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zelda a link to the past guide(eng)


Zeem

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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.

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• Get the Sword and Shield

 

• Rescue Princess Zelda

 

• Enter the Secret Passage

 

• Find the Sanctuary

 

• Visit Sahasrahla

 

• Complete the Eastern Palace

 

• Get the Pegasus Shoes

 

• Get the Book of Mudora

 

• Complete the Desert Palace

 

• Get the Magic Mirror

 

• Complete the Tower of Hera

 

• Get the Master Sword

 

• Complete Hyrule Castle

 

• Complete the Palace of Darkness

 

• Purchase the Flippers

 

• Complete the Swamp Palace

 

• Complete the Skull Woods Palace

 

• Complete Blind's Dungeon

 

• Complete the Ice Palace

 

• Get the Shovel

 

• Get the Flute

 

• Free the Bird

 

• Get the Ether Medallion

 

• Complete Misery Mire Palace

 

• Get the Quake Medallion

 

• Complete Turtle Rock Dungeon

 

• Complete Ganon's Tower

 

• Use the Super Bomb

 

• Get the Silver Arrows and Golden Sword

 

• Complete the Pyramid of Power

 

 

 

Get the Sword and the Shield

 

Exit Link's house, go down the ladder, and talk to the girl named Saria. Facing away from the ladder, follow the left wall around and up the ramp to a meadow with a series of fences. Follow the path through the fences to a small tunnel. Enter the tunnel and crawl through it. Follow the passageway, avoiding the rolling boulder, to reach a large treasure chest. Open it to receive the Kokiri Sword. Return to the village, enter the Shop, and purchase the Deku Shield for 40 Rupees.

 

In Link's house (where you begin the game), go to the bottom-right corner of the room and open the treasure chest to get the Lamp. Go down through the door to appear outside. Go right and drop down onto the dirt path. Follow the path up all the way and then follow it left to reach a bridge. Cross the bridge and follow the path right all the way. Follow the path up all the way to the end to find a single bush in the middle of a square. Lift up the bush to reveal a hole and step onto the hole to fall down into the basement of the castle. Go left and talk to Link's uncle to receive the Sword and Shield.

 

Rescue Princess Zelda

 

After getting the Sword and Shield, go left from Link's uncle and down through the door. Continue down through the next door to appear outside. Go down, left, and then go up. Enter the double doors to appear inside the castle. Follow the right wall and enter the first door, then follow the red carpet up and enter the door on the left.

Continue left and enter the first door to go down to B1. Go down through the next door and go down the ladder to the lower area. Go down all the way to the wall and follow the path left, then continue left all the way and go up through the door in the top-left corner of the room. Go up through the door and enter the next two doors to go down to B3. Go to the right side of the room and defeat the enemies to get a Big Key. Then, enter the jail cell on the right to rescue Princess Zelda.

 

Enter the Secret Passage

 

From the room where Link rescued Princess Zelda, exit the room and go through the next two doors. Defeat the Green Knight and go through the bottom door. Go down, right, and up the ladder to the upper section of the room. Follow the path right, up, and drop down to the lower section of the room. Go right, up the ladder, and enter the door. Go through the next door to appear on 1F.

Go right, enter the door, follow the red carpet down, and go down through the door. Continue down on the red carpet and go through the door on the left. Go up the ladder to reach the upper section of the room, then go left and enter the door to go up to 2F. Continue up to the top of the room to find an altar. Stand on the left side of the altar and walk right to move the altar. Enter the doorway to appear in the Secret Passage.

 

Find the Sanctuary

 

From the start of the Secret Passage, follow the right wall and enter the door to go down to 1F. Go left and enter the door to appear on B1. Follow the right wall to find a treasure chest and open it for a Small Key. Go left from the chest, then go up and enter the locked door. Follow the left wall and enter the door, then go up to the wall, head left, and enter the door.

Go left and light the brazier (torch) with the Lamp to illuminate the room. Destroy all of the enemies to get a Small Key. Enter the locked door on the right side of the room and go to the top of the next room. Walk up against the middle block to move it up and enter the door to appear on 1F. Enter the next door and pull the lever on the right side of the room. Enter the door that opened to appear in the Sanctuary.

 

Visit Sahasrahla

 

Exit the Sanctuary through the bottom door to appear outside. Go down all the way to a T-intersection and go right all the way until you reach some water. Go down to a bridge and cross it, then go down through the sandy area to a bridge and some statues. Follow the dirt path right and go up through a passageway. Continue up and go up the steps. Go up to a wall, go right, and go up again. Continue up, drop into the lowered section of ground, and enter the house to find Sahasrahla.

 

Eastern Palace

 

Enter the Palace

Get the Big Key

Get the Bow

Find the Boss

Defeat Six Armos Knights

Enter the Eastern Palace

 

After finding Sahasrahla, talk to him and exit the house. Go right, up, and then up the steps to the next level. Go right to the wall, down to the wall, and right to the wall. Go down, continue through the gap to the right of the statue of a bird's head, then go up the steps. Go up the steps on the right and then up the next set of steps on the right. Go up through the door to enter the Eastern Palace.

 

Eastern Palace - Get the Big Key

 

From the Palace entrance, lift the jar in the center of the room to reveal a floor switch. Step on the floor switch and enter the door directly above. Step on the next floor switch and go up through the door. Go down the ladder to the lower section of the room and go up through the hallway, avoiding the black cannonballs. Go up the ladder on the left and enter the door. Follow the left wall to some jars, lift them, and step on the floor switch in the corner.

 

Enter the door that opened and go through the door on the left side of the room. Destroy the enemies that appear and go through the door at the top of the room. Go down the ladder and through the door on the right. Continue right through the door, go to the far-right side of the room, and enter the door. Walk down to the bottom of the room and enter the door to appear in a dark room. Go right, step on the floor switch, and enter the door that opened. Lift the jar on the right side of the room for a Small Key, Then go back through the door, go down, left, and enter the locked door. Go left, enter the door, and defeat all the enemies in the room. Lift the top-center jar, step on the floor switch, and open the treasure chest for the Big Key.

 

Eastern Palace - Get the Bow

 

From the Palace entrance, lift the jar in the center of the room to reveal a floor switch. Step on the floor switch and enter the door directly above. Step on the next floor switch and go up through the door. Go down the ladder to the lower section of the room and go up through the hallway, avoiding the black cannonballs. Go up the ladder on the left and enter the door. Follow the left wall to some jars, lift them, and step on the floor switch in the corner.

 

Enter the door that opened and go through the door on the left side of the room. Destroy the enemies that appear and go through the door at the top of the room. Climb down the ladder and go through the door on the right. Continue right through the door and go to the middle of the room to find a Big Treasure Chest. Open the Big Chest to get the Bow.

 

Eastern Palace - Find the Boss

 

From the room where the Bow was found, go up through the Big Key Door at the top-center of the room. Defeat the enemies for a Small Key and go through the door on the left to appear on 2F. Lift the bottom-left jar, step on the floor switch, and enter the door on the left. Defeat the bottom Ghoma Knight, step on the floor switch, and enter the door on the left.

