jail cell where you'll find a captive. Defeat
- the guards and rescue her. Then, go west a screen and then north a screen
- and take the stairs to get back up to the first basement. Once you're
- back up, go east a screen. Go south down the hall and take a left. Go
- west three screens. This room has a conveyor belt. Go north and use the
- north door. In the next room, take the stairs up. Go east two rooms. In
- this room there a window and an apparently weak floor. To break the
- floor, place a bomb at your feet, pick it up, and throw it at the weak
- floor. The light will now shine through the hole. Go back to the room
- that has a skull on it on the map (the boss's room). Expose the captive
- to the light and she will be forced to reveal her true self, Blind the
- Thief. Fight him
-
- The Boss: Blind the Thief
-
- The Prize: Piece of Heart, the 4th Maiden, the 4th Crystal
-
-
- f) Ice Lake Area
-
- Artifact Found in the Ice Lake Area:
-
- Blue Mail
-
- Blue Mail - Big treasure in the Ice Palace
-
- Item Shop:
-
- Sheesh, can there be more of these? You won't find anything new here.
-
- Storyteller:
-
- Located where the Ice Cave is in the Light World, the storyteller will
- tell the story of another thief.
-
- Ice Palace:
-
- To get in, you must come from the Light World. The warp tile on the large
- island in Lake Hylia will take you here. Also note that the Ice Palace is
- huge! Bring some potions because you're gonna be here a while.
-
- The Compass: Surprisingly easy to find. But then again, the compass isn't
- that much of a help. In the first basement, it's in the southernmost
- room. To get to it, simply push the ice stone in the center room to the
- right and go down a room. It's in a Treasure Chest in plain sight.
-
- The Map: And you thought this was going to be easy. NOT!! Here goes. In
- the first basement, go north from the center room. Use the switch in the
- room covertly so that you can be on the top half of the room yet still
- have the orange tiles down. A bomb works well in doing this, even though
- it's possible to use the boomerang. Blow a hole in the floor where it's
- weak. In the next room there is a skeleton guy. Whack him with your
- sword, then place a bomb to rattle his bones. Then the door will open to
- the south. Go through, and in the next room work your way west so you can
- go through the exit on the south wall. Go through the next room and east
- in to the next room to find a staircase. Go down the stairs. In this
- room are some Pengators, use the Hookshot to make short work of them. Go
- north. Now, avoid the big spiked eye and go to the right. In the next
- room, use your hookshot to get past the spikes unharmed. Go through the
- up stairs which are on the right side of the screen. Finally, you're in
- the room with the map. But to get to it, you must use the hammer to pound
- down the moles and the Titan's Mitt to pull up the block. Pull on the
- tongue of the statue to make the Treasure Chest containing the map appear.
- Wheh!
-
- The Big Key: Once you get to the room with the map it's not to difficult
- to get the Big Key. Move to the right one screen and go up the stairs.
- You're there! It's right in that Treasure Chest in plain sight.
-
- The Big Treasure: The Blue Mail. Remember on the way to the map the room
- with the spikey eye in it? Get back there. This time go to the door on
- the left into a real icy room. Go down the stairs. Now your in a room
- with a real weak floor. Place a bomb and fall down the pit. Ta da! Now
- you've got the Blue Mail.
-
- Trouble Spots: To defeat the ice creatures who melt off the wall, you need
- to use the Fire Rod. Conventional weapons just won't cut it. Now this is
- a big trouble spot and it's called getting to the boss's room.
- Immediately after obtaining the blue mail, go to the room to the east.
- We'll call this room the "pit" room for convenience's sake. Go north from
- this room. In the next room go up the stairs which are at the north wall.
- In the next room go south. You'll see a skull pot. You'll probably pick
- it up. You'll find a trigger. Unfortunately, there's nothing to trigger
- it with. You guessed it - that's the mystery to this place. Now go to
- the east one room and hit the switch. Go back up the stairs to the "pit"
- room again. Notice that you can't get to the blocks on the left side now
- because of the orange switch. You have to find an alternate way. Go east
- one screen, then south , then west. Now go up the stairs in this room.
- From this room, go around the "fence" to the door on your right. Enter
- into the icy room. You must pick up a skull pot and hit the trigger to go
- on to the room to your left. Go through that door, and fall in the pit.
- Go east one room and you're back in the "pit" room. Push one of the
- blocks down the pit. Now fall in the pit yourself. Remove the skull pot,
- and push the block on the trigger. Go south one room. Pull the statues
- out of your way and lift up the big stone on your left. Fall in the pit,
- and you've made it to the boss. After this ordeal, you're probably
- ecstatic that you're facing a boss and about to leave!
-
- The Boss: Kholdstare
-
- The Prize: Heart Container, 5th Maiden, and the 5th Crystal (and the
- ability to leave!)
-
-
- g) Misery Mire
-
- Artifacts found in the Mire:
-
- The Cane of Somaria, One (1) Piece of Heart
-
- Cane of Somaria - Big treasure of Misery Mire Maze
-
- Treasure Cave:
-
- Found in the leftmost of three heads in the mire. Rupees and a Piece of
- Heart can be found.
-
- Faerie Fountain:
-
- Found in the rightmost of three heads in the mire.
-
- Storyteller:
-
- Found near the east side of the mire. He gives a clue about how to enter
- the Misery Maze.
-
- Misery Maze:
-
- To enter Misery Mire isn't exactly straightforward, but it doesn't take a
- rocket scientist to figure it out. Stand on the space that looks like the
- Ether medallion and cast the spell of Ether.
-
- The Compass: The compass is pretty far away. It's in the first basement,
- on the very west side, near the middle. Make sure that the blue pegs are
- down. In a Treasure Chest in plain sight.
