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Wellcome to Xsoft Hyrule Field - If you looking for help with Zelda game, then start here.
Zelda II: Adventure of Link FAQ/Walkthrough Copyright Nintendo 1987 Written By Brian P. Sulpher E-mail: briansulpher@hotmail.com Version 3.7 Dates Written: November 29th to Decmeber 4th, 2002 I dedicate this to all the huge fans of Zelda II out there! This game in the Zelda series is considered the "ugly stepchild" of the series, but I (and a few others out there) not only like this game, but feel it is the best of the series. I salute all you hardcore fans of Zelda II, as you know where it is at in the Zelda series! Never mind Ocarina of Time or Wind Waker, this one is the true "golden" game of the series, so get ready to experience a Zelda game that was willing to take risks instead of rehashing the same old tired Items and battle functions. Also, for Cougar. I miss you, and I hope you are living it up in the afterlife as you did in this world. You will always be in my memories, and you will never be forgotten. Also, In memory of Howler and Koonce. You two never had a good start in your lives, but you had a good time when you spent your time at my house. It was oh so unfortunate that you both had your already tragic lives cut short, but I can only hope that I helped make your life a more enjoyable experience. You too will be missed, but not forgotten. ----------- Version 1.0 ----------- -Submitted guide on December 4th, 2002 ----------- Version 1.5 ----------- -Submitted guide on March 21st, 2003 -Reformatted guide -Edited grammar and spelling -Added to Ironknuckle strategies (thanks to a multitude of people for e-mails on this) -Updated Riding Blue Ironkknuckle information -Added in section to explain the Reflect Spell troubles ----------- Version 2.0 ----------- -Submitted guide on March 22nd, 2003 -Changed Reflect Spell Troubles into a more generalized gift trouble section ----------- Version 2.5 ----------- -Submitted guide on November 22nd, 2003 -Altered format ----------- Version 2.7 ----------- -Submitted guide on January 14th, 2004 -Altered copyright slightly -Fixed up Experience Charts for Level Ups (thanks to GameFAQs user Grodd for pointing out the error and supplying the proper information) ----------- Version 3.0 ----------- -Submitted guide on February 1st, 2004 -Added in the location of a previously missed 1-Up Doll (thanks to GameFAQs user Centurion for the information) -Added in an alternate strategy for Gooma (thanks to GameFAQs user White Tiger Shiro for the information) ----------- Version 3.1 ----------- -Submitted guide on April 12th, 2004 -Added in a new Experiencing Gaining Area (thanks to Randall Manning for this Experience Gaining idea) ----------- Version 3.5 ----------- -Submitted guide on July 16th, 2004 -Altered format to clean it up as well as make it read easier ----------- Version 3.6 ----------- -Submitted guide on 8th of November, 2005 -I added in Retronintendo and Honestgamers as sites allowed to use my FAQs -Altered the format to make it easier on the eyes of the reader ----------- Version 3.7 ----------- -Submiited guide on June 10th, 2006 -I added in a new strategy for fighting the Ironknuckles, specifically the Riding Ironknuckle boss (thanks to Marc Lumsden for this contribution) -I have also corrected an error dealing with the Heart Container near Three Eye Rock (thanks to Jake and some other e-mailers who I have misplaed the names of... sorry guys. Thanks for e-mailing about this though!) ---------------------------------------------------------------------------- -----------------------------Table Of Contents------------------------------ ---------------------------------------------------------------------------- 1) Story 2) Controls 3) Onto Palace One 4) Onto Death Mountain 5) Onto Palace Two 6) Onto Palace Three 7) Onto Palace Four 8) Onto Palace Five 9) Onto Palace Six 10)Onto The Great Palace 11)Enemies 12)Level Ups 13)Items 14)Spells 15)Town Checklist 16)Magic Container Locations 17)Heart Container Locations 18)1-Ups 19)Bosses 20)Troubles With Gaining Gifts 21)Final Word ---------------------------------------------------------------------------- ----------------------------------Story------------------------------------- ---------------------------------------------------------------------------- 1) The following story is taken directly from the instruction booklet released by Nintendo with the game. This is a work of someone working for the Nintendo Corporation, and in no way do I take any credit for the following transcription. At the end of a fierce fight, Link overthrew Ganon, took back the Triforce and rescued Princess Zelda. However, is it all really finished? Many seasons have passed since then. Hyrule was on the road to ruin. The power that the vile heart of Ganon has left behind was causing chaos and disorder in Hyrule. What's more, even after the fall of Ganon, some of his underlings remained waiting for Ganon's return. The Key to Ganon's return was the blood of Link - the valiant lad who overthrew the King of Evil. Ganon would be revived by sacrificing Link and sprinkling his blood on the ashes of Ganon. Meanwhile, Link remained in the little kingdom of Hyrule and lent his hand to its restoration. But circumstances did not look very good. One day, a strange mark, exactly like the crest of the kingdom, appeared on the back of Link's hand as he approached his 16th birthday. The worried Link, went to Impa, Princess Zelda's nursemaid who was shocked and frightened when she saw the birthmark. When she regained her composure, she took Link to the North Castle. There was a door in North Castle called "the door that does not open." Only the descendants of the Impa family who served the king knew how to open the door. Impa took Link's left hand and pressed the back of it against the door. There was a sound of a locking falling open, the door slowly creaked open and there on an alter in the middle of the room lay a beautiful woman. "Here lies Princess Zelda." Impa began to speak calmly. "Link, the time has come when I must tell you the legend of Zelda handed down in Hyrule. It is said that a long ago, when Hyrule was one country, a great ruler maintained the peace in Hyrule using the Triforce. However, the king too was a child of man and he died. Then, the prince of the kingdom should have become and king and inherited everything, but he could inherit the Triforce only in part. The Prince searched everywhere for the missing parts, but could not find them. Then, a magician close to the king brought him some unexpected news. Before he died, the king had said something about the Triforce to only the younger sister of the prince, Princess Zelda. The prince immediately questioned the princess, but she wouldn't tell him anything. After the prince, the magician threatened to put the princess into an eternal sleep if she did not talk, but still, she said nothing." "In his anger, the magician tried to cast a magic spell on the princess. The surprised prince tried to stop him, but the magician fought off the prince and went on chanting the spell. Then, when the spell was finally cast, Princess Zelda fell on that spot and entered a sleep from which she might never awake. At the same time, the magician also fell down and breathed his last." "In his grief, the prince placed the princess in this room. He hoped that someday she would come back to life. So that this tragedy would never be forgotten, he ordered that every female child born into the royal household shall be given the name Zelda." From the stand next to the alter where Princess Zelda lay in a deep sleep, Impa took six crystals and a scroll with the same crest and handed them to Link. "For generations, my family has been handed down these things which have been set aside for a time when a great king will come. They are written in an ancient script that no-one can read now. But you who have the crest may be able to read it. It is said that the key to uniting the Triforce is hidden there. Now it is time for you to read it." Link glanced at the scroll half in doubt, but what do you know? Although he had never seen the letters before, he found that he could read them as if they were talking to him. This was written on the scroll. "You who'll control the Triforce of the future. I shall hand down to you the secrets of the Triforce. There are three kinds of Triforce - Power, Wisdom, and Courage. When these three are brought together, the Triforce will show its maximum power. Of the three, I left Power and Wisdom in the kingdom. But the Triforce Courage I have hidden for a reason." "Not everybody can use the Triforce. It requires a strong character with no evil thoughts. But an inborn special quality is also necessary. Unfortunately, I have not found such a person during my lifetime." "Therefore, I have decided to cast a spell on all of Hyrule. A crest will appear on a young man with the character who has been brought up correctly, has gained many kinds of experiences and reached a certain age. But, what will happen if someone else uses the Triforce before then? If it misused, it will produce many evils." "The Triforce of Courage is hidden in the Great Palace in the Valley of Death on the largest island in Hyrule. However, to enter there you must first fight the guardians and undo the "binding force." When you have defeated the guardians, which I made to prevent enemies from invading the six palaces in Hyrule, set a crystal in the forehead of the statue you find. When you have set crystals in all of the statues in the six palaces, the "binding force" places on the Valley of Death will be removed and you will be able to enter the great palace. There, you must fight the last guardian. And you can obtain the Triforce only by defeating the guardian." "There's nothing to fear. You are the one to get the Triforce. You are the beacon of hope for Hyrule." Impa implored Link, who raised his head slowly after reading the scroll. "The magic spell cast upon Princess Zelda will sure to be broken if the Triforce is used." "Please, Link. Unite the Triforce and save the princess. And bring back peace to Hyrule." Link nodded silently in approval, and left the room after taking a long glance at the altar. Then, with a magical sword in his left hand and a shield in his right, he set off alone on his long travels. At that time, Ganon's underlings were calling up new allies from the Underworld, and were beginning to work devilishly toward the revival of Ganon. ---------------------------------------------------------------------------- ---------------------------------Controls----------------------------------- ---------------------------------------------------------------------------- 2) This section will give you the heads up on your overworld map, side scrolling controls, and special maneuvers. o---------------o | Overworld Map | o---------------o D-Pad : Moves your character in the direction corresponding to the one you pressed. SELECT : No apparent use. START : Pauses/unpauses the game. B Button: This will blow the Flute once you have found it. A Button: This will swing the Hammer once you have found it. o-----------------------o | Side Scrolling Scenes | o-----------------------o D-Pad : LEFT and RIGHT move you left and right on the screen respectively. DOWN cause Link to enter a crouch on the ground (makes his shield block low). UP has no apparent use. SELECT : This is used to invoke your magic spell that has been selected on the menu screen. START : This pauses/unpauses the game. When paused, it brings up your menu of spells, displays the items collected so far, your amount of lives remaining, your amount of keys, and your amount of crystals remaining to be placed. B Button: Swings your sword. A Button: Makes Link take a leap. o-------------------o | Special Manuveurs | o-------------------o Downward Thrust: When you jump in the air, you hold DOWN to throw a stab at what/who ever may be below you. This technique must be taught to you by the greatest knight on the western continent of Hyrule. Upward Thrust : When you jump in the air, you hold UP to throw a stab at what/who ever may be above you. This technique must be taught to you by the greatest knight on the eastern continent of Hyrule. ---------------------------------------------------------------------------- ----------------------------Onto Palace One--------------------------------- ---------------------------------------------------------------------------- 3) This section will look at the events you will experience till you beat Horsehead and place the crystal in the depths of Palace One. You begin in the North Palace, where a sleeping Princess Zelda lies on her bed. You must go forth to finally wake her from her long sleep, as is your destiny foretold by your lineage. Leave the North Palace, follow the pathway North-East, turn west on the path till your in a forest section for you to enter into as it is an action scene! Slowly make your way right, baiting the Aches from the trees, killing each one in turn, and then grab the 50 point bag that is sitting on the ground. You can choose to level-up your toughness to hits (life), and I suggest you do just that. After that, just head right off the screen to exit the action scene. Now you need to go visit the town to the south-east, Raura. You can take the path to keep the monsters away, or you can cut cross-country to gain some experience points (I suggest the latter if you are new to the game so you can get some experience points and battle practice). Upon arriving at Raura, head left through the town talking to the villagers to hear some useful (and not useful) information. Many of the tips may not make much sense or help a whole lot for now, but they will become vital later (well they would be if you didn't have this walkthrough ^_^). The first section of town has a woman in a red dress who can refill your life for you (one in every town), the second section has a woman in a blue dress at the third house who will invite you in to receive a magic spell from her father (you got Shield). After you have gone through town, head out into the world once more. Now you heard about a Palace in the desert of Parapa in Raura, so you need to go through the cave in the forest in the east to get there. The cave will be dark since you have yet to acquire a Candle, but there is one enemy in here to bother you. Go right in the cave, jump the two bumps on the floor, after the second one, immediately crouch down and start swinging your sword rapidly until you kill the approaching Lowder. Now continue to the right to exit the cave. As soon as you enter the desert, veer east till you hit the coastline, and then head south. Once you hit the path along the shore, you will enter an action scene where there are sections of land separated by pits of water (which will kill you if you fall in), and to make matters worse, volatile bubbles will be rising up (which hurt you when they hit you). Make your way across carefully so you do not lose any lives. Go south till you hit a ring of forest with a grass section in the middle, so step onto the grass section to find an action scene. Inside the action scene, go right till you see a Heart Container (skip it for now), and beat the Goriya up. Grab your Heart Container to extend your life