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            THE LEGEND OF ZELDA: A LINK TO THE PAST/THE FOUR SWORDS
                                FAQ/WALKTHROUGH

                                  Version 1.4

                       For the Nintendo Game Boy Advance

                            Author: Efrem Orizzonte


==============================================================================
COPYRIGHT AND DISCLAIMER
==============================================================================

This document is (c)2002 Efrem Orizzonte. It cannot be reproduced, be it 
partially or entirely, without the author's explicit permission. Publishing of 
it on any Web site without the author's permission is illegal, as is using it 
in any form to make profit. This document is for private use only, and it is 
not to be sold for cash.

The author of this document is not an English-speaking person, so please be 
comprehensive if you find any mistakes in the document. If you have 
suggestions, corrections, questions, or comments that may be useful and that 
are pertinent to the subject of this document, please send an e-mail to the 
following address: 

                          efroriz at hotmail dot com

You are advised not to send in any spams or advertisements. Whether your 
contribution is worthy of being added to the document is up to the author's 
decision. If you contribution is useful, it will be inserted in the subsequent 
update to the document, and you will be given full credit for it.


==============================================================================
INDEX OF CONTENTS
==============================================================================

1.  REVISION HISTORY
2.  SNES/GBA DIFFERENCES
3.  EQUIPMENT
4.  INTERACTIVE OBJECTS
5.  HEART PIECES LOCATIONS
6.  TIPS AND HINTS
7.  A LINK TO THE PAST WALKTHROUGH
8.  THE PALACE OF THE FOUR SWORD
9.  THE THIRD LUMBERJACK'S RIDDLES
10. MISCELLANEOUS STUFF
11. CREDITS


==============================================================================
1. REVISION HISTORY
==============================================================================

Version 1.0 [12-3-2002]

- A Link to the Past walkthrough complete for the Light World.
- Palace of the Four Sword solved.
- Maps available for all dungeons.

I will state this here and now and never more, so please read this: it's very 
likely that I will NEVER be able to make a FAQ for The Four Swords game. The 
reason for this is simple: it's almost impossible to me to find anyone with a 
GBA AND a copy of this game, at least not for quite a long time. I will 
provide as much information as I can collect about A Link to the Past 
(remember that I give you the full guide to the new dungeon), but everything 
connected with the multiplayer game will probably never appear in this FAQ. 
For the same reason, I won't probably be able to give you information about 
the third lumberjack's riddles, which seem to be linked to The Four Swords as 
well. Then again, I hope that in a multiplayer game, cooperation will overcome 
any difficulty, so a walkthrough probably isn't required. Hopefully.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

Version 1.2 [12-8-2002]

- Walkthrough up to fourth Dark World dungeon (included).
- Corrected some mistakes.
- Added a new SNES/GBA difference thanks to Matthew Skoglund.
- Added two points in the Miscellaneous Stuff section. The first one is pretty 
  major.
- Modified the Heart Pieces Locations section to better fit the walkthrough.

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Version 1.3 [12-15-2002]

Enough people e-mailed me to notify me that the name "Palace of the Four 
Sword" is actually correct, because it would identify a "sword that splits 
into four parts", and therefore a single item. So, the name would be correct 
after all. But, I still have doubts about this being correct. I agree that 
"dual blade" and "tri-force" are good examples, but it must be noticed that 
"dual" and "tri" are adjectives, while "four" is a number. Were it named 
"tetra-sword" or something like that, it would make much more sense. Anyway, 
as it's the official version of the story, I have to believe it, right? ;)

Apart from that, here's what's been added in this version:

- Walkthrough for A Link to the Past is complete.
- More mistakes corrected.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Version 1.4 [12-26-2002]

- Corrected the Palace of the Four Swords section, and added the VBA code.
- Added the "The third Lumberjack's Riddles" section.
- A couple of minor changes.


==============================================================================
2. SNES-GBA DIFFERENCES
==============================================================================

This section is dedicated to the analysis of the differences existing between 
the Super Nintendo and the GBA version of A Link to the Past.


- Audio quality is lower, due to GBA's supposed technical limitations.

- On the contrary, voice samples have been added, and now Link screams when he 
  attacks with his Sword, falls into a hole, receives a hit, or dies. These 
  samples have been taken from the Nintendo 64 Zelda games.

- The graphics for the characters seem to be a little thinner than they used 
  to be.

- A few frames at the top of certain screens are now unaccessible.

- The game's story is shown when you start the game, and it cannot be skipped. 

- Some text lines are different from the original translation. The most 
  significant differences are to be found in Link's uncle's speeches (most 
  noticeably, the infamous "Zelda is your..." line has been removed), in the 
  dialogues with Agahnim the wizard and Sahasrahla the Sage, and in the wanted 
  signposts in the Light World. The lines on the signpost next to the man at 
  the entrance of the desert have been slightly changed, too.

- It is now possible to continue your game from the point you saved at. In the 
  SNES version, you could only start from specific checkpoints.

- When you reach the maximum amount of Rupees, Bombs, and Arrows you can 
  carry, the numbers on top of the screen turn yellow. In the SNES version, 
  they stayed white.

- When you increase your maximum capability of Bombs and Arrows at the 
  Fountain of Happiness, an Arrow or a Bomb appears above Link's head for a  
  moment, as if you had just found an item.

- The twin lumberjacks have now a name (A.,B.,and Q.Bumpkin), and a third 
  brother has been added. He is there to lead you on a new bonus mission (see 
  Section 9 for more info).

- There is now a small, broken piece of bridge in the Dark World where you 
  have to use the Hookshot to reach the area near the cemetery.

- It is now possible to keep the Shovel throughout the whole adventure, while 
  in the SNES version, it was replaced by the Flute as soon as it was 
  collected.

- Still about the Shovel, it's now possible to dig upwards and downwards 
  instead of only sidewards.

- You can now dive underwater for a brief moment while you're swimming. Press 
  the B button to do so.

- The famous couple of rooms in the Ice Palace that created so many problems 
  to gamers has been modified. This time, you can't get past this palace more 
  easily even if you have the Cane of Somaria already. This time in fact, you 
  have to lift a block in the room above and drop down past a barrier of ice 
  blocks. No more switches to keep pressed with a block fallen from above.

- The Lamp can hurt enemies.

- Signposts can now be broken (but only with a powerful Sword).

- There is a new space in the menu for the item you get for completing The 
  Four Swords.

- Sometimes you may find a sparkling rock or bush. By hitting them repeatedly, 
  you can get many Rupees and items.

- The four Magic Bottles all appear in the main menu. In the Super NES 
  version, a single Bottle was shown, and selecting it would open a sub-menu.

- The Witch's assistant is Maple from the Zelda Oracle games.

- There are now 9 locations you can reach using the Flute, instead of 8. 
  However, the ninth location can only be selected if you've already been to 
  the Turtle Rock dungeon area in the Dark World.

- A Golden Bee can now be purchased in the shop in the Village of Outcast.

- When you find a magic item, your Magic Meter is completely filled.

- The talking trees in the Dark World now don't spit out bombs when you hit 
  them. Instead, they will spit out a bomb after you've talked to them, but 
  only if they're unfriendly.

- The name of a dungeon is shown when you enter the dungeon.

- In the Super NES version, when you got a new glove, the color of Link's 
  hands used to change. This doesn't happen in the GBA version (thanks to 
  Matthew Skoglund for this).

- The lines pronounced by the girls when you get a crystal in a dungeon no 
  more scroll downwards - instead, they disappear after three lines have been 
  written onscreen (just like the Triforce's words in the original version).

- In the final credits, the lines used when the total of lives you've used in 
  the game is shown have been changed. They're now "Quest History" and "Total 
  Lives Used".

- If you die and you're revived by a Fairy, your death won't be counted in the 
  "Total Lives Used" number at the end of the game.

- Similarly, saving and quitting is not counted as a "life".

- There is a new dungeon, the "Palace of the Four Sword", at the Dark World 
  Pyramid. It can only be accessed if you've completed The Four Swords.


==============================================================================
3. EQUIPMENT
==============================================================================

BOMB

Bombs can be found almost everywhere - in pots, under bushes, in treasure 
chests, in shops, and after defeating enemies. They serve an immense variety 
of uses. Of course they are a powerful weapon, but they can also be used to 
break fragile walls and floors in caves and dungeons. They can also be pulled 
up and thrown away, which is often useful to hit distant switches or other 
out-of-reach targets. 

There is also a second type of Bomb, the Super Bomb. It will be available 
after you've completed Level 5 and 6 in the Dark World. At that point, go to 
the Bomb Shop (where Link's House was in the Light World) and you'll be able 
to buy a Super Bomb for 100 Rupees. This Bomb can be carried around, but as 
soon as you drop it, a countdown of 3 will start, and when it finishes, a huge 
detonation will occur. However, the Super Bomb can be picked up again before 
it explodes.

You can carry a maximum of 50 Bombs. Their number can be increased upon the 
initial amount at the Fountain of Happiness in the middle of Lake Hylia.

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BOOK OF MUDORA

This Book is located on top of a shelf in Kakariko's Library. Use the Pegasus 
Shoes to ram into the shelf and get the Book. The Book of Mudora is your only 
hope to translate the ancient Hylian language found on monoliths.

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BOOMERANG

Boomerangs can be used to collect distant items, to hit switches, and to 
freeze weaker enemies for a while. Very weak enemies can also be killed with 
the Boomerang. There are two types of Boomerang.

Boomerang: found in a chest in Hyrule Castle. Flies for about one-half of the 
 screen before coming back.

Magical Boomerang: crosses the whole screen from one border to the other 
 unless it hits an obstacle. It can also cut down bushes. You can obtain it if 
 you drop the Boomerang in the pond at the Waterfall of Wishing in the Light 
 World, near the entrance to Zora's Falls.

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BOW AND ARROWS

The Bow is a very important weapon. The Arrows will cross the whole screen 
unless they hit an obstacle, and they can hit almost every creature. You can 
use them to break distant pots or activate out-of-reach switches, too. And, 
some enemies can only be defeated using Arrows.

Arrows come in two types.

Wooden Arrows: they can be found or purchased just anywhere, like Bombs.

Silver Arrows: probably the most powerful weapon in the game, they are 
 necessary to defeat Ganon. To obtain them, use a Super Bomb to open up the 
 secret cave in the Dark World Pyramid, and throw the Bow and Arrows into the 
 pond. The Fairy will give you the Silver Arrows. From now on, all the Arrows 
 you find will be Silver.

The Bow is located inside the big treasure chest in the East Palace (Light 
World Level 1). You can carry a maximum of 70 Arrows. Their number can be 
increased upon the initial amount at the Fountain of Happiness in the middle 
of Lake Hylia.

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BUG-CATCHING NET

Received from the sick boy in Kakariko Village. It can be used to catch bees 
and fairies, which can then be put into Bottles. It can also be used to 
deflect certain projectiles.

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CANES

Canes are magical artifacts that can help you tremendously in your quest. 
There are two of them in the game - one of them must be obtained in order to 
advance, while the other is optional.

Cane of Byrna: surrounds you with a spark of light, making you invincible and 
 hitting enemies at the same time. Draws your Magic Power like crazy, too. 
 This Cane can be found in a cave that can only be accessed from the Dark 
 World location where the Spectacle Rock can be found in the Light World. Go 
 to this area through the teleporter on Death Mountain, then go down and drop 
 down from the edge of the cliff. You'll land next to a cave entrance. In the 
 cave is a long floor covered with spikes, and at its end is a treasure chest 
 with the Cane of Byrna. Note that you'll need the Magic Hammer to reach the 
 treasure chest, and that it's advisable to visit this cave only if you have 
 the Magic Cape. Doubling your Magic Power before you come here is also very 
 useful.

Cane of Somaria: found in the big treasure chest in the Misery Mire (Dark 
 World Level 6). This Cane creates red blocks that can be moved around as much 
 as you want, and also picked up and thrown. Moreover, if you use the Cane 
 again after you've created a block, the block will explode and release its 
 fragments around. The Cane of Somaria is a must to keep some switches 
 pressed, or to hit out-of-reach switches with the fragments.

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FLUTE

The Flute is used to call a small duck that can transport you to nine 
different locations in the Light World. It can be found digging behind the 
upper-left tree in the clearing in the woods South of Kakariko Village, in the 
Light World (this place is called the Haunted Grove, and a ghost boy plays the 
Flute there). When you have it, go to Kakariko and play the Flute in front of 
the weathercock to set the duck free. This item is useless in the Dark World.

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GLOVES

Gloves are necessary to lift heavy stones. There are two different gloves in 
the game.

Power Glove: found in the big treasure chest in the Desert Palace (Light World 
 Level 2). This glove will allow you to lift pale-green stones and boulders. 
 It upgrades your lifting power to level 2.

Titan's Mitt: found in the big treasure chest in Thieves' Town (Dark World 
 Level 4). This glove allows you to lift dark-green stones and boulders, which 
 are the heaviest to be found in the game. The Titan's Mitt upgrades your 
 lifting power to level 3.

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HOOKSHOT

The most versatile item that you can find. The Hooshot extends to a very long 
distance and can be used to draw you near the hooked item, be it a pot, a 
block, or anything that can be grabbed. This is the only way to cross most 
large pits. The Hookshot is a decent weapon too, although slow and not very 
accurate. You can freeze some enemies with it, and you can even draw some 
enemies near you. Finally, the Hookshot will collect any item, and can be used 
to hit distant switches.

The Hookshot can be found inside the big treasure chest in the Swamp Palace 
(Dark World Level 2).

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LAMP

Found in the treasure chest in Link's House at the beginning of the game, the 
Lamp is automatically used when you go into a dark passage. Its light will 
show the path ahead for a short distance. The Lamp can also be used to light 
torches in dungeons and caves.

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MAGIC BOTTLES

Magic Bottles are used to store Potions, Bees, Fairies. A Fairy stored in a 
Bottle will automatically revive you with 7 Hearts if you die. There are 4 of 
them, and they're all well hidden.

The first Magic Bottle can be purchased from the merchant in Kakariko Village 
 for 100 Rupees.

The second Magic Bottle is in Kakariko, too. Enter the pub from the 
 (invisible) back door and open the treasure chest to find it.

