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|===| |==========| |=============================================================\ | | | \ | | | / |==========| |=============================================================/ |===| T H E L E G E N D O F Z E L D A : A L I N K T O T H E P A S T / F O U R S W O R D S. Author: Sam Marcinko (gameman250) E-Mail: email@example.com Date: 1/19/2006 Version: 1.13 You are now reading gameman250's very first FAQ. Since this is something a little new to me, I may not very accurate on the rules according to GameFAQs. I'm just trying to be as good as all the other guys on this site. So please, enjoy my work. I'm just trying to be as good. Game experience, you ask? Well, I did get to play this game for the SNES when I was young, but to tell you the truth, I never really owned the game. (Hell, I didn't own an SNES.) I used to play my uncle's game. But I was young, and I didn't understand some basics of the game. Now it's a new millenium, I'm older, smarter, and well aware of what this game is about. And after playing this game for soooooooo long, I thought about writing this guide. So why not? I'll do it. TABLE OF CONTENTS New with this table of contents is the Section Code System. Highlight the section's code, then press CTRL + F and hit enter, and you should wind up at the right section. I. Disclaimer [s01.0] II. Version History [s02.0] III. Game Overview [s03.0] Basic Controls [s03.1] Story [s03.2] About the Game [s03.3] Game Basics [s03.4] IV. WALKTHROUGH [s04.0] A cry for help [s04.01] Hyrule Castle [s04.02] Secret Passage [s04.03] Kakariko Village and Sahasrahla [s04.04] East Palace [s04.05] New Item, New Roads [s04.06] Desert Palace [s04.07] Zora Flippers and Death Mountain [s04.08] Mountain Tower (Tower of Hera) [s04.09] Master Sword [s04.10] Hyrule Castle Tower [s04.11] Welcome to the Dark World [s04.12] Level 1 - Palace of Darkness [s04.13] Off-course work [s04.14] Level 2 - Watergate Dungeon [s04.15] En Route to Skull Woods [s04.16] Level 3 - Skull Dungeon [s04.17] Village of Outcasts [s04.18] Level 4 - Thieve's Town [s04.19] Getting the Upper Hand [s04.20] Level 5 - Ice Palace [s04.21] Misery Swamp [s04.22] Level 6 - Misery Mire [s04.23] Of Gold, Siver, and Super Items [s04.24] To Turtle Rock [s04.25] Level 7 - Turtle Rock [s04.26] Level 8 - Ganon's Tower [s04.27] SHOWDOWN!!! [s04.28] V. Item Guide [s05.0] Common Items [s05.1] A Whole List of Items [s05.2] Dungeon Items & etc. [s05.3] VI. Heart Pieces [s06.0] VII. Enemies [s07.0] Light World Enemies [s07.1] Dark World Enemies [s07.2] Dungeon Enemies [s07.3] VIII. Bosses [s08.0] IX. Four Swords Overview [s09.0] The Story of the Four Sword [s09.1] Basics of Four Swords [s09.2] Rules of the game [s09.3] Items [s09.4] Tips for the Road [s09.5] X. Four Swords Walkthrough [s10.0] Chamber of Insights [s10.1] Sea of Trees [s10.2] Talus Cave [s10.3] Death Mountain [s10.4] Vaati's Palace [s10.5] Palace of the Four Sword [s10.6] Riddle Quest [s10.7] XI. Small Secrets [s11.0] XII. Closing the Guide [s12.0] ******************************************************************************* PART ONE [s01.0] Disclaimer ******************************************************************************* This guide is © 2003-2004 by Sam Marcinko. You may not post this on your website without my permission. GameFAQs is the only site allowed to show this. You may download it for personal use, but you can't change it and/or pass it off as your own. Other restrictions apply. All (or any) trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ******************************************************************************* PART TWO [s02.0] Version History ******************************************************************************* Version 1.0 Started: 6/14/2003 Finished: 10/30/2003 I've covered everything in A Link to the Past AND Four Swords, so there might not be a version 2.0. Version 1.06 Updated: 11/11/2003 I never thought I'd see an updated version of my own guide, but I needed to fix a few little things. Version 1.07 Updated: 3/1/2004 New e-mail address: firstname.lastname@example.org Version 1.1 Updated: 11/16/2005 Two years after I posted this dang thing, and here I am with a new update: the section coded table of contents. Version 1.13 Updated: 1/19/2006 A new note at the end: this guide does look a little vague in assisting you with this game. For that matter, I have received a ****load of e-mails asking for my help. Please refrain from e-mailing me when you hit a roadblock, and use your own thinking skills to get past this. Nearly 2 1/2 years! ******************************************************************************* PART THREE [s03.0] Game Overview ******************************************************************************* **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** I) Basic Controls [s03.1] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Directional Buttons = *Move Link in one of eight directions *Swim (requires flippers) *Push/Pull grabbed object -Move the cursor A Button = *Use A button item *Talk/Read sign *Open chest *Swim faster (requires flippers) -Confirm selection B Button = *Swing sword *Dive while swimming (requires flippers) -Cancels selection L Button = *Open map *See full view of field map (when in close view) *Close map R Button = *Dash (requires Pegasus Shoes) *Grab object *Lift object *Switch field map to full view/close view START Button = *Pause/resume game -Confirm selection SELECT Button = *Bring down item menu -Close item menu *In game action -Menu action **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** II) Story [s03.2] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** (As told by Prima's guide book; partially altered.) "Aeons ago, the Dieties of Power, Courage, and Wisdom descended to the World of Chaos. They created the world that we know and left behind a symbol of their strength, the golden emblem known as the Triforce, which they hid in the Golden Land. "After many years, an opening was found that led from our fair Hyrule from the Golden Land, where the mystical Triforce was still hidden. Many sought the treasure in this place, but none returned-only beings of great evil emerged from the Golden Land. "The King of Hyrule gathered the seven sages to find a way to seal the entrance to the Golden Land so that his kingdom would be safe from the evil there. The sages succeeded and brought peace again to Hyrule. "However, strange things have been happening in Hyrule since the appearance of Agahnim, a mysterious sorcerer who gained fame for extinguishing a devastating blaze of unknown origin some years ago. "And now... "One night, a girl's voice wakes the future hero, Link, from his sleep. 'Help me...my name is Zelda...I am in the castle dungeon.' Not knowing if the voice was a dream or reality, Link steps in to the rain and forbidding darkness...and the Legend of Zelda begins." **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** III) About the Game [s03.3] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** The Legend of Zelda: A Link to the Past/Four Swords is an action RPG game. A Link to the Past is the third chapter in the series, but Four Swords is completely different. But to tell you this, there are hidden secrets between LttP and Four Swords, and certain objectives are required to unlock them. I'll tell you them when you reach the Four Swords part of this document. For now, let's focus on LttP. Now I said this is an action RPG game, and that's exactly what it is. It has action, and it's pretty addictive. It's a damn good game, and it was even once for the SNES (well, not Four Swords). It's even bolder on the GBA. Hey wait! I'm starting to sound like this is a review! I'm not doing that. I'm trying to talk about the game! So let's go already! **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** IV) Game Basics [s03.4] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** First, the game screen. Going from left to right: -Magic Meter: This green vertical bar shows how much magic you have left. Some items won't work without magic, and magic is a vital thing. Don't waste it. -Rupees: This is how many rupees you have. Rupees are the offical currency of Hyrule. Green rupees are worth one rupee, blue one are worth five, and red rupees are worth twenty. Link can hold up to 999 rupees at a time. A tidbit about rupees is that you need 720 for throughout the game (unless you're going for a bare essentials quest, which it is 610). -Bombs: This shows the number of bombs left (obviously). You can hold 10, but can expand your bomb capacity to 50. -Arrows: Like the others, this is your arrow count. You can hold 30, but can expand your arrow capacity to 70. When you get the Silver Arrows, the arrow symbol will turn white with the red feather thingys on the side. -Keys: Only shown in dungeons, keys open locked doors. One key dissapears when you unlock a door. -Heart Meter: This shows you're remaining hearts. You start the game with three heart containers, but can have up to twenty by the end of the game! If your heart meter is exhausted, however, then you're...well...you're dead. -Equipped Item: This is the item selected on the inventory screen (sub-screen). Just press the A button to use it. Next, some things to keep in mind about the game. -Usually, enemies leave behind small enemies upon defeat, like rupees, hearts, or bombs. Arrows are a little more rare. -If you die in the Light World you can start again at where you last saved, or you can go back to Link's house. Or you can even go back to the sanctuary! If you die in the Dark World you can start again at the last saved place or on top of the pyramid. But if you die in a dungeon you must restart at the dungeon entrance. -The above point applies to loading a game, but if you saved and quit in a dungeon you can go back to the dungeon or another location (depending on which world the dungeon was in). -Use the whirling blade attack to your advantage. Use it to fend off several enemies at once. To do this attack, hold the B button to charge it up. It takes only a second to charge it. -Always try to collect rupees. They will come in handy during the game. -Taking side quests between dungeons will get you some cool rewards that can make the game easier. -Always save after completing a dungeon or grabbing a major item. You never know when your batteries will kill. ******************************************************************************* PART FOUR [s04.0] WALKTHROUGH ******************************************************************************* Let's start playing this game already! **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** I) A cry for help [s04.01] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** While Link is sleeping, Zelda contacts Link telepathically. She says she needs help and about what the wizard is doing to the other maidens. She despreatly needs help. She is in the castle dungeon. Link's uncle tells Link he's going out and orders him to go back to sleep and wait until morning. He takes a sword and shield and goes out the door. Now get out of bed and you can move Link around. Open the chest in the corner of the room to get the lamp. This automatically fills Link's magic meter. Now head out the door. It's raining. Lift the bushes if you want. You might find a few rupees. Knights guard the south and southeast paths. If you walk up to them they won't let you pass, but they'll tell you stuff that you should already know. Head north towards the castle. On the next screen you can lift more bushes if you desire. If you read the sign it says the king will pay 100 rupees to whoever finds the descendant of the seven sages. Keep going and Zelda should telepathically call you again. She says to find a hidden entrance outside the castle wall. Keep that in mind. When you approach the castle gate, notice it's closed and a yellow knight guards it. He says you're not allowed in the castle and you should go home. Go right and follow the cobbblestone path around the corner of the castle wall. At the end of the path there's a bush surronded by cobblestones, which should give you some significance. Lift it to find a hole, then jump directly in. You'll land in a pool of shallow water. Follow the passage west and you should quickly run into Link's uncle, wounded and slumped against the wall. Approach him and he'll instantly recognize you. He told you not to leave the house, but he sees that destiny has forced you here. He gives you his sword and shield and begs you to save Princess Zelda (wow, you and him have the same objective). Continue west and follow the path into the next room. The two enemies here are optional, but you should get into the habit of fighting these type of guys. Swing your sword and quickly take them out. Find a chest, then open it to find a blue rupee. Lift the two pots to find small magic jars (optional) and light the torch with your lamp (optional again). Then go outside. You're outside again, but within the castle walls. Use your sword to cut the bushes and tall grass so you can find some small items. Approach the three green knights and use your sword to take them out. One of the knights has a longer sword and will chase you on sight, so use a little caution. When all the knight are done enter the castle through the front door. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** II) Hyrule Castle [s04.02] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** The first room is fairly large and has a few knights. Use the pillars for cover as you fight them. After they're dead there is a choice of paths. A door on the east wall takes you to a blue knight on a catwalk and three green knight on the ground. A staircase up north takes you up a floor to the throne room, a road to nowhere, with two blue knights. Two doors on the west wall takes you to a blue knight on a catwalk, but the upper door puts you on the catwalk. For a safe route, take the lower door on this wall. All doors, however, are routes toward your goal. If you went on the catwalk with the blue knight, don't fret. He only takes one more hit than the green knight to kill. You can throw a single pot at him and take him out. A door in the south takes you outside onto the castle wall, which holds a yellow knight, a door guarded by an impassable, magical barrier, and a door to the alternate route. Up north one room is a few more green knights, one of them with a long sword. After that is a room with a staircase leading down into the first basement level. If you went east from the first room to the three green knights and a blue knight on a catwalk then this is the perfect opportunity to practice your sword skills and probably get some rupees and/or hearts. If you wanted hearts but didn't get any you can lift the pots in the room to get some. The south door leads out onto the castle wall. The door in the north leads to more green knights, then the staircase to the basement. Either way, you need to get to the basement. When you reach the first basement floor the first room holds a blue knight and a chest. Kill the blue knight and he'll leave a key. That's good, because the only other door in this room is locked. Before you unlock it open the chest in this room to get the map. Press L to see it. Darkended room are ones you have not visited. Now walk into the door to unlock it (the key dissapears). Go into the next room. This room is large and takes three screens, but it's not difficult. You will find bottomless pits, however, that (if knocked in) will send you to the entrance of the room and cost you one heart. The first screen of the room has a blue knight. You can attack him and knock him into the pit, but this will not leave any reward behind. The