meter, and then exit off the right side of the screen. Go north up the path, go through the same action scene (in reverse direction though), and then head north up the coastline till you find Palace One! Head past the Ironknuckle statue, go down the elevator, and then go right fighting the one hit kills (but experiencing stealing) Mini-Horseheads along the way. On the next screen you will see a couple Bots above you (they usually jump down to play with you), and then you get to tangle with your first Stalfos (just stab it's legs till it goes down). Head left to fight one last Mini-Horsehead, grab the key (with your sword), and then make your way out of the room to the room you entered the Palace through. Head past the elevator, kill the Mini-Horseheads that come at you, and enter the next room. Continue to kill Mini-Horseheads as they come, open the door, avoid the Skull Ball, and enter the next room. Next you will head right to kill a Stalfos, go past the elevator, and kill the Stalfos before you exit the room. In the next room, kill the Bot, kill the Skull Ball (if you have the patience), kill the Stalfos, and then head right to go up the elevator (there is a Fairy to the right of the elevator if you need a pick-me-up). Kill the Mini-Horseheads as you go right, and be sure to pick up the key before exiting the room. In the next room, cast Shield right away, kill the Bot, kill the Mini-Horseheads as you walk right, and then wait for an opening in the Cyclops weapon throws so you can get close to stab it. After killing it, get the key, hit the Ironknuckle Statue for a red Magic Jar, and then head left to the elevator through the two rooms. Once you are back on the main floor, you need to head left to get to the elevator that we passed earlier. Once you have gone down the elevator, head left carefully as you dodge/kill the Skull Balls one at a time, and be sure to watch out for the really fast one. The next room has two Bots waiting to be killed, then you have to run across a crumbling bridge (do not forget to kneel and slash the P-Bag quickly before you continue running), and then two more Bots are in your way before you exit the room. Go left and kill the Cyclops, and then you enter into your first Ironknuckle duel! Remember to always watch for his sword swipes (defend with your shield) while you swing like crazy until you stab him enough to send him packing! Go left now, unlock the door, and grab the Candle from the altar! Now you head right through this room, across the crumbling bridge, and then through the Skull Ball room to arrive back at the elevator. Now you need to go right to find the other elevator, but be sure to take it down this time. Go right to fight an Ironknuckle, then you will fight two Stalfos (just use the terrain to your advantage as you are lower, and have an easy time hitting the legs) before going to the next room. Take out the Cyclops while you open the locked door, continue right to find another Ironknuckle to battle before you enter the Boss Chamber. Horsehead the Boss of Palace One. He will march slowly onto the screen where he will begin his slow trek toward you. If you have the extra magic, cast the spell Shield upon yourself (you will take half the damage you would normally), Jump also works well if you have problems timing your jump to strike Horsehead, and then move forward to take to battle. There are two techniques that work well on Horsehead (they will be listed under a), and b)). a) This strategy calls for you to stand in one place, and let Horsehead come toward you. Just as he starts to enter your short sword range, jump and stab him in the head. This will cause him some damage, but it will also knock Horsehead backwards, which will take the club swing he was doing out of range of you. Just repeat these steps to put Horsehead down for the count. b) This strategy calls for you to be more aggressive, but it will win the battle in a much quicker fashion. You need to be able to gauge your jump accurately, as you will be hopping at Horsehead, strike him as you come towards him, and once landing, move out of the range of his club. I feel this strategy has too much risk involved in using it, but it does work well if you can control Link well. Now you need to collect the key, open the locked door, go to the statue, place the crystal, and then leave the Palace to entomb all of the enemies within. Congratulations on completing the first leg of the game! ---------------------------------------------------------------------------- --------------------------Onto Death Mountain------------------------------- ---------------------------------------------------------------------------- 4) This section will look at the events you will experience till you acquire the Hammer from Death Mountain. You will start by going back through the cave you used to get to the desert, and following that, head back to the North Palace. Instead of going in though, walk to the south of it to find a cave, which you will enter. Kill the three Lowders that come at you when you go right, and then carefully hit the three Octoroks that await you farther in the cave before you grab your Magic Container! Normally you would go to Ruto and find you have to find a trophy to get the Wiseman to talk to you, but we are gonna go straight to the Trophy. Head north from the North Palace into the desert, and go into the cave. Head left to battle an Ache, jump the gaps while killing the Ocotroks, and then battle Goriya for the missing trophy. Exit the cave, go to Ruto, and the first two houses can be used to fill up your life and magic meters respectively. On the next screen, the first house you come to is the house where the woman needs her trophy, so talk to her to gain access to the house, and then go downstairs to talk tot he Wiseman for your Jump spell. Exit the town, go south along the path, and enter the cave you come to. Make you way right over the uneven terrain carefully as you kill the Octoroks, and then you must duel a Goriya before you head into the next segment of the cave. Now you will face three Lowders, and then a Lowder and Goriya combination attack. After dealing with them, head into the next cavern to fight two Aches and an Acheman before you go to the far side of the cave to find a really high cliff. Now you must use the Jump spell so you can hop to the top ledge and make it to the exit. As you go outside, if you lost some life on your trip through the cave, a Fairy resides in the forest section on the right, and from there you should walk straight through the swamp (slow going but worth it). Once you come near the boulder blocking the cave, walk around it to enter an action scene where you can find a 1-Up Doll! Now head south to find a forest, some path, and a bridge. Normally you would cross the bridge to find Saria, but you need to find a man named Bagu living in the forest here. Use the following map to find your way through to his cabin while avoiding the enemy lairs that are all over this forest. -----------------+ Key | | E - Enemy Lair | B - Bagu's Cabin | | -----------------+ +-+-+ | | | +-+-+-+-+-+-+-+-+-+-+-+ | | | | | | | | | | | | +-+-+-+-+-+-+-+-+-+-+-+-+-+ | | | | |E|B| | | | | | | +-+-+-+-+-+-+-+-+-+-+-+-+-+ | | |E| | | |E| |E| | +-+-+-+-+-+-+-+-+-+-+ | | | | |E| | | | | +-+-+-+-+-+-+-+-+-+ | | | +-+-+ The best way to enter is through the south end of the forest, cutting between the two most to the right enemy lairs, and then go into Bagu's for the needed note. Now head south once more towards the bridge, which is an action scene! You will have to run across the bridge while dodging/killing the Bago-Bagos that are flying out of the water here (be sure to kneel every time that one comes out of the water in case they spit a rock on the way over your head). Cut down-right to the forest patch next to find some Megmats guarding a 100 point P-Bag. Then you should head into Saria, which is to the west of you. The first man you talk to in town warns that "The eyes of Ganon are everywhere, be careful", and what he means is that in this town, some of the people who say generic messages (ones you hear in every town) might be agents of Ganon who will turn into Aches after they talk to you! Head left through this section of town, go into the first open door you approach, and find the Mirror under the table. Then take it to the first house you will encounter when going back to section one to gain access to the Wiseman and his Life spell. Now you should head right through the town (fill up your life and magic meters if necessary), and when you reach the open water, enter the building to get the Riverman to build access to the other side. Now you will be entering Death Mountain, and my suggestion is to not go too far in, but to build your attack level to 4 before attempting a serious run through the long set of caves because of the many tough enemies you must fight. This section of the game is arguably the toughest, maybe only surpassed by the journey to the Great Palace or the Great Palace itself! Also remember that the rule for getting through Death Mountain is to always take the caves that are heading to the east and to the south. Walk into the only cave you see, and this will take you into a choice of left or right for the next cave (we go right). Now you will face some Bots and two Moblins in this cave, which is easy to do because your life meter will be filled (meaning you can shoot them from long range). There is one cave to choose over next, so head into it to find three Octoroks guarding a stairwell, a Goriya, and then three more Octoroks guarding the down stairwell (take a running leap to clear them, and then kill them if you wish). Once again we only face one cave to choose from, so head inside to battle some Bots and Aches before continuing on to the right. Once you pass an elevator (do NOT take it), you will face your first Daira. The best bet is to charge in and hit him, take a step forward, hit him again, and so on till he dies He may hit you once, but this is the best method of dealing with these vicious enemies. Head right to exit the cave, Now you choose the right cave, and you will have to go across a bridge with Bago-Bagos accosting you the whole way. The next cave is to the right, and inside you face Bots and a dark Daira (which means he throws axes). I advise you to use a Jump spell to get up to the ledges above the enemies, get the red Magic Jar to refill your magic meter (use Life spell ahead of time if you have enough magic). Now you need to jump across the ledges, and jump clear of the Daira before heading up the stairs to exit the room. Head down to the next cave to battle a Goriya, Aches, and then a Daira before heading out of that cave. One choice again, so take that cave to fight two Bits, a Daira, two more Bits, another Daira, and two more Bits. Be sure to have your Life spell on standby as this is one tough cave. Head into the lone cave available to you, and this one has a Bot, a Daira, another Daira, and two Bots guarding a red Magic Jar and the exit. You have now reached the bottom of Death Mountain, and you have one final cave to traverse for the Hammer! Head towards the cave on the left to get after the Hammer, and you face an axe-throwing Daira to start, which is followed up by two Lowders and two Achemen before you enter the next cavern. In this area, you fight three Megmats, followed by a Daira. Take the elevator down, and head right to tangle with an axe throwing Daira before entering the next cavern. The next room is a bunch of columns over lava pits, so jump carefully. Be sure to let the Myu jump into the lava before you head across its platform to the exit. You get to fight a Daira using a handheld axe, and then an axe throwing Daira before continuing to the right to find the Hammer! Now you just exit the cave, and you have found the Hammer to help your quest on it's way! Congratulations, and get ready for the next challenge! ---------------------------------------------------------------------------- ----------------------------Onto Palace Two--------------------------------- ---------------------------------------------------------------------------- 5) This section will cover all the events from finding the Hammer till you place the crystal in the statue of Palace Two. Upon exiting the Hammer cave, smash the boulder to your left by pressing the A Button, and step where it was to fall into a hole! You will find your second Magic Container on your quest! Now leave the hole, and head through the desert to the right till you hit the water, and then head north till you find a cave. Kill the Octoroks as you jump across the land islands, and then make your exit. Follow the path north till you find a cave, which will deposit you by a small section of desert and a bridge. Go to the bridge, which is an action scene! You will face some Lowders, and two Moblins (first does not throw spears, second one does) on the first section of the bridge. The second section of the bridge will have bubble rising from below while you fight an axe-throwing Daira! Once you exit the bridge, head south along the coast to find an action scene where another 1-Up Doll patiently awaits you for pick-up! Now we head back to the path, skirt the graveyard (bad monsters reside within), and then dash across the desert to the path above you. Follow the path east to find a port town named Mido, and a dock for launching to the eastern continent (no need to think about that till the section Onto Palace Four). Enter the town on the business of finding out what is going on. You will hear a lady talk about her sick child (worry about that later), and you hear a rumour of a powerful knight living in this very town! You here a clue of "No one is here, but a Churchbell will ring", so when you see the Church, you will notice a door on the roof that is open! Use the Jump spell to get up there, and go inside to find a master swordsman who will teach you the Downward Thrust (when jumping in the air, hold DOWN). You will also run across a man telling you to talk to Error of Ruto on how to get to the Island Palace, but we must first journey to the Second Palace! Leave town, following the path to a boulder, which you destroy. Head north along the path when it branches, and then look for a cave blocked by a boulder in the eastern grass flats. Enter that cave, fight a Myu (which you can now kill thanks to the Downward Thrust), and then a Lowder and Goriya combination attack before entering the next cave segment. The next cave segment is nothing fancy as it is just you and a Heart Container, which you will grab immediately for a life bar increase! Now leave the cave, go directly west, and enter the cave you will see. Fight the gang of Megmats, the Goriya, and then another gang of Megmats before going into the second cave section. This section has a 200 point P-Bag awaiting pick-up, so grab it and head for the cave exit. Next, the Swamp Palace is our target, so start slogging through the stagnant water. Try to get the enemies to attack you on the path parts to conserve your life and magic meters for inside the Palace. Keep going west till you slip into Palace Two! Upon entering, hit the Ironknuckle statue to get either a red Magic Jar (so you can cast the Life spell to refill your life, and then your magic), or an Ironknuckle (fight it, or