 

Eastern Palace - Defeat Six Armos Knights

 

Stand in the lower-right corner of the room and attack the nearest statue with the Bow. Repeat this process until only one Armos remains, then for the last Armos move around until it jumps up in the air. When it pauses before dropping, turn around and attack it with the Bow. Continue to fire until it is destroyed. For each Armos Knight, Link will have to use three Arrows, 12 hits from his sword, or two Bombs to destroy it. Collect the Pendant to exit the stage.

 

Get the Pegasus Shoes

 

From outside the entrance to the Eastern Palace, go left and drop down to the lower section of ground. Head left and down to drop down, then go left and drop down again. Go left, drop down, and enter the house. Talk to Sahasrahla to get the Pegasus Shoes.

 

Get the Book of Mudora

 

From Link's house, go down to the dirt path and follow it left. Continue along the dirt path as it goes down, left, up, and left to a house. Go left past the house and take the first path up. Follow the path to the left, go up, climb up the ladder, and enter the Library. Go to the bottom-left corner, face up, and Dash into the bookcase to knock down the Book of Mudora.

 

Desert Palace

 

Enter the Palace

Small Key Guide

Get the Big Key

Get the Power Glove

Find the Boss

Defeat Three Lanmolas

Enter the Desert Palace

 

From Link's house, go down and continue through the passage to enter the swampy area. Go down and left to some water, and continue down to the bottom edge of the water. Go down to a large rock, then go left all the way to a wall. Go down along the wall and enter the first passage on the left.

 

Go left, up, and left all the way. Walk down and follow the one-way path as it goes left into the desert area. Continue left all the way to a wall, then go up to reach a square, stone platform. Go to the small pillar in the middle of the platform and use the Book of Mudora to move the statue blocking the passage. Go up along the passage and enter the opening to appear in the Desert Palace.

 

Desert Palace - Small Key Guide

 

As you explore the Desert Palace, you'll require four Small Keys. If you come to a locked door as you follow my directions to the Big Key and other items in this Palace, use this guide to determine which Small Keys you may have missed.

 

Small Key One - From the Palace entrance, go up to a Beamos Statue, and then go left to some jars. Lift the jars and go left, then up to a door. Go left and enter the first door. Dash into the top-left pillar for a Small Key.

 

Small Key Two - From the Palace entrance, go up to a Beamos Statue, and then go left to some jars. Lift the jars and go left, then up to a door. Go left, take the first path down, and go down all the way. Enter the door on the left and go through the bottom door to appear outside. Go right, up, lift the rocks, then enter the door to appear in 1F. Go to the top-right corner of the room and push the middle block left to open the top door. Enter the door and lift the jars in this room to find a Small Key.

 

Small Key Three - From the Palace entrance, go up to a Beamos Statue, and then go left to some jars. Lift the jars and go left, then up to a door. Go left, take the first path down, and go down all the way. Enter the door on the left and go through the bottom door to appear outside. Go right, up, lift the rocks, and enter the door to appear in 1F. Go to the top-right corner of the room and push the middle block to the left to open the top door. Enter the next two doors to appear on 2F. Go down through the door, defeat all of the enemies, and enter the door on the right. Go to the top of the room and Lift the jars to find a Small Key.

 

Small Key Four - From the Palace entrance, go up to a Beamos Statue, and then go left to some jars. Lift the jars and go left, then up to a door. Go left, take the first path down, and go down all the way. Enter the door on the left and go through the bottom door to appear outside. Go right, up, lift the rocks, and enter the door to appear in 1F. Go to the top-right corner of the room and push the middle block left to open the top door. Enter the next two doors to appear on 2F. Go down through the door, defeat all the enemies, and enter the door on the right. Go to the top of the room and enter the door, then lift the jars in this room to find a Small Key.

 

Desert Palace - Get the Big Key

 

From the Palace entrance, go up to a Beamos statue then go right to some jars. Lift the jars and follow the path right, down, and right to a wall. Go up and enter the locked door. Defeat all the enemies in the room and enter the top door, then go to the top of the room and open the treasure chest for the Big Key.

 

Desert Palace - Get the Power Glove

 

From the Palace entrance, go up to the Beamos Statue enemy, then go left to some jars. Lift up the jars, go left and follow the path up to a door. Go left and enter the second door, then lift up the jars on the left side of the room to reveal a floor switch. Step on the floor switch and enter the top door, then go up and open the Big Treasure Chest to get the Power Glove.

 

Desert Palace - Find the Boss

 

From the Palace entrance, go up to a Beamos Statue enemy, and go left to some jars. Lift up the jars, go left and follow the path up to a door. Go left, take the first path down, and go down all the way. Enter the door in the bottom-left and go down through the bottom door to appear outside.

 

Go right, up, lift the rocks, and enter the opening to appear on 1F. Go to the top-right corner and push the bottom block to the left to open the door. Enter the door and go through the locked door to appear on 2F. Enter the door at the bottom of the room, defeat all of the enemies, and enter the door that opened. Go to the top of the room and enter the locked door, then go through the next locked door. Use the Lamp to light the four braziers on the left side of the room, which reveals a Big Key Door. Enter the door with the Big Key to find the Boss, Three Lanmolas.

 

Desert Palace - Defeat Three Lanmolas

 

Watch the ground closely, because Lanmolas appears where the ground starts to break. Charge up the Sword and use the Whirling Blade Technique on the worm's head when it appears. Repeat this process until all three worms are defeated. It will take eight hits from Link's Sword, two hits from the Ice Rod, four Bombs, or four Arrows to defeat each worm. Collect the Pendant to exit the stage.

 

Get the Magic Mirror

 

From the Sanctuary, go down to the dirt path and go left one screen. Go up one screen, walking along the edge of the water. From the ladder that goes into the water, go up and follow the path to the left. Go to the right of the wooden sign, lift the large rock, and enter the cave.

 

In the cave, go up, right, down, right to the wall, and walk up the narrow passage. Take the first right and talk to the Old Man. Enter the opening on the right, go right to a hole, and continue right all the way to a T-intersection. Go down and enter the opening to appear outside the cave. Follow the path to the right to reach a cave entrance, and the old man will give Link the Magic Mirror.

 

Tower of Hera

 

Enter the Tower

Small Key Guide

Get the Big Key

Get the Moon Pearl

Find the Boss

Defeat Moldorm

 

Enter the Tower of Hera

 

After getting the Magic Mirror, go to the right of the cave entrance, up the first ladder, and go right. Follow the path up to a cave entrance and go to the left. Go left all the way then go up the tall ladder to the top. Go right, pass the cave entrance, and step into the Portal to appear in the Dark World. Go left to a dark patch of ground shaped like a diamond, stand on the patch, and use the Magic Mirror to return to the Light World. Go up, right, and up the steps to enter the Tower of Hera.

 

Tower of Hera - Small Key Guide

 

As you explore the Tower of Hera, you'll require one Small Key. If you come to a locked door as you follow my directions to the Big Key and other items in the Tower, use this guide to determine which Small Keys you may have missed.

 

Small Key One - From the Tower entrance, hit the Crystal Ball Switch to turn it blue. Go left and hit the Crystal Ball to turn it red, then enter the door above to go down to 1F. Hit the Crystal Ball to turn it red and get the Small Key.