-
- The Map: The map is also on the first basement. There's more than one way
- to get at it, too! (That's an oddity in this game) The easiest way is to
- get into the large room with the metal grating. Make sure the blue pegs
- are down. Then, when you're on the lower level of this room, you need to
- go down the path that is blocked off by a blue peg. Follow the path,
- climb up the ladder and go through the door. You'll get the map, in the
- next room over in a Treasure Chest in plain sight.
-
- The Big Key: To get to the Big Key, start at the room just east of the
- compass. Go north one room from here. Immediately take a left. In that
- room, you'll find a warp tile. Step on it. This will take you to a room
- in the very SW corner of the first basement. Go one room east and you've
- got Le Grand Clef (the big key, for those who don't speak French).
-
- The Big Treasure: Cane of Somaria. Make sure the blue pegs are down. Get
- in the room with the metal grating. Get on the metal grating. Go to the
- door at the north wall. Enter through to the next room. From there, go
- east two rooms. Go south one room. Then go through the door directly to
- your right. The Cane of Somaria is in the large Treasure Chest.
-
- Trouble Spots: This dungeon is too bad except for the fact that it's so
- maze-like. There are so many walls blocking your way that you often have
- to go halfway around the place just to get to the other side of the room.
- Anyway, after you get the Cane of Somaria, go back west one room, and then
- north two rooms. In the room with the ledge, jump off and exit via the
- door on the left. In the middle of the next room is a locked door.
- Unlock it. In the room to the north, cross the bridge until you reach the
- stairs. Go down them. In the following room, which is dark, you must use
- your recently-acquired cane. First, pick up the skull pot to reveal yet
- another trigger. Make a block with your cane that will cover the trigger.
- Exit the door at the SW. From there, go west one room. If the orange
- pegs are up, you must go up and change the switch with a boomerang. If
- not, keep on going west. In this room, bomb the north wall so that you
- can gain access to a switch. After hitting the switch go back to the room
- and keep going west. In the next room, be sure to hit the switch which is
- at the very north wall. Hit that switch before you go down the stairs.
- Then, go down the stairs. Go west one room and then north to face
- Vitreous.
-
- The Boss: Vitreous
-
- The Prize: Piece of Heart, 6th Maiden, 6th Crystal.
-
-
- h) Death Mountain
-
- Artifacts found on Death Mountain:
-
- Cane of Byrna, Mirror Shield, Red Mail
-
- Cane of Byrna - Treasure Cave
- Mirror Shield - Big treasure in Turtle Rock Dungeon
- Red Mail - Big treasure in Ganon's Tower
-
- Faerie Fountain:
-
- This is in the very SW corner of Death Mountain.
-
- Treasure Cave:
-
- Once you enter the Dark World from the Warp Tile near Spectacle Rock, Go
- straight south and there is a ledge you can jump off of. Inside the cave
- you will find the Cane of Byrna
-
- Item Shop:
-
- Again, same items. It's located in the Eastern series of Death Mountain
- caves, near the bottom, the one farthest east.
-
- Turtle Rock Dungeon:
-
- To enter Turtle Rock, first use the Warp Tile in the Light World in the
- north eastern most part of Death Mountain, on top of a plateau. To get
- this tile to appear, pound all three stakes in a counter-clockwise
- pattern. You materialize on top of Turtle Rock. To open up the entrance,
- use the Quake magic when standing on the symbol that looks like the Quake
- Medallion.
-
- The Compass: When you enter, use the Cane of Somaria on the question
- marks. This will create a moving platform which you can control at
- certain points. Cross over the first gap using this method. In the next
- room, create one and move left. Stop it at the next ledge. Go through
- the door near this ledge, and go south to find the compass in a Treasure
- Chest in plain sight.
-
- The Map: To get the map, go back to the room where you can move the
- platform in a pattern of a large square (second room you enter). Using
- the platform, go up to the NE corner and get off on the ledge in that
- corner but on the east wall. Go through to the next room. Create a
- platform and go down. Let it take you around. When you are starting to
- head up for the last time, quickly use the fire rod to light all four
- torches. Then quickly run through the door on the north wall before it
- closes. Avoiding the rolling pin, get the map which is in a Treasure
- Chest in plain sight at the north end of the room.
-
- The Big Key: First of all, get down to the first basement. In this room
- with a bunch of pipes, enter the pipe at the bottom of the screen. When
- you get to the end of the pipe, go through the nearby door. Go into the
- pipe that is further SE than the other. Again, go through the nearby
- door. Head south in the room you enter, and go out the door at the SE end
- of the room. Go through the pipe in front of you and you'll get the key.
-
- The Big Treasure: The Mirror Shield. This is tricky to get. Go back in
- the room with the pipes and lava. Remember when getting the key how you
- went in the SE of two pipes? Well this time go in the other one. Exit
- through the nearby door. Go south two rooms. Then head for the door on
- the west side of the room. Go through it and then leave the cave through
- the south exit. You will now be outside on a narrow ledge. You're at the
- left cave, so now go to the right cave. Stop!!! Before entering the
- right cave, use the mirror to transport to the Light World. In the cave
- before you will find a Piece of Heart. You'll find it a lot more
- convenient if you get it now than later. Anyway, when you get back to the
- Dark World, enter the cave. A simple tap on the Cane of Somaria and
- you've got the Mirror Shield.
-
- Trouble Spots: Immediately after getting the Shield go north two rooms.
- Enter the pipe and at the other end, go through the nearby door. From
- here go up two rooms until you reach a staircase. Go down those stairs.