leave the screen, return to try again). Now head left to head down the elevator to the very bottom, head right to kill the Bots in your way while the Statue Head on the wall shoots at you, and then exit up the stairway. Two Cyclops patrol this multi-ledged room to try and stop you from getting the key at the very end. Upon getting the key, head left all the to the elevator. Go up one floor, head left through the Ropes and the Skull Ball to exit the room. In the next room, a Bot may attack you from above, and then head right where two blue Stalfos will attack you. These guys are more advanced than the white ones you saw though, as these guys can use the Downward Thrust. Just be sure to be ready to move if they take to the air. After returning them to the boneyard, head left to find another key, and then you should head back to the elevator to go up to the main floor. As you head left off of the elevator, be sure to avoid the drips off the pillars (red hurt you, blue hurt you AND turn into Bots!). A Stalfos guards the exit, so dispose of him to get by. The next room has Bots and Statue Heads (non-projectile) to mess with you, so kill the Bots, and use your Downward Thrust to bounce off of the Statue Heads as you go left through a locked door towards the exit. Right away you will face a dripper on the roof, so time your jump through, dispose of the Bots that are on the platforms over the lava (or let them jump into the lava) as you get the key sitting there, and then just hop through the drips from the dripper to go left to the exit. In the next room, you will need to go through a dripper, fight an Ironknuckle quickly because the Bots forming behind you are coming, and then fight the next Ironknuckle while a really fast Skull Ball flies around crazily before you head to the exit. In the next room, leap off of the stairwell to hit the wall statue to receive a red Magic Jar (a good time to use the Life spell before collecting the jar), and then continue left to where you should use the Downward Thrust to kill the two Skull Balls before taking the elevator down. Head left to fight a Stalfos and a Rope guarding a locked door, and then go to the next room. In this room, you will run to the left, and when the blocks start to fall, you just run right through the hail of them (ignore the P-Bag for now). Head into the next room to fight your first red Ironknuckle (faster, better defender, and better swordsman) with a dripper behind you, so you best finish him quickly. Go left after the battle to face another red Ironknuckle by the locked door before you can claim your prize, the Handy Glove! Head back to the elevator now (be sure to get the P-Bag form the ground since you can break those bricks thanks to your Handy Glove), and when you get there, take it down to the bottom level. When you come onto the screen, watch out for the fire-dropping Moa that will fly bombing patterns from over head, as you head right to battle two orange Ironknuckles before leaving this room for the next one. In this room a Stalfos will appear almost immediately, and when you engage him in combat, the wall Statue Heads will open fire. Bust the brick wall, kill the Stalfos (again with Statue Head attacks), bust the bricks, fight a Stalfos (AGAIN with Statue Head interference!), and then exit the room. Three Skull Balls and a dripper protect an elevator going down, but we need to go right first. Upon entering the next room, Mini-Horseheads will attack, followed by a Cyclops guarding a key. After collecting the key, head back to the elevator and head down it to find a Bot and a Cyclops guarding the staircase up. If you need a red Magic Jar, Downward Thrust down the last column of bricks, and start cutting your way out of the bricks to find the Magic Jar. In the next room, fall onto the crumbling path, hold DOWN so you get the P-Bag, and then run right to jump off the crumbling brick trap. Run right to find two Mini-Horseheads, and then a red Ironknuckle for your dueling pleasure (and exit after beating him). Face the Stalfos, open the locked door, fight an orange Ironknuckle, and then a red Ironknuckle before entering the Boss Chamber! Helmethead is the Boss of Palace Two. He is somewhat similar to Horsehead, but he is shorter, and the first two hit he takes will knock his head off (they will float in the air sending fireballs down at you). Once again, Shield might be a good spell to use at the start, and then switch over to Life so you can recover your low health (if he starts to beat you up). There are two techniques that work well on Helmethead (they will be listed under a), and b)). a) This strategy starts out similar to Horsehead A) option, but you will have to start moving to avoid the fireballs of the heads. Knock his first head off with a jumping slash, do the same for his second head, and then use the Downward Thrust to bounce on the Bosses head. You will quickly make Helmethead submit. b) The other option is to start the same way by knocking his first two heads off of his body, and then you will use jumping slashes to beat him into submission. This option will take longer, but you will have more defensive options when you fight this style. Now you need to collect the key, open the locked door, go to the statue, place the crystal, and then leave the Palace to entomb all of the enemies within. Congratulations on completing the third leg of the game! ---------------------------------------------------------------------------- ---------------------------Onto Palace Three-------------------------------- ---------------------------------------------------------------------------- 6) This section will cover all the events of finding the Medicine for the sick child to the placing of the crystal in the Third Palace statue. We are off now to find the Medicine for the sick child, and we heard a clue it was in a swamp, and I seem to recall a boulder blocking a cave in the swamp north of Saria, so let us head there. Go south out of the swamp of Palace Two, take the path west, and then head north once the path cuts south to the bridge to find the cave. In the first segment, you will face Lowders and Bago-Bagos until you exit the screen. In the next section of the cave, you face an ax-wielding Daira, and then two axe-throwing Dairas before you find the Medicine. Now you need to go past the Bago-Bagos again to get outside, and then head south to find the path again. Now head east back to Mido to give the medicine for the sick child so you will learn the Fairy spell from the Wiseman. Now you will head south into the graveyard to find the King's Tomb (you would normally have to talk to Error to figure this out, but I am going ahead with it), and it is located as the one grave all by it's own in the middle. Then you need to go south of the King's Tomb until you hit a hole, and when you fall in, hold DOWN to kill the Lowder below you (then kill the rest of the Lowders). Now use the Fairy spell on the right side by the huge wall so you can fly up the opening to the next room. Now you face a Myu, two Lowders, and then a Goriya before you exit the cave, and walk around the mountain peaks on the island to get to the Island Palace. Upon entering, you may hit the Ironknuckle statue to cause a red Magic Jar to appear (refill your life meter, and then your magic), or an Ironknuckle (run off the screen to try again for red Magic Jar). After going down the elevator, you face a Stone Warrior (try to jump his boomeranging maces while hitting him), a blue Stalfos, and a Myu before going through the door to the next room. In this room you will face Myus and Mini-Horseheads before you enter the next room which has a Moa patrolling the sky while dropping fire on you as you make your way past falling bricks. In the next room Myus guard a key in the bricks (Downward Thrust to break the bricks), and then go left to see a Stone Warrior with a P-Bag in the bricks below him (kill the Stone Warrior, then get the P-Bag). The next room has multi-chambered areas, but they are only breakable bricks. If you want the experience, fight the red Ironknuckles (one on the bottom level, and one on the level above that), but to progress on, you must go across the top of the chambers. Now go left, jump the gap (which you will see is the way to the elevator), and go left to go to the next room. Kill the red Ironknuckle as you avoid the Moas fire drops, and then get the key before heading back to the previous room. Now you will go down to the elevator (kill the Stalfos on the way), and take the elevator down till you hit the bottom floor. Now you face Statue Heads (projectile users) as you go right to the next room. In the next room you will jump across the lava pits while fighting off a Bot, and then a red Ironknuckle for a key before you go to the right to enter the next room. Kill the red Ironknuckle quickly, head right to fight your first blue Ironknuckle (he chucks knives as he fights), and then once he is gone you will go through the locked door to find a Raft! This will allow you to go to the eastern continent of Hyrule! Now you need to make your way left through this room and the previous room to return to the elevator room. Head left through it while fighting the Statue Heads and Bots to get to the next challenge. Fight the red Ironknuckle, open the locked door, pass the elevator to find two Mini-Horseheads, and finally a red Ironknuckle before you exit to the next room. In the next room you will have Statue Heads annoying you once more, but you must first Downward Thrust into the brick structure to find the key, and then you have to break your way out to exit the room the way that you entered. Now go back to the elevator, go down, and then you open the locked door to fight a Stalfos. Following that, use the Jump spell to get up to a high up P-Bag worth 100 points, and then go dispose of the Stone Warrior before you exit to the next room. Now you should choose the low route, kill the red Ironknuckle, get the 100 point P-Bag, and then head back to the start of the room. Next, head up over the chambers, and then Downward Thrust to the right side where a red Ironknuckle awaits. After disposing of it, you can go tangle with the blue Ironknuckle on the other side of the brick wall, but only if you need the experience points for a level up. Otherwise head through the exit on the right to enter the Boss Chamber! The Riding Blue Ironknuckle is the Boss of Palace Three. You have run into many Ironknuckles on your journey, and this one is a Blue Ironknuckle (you might have tangled with one or two in this very same Palace). The main difference between them all is that this guy starts upon a charging horse, and he is a MUCH better defender than normal Ironknuckles (who use their shield quite well). Once again, Shield is a great spell to use right at the start, and then you are best to save your magic for a Life spell. a) For the beginning, move to the middle of the room, hold DOWN to prepare for a Downward Thrust, and then jump when the mounted monstrosity charges at you. He will keep going across, and you will know if you hurt him if you see him flash as he passes. Keep repeating the pattern of wait and Downward Thrust until he dismounts to fight you one-on-one. It usually takes two Downward thrusts to dismount him, but it will sometimes take three hits. Now that he has been unhorsed, you will need to use your slash and defend technique you have been developing since you fought your first Ironknuckle back in Palace One. Remember that the best way to fight ANY Ironknuckle is to match whatever their sword thrust is, so keep swinging your weapon as you match your shield level to the sword swing headed your way. This bad guy is arguably the toughest boss you will face in the Six Palaces where you plant the crystals. b) For the beginning, move to the middle of the room, hold DOWN to prepare for a Downward Thrust, and then jump when the mounted monstrosity charges at you. He will keep going across, and you will know if you hurt him if you see him flash as he passes. Keep repeating the pattern of wait and Downward Thrust until he dismounts to fight you one-on-one. It usually takes two Downward thrusts to dismount him, but it will sometimes take three hits. Now that he has been unhorsed, you will jump towards the Blue Ironknuckle, and swing your sword as link starts to land. If timed correctly, the Blue Ironknuckle will lower his defense because of your upcoming crouch, which allows your sword to hit the exposed upper body. However, rememebr that you will have to take into account the throwing knives of the Blue Ironknuckle, so only attempt this between the various flurries of knives. c) For the beginning, move to the middle of the room, hold DOWN to prepare for a Downward Thrust, and then jump when the mounted monstrosity charges at you. He will keep going across, and you will know if you hurt him if you see him flash as he passes. Keep repeating the pattern of wait and Downward Thrust until he dismounts to fight you one-on-one. It usually takes two Downward thrusts to dismount him, but it will sometimes take three hits. Now that he has been unhorsed, get close to him and purposely take damage (sounds odd I know, but bare with me), followed by running right into the Blue Ironknuckle (hard to do due to his retreating antics) and perform a Downward Thrust. If done correctly, half of his life meter can be removed, leaving one more round of this to defeat the evil creature. Now you need to collect the key, open the locked door, go to the statue, place the crystal, and then leave the Palace to entomb all of the enemies within. Congratulations on completing the fourth leg of the game! ---------------------------------------------------------------------------- ---------------------------Onto Palace Four--------------------------------- ---------------------------------------------------------------------------- 7) This section will cover the journey across the water separating the two continents of Hyrule till you place the crystal in the statue of the Fourth Palace. Make your way back to the mainland by going through the cave you entered from, and then head north out of the graveyard to the path before you head right along the path to the dock so you can sail across to the eastern continent to new challenges! Be sure to fill up at the harbour town of Mido if you are not completely filled in either meter. After you land, head south to the lone section of forest to find Floating Eyes, and a 200 point P-Bag on the right side of the action scene. Now head west to find Nabooru, and go inside. Fill up your magic and life meters, and be sure to drop by the first house in the second section of town to find a thirsty lady. Head to the left of her house to find a fountain, and when you stand in the middle of the fountain, press the B Button to get some water. Then you need to take it back to her, and she will let you in to see the Wiseman to learn the Fire spell (use this just outside of town on the Tektites to gain soem very easy experience in a short amount of time)! Continuing through town, we learn we must go to Darunia before entering the Palace, so you should head out of town towards Darunia. We need to go to Darunia, but first we are going to take a small detour first. Head south from Nabooru to see an open cave, which you will