 

Tower of Hera - Get the Big Key

 

From the Tower entrance, hit the Crystal Ball Switch to turn it blue. Go left and hit the Crystal Ball to turn it red, then go to the top-left corner of the room and enter the locked door to go down to 1F. After all the flying tiles are destroyed, hit the Crystal Ball to turn it blue and enter the door. Hit the Crystal Ball to turn it red, go down through the door, and light all four braziers with the Lamp to make a treasure chest appear. Open it for the Big Key.

 

Tower of Hera - Get the Moon Pearl

 

From the Tower entrance, enter the door on the right to appear on 3F. Defeat the enemies and go through the door on the left. then step on the Star Tile and go up through the Big Key Door.

 

Walk to the right side of the room, step on the far-right Star Tile, and enter the door to appear on 4F. Go to the far-left side of the room and go up through the door to appear on 5F.

 

Go down, step on the Star Tile next to the spinning flame, and go right to the blue bumper in the middle of the room. Go up to the hole, stand above it, and walk down into the hole to land next to the Big Treasure Chest. Open it for the Moon Pearl. Be careful, because entering the hole from any other side will cause Link to fall several floors.

 

Tower of Hera - Find the Boss

 

From the Tower entrance, enter the door on the right to appear on 3F. Defeat the enemies, go through the door on the left, then step on the Star Tile. Go up through the Big Key Door, then go to the right side of the room, step on the far-right Star Tile, and enter the door to appear on 4F.

 

Go to the far-left side of the room and go up through the door to appear on 5F. Go to the far-right side of the room and enter the door to appear on 6F, then go down, left, and up the first path to find the Boss, Moldrom.

 

Tower of Hera - Defeat Moldorm

 

Use Link's Sword to attack Moldorm's tail, and if you have to, run around the hole to avoid the worm. If Link falls off the platform, Moldorm's hit points will reset. Hit Moldorm's tail six times to defeat it. Collect the Pendant to appear outside the Tower.

 

Get the Master Sword

 

From the Sanctuary, go down to a dirt path and go left all the way to a house. Go down from the house, through the wooden arch and enter Kakariko Village. Take the first left, go left along the trees, and continue left to a dirt path. Follow this dirt path left and up.

 

Go up all the way and enter the opening to appear in the Lost Woods, then follow the left edge of the path up and enter the first log. Continue up, enter the log on the right, go up, and then enter the log on the left. Walk up all the way, go behind the pedestal, and Pick up the Master Sword.

 

Hyrule Castle

 

Enter Hyrule Castle - From Link's house, go down through the door to appear outside. Go right and drop down onto the dirt path, then follow the path up all the way and left to reach a bridge. Cross the bridge, continue up, and enter the double-doors to appear inside Hyrule Castle.

 

Destroy the Electricity Beam - From the Castle entrance, follow the left wall, go up the ladder, and enter the door on the left. Go left to the wall, down all the way, and go down through the door to appear outside. Go right to an electricity beam in front of a door and hit it with the Master Sword to make it disappear.

 

Find Agahnim - After destroying the electricity beam, enter the door to appear on 2F of the Castle. Go up, enter the door, defeat the enemies in the next room, and enter the door on the right. Defeat the two enemies and enter the locked door to appear on 3F, then enter the door on the left and through the next locked door. Enter the door to appear on 4F. Enter the door on the left, follow the path up, left, and up to a brazier. Light the brazier to lighten up the room, then continue left, take the first path up, and go right and enter the door.

 

Defeat the enemies and enter the locked door to appear on 5F. Defeat the enemies, enter the door on the left, defeat all of the enemies in this room, and go down through the door. Enter the locked door, then go through the next door to appear on 6F. Go through the door on the left and go through the next door to appear on 7F. Go through the next door, use the Sword on the curtains at the top of the room to find a doorway, then enter it to fight Agahnim.

 

Defeat Agahnim - When Agahnim first appears, he'll cast a spell. If he throws a Fireball, hit it with the Master Sword to reflect it back at him. If he throws an Iceball, move out of the way or hit it with the Sword. If he moves to the top-center of the room, go to the side of the room to avoid his lightning bolt. Hit Fireballs back at Agahnim six times until he's defeated. You will then enter the Dark World.

 

Palace of Darkness

 

Enter the Palace

Small Key Guide

Get the Big Key

Get the Hammer

Find the Boss

Defeat Helmasaur King

 

Enter the Palace of Darkness

 

From the Pyramid, go right to the next screen, and continue right to the wall. Go down along the wall and take the first right. Go right and take the first path up, then follow the dirt path as it goes right and up. Above the first orange-brown tree are some light-colored squares in the ground that form an arrow pointing up. Go up along this arrow, enter the hedge, go left, and go up to exit the hedge.

 

Go up all the way, left all the way, and then go left through the hedge. Go up all the way, right all the way to a small statue of a head, and then go down through the hedge. Continue down to reach a large hedge, go left, and go down into the opening in the hedge. Go through the large hedge and come out the other side to find Kiki the monkey following Link.

 

Pay him 10 Rupees, then go up, right, down, and go through the hedge on the right. Go up through another hedge, right, down, and right. Go up through the hedge and continue up, then Kiki will open a door for Link. Enter the door to appear in the Palace of Darkness.

 

Palace of Darkness - Small Key Guide

 

As you explore the Palace of Darkness, you'll require six Small Keys. If you come to a locked door as you follow my directions to the Big Key and other items in this Palace, use this guide to determine which Small Keys you may have missed.

 

Small Key One - From the Palace entrance, go left and step on the floor switch in the corner. Enter the left-hand door and go through the next door to appear on B1. Lift up the bottom-left jar, step on the floor switch, and open the treasure chest which appears for a Small Key.

 

Small Key Two - From the Palace entrance, go up through the middle door, and enter the locked door. Go on the bridge on the right, enter the door, and open the treasure chest for a Small Key.

 

Small Key Three - From the Palace entrance, go up through the middle door and enter the locked door. Go on the bridge on the left, put a Bomb on the cracked section of floor, and fall down the hole to appear on B1. Go right to drop down into the lower part of the room and lift the jars. Step on the floor switch and open the treasure chest that appears for Small Key.

 

Small Key Four - From where you found the Map, go left and Bomb the cracked section of wall. Enter the opening and open the treasure chest for a Small Key.

 

Small Key Five - Enter the dark room before the Hammer, go left and take the first up. Go left to the corner, down to a four-way intersection, and go left to the corner. Walk up to a T-intersection, go left, take the first down, and go left to the wall. Go up and open the treasure chest for a Small Key.

 

Small Key Six - From the Palace entrance, go up the middle door, enter the next middle door, and go to the bridge on the right. Enter the door at the top of the bridge, go forward, and go up the steps. Go left, enter the locked door, and quickly cross the bridge before it falls apart. Enter the door on the right, walk upwards through the door on the left to appear on B1. Go down and open the treasure chest for a Small Key.

 

Palace of Darkness - Get the Big Key

 

From the Palace entrance, go up through the middle door and enter the locked door. Go on the bridge to the left, put a Bomb on the cracked section of floor, and fall down the hole to appear on B1. Go up and enter the locked door to appear on 1F, then open the treasure chest for the Big Key.

