====HYRULE==== ***HYRULE CASTLE*** At the very start of the game you will be woken from your sleep by Zelda's telepathic
plea, only to find your uncle leaving with a sword and shield. He will warn you not to leave the house, but obeying
him would spoil the entire game! The chest inside your house holds the Lamp (if you don't pick it up right away,
the other chests within Hyrule Castle that usually hold blue Rupees will have it instead). Outside, you will
find yourself in the midst of a raging storm. All routes going around Hyrule are blocked by guards, as is the main
entrance to the castle. If you find yourself wandering for too long, Zelda will send another telepathic message
advising you of a secret passage leading into the castle grounds. To find this passage, head for the stone bridge
over the river. There's a cobblestone path leading east; follow it until it ends with a bush, which you can pull up
to reveal the hidden passage. Inside the passage you'll find your uncle, who has apparently been badly injured
from the fall into the passage. Your uncle will die from his injuries, but you can take the family weapons.
Proceed into the next room; go straight up the steps and out the door to proceed, but by heading east you'll to come to a
chest and some pots (and a couple of enemies) holding bonuses.
When you go through the next door, you will find
yourself inside the castle grounds. You can now head for the north to reach the entrance to Hyrule Castle.
Inside the castle, remember the following: soldiers with narrow, broken swords won't harm you unless you touch them, but
soldiers with large swords will give chase if they see you. Green soldiers take two basic sword strokes to fall,
while blue ones take three strokes to bite the dust. From the first room, go through the east (or west) door and
proceed north. Follow the red carpet around a corner and you'll come to a deserted room leading to the basement.
Go down them, destroy the blue soldier for a Key and open the chest to get the MAP. This next room involves crossing
an unfenced bridge over a bottomless chasm. Sneak up behind guards and hit them with the sword or pots to force
them to fall, minimising the fighting you have to do. There are three screens to this chasm room. After passing
the chasm room, you'll come to a passage with a number of fences and two green soldiers. Head right along for a pub
brawl if you like, but look along the north wall and you'll see some steps; climb up them and backtrack slightly to
reach a gantry going south, then follow the path. When you reach the next steps, keep heading north for the door
and you'll have avoided any fighting. Anyway, after go through the door you'll come to a room with both a locked door
and a sealed door, guarded by a green guard. Kill the guard and the sealed door will open; enter it and kill the
blue guard, grab the Key and the BOOMERANG from the small chest. Go back to the previous room and through the locked
door. The next couple of rooms are all but deserted, and serve only for taking you to the bottom level of the
castle.
You will now have reached the prisons. Soon enough you'll encounter a green guard; bump him
off and go into the open cell and pick up a pot. Carry the pot out of the cell and to the east, and you'll encounter
the Ball and Chain Trooper in black armour. Toss your pot at the B&C Trooper, then backtrack and grab another
pot and a second hit will defeat him. Aiming is fairly easy, but if you miss one shot there's a third pot.
If you run out of pots, charge a Spin Attack at a distance, then stun B&C with the Boomerang and strike him, retreat
and repeat until he's down. When the B&C Trooper is dust, he'll drop the BIG KEY. Grab it and open the locked
cell and approach Zelda (inside her cell is a chest with Rupees). Zelda will tell you to return to the first floor:
specifically, you must return to Hyrule Castle's first room. To repeat: from Zelda's cell go west to the stairs,
then go up through three empty rooms until you can walk south through the castle. In the room with green guards,
ignore them and walk south and up the steps; head east and north along the gantries to quickly and safely get through the
abyss room. Ignore the blue guards as you keep heading north through the last of the abyss room and the room where
you got the map until you reach the stairs leading up. You're now on the first floor, with amber walls and the pouring
rain audible. Go west (or east) and follow the red carpet through the next two rooms to arrive in the castle's very
first room. Zelda will tell you about a secret passage; travel north and you'll come to steps leading to a staircase
going to the second floor. Ignore the two blue guards here and proceed north up the steps and to the thrones.