enter. Tektites attack you to start, so use the Fire spell so you can kill them so you can get to the next cavern. You fight a Scorpion next, and following that you find a P-Bag worth a whopping 500 points! Head north back to Nabooru to refill your meters, and then go north up the path to enter another cave. Take on three Achemens, cast the Fire spell, and wipe the Fire Dragon out so you may move on to the other side of the mountain range. Upon exiting the cave, head west through the forest till you find a small desert area leading into the mountains, which will have two action scenes, the first with Octoroks, and the second with bubbles and Octoroks. After that, continue up the path to the mountain town of Darunia. Be sure to be ready for the eyes of Ganon, as simple townsfolk can turn into Aches right before your eye! Go into town to learn that a child has been kidnapped, and that a master swordsman lives in this town. In the second segment of town, if you press the B Button at the door of the first house, you will hear that someone is home behind the door. You need to use the Jump spell, and get onto the roof of the house with no doors or windows (it is likely a shed), and then jump from roof to roof going right till you find the very same house you heard someone inside of. Go down the chimney by pressing DOWN, and then head right to go to the basement to meet the master swordsman to learn the powerful sword technique of Upward Thrust! Now you need to head out to find the kidnapped child, and return him to his family! They said he is on the island, so head east to find the way there. Head east through the mountain pass (once again through the action scenes), through the forest/grassland areas until you find a desert section by the water. You will see a long bridge extending into the water, but first you should head down to the only section of desert to directly border on the mountains. You will enter an action scene, and you will find a 1-Up Doll awaiting your pick-up! Now go across the bridge, go down till you hit a wall, head right till you hit a wall, and then head up that path till you fall into a pit! Go left to find the first Lizardman of your journey (he is an orange one, so he has a spear), and take him out before you take the child in hand, and retrace your steps to Darunia once more! Now you can return him to the old lady in blue, and then you can go meet the Wiseman to learn the Reflect spell. If he refuses to give you the Reflect Spell, please refer to Section 20 on how to solve this problem. Now you should head back across the various terrains to take the long bridge back to the island. Go down, go right to the first opening, go up, turn right, and enter an action scene to face enemies that are vulnerable only to Fire (Fire Dragons and Tektites). Now head up and left along the river till you cross a bridge. Now you should take the lower path when you have the option, and as you go along the path, you will fall down into a pit! When you land, a Magic Container awaits pick-up! Now go out of the hole, continue to upwards, go down, and then go up through the opening. Now continue on the up-left direction till you turn right to find an action scene (once again you cast the Fire spell immediately so you can kill the Fire Dragons and Tektites in the area). Head up, and go left through the spiral till you reach the split path at the top right of the maze area. Take the top path to reach the Palace without any further action scenes, and once again make use of the Ironknuckle statue to get a red Magic Jar so you can have full magic and life meters before you descended into the Palace (be sure to avoid the fire dropping Moa while doing all of this). After taking the elevator down, head left past the Wizzrobes (use the Reflect spell to kill them off if you wish by bouncing their energy wave shots back at them). The next room pits Stalfos against you, and you can bait them out of their holes by bouncing off of them using a Downward Thrust till they jump to get you. Kill them, collect the P-Bag, and then move on to the next room to the right by taking the elevator. Get off the elevator on the next floor, head right to fight a Stalfos before entering the next room. This part requires some good jumping on your part as the ledge you walk on is a crumbly type, and be sure to jump off of the extreme right of the platform to make the far ledge. Now you need to get by a Mini-Horsehead and a Stone Warrior before continuing into the next room. In this room you must jump from platform to platform, knock the bricks down so you cam jump the fires, and you have to fight a Stone Warrior to get a key (the Ironknuckle statue can release a red Ironknuckle or a red Magic Jar). Now head back to the pit you jumped, and hop on in. Once you hit the crumbly platforms, head right to find Skull Balls and Mini-Horseheads as well as a Stone Warrior before you head to the next room. You will face a red Stalfos and a blue Stalfos next, followed up by a blue Ironknuckle. Now you should open the locked door, and grab the Boots so you can walk on water! Head back to the pit from where you came, jump in, and when you land on the crumbly bridge, run right while avoiding the attacking Statue Heads (non-projectile) to reach the next room. This room has the platform to platform jumping, the bricks that need to be busted so you can jump the fire, and you have to fight a Stone Warrior, a red Stalfos, and a super fast Skull Ball before you reverse direction to the previous room. Now you should head left across the bridge while dodging the Statue Heads. This room has Bots and Wizzrobes to attack you, and they will do so as you head to the right to find the next room (ignore the elevator for now). This room has Statue Heads (projectile shooters), and a key entombed in the bricks, which you have to dig out. After you do this, head back to the elevator, and ride it back to the top floor of the Palace. Now head left through this room, through the opening room (be sure to dodge or kill the Wizzrobes), and then fight the red Ironknuckle in the next room. Now you should use the Jump spell, kill the Skull Ball once you use the Upward Thrust to break the bricks, and then you should take the key to open the locked door just to your left. Now you will go left past the elevator to fight two Mini-Horseheads, and then a Stone Warrior before you finally enter the next room. A brick housing has both a P-Bag and a key here for you to collect, but not before you kill two Stone Warriors. Now go back to get the on the elevator to head right past Mini-Horseheads and Wizzrobes. You will enter yet another platform to platform room with the bricks with fire on them, and the enemies this time are Statue Heads (non-projectile). Also be sure to check the Ironknuckle statue, as it may contain a red Magic Jar for you to refill your magic on. Now head back to the elevator room, but go past it to find your way closer to the end of this twisty Palace. Go left across the crumbly walkways while avoiding the Myus till you reach the far side where you will find an elevator you will have to take down. Now you will head right after you unlock the door, fight two blue Stalfos, use the Jump spell to reach the 100 point P-Bag, and then exit through the right doorway. Fight the two red Ironknuckles in this room, and then move on to the next room, which is the Boss Chamber! Carock is the Boss of Palace Four. He is a larger version of the Wizzrobes that have accosted you in your passage through Palace Four. He will shoot energy waves, disappear, reappear, and then re-enter the cycle. Since he moves around so quickly, only one strategy will work well against him. Be sure to cast the Reflect spell before entering battle, and have the Life spell on standby in case he starts to hit you. a) With the Reflect spell cast upon yourself, you will be able to "reflect" the energy waves of Carock back at him (this is how you hit and hurt the otherwise invincible foe). As soon as the fight is joined, walk into one of the corners of the screen (either side will do nicely), face towards the opposite side of the room, and crouch. Then all you have to do is continue to hold DOWN until the boss eventually wipes himself out with his own energy waves. He may appear on top of you, but if he does so, just go back into the closest corner, and resume your crouch till Carock has met his demise. Definitely one of the easier Bosses in the game, possibly THE easiest as he only requires ONE spell, and for you to hold DOWN the whole time! Now you need to collect the key, open the locked door, go to the statue, place the crystal, and then leave the Palace to entomb all of the enemies within. Congratulations on completing the fifth leg of the game! ---------------------------------------------------------------------------- ---------------------------Onto Palace Five--------------------------------- ---------------------------------------------------------------------------- 8) This section will cover your progress from leaving the Palace maze to the placement of the crystal in the statue in Palace Five. Now you probably are moaning the fact you have to backtrack through the long island maze again, but remember those Boots you picked up? They are in fact Boots that allow you to walk on water, so hoof it down the river to the bridge for an easy path out of the maze. Now that you can walk on water, you can bypass the cave through the mountains to Nabooru, where you should fill up before heading out to do a quick P-Bag collect. Walk along the land edge while on the water, and once you find the highest part of desert on the southern part of the bay's coast, step onto the desert, and then step onto the desert one step down, followed by three steps right to enter an action scene. Use the Jump spell, and then get the 500 point P-Bag before exiting the screen. Now you should head back to Nabooru again, heal up if you need to (life and magic), and then head right along the path to the ocean, where you will walk out for 16 steps, walk up till you can no longer move up, and then go right till you hit an action scene! Head right through the action scene until you find your third Heart Container! Now exit, and back track to the right, go down, and then continue left to find Palace Five! No red Magic Jar/red Ironknuckle in the Ironknuckle statue here, so just go and take the elevator into the depths of the Palace. The first room has a wall Statue Head (projectile user), and several Ropes as you climb up the steps to the next room. In this room, you will have to kill two Skull Balls, use the Fairy spell to get up and over the high ledge, avoid the last Skull ball, exit the room, re-enter the room, go left while fighting off Skull Balls to get the key, and then head right once more. The next room has a crumbly bridge with Statue Heads (non-projectile) attacking as you run across. Just run and jump the Statue Heads, and make sure to Downward Thrust the 200 point P-Bag before you get off the bridge to exit the room. This room has bricks piled two high, which you should break you as you go. Fight the red Ironknuckle, get by the dripper (returning from Palace Two), and then fight another red Ironknuckle before going through the locked door to take the elevator down. Go left upon entering the new floor to fight a Fire Dropper and a Skull Ball before moving to the next room. In this room, you must play the waiting game for the bricks to fall from the roof so you can put a staircase up to the key on the ledge high above (make sure to avoid the attacking Moas). Now you should exit the room to face an orange Ironknuckle (easy to beat now), followed up by hitting the wall statue for a red Magic Jar. Continue left to fight two more orange Ironknuckles and a fire dripping Moa before you get on the elevator to the next level of the Palace. Head left once you hit the ground to fight some Bots and a Fire Dropper before heading to the next room. Fight the Skull Balls, avoid the drippers, get the 200 point P-Bag from the high ledge by using the Jump spell, and then head down the elevator one floor. On this floor, go left first to get a 200 point P-Bag by killing a Cyclops first, and then head right to use the Jump spell to reach a red Ironknuckle guarding a key. Then you should head right to the next room (ignore the elevator of the last room) to fight Skull Balls and Fire Droppers until you make it to the exit. Now you enter a room where you will only see a blue Ironknuckle, and once he is defeated, jump at the wall to discover that it is false! Go through the wall to the exit to continue on to find out what it hides! Fire Droppers and drippers will try to get you here, and you will fight them as you go past the elevator to the right to the next room. You will fight Mini-Horseheads and Fire Droppers here until you make it to the elevator. Now head left while you fight three blue Stalfos, and then in the next room, you will collect a key before backtracking to the elevator we last passed over (you take the elevator downwards). This room has Fire Droppers and Statue Heads (projectile users) to accost you, so run through the room quickly to avoid taking serious damage. In the next room, you can use a Jump spell to reach the Ironknuckle statue to find a red Magic Jar, and then head left to fight an orange Ironknuckle and then a blue Ironknuckle before you open the locked door to find the Flute! Back track up the elevator, back track to the left till you hit another elevator (which you take upwards), and then head left past the Skull Ball to open the locked door so you can continue onwards. Now you will head left underneath the Cyclops, across the elevator, past the Skull Ball, kill the red Ironknuckle, and get the 200 point P-Bag before returning to the elevator to head down to fight some Skull Balls and Fire Droppers while getting a 50 point P-Bag before heading to the next room. In the next room, fight an orange Ironknuckle, pass under the red Ironknuckle, and then kill the blue Ironknuckle who is guarding a key. Now back track to the elevator to take it up two floors. Immediately run off the elevator so you can get on the same level as the orange Ironknuckle, kill it, head right to fight a blue Ironknuckle, and then head right up the stairs to meet a red Ironknuckle before you finally get to exit the room into the Boss Chamber! Gooma is the Boss of Palace Five. Like most of the fifth Palace which he guards, Gooma is deceptively tougher than your first impression of them. No spells are required, but you may WANT to cast Shield before entering the Boss room and have your Life spell queued so you can cast it quickly. Gooma is a big, mean primate wielding a very wicked Ball and Chain (also known as a Mace). His attack takes a couple seconds to deliver once he starts it, so take note of the timing involved. a) Gooma will enter from the right in a slow, methodical fashion. Approach slowly, wait for him to start whirling his Mace, wait for one second of the weapon rotation (this is the hardest part), jump his strike, and then land a blow on Gooma's lower body (head shots will not help as they do NO damage). Then you need to repeat the pattern until he is finished (that is easier said than done). Just be ready on that Life spell as he can put a huge hurt on you in such a short amount