 

Palace of Darkness - Get the Hammer

 

From the Palace entrance, go up the middle door, enter the next middle door, and go to the bridge on the right. Push the block on the bridge to the right into the gap, then enter the door at the top of the bridge. Go forward, jump down, and then go up the steps. Go left, enter the locked door to appear in a dark room, and quickly cross the bridge before it falls apart. Enter the locked door on the left, locate the cracked wall, and Bomb it. Enter the opening and open the Big Treasure Chest to get the Hammer.

 

Palace of Darkness - Find the Boss

 

From the Palace entrance, go up through the middle door, enter the next middle door, and go to the bridge on the right. Enter the door at the top of the bridge, go forward, and enter the door on the right. Lift the jars in the top-right corner to reveal a floor switch. Push any one of the statues in the room onto the floor switch to open the door and enter it. Defeat the enemies in this room and enter the top door. Hit the crystal switch to make it red, go to the right side of the room, and shoot an Arrow into the eye of the statue.

 

Go right and go down the steps to appear on B1. Use the Hammer to lower the blocks with faces on them, go left, up, and hit the crystal switch in the top-right corner to make it blue. Enter the locked door and go through the next door. Defeat all of the enemies and go through the door that opened. Push the top-right block down and enter the teleporter. Go up and enter the Big Key Door to appear in the room with the Boss, Helmasaur King.

 

Palace of Darkness - Defeat Helmasaur King

 

It takes 20 strikes from the Hammer to destroy Helmasaur's helmet, or three Bombs. Once the helmet has been destroyed, shoot Arrows at the exposed green circle on the Helmasaur King's forehead. It takes eight hits from Link's Sword, four hits with the Whirling Blade Technique, or eight Arrows to defeat Helmasaur. Collect the Crystal to complete the stage.

 

Purchase the Flippers

 

From Link's house in the Light World, go down to the dirt path and go right to a bridge. Go up across the bridge and go up all the way to reach a river. Go right along the river, past a wooden bridge, and continue up past the single tree. Follow the path to the right and continue past the Witch's House. Lift up the large rock, go up, right all the way, down, and Dash into the three-rock formations to break them.

 

Go right onto the sandy area and go up all the way to the river.

 

Walk into the shallow section of the river, which is the light-blue water, and go up. Follow the shallow water to a split and take the path that goes up. Follow the shallow water up and then right to an intersection. Go down all the way, then follow the shallow water right all the way.

 

Follow the path up all the way to find Zora. Pay 500 Rupees to get the Flippers.

 

Swamp Palace

 

Enter the Palace

Small Key Guide

Get the Big Key

Get the Hookshot

Find the Boss

Defeat Arrghus

 

Enter the Swamp Palace

 

From Link's house in the Dark World, go down to the dirt path, and continue down through the passage to enter the swamp area. Go down to a large rock, go to the left side of it, and go down all the way to another large rock. Go to the left side of the rock and go down to the second rock, then go left to a building and walk inside to enter the Swamp Palace.

 

Swamp Palace - Small Key Guide

 

As you explore the Swamp Palace, you'll require six Small Keys. If you come to a locked door as you follow my directions to the Big Key and other items in this Palace, use this guide to determine which Small Keys you may have missed.

 

Small Key One - From the Palace entrance, go into the water, go left, and go up the short ladder. Defeat all the enemies for a Small Key.

 

Small Key Two - From the Palace entrance, go into the water, go left, and go up the short ladder. Defeat all the enemies and enter the locked door to appear on B1. Lift the bottom jar for a Small Key.

 

Small Key Three - From the Palace entrance, go into the water, go left, and go up the short ladder. Defeat all of the enemies and enter the locked door to appear on B1. Go into the bottom alcove on the left and enter the locked door. Go left, down the ladder, up into the opening, then lift the jar for a Small Key.

 

Small Key Four - From the Palace entrance, go into the water, go left, and go up the short ladder. Defeat all of the enemies and enter the locked door to appear on B1. Go into the bottom alcove on the left and enter the locked door. Go left, down the ladder, and up the ladder on the left. Enter the locked door, use the Hammer to flatten the face blocks, and push the lever to the left to let water in. Go back down through the opening and go through the door on the left. Walk to the lower-left side of the room, go up the ladder, and go left through the door. Go left, down the ladder, up through the door, and Lift the jar for a Small Key.

 

Small Key Five - From the Palace entrance, go into the water, go left, and go up the short ladder. Defeat all of the enemies and enter the door to appear on B1. Go into the bottom alcove on the left and enter the door. Go all the way left and go left through the door. Go up the ladder in the middle of the room to reach the Big Treasure Chest. Use the Hookshot to reach the platform on the middle-right side of the room. Lift the skulls to find a Small Key.

 

Small Key Six - Standing next to the Big Treasure Chest, use the Hookshot to reach the top-center platform and enter the Big Key Door. Go to the left side of the room, lift the top-left jar to reveal a floor switch, and push the statue onto the switch. Go to the right side of the room and go up through the door on the left. Go through the next door to appear on B2. Push the lever left to lower the water, go down the ladder, and go left through the door. Walk up through the door, go to the second waterfall from the right, and walk straight up through it. Go up the ladder and enter the door to appear on B1. Go down through the door, go right, and Lift the skull for a Small Key.

 

Swamp Palace - Get the Big Key

 

Standing outside the entrance to the Swamp Palace, use the Magic Mirror to return to the Light World, and enter the building. Push the middle block up, then push the left block to the left, and go up and enter the door. Go up, pull the lever on the right to release the water, and exit the building. Step back into the portal to return to the Dark World, and enter the Swamp Palace. Go into the water, go left, and go up the ladder. Defeat all of the enemies and enter the locked door to appear on B1.

 

Go into the bottom alcove on the left and enter the locked door. Go left, down the ladder, and up the ladder on the left. Enter the locked door, use the Hammer to flatten the face blocks, and push the lever to the left to let water in. Go back down through the opening and go through the door on the left. Go to the upper-left side of the room, go up the ladder, and go left through the locked door. Hit the crystal switch to make it blue and push the lever left to let water in.

 

Hit the crystal switch again to make it red, back through the door on the right, and go to the lower-left portion of the room. Go up the ladder, left through the door, and go down the ladder. Go through the door on the left and go down the ladder. Push the bottom block left, push the middle block up, go up the ladder, and up through the door to appear on 1F. Drop through the hole in the upper-right part of the room, go right through the door, and open the treasure chest for the Big Key.

 

Swamp Palace - Get the Hookshot

 

From the Palace entrance, go into the water, go left, and go up the short ladder. Defeat all of the enemies and enter the door to appear on B1. Go into the bottom alcove on the left and enter the door. Go all the way left and go left through the door. Climb up the ladder in the middle of the room and open the Big Treasure Chest to get the Hookshot.

 

Swamp Palace - Find the Boss

 

From the Palace entrance, go into the water, go left, and climb up the short ladder. Defeat all of the enemies and enter the door to appear on B1. Go into the bottom alcove on the left and enter the door. Go all the way left and go left through the door. Climb up the ladder in the middle of the room to the Big Treasure Chest. Use the Hookshot to reach the top-center platform and enter the locked door. Go to the left side of the room, lift the top-left jar to reveal a floor switch, and push the statue onto the switch.