- Warning! The room you have just entered is a PAIN!!!! Follow
- instructions explicitly unless you want to get lost. You'll have to step
- on a trigger that is on the platform in the center of the room. Follow
- the instructions I give after creating a platform. I will give the
- instruction of what to do at EACH dot you encounter: down, right, down,
- nothing, down, stop. Get the key. to reach the exit, follow these
- instructions from the platform with the key: left, right, nothing, right,
- nothing, up, up, left, nothing, nothing, nothing, right, up, left,
- nothing, stop. It's about time! Next room you're in you must dash across
- to avoid getting hit by the eyes' light beams. Don't dash too far though
- or you'll fall off. Go through the door on the left. Work your way to
- the north wall of the large room you're in. flipping the appropriate
- switches as you go. Once you enter the stairway, it's a hop, skip, and a
- jump away from Trinexx.
-
- The Boss: Trinexx
-
- The Prize: Heart Container, Princess Zelda, 7th Crystal
-
-
- Mountain Caves:
-
- Just west of Turtle Rock you'll find some interesting caves. When it
- looks like you're at a dead-end, use the Ether magic to light up your way.
- You will find an invisible bridge that you must cross to get a Heart
- Container.
-
- Ganon's Tower:
-
- This is one huge tower. There are tons of tricky spots. If you're having
- trouble with a spot I haven't listed, I wouldn't doubt it.
-
- The Compass: Geez! Even the compass is tricky to get to! When you first
- enter take the downstair case on the right. Go to the right two rooms.
- To take the south exit in this room is going to take some fast feet.
- Spread out through the whole room are four torches. You must light them
- all, starting with the one at the top and run for the door before the
- light burns out. This may take some practice. If that weren't enough,
- you've got an even trickier job in the next room. You must place a bomb
- and throw it over the fence and onto the conveyor belt so that it will hit
- the switch. That brings to the blue pegs down. Now you must repeat the
- same process, and run across the blue pegs before they go up again. Now
- you can cross the orange pegs and go through the door to the next room
- which is where the compass is. It is in a Treasure Chest in plain sight.
- Now, to get back, you must touch the tile in the same room because the
- blue pegs prevent you from leaving the way you came.
-
- The Map: To get the map, get to a room where there are a bunch of pits and
- lots of blocks sitting on the dispersed platforms. It is on the middle of
- the west side of the first floor. Once in this room, head for the
- southern exit on the eastern wall. In the next room is the map.
-
- The Big Key: After getting the map, go back to the room with all the pits.
- Take the southern exit on the southern wall. Once in the next room, move
- east one room. Step on the warp tile. You will now be caught up in a
- maze of warp tiles. Attempt to get on the one that will take you near the
- entrance to the large room in the southern center of the first floor.
- Enter the large room. Take the exit that is near the NE corner. How do I
- do that, you say? There is an invisible bridge in that room. Either
- light the torch or use Ether magic to see the bridge. In the next room,
- you will see some weak floors. One will break away. Fall down the pit.
- Once downstairs, it's the Armos Knights again! Make short work of them
- the same way as the first time. After defeating the Knights, go north a
- screen to get the Big Key.
-
- The Big Treasure: The Red Mail. Not to hard to get to, once you have the
- key. From the Armos' room, move left a screen. Go up the stairs. Push
- the blocks out of the way, and the mail is yours.
-
- Trouble Spots: Now that you've got all the good stuff, the real fun
- begins! Head back for the main entryway. This time, take the up stairs.
- None of the rooms on the third floor are too difficult to figure out.
- However, there's a neat trick in the easternmost room in the third floor.
- There is a platform, but it seems impossible to get to. What you do is
- dash into the blocks on the right. The rebound will knock you onto the
- platform. Bomb the wall and you'll find some minor treasure inside. Go
- up to the fourth floor now. There are lots of moving lasers in this
- floor. Watch out! In the room in the SW corner of this floor is a
- rematch with the Lanmolas. Watch out! They're meaner now. They move
- faster and spit out more debris when they emerge from the sand. After
- disposing of that threesome, go up to the fifth floor. After making it to
- a room where there are four grey torches you have to (you guessed it!)
- light all four and make a run for your money, to the door. In the next
- room over is a staircase. On the sixth floor, take the logical route
- (there's only one new way to go in each room. In the large room, hop down
- the stairs for a rematch with the Moldorm. He's a bit easier now, and
- there's more room to work with, so you can dust him off pretty easily.
- After defeating him, Hookshot over to the south side of the room so you
- can leave. In the room to the west you will find a staircase leading to
- the seventh (and final) floor. On this floor, you'll face off with
- Agahnim again.
-
- The Boss: Agahnim
-
- The Prize: Agahnim is revealed to be Ganon's alter ego. What do you get?
- Nuttin.
-
-
-
- D. The Waterways
-
- This section will tell you which water funnel leads where.
-
- From To
- Near Lost Woods East of Lake Hylia
- East of Lake Hylia West of the Magic Shop
- West of the Magic Shop North of the Swamp
- North of the Swamp West of the Magic Shop
- South of Lake Hylia South of the Waterfall
- South of the Waterfall South of Lake Hylia
-
-
-
-
- E. Tricks of the Trade
-
- This section contains interesting perks about Link's Journey
-
- Mushroom Power: Sprinkling magic powder on some enemies does strange
- things. The Buzzblob (guy who shocks you when you hit him) can be turned
- into a potatohead with powder. Also the Anti-Faeries (small skulls with
- rotating red blobs) can be turned into real faeries.
-
- Opening Doors: Sometimes it is hard to figure out hoe to open a closed
- door. Sometimes it helps to defeat all the enemies in a room. You may
- have to search for a switch or a trigger.
-
- Link the Bee-Keeper: If you keep a bee in a bottle, and then release it,
- it will attack foes on the screen. If you get the Good Bee from the Ice
- Cave, he will wait to be caught again.