of time! Gooma ranks up there with the Riding Blue Ironknuckle for overall difficulty of the Bosses. b) An alternate strategy id to jmup towards Gooma, land a sword slash as you land (make sure to crouch), and then leap clear. However, if you jump in too close, you will get knocked backwards, and if he starts whirling his Mace as you jump, then you will be smoked as you come towards him. Another method of performing this is to use the Jump spell, walk in to slash him, and then jump high into the air to move away from Gooma, thus assuring Link's safety. Repeat this set as necessary to defeat the this big, bad annoyance. Now you need to collect the key, open the locked door, go to the statue, place the crystal, and then leave the Palace to entomb all of the enemies within. Congratulations on completing the sixth leg of the game! ---------------------------------------------------------------------------- ----------------------------Onto Palace Six--------------------------------- ---------------------------------------------------------------------------- 9) This section will look at the journey past the River Devil till the lone remaining crystal is placed in the statue guarded in Palace Six. You will appear back outside the now entombed Palace, so head back across the water towards the mainland on the eastern continent, and then strike out south towards the River Devil. Once you reach it where it is blocking the path south, and you should play your recently acquired Flute to send the River Devil packing. Now head past him down the path and you will be ambushed in three separate action scenes on the path! The first action scene has Lizardmen manning a stockade where they throw rocks down on you as you run by, and you have to duel an orange Lizardman along the way. The second action scene has the same stockade set-up with Lizardmen lobbing rocks down at you, with a Fire Dragon patrolling on the ground. The third action scene is the same as the first with the Lizardmen on the stockade walls with an orange Lizardman guarding the ground. After all of this, we have to head into the swamp to a cave. Enter the swamp and head north into the open cave. The first segment has Floating Eyes for you to kill, and then the second segment has a Scorpion waiting for you. After disposing of the Scorpion, head right to find your prize for trekking through the bog; a 500 point P-Bag! Now head back out to the swamp, and head east towards the vast forest. Follow the mountain range as you head east, and then enter the first cave that you come to. Now enter the cave to face Tektites in the first cavern, and an orange lizardman, followed by a red lizardman in the second cave segment. Now you are outside on a spot with nothing to do in this small forest. Normally you would have to make a terribly hard trek through Old Kasuto to talk to an invisible person to find out the point, but it is much easier for me to tell you that New Kasuto is hidden here. All you have to do is use your hammer on the following section of forest to find the recently established town: ---------------+ Key | | X - New Kasuto | | ---------------+ +-+-+ | | | +-+-+-+-+ | |X| | | +-+-+-+-+-+ | | | | | | +-+-+-+-+-+ | | | | | | +-+-+-+-+-+ | | | | | | +-+-+-+-+-+ | | | | | +-+-+-+-+ | | | | +-+-+-+ After entering New Kasuto, go to the second house to meet an old lady who says you deserve her help. Follow her inside to find the fourth and final Magic Container, and a clue about the edge of town containing a secret. Head through town to the right talking to people, and enter the first open door you come across in the second segment of town to find a large house. However, this house has no passage to the basement like the others, but you will notice a hole in the chimney, which can be entered by pressing UP. This will lead you to a Wiseman that teaches the Spell spell (refer to Section 20 if the either the Old Lady or the Old Man refuse to give you their Magic Container/Spell Spell. Head back into the community, and go right till you enter a screen with nothing, except for a large cliff. Cast the Spell spell, and a doorway magically rises up from the ground! Now go inside to find the Magical Key (no more looking for keys!), and then you should exit town. Head back into the cave that brought you here, and then head south out of the large forest. Walk along the eastern coast where it is desert, and you will enter an action scene where the fourth and final Heart Container awaits you! Now you should head west to find the Three Eye Rock, and where all three would intersect on straight lines, blow your Flute to cause the Sixth Palace to appear! Enter the Palace so you can finally place your last crystal! You can do the red Magic Jar trick here if you want to, and then head down the elevator into the Palace. Go right to kill a Skull Ball, cast the Jump spell upon yourself, Upward Thrust through the bricks, kill the other Skull Ball, get the 100 point P-Bag, and then go down the elevator. Open the locked door (you have Magic Key, so you can open all the locked doors now), go right past the Wizzrobe, kill the Stone Warrior, and then exit the room. Now you should fight the blue Ironknuckle, and it is fine to force him off the cliff. Now cast the Jump spell upon yourself so you can clear the pit, hit the Ironknuckle statue above to possibly get a red Magic Jar, and then fight another blue Ironknuckle before hiking up the stairs to leave the room. The next room has Wizzrobes and wall Statue Heads to shoot at you. I advise you to just run through the room as you block the attacks against you. In the next room, jump to the next ledge before the blue Ironknuckle throws knives at you, go down to the P-Bag, Downward Thrust to the P-Bag worth 100 points, and then cut your way out at the far end with the Upward Thrust. Then you need to jump over the large gap (use Jump spell if you fall in), and head to the right to exit. Now this room has a fire dropping Moa, Wizzrobes, and a large pit (which is not visible) to contend with. Head left, and when you reach the third statue, the pit begins right after the second brick ends (second brick from the column base). Take a running leap to clear the hole, and then exit the room. When you enter the next room, it will open up to a larger room, and suddenly the Boss music and Boss life meter will appear! You are fighting a Riding Blue Ironknuckle, so I will list the strategy below: For the beginning, move to the middle of the room, hold DOWN to prepare for a Downward Thrust, and then jump when the mounted monstrosity charges at you. He will keep going across, and you will know if you hurt him if you see him flash as he passes. Keep repeating the pattern of wait and Downward Thrust until he dismounts to fight you one-on-one. It usually takes two Downward thrusts to dismount him, but it will sometimes take three hits. Now that he has been unhorsed, you will need to use your slash and defend technique you have been developing since you fought your first Ironknuckle back in Palace One. Remember that the best way to fight ANY Ironknuckle is to match whatever their sword thrust is, so keep swinging your weapon as you match your shield level to the sword swing headed your way. After he is defeated, continue left to find the Cross! This item will now allow Link to see invisible enemies! Head all the way back to the first pit you jumped (the one where the two blue Ironknuckles were patrolling), and then jump into the pit. Upon falling, go to the left to fight a blue Ironknuckle which is guarding a 200 point P-Bag, and then hop down the hole once more. Now when you land on the crumbly bridge, head left to Downward Thrust so you bounce off of the blue Ironknuckle, and out of the room. This room has Myus and Statue Heads (non-projectile) trying to knock you into one of the many lava pits here, so make your way cautiously over said pits to exit the room on the right. Block the Wizzrobe shots here and kill the red Ironknuckle before leaving this room. Now you need to have enough magic to cast Fairy on yourself to fly across the lava pit while avoiding the Skull Balls and the dripper. This room has a blue Stalfos and a fire dropping Moa to contend against you before you pass the elevator by to go into the room on the right. walk into the high roofed room to see the Boss Meter and hear the Boss music again. Once again it is the Riding Blue Ironknuckle, so hear is the strategy one last time (I promise): For the beginning, move to the middle of the room, hold DOWN to prepare for a Downward Thrust, and then jump when the mounted monstrosity charges at you. He will keep going across, and you will know if you hurt him if you see him flash as he passes. Keep repeating the pattern of wait and Downward Thrust until he dismounts to fight you one-on-one. It usually takes two Downward thrusts to dismount him, but it will sometimes take three hits. Now that he has been unhorsed, you will need to use your slash and defend technique you have been developing since you fought your first Ironknuckle back in Palace One. Remember that the best way to fight ANY Ironknuckle is to match whatever their sword thrust is, so keep swinging your weapon as you match your shield level to the sword swing headed your way. Now head left out of the room to find a pit that has a small crumbly platform hovering over it. Cast the Jump spell, fall onto the crumbly bridge, and then hop to the next ledge where you will find a blue Ironknuckle. Bait it back to the ledge, and then kill it before you go right to try and kill two super fast Skull Balls so you can get the 1-Up they are guarding. Then you should switch your magic to the Fairy spell, jump down the pit, pause the game, unpause the game, immediately press SELECT, and fly as a Fairy to the right to enter the Boss Chamber! Barba is the Boss of Palace Six. Barba is a dragon that lives in the fire pits of the Palace. It is a tall necked, fire-breathing monstrosity, and it is all that is left between you and the last crystal placement. The Jump spell is an essential, the Shield spell is useful for cutting damage taken in half, and the Reflect spell will block the fire breath of the fire dragon (be sure they hit your shield). The following strategy will add dragon slayer to your list of accomplishments. a) Since you already have your Jump spell, Reflect spell, and possibly the Shield spell invoked, just get onto the edge of one platform, and start stabbing into the air. If Barba comes out of the pit you are stabbing at, he might be damaged as he goes up to full height. Now you can jump up to quickly stab Barba in the head, and then stand there (if he starts to use fire breath immediately), or jump to another platform (if he does not use fire breath immediately). After that, try to stab Barba in the head once before he dives back into the lava. Now you just need to repeat this cycle to wear the mighty fire dragon down! Now you need to collect the key, open the locked door, go to the statue, place the crystal, and then leave the Palace to entomb all of the enemies within. Congratulations on completing the seventh leg of the game! ---------------------------------------------------------------------------- ---------------------------Onto The Great Palace---------------------------- ---------------------------------------------------------------------------- 10)This section will cover from the trip to Old Kasuto to the end of the game! Your first job is to make sure that you have full stats (level 8 on Attack, Magic, and Life), and if you need to raise the stat, head to the vast forest you passed through on the way to New Kasuto (fight two orange Lizardmen for 300 points per enemy attack). Once that is completed, you should head off to Old Kasuto so you can learn your final spell. Head to the west of the four rocks (as Palace Six became a mountain), and cross the bridge (that is full of holes) while fighting off Bago-Bagos and a Fire Dragon. Enter the town to see Moas flying around all over the place (they are invisible without the Cross), and head left till you find the first open door). Enter to find the last Wiseman who will teach you the final spell, Thunder! Now you can leave town as this is the only person left (there are a few invisible talkers left, but they say nothing useful to the quest at this point). Upon exiting, head across the bridge again, then across another bridge that is exactly the same, and then head north up the path till you see the graveyard. Go through the graveyard, enter the lava fields to fight through a stockade with Lizardmen throwing rocks from above, and Moas patrolling the ground area. Now head west till you an action scene! You need to use the Jump spell here, and you should make your way carefully to the left while killing Moas, orange Lizardmen, and Floating Eyes. Now head north along the path till you enter another action scene that is the exact same as the last one! Now head north into the cave to face Floating Eyes and Moas in the first cave segment. The second cave segment has a Scorpion and a blue Lizardman to put the hurt on ya before you exit the cave. Now head along the path, and just as you start the upward path to the final cave, you enter yet another action scene that has red Lizardmen with Moas and Floating Eyes to attack you! After that little distraction, head into the cave to face a blue Lizardman that you should kill, and then a red Lizardman, which you should also exterminate before exiting the cave. Congratulations for arriving in the Great Palace in one piece! Enter the Great Palace to approach the barrier, which will magically go away because you placed the crystals to drop it down. Head down the elevator, and go left to fight a Fire Hawk, and then go through the exit. The next room has a false floor in it (it is located above the left of the first pillar), so jump it so you can get to the elevator to go down a floor. Head right upon getting to the floor, and head right to the next room. Walk across the bridge with no fear as no enemies appear here, and exit through the right. The next room is vacant except for a lone Fire Hawk by the elevator (kill the Fire Hawk before heading down the elevator). This room has large chambers made of breakable bricks, and you need to break through them as Statue Heads (non-projectile) attack you as you go to the exit on the right. The next room will open up with a duel with a red Birdman, followed up with a Bot guarding the stairs before you take an elevator downwards. On this screen, you can walk through the wall on the right, and if you strike the statue, a red Magic Jar or a red Birdman may appear (go off screen and return if it is red Birdman till you get red Magic Jar). Once you have continued to the bottom of the elevator, head right to fight a Fire Hawk before you go to the next room. You will face Ropes (shooting fire!), and Statue Heads (non-projectile) as you progress right here, and be sure to hit the statue at the end of this room for a red Magic Jar (or a red Birdman). Take the elevator down to enter another room with breakable brick chambers, but this one has Bots and a blue Birdman (for an easy kill, cut through the breakable bricks so you will be halfway up the chamber when you cut the right wall out, for this will allow you to kneel and slash as the blue Birdman jumps