 

Go to the right side of the room and go up through the door on the left. Go through the next door to appear on B2. Push the lever left to lower the water, go down the ladder, and go left through the door. Go up through the door, walk to the second waterfall from the right, and go straight up through it. Climb up the ladder and enter the door to appear on B1. Go down through the door, go left, and enter the locked door. Go up through the next door to reach the Boss Arrghus.

 

Swamp Palace - Defeat Arrghus

 

Use the Hookshot to pull one of its puffballs close to Link, then attack it with the Sword. Strike each puffball twice until they are all destroyed. When the one-eyed jellyfish jumps off the top of the screen, watch its shadow and keep moving to avoid it when it drops to the ground. Immediately attack it when it lands. To defeat Arrghus in this form, it will take eight hits from Link's Sword, four hits from the Whirling Blade Technique, four strikes from the Hammer or eight Arrows. Collect the Crystal to exit the stage.

 

Skull Woods Palace

 

Enter the Palace

Small Key Guide

Get the Big Key

Get the Fire Rod

Find the Boss

Defeat Mothula

 

Enter the Skull Woods Palace

 

From the Pyramid, go right to the next screen, and go up and follow the river up to reach a broken bridge. Go up past the bridge to a small opening in the wall along the river. Stand in the opening, face left, and use the Hookshot to be pulled across the river. Go up and left all the way along the dirt path to reach the Fortune Teller's Shop.

 

Go up the path on the right side of the house, and continue up to enter the Skull Woods. Go up all the way, left, and up again to find a skull with its mouth open. Walk behind the skull, go up through the bone passage, left, and down through the other bone passage. Go down and enter the skull to appear inside the Skull Woods Palace.

 

Skull Woods Palace - Small Key Guide

 

As you explore the Skull Woods Palace, you'll require five Small Keys. If you come to a locked door as you follow my directions to the Big Key and other items in this Palace, use this guide to determine which Small Keys you may have missed.

 

Small Key One - From the Fortune Teller's house, go up and enter the Skull Woods. Go up and drop into the first hole to land on 1F. Open the treasure chest in the center of the room to get a Small Key.

 

Small Key Two - From the Fortune Teller's house, go up and enter the Skull Woods. Go up to a hole, then go left to a second hole. Drop into this hole, go up through the door, and open the treasure chest for a Small Key.

 

Small Key Three - From the Fortune Teller's house, go up and enter the Skull Woods. Go up past the first skull opening, go through two bone passages, and enter the skull opening. Go left through two doors and Lift the skull in the top-left corner to find a Small Key.

 

Small Key Four - After opening the large skull with the Fire Rod, enter the Skull Palace and go down the ladder to the lower section of the room. Go right, up, right, up, left, up, right, up, left, up, left, up, and enter the door. Go down, enter the door on the left, and open the treasure chest for a Small Key.

 

Small Key Five - From the room with two statues and a door at the top center of the room, go left through two doors. Go down through the door to appear outside. Go up through the bone passage on the left to reach a large skull. Stand directly below the skull and use the Fire Rod on the mouth to create an opening. Enter the opening, go up, and enter the locked door. Enter the next door in the star tile room. Light all four braziers by using the Fire Rod to light the top-center one, and enter the door that opened in the top-left corner of the room. Cut the vines in the top-center of the room and enter the door that was revealed. Defeat all of the enemies in this room for a Small Key.

 

Skull Woods Palace - Get the Big Key

 

From the room with two statues and a door at the top center of the room, lift the jar in the middle of the room to find a floor switch. Grab and pull the statue on the right so that it's directly below the floor switch. Stand between the floor switch and the statue, then grab and pull it up onto the floor switch to open the top-center door. Enter the door and open the treasure chest to get the Big Key.

 

Skull Woods Palace - Get the Fire Rod

 

From the room with the Big Treasure Chest, go right through the door and step on the star tiles. Use the Hookshot to be pulled to the upper section of the room. Bomb the cracked section of wall on the left and enter the opening. Go left, pull the lever, go down, and open the Big Treasure Chest to get the Fire Rod.

 

Skull Woods Palace - Find the Boss

 

From the room with two statues and a door at the top center of the room, go left through two doors then go down through the door to appear outside. Go up through the bone passage on the left to reach a large skull. Stand directly below the skull and use the Fire Rod on the mouth to create an opening. Enter the opening, then go up and enter the locked door. Enter the next door in the star tile room. Light all four braziers, using the Fire Rod to light the top-center one, and enter the door that opened in the top-left corner of the room. Cut the vines in the top-center of the room and enter the door that was revealed. Enter the locked door and drop into the hole to find Mothula.

 

Skull Woods Palace - Defeat Mothula

 

Attack Mothula with the Fire Rod while avoiding the spike traps in the room. Collect the Crystal to complete the level.

 

Blind's Dungeon

 

Enter the Dungeon

Small Key Guide

Get the Big Key

Get the Titan's Mitt

Find the Boss

Defeat Blind the Thief

 

Enter Blind's Dungeon

 

From the Pyramid, go right to the next screen, go up, and follow the river up to reach a broken bridge. Go up past the bridge to a small opening in the wall along the river. Stand in the opening, face left, and use the Hookshot to be pulled across the river. Go up and left all the way along the dirt path to reach the Fortune Teller's Shop. Go down through the wooden arch to enter the Village of Outcasts, then go down and take the second left.

 

Go left, take the second downward path, and go down to the wall. Go left a few steps to see a greenish-colored gargoyle statue holding a trident. Grab and pull the bottom of the trident to create an opening. Enter the opening to enter Blind's Dungeon.

 

Blind's Dungeon - Small Key Guide

 

As you explore Blind's Dungeon, you'll require three Small Keys. If you come to a locked door as you follow my directions to the Big Key and other items in this Dungeon, use this guide to determine which Small Keys you may have missed.

 

Small Key One - From the Dungeon entrance, go up all the way and then right all the way. Drop down to the lower section of the room, go up into the next room, and go right into the next room. Walk right, climb up the ladder, and go up the path. Go right and enter the Big Key Door. Lift the jars at the top of the room to find a Small Key.

 

Small Key Two - From the Dungeon entrance, go up all the way and then right all the way. Drop down to the lower section of the room, go up into the next room, and go right into the next room. Go right, up the ladder, and go up the path. Go right and enter the Big Key Door. Enter the locked door on the left and go left through two doors. Go up through the door at the top of the room and Lift the jar for a Small Key.

 

Small Key Three - From the Dungeon entrance, go up all the way, and then right all the way. Drop down to the lower section of the room, go up into the next room, and go right into the next room. Go right, climb up the ladder, and go up the path. Go right and enter the Big Key Door. Enter the locked door on the left and go left through two doors. Go up through the door at the top of the room and hit the crystal switch to make it blue.

 

Go back down through the door, enter the first door on the right, and go through the next door on the right. Go up through the door to appear on B2. Defeat the enemies, go through the door on the left, and go to the bottom of the room. Enter the door on the right, and go right through the door. Go to the top-right of the room and open the treasure chest for a Small Key.