The large mantle behind the two thrones can be pushed aside from the west, revealing the secret passage through the castle's sewer
system.
The door will close behind you, leaving you with no choice but to go forward. Go north along the
dark room and take the first west for a torch you can ignite with the Lamp to shine some light on the subject. Continue
north along the central area of the room for another torch, then go along the east passage for another torch and then
go north and straight to the door. Ignite the torch in the next room to see just how many serpents dominate the room;
kill your foes with Spin Attacks. Proceed west for the stairs in the north wall and, in the following room, go east
and ignite the torch to see your way. Kill the rats in this room for Rupees, but you can proceed straight to the
west door to proceed. Proceed west along the south wall in the next room, taking out the rats as they come, and
ignite the torches in the west corners so you can reach the door in the north wall while avoiding the bats and rats.
In the next room, keep the torches in the west and east extremes of the room alight so you can kill one of the rats
to gain the necessary Key. The next room has its own lighting, but you won't be able to knock out the weak west
walls just yet (come back later with the Pegasus Boots -- see OUT & ABOUT IN HYRULE). Proceed north to the passage
obstructed by blocks, pushing the west block of the north row to reach the stairs and proceed. The following contains
rats and empty pots; just head straight for the south-west area for the door. In the final room you have two
rats that are easily disposed of, but you must pull the correct switch in order to open the door. Stand next to the
east switch, hold A and press Down on the Control Pad to open the south door to Sanctuary (pulling the west switch will
release a horde of serpents). Once inside Sanctuary, Zelda and the Sage will explain the immediate story. Be
sure to get the Heart Container from the chest near the Sage. Now comes the non-linear element of the game; you're
scheduled to head for Kakariko Village, but you can head straight for the Eastern Palace (your next dungeon) if you
like, or take a walk around Hyrule and see the sights. I've leave the exact decision up to you and simply provide
information about everything there is to know.
***OUT AND ABOUT*** STORY Reaching Hyrule's church,
Sanctuary, the old sage there agrees to hide Zelda there. Zelda warns that the source of Agahnim's magic is something
so powerful that only the Master Sword, forged during the War of Imprisonment against Ganondorf Dragmire, can defeat
him. The elder of Kakariko Village, Sahasrahla, is a descendant of one of the Seven Wise Men and is most likely to
know where the legendary blade is. In order to destroy Agahnim before he destroys Hyrule, Link must recover the
Master Sword.
GENERAL The main enemies you must contend with in Hyrule are the soldiers. Green soldiers
require two hits with a basic stroke from the Fighter's Sword to bite the dust; they always carry swords and are often
hidden in bushes or long grass. Blue soldiers require three strokes from the Fighter's Sword and usually carry
swords, but may carry a crossbow instead (kill them for Arrows). Red soldiers require five Fighter's Sword strokes to
fall and usually carry a trident, but some red soldiers throw spears at Link. Red soldiers playing sedentary at
Hyrule Castle also throw Bombs. Other hostiles commonly found here are the Cucumbers; tall limbless green things
that'll zap Link if he tries to attack them with the Fighter's or Master Sword, so use the Boomerang first (or Arrows or
just ignore them). Octoroks, little red things who run around and spit rocks every now and again, are another
common foe. Crabs, whose movement is impossible to predict, will take off a fair amount of life. Crows will
fly at Link if he gets close, but will fly off after a short amount of time. Lift rocks and boulders with the
Power Glove or Titan's Mitt to find Bombs. Cut down bushes for green Rupees, Healing Hearts, Faeries and Bees; Dash Attack trees
for Magic Decanters, Faeries, apples (same as Healing Hearts, but look like the berries from 'Super Mario World'), Bombs
(some may already be set to explode!) or Bees. You can also destroy hostiles to help stock up on items.
Incidentally: stunned/frozen enemies killed with the Sword always give green Rupees; frozen enemies killed with the Hammer
usually give a Magic Decanter, but may also yield a Healing Heart or blue Rupee.