The third Magic Bottle can be obtained from a man sleeping under the bridge 
 above the river in the Light World. The bridge is South-East from Link's 
 House.

The final Magic Bottle is very complicated to get. First, help the dwarven 
 blacksmith return to his twin (you can do this when you have the Titan's 
 Mitt). Then, go to the blacksmith's house in the Dark World and you'll find a 
 locked treasure chest. Take this with you, and teleport back to the Light 
 World. Bring the chest to the silent man near the entrance to the Desert and 
 he'll open it for you. Inside is the Bottle.

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MAGIC CAPE

This useful item will make you invisible and invulnerable to enemy attacks, 
but it will draw your Magic Power very quickly, too. It can also be used to go 
through bumpers in caves and dungeons. The Cape can be found in the upper-
right tomb in the Light World cemetery. To access it, get the Hookshot, then 
go to the cemetery in the Dark World. Get close to the tomb and use the Magic 
Mirror to teleport to the Light World. There, dash and hit the tomb from the 
front to knock it backwards, revealing a secret passage. Down there is a 
treasure chest with the Magic Cape.

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MAGIC HAMMER

Found in the big treasure chest in the Dark Palace (Dark World Level 1). The 
Hammer is a good weapon, but it's too short-ranged to be used effectively. 
More important is its function in stomping posts that block your way, which 
can open up new passages. It's also useful to defeat certain enemies, or to 
break pots.

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MAGIC MIRROR

The Magic Mirror is an indespensable item in your quest. It is your portal 
between the Light and the Dark World, and it will allow you to explore the 
differences between the two worlds to the fullest. The Mirror only works when 
you're in the Dark World: when you use it, you'll be teleported to the 
corresponding location in the Light World, and a teleporter will remain at 
that spot until you either use it, 	use another teleporter, or turn off the 
game. Note that if you use the Mirror to teleport at a location where there's 
an object you can't stand on, such as a wall or tree, you'll be teleported 
back to the Dark World.

The Magic Mirror can also be useful in dungeons. When you use it, you'll be 
returned to the entrance of the dungeon, and all regular items and monsters, 
as well as puzzles, will be reset. You will receive the Magic Mirror from the 
lost old man on Death Mountain, after helping him return to his house.

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MAGIC POWDER

Received from the witch if you give her a Mushroom. It's not very useful - it 
can change the shape of weaker monsters, for example, or destroy bushes. 
However, it's necessary to cut your Magic Power consumption in half in a 
certain cave in the Light World.

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MAILS

Mails are your armor. The Mail you're wearing determines how much damage you 
take when you're hit. There are three different Mails in the game.

Green Mail: you have this when you begin the game. Its defensive power is 
 extremely weak, but you'll be stuck with it for a long, long time.

Blue Mail: found in the big treasure chest in the Ice Palace (Dark World Level 
 5), this beautiful Mail will cut the damage received to half. Don't leave the 
 Ice Palace without this invaluable item.

Red Mail: the most powerful piece of armor in the game, it will cut damage to 
 one quarter. Unfortunately, it can't be found before the very final dungeon. 
 In fact, it's hidden inside the big treasure chest in Ganon's Tower.

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MEDALLIONS

Medallions grant you the use of a powerful attack magic. There are three of 
them in the game - one of them is optional, but the other two are necessary to 
advance in your adventure.

Bombos Medallion: found in the Desert in the Light World. To get it you need 
 the Magic Mirror, the Book of Mudora, and the Master Sword, and you must have 
 already accessed the Dark World. In the Dark World, go South to the swamp, 
 then go West to where the Desert is in the Light World. You'll come to an 
 impassable wall. Stay in the lower-left portion of the area and use the Magic 
 Mirror to get on the high cliff in the Light World. Here, go left and use the 
 Book of Mudora in front of the monolith. Then you will get the Bombos 
 Medallion. This Medallion will create a series of explosions in the whole 
 screen, damaging all the enemies.

Ether Medallion: found by crossing the bridge left of the Tower of Hera in the 
 Light World. You need the Master Sword to get it. Stand in front of the 
 monolith and use the Book of Mudora to receive the magic of Ether. This 
 Medallion creates a blast of polar wind that hits all the enemies on screen. 
 More important, it can be used to reveal invisible paths in caves and  
 dungeons for a moment (the same effect can be created by lighting a torch, 
 but in that case, it will last until the fire is extinguished). But the most 
 important use for this magic is to open the entrance to the Misery Mire (Dark 
 World Level 6).

Quake Medallion: this Medallion generates a quake that hits all enemies on 
 screen. It is also necessary to open the entrance to Turtle Rock (Dark World 
 Level 7). To obtain this magic, go to the Dark World and go where the 
 entrance to Zora's Falls is in the Light World. Here, you'll find a circle of 
 stones. Throw something into the circle and a catfish will give you the Quake  
 Medallion.

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MOON PEARL

The Moon Pearl is the item that allows you to keep your human shape when you 
travel to the Dark World. It's located inside the big treasure chest in the 
Tower of Hera (Mountain Tower, Light World Level 3).

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MUSHROOM

The Mushroom can be found in the Lost Woods in the Light World. Give it to the 
witch at the Witch Hut and after as while, return to get some Magic Powder.

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PEGASUS SHOES

The Pegasus Shoes allow you to run very quickly. When you hit an obstacle when 
running, you will hit it with great force. This can break severely cracked 
walls in caves and dungeons. When you bounce off walls, you'll stumble 
backwards a certain distance. Also note that if an item is situated on top of 
something, you can dash to make the item fall down to the floor.

When you run, your sword is drawn out in front of you. This will hit enemies 
that can be killed with a single sword swipe (if you hit a stronger enemy, you 
will be hit as well and stop running). Running through a line of grass or 
bushes will have you cut them all down.

You will receive the Pegasus Shoes from Sahasrahla the Sage in his hut located 
West of the East Palace (Light World Level 1).

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POTIONS

Potions can be bought at the Witch Hut in the Light World, or from item shops. 
They will be stored in your Magic Bottles. The Magic Potion (Green) will 
replenish your Magic Meter. The Life Potion (Red) will restore all of your 
energy. The Cure-All Potion (Blue) will restore both Meters completely.

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RODS

There are two different Rods in the game.

Ice Rod: you can find it in a secret cave on the East shore of Lake Hylia 
 (bomb the wall to open up the cave). The Ice Rod can be used to freeze some 
 enemies, and is necessary against a certain Boss.

Fire Rod: found in the big treasure chest in Skull Woods (Dark World Level 3). 
 The Fire Rod is an excellent weapon, and it's the only way to light some out-
 of-reach torches in dungeons.

Remember that both Rods consume a good amount of Magic Power.

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SHIELDS

Shields defend you from frontal attacks (but you can't use anything else if 
you want the shield to cover you). There are three types of Shield.

Fighter's Shield: received from your uncle in the secret passage below Hyrule 
 Castle. Its defensive power is very weak, and it can only block physical 
 projectiles such as spears. If you somehow lose it, you can buy it in an item 
 shop.

Magic Shield: this red, round shield can block fireballs. It can be obtained 
 for free at the Waterfall of Wishing in the Light World. Go through the 
 waterfall near the entrance to Zora's Falls and throw your Shield into the 
 water. Alternatively, you can buy a Magic Shield in a shop for 500 Rupees.

Mirror Shield: the most powerful Shield, it can block the most damaging beams 
 that enemies can shoot. You'll find it in the big treasure chest in the 
 Turtle Rock (Dark World Level 7).

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SHOVEL

The Shovel is used to dig into the ground to uncover buried treasures. You can 
get it from the old man in the clearing in the woods South of the Village of 
Outcast, in the Dark World. It is necessary to find another important item.

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SWORD

The Sword is your main weapon in the game. There are 4 different types of 
swords in the game. The first two are compulsory, but the more powerful swords 
are secret. 

Fighter's Sword: your uncle will give it to you in the secret passage below 
 Hyrule Castle. It's the weakest Sword.

Master Sword: found in the Lost Woods in the Light World. Can only be 
 retrieved after getting the Pendants from the three dungeons in the Light 
 World.

Tempered Sword: can be obtained after getting the Titan's Mitt in Thieves' 
 Town (Dark World Level 4). To get it, you must go South from the Village of 
 Outcast and free the frog from behind the skull stones. Then, warp to 
 Kakariko Village in the Light World and bring the dwarf to the blacksmith's.  
 Then, exit and reenter, and talk to either dwarf. Accept to have your sword 
 tempered for 10 Rupees, and you'll be swordless for a few minutes. When 
 enough time has passed, return to the dwarves to receive this Sword.

Golden Sword: the most powerful Sword. Use a Super Bomb on the crack in the 
 Pyramid's wall in the Dark World after completing Level 5 and 6. Inside, drop 
 your Sword into the pond to receive the Golden Sword.

Each time you upgrade your Sword, its attack power doubles. When you retrieve 
the Master Sword, you'll be able to shoot beams of light from the Sword's tip 
if your Life Meter is full.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

ZORA'S FLIPPERS

Needed to swim into deep water. They can be purchased from King Zora ar Zora's 
Falls in the Light World, for the price of 500 Rupees.


==============================================================================
4. INTERACTIVE OBJECTS
==============================================================================

There are many objects you can interact with in the game. Here's how you can 
play around with each of them.


BIG VASES

In some dungeons, you may notice some really huge vases at some locations. 
Sometimes it's possible to fall into them from a higher floor. This can lead 
to secret rooms.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

BLOCKS

Blocks are everywhere in dungeons and caves. Some of them can be moved once in 
any direction, or only in a specific direction. You'll often have to move 
blocks in a certain pattern in order to proceed. Blocks can also be used to 
keep some switches pressed.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

BUMPERS

Bumpers can sometimes be found in caves and dungeons. They will make you and 
any monster bounce backwards if touched. However, you can walk past them using 
the Magic Cape.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

BUSHES AND GRASS

Can be cut with your Sword, or burned down with the Lamp or the Fire Rod. 
Bushes can be lifted off the ground and used as weapons. Both bushes and grass 
can hide items such as Rupees and Hearts, but beware - they can hide bombs and 
enemies, too. Try running on a line of bushes or on a grassy field for 
spectacular results.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

CRACKED WALLS

A cracked wall usually (but not always) means that a secret passage can be 
opened in the wall. Bombs are the most common way of opening such a passage, 
but if the wall is severely cracked - that is, if it presents a circular crack 
surrounding a thinner crack, - then running against the crack is enough. You 
can tell if a cracked wall can be opened if your Sword produces a different-
than-usual sound when you poke at the wall with it.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

CRYSTAL SWITCHES AND COLORED BLOCKS

Found only in dungeons, crystal switches change their color from blue to 
orange and blue again when hit with something. When a switch is hit, every 
other switch in the dungeon will change its color accordingly. The color of a 
crystal switch determines which blocks are lowered - if orange, orange blocks 
will be lowered and you will be able to go past them. The same happens with 
blue blocks when the crystal switches are blue.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

MOVING PLATFORMS

Moving platforms are only found in Turtle Rock. They are created using the 
Cane of Somaria on the small question marks. They can then be ridden to other 
locations. These platforms move on rails, and you can decide your direction at 
crossroads.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

POLES

Poles can only be smashed down with the Magic Hammer. They can be regular 
poles, or small monsters that look like the Pokémon Diglett. Both types will 
block your way unless you have the Hammer to get rid of them.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

POTS

Found in dungeons and caves, pots can be lifted and thrown at enemies. They 
can also be destroyed with Arrows, or with a very powerful Sword. Pots usually 
contain items such as Rupees, Hearts, Bombs, and Arrows. More important, they 
may hide Keys, or switches to open doors.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

SPECIAL FLOORS

Some floors are cracked, and they may be broken if you put a Bomb on the 
crack. If a hole in a floor isn't pitch-black, but grey and dotted, then 
falling into it will bring you to the lower floor with no damage. However, if 
the hole is black, falling into it will result in a mild damage, and you will 
be returned to the room. 

In dungeons, some floors may start collapsing after a few moments since you 
enter a room. They will regenerate when you leave the room.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

STAR TILES

Star tiles will change the locations of the holes in a floor when you step on 
them. Sometimes they will make some holes appear that would not be accessible 
otherwise. Use them wisely and you'll be able to solve many puzzles.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

STATUES

In dungeons, you may find some statues that can be moved. They are usually 
needed to keep a switch pressed so that you can cross a door.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

STONES AND BOULDERS

Stones and boulders come in two shades of green. The clearer ones can be 
lifted with the Power Glove, while the dark-green stones require the Titan's 
Mitt. Once you have the right glove, there is no difference between a small 
stone and a large boulder. They can both be thrown once lifted, but notice 
that you can't move while holding a large boulder. Some of them may hide 
interesting things such as switches, holes, and even teleporters between the 
Light and the Dark World.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

STONE PLATES

On the walls in some dungeons you may find a stone plate. Read it to receive a 
hint from Sahasrahla or Princess Zelda.

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SWITCHES

Switches are found in dungeons. They may be evident, or they can be hidden 
under pots. Pressing a switch will usually open a door nearby. Note that the 
effect of some switches is subject to a time limit. Also, certain switches 
must be kept pressed in order for them to work. In that case, use of the Cane 
of Somaria or of a nearby movable block or statue is necessary to advance.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

TELEPORTERS

There are two types of teleporters. The first type is orange and it's found in 
dungeons. It will teleport you to another location within the dungeon.

Blue teleporters are found in the overworld. They link the Light and the Dark 
World, and some of them can take you to places you couldn't reach in any other 
way. They're usually hidden under green stones.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

TORCHES

Torches are displayed as square, grey blocks of concrete. They can be lighted 
with the Lamp or the Fire Rod. Lighting torches is useful to light up a dark 
area. Sometimes, lighting a series of nearby torches is necessary to open a 
door or a secret passage in a room. The magic number is always four - remember 
that. Also note that torches won't burn for long.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

TREADMILLS

Some floors are actually treadmills that constantly roll towards a specific 
direction. If you step on them and try to go to the opposite direction, they 
will try to force you in the direction they're rolling towards. They will also 
move Bombs and blocks that are positioned on them. This can be useful to hit 
some out-of-reach switches.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

VINES AND CURTAINS

In some dungeons, vines or curtains may be hiding doors. Cut them down with 
your Sword to find your way.