 

Blind's Dungeon - Get the Big Key

 

From the Dungeon entrance, go up all the way and then right all the way. Drop down to the lower section of the room, go up into the next room, and then go right into the next room. Go down into the next room and take the first right. Go right, take the first down, and go down all the way. Walk left all the way into the next room and open the treasure chest to get the Big Key.

 

Blind's Dungeon - Get the Titan's Mitt

 

From the Dungeon entrance, go up all the way and then right all the way. Drop down to the lower section of the room, go up into the next room, and go right into the next room. Go right, up the ladder, and go up the path. Go right and enter the Big Key Door, then enter the locked door on the left and go left through two doors. Go up through the door at the top of the room and hit the crystal switch to make it blue.

 

Go back down through the door, enter the first door on the right, and go through the next door on the right. Go up through the door to appear on B1. Defeat the enemies, go through the door on the left, and go to the bottom of the room. Enter the locked door on the left, and open the Big Treasure Chest to get the Titan's Mitt.

 

Blind's Dungeon - Find the Boss

 

From the Dungeon entrance, go up all the way and then right all the way. Drop down to the lower section of the room, go up into the next room, and go right into the next room. Go right, up the ladder, and go up the path. Go right and enter the Big Key Door, then enter the locked door on the left and go left through two doors. Go up through the door at the top of the room and enter the locked door to appear on 1F. Lift the bottom-right jar to find a floor switch, step on it, and enter the door that opened.

 

Go through the door on the right side of the room. Stand between the tables, face up, and throw a Bomb onto the cracked section of floor at the top-center of the room. Go left through two doors, and go up through the door to appear back on B1. Make the crystal switch blue, go down through the door, and enter the first door on the right. Enter the door on the right, then go up through the door to appear on B2. Go down through the door, enter the door on the right, and go to the top-right part of the room to find a girl. Backtrack up to B1, lift the jar in the top-right to reveal a floor switch, and step on it. Enter the door on the right, go up through the Boss Door, and take the Girl into the light to make the Boss Blind the Thief appear.

 

Blind's Dungeon - Defeat Blind the Thief

 

Stand above Blind the Thief and strike his head with the Sword. When his head comes off and starts flying around the room, avoid the flying head and attack the head still on the body.

 

To defeat Blind the Thief, it takes 13 hits per head from Link's Sword, or three strikes per head from the Hammer. There are three heads which must be defeated. Collect the Crystal to exit the stage.

 

Ice Palace

 

Enter the Palace

Small Key Guide

Get the Big Key

Get the Blue Mail

Find the Boss

Defeat Kholdstare

 

Enter the Ice Palace

 

From Link's house in the Light World, go down to the dirt path and go right to a bridge. Go down from the bridge and go into the water, then swim down to the right of the island, and get on the next island on the right. Lift up the black rock to reveal a portal, and step into it to be teleported next to the entrance of the Ice Palace in the Dark World.

 

Ice Palace - Small Key Guide

 

As you explore the Ice Palace, you'll require six Small Keys. If you come to a locked door as you follow my directions to the Big Key and other items in this Palace, use this guide to determine which Small Keys you may have missed.

 

Small Key One - From the Palace entrance, defeat the enemy with the Fire Rod and enter the door on the left. Defeat all of the enemies in this room for a Small Key.

 

Small Key Two - From the Palace entrance, defeat the enemy with the Fire Rod and enter the door on the left. Defeat the enemies and go through the locked door to appear on B1. Step on the floor switch in the bottom-left corner of the room and enter the door that opens. Push the middle block right and go down through the door. Go back up through the door, push the middle block up, and enter the door on the right. Lift the bottom jar to reveal a floor switch, step on it, and go back through the door on the left.

 

Push the middle block left and go up through the door. Hit the crystal switch to make it blue, place a Bomb next to it, and go to the upper half of the room before it explodes.

 

After the Bomb explodes to make the crystal switch turn red, place a Bomb on the cracked section of floor, and drop through the hole it makes to appear on B2. Defeat the two Skeleton Knights and enter the door that opened. Defeat all of the enemies in this room to get a Small Key.

 

Small Key Three - From the Palace entrance, defeat the enemy with the Fire Rod and enter the door on the left. Defeat the enemies and go through the locked door to appear on B1. Step on the floor switch in the bottom-left corner and enter the door that opens. Push the middle block right and go down through the door. Go back up through the door, push the middle block up, and enter the door on the right. Lift the bottom jar to reveal a floor switch, step on it, and go back through the door on the left. Push the middle block left and go up through the door.

 

Hit the crystal switch to make it blue, place a Bomb next to it, and go to the upper half of the room before the bomb explodes. After the Bomb explodes to make the crystal switch turn red, place a Bomb on the cracked section of floor, and drop through the hole it makes to appear on B2. Defeat the two Skeleton Knights and enter the door that opens. Go to the left side of the room, hit the crystal switch to make it red, and enter the locked door.

 

Lift the bottom-left jar to reveal a floor switch, step on it, and enter the door on the right. Enter the door to appear on B3, defeat the enemies, and enter the top-center door. Go through the top-center door, wait for the floor to fall away, and drop down to appear on B4. Go through the door at the top-right of the room, Hookshot to the other platform, and go down through the door. Go through the door on the left to appear on B3. Enter the door on the right to appear on B2, then lift the large block to reveal a Small Key.

 

Small Key Four - From the Palace entrance, defeat the enemy with the Fire Rod and enter the door on the left. Defeat the enemies and go through the locked door to appear on B1. Step on the floor switch in the bottom-left corner and enter the door that opens. Push the middle block right and go down through the door. Go back up through the door, push the middle block up, and enter the door on the right. Lift the bottom jar to reveal a floor switch, step on it, and go back through the door on the left. Push the middle block left and go up through the door.

 

Hit the crystal switch to make it blue, place a Bomb next to it, and go to the upper half of the room before the bomb explodes. After the Bomb explodes to make the crystal switch red, place a Bomb on the cracked section of floor, and drop through the hole it makes to appear on B2. Defeat the two Skeleton Knights and enter the door that opened. Go to the left side of the room, hit the crystal switch to make it turn red, and enter the locked door.

 

Lift the bottom-left jar to reveal a floor switch, step on it, and enter the door on the right. Enter the door to appear on B3, defeat the enemies, and enter the top-center door. Go through the top-center door, wait for the floor to fall away, and drop down to appear on B4. Fall through the hole on the right to land on B5, then go through the door on the right, continue through the next door on the right, and lift the skulls in the top-left to reveal a Small Key.

 

Small Key Five - From the Palace entrance, defeat the enemy with the Fire Rod and enter the door on the left. Defeat the enemies and go through the locked door to appear on B1. Step on the floor switch in the bottom-left corner and enter the door that opens. Push the middle block right and go down through the door. Go back up through the door, push the middle block up, and enter the door on the right. Lift the bottom jar to reveal a floor switch, step on it, and go back through the door on the left. Push the middle block left and go up through the door.