-
- The Walls Tell Tales: If a wall has weak marks (or a floor for that
- matter) you may be able to bomb it open. If it looks like a wall is
- really weak, you may just be able to dash into it.
-
- Link the Invisible: Before you get the flippers, if Link falls into deep
- water, he will automatically be placed back in the shallow water. If
- enemies are attacking, keep jumping in the deep water. Link can't be hurt
- when he's doing this.
-
- The Fountain of Happiness: On the large island in Lake Hylia, there is a
- fountain that asks if you'd like to throw money in. If you throw in 100
- Rupees, a faerie will give you more bombs or arrows. For each additional
- 50 Rupees thrown in, she will increase it even more. You can get a
- maximum of 50 Bombs and 70 Arrows.
-
- Free Fill Up: In the Faerie fountains where the faerie will make your
- items better, throw in an empty bottle. The faerie will fill it up with
- green potion.
-
- Fast Money: If you find a cave with lots of Rupees in it, just pick them
- up and the leave. Come back in, and they'll be back. This does not apply
- to Rupees in treasure chests though, just ones that are under pots.
-
- The Running Man: Link can catch up with the running man in Kakariko once
- he has the Pegasus Shoes. This man thinks Link is a crook. He thinks
- Link is so fast that he could have easily kidnapped Princess Zelda. How
- rude!
-
- Faeries in the Depths: If you see a large pot-shaped item in a dungeon,
- there's a good chance that if you fall in it, there will be faeries down
- in it. Try several things including falling from the floor above in to
- the pot.
-
- Treasure from the Enemy: In the Great Swamp region of the Light World,
- Link would sometimes cut the grass, and a rabbit would appear. Since the
- rabbit no longer had a place to hide, if Link caught it, he would be able
- to take some Rupees from it.
-
- Shortcut: To conserve time in your quest, if you need to be on the other
- side of the world, just save and quit your game. Since you can start in
- one of three locations, you can take a shortcut there!
-
- Reflections on a Bug-Catching Net: This may belong in the Defeating Bosses
- section, but this is more of an oddity than a strategy. You are supposed
- to use the Master Sword to bat back Agahnim's spells. How ever the net
- seems to work just as well. How strange!
-
- Picture This: In Kakariko Village, there is a house with a portrait on the
- wall. Pull on it for some major dough!
-
- Prize Beneath the Bridge: By swimming beneath the Hyrule Castle Bridge in
- the Light World, Link found a camper. The generous camper gives him a
- bottle!
-
- Animals for Sale: The bottle-seller in Kakariko also has a keen interest
- in animals. If you lug the fish all the way back from the great swamp,
- you'll get 100 Rupees. If you release the Good Bee near him, he'll buy it
- off of you for 100 Rupees as well!
-
- Revolt of the Chickens: Chickens are everywhere, especially in the
- village. If you start to mow down a chicken, he'll squawk at you. Hit
- him enough times, and he'll call his buddies. They won't be too happy
- that you're hitting his friend. You'd best be advised to get off the
- screen before they peck you.
-
- The Flute and the Duck: Once you have the flute, if you play it in front
- of the weather vane in Kakariko, the duck will come and help you. He can
- transport you to many locations. Here they are:
-
- #1 Death Mountain
- #2 Witch's Hut
- #3 Kakariko Village
- #4 Link's Cottage
- #5 Warp Tile South of Eastern Palace
- #6 Warp Tile in Desert
- #7 Swamp Ruins
- #8 South of Lake Hylia
-
- The Well by the Smithy: If you have the hammer, go to Smithy's. Pound
- down the stake east of his house, then fall down in to the well. You'll
- find a strange statue that is holding a cauldron. Pour some powder into
- the cauldron, and the Mad Batter will appear. He, in trying to harm you,
- actually makes your magic spells take only half as much magic power.
-
- Of Foes and Frost: If you freeze a foe with the Ice Rod and then break him
- up with the hammer, he will almost always leave a magic vial for you to
- pick up.
-
- The Gratitude of a Fish: Once you pull the switch in the Swamp Ruins,
- there is a fish floundering about. Take him north one screen and throw
- him in the water. In gratitude, he'll give you 20 Rupees!
-
- The Prince of Thieves: A strange creature called a Pikit lives in the
- Skull Woods. He has a long tongue and if he gets hold of you he'll eat
- your shield. Oh no! Not to worry; just defeat him and you'll get it
- back.
-
- The Fire and the Hook: The Gibdos can be defeated easily using the Fire
- Rod, and the Onoffs (Red and blue blobs that become electric) can be
- defeated using the Hookshot.
-
- Link the Invincible, Part II: Not only is the Hook Shot an important
- weapon and tool, when Link uses it, he becomes invincible. An enemy that
- touches Link while he is using the Hookshot will not damage Link.
-
- Reunion of the Blacksmiths: You can find the Blacksmith's helper in the
- Dark World near the Village of Outcasts, if you have the Titan's Mitt.
- The blacksmith at first appears to be a frog, but if you take him to
- Smithy, he'll help you by tempering your sword.
-
- The Rupee Throwers: Sometimes Link comes upon an enemy called a Hoarder
- they live under bushes and rocks. If you take the bush or rock off, he'll
- start throwing out Rupees. link can make a lot of money by letting him
- roam around. Just collect the stuff he throws out.
-
- An Impassable Situation: Near Death Mountain in the Dark World, there is a
- cave. In it, there is a bumper that blocks a narrow passageway. The only
- way to clear this obstacle is to use the Cape to become invisible. You
- can then pass right through it.