==============================================================================
5. HEART PIECES LOCATIONS
==============================================================================

This sections tells you where you can find all of the 24 Pieces of Heart 
scattered throughout the two worlds. I listed them in the ideal order in which 
you can get them.


1 - While approaching Kakariko Village from the South, you'll find a house 
slightly South of the Library. Inside is a wall that can be bombed. Break it 
open and leave the house through the door in the adjacent room. Here, talk to 
the woman to start a race. You now have 15 seconds to reach the man at the end 
of the maze. Go straight up, then take the first left. At the crossroads, go 
left, then up. Go left and you'll find a sign. Now go down to jump past the 
fence, and go talk to the man to receive your Piece of Heart.

2 - In Kakariko Village, go to the West end of the village, then go North 
until you find a hole in the ground and a cave near it. Go to the ledge above 
and fall down into the hole. In the cave below, bomb the wall to find a 
passage leading to a chest containing the Piece of Heart.

3 - Still in Kakariko, go to the Thieves' Hideout, left of Sahasrahla's house. 
Go down the stairs and bomb the north wall to find a secret room with a Piece 
of Heart in a chest.

4 - Go North from Kakariko and into the Lost Woods. Search for a 3-by-3 bush 
cluster, and cut down the middle bush. Fall into the hole and you'll land next 
to a Piece of Heart.

5 - With the Pegasus Shoes, go to the screen where the Sanctuary is located. 
In the West is a pile of small rocks. Dash into it to break it and reveal a 
stairway going down. Enter this passage and open the chest at the end for a 
Piece of Heart.

6 - Go to the Swamp in the South and enter the watergate. Push aside the 
blocks and go North to the next room. Pull the lever on the right and you'll 
drain the swamp. Go outside now, and you'll find the Piece of Heart.

7 - Go to the cave in the Desert of Mistery and meet Sahasrahla. In this room, 
the South wall can be bombed. Do so to find a room with a Piece of Heart.

8 - When you get out of the Desert Palace through the West exit, go South to 
find this Piece of Heart.

9 - After getting Zora's Flippers, go South from King Zora and down the 
waterfall. Then, go left to find a fenced area. There you'll find this Piece 
of Heart.

10 - When you reach the Spectacle Rock on Death Mountain, walk South from the 
cave in the Rock and fall down the edge of the cliff. You'll land next to a 
cave - enter it and go upstairs to find this Piece of Heart.

11 - When you reach the top of Spectacle Rock you'll find this Piece of Heart 
sitting next to you.

12 - When you're on the top of the Dark World Pyramid, go down the steps, then 
drop down to the lower level. Now go right and drop down the edge near the 
statue below. Then, go right and up to find a Piece of Heart.

13 - Dive into Lake Hylia in the Dark World and go West from the Ice Palace. 
You'll find a portion of shallow water surrounded by small stones. Stand on 
this area and use the Magic Mirror to reach an island with a Piece of Heart on 
it.

14 - South of the Haunted Grove in the Dark World, go to the lower-left 
corner, where a circle of bushes can be found. Use the Magic Mirror here to 
teleport near a cave. Inside is a Piece of Heart.

15 - South of the Village of Outcast, where you could play the race game in 
the Light World, is an old man who'll let you dig for 80 Rupees. Play this 
game until you dig out the Piece of Heart.
 
16 - To the North of the Dark World cemetery is a ladder leading to a ledge. 
Walk up there and use the Magic Mirror to teleport near a cave. Enter it and 
bomb the right wall to find a room with a Piece of Heart. 

17 - In the Dark World, go to the cave that gave you access to the Death 
Mountain in the Light World. If you have the Magic Cape, enter the cave and 
climb to the second floor. Use the Hookshot to cross the gap, then use the 
Cape to go past the bumper. Get out and get the Piece of Heart.

18 - After you've reached the Dark World, go back to the Light World and to 
the lumberjacks' hut. Ram into the tree the lumberjacks were cutting and 
you'll uncover a secret passage. Drop down it, climb up the stairs, and bomb 
the right wall. Go through it and you'll find this Piece of Heart.

19 - Go to the Village of Outcast and enter the house with the chest sign 
above the door. Play the game and sooner or later you'll get this Piece of 
Heart.

20 - In the Village of Outcast, go where the blacksmiths' house is in the 
Light World. If you have the Titan's Mitt, you can lift the dark-green 
boulders. Now use the Magic Hammer to stomp all the posts and a secret cave 
will open. Go down the stairs and get this Piece of Heart.

21 - Go to the Misery Mire and get into the Western entrance. Go down the 
stairs and you'll find some chests - inside one of them is a Piece of Heart.

22 - In the Misery Mire, go to the upper-right corner and use the Magic 
Mirror. You'll teleport near a big boulder. Lift it and walk down the stairs 
to a cave with many movable blocks. Push them aside to clear your way to the 
Piece of Heart.

23 - In the screen directly West of the Turtle Rock is a big boulder. Lift it 
and go down the stairs that will appear. Here, use the Ether Medallion to 
visualize an invisible pathway. Cross it and bomb the wall at the end. In the 
next room, bomb the left wall, go left, and exit. Now use the Magic Mirror to 
teleport next to the Piece of Heart.

24 - Take the Southern exit on Floor B1 in Turtle Rock. You'll be on a narrow 
ledge. Walk to the entrance on the right and use the Magic Mirror to teleport 
to a cave. Enter it and kill all the enemies to open the door. Use the Magic 
Hammer to reach the door, and in the next room you'll find the Piece of Heart.


==============================================================================
6. TIPS AND HINTS
==============================================================================

- When you get a new item, try using it in different ways.

- Usually (but not always), the item you find in a dungeon is the key to 
  defeating the Boss, or at least to beat it more easily.

- There are secrets everywhere. Use various items at different places and you 
  may discover lots of things.

- You can keep Faeries and Bees in bottles. A Fairy will revive you with seven 
  hearts when you die, so it's very useful to have some when you go into a 
  dungeon. Bees can attack enemies.

- Avoid shops if possible. Everything they sell, can be found for free 
  elsewhere.

- Avoid fortune tellers. They can give you hints on what to do next, but it's 
  not worth the money.

- Look carefully at walls. Many of them can be bombed to open up secret 
  passages.

- If you're stuck in a room, first of all, kill all the enemies. Second, look 
  for a switch. Third, look for a secret passage.

- Four torches close to each other spell a secret passage, or a trigger to a 
  door. Light them up.

- Sometimes there may be invisible floors in a room. Light a torch to see 
  them, or use the Ether Medallion.

- Bombs and blocks can be thrown beyond thin fences. 

- Always have some money with you. It may turn out useful.

- If you need Keys, kill everyone and break every pot.

- Never leave a dungeon if you haven't opened the big chest.

- Use the maps. They're there to help you find your way.

- Never let your Magic Power get too low.

- If you throw an empty Bottle in a fairy pond, the Fairy will fill it with 
  Magic Medicine.

- Use the Magic Mirror wisely. Many secrets are linked to its correct use.

- If you're stuck in a dungeon, use the Magic Mirror to go back to the 
  entrance and reset everything.

- When you get a new item, explore the new areas it allows you to reach.


==============================================================================
7. A LINK TO THE PAST WALKTHROUGH
==============================================================================

NOTE FOR THE READER: this walkthrough is aimed at taking you through the game 
the fastest and most efficient way possible. There are many details that I 
won't outline in this section, but that you can find in other sections of this 
FAQ. If you want to explore more than I suggest, or if you want to take 
another route, feel free to do that. Just don't blame me if you can't find 
what you're looking for because you chose a different path than the one 
outlined herein.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+-----------------+
| GETTING STARTED |
+-----------------+

After the intro, you'll be in Link's house. When you can move, get out of bed 
and open the chest near the table to find the LAMP. Then, get outside.

You are free to explore the area, but soldiers will prevent you to go out of 
your way. Anyway, you can talk to them to have a brief tutorial on the game 
controls. To proceed, go North from the house and cross the bridge to the 
castle. The main door is guarded, but if you go right after the bridge, you'll 
be in a garden. Follow this path until you get to a lone bush at the end of 
the paved way, and lift it to find an entrance. Fall down.

You are now in a secret passage below the Castle. You'll find your uncle, who 
will give you the FIGHTER'S SWORD and the FIGHTER'S SHIELD. With them, go to 
the next room. On the far right is a chest with 5 Rupees, but you'll have to 
defeat two guards to get to it. You can also try your Lamp on the torch. When 
you're ready, leave through the other door.

Now you are in the inner garden of the Castle. Cut the bushes and avoid or 
kill the guards, then access the Castle from the front door.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+---------------+
| HYRULE CASTLE |
+---------------+

1F   This is the central room of the Castle. Take the exit on the left, then 
     go up to continue along the corridor. When you can't go North anymore, 
     exit right and climb down the stairs you'll find.

B1F  Open the chest to find the MAP, then kill the guard to obtain a KEY that 
     you'll use to open the door. Go down and walk along the path. When you 
     get to a larger room, go through the upper-left door. In the next room, 
     defeat the guard to open the doors, and go right. Kill the guard here to 
     get a KEY and to open the door you entered from, and open the chest to 
     find the BOOMERANG. With these items, go back to the previous room and 
     open the North door. Go through it and climb down the stairs you'll find 
     until you get to the lowest floor in the Castle.

B3F  Kill the normal soldier, then you'll have to fight a ball-and-chain 
     trooper. You can use your Sword, but the best method is to pick up a pot 
     from the open prison and throw it at him. Two pots will kill him, and 
     he'll release the BIG KEY. With it you can open the cell where Princess 
     Zelda has been locked.

     After you've talked to Zelda, open the chest for 5 Rupees, then retrace 
     your steps to B1F. Here, walk up the steps in the upper area of the room 
     and follow the walkway until the end. Jump down and go up the stairs back 
     to 1F.

1F   Return to the central room and climb the steps to the Northern door. The 
     next room is the throne room. Here, go to the throne and push it from the 
     left to reveal a secret door. Enter it.

2F   You're now in the sewers of Hyrule Castle. It's a dark place, so you can 
     only see a small portion of the screen. If you want some more light, find 
     a torch and light it with the Lamp. Rats and bats will be your opponents 
     here. Watch your steps in the dark and you'll be fine.

     In this room, walk up and take the passage leading right. This will take 
     you to a stairway going down. Kill the Ropes in the next room and go down 
     the stairs on the other side.

B1F  Go up, and at the crossroads, go right to find a chest with a KEY. Go 
     back to the central path and go up to the door. Open it and go through. 
     Go past the next two rooms. In the third room, kill all the rats because 
     one of them has a KEY. With it you can open the upper-right door and get 
     out of the dark area. Go up and push ahead the block to move it, and go 
     up the stairs.

1F   Kill the rats and go down. Here you'll find two levers in the wall. The 
     one on the right will open the South door, while the one on the left will 
     make some Ropes fall into the room. When you're ready, open the door and 
     go down to the Sanctuary.

After the dialogue with Zelda and the sage, open the chest to find a HEART 
CONTAINER. Now you're free to leave the Sanctuary and explore Hyrule.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

+-----------+
| OVERWORLD |
+-----------+

Your goal now is to look for the sage Sahasrahla. His house is marked on your 
map, but it's best to go elsewhere for now. So, from the Sanctuary, travel 
East past the cemetery, then South. Cross the bridge you'll find, and keep 
going South until you find another bridge. Now, before you can step on the 
bridge, go East, then North in the next screen. Continue going up until you 
get to a house, and enter it.

After the dialogue with Sahasrahla, leave and follow the ledges, going up and 
to the right, until you get to the entrance to the East Palace.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+-------------+
| EAST PALACE |
+-------------+

 ____
| 1F |
        
                   ___
                  | 1 |
                  |___|
             _______|_
            |__  2  __|
               |___|
 ___   ___   ____|____   ___   ___
| 3 |_|   |_|         |_|   |_| 8 |
|___| |   | |    6    | |   | |___|
 ___  | 5 |_|         |_| 7 |  ___
| 4 |_|   | |__     __| |   |_| 9 |
|___| |___|    |___|    |___| |___|
       _|_   ____|____   _|_   ___
      |   |_|         |_|12 |_|13 |
      |   | |   11    | |___| |___|
      |10 | |         |
      |   | |__     __|
      |___|    |___|
             ____|____
            |   14    |
            |_________|
             ____|____
            |   15    |
            |_________|

---------------------------------------
 ____
| 2F |

 ___
| 1 |
|___|
 _|_
| 2 |
|___|
 _|_   ___   ___   ___
| 3 |_| 4 |_| 5 |_| 6 |
|___| |___| |___| |___|



1F-15   Pick up the pot in front of you and press the switch under it to open 
        the door. Go up.

1F-14   Kill the monsters and press the switch on the floor to open the door. 
        Go up.

1F-13   This is a tricky room. While you go up the central passage, bubbles 
        come down at you. Most of them are small, but occasionally a large one 
        will appear. To avoid the big ones, hide in the indentations in the 
        wall. When at the end of the passage, go left and follow the path to a 
        chest with 100 Rupees, then go back and exit through the North door.

1F-6    Go right, press the switch behind the pots, and go right through the 
        door.

1F-7    Take the upper exit here.

1F-8    Pick up the center pot and press the switch to open the door. Go down.

1F-9    Open the chest to find the MAP, then return to 1F-6.

1F-6    Go left and press the switch to open the door, and go through it.

1F-5    Take the other exit here.

1F-4    Kill all the enemies to open the doors, and go up.

1F-3    Open the chest to find the COMPASS, then follow the path back to 1F-6.

1F-6    Take the door opposite the one you've entered.

1F-7    Take the South exit.

1F-12   Go right, press the switch you'll find, and go through the nearby 
        door.

1F-13   Pick up the pot in the upper-right area to find a KEY, then go back to 
        the previous room and open the West door.

1F-11   Cross the walkway and exit West.

1F-10   Kill all the enemies here and the Bubbles will detach from the pot. 
        Pick up the pot to find a switch. Press it and a chest will appear. 
        Inside is the Big Key. Leave through the North door and return to 1F-
        6.

1F-6    Open the big chest to find the BOW, then go through the North door.