 

Hit the crystal switch to make it turn blue, place a Bomb next to it, and go to the upper half of the room before the bomb explodes. After the Bomb explodes to make the crystal switch turn red, place a Bomb on the cracked section of floor, and drop through the hole it makes to appear on B2. Defeat the two Skeleton Knights and enter the door that opened. Go to the left side of the room, hit the crystal switch to make it turn red, and enter the locked door. Lift the bottom-left jar to reveal a floor switch, step on it, and enter the door on the right.

 

Enter the door to appear on B3, defeat the enemies, and enter the top-center door. Go through the top-center door, wait for the floor to fall away, and drop down to appear on B4. Fall through the hole on the right to land on B5, then go through the door on the right, continue through the next door on the right, and lift the jars in the top-right to reveal a floor switch. Step on the floor switch, enter the bottom-center door, and go through the next door. Lift the jar to reveal a floor switch, step on it, and open the treasure chest which appears for a Small Key.

 

Small Key Six - From the Palace entrance, defeat the enemy with the Fire Rod and enter the door on the left. Defeat the enemies and go through the locked door to appear on B1. Step on the floor switch in the bottom-left corner and enter the door that opens. Push the middle block right and go down through the door. Go back up through the door, push the middle block up, and enter the door on the right. Lift the bottom jar to reveal a floor switch, step on it, and go back through the door on the left. Push the middle block left and go up through the door.

 

Hit the crystal switch to make it blue, place a Bomb next to it, and go to the upper half of the room before the Bomb explodes. After the Bomb explodes to make the crystal switch turn red, place a Bomb on the cracked section of floor, and drop through the hole it makes to appear on B2. Defeat the two Skeleton Knights and enter the door that opens. Go to the left side of the room, hit the crystal switch to make it turn red and enter the locked door.

 

Lift the bottom-left jar to reveal a floor switch, step on it, and enter the door on the right. Enter the door to appear on B3, defeat the enemies, enter the door that opens, and enter the locked door on the right. Lift the jar on the right side of the room to reveal a floor switch, step on it, and open the treasure chest which appears for a Small Key.

 

Ice Palace - Get the Big Key

 

From the Palace entrance, defeat the enemy with the Fire Rod and enter the door on the left. Defeat the enemies and go through the locked door to appear on B1. Step on the floor switch in the bottom-left corner and enter the door that opens. Push the middle block right and go down through the door. Go back up through the door, push the middle block up, and enter the door on the right. Lift the bottom jar to reveal a floor switch, step on it, and go back through the door on the left. Push the middle block left and go up through the door.

 

Hit the crystal switch to make it turn blue, place a Bomb next to it, and go to the upper half of the room before it explodes. After the Bomb explodes to make the crystal switch turn red, place a Bomb on the cracked section of floor, and drop through the hole it makes to appear on B2. Defeat the two Skeleton Knights and enter the door that opens. Go to the left side of the room, hit the crystal switch to make it turn red, and enter the locked door. Lift the bottom-left jar to reveal a floor switch, step on it, and enter the door on the right.

 

Enter the door to appear on B3, defeat the enemies, and enter the top-center door. Go through the top-center door, wait for the floor to fall away, and drop down to appear on B4. Go through the door at the top-right of the room, Hookshot to the other platform, and go down through the door. Go through the door on the left to appear on B3, then enter the door on the right to appear on B2. Pull the tongue of the statue and go right through the door that opens. Go up the steps to appear on B1 and open the treasure chest for the Big Key.

 

Ice Palace - Get the Blue Mail

 

From the Palace entrance, defeat the enemy with the Fire Rod, and enter the door on the left. Defeat the enemies and go through the locked door to appear on B1. Step on the floor switch in the bottom-left corner and enter the door that opens. Push the middle block right and go down through the door. Go back up through the door, push the middle block up, and enter the door on the right. Lift the bottom jar to reveal a floor switch, step on it, and go back through the door on the left. Push the middle block left and go up through the door.

 

Hit the crystal switch to make it turn blue, place a Bomb next to it, and go to the upper half of the room before it explodes. After the Bomb explodes to make the crystal switch turn red, place a Bomb on the cracked section of floor, and drop through the hole it makes to appear on B2. Defeat the two Skeleton Knights and enter the door that opens. Go to the left side of the room, hit the crystal switch to make it turn red, and enter the locked door.

 

Lift the bottom-left jar to reveal a floor switch, step on it, and enter the door on the right. Enter the door to appear on B3, defeat the enemies, and enter the top-center door. Go through the door on the left and go down the steps to appear on B4. then Bomb the cracked section of floor, fall down the hole that appeared, and open the Big Treasure Chest to get the Blue Mail.

 

Ice Palace - Find the Boss

 

From the room with the Big Treasure Chest on B5, go through the door on the right and enter the Big Key Door. Enter the next locked door to appear on B6. Go down through the door and enter the locked door on the right. Hit the crystal switch to make it turn blue, go back through the door on the left, and go up through two doors to appear back on B5. Go down through the door, enter the locked door on the right, and lift the jars in the top-right corner to reveal a floor switch.

 

Step on the floor switch, go down through the door at the bottom of the screen, and enter the next door. Go up through the door to appear on B4, enter the locked door and lift the jars at the bottom of the room to reveal a floor switch and step on it. Enter the door on the left that opened and drop into the hole to appear on B5. Go right through the door and push the lower-left block into the hole and drop into the hole to appear on B6.

 

Lift the jar to reveal a floor switch, then grab and push the block onto the switch to open the bottom door. Enter the bottom door, go to the left side of the room and grab and pull either one of the statues up. Use the Hammer on the face switch, Lift the large block, and drop down the hole to appear in the room with the Boss, Kholdstare.

 

Ice Palace - Defeat Kholdstare

 

Hit the big block of ice eight times with the Fire Rod to free the Boss, then use Link's Sword on the eyes until they are destroyed. Once Kholdstare has been defeated, grab the Crystal to complete the stage.

 

Get the Shovel

 

From Link's house in the Dark World, go down to the dirt path and follow it left. Continue along the dirt path as it goes down and then left. At the group of shrubs that forms an arrow pointing down, go up through the path between the two trees to enter the Haunted Grove. Go up toward the top-center of the screen and talk to the boy on the stump to get a Shovel.

 

Get the Flute

 

From Link's house in the Light World, go down to the dirt path and follow it left. Continue along the dirt path as it goes down and then left. At the group of shrubs that forms an arrow pointing down, go up through the path between the two trees to enter the Haunted Grove. Go up toward the top-center of the screen to find a stump. Go up from the stump to a single tree, then go left so that Link is above another single tree. Use the Shovel to dig around to find the Flute.

 

Free the Bird

 

From the Sanctuary in the Light World, walk down to the dirt path and go left all the way to reach a Fortune Teller's house and a wooden arch. Go down through the wooden arch to enter Kakariko Village. Continue down to a T-intersection, and go left to the second path that goes down. Go left a few more steps and go down between the hedges to reach a weather vane. Stand below the weather vane and use the Flute to free the Bird.

 

Get the Ether Medallion

 

Stand at the entrance to the Tower of Hera and turn left. Go left, follow the upper wall as it goes up to a wooden bridge, then go left across the bridge. Go left to a monolith and use the Book of Mudora to get the Ether Medallion.