-
- The Faerie in Disguise: The woman sweeping her broom in Kakariko isn't all
- she's cracked up to be. Sprinkle powder on her and she'll turn into a
- faerie.
-
- The Defeat of the Pengators: In the Ice Palace you'll find a strange enemy
- called pengators because they look like cross between an alligator and a
- penguin. These green fiends attack by trying to slide into you. They can
- be easily defeated by one swift blow of the Hookshot.
-
- The Staff of Byrna: The Staff is found in a cave in Death Mountain in the
- Dark World. Its location is described above. However the cave it's in
- has lots of spikes. If you have life potion you can use that, or use the
- Cape to make you invisible.
-
- The Eyes of Doom: In Turtle Rock Dungeon there are some laser eyes as well
- as one eye that only opens the door when Link is facing away. To counter
- this action, Link must charge up his sword when facing away from the eye,
- then back up slowly through the door.
-
-
- F. Link's Arsenal
-
- The Sword:
-
- Fighter's Sword (level 1) - Given to Link by his uncle when he enters
- Hyrule's Palace. No items necessary.
-
- Master Sword (level 2) - Found in Lost Woods. Items necessary: All three
- pendants.
-
- Tempered Sword (level 3) - Given to Link by Smithy. You must first find
- his friend (see Tricks of the Trade)
-
- Golden Sword (level 4) - Given to Link by the Fat Faerie when he throws it
- into her pond, located in the Pyramid of Power
-
- Uses: Hacking, slashing enemies, bushes.
- Special Moves: Spin Attack (Hold B down. When the spark reaches the end
- of the sword. When you release B Link will spin around)
- Laser Attack. If you have the Master Sword or better, and have full
- health (all hearts filled) you can shoot lasers out of the sword
-
-
- The Shield:
-
- Fighter's Shield (level 1) - Given to Link by his uncle when he enters
- Hyrule Palace.
-
- Red Shield (level 2) - Given to Link by the beautiful Faerie in the
- Waterfall of Wishing. Or, you can buy it for 500 Rupees. Can deflect
- fireballs
-
- Mirror Shield (level 3) - Found in the Big Treasure Chest in Turtle Rock
- Dungeon. Can deflect beams.
-
- Uses: Deflecting beams, fireballs, other enemy attacks
-
-
- Clothing:
-
- Green Jerkin (level 1) - Link starts out with it.
-
- Blue Mail (level 2) - Found in Big Treasure Chest in Ice Palace.
- Decreases damage by 1/2.
-
- Red Mail (level 3) - Found in Big Treasure Chest in Ganon's Tower.
- Decreases damage by 3/4 over Green Jerkin, 1/2 over Blue Mail.
-
-
- Pegasus Shoes - Given to Link by Sahasrahla after he gets the Pendant of
- Courage. Use by pressing A button. Allows Link to perform a Dash Attack.
- Dash Attack can crash into walls, stones, etc. to find interesting items.
-
-
- Gloves:
-
- Power Glove (level 1) - Found in the Big Treasure Chest in the Desert
- Palace. Gives Link ability to lift light stones.
-
- Titan's Mitt (level 2) - Found in Blind's Dungeon. Link can now lift
- heavy stones.
-
-
- Zora's Flippers - Zora will sell Link the flippers for 500 Rupees. The
- flippers allow Link to swim in deep water.
-
-
- Moon Pearl - Found in Big Treasure Chest in Mountain Tower. Allows Link
- to maintain his true form in the Dark World. Without it, he turns into a
- bunny.
-
-
- Bow And Arrows:
-
- Wooden Arrows (level 1) - Found in Big Treasure Chest in Eastern Palace.
- The Bow allows Link to shoot a limited number of arrows at his foes. You
- can originally carry 30 Arrows, but this number can be increased.
-
- Silver Arrows (level 2) - Given to Link by Fat Faerie when thrown in pool.
- Located in Pyramid of Power.
-
-
- Boomerang:
-
- Blue Boomerang (level 1) - Found in Hyrule Castle. Allows Link to hit
- enemies from a distance.
-
- Magical Boomerang (level 2) - Given to Link by the beautiful Faerie in the
- Waterfall of Wishing. Goes across the entire screen.
-
-
- Bomb - You can buy bombs in a shop or find them lying about Hyrule. The
- Bomb will explode after a few seconds. Link can also pick up a bomb he
- has placed and throw it, if he has the Power Glove. You originally start
- out with 10 bombs, but this number can be increased.
-
-
- Super Bomb - Can be bought at the Bomb Shop in the Dark World for 100
- Rupees. The sole purpose for this bomb is to open the front of the
- Pyramid of Power, where the Fat Faerie lives.
-
-
- Hookshot - Found in the Big Treasure Chest in the Water Palace. Can be
- used to stun enemies as well as carry link across pits.
-
-
- Magic Mushroom - Found in the Lost Woods. Give to the Witch so she can
- make Magic Powder.
-
-
- Magic Powder - Given to Link by the Witch. The powder can change an
- enemy's form as well as do other strange things. Uses magic power.
-
-
- Fire Rod - Found in the Big Treasure Chest in the Skull Woods. Will shoot
- out flames. Uses magic power.
-
-
- Ice Rod - Found in the Ice Cave. Will shoot out a blast of cold air at
- enemies, freezing them. Uses magic power.
-
-
- Bombos Magic - Found on a plateau near the desert. Link can create an
- explosion around himself that will defeat many enemies. Uses magic power.
-
-
- Ether Magic - Found just west of the Mountain Tower in Death Mountain.
- The magic of Ether will light your way in a dark cave as well as change
- the weather in the dark world. It will allow Link passage into Misery
- Mire Maze. Uses magic power.
-
-
- Quake Magic - Given to Link by an angry Catfish in the Lake of Ill Omen in
- the Dark World. Allows Link passage into Turtle Rock. Uses magic power.