        Note: in this room, you can drop down into either of the two big vases
        beside the steps going up to the North door. Doing this will take you 
        to a secret room with Faeries.

1F-2    Take the upper-right exit to 1F-1 and get the 90 Rupees, then come 
        back here. Kill the green monsters to get a KEY and use it in the 
        upper-left door. Go upstairs.


2F-6    The switch to the door is under the lower-left pot.

2F-5    The switch to the door is the lowest of the three.

2F-4    The switch is the upper-left one.

2F-3    Use Arrows to defeat the red monster. Kill all the enemies to open the 
        door.

2F-2    Kill all the monsters to open the door.

2F-1    BOSS: ARMOS KNIGHTS
        The Armos Knights move in a circular pattern across the room. Stay in   
        the lower area of the room so to avoid them, and use your Arrows or 
        your Sword to hit them (3 Arrows or 12 Sword hits will kill a Knight). 
        After a while, they'll line at the top of the room for a short time 
        before resuming their circular movement.
        When you've killed 5 of them, the last one will turn red and try to  
        jump on you. You can hit him even if he's in the air, so fight him as 
        you did with the others and you'll be fine. At the end of the battle, 
        a Heart Container and the Pendant of Courage will be yours.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+-----------+
| OVERWORLD |
+-----------+

Go back to Sahasrahla's and talk to him to receive the PEGASUS SHOES. Try them 
out on the back wall of the hut to find a secret room with 100 Rupees and 
three Bombs. Now, remember that bridge you saw before coming here? Return to 
it and cross it. Then, go West until you can, then South, then West again. 
This is the way that leads to Kakariko Village.

In the Village, collect the first three Pieces of Heart and the BOOK OF 
MUDORA. Buy the first MAGIC BOTTLE, and collect the second one. Also receive 
the BUG-CATCHING NET from the sick kid. Then, go to the Lost Woods and collect 
the fourth Piece of Heart and the MUSHROOM.

With all these items in your possession, go East from the Woods and go get the 
fifth Piece of Heart near the Sanctuary. Bring the Mushroom to the witch at 
the Witch Hut, then return to Link's House and go South from it. Go South as 
far as you can, then East to the Eastern shore of Lake Hylia. From here, go 
North until you find a wall. Use a Bomb where the wall is cracked to find a 
secret cave where you'll find the ICE ROD.

Now, go West from lake Hylia. Get the sixth Piece of Heart at the watergate, 
then keep going West to the Desert of Mystery. Go see Sahasrahla in the cave 
here, and collect the seventh Piece of Heart. Now go to the monolith in front 
of the palace and use the Book of Mudora to open the way to the entrance.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+---------------+
| DESERT PALACE |
+---------------+

 ____
| B1 |

 ___   ___   _________   ___   ___
| 1 | | 2 | |    3    | | 4 | |   |
|___| |___| |_________| |___| |   |
 _|_   _|_   _|_____|_   _|_  | 5 |
| 6 |_| 7 |_|         |_| 8 | |   |
|___| |___| |         | |___| |___|
 ___   _|_  |         |  _|_   _|_
| 9 | |   | |   11    | |   |_|13 |
|___| |   | |         | |   | |___|
 _|_  |10 | |         |_|12 |  ___
|14 |_|   | |         | |   |_|15 |
|___| |___| |_________| |___| |___|

---------------------------------------
 ____
| 1F |

 ___
| 2 |
|___|
 _|_
| 1 |
|___|

---------------------------------------
 ____
| 2F |

 ___
| 1 |
|___|
 _|_______
|    2    |
|_________|
       _|_
      | 3 |
      |___|
 ___   _|_
| 4 | |   |
|___| |   |
 _|_  | 5 |
| 6 |_|   |
|___| |___|



B1F-11  Go to the West section of the room, up, and left to B1F-7.

B1F-7   Take the North exit.

B1F-2   Dash against the torch with the KEY on it to make the Key fall. Get 
        it, then go back down and right.

B1F-11  Go through the North door.

B1F-3   Pick up the upper pot in the middle of the room and press the switch 
        under it. A chest containing the MAP will appear. Now take the right 
        exit and go right to B1F-8. Here, go down and open the locked door.

B1F-12  Get the COMPASS from the chest and kill all the monsters to open the 
        North door.

B1F-5   Dash through the room and get the BIG KEY inside the chest, then 
        return to B1F-7 and go left.

B1F-6   Find the switch under one of the pots and press it to open the doors. 
        Go up.

B1F-1   Open the big chest to find the POWER GLOVE. Now go back to B1F-7 and 
        go down.

B1F-10  Take the lower exit.

B1F-14  The third block from the left can be moved to open the North door, 
        that leads to a room with two Faeries. When you're ready, go down and 
        out.

You're now outside the Desert Palace. Go South to collect the eighth Piece of 
Heart, then go back North and find the other entrance to the Desert Palace. 
Lift the stones and enter.


1F-2    Move the lower block in the right group to open the door.

1F-1    The floor tiles in this room will attack you. If you don't want to 
        fight them, pick up the lower-left pot and get the KEY below it. Use 
        the Key to open the door and go upstairs.


2F-4    Go down.

2F-6    Kill all the monsters to open the door.

2F-5    There's a KEY under one of the pots. Use it to open the North door.

2F-3    Get the KEY under the upper-right pot and open the door.

2F-2    Kill the red monster with Arrows, then use the Lamp to light the four 
        torches and find a door.

2F-1    BOSS: LANMOLAS
        Lanmolas get out of the ground, spraying debris around. Debris can 
        hurt you, so beware. It will spray diagonally in the four possible 
        directions, so if you stay to the side of a Lanmola when it gets out, 
        you'll be safe.
        To defeat the Lanmolas, you must hit them in the head. Hit them when 
        they emerge, and try to hit them some more before they go underground 
        again. It takes 8 hits to defeat a Lanmola. When you win, you'll get a 
        Heart Container and the Pendant of Power.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+-----------+
| OVERWORLD |
+-----------+

Now that you have the Power Glove, go to the Witch Hut and retrieve your MAGIC 
POWDER, then lift the boulder near the hut and go East. Follow the path until 
you get to Zora's Falls. Make sure you have at least 500 Rupees.

At the Falls, go North until you can, then East. At the crossroads, take the 
lower path and follow it until you find King Zora at the dead-end. Buy the 
Flippers for 500 Rupees, then go get the ninth Piece of Heart.

Leave the Falls and swim behind the small waterfall that's near the entrance 
to the Falls. Behind it is a Mysterious Pond. Drop the Boomerang and the 
Fighter's Shield into it and a Fairy will give you the MAGICAL BOOMERANG and 
the MAGIC SHIELD. Now leave this place and swim to the whirlpool South of here 
to teleport to Lake Hylia. Here you can go to the Pond of Happiness in the 
middle of the Lake and spend some Rupees increasing your maximum amount of 
Bombs and Arrows. When you're done, swim North and East from the island where 
the Pond is and follow the river until you get under the bridge. Here you'll 
receive the third MAGIC BOTTLE. Now go back to the Lake and swim South and 
East. Here, enter the whirlpool to return to the cemetery area.

Now go North and you'll soon come to a cave entrance. Lift the boulder near it 
to access the cave. Inside, go up and take the first right. Then, go right, 
take the lower passage, go right, up, and right. You'll meet and old man that 
will come with you. Go to the next room. Now go right as far as you can, then 
down and out of the cave.

You're now on Death Mountain. Approach the next door and the old man will give 
you the MAGIC MIRROR. Now enter the cave and exit on the other side. From 
here, go West and up the long ladder you'll find. Go East now, and when you 
see a cave, drop down the edge of the cliff straight down from the cave. Enter 
the cave you'll find there. Inside you'll find the tenth Piece of Heart. Now 
get out and return to the top of the mountain, and go East until the blue 
teleporter. Use it to warp to the Dark World.

In the Dark World, go slightly West and you'll see a spectacle-like shape on 
the ground. Use the Magic Mirror here to teleport on top of the Spectacle 
Rock. Get the eleventh Piece of Heart, then drop down North and enter the 
Mountain Tower (aka the Tower of Hera).

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+---------------+
| TOWER OF HERA |
+---------------+

 ____
| 1F |

 ___   ___
| 1 |_| 2 |
|___| |___|
 ___   _|_
| 3 | | 4 |
|___| |___|

---------------------------------------
 ____
| 2F |

   ______
 _|      |_
|          |
|    1     |
|_        _|
  |______|

---------------------------------------
 ____
| 3F |

 _________
|    1    |
|_________|
 _|_   ___
| 2 |_| 3 |
|___| |___|

---------------------------------------
 ____
| 4F |

   ______
 _|      |_
|          |
|    1     |
|_        _|
  |______|

---------------------------------------
 ____
| 5F |

   ______
 _|      |_
|          |
|    1     |
|_        _|
  |______|

---------------------------------------
 ____
| 6F |

   _____
 _|     |_
|    _    |
|   |1|   |
|_  | |  _|
  |_____|



2F-1    Hit the crystal switch to make it blue, and descend the stairs on the 
        left.

1F-3    Get the KEY and go back upstairs.

2F-1    Use the Boomerang to make the crystal switch orange from a distance. 
        Get the MAP in the chest and leave through the North-West Stairs.

1F-1    Destroy all the tiles to open the door, and proceed to 1F-4.

1F-4    Light the four torches to find the chest with the BIG KEY. Now return 
        to 2F-1 and take the lower-right stairs going up.

3F-3    Kill all the enmies to open the door. Make your way to the stairs in 
        3F-1, using the star tiles to change the conformation of the floor if 
        colored blocks are preventing you to advance.

4F-1    Open the chest to find the COMPASS and go upstairs.

5F-1    Step on the star tile to make a hole appear in the upper middle 
        portion of the room. Drop down this hole from North and you'll land in 
        the room below. 

4F-1    Open the big chest to find the MOON PEARL. Go back upstairs and take 
        the stairs to the sixth floor.

        Note: the higher hole in 5F-1 will make you fall into the big vase in 
        the room below. This way, you can reach a secret room with two 
        Faeries. Then, use the teleporter back to 5F-1.

6F-1    BOSS: MOLDORM
        To defeat Moldorm, hit the tip of its tail 6 times with your Sword. Be 
        careful not to fall down the hole in the middle of the platform, or 
        the gap surrounding the platform, or you'll fall to 5F and have to 
        restart the battle. Moldorm moves randomly, so there's no pattern to 
        beat it. After the battle, you'll receive a Heart Container and the 
        Pendant of Wisdom.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

+-----------+
| OVERWORLD |
+-----------+

Go to the base of the ladder that takes you to the top of the mountain, and 
enter the cave to return to the Hyrule plain. Now go North and West to enter 
the Lost Woods. Go where you found the Mushroom earlier, then cross the hollow 
tree stump there. Follow the path, and when you get to a crossroads, go left 
and enter the trunk in the North. This path will take you to the MASTER SWORD. 
Grab it and return to the Sanctuary, then go to Hyrule Castle.

At the central room of the Castle, go left and take the exit in that room. 
Outside, go right and use the Master Sword on the magical beam to clear the 
way. Enter the Tower.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+--------------+
| CASTLE TOWER |
+--------------+

The Castle Tower is pretty straightforward, so a walkthrough isn't necessary. 
Kill all the monsters in a room if you need a Key or if a door is shut, and 
make your way to 7F.

On the seventh floor, you'll meet Agahnim. After he escapes, cut down the 
curtains in the North of the room to uncover a passage, and go through.

BOSS: AGAHNIM
Agahnim is totally impervious to physical attacks, so the only way to damage 
him is to reflect his spells back at him. Use the Master Sword or the Bug-
Catching Net to do this. If he shoots six small fireballs instead of a big 
one, hit them, then quickly defend yourself with the Shield.
If Agahnim goes to the upper middle portion of the room and doesn't face you, 
then he's going to release a lighting attack. Stay beside him to avoid this.
After 6 hits, Agahnim will retire, bringing you to the Dark World with him.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+----------------+
| DARK OVERWORLD |
+----------------+

You're now on top of the Dark World Pyramid. Collect the twelfth Piece of 
Heart and climb down to the ground. Make sure you have at least 110 Rupees 
with you. If you don't, you can pull the leftmost statue at the base of the 
Pyramid for money. Keep exiting and reentering the screen until you have the 
money you need.

From the Pyramid, go East and South. You'll find a bridge obstructed with 
poles. Go down the ladder on the right and swim to the lake, where you'll 
collect the thirteenth Piece of Heart. When you have it, go back to the bridge 
and go East and North. You'll come to the equivalent of the East Palace area 
of the Light World. Now go right, and when you come to a group of yellow 
trees, go up. You'll notice an arrow on the ground. Go below the ivy-covered 
arch that the arrow points at, and follow the dotted path in it to get to the 
other side. Go up, left as far as you can, then up. Take the first right and 
go along the ivy-covered path. Find your way to the right, and when you get 
out, a monkey will be with you. Pay him to follow you around, and make your 
way to the Palace entrance. Be careful not to be hit on the way, or Kiki will 
run away and you'll have to find him again. At the gate, Kiki will ask you 100 
Rupees to open the door. There's no other way in, so pay him and the door will 
be opened.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+-------------+
| DARK PALACE |
+-------------+

 ____
| B1 |

       ___
      | 1 |
      |___|   
       _|_         ___
      |   |    ___| 4 |
      |   |   |3  |___|
      | 2 |  _|_   ___
      |   | | 5 |_| 6 |
      |___| |___| |___|





 _________   ___
|    7    | |   |
|_________| |   |
            | 8 |
            |   |
            |___|
 ___   ___   _|_   ___
| 9 | |10 | |11 | |12 |
|___| |___| |___| |___|
              |     |
              |_____|
                13

---------------------------------------
 ____
| 1F |

 ___   ___   ___       ___
|   |_|   |_| 3 |  4| |_5_|
|   | |   | |___|  _|_|
| 1 | | 2 |  _|_   _|_
|   | |   | | 6 | | 7 |
|___| |___| |___| |___|
       _|_____|_   _|_
      |         | |   |
      |         |_|   |
      |    8    | | 9 |  ___
      |         |_|   |_|10 |
      |_________| |___| |___|
       _|_____|_
      |         |
      |   11    |
      |_       _|
        |_____|
    ___   _|_   ___
   |12 | |13 | |14 |
   |___| |___| |___|
    _|_   _|_   _|_
   |15 |_|16 |_|17 |
   |___| |___| |___|



1F-16   Press the left switch and go to the room above. Descend the stairs.