into your blade till he dies). Now head right through the next brick chamber, and then exit the room. This room has a Rope on a crumbly bridge, and then a Skull Ball trapped below as you go down the elevator. The room here has a Giant Skull Ball (avoid it), and then a Fire hawk to fight before the next screen. You must fight a blue Birdman right at the start of this room, then you need to sneak by a Giant Skull Ball, Downward Thrust through the blocks, and then take the elevator downward. You can use the secret passage through the right wall to try for a red Magic Jar (just leave and return if it comes out as a red Birdman). On the next screen following that, go right to find a Fairy in the blocks (Downward Thrust to it without breaking through to the lava), and then head left over the lava pits while fighting Bots to reach the far room. Collect the 1-Up Doll inside the room. The head back tot he elevator to continue the descent into the Great Palace! Head left to fight a Bot and a Fire Hawk before leaving this screen. On this screen you have to avoid the Statue Heads (non-projectile) as you break the bricks on the ground till you find the pit to fall through to the next area (the hole is about two thirds of the way across the brick line). When you land, head left where a raised ceiling will drop the infamous GIANT BOT (Use the Upward Thrust to break it into smaller Bots). Run across the crumbly bridge in this room till you see a small pit to fall into, and make sure to not miss (or else you take a lava bath!). When you land, head left to cut through the first set of bricks at the base of the column to get a red Magic Jar (or a red Birdman, which means leave the screen and return as many times as needed till you get the red Magic Jar). Refill your life with your excess magic before hitting the red Magic Jar, and then enter the next room to fight Thunderbird! Thunderbird is the Boss of the Great Palace. He appears as a large red being, floating majestically onto the screen, but as deadly as anything on the planet. Before you enter the screen, you should check the left side of the room BEFORE Thunderbird to see many breakable blocks, and bust them till you release either a Red Bird (you should run off screen right away), or a red Magic Jar (refills your magic completely). This will allow you to cast all the spells that will be helpful to you in your battle. Before the battle with Thunderbird, cast the following spells: Shield for half damage, Jump for higher jumping to reach the Thunderbirds face, and Reflect to stop most of his fireball attacks. Then enter to start the battle off. a) As he floats into the screen, he will be red, and you will be unable to damage the behemoth. As soon as he is on the screen, cast the spell Thunder to cause a flash of light to make Thunderbird reveal it's weakness (his face!). Now all you have to do is jump up and stab away at his face while he continues to rain fiery death upon you (he speeds up every time that you hit him), and once he has gone down, you have done it! But wait... The game has yet to end, so head to the right to exit the room. Enter the room to face the ultimate test of your courage! The Wizard has deemed you worthy to finally contend for the Triforce of Courage, but first you must face your own dark side! You must face the EVIL within yourself! You must face DARK LINK! a) This method of fighting is the easiest way I have come across beating Dark Link, and I have yet to lose a battle using it. Before the battle, cast Shield spell upon yourself. As soon as the battle is joined, run to the left side of the screen, turn around, and then just stand there swinging your sword rapidly. Now Dark Link will try to stab you in your chest (since he is defending your swings at him), and after a bit of this, he will usually try to jump in to attack you. Unfortunately for him, since you are still swinging, you will hit him to knock him backwards! Now he will come back again and again to commit the same mistake again and again! The one thing that he can do to counter this is to Downward Thrust into you, but he rarely gets close enough to do so. After you kill him, you have succeeded in your mission to recover the Triforce of Courage, and you have been able to get the spell lifted off of Zelda! Congratulations!!! Once you release Zelda from her spell, you will be treated to the credits, and to some suggested kissing for Link from a very grateful Princess Zelda! Congratulations for beating this great and challenging game! ---------------------------------------------------------------------------- ---------------------------------Enemies------------------------------------ ---------------------------------------------------------------------------- 11)This section will give you the lowdown on every enemy in the game, and how best to deal with them. o------o | Ache | o------o These are bats that you will tangle with in many caves along your journey. They will stay on the roof till you draw near before they bomb down to get you. Bait them to come down at you, back off a little bit, and then stab them as they reach your level on the cave floor. o---------o | Acheman | o---------o These appear to be Aches that are red in colour, but they have an extra attack up their sleeve; they will turn into a fire breathing creature that stands upright in your path. Bait them to come down from the roof, and then stab away before the fire ball is fired your way. o-----------o | Bago-Bago | o-----------o These are the undead heads of old sea life. They hop from the liquid below, sometimes spitting rocks, and they also try to kamikaze into you. Kneel and stab to rid yourself of them. o-----o | Bit | o-----o The weakest opponents you will face, these guys have no legs! They are red in colour, and they just slide around the ground at an extremely slow manner. Just kneel and slash them to death, or use the Downward Thrust if you managed to acquire it. o---------o | Birdman | o---------o These are Great Palace exclusives, and with good reason as they are TOUGH. They come in red (weaker), and blue (stronger), but both are deadly. They jump through the air with ease, their shield and sword work are unmatched, and the Blue one can throw knives. Try to stab them when they come close, and an Upward Thrust as they leap overhead can finish them off, but I suggest running away if it is a possibility. o-----o | Bot | o-----o These are the stronger version of the red Bits (but not in life points). There strength lies in there more hyper nature (translation: they move around faster than Bits), and they have the ability to jump a small distance as well. Just kneel and slash them to death, or use the Downward Thrust if you managed to find it. o------------o | Bug Bomber | o------------o These small and fast fliers will drop many rocks at you, but take one hit to send packing. The problem is that they rarely fly low enough for you to do so. o---------o | Cyclops | o---------o These one-eyed guys are red in colour, and they chuck hammers in a large arc. Wait for the opening in the arcing hammers, and then charge in to stab the enemy unmercifully. o-------o | Daira | o-------o These fierce cave dwellers (though they do venture out on occasion) on the western continent of Hyrule. The orange and red versions charge you with their hatchet in hand, swinging at you continually (you can not block the shots through any method). The brown and dark brown versions will also charge you, but they have an unlimited supply of throwing hatchets (also can not block shots through any method). To deal with the Orange and Red Dairas, charge right at them, hit your sword stroke, and keep walking forward to slash it each time it comes into your sword range (you might get hit once, but it works quite well). The brown and dark brown Dairas can be fought more conservatively, so wait till it throws a hatchet, jump forward over it, and stab the Daira till it starts to chuck another hatchet (just repeat the pattern). o--------o | Deeler | o--------o These are the spiders that often appear in the forests of the game. They appear in red (they always stay in trees, trying to drop onto you), and blue (they start in trees, but will start bounding across the ground rapidly after Link). A simple stab or two will put them out of your path. o-------------o | Fire Dragon | o-------------o These small blue enemies shoot at you in regular intervals, and they are only susceptible to Fire attacks. Use the Fire spell, and blast them out of your way. o--------------o | Fire Dropper | o--------------o These are orange specters that appear continually in many rooms of Palace Five. They will drop a fire glob, and then quickly disappear to only reappear in another spot to do the same thing again. Any type of sword swing will damage them. o-----------o | Fire Hawk | o-----------o These fire spewing Great Palace guardians can really take a large chunk of your health away. They spit Fire globs in an arc, which then slide backwards a bit. Get inside the arc, and slash the red beast till it disappears! o--------------o | Floating Eye | o--------------o These brown coloured, hard shelled guys fly lethargically through the air in an attempt to hit you. Wait till they open their eye before you try to trash them with a few sword swings. o---------o | Geldarm | o---------o These tall bodied baddies are desert dwellers only, so you will not see too much of them. Hit them in their bodies to get them to shrink to the ground where you can slash their vulnerable spot on their heads. o-----------o | Giant Bot | o-----------o This is a huge version of the Bots you have beat up all adventure, and this would be their daddy! To beat it, simply use the Upward Thrust when it is falling toward you to break into manageable-to-kill Bots. o------------------o | Giant Skull Ball | o------------------o These animal skull heads float around in the Great Palace. They can be killed, but it is better to just avoid them. o--------o | Goriya | o--------o These boomerang throwing fellas will give you a lot of pain if you are not quick enough to block their boomerangs. Be sure to turn around to block any boomerangs thrown over/under you as they will uhhh... BOOMERANG on you (bad joke I know -_-). Just make your way toward them as you block the attacks, and stab them at every opportunity. o-------------o | Ironknuckle | o-------------o These are a fixture in the first six Palaces you enter (they have statues at the opening of each to warn you not to enter). They have great shield and sword skills, and they come in three colours: orange, red, and blue (this one throws knives!). To fight them, try to stab them while you block their sword strokes (the best bet is to continually swing, but always be ready to block their swings). As you progress through their colours, orange is the weakest with the poorest skills, Red is somewhat stronger with good skills, and Blue ones are unsurpassed in skills and stamina (except for Birdmen). If you jump at an Ironknuckle and time your sword swing as you descend so it will hit the upper body as the Ironknuckle starts to defend against Link landing (in a crouch). Much easier to do on Orange and Red Ironknuckles as they do hot have throwing knives like their Blue brethren. Another strategy is when you get hit, run into the center of the Ironknuckle while Link is still invincible, and then perform a Downward Thrust, severely crippling or outright killing the bad guy. It is unorthdox but it does the job quite nicely. o--------o | Leever | o--------o These white enemies live in the desert, and they pop in and out of the ground. Use a Downward Thrust when they are underground, and stab them when they come above ground to kill them off. o-----------o | Lizardman | o-----------o These are like the overworld child of a Daira and an Ironknuckle, and they do come in the same three colours as Ironknuckles. Orange attack with a spear, red with a handheld mace, and blue with throwing maces. They have shields, but they are poor on defense, so rush them to finish them off quickly. o--------o | Lowder | o--------o These blue enemies that slide along the ground will charge if they spot you, but they are weak. Kneel and slash to finish them quickly. o--------o | Megmat | o--------o These bounding goats can be a real pain. They bounce towards you to try and put the hurt on you. Stab them as they approach to end their threat. o----------------o | Mini-Horsehead | o----------------o These are small red guys that hop along the floor with small knives. One stab will kill them, but if you do not get them, and they touch you, they not only take life, but experience points as well. o-----o | Moa | o-----o These flying eyeballs should be well known to you by the end of your trek. They fly around the screen in random patterns sometimes, trying to run into you. Other times they will fly overhead and drop globs of fire at you. Either way, unless they start to fly lower, you usually can not harm them. o------o | Moby | o------o One of the rarer enemies you will face, these small birds will fly down from the sky to take a beeline path right for you! Stab them once when they draw near to knock them out. o--------o | Moblin | o--------o These guys will come in a variety of colours, they can throw their spears, but they will often hang onto them. Just stab them till they die, and move on to face tougher foes. o-----o | Myu | o-----o A small, spiked slime, these guys will flit along on the ground, too small to even kneel and slice. You need to Downward Thrust them to kill them, but one hit will do it. o---------o | Octorok | o---------o These land octopi will jump up and down while they fire rocks at you. Red ones are stationary (they jump though), and the Blue ones walk towards you spitting rocks. Hit them a few times with a sword to kill them. o------o | Rope | o------o These big-headed short snakes walk along the ground while spitting fireballs (need to have Reflect spell cast to block the shots) or rocks (can be blocked with regular shield). Red ones spit fire while the Blue ones spit rocks. Easy enough to stab them to an early grave. o----------o | Scorpion | o----------o These blue enemies are cave/desert dwellers, and they will shoot shots from their tails to kill you. Hit it in the eyes whenever you can to kill it. o------------o | Skull Ball | o------------o These floating skulls are tough old buggers (easily they take the most hits to kill). I suggest you pound a few of them early in your quest so you can get the valuable 50 experience points. Just know that they not only take your life points, but some of your magic points as well! o---------o | Stalfos | o---------o These animated skeletons have a shield and sword to fight you with, but they are too frail to be able to move their shield. The white skeletons can only walk and stab, but the red and blue (stronger than red) can walk, stab, and Downward Thrust as well. Stick their bony legs with the sharp end of your sword till the bones return to the dust they once were. o--------------o | Statue Heads | o--------------o If they are floating in mid-air then they can be killed, but ones on the wall can not. Either way they fire balls of energy at you, which you should avoid or block with your shield. o---------------o | Stone Warrior | o---------------o These blue