-
-
- Lamp - Found in Link's Cottage. The lamp will light torches when the room
- is dark. Uses magic power.
-
-
- Magic Hammer - Found in the Big Treasure Chest in the Dark Palace. It can
- pound down stakes, moles, turtles and many other things.
-
-
- Shovel - Given to Link by the Flute Playing Boy. Link will use it to dig
- up the flute and then Link loses it.
-
-
- Flute - Uncovered by the shovel in the Haunted Grove in the Light World.
- The flute will allow Link to call a Duck who can transport Link to 8
- locations around the world.
-
-
- Bug Catching Net - Given to Link by a sick boy in Kakariko Village. Will
- catch faeries or bees so Link can capture them.
-
-
- Book of Mudora - Found in the Library. Lets Link read ancient
- inscriptions on monoliths.
-
-
- Magic Bottle: Keep faeries, bees, and potion in these
-
- Bottle 1 - Bought from bottle selling guy in Kakariko
- Bottle 2 - Found in Inn in Kakariko
- Bottle 3 - Given to Link by the camper under the Hyrule Castle bridge
- Bottle 4 - Given to Link by the Sleeping Man near Desert. You must give
- him
- the locked Treasure Chest
-
-
- Magic Mirror - Given to Link by the Old Man in Death Mountain. Will
- transport you from the Dark World to the Light World. Will also take you
- to the beginning of a dungeon, if used in the dungeon.
-
-
- Magic Cape - Found underneath the tombstone in the NE corner of the
- graveyard in the Light World. Will make Link invisible and invincible.
- Uses magic power.
-
-
- Cane of Somaria - Found in the Big Treasure Chest in Misery Mire Dungeon.
- The Cane of Somaria will create blocks for Link to push around. If Link
- uses the cane on a block he has just created, the block will split into 4
- directions. The debris can hurt enemies. Also, it will create moving
- platforms for Link to stand on in the Turtle Rock Dungeon. Uses Magic
- Power.
-
-
- Cane of Byrna - Found in a cave south of Spectacle Rock in the Dark World.
- The Cane will emit a protective barrier that will defend Link on all
- sides. Uses Magic Power.
-
-
- Medicine - Medicine, or Potions, can be bought many places. The Red
- Medicine will restore Link's Life Meter. The Green Potion will restore
- Link's Magic Meter. The Blue Potion will restore both Link's Life and
- Magic Meters.
-
-
- Magic Potion - Magic Potion can be found under pots, as well as from
- defeated enemies. These vials will restore some or all of Link's Magic
- Meter. The small ones will restore a small bit of his meter, and the
- large ones will restore all of his meter.
-
-
- Map - Each dungeon has a Map. It will show Link the layout of the
- dungeon's rooms.
-
-
- Compass - The Compass will show Link where the boss of the dungeon is
- located at.
-
-
- Big Key - The Big Key will allow Link to open the Big Treasure Chest, as
- well as opening certain locked doors.
-
-
-
- G. Defeating Boss Characters
-
- This section will give detailed information on how to defeat the bosses.
- The Difficult Meter goes from 0 stars to 10 stars, with 0 being a wimp and
- 10 being next to impossible to defeat.
-
-
- Ball and Chain Trooper:
-
- The easiest way to defeat the trooper who guards Princess Zelda is to use
- the Pots in the nearby empty cell. If you run out of pots, uses your
- Boomerang to stun him, and then close in and attack with your sword. It
- will not take much to defeat this guy. Difficulty: *
-
-
- Armos Knights:
-
- Bosses of the Eastern Palace. To most easily defeat the Armos Knights,
- have Link stand in the SE corner of the room. When there is a Knight
- directly north of Link, have him fire off some Arrows. For the first five
- Armos Knights, three arrows will finish them off. The last knight,
- however, will start jumping around, trying to squash Link. The best way
- to avoid this is to keep running around the room. When you know where
- he's going to land, and have the opportunity to fire, do so. Arrows are
- still effective, however, if you run out, the sword will work.
- Difficulty: ***
-
-
- Lanmolas:
-
- Bosses of the Desert Palace. There are 3 Lanmolas. They bury themselves
- in the ground, and then pop up to attack Link. You can detect where they
- will pop up by the darkening in the ground. When you see a dark spot, you
- know the Lanmola is about to emerge. You must realize, however, that when
- they pop up, they will spit out 4 rocks in the diagonal direction, so do
- not approach from a diagonal. Hit their head as soon as they pop up.
- Also, do not just concentrate your attack on one. Attack any one when you
- have the chance. The last Lanmola will be a bit harder to defeat. When
- there is one left, he will spit 8 rocks out at once. You must approach in
- a direction that is in between these rocks. Difficulty: *****
-
-
- Moldorm:
-
- Boss of the Mountain Tower. Moldorm is a big worm. He moves very fast
- and he moves around on a platform that has no ledges. For this realize,
- you must be careful not to stand to close to the edge. Moldorm's only
- weak spot is the end of his tail. You must maneuver around him to get to
- his tail. You can use the hole in the middle of his room to your
- advantage. Stand just to the south of it when he is on the other side.
- Often he will run up and down the hole, and you can whack his tail then.
- After 5 hits, Moldorm will start to move dramatically faster. The best
- way to land the final blow is to stay near the center, and when he comes,
- just swing your sword like mad. It is very difficult to strategically
- maneuver yourself when he is going so fast. If you fall off the ledge,
- you'll have to hit him all 6 times again, so don't fall off. Difficulty:
- *****
-
-
- Agahnim:
-
- Boss of Hyrule Castle. Agahnim will move around the room in a shadow
- form. When he stops he will do 1 of 3 things. If he faces toward you and
- creates magic that looks like two fireballs, you must deflect it with your
- sword, so that it hits him. If what he shoots at you is a blue ball, get
- out of the way. Don't hit it because if you do it will split up and hit
- you for sure. The third thing he does is predictable. If he stops at the
- top center of the room, he will unleash his lightning attack. Your best
- bet is to stand right to the side of him. Otherwise you'll get zapped.