B1F-9   Press the switch below the lower-left pot and a chest will appear. 
        Inside is a KEY. Now go back to the entrance.


1F-16   Press the right switch this time, and again, descend the stairs in the 
        upper room.


B1F-10  Use the teleport.

B1F-12  Dash to crack the South wall, and do the same on the other wall in the 
        next corridor.  

B1F-11  Kill the blue monsters, then use the Arrows to kill the red one. He 
        mirrors your movements, so first, face up, but don't face him directly 
        or he'll shoot a fireball at you. Fire an Arrow, then move sidewards 
        so that the monster, moving in the opposite direction, is hit by the 
        Arrow. When you kill him, the door will open. Go up.

B1F-8   Cross the corridor and climb the stairs at the top.


1F-9    Get the MAP inside the chest, then bomb the two side walls. To the 
        right are three Faeries, and to the left is a KEY. Now use the Magic 
        Mirror.

1F-16   Go straight up twice.

1F-11   Go left and on the bridge, and bomb the crack in the middle. When a 
        hole blows open, fall through it.


B1F-7   Walk up along the walkway and open the door. Go upstairs.


1F-11   Get the BIG KEY inside the chest, then fall down on the right.


B1F-7   Break the pot and press the switch to find a chest with a KEY inside, 
        then use the Magic Mirror. Return to 1F-11.


1F-11   Go up the right bridge, push aside the block in your way, and go up.

1F-8    Open the chest for a KEY and go up. Get to the locked door and open 
        it.

1F-2    Break a pot and quickly run across the bridge before it collapses. Go 
        left.

1F-1    Make your way through the maze to the bottom-right corner, where 
        you'll find a chest with a KEY. From there, go up along the wall to 
        find a crack. Bomb it and go through to find the big chest with the 
        MAGIC HAMMER inside. Now return to 1F-2 and take the opposite exit.

1F-3    Open the chest for the COMPASS. Go down the stairs on the right.


B1F-2   Collect the Rupees and get the KEY from the chest, then go back 
        upstairs and go down.


1F-6    The chest here has 5 Rupees for you. Go down.

1F-8    Go to the center of the room and throw something at the crystal switch 
        below to turn it blue. Exit on the right.

1F-9    Hit the crystal switch, then go up and break all the pots on the right 
        to find a switch. Now push the upper-right statue above it to keep it 
        pressed, and go through the door.

1F-7    Kill the monsters to open the North door.

1F-4    Go right and shoot an Arrow into the statue's eye to open a secret 
        passage. Go downstairs.


B1F-4   Use the Magic Hammer on the stakes. Go between the two lines of 
        colored blocks and use the Boomerang or an Arrow on the crystal switch 
        to get to the door. Unlock it and go past the next corridor.

B1F-5   Use the Hammer and your Sword to kill all the turtles and open the 
        door.

B1F-6   Push down the upper-right block and enter the teleport.

B1F-2   Go up, kill the turtles, and enter the Boss room.

B1F-1   BOSS: HELMASAUR KING
        This Boss can attack you in two ways. If he stops and shakes his tail 
        around, the tail will spring forward toward the bottom of the screen. 
        You're completely safe from this attack if you stay right in front of 
        the Boss while he performs it. In his second attack, the Boss stops 
        and spits out a fireball. This will then divide in three, and each of 
        them will further divide into four. They always split up diagonally 
        though, so position yourself accordingly and you'll be fine.
        To attack the Helmasaur King, use Bombs or the Magic Hammer to destroy 
        his mask. When it's gone, hit him in the head with the Sword or Arrows 
        and he'll soon go down. A new Heart Container and the first Crystal 
        are now yours!

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+----------------+
| DARK OVERWORLD |
+----------------+

Go West and back to the path that leads to the Pyramid, but this time, go 
South and use the Hammer on the stakes on the bridge. Past the bridge, go left 
as far as you can, then South. Go West again, and collect the Shovel in the 
Haunted Grove. Also get Piece of Heart #14 and 15. Then, go to the Haunted 
Grove in the Light World and collect the FLUTE. Then, go to Kakariko and use 
the Flute in front of the weathercock to wake up the duck. Still in Kakariko, 
go to the blacksmith's house area and use the Hammer to stomp the post and 
access the hole in the ground. In the cave, go up and use the Magic Powder in 
the cup to double your Magic Power.

Now return to the Dark World, and go where Link's House was in the Light 
World. From here, go South. At the bottom of the map, go West. When you can't 
go any further, use the Magic Mirror and get the BOMBOS MEDALLION in the Light 
World. 

Now go to the Swamp, where the entrance to the second Palace is located. Use 
the Magic Mirror and pull the lever in the watergate to dry the swamp. Then, 
go back to the Dark World and enter Level 2.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+--------------+
| SWAMP PALACE |
+--------------+

 ____
| B2 |

        _
   _   |2|
 1|    |_|
 _|_____|_
|    3    |
|_________|
 _|_   ___
|   |_| 5 |
|   | |___|
| 4 |  ___
|   |_| 6 |
|___| |___|

---------------------------------------
 ____
| B1 |

                         __
                        |1 |
                        |__|
                          |  |  |
                         2| 3| 4|
                         _|__|__|_
                        |    5    |
                        |_________|
                         __  7|   |
                        |6 |__|  8|
                        |__|   ___|
                         _|___|___
                        |    9    |
                        |_________|
 _________   _________   ____|____   _________   ___
|   10    |_|   11    |_|         |_|   13    |_|   |
|_________| |_________| |         | |_________| |   |
 _|_______   _____|_|_  |   12    |  _|_|_____  |14 |
|   15    |_|   16    |_|         |_|   17    |_|   |
|_________| |_________| |_________| |_________| |___|
                         ____|____
                        |   18    |
                        |_________|
                         _|_____|_
                        |   19    |
                        |_________|

---------------------------------------
 ____
| 1F |

   ___                     __
 _|   |_                  |  |  __
|_     _|                 |  | |  |   
 _| 1 |_                  |  |_|  |
|_     _|                 |   2   |
  |___|                   |_______|


1F-2    Swim to the left ladder and kill all the enemies to make a chest 
        appear. Take the KEY inside and open the North door.


B1F-14  Bomb the wall in the indentation on the left and go through to find 
        the MAP, then come back here. Break the last pot to find a KEY, and 
        use it in the door on your left.

B1F-17  Go down the steps and go get a KEY in the next room, then come back 
        here and open the locked door.

B1F-13  Use the Hammer on the poles and push the lever from the right. This 
        will make water flow into the adjacent room. Go down and swim to the 
        broken ladder, and go to the next room.

B1F-12  Take the South exit and go through the passage. At the end you'll find 
        the COMPASS in a chest that will appear moving a block. Now come back 
        here and exit through the South-West door.

B1F-16  Go down the steps and go get the KEY in the next room, then go back to 
        B1F-12 and unlock the North-West door.

B1F-11  Push the lever to make water flow. Return to B1F-16, but first, make 
        sure the crystal switch is orange.

B1F-16  Swim to the broken ladder and go through the door you'll find.

B1F-15  Go down the steps. Push the lowermost block aside, and the one above 
        it upwards. Proceed upstairs.


1F-1    Go up and fall through the hole on the right. This will take you to 
        the room below, and to the chest with the BIG KEY. Now return to B1F-
        12.


B1F-12  Open the big chest to find the HOOKSHOT. Use it on the skull pot on 
        your right to get on a ledge where you'll find a KEY under another 
        pot. Now go back to the big chest and use the Hookshot on the pots   
        North of it to reach the exit.

B1F-9   Break the pot near the left door and push the nearby statue on it. Go 
        through the door on the other side of the room, and go down the stairs 
        in the next room.


B2F-5   Push the lever to drain the floor. In the next corridor, first go to 
        the room below to find hearts and Rupees, then take the North exit in 
        the corridor.

B2F-3   Push the third block from the left for a chest with 20 Rupees. Go 
        through the left door if you need an item refill, then come back here 
        and walk through the wall behind the second waterfall from the right. 
        Go upstairs in the next room.


B1F-4   Go down.

B1F-5   Get the KEY under the pot on your right. You can bomb the wall on the 
        middle ledge to find some items in the room above. When you're ready, 
        go through the West door and up to the Boss.

B1F-1   BOSS: ARRGHUS
        Use the Hookshot to grab the small Arrghi, and kill them with your 
        Sword. There are 13 of them. Arrghus will come towards you, and when 
        he stops, he'll send the small Arrghi swirling in the air. Stay at a 
        distance and this attack will miss you.
        When the small Arrghi are dead, Arrghus will leap into the air, then 
        come back down where you're standing. Dodge him. Then he'll start 
        bouncing around the room in an anti-clockwise movement. Hit him to 
        make him jump into the air again. Repeat this pattern until he gets 8 
        hits and dies. This will net you a Heart Container and the second 
        Crystal.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+----------------+
| DARK OVERWORLD |
+----------------+

Return to the Pyramid area, and go North from there. You'll soon come to the 
area where the Witch Hut is in the Light World. Go where Zora's Falls should 
be, and you'll find a circle of stones at a dead end. Pick up a bush and throw 
it into the circle of stones, and you'll receive the QUAKE MEDALLION. Now 
return to the Item Shop you saw at the Witch Hut location, and go left and 
down. Here you'll see a piece of a broken bridge. Stand on it and use the 
Hookshot to cross the river, and you'll be in the cemetery area. Collect the 
MAGIC CAPE and Pieces of Heart #16 and 17. Then, after you've taken this last 
Piece of Heart, use the Magic Mirror to appear in the area of the Twin 
Lumberjacks' house. Get the eighteenth Piece of Heart, and go to Death 
Mountain to collect the ETHER MEDALLION. Moreover, while you're in the Dark 
World area of Death Mountain, collect the CANE OF BYRNA. 

Now return to the Dark World via the teleport at Hyrule Castle's main gate, 
and go to the Lost Woods area, which is called the Skull Woods here. The best 
place to enter the area is through the passage North of the Village of 
Outcast. From this entrance, go up until you find a 3x3 cluster of bushes, and 
access the ribcage passage near it. Follow this path through another ribcage 
and you'll come to a skull entrance. Enter.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+-------------+
| SKULL WOODS |
+-------------+

 ____
| B2 |

 ___
| 1 |
|___|

---------------------------------------
 ____
| B1 |

 ___   ___
| 1 |_|_2_|
|___| 
 _|_   ___
| 3 |_|   |
|___| |   |
 ___  | 4 |
| 5 |_|   |
|___| |___|
 _|_   ___
|   |_|   |
|   | |   |
| 6 | | 7 |
|   |_|   |
|___| |___| ___   ___   ___   ___   ___   ___
           | 8 | |   | |10 |_|11_| |12 |_|13 |
           |___| |   | |___|       |___| |___|
            _|_  | 9 |  _|_   ___   ___   _|_
           |14 |_|   |_|15 | |16 |_|17 |_|18 |
           |___| |___| |_ _| |___| |___| |___|
             |          ___   _|_
                       |   | |   |  ______
                       |   | |   | |      |
                       |19 | |20 | |  21  |
                       |   |_|   |_|______|
                       |___| |___|


B1F-14  Kill all the enemies, then break the middle pot to find a switch.   
        Paying attention to the Floor Master hand that will periodically fall 
        from the ceiling to bring you back to the entrance, pull the right 
        statue on the switch, so that you can access the North door when the 
        statue is in place.

B1F-8   Open the chest for the BIG KEY. Now exit the dungeon the way you came 
        in, go back to the bush cluster, and cut the bushes to find a hole. 
        Fall down.

B1F-13  Step on the star tiles once, then bomb the left wall and go through.

B1F-12  Pull the lever to open the way to the big chest, which contains the 
        FIRE ROD. Now go back to the previous room, get the MAP from the 
        chest, and go left. Exit through the South door.

Back in the open, return to the dungeon entrance past the two ribcages. From 
there, go left twice and exit. Here, go left and up through the ribcage. 
You'll find a strange skull. Use the Fire Rod on its tip and it will burn, 
revealing an entrance. Go inside.

B1F-6   Go down the steps and use the invisible passages below the center 
        bridge to reach the door at the upper-right corner. In the next room, 
        just reach the lower door and get the KEY inside the chest you'll 
        find. Then, return to B1F-6 and go open the North door. Go past the 
        next room.

B1F-4   In this room are four torches. Quickly light them all with the Fire 
        Rod, and proceed left.

B1F-3   Kill all the monsters and cut the vines on the North wall to find your 
        way out.

B1F-1   Kill the Gibdo to get a KEY, and use it on the door. In the next room, 
        fall down the hole in the floor.


1F-1    BOSS: MOTHULA
        This fight may be hard because the floor is a huge treadmill, and 
        spikes will move from a wall to the other. Mothula also flies around a 
        lot, stopping only to shoot fire rings at you. You can hit it with 
        many weapons, but the most effective is the Fire Rod. If you have the 
        magic, eight hits from it will defeat Mothula. Otherwise, you'll have 
        to use something else. Winning this battle will get you a Heart 
        Container and the third Crystal.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+----------------+
| DARK OVERWORLD |
+----------------+

Make your way back to the bush cluster in the Skull Woods, and from there 
reach the Village of Outcast. Win the nineteenth Piece of Heart at the chest 
game, then go to the center of the village. Here you'll find a statue. Pull 
its pitchfork to break it open, and you'll gain access to Level 4.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+---------------+
| THIEVES' TOWN |
+---------------+

 ____
| B2 |

 ___   ___   ___   ___
| 1 |_|   |_| 3 | |   |
|___| |   | |___| |   |
 ___  | 2 |  _|_  | 4 |
| 5 |_|   |_| 6 |_|   |
|___| |___| |___| |___|

---------------------------------------
 ____
| B1 |

 ___               ___
| 1 |             | 2 |
|___|             |___|
 _|_   ___   ___   _|_
|   |_| 4 |_| 5 |_|   |
|   | |___| |___| |   |
| 3 |  _|_   _|_  | 6 |
|   |_| 7 |_| 8 |_|   |
|___| |___| |___| |___|
 _________   _|_____|_
|         |_|         |
|         | |         |
|    9    |-|   10    |
|         |_|         |
|_________| |_________|
 ____|__|_   _|__|____
|         | |         |
|         |_|         |
|   11    | |   12    |
|         |_|         |
|_________| |_________|

---------------------------------------
 ____
| 1F |

 ___                      ___
| 1 |____________________| 3 |
|___|         2          |___|



B1F-11  Drop down to the floor below, go up and left to find the chest with 
        the MAP. Go right until the wall, then up to the next room, then right 
        to the next one, and down.