coloured baddies throw maces that fly back and forth across the screen. jump the maces and stab away for the victory. o---------o | Tektite | o---------o These multi-legged creatures require you to use the Fire spell to hurt them. They will hop around, spiting energy balls at you at regular intervals. o----------o | Wizzrobe | o----------o These white-cloaked magician appear out of thin air, and throw an energy wave at you. The only way to kill them is to use your Reflect spell so the energy waves get sent back to kill them. ---------------------------------------------------------------------------- --------------------------------Level Ups----------------------------------- ---------------------------------------------------------------------------- 12)This section will list the point totals needed for each level-up for your character, plus an explanation of what each stat does for you. o--------o | Attack | o--------o This stat gauges how much damage you deal to the enemy. The higher it is, the less sword swings it will take to finish an enemy off. o-------o | Magic | o-------o This stat will cause your magic spells to not tax your magic meter quite as much. The spells will only go so low however. By choosing this level-up, your magic bar will be filled. o------o | Life | o------o This stat will decrease the amount of damage that enemies will inflict upon you. By choosing this level-up, you life bar will be filled. o---------o | Level 9 | o---------o Upon reaching level 9 on any stat, you will gain an extra life! You do not actually get the level 9 stat on screen though (8 is the limit for any stat). Level Attack Magic Life 1 0 0 0 2 200 100 50 3 500 300 150 4 1000 700 400 5 2000 1200 800 6 3000 2200 1500 7 5000 3500 2500 8 8000 6000 4000 9 9000 9000 9000 ---------------------------------------------------------------------------- ---------------------------------Items-------------------------------------- ---------------------------------------------------------------------------- 13)This section will list all of the collectible items in the game, and what each will do for you in your quest. o-----------o | 1-Up Doll | o-----------o These miniature versions of Link will grant you an extra life. Fairly rare, but if you want the inside track on how to find them, look in the 1-Ups section of the guide. Just remember that once they have been collected, they are gone until you begin a new game (meaning you start over from scratch to make them re-appear). o-------o | Boots | o-------o These are found in Palace Four. Once you have collected them, you will be able to walk on the water in certain areas. o--------o | Candle | o--------o This is found in Palace One. Before you get this item, all caves will be rather dark, and this will shroud the enemy so you can not see them very well. o-------o | Cross | o-------o Found in Palace Six. This holy item will cause whatever was invisible to become visible when you gain possession of it. o-------o | Fairy | o-------o These little flying imps will restore your life to full if you manage to actually touch one. o-------o | Flute | o-------o Found in Palace Five. This musical instrument has two uses: one is to frighten the River Devil away, and the second is to reveal Palace Six. o--------o | Hammer | o--------o Found in the Death Mountain maze. If you find this magical tool, you will be able to knock boulders to dust that are in your way, and you will be able to level patches of forest as well. o-------------o | Handy Glove | o-------------o Found in Palace Two. This "handy" item will allow Link to break certain blocks that get in his path. o-----------------o | Heart Container | o-----------------o These valuable commodities are rare as they only number four. Look hard for these as they will extend your life meter by one box (and fill your life up at the time of collection). o-----------------o | Magic Container | o-----------------o These valuable commodities are rare as they only number four. Look hard for these as they will extend your magic meter by one box (and fill your magic up at the time of collection). o-----------o | Magic Jar | o-----------o These come in two colours, red and blue. Blue refill one part of your magic meter, and red jars refill it completely. o-----------o | Magic Key | o-----------o This amazing little item is found in New Kasuto. It is in a rather unobvious place, so you will need to do some searching with an unusual SPELL. Once you have it in your possession, you will no longer have to collect keys as you can open all the doors you desire. o------o | Raft | o------o Found in Palace Three. This is the way you traverse across the straight dividing west and east Hyrule (you launch from the dock by Mido/Nabooru). It will also take you from far East of Darunia to the maze that leads to Palace Four. ---------------------------------------------------------------------------- -------------------------------Spells--------------------------------------- ---------------------------------------------------------------------------- 14)This section will list the spells, what town you get them in, what is required to get them, and what the spell does. o--------o | Shield | o--------o Town : Raura Requirement: Just talk to the daughter of the Wiseman outside the house, go in, and then go see the Wiseman. Effect : This spell will cut the damage you receive from enemies in half. You be tinted a red shade when the spell has taken effect, and it lasts till you leave the screen or die. o------o | Jump | o------o Town : Ruto Requirement: You must rescue the trophy from the Goriya in the cave in the desert North of the North Palace, and then give it to the women who will let you enter the house to visit the Wiseman. Effect : This will cause your jump to be multiplied by three for height. This will last till you leave the screen or you die. o------o | Life | o------o Town : Saria Requirement: Go past the house where the lady will not let you in because she lost her mirror, and enter the first open door you come to. The room appears to be empty, but if you walk up to the table and press the B Button, you will find the Mirror! Now go back to the woman, talk to her, and then follow her inside to go find the Wiseman. Effect : This spell will refill about 3 bars of your life meter, but it does take a second after casting it to take effect (meaning you can cast it, but be killed before it starts to raise your life meter). o-------o | Fairy | o-------o Town : Mido Requirement: The woman will not let you into her house unless you bring medicine for her sick child. You must head west to a cave in the swamp north of Saria. In there you will fight for the medicine, and once you return, you will gain access to the Wiseman. Effect : Once cast, you will become a fairy, with the inability to attack, although you can be damaged. Useful for getting over high ledges you can not jump, it also can be used to go through a locked door if you do not have any keys! The spell lasts till you leave the screen or you die. o------o | Fire | o------o Town : Nabooru Requirement: The lady at this house will not let you in till her thirst is quenched. Go to the left till you find a fountain, and press the B Button to get some water. Go back to her to give the water so she will let you inside so you can learn from the Wiseman. Effect : This will allow you to throw fireballs from the tip of your sword. This spell is required to beat some enemies such as Tektites and Fire Dragons. It will stay in effect until you leave the screen or you die. o---------o | Reflect | o---------o Town : Darunia Requirement: This lady has had her son go missing, and consequently it was kidnapped. You must go to a pit just south of Palace Four to rescue the child from the orange Lizardman holding him hostage. Return to the woman to get inside to where the Wiseman awaits you to teach you this spell. Effect : Whenever an energy wave is thrown at you, you will reflect it back at the caster (useful in Palace Four). This will also allow you to block fireballs that are coming at you with your shield. It will stay in effect until you leave the screen or you die. o-------o | Spell | o-------o Town : New Kasuto Requirement: In the second section of the town, enter an open door to find that no passage to the basement is where all the other houses had the same. Instead you will go through the hole in the chimney to find the Wiseman. Effect : The main use of the spell is to raise a doorway out of the ground by the cliff in New Kasuto so you can get the Magic Key. It will also turn most enemies into Bots, making them easier to kill (but the experience points for killing them also lowers to 2 points). o---------o | Thunder | o---------o Town : Old Kasuto Requirement: Find the lone person remaining in the wrecked town (he is found early in the town upon entering through the first open doorway). He will teach you the most powerful spell in the game (it takes 4 magic bars to cast with a fully upgraded magic level!). Effect : It will kill all the enemies on the screen for you. Use it if you REALLY need to, but remember that your magic would be better served in a Life spell. This spell is necessary for the Great Palace guardian Thunderbird. ---------------------------------------------------------------------------- --------------------------Town Checklist------------------------------------ ---------------------------------------------------------------------------- 15)This section will list all of the necessary things that you must do and receive in each town you will visit in your journey o-------o | Raura | o-------o a) Learn the Shield spell. o------o | Ruto | o------o a) Learn the Jump Spell. o-------o | Saria | o-------o a) Find the Mirror. b) Give Mirror to the Young Woman to learn the Life spell. c) Find Bagu in North Woods to get note for Riverman. o------o | Mido | o------o a) Meet the master swordsman to learn the Downward Thrust. b) Give the Medicine to the Old Woman to learn the Fairy spell. o---------o | Nabooru | o---------o a) Find some water from a fountain. b) Give water to parched lady to learn the Fire spell. o---------o | Darunia | o---------o a) Meet the master swordsman to learn the Upward Thrust. b) Return the kidnapped child to the woman to learn the Reflect Spell. o------------o | New Kasuto | o------------o a) Get the fourth and final Magic Container. b) Learn the Spell spell from Wiseman. c) Find the Magic Key at the cliff outside of town. o------------o | Old Kasuto | o------------o a) Learn Thunder spell from Wiseman. ---------------------------------------------------------------------------- ------------------------Magic Container Locations--------------------------- ---------------------------------------------------------------------------- 16)This section will list where and how to find all the Magic Containers. a) The first one is found in a cave just South of the North Palace (the starting point of the game). Go into this cave once you have the Candle to light your way (or without, but you can not see the enemies easily). Work your way past the Lowders, and then the three Octoroks to find the Magic Container awaiting pick-up. b) After you have accessed the Hammer, get back to the overworld where you will see a boulder to your left. Press the A Button to smash the rock, and then step where it used to be to fall down a hole! You land beside the Magic Container, which you should grab immediately. c) Once you enter the maze that leads to the Fourth Palace, follow these directions to get the Magic Container along the way. First you go along the river to the north till it branches right, but you will turn left instead. Along the way left you will enter a fight scene. Next you go west, north, west, and finally south to find the hole where the third Magic Container is residing. d) New Kasuto holds the final Magic Container, but only if you have collected the three listed previously. The second house you come to in the town will have a lady come out, and when you speak to her, she will deem you worthy of her help. Go with he inside, and then go to the basement to collect your Magic Container. ---------------------------------------------------------------------------- ------------------------Heart Container Locations--------------------------- ---------------------------------------------------------------------------- 17)This section will list where and how to find all the Heart Containers. a) Once you have taken the cave to the desert near Palace One, go east until you hit the coast, and then go south. After passing through an action scene, continue south till you see a ring of forest surrounding a grass section. Enter the grass section to find a Goriya guarding the Heart Container. Kill the Goriya, and then get your Heart Container. b) If you go south from Raura, past the Boulder on the path, go east onto the grass area, and you will see another boulder blocking a cave. Go into the cave, fight all the enemies within, and once you reach the end of the cave, you will find your Heart Container. c) This heart container is found east of Nabooru towards Palace Five. When you draw closer to the Fifth Palace than with the continent, start trying to walk up into the water above. When you find the passage up, turn right when you can go up no longer. You will find an action scene with no enemies, so just go right to find your Heart Container. d) From Three-Eye Rock (where Palace Six is hidden) you have to go east till you hit the coast, and then follow the coast north-east to find the Heart Container in an action scene. ---------------------------------------------------------------------------- --------------------------------1-Ups--------------------------------------- ---------------------------------------------------------------------------- 18) This section will list the location of every 1-Up Doll in the game. a) This 1-Up Doll is found by the cave where the sick child's medicine was kept. Just slog around through the swamp around the boulder to see if you enter an action scene where the Doll is sitting. b) West of the large graveyard near Palace Three, walk along the desert shore line till you enter an action scene where the 1-Up Doll awaits. c) This one is found by the bridge to the island maze. Look for the one section of desert that touches the mountain range, the water, and the forest to see where the action scene is. d) After passing through the blockaded path to the south of the River Devil, you will come across a small cemetary to the south and a large marsh in the north. Walk north along the mountain range through the marsh to find a screen where the Jump spell will allow Link to reach the cliff above to find your reward. e) Palace Six contains a 1-Up within it's walls. It is found two rooms before you take on Barba, and you have to fight a blue Ironknuckle and two Skull Balls for it. f) The Great Palace also hides a 1-Up for the persistent to find. It is found to the left of the room where an elevator brings you to. To the right is a Fairy hiding in breakable bricks, and the left has small land islands for you to hop across to find the 1-Up room. ---------------------------------------------------------------------------- --------------------------------Bosses-------------------------------------- ---------------------------------------------------------------------------- 