- Score a few hits, and he'll be toast. Difficulty: ***
-
-
- Helmasaur King:
-
- Boss of the Dark Palace. First of all you must take his mask off. You
- can use either bombs or the Hammer. The hammer is easier because you
- don't have to wait for the explosion. Once the mask is off, attack the
- green spot on his head either with your Sword or with Arrows. To avoid
- his tail, simply stand right in front of his face. It should miss.
- Avoiding his shots are not hard, if you know that they split off into
- three other fireballs. Level of Difficulty: ******
-
-
- Arrghus:
-
- Boss of the Water Palace. To defeat him, you must get to the other side
- of the room. Then, use the Hookshot to pull the stones toward you. Note
- that you should be facing the left or right when you do this, not up or
- down. If you pull in a stone from the top or bottom, it may hurt you. As
- soon as the stone is pulled in, hit it a few times with the sword to
- destroy it. When he spins his stones around, just get out of range of
- them. You can use the hookshot here as well. When you defeat all the
- stones, he will jump up, then come down, and he will start swimming real
- fast around the room. Know your geometry, and figure out what angle he's
- coming at and attack. A few whacks on the head will knock some sense into
- him. Difficulty: ****
-
-
- Mothula:
-
- Boss of the Skull Palace. The trickiest part is avoiding all the spike
- traps that come your way. Remember to have lots of red potion with you.
- The Fire Rod is effective on Mothula, and once you run out, use your
- sword. It;s not too difficult to avoid the beams he shoots out. The key
- to remember is to play it safe, because once you start letting yourself
- get hit, you'll have a quick demise. Difficulty: *******
-
-
- Blind the Thief:
-
- Boss of Blind's Dungeon. To defeat Blind, you must attack his body while
- avoiding the lasers he shoots out. Blind goes back and forth at the top
- of the screen. Hit him 3 times and he'll lose a head. But he will grow
- another one and start going back and forth at the bottom of the screen.
- After three more hits, he loses another head and will go back and forth at
- the top of the screen again. Three more hits and he's gone. You must be
- careful because his body shoots out lasers, and the floating heads shoot
- out fireballs. Attack quickly and often and he'll hardly have a chance to
- get you. Difficulty: ******
-
-
- Kholdstare:
-
- Boss of Ice Palace. When he's in the large ice cube, use the fire rod to
- thaw him out while avoiding the falling ice cubes. Once he's warmed up,
- he will split into three eye-like apparitions. Stay in one spot, moving
- only to avoid the falling ice cubes and whack an eye when it comes toward
- you. Level of Difficulty: ****
-
-
- Vitreous:
-
- Boss of the Misery Mire Maze. When he shoots lightning at you, step to
- one side of the room to avoid it. When the small eyes come at you, hit
- them with your sword. After destroying all the eyes, the large eye will
- come after you. This part is easy. Just whack it, and it'll bounce away.
- When it comes back, hit it again. It's like playing volleyball.
- Difficulty: ***
-
-
- Trinexx:
-
- Boss of Turtle Rock. You will notice that he has 3 heads. One is a hot
- head, and one is a cold head. To defeat the hot head, use the ice rod,
- and then hit him in the head with the sword. Repeat the process until
- it's gone. To defeat the cold head, use the fire rod in the same manner.
- You should probably kill the cold head first, so you don't slip around the
- room. After the temperature heads are gone, Trinexx will slither around
- the room. Hit him in the flashing mid-section several times to defeat
- him. Difficulty: ********
-
-
- Agahnim:
-
- Boss of Ganon's Tower. This guy is similar to the original Agahnim in
- Hyrule Castle. This time, he's got two "false" Agahnims to confuse you.
- Don't be confused. Reflect the shots back to the solid one. Avoid the
- fireballs the false Agahnims shoot at you. Even though the fireballs the
- false Agahnims send out can hurt the real Agahnim, it's too tricky to even
- bother with. There is no lightning attack this time.
- DIfficulty: ****
-
-
- Ganon:
-
- Boss of the Game, located in the Pyramid of Power. He has several phases.
- Ganon first attacks with a pitchfork. Hit him with the sword as many
- times as you can and avoid the pitchfork. Next, he'll attack with him
- Blazing Bats. To avoid the bats, get the Hookshot out. When you launch
- the Hookshot, Link is invincible. The bats won't hurt Link. Attack Ganon
- when you can. In the next phase, the outer circumference of the room will
- break away. Ganon is now more covert and you'll have to wait until he
- solidifies to hit him. Follow him around the room until you have an
- opportunity to attack. Finally, the last phase is the most difficult.
- The lights will go out. Use the Fire Rod or the Lamp to light things up.
- Immediately go to the sub-screen and select Silver Arrows. Then you must
- hit him with your sword. Shoot him with the Arrow right after the sword
- blow. Four times and he's gone. Note that the lights must be on in the
- room. Difficulty: *********
-
-
-
- H. Heart Container Locations
-
- This section contains the whereabouts of all 24 Pieces of Heart.
-
- 1. Lost Woods. North of the main entrance to the Den of Thieves is a 3x3
- square of bushes. The bush in the middle reveals a hole. Fall in and
- collect your heart.
-
- 2. Blind's Hideout. In the basement of Blind's Hideout in Kakariko is a
- cracked wall. Blow it open and get your heart.