B1F-12  Go down and walk up the ladder. Go open the chest for the COMPASS, 
        then drop down and go left to the starting room, where you'll find the 
        BIG KEY in a chest. Come back to this room and go to the room above.

B1F-10  Go up, climb to the balcony, and open the locked door in the North.

B1F-6   Go to the top of the room to find a KEY under a pot, then open the 
        South-West door. From here, go West until you can, then North from 
        B1F-3.

B1F-1   Break the pot to find a KEY, hit the crystal switch to make it blue, 
        open the door, and go upstairs.


1F-1    Find and press the switch below a pot to open the door, and cross the 
        next corridor.

1F-3    In the chest are three Bombs. Lay a Bomb, pick it up, and throw it 
        past the small fence and to the crack in the floor. This will open a 
        hole. Go back downstairs, and to B1F-3.


B1F-3   Take the upper-right exit and go right twice. Then, go downstairs.


B2F-3   Lift the big block and go down and right.

B2F-4   Go up and free the girl from the cell. Get the KEY from the chest, 
        then go back down to the door. Go left twice and open the locked door.

B2F-5   Quickly use the Magic Hammer to smash the poles, and open the big 
        chest to find the TITAN'S MITT. With it, return upstairs, and to B1F-
        6. Here, go through the North door.


B1F-2   Bring the girl to the square of light in the middle of the room and...
        BOSS: BLIND
        Blind moves left and right, shooting fireballs and lasers (lasers 
        cannot be blocked with your Shield). At times, he swirls around and 
        goes to the other side of the room. Hit him in the head with your 
        Sword. After three hits, the head will detach and it will start flying 
        around, shooting fireballs. Meanwhile, another head will grow. Detach 
        this one as well, and it will join the first flying around. Now, all 
        you need to do is hit the newly grown head three more times to win. A 
        Heart Container and the fourth Crystal await you.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+-----------+
| OVERWORLD |
+-----------+

Now that you have the Titan's Mitt, there are only few places you can't reach. 
Collect the twentieth Piece of Heart and complete the blacksmith's subquest to 
get the TEMPERED SWORD and the fourth and final MAGIC BOTTLE.

When you have these two items, go to the middle island in Lake Hylia in the 
Light World. Lift up the green stone there and you'll find a teleport. Use it 
to reach the fifth dungeon.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+------------+
| ICE PALACE |
+------------+

 ____
| B7 |

 ___
| 1 |
|___|

---------------------------------------
 ____
| B6 |

 ___
| 1 |
|___|
 _|_
| 2 |___|3
|___|   |
 _|_
| 4 |
|___|

---------------------------------------
 ____
| B5 |

       ___
      | 1 |
      |___|
 ___   _|_   ___
| 2 |_| 3 |_| 4 |
|___| |___| |___|
             _|_
       5|___| 6 |
        |   |___|

---------------------------------------
 ____
| B4 |

       ___   ___
      |   |_| 2 |
      |   | |___|
 ___  | 1 |  _|_
| 3 |_|   | | 4 |
|___| |___| |___|
       _|_
      | 5 |
      |___|

---------------------------------------
 ____
| B3 |

         ___
        | 1 |
        |___|
 ___      |
| 2 |____3|__|   |
|___|     |  |___|
         _|_   4
        | 5 |
        |___|

---------------------------------------
 ____
| B2 |

       ___
      | 1 |
      |___|
 _______|_  3    _
|    2    | |_|_|4
|_________| | | |
 _|_
| 5 |___
|___| 6 |

---------------------------------------
 ____
| B1 |

       ___
      | 1 |
      |___|  ___   _
  |_____|3__| 4 |_|5|
__|2   _|_  |___| |_|
      | 6 |
      |___|

---------------------------------------
 ____
| 1F |

 ___   ___
| 1 |_| 2 |
|___| |___|



1F-2    Use the Fire Rod to kill the ice man and the door will open. Go left.

1F-1    Kill the enemies to find a KEY. Use it in the locked door and go down.


B1F-2   Push the switch in the lower corner to open the East door.

B1F-3   Push ahead the center block and go down.

B1F-6   Kill all the monsters and the chest with the COMPASS will appear. Now 
        go back up and go right.

B1F-4   There's a switch under the lower pot. Press it and go back left. Here, 
        press the switch and go North.

B1F-1   Hit the crystal switch to turn it blue. Then, lay a Bomb near it and 
        go to the upper side of the room. When the switch turns orange, lay 
        another Bomb on the cracked floor and fall down.


B2F-1   To kill the two Skeleton Knights, hit one with your Sword, then put a 
        Bomb near it when it's down. When both are dead, the South door will 
        open.

B2F-2   Kill all the enemies to find a KEY, and use it in the next door.

B2F-5   Press the switch under the lower-left pot, and go East.

B2F-6   Go downstairs.


B3F-5   Kill all the enemies to open the North door. In the next room, go left 
        and downstairs.


B4F-3   Fall into the hole you see.


B5F-2   Go right twice.

B5F-4   Search under the pots to find a KEY, and the switch that will open the 
        way South. Proceed to B5F-5.

B5F-5   Press the switch under the pot to find a chest with a KEY, then go 
        upstairs.


B4F-5   Open the North door. In the next room, go to the upper-right door.

B4F-2   Use the Hookshot to cross the gap, and exit South. There, go upstairs.


B3F-4   Use the Hookshot on the pot. Break the pot and press the switch to 
        make a chest appear. Use the Hookshot on the chest, and open it for a 
        KEY. Then, use the Magic Cape to cross the spikes again, and go 
        upstairs.


B2F-3   Kill the Skeleton Knight and use the Magic Hammer on the stakes. Lift 
        the big block and you'll find a KEY. Now smash the other stakes, kill 
        a second Skeleton Knight, then pull the statue's tongue to open the 
        door. Finally, before you go right, find a switch under a pot, and 
        press it to find the chest with the MAP.


B2F-4   Go upstairs and collect the BIG KEY inside the chest. Then, go back 
        downstairs and return to B3F (pull the statue's tongue downstairs to 
        open the door).


B3F-4   Go left twice, and downstairs.


B4F-3   Lay a Bomb on the cracked floor above the stairs, and fall down.


B5F-2   Open the big chest to find the BLUE MAIL. Now find your way right.

B5F-3   Go up and downstairs.


B6F-1   Go down and open the East door.

B6F-3   Hit the crystal switch and go back upstairs.


B5F-1   Go to B5F-5 and upstairs.


B4F-5   Go up, find the switch under the nearby pots, and go left. Fall down 
        into the hole, and go right.


B5F-3   Lift the big block and fall down.


B6F-2   Go down.

B6F-4   On the left side of the room, pull back the right statue and lift the 
        big block to find a hole. Fall into it.


B7F-1   BOSS: KHOLDSTARE
        Use the Fire Rod on the ice block 8 times to melt it. Avoid the 
        falling ice blocks (but if you're low on Magic Power, they will give   
        you magic refills). When the block is no more, Kholdstare will split 
        into three and attack you. Just kill all three with your Sword, or 
        keep using the Fire Rod. Another Heart Container is now yours, as well 
        as the fifth Crystal.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+-----------+
| OVERWORLD |
+-----------+

Warp back to the Light World and use the Flute. Travel to the sixth location 
and lift the right block to find a teleporter. Use it to reach the Misery 
Mire.

Collect Pieces of Heart #21 and 22, then go to the entrance to the palace. 
Stand on the Ether symbol and use the Ether Medallion to open the way inside.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+-------------+
| MISERY MIRE |
+-------------+

 ____
| B2 |

 ___   ___   ___   _________
|   | | 2 |_|   | |    4    |
|   | |___| |   | |_________|
| 1 |  _|_  | 3 |  _|_   _|_
|   |_| 5 |_|   |_| 6 | | 7 |
|___| |___| |___| |___| |___|

---------------------------------------
 ____
| B1 |

 ___
| 1 |
|___|
 _|_______   _________
|    2    | |    3    |      |4      ___
|_________| |_____    |______|______|   |
                  |   |      | |    | 5 |
                  |   |      | |    |   |
                  |___|      | |    |___|
             ___   _|_   ____|_|__   _|_
            | 6 | |   | |    8    |_| 9 |
            |___| |   | |_________| |___|
             _|_  | 7 |  ___   _|_   _|_
            |10 |_|   | |11 |_|12 |_|13 |
            |___| |___| |___| |___| |___|
             ___   _|_   _|_____|_   _|_   ___
            |14 |_|15 |_|         |_|   |_|   |     
            |___| |___| |         | |   | |   |
             _|_   ___  |   16    |-|17 |-|18 |
            |19 |_|20 |_|         |_|   |_|   |
            |___| |___| |_________| |___| |___|
             _|_   _|_         _|_
            |21 | |22 |       |23 |
            |___| |___|       |___|
             ___   _|_         |__
            |24 |_|25 |       |___|
            |___| |___|

---------------------------------------
 ____
| 1F |

 ___
| 1 | |
|___| |
 _|_  |3         ______
| 2 |_|         |
|___| |        |4|



1F-4    Reach the door and go downstairs.


B1F-23  Kill all the enemies in the room to open the North door.

B1F-16  Go down the steps and make your way to the steps at the opposite side 
        of the room, and to the North-East door.

B1F-12  Move aside the block to open the North door. Go North until you get to 
        a chest with a KEY, then come back to this room and go right.

B1F-13  Get the KEY under the pot in the upper-left corner, then use the Magic 
        Cape to get to the pot in the spiky floor. Press the switch under it 
        and a chest with another KEY will appear. Now go North and keep going 
        until you reach B1F-3.

B1F-3   Go to the North-West corner and hit the crystal switch. Get the KEY 
        under the pot, then exit South.

B1F-7   Use the Magic Cape to get to the South exit. From the next room, go 
        right.

B1F-16  Go down along the walkway and open the door you'll find.

B1F-20  Kill the enemies to get a KEY, and continue left. 

B1F-19  Light the four torches to open the North door. Go up to find the 
        COMPASS, then go back down and go down again.

B1F-21  Climb the stairs to the upper floor.


1F-1    In this room and in the next one, clear the way to the torches. Then, 
        starting from this room, light the four torches. This will open the 
        way to a hole in 1F-3. Go there and fall down the hole.


B1F-25  Open the chest to find the BIG KEY. In the next room, enter the 
        teleporter. Then, open the North door in the room where you'll appear, 
        go up, and use the teleporter there. Now go right and down twice, and 
        get the MAP from the chest. Then, fall from the edge and go down, and 
        enter the lower-right door.

B1F-18  Quickly use the Hookshot on the block ahead, then run up the bridge. 
        At the end you'll find the big chest, and inside it the CANE OF 
        SOMARIA. Now go left, up twice, and left, and open the North door.

B1F-4   Go North along the walkway, and downstairs.


B2F-4   Open the lower-right door to find some Rupees in the next room, then 
        come back here and break the pot in the left side of the room. Put a 
        Somarian block on the switch and go through the lower-left door.

B2F-3   Cross the room from right to left, then go up and hit the crystal 
        switch to turn it orange. Then, go through the lower-left door.

B2F-5   Bomb the North wall and go to the next room to hit the crystal switch, 
        then go back down and continue left.

B2F-1   Hit the crystal switch in the North to turn it orange, then go 
        upstairs.


B1F-2   Go to the Boss room.

B1F-1   BOSS: VITREOUS
        Vitreous sits in the middle of a pool of poisonous jelly. Stay out of 
        the jelly and attack the small eyes that will come at you. They hurt a 
        lot, so try not to be hit. Also keep an eye (pun not intended) on 
        Vitreous himself, because when he becomes solid, he'll send a bolt of 
        lightning downwards. Stay left or right to avoid this. A good tactic 
        is to throw Bombs at Vitreous, so you can hit the eyes that aren't 
        attacking you at the moment.
        When all the small eyes are dead, Vitreous will attack. Hit him with 
        your Sword and you'll easily win. For your victory, you'll get a Heart 
        Container, and the sixth Crystal.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+-----------+
| OVERWORLD |
+-----------+

In the Dark World, go where Link's House is in the Light World. Enter the Bomb 
Shop and buy a Super Bomb. Walk with it to the Pyramid, and lay it near the 
cracked wall. Enter the cave and throw the Sword and the Bow into the pond to 
receive the GOLDEN SWORD and the SILVER ARROWS.

Now go to the Light World, and travel East from the Tower of Hera. At the end 
of the path you'll find a structure with a big block in front of a ladder. 
Walk up the ladder and use the Magic Hammer on the posts. Start from the 
lower-right post and smash them anti-clockwise to make a teleporter appear. 
Use it.

Use the Quake Medallion on the Quake symbol to open the entrance to Turtle 
Rock. Before you enter, collect Piece of Heart #23 in the nearby screen.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+-------------+
| TURTLE ROCK |
+-------------+

 ____
| B3 |

 ___
| 1 |
|___|
 _|_______
|         |
|         |
|    2    |
|         |
|_________|
     |

---------------------------------------
 ____
| B2 |

             _________
            |         |
            |         |
            |    1    |
            |         |
            |_________|
 _________   _|_
|         | |   |
|         | |   |
|    2    | | 3 |
|         |_|   |
|_________| |___|
             _|_
            |   |
            |   |
            | 4 |
            |   |
            |___|

---------------------------------------
 ____
| B1 |

       ___   ___
      | 1 | | 2 |
      |___| |___|
       _|_   _|_
      | 3 |_| 4 |
      |___| |___|
   _   _|_______   _________
  | |_|         |_|         |
  | | |         | |         |
 _|5| |    6    | |    7    |
|   |_|         |_|         |    
|___| |_________| |_________|
       _|_   _|_
      | 8 |_| 9 |
      |___| |___|
 ___   _|_   _|_
|10 |_|11 |_|12 |
|___| |___| |___|

---------------------------------------
 ____
| 1F |

 ___   ___   ___
| 1 | | 2 | |   |
|___| |___| |   |
  |    _|_  | 3 |
  |4  | 5 | |   |
  |   |___| |___|
 _|_____|_   _|_______
|         |_|         |
|         | |         |
|    6    | |    7    |
|         |_|         |
|_________| |_________|          
  |    _|_
  |   |   |
 _|_  |   |
| 8 | | 9 |
|___| |   |
      |___|



1F-9    Use the Cane of Somaria on the question mark to create a platform. 
        These platforms move on rails, and at every crossroads, you can choose 
        where to go. For now, go to the next room.