next screen has two blue knights in sight and a pair of pots (containing nothing, but they're good weapons). Kill the knights and head south to find another blue knight. The pot here has a heart. Pick up the pot and throw it at the knight. Then get to the south wall and go west onto the next screen. Two green knights guard this area. Use your sword and kill them. Then go up through the door into the next room. When you enter this next room through the south door it will seal shut. The door on the right is sealed as well. The north door is locked. To open the sealed doors you must fight the green knight. When the doors open go into the one on the right. This room has a chest, a blue knight, and it's only door sealed when you enter. Kill this blue knight as well, and he'll drop a key. The room's only door will open again. But before you go, open the chest to get the boomerang! Press SELECT to bring the sub-screen down, choose it, then press A. Exit this room into the same room from before. The locked door in the north can now be opened. Unlock it and go through the door to a small, empty room with a staircase. Go down to the next floor. It has a single room with a staircase to the left. Keep going down. This room is the end of the line, where things heat up. Defeat the green knight in the room and go to the right side of the room. Princess Zelda is locked inside a jail cell. To unlock it you need the Big Key from the boss. ******* B O S S ******* Mace Knight ---- ------ Though he looks like an enemy, he is considered a boss. Anyway, the Mace Knight can hit you with his mace, and this weapon has a nice range. Wait until he swings it, then he'll have to pull it back before he can swing it again. This is when you should rush in and hit him with your sword. It takes eight sword hits to beat him. You can stun him with your boomerang so you can get extra hits in. For an easier, much safer way to beat him there are three pots in the open jail cell. Two of these pots will knock him out quickly, and each pot has a heart for recovery. ***** When the Mace Knight is out the Big Key will drop. Pick it up and unlock Zelda's jail cell. She thanks Link for rescuing her and tells him about how the knights have fallen under the wizards spell. Worse has become of the king. The wizard's powers are strong. She asks if you understand, so answer yes. Zelda says there's a secret passage in the throne room leading to the sanctuary, so we better get the hell outta here. Open the chest in the cell for a blue rupee, then leave the room with Zelda following. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** III) Secret Passage [s04.03] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Upon reaching the first basement floor, head south through the next room and you'll find a staircase. Climb it to a higher level and follow it through the large room. You're easily passing the blue knights this way. When you get to the end of this path jump off it and knock the blue knight into the pit. Then go through the door to the next room and slay the blue knight. Go up the staircase to the first floor. Make your way through any of the two rooms to get to the first room. When you get here, take out the green knights and climb the staircase in the north to the throne room. In here, two blue knights guard the staircase to the elevated area of the room. Kill them and approach the thrones. Normally the king would be here, but because of the wizard's magic he is out. Zelda says the ornamental shelf hides the secret passage. You both have to push the shelf from the left. When you do so, head through the door to the secret passage. Whoa. It's dark in here. Very dark. Wihtout equipping the lamp it automatically gives Link a small cone of light. Wait. Listen to that squeaking noise. That's the sound of mice! Be careful. Follow the wall to the left. Soon you should see a torch. If you have the lamp equipped, then stand in front of the torch and press A to light it. This makes the room brighter, but not by much. Lighting torches costs a small amount of maigc. Keep following the wall to the left and you should hit a pot with a magic jar. You should find another torch. Light it and take advantage of this to clear as much mice as possible in the room. The torches will go out soon, so be quick. Make your way to the staircase in the corner of the room. In the next room, light the torch. AHHH! Cobras! Use the whirling blade attack to take them out. Find the staircase to the next room. It's cross- shaped, so you know. There are more cobras and bats in the room. In the left part of the room is a torch. In the right is two torches and a chest. Light the torches and open the chest to get a key. The door in the north can be unlocked with this key. Upon entering the next room, Zelda will tell Link that once they pass through the sewers they'll be close to the sanctuary. The mice are in this room. Better stand in the water. Mice can't enter water. Stand at the edges of the water to safely take the mice out. Light the torches to see the room. Head through the door in the west part of the room. It also has water, mice, and some bats to annoy you. Several pots hold magic jars and hearts. Take out the mice and the bats and light the torches to explore the room. Go through the door in the north. There are those damn mice again. If any torches were lit from the last room their light will shine in here until they go out. Light the torches to make the room even brighter. Start killing the mice. One of them should drop a key. Exactly what you need to unlock the door leading closer to the sanctuary. Watch out for the bats near that door. Go through that very door. Finally! A lit room. If it's too bright wear sunglasses. There are plenty of mice trying to ambush you. Use the whirling blade attack to fend them off. Notice the cracked walls in the room. You can only blow them up with bombs, but you don't have any. Don't fret; you can find a secret passage to this very room later in the game. Push the blocks guarding the all-important staircase, then go up it. You're closing in on the sanctuary. Use your sword to take out more mice in the room. The pots in the room contain nothing, but you can throw them at the mice. Once they're done, go south into the next room. Zelda tells you to pull the switch "over there." She doesn't tell you which. Don't pull the switch on the left, or you'll release several cobras from the ceiling. Approach the switch on the right. Zelda will tell you to hold the switch with the R button and pull it. That must mean this is the right switch. Pull it, and the south door opens. Head on through. The relic object moves and opens way to the sanctuary. The loyal sage will thank Link for rescuing Zelda. Zelda tells of how evil the wizard, Agahnim, is. Zelda begs Link to defeat him. The sage says the Master Sword can beat him, but Link must see the village elder, a decendant of the seven sages. He marks the elder's house on the map. He also says to hide Princess Zelda here. Agahnim's minions are on the trail of her and Link. When the sage asks if Link understands, say yes. Before leaving the sanctuary to see the elder, open the chest you had your eye on since you entered the room to get a heart container! This increases Link's heart meter by one mark. Now let's go for the Master Sword! **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** IV) Kakariko Village and Sahasrahla [s04.04] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Hey, it stopped raining! Going south through the garden of bushes, you'll approach a green knight. Kill him and press L to bring up your field map. The flashing X is the elder's house, so you wanna go there. Go west one screen. After dealing with another knight, read the sign. It says: "This way <- Kakariko Village." A no brainer. Go that way. On the next screen you'll see a fortune teller's house. You may go in if you wish. The fortune teller sees you have an intresting destiny and asks if you want to know. Ask him to tell it. He says you will meet the elder, Sahasrahla. He takes 10 rupees and refills your hearts. Go out the door and directly south to Kakariko Village. Once here, bring up the field map to see how close you are to the elder's house. As soon as you find it go in. Only the elder's dear wife is here. Talk to her, and she'll tell Link the elder hasn't been around since Agahnim wreaked havoc on things. She is surprised to see that Link is looking for the Master Sword. She tells Link the legend of the Master Sword, but she says she's a little vague on the details. When she asks if you understand, reply with a yes. The wife tells Link there's someone that's bound to know where the elder is. Exit the house and jump off the cliff. You need to know where the elder is hiding, but some of the people here have been reading wanted signs of you for kidnapping Zelda. Beware of them or they'll call a green knight over. Head to the south side of the village. Go up to where some chickens are roaming around. See that kid right there? Talk to him, and he'll tell you where the elder is and mark it on your map. Now that we know where he is, it's time to take some side-quests. First, go back to where you jumped off the cliff. Find the weathervane, and nearby is a bottle salesman. Talk to him to learn he's selling a bottle at 100 rupees. Sounds expensive, but you should be able to afford it after picking up the rupees from all those mice back in the secret passage. Buy it. Now there's another bottle available. Go back to the south side of the village. There's a tavern nearby you can enter. One guy says his flute-playing son went to look for the Golden Power, but has not returned. Another guy says he saw a beautiful woman at the Waterfall of Wishing. There's a chest behind the counter that separates the room, but you can't get to it. Go outside and go around to the back of the tavern to find a back door. You can lift the pots and open the chest to get a bottle. Exit the tavern and go to the house across it. A sick kid is inside. He sick because of the foul air from Death Mountain. He gives you his Bug-Catching net because he can't use it. You can now catch bugs and such and store them in your empty bottles. Ready to go get some Pieces of Heart? For every four you get, you get a whole heart container! Let's start by going up to the elder's house, then go west past the green-roofed house. You'll come to a cave and a hole in the ground. Pass up the cave entrance and go up onto a ledge, which you'll jump off of and go into the hole. You'll land next to a chest, which contains some bombs. Three more chests and two pots line the wall. The chests each contain a red rupee. The pots each hold a blue rupee. Equip the bombs and lay one in front of the crack in the wall. The bomb blows open a hole to a secret room. Make your way through the pots to a chest with your first Piece of Heart! Exit the cave by jumping off the platform you're on and going out that door. Next, go to the green-roof house. A man says it was once a hideout for thieves. Their leader was Blind, a guy who really hated light. Go down the steps to find a block puzzle and four chests, each containing a red rupee. Here's how to get the loot: Key: B-Block C-Chest A B C D E F G H I J 1 - - - - B B - - - - 2 - - - C - - C - - - 3 - - B B B - B B - - 4 - C - - - B B - C - 5 B - - - - - - - - B Start by pushing block F1 downward, then push block E1 to the left. Push block E3 down, then block C3 down, then block D3 over to the right. Push block H3 down, then push block G3 to the left. Now you can get all the chests. Practice by working the puzzle here. Then apply it to the game. After getting the rupees you should notice a crack in the north wall. Bomb it open to find pots with blue rupees in them. The chest holds the second Piece of Heart! Leave the house the way you came in. Now that you've done a lot you should save. Notice you have one bomb left. With all the rupees you have you can buy bombs from the item shop near the kid that told you where the elder was, but here a cheaper way. Go to said shop, then head west to find a bunch of bushes. Cut through all them and you'll reach a shed with no door. Lay your last bomb in front of the shed to bomb open an entrance. Inside... Aw, great. Two stupid mice are in here. Aren't you tired of those damn things? Take them out and look at the pots in the room. The corner pots hold bombs (perfect for you). The center pot is empty. The rest of the pots hold green rupees. If you leave the shed and reenter the items will reset, but you'll have to beat those mice again. When you are restocked on bombs read the next paragraph. Go to the south side of the village (again). Head east to the south exit, then go onto the next screen. Take a look around, and search for a house that seems to continue to the next screen. Go inside to find a guy who had a fight with his younger brother. He sealed off the door between the two rooms, so you wanna bomb that cracked wall over there. Go into the next room to find the younger brother. He asks if his older brother is still angry. Go out the door and you'll find a maze. The lady says there's a prize at the end of the maze if you can reach it within 15 seconds. Here's the maze: Key: S - Start G - Goal # - Fence post s - Sign R - Rock **bushes are not shown here. - - - - - - - - - - - - - - - - - - - # # # # - # # # # # # # # # # - - - - - * - - # - - # - - - - - # - - - - - * - # # # - # - # # # - # # - - - - # - - s # - - - # - R - - - - - - - # - # - - - # - # - # # # # - - # - # - # _ # - # - # - # - - - - # # - # - # # # - # - - - # # # # - # - - - - # - # # # # # - - # S - - # # # # - - - # * - G - - - - # * * - - - - - # Okay, so the map is kinda incomplete. I can't help it. This map is starting to eat up the rest of my time, and is too confusing to make. You should get the idea, though. Just go straight up from the lady that tells you about this maze, then follow through from here. If you go to the sign the fence can be jumped over so you'll be right at the goal. The prize is a Piece of Heart. One more Piece of Heart! Start at the weathervane in the village. Go northwest as far as possible. You'll find a path upward through the trees. The sign says you're heading for the Lost Woods. Keep going and you'll soon get to that Lost Woods. The place is foggy. Go up around the pennisula of the shortly raised ground. Go through the tree tunnel on the left into an area... that has a thief around! Be careful not to bump into him or you'll drop rupees, bombs, etc. Go through the tree tunnel on the right past the thief. A tunnel seems to disappear partway, but actually it leads to the Master Sword! Go there and find the Master Sword in a stone. The inscription on the front is unreadable. If you try to pull out the sword it won't budge. Maybe there's a reason you have to see the elder. Anyway, go into the tree tunnel after you come out of the one after the thief. Mow the bushes with your sword and go into the next tunnel. You'll find a Magic Mushroom! You'll need it for later. Maneuver around the slightly elavated ground to a tree trunk with an entrance. There's a square of bushes behind that. Hack them and you'll find a hidden entrance. Drop in to the thieves' hideout. A Piece of Heart is there. Now that you have four Pieces of Heart you get another Heart Container! As you exit the hideout a thief will say you're not allowed here and their ex-member is in the desert entrance. Now find a way out of the Lost Woods. Looks like there's enough doing around here. Time to go to the elder. Start at the Sanctuary. Go east until you can't go any further in that dirction. All along the way you'll see enemies. Go south until you see a bridge, then cross it to a choice of paths. North leads to the magic shop. South is towards the East Palace. Go there until you see a bridge leading south and an east path. Take the east path. On the next screen go through the opening to a new screen. Going north past groups of knights and octorks you should see a building ahead. Go inside. You'll find Sahasrahla, the elder. Speak to him and he sees that you want the Master Sword. He says not anyone can use it. Only a person who has won the three pendants can have the sword (so that's why you couldn't pull it out). You are to go get the Pendant of Courage from the East Palace and bring it back to Sahasrahla to learn more. Before you go, do you remember the sign that says the king will pay you 100 rupees if you find the elder? You saw it on your first trip to the castle. You can get the reward, but the king won't directly pay it to you (because he's not in). Bomb the cracked wall to the north to find a hidden room with three chests. Two of them hold 50 rupees in each. The middle one holds bombs. Now go outside and bring up your map. From your position find the flashing pendant icon. That's the East Palace, and that's where you wanna go. Go through the maze of this valley. You should find it soon enough. Armos statues block your path, but you can take 'em out easy. Reach the entrance to the palace. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** V) East Palace [s04.05] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** In the first room there are three doors on the north wall. The side doors lead to broken paths in the next room. The center door is sealed. Lift the pot to find a switch. Stepping on it opens the center door. Go through the door into the next room. There are three snake bushels, a sealed door in the north, and the south one you enter through seals. Defeat the snake bushels (they might leave a red rupee behind) and step on the switch tile to open the sealed doors. The next room is a bunch of black balls rolling south on the lower level of this room. Maneuver your way past them. When a big ball rolls down hide in the side gaps to avoid being rolled over. After you make it past the balls skip the staircases leading up to the door. Go left and around the corner to reach a staircase to a catwalk. Cross the catwalk and you'll find a chest with 100 rupees inside! Sweet! Make your way to the north door and head into the next room. Notice you can't drop down to the lower level and reach the giant chest in the center of the room. There are two sealed doors in the upper level of the room, and two switches guarded by pots with hearts. Each switch opens both doors. Let's go through the east door. There are some Stalfoses in this room. They jump back when you take a swing at them. If you corner them you can get them. On the east wall there's a north door and a south door. Take the south door to a room with a spinner. Spinners are invincible, and not only do they take hearts, but they take magic as well. Avoid them at all costs. The five pots in the room resemble an X. Lift the center one to reveal a switch that opens the sealed door in the south. You'll find a chest with the dungeon map inside. Bring it up if you wish, but where you need to go is a little difficult to tell. Jump onto the lower part of the room and go up the staircase. Go through the door and you're back in the room where you first saw the stalfoses. Go back to the room with the big chest. Now go through the west door. More stalfoses in the room. Head through the door on the other side of the room. In the next room, it looks empty, but stalfoses soon appear. Throw the pots in the room at the stalfoses to take them out in one hit. The north door unseals. Go in and find a chest with the compass inside. In the next room... huh, you're on the lower level of the room... next to the big chest! The gray plate is a Sahasrahla plate. If you touch it Sahasrahla will telepathically give you advice. He says the treasure in the dungeon can help defeat armored enemies. Head east into the next room. There are green cyclops along the wall. They look "armored." Use the pots to kill them, but wait until the their eyes open. Approach the big chest. Huh? It's locked. It says you need the big key to open it (and it doesn't mean the Hyrule Castle big key). Oh well. Head east into the lower part of the room with the first-sighted stalfoses, then head south into a new room. Dark like the secret passage in the Hyrule Castle (without the torches), you have the lamp giving you a cone of light. Two spinners and one or two snake bushels raid this room. The west door is locked, the east one is sealed, and the one you enter through seals, too. A switch tile opens the sealed doors. Go into the new one. It's dark in here, too. There are stalfoses, and one of the pots in here has a key. Grab it and unlock the west door in the other room. Now... hey! You're back in the third room of the dungeon, but on a new catwalk. Cross it to the next room. There is a couple stalfoses, a green cyclops, some snake bushels, and four spinners rotating around a pot. First get the snake bushels. Then go for the stalfoses. Pick up a pot and throw it at the cyclops. The spinners will now spread across the room. Lift the pot they were guarding to find a switch. Step on it and a chest appears. Open it to get the big key. The north door can only be opened with the big key. Walk up to it and unlock it. You're now in the room with the Sahasrahla plate. Push the blocks and go back into the big chest room. Open the big chest to get the bow. With that comes ten arrows. Now yellow stalfoses will drop and send their heads to chase you. Run, and use the sword to knock them away for a bit. Now go through the big locked door (that's what I'll call the locked doors that need big keys to open) on the north wall. If you need to fill your bottles with faries go up to the ledges by the big locked doors and jump in the chutes. It's dark in here. There are torches in this room, so light the place up. Slash out the snake bushels. Two green cyclops rest in here, but they are easily killed with the bow and arrows. One of them drops a key. Now while the place is still bright examine it. A door is on the right side of the room, and a locked door is on the left side. The door on the right leads to a room with two spinners and blue rupees on the floor. The locked door is a staircase to the next floor. Let's go up that (unless you wanna see the rupee room first). Up here is some more spinners. Lift the southwestmost pot to find the switch that opens the west door (sealed). The next room has three green cyclops. Take them out with arrows. There are switch tiles that can open the door to the next room, but only one is real; the rest are fake. Hit the southernmost switch to open the door. The next room requires you to do the same thing while avoiding black balls shooting from every dirction. The center of the room may look like the safest spot, but you shouldn't go by the tiles in the room. The upper-left switch gets you into the next room. Red stalfoses, and a cyclops... red? Now he's tougher. You can only damage the red cyclops with arrows, so don't hesitate to do so. After you defeat the enemies you can go into the next room. Snake bushels and two red cyclops. Man, this is getting tough and annoying. Kill them all. If you need hearts lift some pots. If you need arrows lift pots. Now go into the next room for your first "official" boss battle. ******* B O S S ******* Armos Knights ----- ------- When you enter the room the door seals behind you (that's gonna happen in every boss battle). The six Armos Knights are still, then they come to life. You must defeat them all. Now the sword is weak, so let's not use that (yet). Use your latest weapon, the bow and arrows, and fire arrows at them. The Armos Knights have a formation: they bounce around in a circle. They squeeze in, then expand out. Then they get in a line and come straight down at you. Shoot three arrows in each of them to take 'em out. When only one Armos Knight remains he will try to smash you directly. Step back and attack it. ***** When the last Armos Knight is done the Pendant of Courage will fall from the ceiling. Pick it up. Victory! Now that that's over let's get the pendant back to Sahasrahla. Your heart and magic meters are refilled, and you appear outside the East Palace. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** VI) New Item, New Roads [s04.06] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** First, let's head back to Sahasrahla. When you talk to him he'll tell you stuff about the Pendant of Courage. Then he'll give you the Pegasus Shoes. Now you can dash! (use the R button) He'll also tell you to find an item on the east side of Lake Hylia. Let's do that. First, make your way to the exit in the south (dashing makes things go faster). On the next screen go west, then cross the bridge and head west again to Link's house. Now if you used your medicines or fairies follow this. Otherwise, go to the next paragraph. Go up to Link's house, then go west a screen. Dash into the pile of rocks to find a secret area. Inside is four fairies. Holy crap, it's a fairy fountain! You'll find these in various places in Hyrule. Bottle one or two of these fairies with your bug-catching net. Now back to that item. From Link's house, go south to a grassland area. You might find a bunny rabbit jumping throught the tall grass. Be careful where you cut tall grass. You might expose a mine or one of them damn guards. Another screen south brings you to a choice of paths. Going west is a Heart Piece path. East is the secret item route. Wanna get the Piece of Heart? Go west to find a stone building. Go inside to find block blocking your path and a treasure chest. Now you can't get both, so if you do one you have to leave and reenter for the other. If you get the chest you'll get bombs. The route behind it is a room with two switches and a spinner. The left switch releases bombs (bad). The right switch release the water (good). When you do that head outside to find the water drained. A Piece of Heart is sitting there. Go pick it up. Now we can finally get that item! From the stone building, go east. Keep going all the way east around Lake Hylia. When you hit the corner go up 'til you find a cave. Enter and find a cracked wall. Blow it up to find a fairy statue and two fairies (another fairy fountain). Go into the next room to find a chest. Unfortunatly, some unmovable blocks keep you from going any further. Exit the cave and look at the wall to the left. It looks cracked. You can blow it up. Go inside and you can get the item in the chest. It's the Ice Rod! It freezes enemies, but consumes magic. This must be the item Sahasrahla told you to get. Now that that's done, let's go on some side trips. First, go all the way back to the fork in your path to the Ice Rod. Go north twice, then east once at Link's house. Cross the bridge and continue going north. Eventually you will reach a hut with a cow skull hanging over the entrance. This is the Magic Shop. The witch is making mushroom brew, but she needs a mushroom. Equip the mushroom you have and talk to her. She thanks you and will give you something if you "drop by the shop later." Leave the screen and then go back, then check inside. Notice the sack next to the girl sweeping. That's the Magic Powder. Pick it up. Now examine the three medicines for sale. Surely you recognize the Medicine of Life, but there's also the Medicine of Magic and Cure-All Medicine. Fill your empty bottles with any of these medicines if you wish. Go outside and test your Magic Powder. Bushes disappear! The nearby buzzlebobs turn into cukemans! There are other things you can use the Magic Powder for, but by all means watch your magic. Using your map, find your way back to the sanctuary. When you get there, go west a screen to get up to the pile of rocks. Dash into them with the Pegasus Shoes, then go inside to find a treasure chest containing a Piece of Heart! Okay, one more thing to do before the Desert Palace. If you had to do only one thing before the Desert Palace make it this. Go back to Kakariko Village, then go to its south screen part. Enter the Library. Notice a book upon the top of a bookshelf. Dash into it using the Pegasus Shoes dash to knock it off (ha ha, a pun). It's the Book of Mudora. You can now read those unreadable writtings. Nearby is a gambling house. You're not underaged, but if you really wanna risk 20 rupees to get 30 more, then go ahead. Okey dokey, you're all set go to the Desert Palace and get the second pendant. Go to the stone building you found a Piece of Heart in, then go west a screen. You'll see a guy sitting there who won't talk. His sign says not to talk to him or take the sign. If you do he'll follow you 'til you go offscreen. A fairy fountain is nearby, but you can't enter if the average guy is following you. On the next screen is a big desert area. Keep going north until you find a cave. Enter to find an empty first room, the second with a guy who is amazed you got the Book of Mudora, and the third room (blocked by a cracked wall) with a Piece of Heart. Continue along the desert and soon you'll find a green plateu with three statues and a stone tablet with unreadable writting. Time to put the Book of Mudora to official use. Equip it and read the writting again. It says: "To open the way foward, make your wish here, and it will come true." The three statues will move and let you into the Desert Palace. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** VII) Desert Palace [s04.07] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** The first is room is very large and takes up six screens. ("Holy ****!" is what you're thinking. That's what you're thinking! I know!) Peahats will emerge from the sand and try to ambush you. These enemies will get annoying. Contine until you see a laser eye statue. The lasers can't be blocked; you have to avoid them. Don't bother throwing pots to knock it out; it is invincible. Go north, but don't go the center way. Instead, use the side routes. On the next screen you'll meet another pesky enemy, the Sand Worm. It shoots fireballs and has quicksand to reel you into it. Dodge the fireballs and take it out, or wait 'til it goes back in the sand. There are two doors on the north wall... that lead to the same room. Enter and start lifting pots. You'll find hearts, arrows, or magic jars, but eventually you'll reveal a switch. Stepping on it makes a chest appear. Inside is the dungeon map. Don't foget to shoot arrows at the two cyclops in the room. Leave the room and go west to a new screen. Enter the door in the north. A Sahasrahla plate is on the north wall, a laser eye statue rests in the center of the room, and a key sits atop a torch. Use the Pegasus Shoes dash to bump the key off the torch and pick it up. Leave the room and dash across two screens to the upper-right corner of the first room. Now don't go through the north door, because you'll have to fight four peahats and a sand worm to escape. This is known as a "trap room." Instead, go south to another screen. Unlock the locked door you see. Inside is some snake bushels, a laser eye statue, and a chest with the compass. Defeat the snake bushels to unseal the north door, grab the compass, and go up into the next room. The walls spit black balls across the room. Dodge them all to reach the chest with the Big Key inside! Now let's get the hell outta here and back into the first room. Go back to the upper-left corner of the room and take the door on the west wall. You'll be in a room with pots and a laser eye statue. One of the pots has a switch that opens the north door. Find that switch and go through. There's the big chest. You have the Big Key, so go ahead and open it. It's the Power Glove! Now you can pick up light colored rocks, even the large ones! We are now done with this part of the dungeon. Go back to the first room, go to the lower-left corner of the room, go through the door there and exit the dungeon. If you would like a few fairies push one of the blocks in the room to open the door to a fairy fountain. When you're outside go down the plateau. You'll find a Piece of Heart. Hey, that's another Heart Container! Okay, go up around where you exited the dungeon. You'll see a new entrance blocked by light colored rocks. You can now pick these up. Go in (as if you had any choice). You'll find six blocks and a laser eye statue. Push the southeasternmost block to open the sealed door in the north. In the next room, floor tiles will rise up and attack you. Dodge them or break them with your sword. One of the pots in the room has a key that unlocks the locked door in the room. Unlock the door to find it's a staircase. Go down. The first room in this basement level is... very empty. The next room has snake bushels and another laser eye statue. Kill the snake bushels and go into the next room. It's a long hallway filled with snake bushels and a couple laser eye statues. Lighting the torches in the room wont do anything. Halfway across the room are some pots, with one containing a key. Get the key to unlock the door at the end of the hallway. In this next room... huh, it's looks like a dead-end. There's a red cyclops in here. Fire arrows into it's eye. Now take a good look. Somehow the wall covered up another part of the room. Lighting the torches with your lamp will reveal that part. *gasp* It's the boss's door! Unlock it with your Big Key and go through. ******* B O S S ******* Lanmolas -------- The lanmolas are three huge sand worms. Like peahats, they emerge from the sand, but they don't really attack you. They spew rubble at you, so watch it. You must attack their heads. The bow and arrows do sound like a good idea, but it's tough to hit them. Use the sword and take them down one by one. When one lanmola is left it shoots more rubble at you. Continue to attack it and it will die. ***** When the lanmolas are dead a Heart Container will appear. Pick that up, and you'll get the Pendant of Power. Your heart and magic meters are refilled, and you reappear outside the Desert Palace. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** VIII) Zora Flippers and Death Mountain [s04.08] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Now we're gonna get an important item, the Zora Flippers. First, stock up on rupees. You'll need about... oh, say... 500 rupees. Here's a nice and easy way to get 'em. Go back to the desert entrance (the screen with the "average guy") and lift the southmost giant rock to reveal a passageway. Go in. The pots in the room contain blue rupees. Every time you enter you can scrape 50 rupees! Okay, now the Zora Flippers. First, go all the way to the Magic Shop (stock up on medicines if you wish), then lift the giant rock blocking the path. Follow the path all the way until you are forced to go in shallow water. The next screen is Zora Lake. You'll find zoras everywhere. Some will shoot fireballs, some will jump, some will even try to chase you. Stay in shallow water. Take the north paths all the way to the top of the screen. Then take the south paths and follow through. You'll reach a waterfall where King Zora pops up and offers you the flippers. They cost 500 rupees (*points to quick rupee trick*). Accept and they're yours. King Zora gives you a free bonus. You can swim into whirlpools and be taken to different locations in Hyrule. Let's test out the flippers. Go south and swim over the waterfall. Then follow the shallow path to dry land. You'll find a Piece of Heart. Now jump over the next waterfall and leave Zora Lake. Two more items that are important. On the screen before Zora Lake notice a waterfall. Swim right into it. This is the Waterfall of Wishing (you've probably heard of it before). You are asked to throw something in. Throw your boomerang in. A fairy appears and asks if you dropped your boomerang in. Answer yes, and she'll give you the magic boomerang, which goes farther, faster, and is stronger. Now drop your shield in to get the red shield. This protects against fireball attacks. Pretty nifty, huh? Now, follow the path all the way back to the stone bridge. Go east and continue 'til you hit steps into the water. Get in the water and swim into the mouth of the river. You'll go under the stone bridge. A guy will be sleeping there. Talk to him and he'll give you a bottle to put medicines or fairies into. That's three bottles. You know you're growing stronger, but you still need that Master Sword. Before getting the last pendant, you're wondering what's behind that cracked wall back in the secret passage. Let's go to the graveyard to find out. One of the gravestones is blocked by light colored stones. Remove them and push the stone foward. You'll drop back into the room with the cracked walls. Bomb them and you'll find three chests with bombs, arrows and *gasp* 300 RUPEES!!! Now exit the secret passage. To get the last pendant, you need to climb Death Mountain. From the sanctuary, go west a screen, then north until you see a cave blocked by a large rock. Lift it out of the way and enter. The cave is dark, but you have your lamp. Stay south until you see a squeezed wall you can go through. When your past that you'll see an old man. He lost his lamp and asks if you can guide him through. In the next room he'll tell you where to go and to watch out for holes. Keep going (watch out for bats) and you'll make it out of the cave. Watch it! Boulders can fall on you. Go to another cave entrance. The old man will thank you and give you the Magic Mirror, an item you can use to escape other dimensions. If you follow him inside the next cave he'll replenish your heart containers and invite you to come see him again sometime. Now you can continue going up the mountain from the outside (dangerous, yet short), or go through the rest of the cave in here (longer, but safe). As soon as you get to the top of the mountain the boulders will stop. A little further and you'll see Spectacle Rock, with a Piece of Heart lying on top. The cave entrance is a road to nowhere. Dropping off the ledge at the right point will land you near a cave entrance with another Piece of Heart. Now back up to where you were. You'll see a blue tile nearby. Step on it and... whoa. You have entered the Dark World, a twisted version of Hyrule. Ahh! You're a bunny! You can't use any items! This is bad. A soccer bully kicking a ball- shaped person is nearby. You can talk to them and learned this: the Dark World has a source of power that transforms anyone who enters this world into their inner forms. Link is a bunny because he is soft-hearted. The ball- shaped guy is what he is because he's always changing his mind. And the soccer monster... you should know. To stay in your human form you need the Moon Pearl from the Mountain Tower. Now, look at the imprint on the ground. That looks like glasses... which is similar to Spectacle Rock! You've learned that the Dark World is ajacent to the Light World (name for Hyrule)! Use the Magic irror on the imprint to escape the Dark Wold and wind up on Spectacle Rock. There's that Piece of Heart from earlier! Grab it and jump off the north ledge. Now you are at the Mountain Tower. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** IX) Mountain Tower (Tower of Hera) [s04.09] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** You begin in a single room on the second floor. Notice the color orbs. You can hit it with your sword, boomerang, or your bow & arrows. When you hit it it changes color, from blue to red (or vice versa). The color it shows lowers blocks of that color. Anywho, lower the blue blocks and go down the steps you see. Two stalfoses and a mini-moldorm patrol the room and guard the key behind the raised red blocks. Lowering the red blocks releases the mini-moldorm, but you can pick up the key with your sword. This avoids lowering the red blocks. Back up the steps and lower the red blocks to get to the upper half of the room. You'll find a mini-moldorm and two mini-dodongos. The chest contains the map. There's a locked door to the left. Unlock it to reveal it's actually a staircase. Down you go. The door is sealed and guarded by blue blocks. Hit the orb if you need to. Floor tiles will start flying up and attacking you. Avoid them all and the door opens. The next room has three mini-moldorms. Take 'em out and lower the red blocks. Next room has stalfoses and unlit torches. Light them with the lamp to bring up a chest. Open it for the Big Key. Use the Magic Mirror and you'll return to the entrance of the room. Now go up the stairs guarded by red blocks. Octopods; attack them with your sword and you'll be knocked back. Slash 'til there dead or in the holes. The door will open. Hit the orb so it's red. You'll see why. In the next room take out s'more octopods. Stepping on the star tile will move the holes in the room. Move 'em so you can get pass the lowered block (red or blue). Unlock the big locked door to go to the next room. There are more octopods, holes, and star tiles. Maneuver your way through the room. Before heading up to the next floor make sure the orb is red. Mini-moldorms and mini-dodongos are the only enemies in the room. The big chest is in the room, too, but it's blocked by a hole. The star tiles won't help you across. Get the compass from the smaller chest in the room. Go up the steps on the other side of the room to the next floor. Avoid the firewall and hit the star tile. Then go through the northernmost hole in the room from the north side. You'll land... near the big chest! Open it to get the Moon Pearl! Oh, you're gold now. Back up to the fifth floor. Before going up to the boss lift the pots inside the lowered red blocks (see, there was a reason to lower those). Each one has a heart. Grab whatever you need and go up the steps. ******* B O S S ******* Moldorm ------- Drop into the lower area of the room to fight Moldorm, a large version of mini- moldorms. Unlike the minis, Moldorm has a weakness: his tail. It's not that simple to hit it. He can bump you off the platform, forcing you to crawl back up and start the fight over. Try to strike the tail with your sword any time possible. For the last hit, he'll move faster. Stab his ass and finish him off! ***** Another heart container appears, and the last pendant falls. Now you can grab the Master Sword! What are you waiting for? Get the hell off this moutain and pick up your prize! **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** X) Master Sword [s04.10] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Jump off the top of the tall ladder on this mountain, and enter the cave at the bottom. Follow the dark cave, avoiding holes and bats, and you'll be off the mountain. Now to head in to the Lost Woods to get the Master Sword. From where you exited the mountain, head north to where some lumberjacks are cutting a tree (poor tree). Enter the woods from this part. Where to go from here? From here, head through the log tunnel. Go to where you nabbed the Magic Mushroom. Through the two log tunnels, then into one sticking out of the raised ground. You're here! Look familiar? You took a trip here before. Approach the shrine. That unreadable writting is translated into this: "The Hero's triumph on Cataclysm's Eve wins three symbols of virtue. The Master Sword he retrieves, keeping the Knight's line true." Cataclysm's Eve? Whatever. Yank that sword out! Your heart and magic meters are refilled (if needed). Sahasrahla will telepathically tell you you've done grand getting the Master Sword. You are now trusted to defeat Agahnim. Get going! Wait... Zelda is now telepathically calling you for help! Go back to the Sanctuary and save her! But first, betcha like to go on yet another side trip, huh? Well, if you want. Go all the way back up to the Mountain Tower. There's a bridge on the side that leads to a green tablet with unreadable writting on it. "Hold up your Master Sword to get the magic of Ether." Link holds up his Master Sword, an Ether attack occurs, and the Ether Medallion falls into Link's hands. With this, you can control the upper atmosphere (in your terms, freeze all onscreen enemies). Okay, get off this moutain and go to the sanctuary. Your side trip wasn't the cause of Zelda's disappearance. The knights did get her and now she's in the Hyrule Castle Tower. You gotta save her! Get your ass to the Hyrule Castle as quick as possible. In the first room take the door on the left, head up the staircase and go outside, and approach the door with the magic barrier. Slash it with the Master Sword and go in. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XI) Hyrule Castle Tower [s04.11] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** The first room is empty, but the second room has two mace knights in gold armor. Use the Magic Boomerang to stun them, then hit 'em with the Master Sword. The next room has two elite knights. Kill them, too. Grab the key outta the chest and unlock the door. Go upstairs. Damn, it's dark. Kill the elite knight and the eyeball bat and go into the next room. This one is a dark maze. I'd make a map but it's too confusing. Light the torches to help. There's a key in here. Make sure you grab it to unlock the door in the room. The next room has more elite knights. Dispose of them and go up the steps. A blue knight and a blue knight archer patrol this dark room. Take 'em down. Next room: watch out for the bottomless pits! Use the torches to help. In the next room you have a blue knight and two blue knight archers. Use the torches if desired. Up the steps when the enemies are defeated. The next two floors have lighted rooms. It's smooth sailing all the way to the boss room. You'll know when your almost there when you're in a hallway with bottomless pits. Up in this empty room, you go into the next one. Agahnim is zapping Zelda! And now she's disappeared! Agahnim goes through the curtain and leaves the room. Slash the curtain and go after him! ******* B O S S ******* Agahnim ------- You can't slash at Agahnim with your Master Sword. That's how you get shocked. Agahnim will throw the following magic attacks at you: fireballs, magic blasts, and lightning bolts. You can use the Master Sword to send the fireballs back at Agahnim. ***** After a few of those he disappears and brings you into the Dark World. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XII) Welcome to the Dark World [s04.12] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** You'll wind up on top of a pyramid. Sahasrahla will telepatically call you and tell you you need to save the seven maidens (including Zelda) and win back the Golden Power in order to save the Light World. Looks like your in for a hell of an adventure. As you climb down the pyramid stay to the right. You should hit a hole. That's the Palace of the Four Sword. You aren't allowed in. I'll explain this later. Much later. Anywho, continue along the edge to get a Piece of Heart. That's ten Heart Containers! Okay, go east onto the next screen. Go north until you find a building. Now keep going as if you were going to Zora Lake. You'll arrive at the Lake of Ill Omen (I don't get it either). A sign is telling you not to throw anything into the circle of stones. Screw the sign and throw something in. A big fish will jump out and give you the Quake Medallion if you leave him alone. The Quake Medallion causes the ground to shake (and turn on screen enemies touching the ground into slimes). Cool item! Backtrack until you see a Zora whirlpool. King Zora allows you to go through these warps. Jump in the water and dive into the warp. You'll appear at the Dark World Lake Hylia. Use the Magic Mirror to warp back to the Light World. Take the Zora Warp all the way up near the lumberjack's house. Dash into the tree they were sawing. The leaves will scatter and reveal a hidden passage. Jump in to find a fairy fountain and a Piece of Heart. Back to the return warp to the Dark World. Swim up past an ice building to another circle of stones. Stand inside and warp to the Light World for another Piece of Heart. Now let's get to our first maiden-in-need. Follow your in-game map to the first dungeon. A little exploration and you'll find a building with a tree trunk sitting inside. He'll tell you a little story about the Golden Power. Bomb the cracked walls for hearts in skull pots (skull pots. That's bizzare). Find an arrow to begin the hedge maze. As you make your way through you'll meet Kiki, the rupee-loving monkey. Pay him ten rupees and he'll follow you. He is important for a reason. Keep going towards the Palace of Darkness. When you reach the entrance it'll be locked. Kiki will charge 100 rupees to open the Palace gate. Pay him and he'll hit an unreachable switch that opens the gate. Stupid greedy monkey. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XIII) Level 1 - Palace of Darkness [s04.13] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Our first "pain-in-the-ass" dungeon. The three doors along the north wall are similar to the East Palace. Remember when I said the Dark World is ajacent to the Light World? The same applies in a few dungeons. The side doors, however, have paths to different parts of the dungeon. Let's take the west door. Go down the steps to a room with fireball spitting statues. You can block the fireballs with your Red Shield. Lift the lower skull pot to reveal a switch that brings up a chest with a key in it. Now use the Magic Mirror and go back to the entrance. This time take the east door. Go down the steps and step on the warp tile to appear in another room. The Sahasrahla tile is on the north wall, but Sahasrahla isn't calling you. It's Princess Zelda. She's okay after all. She's locked in Turtle Rock on top of Death Mountain. With that in mind, bomb the cracked wall in the south. Go through the next room and find a new enemy, jellyfish. Don't hit them when they flash, or you'll get shocked. The red jellyfish split into two smaller ones. Bomb the cracked wall on the other side. The next room introduces another new enemy, mimics. They mirror your moves. The red mimics shoot fireballs (that you can't block) when your faces line up. They also require arrows to defeat (but not the green ones). Take them all down and get across the conveyor belt room to the staircase going up. In this room, the map is up for grabs in the chest, the red jellyfish will make things misrable, the pink pegs block your path, and the cracked walls hide surprises. The one on the right leads to a fairy fountain. The one on the left holds a key. Grab the key and warp back to the entrance. Now go through the center door. Unlock the locked door with one of your keys. In the next room there are two catwalks. Take the one on the right, pusb the block out of your way, and go into the next room to get a key. Once you nab it, head back and get on the left catwalk. Bomb the cracked floor and fall through the hole in the ground. In the new room, unlock the door and go up the staircase to grab the Big Key. Jump in the pit to a new part of that room. Lift the skull pot to reveal a switch that summons a chest. Open it for the key, then use the Magic Mirror to go back to the entrance. Go back to the catwalks and cross the left one (don't blow a hole open!). In the next room, jump onto the lower platform. Knock the octopods into the pit. Now hit the orb so that you can cross over the blue blocks. Then throw a bomb over and cross the FIRST set of blue blocks. The bomb will explode and the blue blocks will lower, and the red blocks will raise. Go up and find a locked door. Use a key to open. Race across the catwalk with the Pegasus Shoes dash, because the catwalk will start collapsing. Lift the skull pots at the end (skull pots. It's so weird) and you're safe. Did you notice the Big Chest as you were dashing? To get to it you need to go west into a dark room with no torches. Mini-dodongos will try to hit you with fire breath. In this room there's two chests: one containing bombs and one with a key. Be sure to grab the key. There's a cracked wall somewhere in the room. Bomb it (grab the bombs if you need), and you have the item in the Big Chest: the Magic Hammer. You can pound pegs and defeat some enemies with this item. Now we find our way out of the dark room maze. Unlock the door on the right side. The chest holds the compass. Use the Magic Hammer on the turtles to flip them over (it's the only way to kill them). Go down one of the staircases. This dark room has blue rupees on it's east and west sides, not to mention arrows and a key in the chests. You can't reach the center part yet. After you grab the bundle of stuff head back upstairs. Unlock the south door. Now lift the skull pot to go on the west side of the room (do NOT bomb the cracked floor), and open the chest for five rupees. Push the statue to keep the spike trap from hurting you. Now you're back in the room with them octopods. This time, lower the blue blocks so you can cross into a new room. Now this room could've been accessed by taking the east path from the entrance. Anywho, lift the skull pots (*gets thoughts on the skull pots*) to find a switch. Step on it to open the door. Step off and the door closes. Hmm, you need to hold something on there. One of the statues are movable. You can push it on the switch to keep the door open. In the next room you gotta deal with the mimics again. Rememeber, they do the exact opposite of your moves. Use arrows on the red ones. In the next room, beware the spike trap. If the red blocks aren't lowered hit the orb in the notch to do so. Now it looks like a dead-end, but the room actually goes farther than this. Shoot an arrow in the eye of the statue to reveal the path. Go down the staircase. Now use the hammer on the pink pegs to get through. Smack the turtles while you're at it. Now hit the orb several times in order to make it across the blue blocks. Use the Magic Boomerang. Next room is short with only one turtle. The next room is hard. You have to defeat all the turtles to continue foward. Use the torches to see the room. Once their done, go to the next room. Warp over to the room with the blue rupees. You're in the center part this time. Clear the turtles out of you're way. Now unlock the Big Locked Door and face the boss. ******* B O S S ******* Helmasaur King --------- ---- The Helmasaur King has a big mask to hide it's face. Use the hammer to break it off. The hammer breaks off one piece in one hit, but several more hits breaks off another piece. Watch out for it's two attacks: a tail swipe and a fireball attack. After you break off the mask, hit it's jewel with arrows to finish it off. ***** Grab the Heart Container it leaves behind. Then a crystal falls. Pick it up. It expands and reveals the first maiden inside. The maiden will tell about the schemer behind the plot - Link's nemisis, Ganon. He wants to link the Light World and the Dark World (his creation) and rule them both. Ganon is using the Golden Power (now to be known as the Triforce) to make this wish come true. Link has to find the other maidens and stop Ganon before he is forced to bow down to him. You're found outside with full heart and magic meters. Bring up the in-game map to see where the other maidens are. C'mon Link! We've got a kingdom to save! **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XIV) Off-course work [s04.14] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** At this point, the Tempered Sword is up for grabs. Check the Secrets part for info. Head towards the Dark World version of Link's house. The bridge is guarded by stakes. Use the Magic Hammer to pound them down. When you get to your house you'll find it's a bomb shop. The guy sells 30 bombs for 100 rupees. You can only carry 10 right now (unless you found the Waterfall of Wishing already), so don't bother. Anywho, go west and you'll find a little aclove. Use the Magic Mirror to warp up onto a plateau. Enter the cave on a plateau. There's a Piece of Heart inside. Go back to the Dark World. Go into the haunted grove up north. There's a creature on a stump. Talk to him and he'll tell of how he used to play his flute back in the Light World. This must be the flute boy you heard of earlier! He asks if you can find his flute. He barried it in the Light World, so he'll give you a shovel. You can keep that after you find the flute. Okay, go to the Light World and dig in the upper left corner. You'll find the flute. Get back to the Dark World and give him the flute. He can't play it. He wants you to play it one mre time, then return it to his father. Play it and he turns to a sap. Go back to Kakariko Village and enter the Tavern. Play the flute for the Old Man and he'll tell you to play it "for the birds in town." There's only one bird, and it's large and solid; it's the weathervane. Play it there and a bird breaks from it. Play it again and it'll swoop down and pick you up. Now you can visit one of these locations in Hyrule: 1 - Death Mountain 2 - Magic Shop 3 - Kakariko Village: weathervane 4 - Link's house 5 - South of the eastern valley 6 - A plateau in the desert** 7 - The stone building in the swamp 8 - Corner of Lake Hylia 9 - Turtle Rock*** *works in Light World only **reason the flute is needed ***isn't unlocked until end of game Go back to the Dark World and back to the haunted grove. Continue west until you hit the screen where the 15-second race is in the Light World. It's the digging field game (a game you don't need the shovel for). Pay the man 80 rupees and he'll let you dig in the field for 30 seconds. Whatever you dig up you can keep. Items include rupees, magic jars, hearts (rarely do they appear), and a Piece of Heart (only one of these). Keep digging until you find it. If you wanna increase your bomb and/or arrow carrying capicity then whip out your flute for your first tryout. Warp to point number 8 on the map. Jump in the water and swim to the center of Lake Hylia. Enter the cave. You'll find a pond. You are offered to throw in some rupees. Will you do it? How much will you throw? 5 or 20? After you throw in 100, Venus, the queen fairy, will appear. She'll increase either your bomb or arrow capicity by 5. Now you'll be asked to throw 25 or 50 rupees, getting a 5-bomb/arrow increase every 100 rupees. While your here, bomb the right wall to find another fairy fountain. Use your flute and warp to point number 3. Now go to where the smithys' house is. Pound the stake and jump in the hole. In this cave there's doors on the north and west walls. Take the north door. There's a shrine. Sprinke some Magic Powder on it to summon a bat. He hates you for waking him up, then he thanks you? To cover it he's gonna halve your magic. Stupid bat. He made it so magical items cost half as much magic than usual. Cool! Warp to point number 7 on the map. Go up a screen. Pound the stakes to reach a rock. Lift the rock to find a warp portal to the Dark World. Warp and go down a screen. Read the nearby sign that indicates the Swamp of Misery. There's no way in or out. Go as far as possible and use the Magic Mirror inside the stake surrounding. Keep going and you'll find a green tablet. Read it with the Book of Mudora to get the power of Bombos - the Bombos Medallion (wow, three medallions). Use this to wipe out enemies. Go back to the Dark World and go what is the stone builidng in the Light World. Enter. There's a Sahasrahla plate inside that tells of how you can continue in this dungeon (yes, it's the second dungeon). Go outside and warp to the Light World. Drain the water again and warp back to the Dark World. Inside you can get up a broken bridge thanks to the water level. Some new enemies that stay in water need to be defeated. Kill 'em to get a key to unlock the door. Go down to the next level of... **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XV) Level 2 - Watergate Dungeon [s04.15] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Dramatic, huh? On the new floor there's some skull pots. Lift 'em and you should find a key. Before leaving, bomb the cracked wall to claim the map. Now unlock the door to the next room. You notice A doorway in the lower level, a locked door, and a bridge. The only choice you got is to go through the door. Lift the skull pot for a key. Now go back and unlock the door. Pound the pink pegs with your Magic Hammer. Push the switch to release water where you picked up the key. Now back into the one room and up the broken ladder to reach a new room. This is the Big Chest room. Now you don't have the Big Key, so go south to find another room. Go clockwise for the Compass. Now into the next room. Drop into the lower part for another key. Back to the Big Chest room. There's a locked door (that you can reach). Go in and flip the switch (whilst keeping the blue blocks up). Swim your way over the blocks back in the one room. In the next room, push the blocks out of your way. Go up the steps. Watch out for fireballs, water bugs, and water balls all in this room. Two holes at the top of the room will drop you to the lower level. You wanna drop through the right one so you get the Big Key. Make sure the blue blocks are up. Now make your way to the Big Chest room and open said chest for the Hookshot. You can hook onto pots and blocks to pull across gaps. Pull over to the ledge on the right and lift a skull pot for a key. Go back to the Big Chest and hook over to the north ledge. Unlock the door with the key. In this room go to the left side and smash the skull pot. It's a switch that needs holding down to enter a door. Use the statue to hold it down. DON'T GO THROUGH THE OPEN DOOR! Instead, go to the right side of the room and ignore the staircase, and go through the other door. Then go down the steps. Flip the switch and drain the water. Go through the drained route. Going south can lead to a few chests. Go north and find a hidden door behind one of the waterfalls. Go on up the steps. Now go through the east part of this 3-part room. The next room is a current. Swim against the current to reach a skull pot with a key. Now swim with the current to a cracked wall. If the water bugs are getting in your way use the Bombos Medallion. Bomb the cracked wall for the center part of the previous room. You can get small rewards under the skull pots. Unlock the door to the west part and get ready for the boss. ******* B O S S ******* Arrghus ------- Arrghus is a large jellyfish surrounded by puffballs. Use the Hookshot to pull the puffballs off and slice through them. When they are all cut up, Arrghus will bounce around the room. Use the Master Sword and slash the jelly outta him. ***** When you kill Arrghus, another Heart Container appears. The second crystal falls and the second maiden appears. She'll tell of how Ganondorf, the evil thief, wished for this world to be like his heart. Now he can't get out. Link's the only one who can beat Ganondorf (a.k.a. Big 'ol Ganon). You must rescue the other maidens. Boy, this guide is getting harder to type up, but I can't quit. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XVI) En Route to Skull Woods [s04.16] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** If you still wanna get the Tempered Sword before heading into the third dungeon, then see the Secrets part of this guide. Looking at your in-game map, you see that crystal number 3 is where the Master Sword is in the Light World. There are two ways of getting there. One is to go back to the Light World and enter the Lost Woods from the lower-left corner. Use the exit next to it, and pound down the stakes. Lift the rock to reach a warp. Once in the Dark World, head north into Skull Woods. A second way to reach it is to follow the riverbank up to grass indicating a way across. Use the hookshot to pull yourself over to two skull rocks. Continue to Skull Woods from here. By taking this route you can find one side- trip. After reaching a sign that directs you to a cave, head south. This area has a new enemy that is found only here: like-likes. Like-likes eat your shield. If that happens, quickly chase it down and kill it to get it back. If the like-like gets away, you'll have to buy a new one. The shield shop is surrounded by fences, so you need to jump over them. Inside, you can buy a plain old shield for 50 rupees, and a Red Shield for 500 rupees. Holy ****! 500 rupees? That's just painful. You better be careful not to lose your shield. ******* When you get the Mirror Shield, it becomes avalible here for 100 N O T E rupees, and the Red Shield drops to 70 rupees. ******* Continue until you see a sign pointing out Skull Woods. Hooray! You're in! **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XVII) Level 3 - Skull Dungeon [s04.17] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** This dungeon has multipul entrances. I'll describe the minimum needs in this dungeon. This cuts off the confusion of all entrance & exit maneuvering. After completing this dungeon you may explore the rest of it at lesiure. I'm not providing tips on them, though. Okay, go where the hidden entrance for the Piece of Heart in the Light World. Don't drop in, but find a pair of ribcages to go through to one of the dungeon entances. Now, notice the mummies. They're tough to kill. You don't wanna stay in one spot and kill them, because these hands called wall masters will grab you and throw you back at the entrance. You need to go through the north door, but it's closed. Lift the skull pot to find a switch that'll open it. However, you need something heavy to keep it open. You have to PULL the statue onto the switch so you can go through. In this room, beware the magic blast under the skull pot! If you get hit the Moon Pearl will be temporarly ineffective, and you'll be a bunny again. Grab the Big Key out of the chest. Use the Magic Mirror or the Wall Masters to get out of the dungeon. Now go back and drop in the "hidden" entrance of the dungeon. Hit the star tile, and bomb the cracked wall. In the next room, pull the switch to blow a wall down. Go down to the Big Chest and claim the Fire Rod (an item similar to the Ice Rod). Now get the hell outta this dungeon. Go back to the entrance you got the Big Key out of. Now go west across two rooms and find another exit. On the outside, take the left ribcage to the "main" entrance. Use the Fire Rod on the trunk to burn it open. In here, go on the lower part of the room and maneuver past the unseen walls. You'll make it to the top of the room and see a door to another room. Use the catwalk to get to the south side (use the R button dash) and use the door. Get the key out of the chest, and warp back with the Magic Mirror. Now dash across the catwalk and unlock the door at the end. Next room deals with stepping on the star tiles to rearrange the gaps in the room to get to the door. A B C D E 1 X O O - * 2 O - O * O 3 O - * O * > 4 O - O - O 5 * - * - * ^ Key: X - Torch O - Gap - - Floor * - Star Tile ^ - Entrance > - Exit *Floor tiles turn into gaps when you hit the star tiles When you enter the room you'll hit the star tile on C5. Go and hit the star tile on C3. Go down and hit the star tile on A5. Lift the skull pot up by the torch on A1 and hit the star tile on D2. Then hit the star tile on E1. Cross to E3 and exit. Use the Fire Rod or the Bombos Medallion to burn all the Zombies. Break the skull pots and get small Magic Jars. Now, starting at the bottom, use the Fire Rod and light each torch to open the door. Get through to the next room. Use the Master Sword or the Bombos Medallion to kill out all the enemies. Slash the plant vines on the north wall to find a hidden passage. In the next room, brawl out the enemies or use the Bombos Medallion. Grab the key and unlock the door. Drop into the hole. ******* B O S S ******* Mothula ------- Mothula himself isn't too hard. The Master Sword and the Fire Rod are great weapons. The room, however, is a death trap. Spikes lining the walls and moving floors. You have to use the Control Pad really well to survive. ***** When you manage to beat Mothula, another Heart Container appears. Another crystal appears. The maiden inside will talk about the Great Cataclysm. After that, your heart and magic meters are refilled, and you appear outside the dungeon's "main" entrance. Now, you can explore the rest of the dungeon if you wish, but there's practically no reason to, now that you've gotten the essentials down. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XVIII) Village of Outcasts [s04.18] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Go back to where you warped, and head south into the Village of Outcasts. This place has thieves that want your rupees. If you don't have any, then they'll take your arrows or bombs. Look around and find a house with a chest sign above the door. This is the gambling house. There's 16 chests inside. You can open two for 30 rupees. Prizes include: Bombs Arrows A heart 50 rupees 100 rupees *A Piece of Heart 1 rupee *top prize The prizes are in random locations. After you get the Piece of Heart, you can't grab it again. Now to grab two 300 rupee stashes. First, go to the northeasternmost house, walk in, and claim the booty. Second, go to where the shop is in the Light World. Bomb open an entrance for the second 300 rupees. Now this isn't important, but the Bug-catching kid's house is a bug shop. Inside, a bee for 7 rupees, a fairy for 77 rupees, and a golden bee that is not for sale. See the Secrets part of the guide for info. Go to where the gargoyle statue is (it's in the weathervane's spot). Pull on the bottom of the trident to open the next dungeon. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XIX) Level 4 - Thieve's Town [s04.19] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Our first priority is getting the Big Key. Drop down to the lower level and get north to the next room. Watch out for the Dragonmen! While still in the lower level, go east into the next room. In each room, you must be on the lower level to cross between rooms. Go south. Now go to the south part of the next room (whilst in the lower level) and go into the next room. Claim your Big Key. Now go back to the last room and go north to another room. Get on the catwalks and use the Big Key on the big locked door. In this hallway, the north door leads to an empty boss room. Ignore it and kill the Stalfoes. You'll find a key in the skull pots. Use the key on the locked door in here. The next room has two Dragonmen. The room after forces you to cross conveyor belts (please ignore the north door). After that is a conveyor belt hallway. Go north and use the north door. Grab the key out of the skull pot. Wait, am I going too fast for you? Okay, take your time. *waits* Okay, you there yet? Good. Hit the orb, unlock the door, and go up the steps. On this new floor, lift the skull pots and find a switch. Hit it to go through a hallway to an important room. Throw a bomb on where the light is shining in. The floor will open up, and the light will shine into the lower area (if you check the map, it's the boss room). Go all da way back to the conveyor belt hallway. Use the upper door on the side. Pass through the next room, and you're in a conveyor belt room. The conveyor belts will drag you to a pit in the center. Go down the steps. In this room, screw the enemies and lift the large block (some people say you can't do that, but it's possible). Down one room to find a red Dragonman. Go east and take out the Dragonman and slimes. Now the multiple jail cells do seem familar. You can unlock these with the Big Key. At the end is the maiden. Odd. She's supposed to be in a crystal. If your real smart you should figure out the secret. Anywhere you go, the maiden follows. Get the key out of the chest. Now go back to the previous room. Go another room, unlock a door, and go to the Big Chest. Use the Magic Hammer to pound the pink pegs down. Be quick, cause the floor will drop out soon! Grab the Titan's Mitt (a level 2 version of the Power Glove) out of the chest. ******* If you're going for an early Tempered Sword, use the Magic Mirror and N O T E leave now. ******* Get the hell outta here and find the empty boss room. Light from earlier is shining in here. Walk the madien into the light and... she transforms into Blind the Thief! ******* B O S S ******* Blind the Thief ----- --- ----- If you have full hearts, the sword beams are just as effective. Hit Blind's head until it falls off. It'll fly around. Ignore it and cut off Blind's second head that he grows. Two heads fly around! Slash Blind's final head to finish him off! ***** The Heart Container appears, and the crystal drops. The maiden inside tells about how many knights were lost in the big war. Being the last in the line, it's Link's destiny to save Princess Zelda and defeat Ganon. Onward we go! **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XX) Getting the Upper Hand [s04.20] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** You now have the Titan's Mitt, so we can get the Tempered Sword! If you wanna skip this, that's fine. Anywho, go south of the Village of Outcasts. See the frog trapped behind the dark colored rocks? You can lift them now and speak to the frog. He asks that you take him to his partner. Use the Magic Mirror to warp you and the frog to the Light World. The frog becomes the missing smithy dwarf! Go to the smithy's house, and they'll promise to temper your sword sometime. Leave and reenter. You can get the sword tempered for 10 rupees, but you have to wait awhile, meaning you won't have a sword. Do one or two of these side-trips and you'll get the Tempered Sword. Warp to the Dark World. Where the smithys' house is there are stakes. Pound them all to turn the stump in the south into a staircase. Inside: a Piece of Heart! Now enter the run down house to find a chest. The key's locked inside, so you can't open it. Use the flute and go to warp point 7. Go west to find that "average guy" again. He's actually a former thief who was a master lockpicker. He'll open your locked chest and give you the fourth Magic Bottle, but you have to keep it a secret. Now go back and claim your Tempered Sword. Go to the graveyard. One of the gravestones is guarded by black rocks. Lift 'em and dash into the gravestone to open a passage. Inside: the Magic Cape. You can be invisible while you wear it. How long, you ask? As much time as you have magic. Now, use the flute to warp to point number 1. Go up to the Dark World warp. Jump off the cliff going south to reach a cave. Now, pound the pink pegs with the Magic Hammer. Use the Magic Cape to get across the spike path. Lift the large rock at the end. Now open the chest to get the Cane of Bryna, which does like the Magic Cape and consumes less magic at a time. Use that to get outta here. Now, warp to the Dark World. Go to the Death Mountain entrance. A sign will give you a Piece of Heart if you wear "the cape," but the Piece of Heart is up on a cliff. You'll have to go through the cave. On the second floor, use the cape to pass through the bumper. Get your prize outside. If you didn't get an increased capacity in bombs or arrows yet, this is the perfect chance. Use the flute and go to warp point 8. Swim through to the cave on the island. Go in and drop rupees 'til you drop 100 in. Get a 5-bomb/ arrow capacity upgrage each time. Use the fairy fountain to the right to fill your empty bottles or collect them to fill your heart containers. Now go outside and lift the dark rock. It's a Dark World warp. Step in. Hey! You're within the walls of the Ice Palace! Go inside. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XXI) Level 5 - Ice Palace [s04.21] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Another "pain in the ass" dungeon to deal with. Throughout the dungeon, you will resort to the Fire Rod. Since that weapon takes up magic, it's a good idea to have the Medicine of Magic in one of your bottles. Start blastin' shots at the ice creature that comes out of the wall. The door opens to the next room. Here, you gotta kill three Jellyfish. One of them has a key that goes downstairs. New floor. (I'm trying to be quick to get through this dungeon) Hit the switch and open the door. Next room. Push the block east and go south. Defeat all the pengiuns for the compass. Go back, push the block north, and hit the switch to open door. Beat penguins, lift skull pot, hit switch and open door again. Push block west and go north. Lower blue blocks, set bomb by orb, cross blue blocks quickly. Red blocks will lower so you can bomb cracked floor. Drop through. Skeleton Knight: you need to hit it with your sword, then drop a bomb by it. Blow both and go through door. Use Bombos Medallion to kill Jellyfish and get key. Use it on locked door. With red blocks lowered, use hookshot to cross pits while dodging firewall. Hit switch in lower left corner. In next room, go downstairs. New room. Kill penguins and go through door. Get past large spike ball and use north door. Fall with the floor when it drops out. Use east door in new room. Use hookshot to reach exit. Dodge spike balls and go upstairs. Use hookshot over to skull pots. Go upstairs. Pound pink pegs and lift large rock. Kill skeleton knights and lift skull pots. Hit switch, pull statue tounge, get map and climb ladder in next room. *pants* Get Big Key out of chest. Go back down and back up in other room. Lift skull pot, hit switch for chest, hookshot over and get key. Open locked door. Dash across room and go downstairs. Bomb cracked floor and fall through. *slows down* Inside the Big Chest is the Blue Mail. Wearing this cuts damage in half. *speeds up* Next room. Cross to next room. Start lifting skull pots and find key. Previous room. Unlock Big Locked door and go downstairs. Unlock a door on this floor and hit orb to lower blue blocks. Go back upstairs to skull pot room. Find switch and open door. Follow route until you find big ice floor room, then go west. Drop to Blue Mail room. Lift large block and drop. Phew. We're almost there. Go down one room and get to the large block on the lower left corner. Now drop! ******* B O S S ******* Kholdstare ---------- Kholdstare is an eyeball/snowball type of boss. He's frozen in some ice, while ice chunks try to clunk you. Use the Fire Rod to melt th larger ice chunk and free Kholdstare, who is actually three of himself. Use the Fire Rod or the Tempered Sword to kill all three Kholdstares. ***** Get your Heart Container and the crystal. This maiden will tell about how the wisdom of the sages combined with the courage of the knights will increase their powers. Link's just gotta rescue the maidens and slay Ganon. We'll get to that pretty soon. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XXII) Misery Swamp [s04.22] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Use the flute to go to warp point 6. Lift the dark rock to find a Dark World warp. Once in, jump off the cliff and use the Bombos Medallion. Why? See the secrets part of my guide. Anywho, go up the west side. Enter the cave entrance you see. Inside: a Piece of Heart. Okay, continue around the misery swamp. When you reach a punch in the wall, stand near it and use the Magic Mirror. You should be on a plateau with a rock. Lift it and enter the cave. Push blocks for a Piece of Heart. Warp back. Do a little searching to find a Ether symbol on the ground. You should know what to do. Stand on it and use the Ether Medallion. The entrance to Misery Mire opens in front of you. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XXIII) Level 6 - Misery Mire [s04.23] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** The biggest "pain-in-the-ass" dungeon of them all. By following my guide, you will save time skipping a few rooms. First, use the hookshot over the gap and go downstairs. Here, defeat the snake bushels and wizrobes to move to the next room. In here, try to get to the door on the right on the north wall. Push the block outta the way and use the north door. Cross a floor bridge and a wooden bridge to get a key. Backtrack to the block. Use the east door. Now, use the Cane of Byrna, reach the skull pot, and lift it for a switch to a chest with a key inside. Lift another skull pot for another key. Unlock the door in here and follow the floor bridge through two rooms. The next room holds a key in the skull pot on the west side, and an orb near the key. Hit the orb to lower the blue blocks and grab the key. Now backtrack all the way to the room with the... block. Use the west door. Avoid the bombing enemies and go into the big room. Hit the switch guarded by two lowered blue blocks. In the new chest is another key. Now there's a locked door on the west wall. Unlock and go through. DO NOT USE THE SOUTH DOOR! Kill the jellyfish for a key. Use it on the locked door here. Go south and dodge the floor tiles Cross the large wall and go up the steps. On this floor, lighting all four torches in these two rooms opens up a third room. First, push the blocks outta the way to prepare. Then dash and light. You'll hear a rumble noise if you did it. In the third room, drop in the hole. On the next floor, open the chest for the Big Key. Use the Magic Mirror now. Make your way to the big room. Use the southernmost door on the east wall. Cross another room. Now, you MUST use the hookshot on the block to get over to the catwalk before it drops out. Reach the Big Chest for the Cane of Somaria. To use this item, swing it once for a red block. Use it to hold down switches. Swing it again to detonate it (it shoots a beam in four directions). Back to the big room! Use the other door on the west wall. Go north, then west, then north again. Step on the warp tile and unlock the Big Locked door. Cross the wooden bridge and go down the steps. Until I say so, the rest of the way will be dark. Lift the skull pot on the east side and put a red block on the switch to hold it open. Go through two rooms. In the next room, hit the orb in the north part of the room so it's red. Cross to another room. Bomb the wall to reach another orb. Hit it so it's blue. Go back and continue foward. This room is lit. Hit the orb at the top of the room so it's red. Go up the steps and go into the boss room. ******* B O S S ******* Viterous -------- Viterous is a big eyeball that sits in some ooze (harmful) with smaller eyeballs. He'll send his smaller eyeballs at you. Use the sword (arrows work, too) and kill the small eyeballs. Watch out, cause Viterous can shoot lightning bolts just like Agahnim did (you forgot all about him, didn't ya?). After you slice all but four eyeballs, Viterous will attack you head-on. Use your sword to finish him off. ***** Get your Heart Container and the next crystal. The maiden inside explains why Ganon needed Agahnim to get into the Dark World. He wanted Agahnim to vanish the maidens in order to break the seal. Ganon didn't think of Link coming this far to get his ass whooped. Now Link has to save Princess Zelda in Turtle Rock! **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XXIV) Of Gold, Siver, and Super Items [s04.24] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Like the title, huh? I got that out of Nintendo Power's own guide to this game. Anywho, this is my favorite part of the guide, cause now you can get two very powerful weapons that'll help a lot. Go to the bomb shop. There's the Super Bomb avalible for 100 rupees. Buy it. Notice it's drags like that blue chest. When you leave it behind it will explode in three seconds. Carry the Super Bomb to the pyramid. When you see a crack in the wall, leave the Super Bomb there. When it explodes, it will blow that crack down! Inside is the Mystery Pond, very similar to the Waterfall of Wishing. Drop in your Tempered Sword. A fat fairy will appear and ask if you dropped your sword in. Answer yes and you get... da-da-da-daaaaa! The Golden Sword! What a very powerful weapon that I like so much! Okay, now drop in your Bow & Arrows. Truthfully answer to the fat fairy that you dropped it in and receive the Siver Arrows! Huzzah! These Silver Arrows are important, cause to finish off Ganon, you need to deliver one of these babies into him. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XXV) To Turtle Rock [s04.25] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Use the flute and go to warp point 1. Don't use the Old Man's cave. Instead, go east 'til you reach another screen. Use the hookshot to cross the broken bridge. Go down and find a dark colored rock that is a Dark World warp underneath. Once in the Dark World, find two cave entrances. One is a store, the other is a climbing route. Use the route and go up the steps. Go and fall in the gap. Use another staircase. Fall in another hole. Go up s'more steps. Fall in one of the new holes. Open the chests and exit. Once outside, lift the big rock to find a hidden passage. Go north along the catwalk. Using the hookshot, you can reach some chests that hold rupees, but at this point, you probably don't need them. On the catwalk is an invisible bridge. Use the Ether Medallion to view the way. Bomb your way into the next room. Using bombs, you can reach a back door and two fairy fountains. Outside, use the Magic Mirror and warp to the Light World. Claim a Piece of Heart. Now warp back and jump off the ledge. Warp again and go east. Go to a plateau and get on top. Pound the three stakes in this order: right, top, left. You'll reveal a Dark World warp. Warp and notice the Quake symbol. Pfft, no brainer. Use the medallion to open Turtle Rock. Jump off and enter. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XXVI) Level 7 - Turtle Rock [s04.26] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Sahasrahla's plate will tell you that you should have the Medicine of Magic for this dungeon. I carry that and Cure-All Medicine, but that's just me. See that question block? Make a red block with the Cane of Somaria and put it on the question block. You've made a platform! Use it to ride across to the other side of the room. In the next room, make a platform and ride it to the upper door on the east wall. In this room, you have to light all four torches from your red platform (my name for the platforms you make). You'll open the door, but getting there will be tricky. Light the torches with your Fire Rod. Use the hookshot, fall off, and sacrifice a heart. Now, go through the door, dodge the spiked rollers, and get the map and a key. Go back two rooms and use the left door (that is locked). There's a bouncing centipede-like creature that shoots its segments when you attack it. Slice all four segments. Grab the key, unlock the door, and go into the next room. Remember those chain- chomps? You can't beat 'em, but you can dodge 'em. Lower the blue blocks. Push one of the single blocks and bring up a chest for a key. Use it to go downstairs. Down here, go to the southeastern corner of the room and take a pipe to the next room. In the lava pit room there's two pipes. Take the lower one into another room. Defeat the enemies in the lower half of the new room and get a key. Unlock the door and take a pipe to the Big Key. Go back to the first room, then go back to the lava pit room. Use the other pipe to another room. Defeat the centipedeish creatures and open two doors. Take the south door, then go west. Dodge the laser eyes and bomb open an exit. Go along the outside exit and find another entrance. For a special item, use the Magic Mirror and warp near that new entrance. Enter the cave and defeat all the cyclops. This opens the door to a chest. Inside is the final Piece of Heart. If you follow the guide and got every other Pieces of Heart, that's 19 Heart Containers you got right there. Anywho, warp back and continue the dungeon. Use the hookshot and pull over to the chest. Get the Mirror Shield outta it. You can now block laser beams, wizrobe blasts, and advance fireballs (the Dragonmens' fireballs). Okay, go north one room, unlock the Big Locked door, and go through another pipe in the lava pit room. Another room holds two more centipedeish bouncing creatures. Defeat them. The cracks can be bombed, but you can dash into them, too. The east one leads to a rupee room. The north one has a chest to go downstairs. *gets sore fingers* Aw, crap. Now in this dark room you need to ride a red platform around and find a platform with a switch under a skull pot. This opens the door. You need to find the exit from here. You can figure your way outta here, but I can barely tell you. If only there were torches. Oh, there's firewalls in here. In the next room, dash down and reach the south end. Dash through another room and bomb open an exit. There's nothing special to it, but if you die, you can restart from this point. Anyway, charge up your Golden Sword while facing north or south (whichever way your Mirror Shield will block laser beams), and walk toward one of the chests. The southernmost chest holds a key for the previous room. Grab it and get there. Now, hit the orb and lower/raise the red/blue blocks in a set of series to get to the exit. Now ride a red platform to the boss. ******* B O S S ******* Trinexx ------- The "tri" in "Trinexx" means three, and "nexx" refers to heads. Trinexx has three heads: a stone head (that snaps at you), a fire head (that shoots fire), and an ice head (that shoots ice and covers any ground in its path with ice). First, defeat the fire and ice heads by using the opposite rods. Use the Fire Rod on the ice head first. That way, you can avoid ice being made. Use the Fire/Ice Rod on the opposite head, then hit 'em with your Golden Sword three times to blow them up. All that leaves is the stone head. It'll turn into a stone snake. Hit its golden part with your Golden Sword three times to finish it off. ***** Your 20th Heart Container appears, and the final crystal falls. Inside is Princess Zelda. She thanks you for coming a long way to save her. Ganon's waiting to enter the Light World and link them, so he can rule them both. Get to his tower and stop him! **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XXVII) Level 8 - Ganon's Tower [s04.27] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** At this point, you should have all of this list: -20 Heart Containers -All four Magic Bottles (two fairies, one Magic Medicine, one Cure-All Medicine) -1/2ed Magic Meter -Golden Sword -Mirror Shield -Blue Mail -Sliver Arrows (70) -50 Bombs -Other non-essential items and essential items **************** Dungeon Overview **************** If you played the Oracles games, you know the final dungeon where the final boss resides is short. Here, it's a major "pain-in-the-ass." There's around 40 to 50 rooms, and most of your journey is spent crawing on the first floor. To get to Ganon's Tower, simply go east until you hit it. A barrier has sealed off the entrance. The crystals will rise up and use magic to break the barrier. Now you can go in. Save your game; this is big! The first room is large, with absolutely nothing going on. Two staricases go downstairs, and one goes up. You'll need to go downstairs first, but there are two route to take. Take the left staircase to the easier route. Here we go! First, bump the key off the torch. Go west into the next room. Pound the pink pegs and push the block to to open the door. Kill the jellyfish for a key. Next room: hookshot your way around and get to the south end. Use the Cane of Somaria's red block detonate feature to enter the next room with the blue blocks up. Use that feature again to maneuver around the next room. Get a key from the skull pot. In the next room, lower the red blocks and use the Cane of Byrna to dodge the bouncing spikes. Warp to another room. Dodge the fire snakes. Push a single block to summon a chest you can hookshot over to. Open it for a key. In the next room, use the warp tiles to cross. You'll end up in a long room with Octopods and pits. Go across to the next room (which is big). Now go up to where there are skull pots. Break the upper one. Go to the top of the room and light the torch with the Fire Rod. Hookshot over to the single skull pot and cross the invisible platform (now visible by the torch) before the torch goes out. Bomb a cracked floor in the next room and drop in. The Armos Knights are back. They're no tougher than before, but the icy floor adds some difficulty. You can take each one out easily with the Bow & Silver Arrows. When you permanetly finish them off, two doors will open. Take the north one for the Big Key, then use the other door. On the next floor, open the Big Chest for the Red Mail, which takes quarter-damage from enemies (half compared to Blue Mail). Use the Magic Mirror and warp back. Save the game, because the Red Mail will really come in handy. Go upstairs from the entrance room. Up here are some Mimics. One Siver Arrow on the red Mimics will take 'em down quickly. Use the boomerang to hit the crystal switches as you work your way to the northwest corner. Push the upper block down to open the door, then work your way to it. Down here, use the statue to block the bouncing spike. Take out two more Red Mimics and go through the door. Another room, another two Red Mimics. Too bad your Mirror Shield can't block the laser eye statues' lasers. Kill the Mimics and move on. Use the Big Key to unlock the Big Locked door. In here, hit the north orb and lower the red blocks (and release the bouncing spikes). Take out the green and red Cyclops and hit the switch under the skull pot. Make your way to the next room. Use the Cane of Byrna to dodge the black balls. Take the staircase up another floor. The next four rooms are difficult. You have to defeat the enemies to progress through each room. The first room holds Stalfoes and Dragonmen on conveyor belts. Next is Stalfoes and a Laser Eye Statue (with conveyor belts). Then it's blue Dragonmen and Laser Eye Statues (more conveyor belts). Finally, it's red Dragonmen and Laser Eye Statues (conveyor belts and ice). Use the Bombos Medallion to save time. After all that, you'll find one Laser Eye Statue, one fireball spitting statue, one red Dragonman, and one Stalfos. Defeat the enemies and go on. In the next room, there's a magic blast that isn't a big threat. Use the Ganon statues to dodge it. Then go into the next room. You'll have to fight the Lanmolas again, and deal with a fireball spitting statue. You have the Golden Sword to make this fight go faster, the Mirror Shield to block the fireballs, and the Red Mail in case of any damage. Once you kill the Lanmolas again, go through and up the steps. In the next room, use the Ether Medallion when the wizrobes are vunerable so you can beat them and see the invisible platform. Cross to the next room. Dash across the catwalk and go north. Defeat Wizrobes on conveyor belts to open the door. Quickly dash across the catwalk and reach the next room. In here, remove the skull pots and light the torches with the Fire Rod. Quickly reach the door in the south before the torches go out! Take the staircase up another floor. Quickly light the four torches with the Fire Rod. Light the lowerright one first, then the lower left one. Then light the upper ones and go through the door. Beat the helmet creatures and find another key in here. Use it on the door here. In the next room, avoid the bouncing spike trap and the smart spike trap. Bomb the crack and continue. Hit the orb and lower the colored blocks to reach the chest with the key. Use it on the locked door here. Time to fight Moldorm again. Two slashes on the tail is a quick defeat. Use the hookshot to reach the chest with a red rupee. Go in the next room and use the Bombos Medallion on the enemies. Then go upstairs. Brace yourself. The boss is one room away. If your chicken, shut this game off and run. You shouldn't be chicken, though. ******* B O S S ******* Agahnim ------- Hey, here he is again! He'll make two clones of himself and attack the same as last time, only without the lighting bolt spell. The clones are shaded, so you should determine the real Agahnim. Smack back some fireballs at him. You can use fireballs from the fake Agahnims and damage the real Agahnim with 'em. After he's eaten his own firepower, he falls. ***** When you've did Agahnim in, the spirit of Ganon emerges. Guess he was controlling Agahnim all along. He turns into a bat and flies off. Link calls for the white bird (how can you call for the white bird in a dungeon? Or in the Dark World?) and flies after Ganon. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** XXVIII) SHOWDOWN!!! [s04.28] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Atop the Pyrimad of Power, Ganon flies in and smashes through the top, leaving a big hole. The white bird drops Link off by the hole. Now, you probably lost some hearts and used magic in the tower, so go down and refresh them. Then come back and drop in the hole. GET IT ON!!! ******* B O S S ******* Ganon ----- Ganon is pissed at you. He was gonna rule both worlds in a few more seconds and you barged in. Now he'll finish you off and get his way. ************************ Phase 1: Trident Attack ************************ Ganon will throw his trident like a boomerang while warping around the room. When he is not warping he is vunerable. Hit him six times with your Golden Sword. ************************* Phase 2: Fireball Attack ************************* Ganon will now use his trident to create a ring of fireballs. Keep hitting him with the Golden Sword. The fireballs will spread (dodge this), and then return to Ganon (hit him). Then his fireballs will turn into fire bats and dive at you. Hit Ganon with the Golden Sword ten times to move to the next phase. ********************** Phase 3: Ring of Fire ********************** Ganon will warp some more. If you approach him, he'll warp instead of attack. He will make a fire bat spiral out and make a ring of fire. If you hit him with the Golden Sword, he'll jump and stun you with an earthquake (making you vunerable to the fire bat), and the floor will drop out. CAUTION! IF YOU DROP THROUGH THE FLOOR, YOU'LL HAVE TO START THE FIGHT ALL OVER. Hit him four more times to move on. **************************** Phase 4: Darkness Technique **************************** Ganon sees you're a good opponet. He says he'll use his Darkness Technique to attack. When the room is dark, you can't see Ganon, nor can you damage him. To attack him, you need to use the Fire Rod and light the torches in the south. When you hit Ganon, he'll turn blue (meaning he's stunned). Fire a Sliver Arrow into him. Do this four times and you've killed the guy. ***** SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! Spoilers ahead! You've been warned. SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! SPOILERS!!! ***** When you've did Ganon in, a door will open in the north. Go through. The Triforce rises and greets Link. It tells about how it will grant the wish of anyone who touches it. Ganon's wish was to make the Dark World like his heart. He's dead now, and Link can touch the Triforce to make a wish. His wish: to undo the damage that has been done to Hyrule, and to bring peace back to the land. Here's the results of Link's wish: The Return of the King - The king's back on his throne, picking up where he --- ------ -- --- ---- left off. The maidens are out of the crystals, too. The Loyal Sage - This guy's back, manning the Sanctuary and offering shelter to --- ----- ---- those who need it. Sahasrahla's Homecoming - No more evil can rome Kakariko Village, so Sahasrahla ------------ ---------- can come back without worry. Vultures Rule the Desert - The vultures can fly and take charge of what is -------- ---- --- ------ theirs. They've allowed the "not-so-average" lockpicking thief to practice his skills without interruption. The Bully Makes a Friend - The two creatures Link encountered in his first trip --- ----- ----- - ------ to the Dark World are back and in human form. Their character hasn't changed, though. Link's Uncle Recovers - Hey! This guy's out of the Hyrule Castle dungeon and ------ ----- -------- back with his one and only nephew. You forgot about him, didn't you? I know you did! Flippers For Sale - The Zoras continue to make a sale on their ever-popular -------- --- ---- Zora Flippers. The Witch and Her Assistant - These two can run the Magic Shop without the --- ----- --- --- --------- green shockers having to bug them. The Lumberjacks - These guys continue to do their job without the fear of --- ----------- whatever lies in the Lost Woods. Flute Boy Plays Again - The flute boy is back in the Haunted Grove, playing for ----- --- ----- ----- his woodland animals and his father. Venus, Queen of the Fairies - The head fairy can fear no more of any evil. She ------ ----- -- --- ------- needs to thank Link sometime (or vice versa, I think). The Dwarven Swordsmiths - These two shorties continue keep doing their smithy --- ------- ----------- work. The Bug-Catching Kid - After being sick, he's recovered. Since he gave his old --- ------------ --- Bug-Catching Net to Link, he got a new one. The Lost Old Man on Death Mountain - He can explore all of Death Mountain --- ---- --- --- -- ----- -------- without fears of the creatures that roam the place. The Forest Thief - I'm not gonna mention him. --- ------ ----- And the Master Sword Sleeps Again... Forever! - Link puts the Master Sword back --- --- ------ ----- ------ -------- -------- in its rightful shrine in the Lost Woods. If he ever needs it when evil flows again, he knows where to go. The credits roll. You won't need to write letters to each and every guy to thank them. Your purchase of this game is enough for them. After the credits, it will show how many lives you used in each dungeon. It'll tally up the total number of lives used in the game. Feel free to post your lives used at the GameFAQs Message Boards if you wish. Now that you've beaten the game, why not do it again? You could get fewer lives used! C'mon, let's go again!!! ******************************************************************************* PART FIVE [s05.0] Item Guide ******************************************************************************* **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**-- I) Common Items [s05.1] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**-- Common items are items you find all around Hyrule. These affect your current status. See "Game Basics" in the Game Overview part of the guide [s03.4]. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**-- II) A Whole List of Items [s05.2] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**-- Listed in alphbetical order, here's every item you'll get that "da-da-da-daaaa" noise with (aside from Heart Containers). Dimension: Location/Directions: Description: Blue Mail Dimension: Dark World Location/Directions: Ice Palace Description: Reduces damage from enemies down to 1/2. Bombos Medallion Dimension: Dark to Light World Location/Directions: Dead-end in Dark World where desert entrance is in Light World. Use Magic Mirror to "flip flop," then use Book of Mudora on green slate. Description: Burn all enemies on-screen. Book of Mudora Dimension: Light World Location/Directions: Library (south of Kakariko Village) Description: Use on green slates to translate unreadable writings. Boomerang Dimension: Light World Location/Directions: Hyrule Castle basement Description: Use it to stun enemies and retrieve items. Bombs Dimension: Light or Dark World Location/Directions: Check certain chests. Description: Blows cracked walls. You have limited quantites. Bow & Arrows Dimension: Light World Location/Directions: Bow is in Eastern Palace. Arrow ammo can be found anywhere. Description: An effective weapon. Some enemies can't be killed without. Bug-Catching Net Dimension: Light World Location/Directions: Sick boy's house in Kakariko Village. Description: Catch bugs and put them in bottles. Required for Riddle Quest. Cane of Byrna Dimension: Dark World Location/Directions: From the warp on Death Mountain, drop straight off a ledge. Pound pegs with Magic Hammer, then use Roc's Cape to cross the spiked path. Description: Swing it once for a beam of light to protect you. Watch your magic! Cane of Somaria Dimension: Dark World Location/Directions: Misery Mire Description: Swing once for a red block that can hold down switches. Swing again to detonate it! Ether Medallion Dimension: Light World Location/Directions: Acquire Book of Mudora and look around near the Mountain Tower. Description: Freezes all onscreen enemies. Needed to open Misery Mire. Fire Rod Dimension: Dark World Location/Directions: Skull Dungeon Description: Shoots fire at a cost of magic. Flute Dimension: Light World Location/Directions: From Link's house, go west south west north. Go to the Dark World and acquire shovel. Dig around for it. Description: Play it at the weathervane to release the white bird. Then use the flute to warp to any part of Hyrule (in the Light World). Golden Sword Dimension: Dark World Location/Directions: Finish Misery Mire, then go to the bomb shop (Link's Dark World house). Buy a Super Bomb, then drag it to the cracked wall at the Pyramid of Power. Throw your sword into the Mystery Pond inside for this item. Description: Power is within your blade. Green Mail You have this at the start of the game. It's base protection. Hookshot Dimension: Dark World Location/Directions: Watergate Dungeon Description: Latch onto objects and be pulled over. Ice Rod Dimension: Light World Location/Directions: Lake Hylia Caves Description: Freezes enemies. Watch your magic meter! Lamp Dimension: Light World Location/Directions: Link's house (start of game) Description: Get a cone of light for dark areas (automatically works at no magic cost), and use it to light torches (small magic cost). Magic Boomerang Dimension: Light World Location/Directions: Throw it into the Waterfall of Wishing Description: Farther, faster, stronger than the previous model. Magic Bottle Dimension: Light/Dark Worlds Location/Directions: 4 locations: 1. Buy one from a salesman in Kakariko Village for 100 rupees. 2. Get one in the back of the tavern using the back door. 3. Grab the flippers and swim under a stone bridge. 4. Where the smithies's house is in the Dark World is a chest. Bring it to the "average guy" at the desert entrance and he'll open it and give you the bottle inside. Description: Hold bugs and medicines inside. Magic Cape Dimension: Dark World Location/Directions: Graveyard. Dash into the one surrounded by dark colored rocks Description: Magic-consuming cape will make you invisible. Magic Hammer Dimension: Dark World Location/Directions: Palace of Darkness Description: Pound pegs, smash stakes, and topple turtles! Magic Mirror Dimension: Light World Location/Directions: Guide the Old Man on Death Mountain to safety. Description: Use it to escape the Dark World. You'll get a portal for return trips. You can also return to dungeon entrances with this. Magic Mushroom Dimension: Light World Location/Directions: Lost Woods Description: Give it to the witch at the Magic Shop, then return for Magic Powder. Magic Powder Dimension: Light World Location/Directions: Magic Shop (see Magic Mushroom) Description: Sprinkle it on stuff! Master Sword Dimension: Light World Location/Directions: Deep within the Lost Woods Description: This and the higher level swords will shoot beams at full hearts! You'll also unlock this for Four Swords! Mirror Shield Dimension: Dark World Location/Directions: Turtle Rock Description: Blocks practically every projectile attack. Moon Pearl Dimension: Light World Location/Directions: Mountain Tower Description: Used to retain human form in the Dark World Pegasus Shoes Dimension: Light World Location/Directions: Clear the Eastern Palace, then return to Sahasrahla. Description: Dash with the R Button! Power Glove Dimension: Light World Location/Directions: Desert Palace Description: Lift rocks with this item. Quake Medallion Dimension: Dark World Location/Directions: Lake of Ill Omen (Dark Zora Lake) Description: Turns grounded enemies into slimes. Required to enter Turtle Rock Red Mail Dimension: Dark World Location/Directions: Ganon's Tower Description: Damage is down to 1/4 (1/2 compared to Blue Mail) Red Shield Dimension: Light/Dark World Location/Directions: Two methods: 1. Light World: Waterfall of Wishing - Toss your shield in to get it. 2. Dark World: From the Village of Outcasts, go north, east, south. Hop the fence into the shield shop and buy one for 500 rupees. If you get the Mirror Shield, that is available for 100 rupees, making the Red Shield 70 rupees. Description: Defend against fireballs. Shield Dimension: Light World Location/Directions: Secret entrance to Hyrule Castle Description: Defends against standard projectile attacks. Shovel: Dimension: Dark World Location/Directions: Talk to the mutated flute boy Description: Dig up common items, and the flute. Silver Arrows Dimension: Dark World Location/Directions: Mystery Pond at Pyramid of Power Description: Stronger arrows: the only thing that'll finish off Ganon. Sword Dimension: Light World Location/Directions: Secret entrance to Hyrule Castle Description: Plain, regular sword. Tempered Sword Dimension: Light World Location/Directions: Rescue the swordsmith dwarf's partner from the Dark World Description: does x3 damage of the basic sword. Zora Flippers Dimension: Light World Location/Directions: Zora Lake (500 rupee charge) Description: Allows you to swim in water and use whirlpools. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** III) Dungeon Items & etc. [s05.3] **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Map - You'll see rooms you haven't visited yet by using the L button. Compass - You'll know where the boss is on the Map. Key - Used to unlock locked doors. Big Key - Used to unlock Big Locked doors and to open the Big Chest. Heart Container - Won after defeating a boss. Pendants - The three dungeons in the Light World hold these. Get them all to claim the Master Sword. Crystals - Won in the Dark World dungeons. The maidens are imprisoned inside theses. Get them all to open Ganon's Tower. ******************************************************************************* PART SIX [s06.0] Heart Pieces ******************************************************************************* Here's a list for every Piece of Heart in the game. For every four you find, you get another Heart Container. When you see an item (or two) in <>, that's the item required to do the job. 1.
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