-
- 3. Cave in Kakariko Village. Fall through the well from the ledge above.
- There is a cracked wall. Inside you'll find a Piece of Heart.
-
- 4. 15-Second Game. Win the 15-second game for a piece of heart. 'Nuff
- said.
-
- 5. Swamp Ruins. Inside the swamp ruins, pull the lever on the right.
- Leave the ruins and there's a heart right outside.
-
- 6. NE Desert Cave. In the NE corner of the desert, there is a cave with
- a cracked wall. Blow it open and pick up a heart.
-
- 7. Just west of Sanctuary. There is a large green stone just west of the
- sanctuary. Dash into it to reveal a cave with a heart piece in it.
-
- 8. SW corner of the desert. Once leaving the Desert Palace through the
- western exit, Link will be on a ledge. FOllow the ledge south for a heart
- piece.
-
- 9. SW of Zora's Falls. After getting the flippers, go due south. Go
- over the first waterfall, but before the second go west. There is a
- little cove where a heart piece can be found.
-
- 10. A Drop from Spectacle Rock. Walk around the left side of the rock
- formation in front of Spectacle Rock and drop down to the ledge. Enter
- the cave and go to Floor 2F.
-
- 11. On top of Spectacle Rock. The first time you go to the Dark World,
- and then use the Mirror to get back to the Light World, you'll find a
- heart piece sitting right there on Spectacle Rock.
-
- 12. The Strange Tree. After beating Agahnim, the lumberjacks east of the
- Lost Woods have finished cutting their tree. Dash into it to find a cave
- with a heart piece in it.
-
- 13. On the Pyramid of Power. As soon as you find yourself on the Pyramid
- of Power, walk around to the right side on the second to bottom level. A
- heart piece is there for the taking.
-
- 14. Lake Hylia Circle of Stones. In the Dark World, find the circle of
- stones in Lake Hylia. Use the mirror to transport back to the Light
- World. You'll be on an island with a heart piece there.
-
- 15. South of the Haunted Grove. In the Dark World south of the Haunted
- Grove is a circle of bushes. Get inside and use the Mirror. You'll be on
- a small plateau in the Light World. Enter the cave and take the heart
- piece.
-
- 16. The Digging Game. You can win a heart piece in the digging game.
- Have patience, it may take awhile.
-
- 17. North of the Cemetery. In the Dark World north of the cemetery is a
- ladder that leads up to a ledge. On the ledge, use the mirror and
- transport to a ledge in the Light WOrld with a cave. This cave contains a
- heart piece.
-
- 18. One Who Wears the Cape. In a cave just east of the Skull woods in the
- Dark World is a place where a bumper blocks a narrow path. Use the cape
- to pass this obstacle and obtain the heart.
-
- 19. The Chest Game. In the Village of Outcasts is a chest game. One
- prize is a piece of heart. Good luck!
-
- 20. Stakes south of the Smithy. In the dark world near the run-down shed
- is a bunch of stakes. Pound them down to make a cave appear. There's a
- heart to be found there.
-
- 21. West of Misery Mire Entrance. In the left mouth near Misery Mire Maze
- you will find a piece of heart.
-
- 22. Far N.E. Corner of Misery Mire. In the NE corner of this place is a
- cul-de-sac. Use the mirror here to get to a place on a high up ledge in
- the Light World. Pick up the stone and enter the cave. In it you'll find
- a heart piece.
-
- 23. Death Mountain Invisi-Bridge. Travel west from Turtle Rock. Lift up
- the first large rock. Link will find a cave with platforms. Go up and
- over the invisible bridge. Continue until you find yourself outside
- again. There is a nearby cave and within you'll find a heart.
-
- 24. Narrow Ledge on Death Mtn. After exiting the western exit of Turtle
- Rock, you'll have to come back in the eastern entrance. Before you do
- though, transport to the light world. You'll be on a narrow ledge. The
- cave that's right there contains a piece of heart.
-
-
-
- I. Faerie Fountains
-
- This sections tells where the faeries are.
-
- Light World:
-
- 1. SW of the Eastern Palace. (cave)
- 2. South of the Eastern Palace. (cave)
- 3. SE of Link's House (cave; need bomb to enter)
- 4. NW of Link's House (cave; need to dash against group of rocks)
- 5. East of the Desert Palace (cave)
- 6. Fountain of Happiness (need bomb to crack wall)
- 7. NE of Lake Hylia (Ice Cave)
- 8. NE of Hyrule Castle (pit; under bush)
- 9. E of Lost Woods (strange tree)
-
- Dark World:
-
- 1. SW of the Dark Palace (cave)
- 2. NW of Bomb Shop (cave; need to dash against group of rocks)
- 3. NE of Lake Hylia (cave; need to crack wall)
- 4. East Misery Mire Maze Entrance
- 5. Death Mountain #1 (cave; need to lift rock)
- 6. Death Mountain #2 (cave with invisi-bridge; bomb north wall)
-
- Dungeons:
-
- 1. Eastern Palace (fall in pot)
- 2. Desert Palace (north of western exit)
- 3. Mountain Tower (fall in pot)
- 4. Dark Palace (crack right wall in room with map)
- 5. Ice Island (fall in pot)
- 6. Turtle Rock (north of spiky room with tiles)
- 7. Ganon's Tower (across tricky gap)
-
-
-
-
- Notice: This is the preliminary version of this FAQ list. If there's
- anything you'd like me to add or any comments to be made, please don't
- hesitate to e-mail me at evansmj@nextwork.rose-hulman.edu
-
- Suggested Reading:
-
- Nintendo Power Strategy Guide:
- The Legend of Zelda: A Link to the Past
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