1F-6    Create a platform and go left to the door, and go down.

1F-8    Get the COMPASS from the chest. To exit the room, face South and 
        charge the Whirling Blade. Hold it and walk backwards to get out. 

1F-6    Create a platform and go right. Go along the East wall, and enter the 
        second door from below.

1F-7    Create a platform and circle around the four torches. When you pass 
        near them, use the Fire Rod to light them (you should be able to light 
        the lower torches with a single flame). Then, quickly dismount from 
        the platform and enter the North door.

1F-3    At the top of the room you'll find two chests. One has the MAP, and 
        the other holds a KEY. Return to 1F-5 and open the upper-left door.

1F-4    Kill all the enemies to find a KEY, and use it in the North door.

1F-1    Hit the crystal switches from a distance. Then, go to the right group 
        of blocks and push aside the upper block to make a chest appear. Open 
        the chest for a KEY, unlock the North door, and go downstairs.


B1F-7   Go to the lower-right corner and enter the pipe to reach the exit.

B1F-6   Enter the pipe immediately below you, and exit at the next door.

B1F-5   Kill the prancing monster to get a KEY, and use it on the other door. 
        Now follow the pipes to the BIG KEY, return to the East entrance of 
        B1F-6, and choose the left pipe.

B1F-8   Kill all the monsters and go down and left.

B1F-10  Bomb the South wall and get out.


Before you enter the next door, use the Magic Mirror and collect the final 
Piece of Heart. Then, reenter the Turtle Rock.


B1F-12  Get the MIRROR SHIELD from the big chest and go up twice, and through 
        the pipe.

B1F-3   Bomb the North wall and go through.

B1F-1   Collect the KEY from the chest and go downstairs.


B2F-1   Create a Somarian platform and follow this path: go right, and at the 
        third node, go down. Keep the Down button pressed, and you'll get to 
        the middle platform. Break the pot and press the switch. Now mount the 
        platform again and go right at the crossroads. At the node, go right, 
        and at the third node you'll find, down. Keep going down until you're 
        forced to change direction, and go left. Keep pressing left and you'll 
        get to the exit.

B2F-3   Go down, get the KEY inside the last chest, and come back here to use 
        it in the door.

B2F-2   Cross the room and reach the North door. Go downstairs.


B3F-2   Go to the Boss room.

B3F-1   BOSS: TRINEXX
        Trinexx has three heads. The left head spits fire, and the right head 
        spits ice that will make the floor slippery. Use the Fire Rod on the 
        ice head and hit it with your Sword. If the effect of the Rod wears 
        off, use it again. Then, do the same to the fire head, but with the 
        Ice Rod. In the meanwhile, watch out for the center head, which may 
        attack you by sticking out of the shell. 
        When both heads are destroyed, Trinexx's shell will explode and a 
        snake-like monster will move around the room. Hit it in the niddle 
        portion of its body, and it will soon die. Collect the final Heart 
        Container and the seventh Crystal, where Princess Zelda is held 
        captive.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+----------------+
| DARK OVERWORLD |
+----------------+

Travel West from the Turtle Rock until you get to Ganon's Tower. Go in front 
of the door and the seven Crystals will open it. Enter.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+---------------+
| GANON'S TOWER |
+---------------+

 ____
| B1 |

 ___   ___
| 1 | | 2 |
|___| |___|
 _|_   _|_
| 3 |_| 4 |
|___| |___|

---------------------------------------
 ____
| 1F |

 _________   ___   ___   _________
|    1    |_|   | | 3 | |    4    |
|_________| |   | |___| |_________|
 ___   ___  | 2 |  ___   _|_   ___
| 5 | | 6 |_|   | | 7 |_| 8 | | 9 |
|___| |___| |___| |___| |___| |___|
 _|_   ___   ___   ___   ___   _|_
|   |_|11 |_|12 |_|13 |_|14 |_|   |
|   | |___| |___| |___| |___| |   |
|10 |  ___   _|_   ___   ___  |15 |
|   |_|16 | |17 | |18 | |19 |_|   |
|___| |___| |___| |___| |___| |___|
 _|_   ___   _|_____|_   ___   _|_
|20 |_|21 | |         | |23 |_|24 |
|___| |___| |         | |___| |___|
 _________  |   22    |  _________
|   25    |_|         |_|   26    |
|_________| |_________| |_________|

---------------------------------------
 ____
| 2F |

 _________
|         |
|         |
|    1    |
|         |
|_________|

---------------------------------------
 ____
| 3F |

       ___   _________
      |   |_|    2    |
      |   | |_________|
      | 1 |        _|_
      |   |       | 3 |
      |___|       |___|
 _______|_
|    4    |
|_________|
 _|_   _|_
| 5 |_| 6 |
|___| |___|

---------------------------------------
 ____
| 4F |

             ___   ___
            | 1 |_| 2 |
            |___| |___|
             _|_
            | 3 |
            |___|
 ___         _|_
| 4 |       | 5 |
|___|       |___|
 _|_   ___   _|_
| 6 |_| 7 |_| 8 |
|___| |___| |___|

---------------------------------------
 ____
| 5F |

       ___   ___
      |   |_|   |
      |   | |   |
      | 1 | | 2 |  ___
      |   | |   |_| 3 |
      |___| |___| |___|
 ___   _|_   _________
| 4 | | 5 | |         |
|___| |___| |         |
 _|_____|_  |    6    |
|    7    | |         |
|_________| |_________|

---------------------------------------
 ____
| 6F |

       ___   ___
      | 1 |_| 2 |
      |___| |___|
       _|_   _|_
      | 3 | | 4 |
      |___| |___|
 ___   _|_______
|   | |         |
|   | |         |
| 5 | |    6    |
|   |_|         |
|___| |_________|

---------------------------------------
 ____
| 7F |

 ___
| 1 |
|___|
 _|_______
|    2    |
|_________|



2F-1    Go down the left stairwell.


1F-12   Dash against the torch to make the KEY fall, and go left.

1F-11   Break the lower-right pot for another KEY, and push aside the middle 
        block to open the left door.

1F-10   Use the Hookshot to travel South. Before you cross the South door, use 
        a Bomb to turn the crystal switches orange.

1F-20   Lay a Bomb near the crystal switches and stay on the right. Break the 
        lower pot for a KEY, then when the switches are blue, go right.

1F-21   Enter the teleport.

1F-4    Go left. When you see a lone block in the middle row, push it aside to 
        reveal a chest. Use the Hookshot to cross the gap, get the KEY inside 
        the chest, and go down.

1F-8    Choose any teleporter until you get to 1F-25, in the lower-left 
        corner.

1F-25   Reach the right exit.

1F-22   Go to the North-West exit, but don't go through it. Instead, use the 
        Fire Rod to light the torch on the right. An invisible path will  
        appear for a while. Quickly go down and use the Hookshot on the skulls 
        on the right to reach the path, and walk along it to the upper-right 
        exit.

1F-18   Open the chest and bomb the floor near it. Fall down.


B1F-4   Kill the Armos Knights with the Silver Arrows and go up to find the 
        BIG KEY. Then, go down, left, and upstairs.


1F-17   Open the big chest for the RED MAIL. Go up and return to 2F. From 
        there, take the center door upstairs.


3F-4    Push down the upper-left block to open the door, and go South.

3F-5    Kill the two red monsters to open the East door.

3F-6    Kill the monsters and go up twice.

3F-1    Go down the steps and up to find the switch that will open the door.

3F-2    Cross the bridge, being careful of the bubbles from the wall. At the 
        end of the bridge, you can bounce off the two blocks to reach the 
        cracked South wall. The passage leads to some Fairies. When you're 
        done, proceed to 4F.


4F-2    Kill all the monsters to open the door. Do the same in all the 
        following rooms.

4F-6    Defeat the Lanmolas again to open the North door. Go up and upstairs.


5F-4    Use the Ether Medallion to see the invisible walkway, and kill the 
        Wizzrobes to open the door. Proceed to 5F-2.

5F-2    Use the Lamp and/or the Fire Rod to light the four torches and open 
        the lower-right door.

5F-3    Go upstairs.


6F-4    You must be VERY quick here. You want to light the four torches to 
        open the door, but the floor will soon start to collapse. Start from 
        the upper-right torch and move clockwise, lighting the torches as you 
        go. Then, exit North.

6F-2    Kill the Helmasaurs to find a KEY, and go left.

6F-1    Lay a Bomb, pick it up, and throw it against the South wall. If you 
        threw it at the right spot, it will break the South wall. Go down.

6F-3    Open the chest for a KEY and go down.

6F-6    Kill Moldorm again, and a chest will appear. Use the Hookshot on it, 
        and proceed to the next room, and upstairs.


7F-2    Nobody here. Proceed to the Boss' lair.

7F-1    BOSS: AGAHNIM II
        This time around, Agahnim will create two clones of himself. The 
        clones are translucent and easily recognizeable. They will only shoot 
        the big fireballs, while the real Agahnim can shoot the small 
        fireballs as well. However, he won't be able to use lightning this 
        time, and you can hit him more times because you can also hit him with 
        the fire of his clones. When he's dead, you will be taken to the 
        Pyramid for the final battle.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

+---------+
| PYRAMID |
+---------+

Before you fall down the hole, make sure you have a lot of Faeries or Potions, 
and that your Life Meter is full. Then, enter the Pyramid.

In the center room of the Pyramid, the final showdown with Ganon begins. Ganon 
will rotate his pitchfork, then throw it in the air like a boomerang while he 
teleports to another location. Hit him repeatedly with your Sword while he is 
solid, and avoid the pitchfork.

After a few hits, Ganon will release fireballs that will turn into fire bats 
every time he stands in a place. These are quite damaging, so do your best to 
avoid them. Keep hitting him with your Sword though - just don't stay too 
close when the fireballs start spreading.

At some point when you've hit him enough, Ganon will jump and break one side 
of the floor when you hit him after he's teleported. When this has happened 
for all four sides of the floor, Ganon will switch to another technique. If at 
any time now, you fall into the pit that surrounds the floor, you will be 
forced to exit the Pyramid and start the battle again from the start.

Now Ganon will keep teleporting and using a fire bat to attack you, but the 
two torches in the room will quickly burn out, making Ganon invisible. Use the 
Lamp or the Fire Rod to light them up again, and hit Ganon with your Sword. 
He'll freeze and turn blue. While he's frozen, quickly shoot one Silver Arrow 
into him. Repeat this pattern until four Silver Arrows have hit, and Ganon 
will finally die.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Now all you have to do is walk up and witness the excellent ending sequence. 
Congratulations! You have now conquered The Legend of Zelda: A Link to the 
Past!


==============================================================================
8. THE PALACE OF THE FOUR SWORD
==============================================================================

The Palace of the Four Sword is a new dungeon that can be found in A Link to 
the Past. To access it, you must enter the hole in the East wall of the Dark 
World Pyramid. However, to go past the first room you must have completed the 
multiplayer game The Four Swords. This will make you a "true hero" and allow 
you to explore this dungeon.

If you can't find any friends to play The Four Swords with, but you have the 
Visual Boy Advance GBA emulator, you can enter the Palace using a code. The 
code, first provided by MetalKoola, is specific to the emulator, so you can't 
use it with GameShark or Action Replay. The code is 030038F0:20. Go into the 
Palace and activate the code, then immediately deactivate it. Link will turn 
invisible. Now just walk up to the next room, and Link will reappear, allowing 
you to explore the dungeon freely.

If you can access the Palace of the Four Sword, it's advisable that you have 
the maximum amount of Hearts you can get first. The Palace features many 
puzzles that may have you wondering for a while, but most important, amazingly 
powerful bosses defend its treasures. If you want to visit this place, be sure 
to bring a lot of Red Potions, or four Fairies to revive yourself if something 
goes wrong. Also note that you need a lot of special items to complete the 
Palace - the Hookshot, the Flippers, the Cane of Somaria, the Magic Hammer, 
and the Fire Rod. Having the Magic Cape or (better) the Cane of Byrna is 
strongly recommended. And of course, bring the most powerful Sword you can 
find.

Below is a complete walkthrough for the Palace of the Four Sword. 

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


- The Green Sword -

From the entrance, avoid the Chain Chomps and go up to the next room. In the 
big hall, enter the door at the South-West. There's a very strong current that 
prevents you from swimming North in this room, but if you light the torch in 
the corner, it will slow down. Now swim upwards, paying attention to the 
bubbles that will be shot at you from the walls. Soon you'll come to a spiked 
rolling log - press B to dive and quickly swim past it. Keep going and you'll 
come to a door. Go through it.

BOSS: ARRGHUS II
This Boss is no joke, although he's easier than others. First, you'll need to 
defeat the jellyfish that surround his body. Use the Hooshot to pick them away 
from the body, and slash them with your Sword. Be careful thoug, as they may 
emit electricity and hurt you. Use Arrows if you don't want to risk. Stay away 
from Arrghus because he'll try to get close to you. He'll periodically stop to 
release the jellyfish in a spiralling movement. This attack has a long reach, 
so get to the other end of the room when he stops.

When you've defeated all of the jellyfish, Arrghus will leap to the ceiling, 
then come down where you are standing. Move away to avoid this attack. Then, 
he'll start bouncing against the walls. Hit him now, because if you wait for 
too long, he'll stop and a lot of watery creatures will come out of the water 
to attack you. One or two of these creatures will also appear while Arrghus is 
moving on the floor, but they're much easier to avoid.