 

Misery Mire Palace

 

Enter the Palace

Small Key Guide

Get the Big Key

Get the Cane of Somaria

Find the Boss

Defeat Virtreous

 

Enter Misery Mire Palace

 

Anywhere on land in the Light World, use the Flute to be picked up by the Bird. Press Left on the Control Pad three times to select number 6, then press the A Button to be taken to the lower-left section of the desert. Lift the right-hand rock to reveal a portal and step on it to be teleported to the Dark World. Go up to some deep swamp water and continue up onto the section of ground in the middle of it. Stand on the Ether Medallion symbol and use the Ether Medallion to create an opening. Enter the opening to appear in Misery Mire Palace.

 

Misery Mire Palace - Small Key Guide

 

As you explore the Misery Mire Palace, you'll require six Small Keys. If you come to a locked door as you follow my directions to the Big Key and other items in this Palace, use this guide to determine which Small Keys you may have missed.

 

Small Keys One and Two - From the Palace entrance, go up, right, use the Hookshot to cross over the hole, and enter the door to appear on B1. Defeat the enemies in this room and enter the top door that opens. Go up through the top-right door, enter the door on the right, and lift the top-left skull to reveal a Small Key. In the same room, lift the bottom-right skull to reveal a floor switch. Step on the floor switch to reveal a treasure chest and open it for another Small Key.

 

Small Key Three - From the Palace entrance, go up, right, use the Hookshot to cross over the hole, and enter the door to appear on B1. Defeat the enemies in this room and enter the top door that opens. Go up through the top-right door, push the block to the right, and enter the door that opens. Go up through the door, cross the bridge, and open the treasure chest for a Small Key.

 

Small Key Four - From the Palace entrance, go up, right, use the Hookshot to cross over the hole, and enter the door to appear on B1. Defeat the enemies in this room and enter the top door that opens. Enter the locked door in the bottom-left corner of the room and hit the crystal switch to make it turn blue. Go back through the door on the right and lift the skull on the grating to reveal a floor switch. Step on the switch to make a treasure chest appear and open it for a Small Key.

 

Small Key Five - From the Palace entrance, go up, right, use the Hookshot to cross over the hole, and enter the door to appear on B1. Defeat the enemies in this room and enter the top door that opens. Climb down the ladder to the lower section of the room, then go up the top-left ladder. Go down, enter the bottom-left locked door, and defeat the blue creature for a Small Key.

 

Small Key Six - From the Palace entrance, go up, right, use the Hookshot to cross over the hole, and enter the door to appear on B1. Defeat the enemies in this room and enter the top door that opens. Go up through the top-right door, enter the door on the right, and enter the locked door at the top of the room. Go up through the next door, cross the bridge, and enter the next door. Continue across the bridge, enter the door, and lift the skull in the top-left corner of the room to find a Small Key.

 

Misery Mire Palace - Get the Big Key

 

From the Palace entrance, go up, right, use the Hookshot to cross over the hole, and enter the door to appear on B1. Defeat the enemies in this room and enter the top door that opens. Go down the ladder to the lower section of the room, then go up the top-left ladder. Go down and enter the bottom-left locked door, then enter the next locked door on the left, and go down through the door. Enter the door on the right to appear on 1F. On both sides of the room, push both the top and bottom blocks outward, then push the middle block up.

 

Go down through the door and repeat this same process: push the top and bottom blocks outward, then push the middle block up. Quickly, light both braziers in this room, go up through the door, and light both braziers there as well. If all four braziers are lit quickly enough, there will be an earthquake. Go down through the door, enter the door on the right, and drop down through the hole. Open the treasure chest for the Big Key.

 

Misery Mire Palace - Get the Cane of Somaria

 

From the Palace entrance, go up, right, use the Hookshot to cross over the hole, and enter the door to appear on B1. Defeat the enemies in this room and enter the top door that opens. Go right, enter the first door, and go right through the next door. Cross the bridge before it falls apart and open the Big Treasure Chest to get the Cane of Somaria.

 

Misery Mire Palace - Find the Boss

 

From the Palace entrance, go

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om ni ger mig tid kan jag fixa den på svenska.......( det kan bli en julklapp till alla på fuska som vill ha) ps... om jag hinner....ds

 

 

 

Meddelandet ändrat..... han skriva första biten:)

 

 

 

 

 

 

 

ZELDA GUIDE

 

 

 

Först och främst ska ni efter ni har vaknat ta och öppna kistan i huset genom att trycka på A. du kommer att behöva magi för att andvända den genom att trycka på A. Sen ska ni ut ur huset och gå upp mot slottet. När ni ser en stängd port gå åt höger och följ stigen. Nu kommer ni till ett ställer med gräs som man kan säja är markerat vitt runt. Ta bort gräset och hoppa ner i hållet. Där nere är din pappa och lider och han ger dig ett svärd och sköld du kan slåss med på B. gå ut ur rummet och döda dom 2 vakterna sen öppna kistan där finns lite pengar och nedanför finns 2 krukor. Förstör dom och få lite magi. Gå nu ut ur det rummet och slå bort gräset åt vänster och döda vakterna. Sedan gå in i fortet åt vänster på direkten. gå ner för trappan och gå igenom korridoren och döda vakterna. Sen kan du förstöra krukorna där för att få liv. Fortsätt korridoren åt höger tills du ser en trappa ner. Där är en blå vakt. Dom tål fler slag. När du har dödat honom får du en nyckel att öppna dörren med men först öppna skatt kistan. Där är en karta. Nu kan du se en karta genom att trycka på BLÅ knapp. Ut ur rummet där ser du en vakt till. Vänta lite tills han går nära stupet sen gå ner och slå honom då faller han ner :) …. Fortsätt ner och dödda dom 2 vakterna där. Fortsätt neråt och döda vakten. Följ vägen tills du kommer till 2 vakter. Döda dom och gå vidare genom dörren. döda vakten och gå åt vänster. Döda den vakten och öppna kistan. Där finns en boomerang. Du kan byta till den genom att trycka på start och styr till boomerangen. Kasta boomerangen genom att trycka på A. träffar du fiender med den blir dom stela en liten stund. gå ut ur rummet och gå uppåt följ vägen tills du kommer till fängelset. döda vakten sen ser du en special fiende. Ta krukor och kasta på han. Det är lättare än att slå. När du har dödat honom ta BIG KEY och öppna låset. Nu kommer Zelda att prata med dig och sen följa dig. Öppna kistan och hitta pengar. Gå nu tillbaka till första rummet i slottet och sen gå upp. Strunta i vakterna och bara gå när du är i rummet. Där uppe ska du flytta på en grej med hjälp av Zelda. Gå in i gången som är bakom och gå första gången åt höger sen följa stigen tills du ser en dörr. Gå in där. Följ vägarna tills du kommer till et ljust rum. Döda råttorna och FM. flytta stenarna och gå i trapporna . sen i genom det rummet. Nu ser du 2 spakar. Ta den högra. Gå in i rummet och Klart

 

 

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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.

 

 

http://forum.fuska.se/html/emoticons/cool.gif 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

http://forum.fuska.se/html/emoticons/cool.gif 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.

 

 

http://forum.fuska.se/html/emoticons/cool.gif 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

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