19)This section will review each Boss, tell of their attacks, and will give a strategy to beat them with minimal problems. o-----------o | Horsehead | o-----------o This is the Boss of Palace One. He will march slowly onto the screen where he will begin his slow trek toward you. If you have the extra magic, cast the spell Shield upon yourself (you will take half the damage you would normally), Jump also works well if you have problems timing your jump to strike Horsehead, and then move forward to take to battle. There are two techniques that work well on Horsehead (they will be listed under a), and b)). a) This strategy calls for you to stand in one place, and let Horsehead come toward you. Just as he starts to enter your short sword range, jump and stab him in the head. This will cause him some damage, but it will also knock Horsehead backwards, which will take the club swing he was doing out of range of you. Just repeat these steps to put Horsehead down for the count. b) This strategy calls for you to be more aggressive, but it will win the battle in a much quicker fashion. You need to be able to gauge your jump accurately, as you will be hopping at Horsehead, strike him as you come towards him, and once landing, move out of the range of his club. I feel this strategy has too much risk involved in using it, but it does work well if you can control Link well. o------------o | Helmethead | o------------o This is the Boss of Palace Two. He is somewhat similar to Horsehead, but he is shorter, and the first two hit he takes will knock his head off (they will float in the air sending fireballs down at you). Once again, Shield might be a good spell to use at the start, and then switch over to Life so you can recover your low health (if he starts to beat you up). There are two techniques that work well on Helmethead (they will be listed under a), and b)). a) This strategy starts out similar to Horsehead A) option, but you will have to start moving to avoid the fireballs of the heads. Knock his first head off with a jumping slash, do the same for his second head, and then use the Downward Thrust to bounce on the Bosses head. You will quickly make Helmethead submit. b) The other option is to start the same way by knocking his first two heads off of his body, and then you will use jumping slashes to beat him into submission. This option will take longer, but you will have more defensive options when you fight this style. o-------------------------o | Riding Blue Ironknuckle | o-------------------------o This is the Boss of Palace Three. You have run into many Ironknuckles on your journey, and this one is a Blue Ironknuckle (you might have tangled with one or two in this very same Palace). The main difference between them all is that this guy starts upon a charging horse, and he is a MUCH better defender than normal Ironknuckles (who use their shield quite well). Once again, Shield is a great spell to use right at the start, and then you are best to save your magic for a Life spell. a) For the beginning, move to the middle of the room, hold DOWN to prepare for a Downward Thrust, and then jump when the mounted monstrosity charges at you. He will keep going across, and you will know if you hurt him if you see him flash as he passes. Keep repeating the pattern of wait and Downward Thrust until he dismounts to fight you one-on-one. It usually takes two Downward thrusts to dismount him, but it will sometimes take three hits. Now that he has been unhorsed, you will need to use your slash and defend technique you have been developing since you fought your first Ironknuckle back in Palace One. Remember that the best way to fight ANY Ironknuckle is to match whatever their sword thrust is, so keep swinging your weapon as you match your shield level to the sword swing headed your way. This bad guy is arguably the toughest boss you will face in the Six Palaces where you plant the crystals. b) For the beginning, move to the middle of the room, hold DOWN to prepare for a Downward Thrust, and then jump when the mounted monstrosity charges at you. He will keep going across, and you will know if you hurt him if you see him flash as he passes. Keep repeating the pattern of wait and Downward Thrust until he dismounts to fight you one-on-one. It usually takes two Downward thrusts to dismount him, but it will sometimes take three hits. Now that he has been unhorsed, you will jump towards the Blue Ironknuckle, and swing your sword as link starts to land. If timed correctly, the Blue Ironknuckle will lower his defense because of your upcoming crouch, which allows your sword to hit the exposed upper body. However, rememebr that you will have to take into account the throwing knives of the Blue Ironknuckle, so only attempt this between the various flurries of knives. c) For the beginning, move to the middle of the room, hold DOWN to prepare for a Downward Thrust, and then jump when the mounted monstrosity charges at you. He will keep going across, and you will know if you hurt him if you see him flash as he passes. Keep repeating the pattern of wait and Downward Thrust until he dismounts to fight you one-on-one. It usually takes two Downward thrusts to dismount him, but it will sometimes take three hits. Now that he has been unhorsed, get close to him and purposely take damage (sounds odd I know, but bare with me), followed by running right into the Blue Ironknuckle (hard to do due to his retreating antics) and perform a Downward Thrust. If done correctly, half of his life meter can be removed, leaving one more round of this to defeat the evil creature. o--------o | Carock | o--------o This is the Boss of Palace Four. He is a larger version of the Wizzrobes that have accosted you in your passage through Palace Four. He will shoot energy waves, disappear, reappear, and then re-enter the cycle. Since he moves around so quickly, only one strategy will work well against him. Be sure to cast the Reflect spell before entering battle, and have the Life spell on standby in case he starts to hit you. a) With the Reflect spell cast upon yourself, you will be able to "reflect" the energy waves of Carock back at him (this is how you hit and hurt the otherwise invincible foe). As soon as the fight is joined, walk into one of the corners of the screen (either side will do nicely), face towards the opposite side of the room, and crouch. Then all you have to do is continue to hold DOWN until the boss eventually wipes himself out with his own energy waves. He may appear on top of you, but if he does so, just go back into the closest corner, and resume your crouch till Carock has met his demise. Definitely one of the easier Bosses in the game, possibly THE easiest as he only requires ONE spell, and for you to hold DOWN the whole time! o-------o | Gooma | o-------o This is the Boss of Palace Five. Like most of the fifth Palace which he guards, Gooma is deceptively tougher than your first impression of them. No spells are required, but you may WANT to cast Shield before entering the Boss room and have your Life spell queued so you can cast it quickly. Gooma is a big, mean primate wielding a very wicked Ball and Chain (also known as a Mace). His attack takes a couple seconds to deliver once he starts it, so take note of the timing involved. a) Gooma will enter from the right in a slow, methodical fashion. Approach slowly, wait for him to start whirling his Mace, wait for one second of the weapon rotation (this is the hardest part), jump his strike, and then land a blow on Gooma's lower body (head shots will not help as they do NO damage). Then you need to repeat the pattern until he is finished (that is easier said than done). Just be ready on that Life spell as he can put a huge hurt on you in such a short amount of time! Gooma ranks up there with the Riding Blue Ironknuckle for overall difficulty of the Bosses. b) An alternate strategy id to jmup towards Gooma, land a sword slash as you land (make sure to crouch), and then leap clear. However, if you jump in too close, you will get knocked backwards, and if he starts whirling his Mace as you jump, then you will be smoked as you come towards him. Another method of performing this is to use the Jump spell, walk in to slash him, and then jump high into the air to move away from Gooma, thus assuring Link's safety. Repeat this set as necessary to defeat the this big, bad annoyance. o-------o | Barba | o-------o This is the Boss of Palace Six. Barba is a dragon that lives in the fire pits of the Palace. It is a tall necked, fire-breathing monstrosity, and it is all that is left between you and the last crystal placement. The Jump spell is an essential, the Shield spell is useful for cutting damage taken in half, and the Reflect spell will block the fire breath of the fire dragon (be sure they hit your shield). The following strategy will add dragon slayer to your list of accomplishments. a) Since you already have your Jump spell, Reflect spell, and possibly the Shield spell invoked, just get onto the edge of one platform, and start stabbing into the air. If Barba comes out of the pit you are stabbing at, he might be damaged as he goes up to full height. Now you can jump up to quickly stab Barba in the head, and then stand there (if he starts to use fire breath immediately), or jump to another platform (if he does not use fire breath immediately). After that, try to stab Barba in the head once before he dives back into the lava. Now you just need to repeat this cycle to wear the mighty fire dragon down! o-------------o | Thunderbird | o-------------o This is the Boss of the Great Palace. He appears as a large red being, floating majestically onto the screen, but as deadly as anything on the planet. Before you enter the screen, you should check the left side of the room BEFORE Thunderbird to see many breakable blocks, and bust them till you release either a Red Bird (you should run off screen right away), or a Red Jar (refills your magic completely). This will allow you to cast all the spells that will be helpful to you in your battle. Before the battle with Thunderbird, cast the following spells: Shield for half damage, Jump for higher jumping to reach the Thunderbirds face, and Reflect to stop most of his fireball attacks. Then enter to start the battle off. a) As he floats into the screen, he will be red, and you will be unable to damage the behemoth. As soon as he is on the screen, cast the spell Thunder to cause a flash of light to make Thunderbird reveal it's weakness (his face!). Now all you have to do is jump up and stab away at his face while he continues to rain fiery death upon you (he speeds up every time that you hit him), and once he has gone down, you have done it! But wait... The game has yet to end, so head into the next room to find... o-----------o | Dark Link | o-----------o The ultimate test of your courage! You enter the room, the Wizard has deemed you worthy to finally contend for the Triforce of Courage, but first you must face your own dark side! You must face the EVIL within yourself! You must face DARK LINK! a) This method of fighting is the easiest way I have come across beating Dark Link, and I have yet to lose a battle using it. Before the battle, cast Shield spell upon yourself. As soon as the battle is joined, run to the left side of the screen, turn around, and then just stand there swinging your sword rapidly. Now Dark Link will try to stab you in your chest (since he is defending your swings at him), and after a bit of this, he will usually try to jump in to attack you. Unfortunately for him, since you are still swinging, you will hit him to knock him backwards! Now he will come back again and again to commit the same mistake again and again! The one thing that he can do to counter this is to Downward Thrust into you, but he rarely gets close enough to do so. ---------------------------------------------------------------------------- ----------------------Troubles With Gaining Gifts--------------------------- ---------------------------------------------------------------------------- 20)This section will help you to figure out where you have gone wrong in your adventuring, which will help you continue forward in your quest. o---------------o | Reflect Spell | o---------------o Easily the most common problem for the majority of players. For some unknown reason at this time, the Old Man in the Town of Darunia will not give you the Reflect Spell. This can even happen after Link has rescued the child form the Island maze, and many people are confused. The solution to getting the Reflect Spell (needed for Palace Four) is to head back into the Island maze and finding the Magic Container in an action scene located on the west side of the maze. Just remember to go get the Magic Container when you rescue the Child to assure your getting the Reflect Spell (although Link will recieve it with 6 bars of Magic sometimes). o-----------------------o | Final Magic Container | o-----------------------o When you find Hidden Kasuto, the second house you come across in town will have an Old Lady come out to offer you her help. She will then give you the final Magic Container, but sometimes she will refuse! If she refuses, this means you missed a Magic Container in your jounrey (in the Island Maze), so back track to the north-east section of the world to find the Magic Container there to be worhty of acquiring the final Magic Container. o-------------o | Spell Spell | o-------------o The Spell Spell can often be withheld if you are not worthy. This means that you need to go back and get to the last point and get the Magic Containers. o---------------o | Thunder Spell | o---------------o Once again you need to make sure you have all the Magic Containers and Spells up to this point by doing the above steps. ---------------------------------------------------------------------------- ------------------------------Final Word------------------------------------ ---------------------------------------------------------------------------- 21)As is the usual, this walkthrough is copyright property of Brian P. Sulpher, 2002. The only website, group, person, etc. to have access to post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and www.honestgamers.com. You must ask for permission before posting this, as doing so without consent is a violation of international copyright law. If you liked it, hated it, have anything to add, then please E-mail me at briansulpher@hotmail.com. You can also contact me through MSN messenger through the same E-mail address. I created this FAQ because I love this game, and I am running out of games that I like well enough to write for that have no guide. This is nothing more than a recharge for my batteries so I can tackle some of the request list here on GameFAQ's! However, you can expect me to follow up with a FAQ for the original game soon enough! This is an add on in reflection (dated November 8th, 2005). It has been quite the momentous near three years since I first submitted this FAQ. The has undergone some changes, some minor, some quite significant. However, I feel that it has continually evolved, making it better than the original, and I hope you feel the same! | Zelda walkthrough search:
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