After nine hits from the Golden Sword, Arrghus II will die. Go to the next 
room and take the Green Sword, then use the teleport back to the big hall.


- The Red Sword -

Now enter the South-East door. In this room, you have to kill all the monsters 
to open the door. Soon the wall around the center of the room will collapse. 
When this happens, use the Pegasus Shoes to bounce off walls and blocks to and 
from the center platform. This way, you'll be able to reach and defeat the 
enemies. When you're done, go up. Hit the crystal switch on the other side of 
the treadmill, then go where the blue block was and push down the white block. 
Then, push aside the block on your right, and push up the block that still 
stands in your way.

Defeat the turtle, then create a Somarian block and throw it on the treadmill. 
When it passes below the crystal switch, use the Cane to make it explode and 
lower the orange block. Go up.

BOSS: HELMASAUR KING II
The Helmasaur King moves around the room. When he stops and moves his tail, 
he's going to stretch it and attack the bottom of the screen. To avoid this 
attack, stand right in front of him. If he stops and spits out a fireball, it 
will then divide into three, and each one of them will further divide into 4. 
They split diagonally, so position yourself accordingly and you won't be hit.

First, destroy the Helmasaur King's mask with Bombs. When it's gone, attack 
him in the head with your Sword or Arrows. When he's maskless, he can release 
small Helmasaurs, so be quick. After nine hits from the Golden Sword, he'll 
grow a new mask. Destroy that one as well and an eye will be uncovered. A 
single Silver Arrow will kill the King now. Don't bother attacking him with 
the Sword in this form, it won't work.

When the Helmasaur King is dead, go up and collect the Red Sword. Then, use 
the teleport back to the main hall.


- The Blue Sword -

Now take the upper-left exit to the lower floor. Kill the three enemies to 
make a ladder appear at the bottom of the room, and proceed to the next room. 
Here, go to the lower-left corner and break the pot to fond a switch. Use the 
Cane of Somaria on it to keep it pressed, and exit North. Here, break the pot 
and shoot an arrow to the crystal switch. Then, create a Somarian block with 
the Cane. Pick up the block and throw it at the crystal switch. Go down the 
ladder and walk below the bridge, then go up the ladder on the other side. Use 
the Cane of Somaria again and the block will explode, hitting the crystal 
switch and allowing you to pass. Go up.

BOSS: MOTHULA II
I can't think of a proper strategy to beat this monster. It will create two 
copies of himself, and the three of them will swirl around the room, shooting 
energy rings like crazy and releasing bees. You'll be attacked from every 
direction, so the best thing to do here is to activate the Cane of Byrna and 
attack the Mothulas with your Sword. Two Mothulas will die with one or two 
Sword hits, but soon the real Mothula will create others to compensate the 
loss. Try to locate the real Boss and attack it as much as you can. It should 
take 8-10 hits to kill it. The only problem is to stay alive enough to kill it 
- if you have some Faeries with you, you can do it.

When you win, walk North and get the Blue Sword. Then, use the teleporter to 
return to the main hall.


- The Purple Sword -

Now enter the upper-right door. Cross the dark room, killing Like Likes on 
your way, until you get to the next door. Go through it. In the next room, 
destroy the pot above the lone block with an Arrow, and do the same with the 
lone pot on the far right. This will reveal a switch. Now create a Somarian 
block and throw it on the switch to open the North door. Go up. Here, kill all 
the bats to get an energy refill, then run against the upper face of the lone 
block to bounce on the other side of the pit. Enter the door.

BOSS: BLIND II
After a shock scene, the battle will begin. Blind moves left and right, 
shooting fireballs and an occasional laser beam (this one hurts, so do your 
best not to stay in front of the enemy). When Blind spins around, he'll change 
side of the room and restart his left-right movement.

Hit his head three time and it will detach. Now the body will keep shooting, 
while the head will float around. If you hit the head, it will bounce off 
walls for a while. What you want to do is to hit the head so that it rejoins 
the body. When this happens, hit Blind in the head two more times. Now two 
heads will detach, and they will shoot fireballs as well. Throw them both back 
at the body. Now, one hit to the head will make three heads appear. When you 
hit them back at the body, Blind will finally die.

After the battle, walk up and get the Purple Sword. Now it's time to complete 
the dungeon.


- The final battle - 

In the main hall, walk to the center-North door and hit the magic beam to 
break it. Walk up and in the next room, freely walk on the invisible bridge 
that will take you to the final Boss room.

BOSS: LINK DOPPELGANGERS
Four copies of yourself are ready to fight you. The first one is pretty easy. 
He'll just try to hit you with regular Sword attacks, or running towards you. 
Try not to stay directly in front of him, but slightly above or below his line 
of attack. When he runs, move out of the way, and as soon as he hits the wall, 
quickly stab him in the back. Do this 8 times to defeat him.

The second doppelganger can attack you with the Whirling Blade attack. When he 
executes this attack, move out of his way, and when he stops, hit him. He can 
also dash attack. Eight hits will beat him as well.

The third clone is more problematic. He runs like the previous two, but he 
also has a very powerful diving attack where he leaps above you and plunges 
his sword into you from above. This is very quickly executed, so it's hard to 
recognize and avoid it. Do your best to dodge his attacks and hit him 8 times 
to kill him.

The final doppelganger is also the strongest. He will never dash attack, so 
hitting him is quite hard. He can also do regular Sword swipes, and even a 
dangerous lunge in your direction with his sword out, which will end with a 
fireball coming out of the tip of his Sword. He can also use the Whirling 
Blade (he'll bounce on walls until he stops) and the attack from above. Be 
sure to have Fairies or Potions to survive his very damaging attacks, and 
strike at the first chance. 

It takes 16 hits to defeat the final doppleganger. When you kill him, stand in 
the middle of the room and a new, alternate ending scene will take over! When 
it ends, you'll also be shown the Quest Log, which shows you how many times 
you've used each item, and more data on your current game.


==============================================================================
9. THE THIRD LUMBERJACK'S RIDDLES
==============================================================================

If you played the Super Nintendo version of A Link to the Past, you surely 
noticed that there's a third lumberjack in the house near the cave that leads 
to Death Mountain in Hyrule. This guy will stay there all the time, because 
he's there to provide you a brand-new subquest.

To activate the subquest, first you'll have to play The Four Swords and get 10 
medals or more. When you've done this, the next time you speak to the 
lumberjack, he'll tell you his first riddle and give you the mysterious item 
that takes place in the lower-right corner of your inventory - a small basket. 
Now what you have to do is find the item/creature the riddle refers to, catch 
it with your Bug-Catching Net, put it into the basket, and go back to the 
lumberjack. If you found the right thing, he'll go on to the next riddle.

Before I describe in detail each riddle, I'll give you some guidelines for the 
subquest. First, it's necessary that you know the game quite well. In fact, 
while some riddles are easily solved, some require that you've payed attention 
to some very tiny details. Not only the lumberjack's words refer to the 
appearance of what you're looking for, but also to the message that you may 
receive when you interact with it. Undoubtely, players of the original version 
will find this quest much easier.

Second, and most important, is the fact that the Light World contains 
everything you're looking for. You'll never have to go to the Dark World to 
find something. Better still, your target is often very close to the 
lumberjack's house. Also, everything you're after can be found in the open. 
It's never necessary to get into a house or building to find the thing 
requested by the lumberjack. 

The third thing to know is the fact that, curiously, using the Flute will 
usually take you to the exact location where one of the items or creatures 
you're looking for can be found - or at least very close to it.

Now that you know the basics, here you'll find the details about every riddle.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

1 - Cock-a-doodle-doo! What is it?

    Answer: you need a Cucco chicken. Go to Kakariko Village (Flute location 
    3) and find one, they're easy to find.

    If you answer this riddle correctly, the lumberjack will give you a 
    carver's statue. Go to Link's House to see it.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

2 - The scissors by the water... What is it?

    Answer: this riddle is hard if you didn't pay attention to your 
    surroundings through the adventure. It refers to the sand crabs walking 
    around near the entrance to Zora's Falls. Catch one and take it to the 
    lumberjack.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

3 - It's shiny and red. What is it?

    Easy, this one. Find a Red Rupee and catch it with your Net.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

4 - It's moist and fresh... What is it?

    Go to the Watergate in the South swamp (Flute location 7) and drain the 
    swamp outside. Then, catch one of the fish that are jumping around.

    There's another carver's statue for you if you can solve this riddle.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

5 - BOOOM! Skitter-scatter... What is it?

    This is one of the harder riddles. It refers to those red, balloon-like 
    creatures (Octoballoon) that will explode and release many little 
    creatures if you get close to them. You can find one at the South shore of  
    Lake Hylia (Flute location 8). Make it explode and catch one of the tiny 
    Octoballoons.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

6 - Sprinkle and watch it wobble... What is it?

    This is another hard riddle. Go South from the lumberjack's house, to the 
    group of trees with a bush in the center. Approach the bush and you'll see 
    that there's a creature inside. LIFT the bush (don't use your Sword) and 
    sprinkle some Magic Powder on the monster to turn it into a slime. Catch 
    it.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

7 - It munches on nuts... What is it?

    This time, the riddle is easy - it's just hard to find your target. To 
    find it, go to the Lost Woods and to the area where you can find the 
    Master Sword. There, catch one of the squirrels that will pass by.

    A third carver's statue will be yours when you solve this riddle.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

8 - Pull it out, but... too bad! What is it?

    This one is really easy. Go to the Lost Woods again and catch one of the 
    fake swords that can be found there.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

9 - It's red and sweet... What is it?

    You should already know that if you crash into some trees, apples will 
    fall down. One such tree can be found in the same screen where you found 
    the solution to the sixth riddle. Catch one of the apples that will fall.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

10 - The spectacled wanderer... What is it? 

     This one is impossible if you haven't been toying around with your Magic 
     Powder. You have to look for one of those electric fish that walk around 
     on their tail (they can be found in the Lost Woods, or near the Witch 
     Hut) and sprinkle it with Magic Powder. It will turn into a cukeman. 
     Catch this creature.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

When the final riddle is solved, the lumberjack will give up and teach you a 
new sword technique. To perform it, hold down the B button to charge your 
sword. After the charge has been completed, keep holding B and the tip of your 
Sword will sparkle a second time. Now, if you tab B rapidly, you'll perform a 
series of Whirling Blade attacks. The most interesting thing about this is 
that you can also move around while you're doing it. However, it will stop 
automatically after a while, and it will use your Magic Power.


==============================================================================
10. MISCELLANEOUS STUFF
==============================================================================

- The most important minor secret in the game is how you can reduce your Magic 
  Power consumption to half. To do this, once you have the Magic Hammer, go to 
  Kakariko Village and to the blacksmith's house area. Here is a post, and a 
  hole in the ground near the cave entrance. Smash the post with the Hammer 
  and drop down through the hole. In the cave below, go up and use Magic 
  Powder in the cup. A monster will come out and double your Magic Power (the 
  1/2 at the top of your Magic Meter means that the Magic Power CONSUMPTION 
  has been halved). This is reprised many times in Link's Awakening.

- Have you taken a look at the portraits on the walls in the houses in 
  Kakariko Village? Maybe it's in this game that Miyamoto started planning the 
  obscene amount of jokes and Easter eggs that can be found in Link's 
  Awakening for the Game Boy.

- More of the above: how did Chain Chomps get in a Zelda game?

- A Link to the Past also started the legacy of the killer chickens. Try 
  cornering a chicken and slashing it repeatedly with your sword for a 
  surprise.

- The interactive fauna isn't limited to chickens alone. Pick up a fish from 
  the dried swamp in the Light World and throw it into deep water. He may 
  prove grateful.

- Still about those fish, have you tried to sell them? Someone may pay you 
  well for one...

- In the swamp area, you can meet hares, too. When they jump out of the grass, 
  cut the grass where they're going to land and you'll get something good.

- Maybe you've already seen the crazy things that can happen to enemies if you 
  sprinkle Magic Powder at them, but have you tried to do the same to people? 
  Something interesting may happen as well...

- Catfish aren't the only fish that you can disturb. Toss something into deep 
  water and see what happens.

- A funny scene will occur when you hit a soldier and make him bounce 
  backwards above a bottomless pit.

- In the Ice Cave on the North shore of Lake Hylia there's a fairy statue. Try 
  ramming into it to find a friendly creature that can be kept into a bottle.

- Is it just me, or there are almost more thieves in Hyrule than honest 
  people?

- Maybe it's not all that fun, but the fact that two ladies in Kakariko will 
  call the soldiers if you speak with them is proof that a lot of attention 
  has been spent into detail in the making of this game.

- A Link to the Past is the first Zelda game where there is a true plot 
  development. It is also the foundation of all the rest of the series, with 
  names such as Kakariko, Ganondorf, and Hylians making their first 
  appearance. 

- Have you tried to dig at the tip of the stone arrow near the Sanctuary in 
  the Dark World? It didn't make any sense in the Super NES version, but now 
  it has its meaning, just like the same arrows in the original Legend of 
  Zelda.

- The way the duck takes you off the ground looks a lot like the Fly move in 
  Pokémon games.

- When you run into some trees, apples may fall from the branches. They will 
  refill some of your energy if you take them.

- Similarly, running into some trees will disturb the bees that made their 
  nest on them!


==============================================================================
11. CREDITS
==============================================================================

Thanks to...

Nintendo, and especially Shigeru Miyamoto, for this immortal game. Definitely 
 one of the best things ever happened to videogames.

Prima Publishing for the strategy guide for the Super NES version, which saved 
 me some time compiling some of the lists.

MetalKoola for providing the Visual Boy Advance code needed to enter the 
 Palace of the Four Sword.

Thug4L1fe, Nicko, and Aura for providing the save state with The Four Swords 
 completed. This file allowed me to correct the requirements for entering the 
 Palace of the Four Swords, and to finally play the Lumberjack's Riddles 
 subquest. It can be found at http://www.zeldasave.fr.st/

Matthew Skoglund for a SNES/GBA difference.

Jeff "CJayC" Veasey of GameFAQs for posting my documents on his site.

And you, for reading this guide and having fun with the game.








                  ~The Legend of Zelda: The Four Swords FAQ~
                        Copyright Efrem Orizzonte 2002

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