WHIRLPOOL WARPS If you
have Zora's Flippers, you will be able to dive into one of the six whirlpools around Hyrule to transport to another area.
There are two whirlpools to each teleport route, giving a total of three teleport routes.
FROM
TO Centre of Lake Hylia
South of Zora's Waterfall East of Magic Shop
Pond at Swamp's north Mouth of stream at Lake Hylia's south-east Pond south-east of Lost Woods
FROM
TO Pond at Swamp's north East of Magic Shop Pond
south-east of Lost Woods Mouth of stream at Lake Hylia's south-east South of Zora's Waterfall
Centre of Lake Hylia
MAGICAL TRANSPORTERS To get through this adventure you must travel between Hyrule and
the Dark World. You can always exit the Dark World and return to Hyrule with the Magic Mirror, but going in the
opposite direction is harder since the Seven Wise Men have sealed the Dark World up like a drum. Two of the easiest
ways to enter the Dark World are at Hyrule Castle and with the Magic Mirror. After you use the Magic Mirror, a sparkle
point indicates where you landed in Hyrule; use that sparkle to return to the Dark World. After you clear Hyrule Castle
Tower, the main entrance to Hyrule Castle's grounds can also be used to enter the Dark World. However, to enter
some of the Dark World dungeons you need to use the eight Magical Transporters located at key points throughout Hyrule.
They are located:
Under a rock north of a lone tree in Kakariko Village, near an entrance to the Lost Woods.
To reach it, go to the west-most point of Kakariko Village and head north. Once in the woods, take the first east
turn and then go south. Use the Hammer to knock the stakes out of the way. If you have the Titan's Mitt, you
can reach it just by going north from Kakariko Village.
In the south-west corner of the Desert of Mystery, but you
need to play the Flute and fly to location 6 to get onto the plateau. You also need the Titan's Mitt to lift the
rock that hides the Transporter.
In the Swamp's north-west corner are some statues just north of the pond with the
Whirlpool Warp. Next to the east-most statue are some stakes. Hammer the stakes down and walk to the rock and
lift it with the Power Glove to reveal the Transporter.
On the island large island in the centre of Lake Hylia is
a rock hiding a Transporter. You need to Titan's Mitt to lift it, though, and you can only use it to enter the
Ice Lake Cavern.
Just south of the East Hill, against Hyrule's eastern border, is a small area with a circle of
stakes. Hammer the stakes down and lift the rock with the Power Glove.
East of Spectacle Rock, on the summit
of Death Mountain, is a Magical Transporter lying out in the open.
At the southernmost tip of the west part of Death
Mountain, a Transporter is hidden under a rock that requires the Titan's Mitt to lift.
At the north-west most part
of Death Mountain is a small hill with three stakes on it -- (just remember to have the Titan's Mitt so you can toss the
boulder out of the way and climb onto the darned thing!). To reveal the Transporter, Hammer the stakes down in
a counter-clockwise order (ie; right, middle, left).
DEATH MOUNTAIN EXTENSION: The rugged terrain in the far north
of Hyrule, including its caves and its bisect by part of Zora's
River. DARK WORLD EQUAL: Death Mountain There are three Pieces of Heart and three Magical Transporters hidden
on Death Mountain. Death Mountain is divided by Zora's River into two parts, the eastern and western parts.
The two parts are connected by two bridges but one is blocked by wooden stakes and another is broken; use the Hammer to
knock down the wooden stakes and the Hookshot to cross the broken bridge. The main hostile on Death Mountain is
a little chipmunk-type enemy who, if attacked, will become stone for a while and remain harmless but will start moving
again eventually. After clearing Hyrule Castle Tower, one-eyed jumping spiders will start appearing; just Spin
Attack them for Rupees. The way to reach the Death Mountain area is to enter the specific cave in the mountain's
Foothills (requires the Power Glove). The cave leading there is dark, but you'll only encounter resistance from bottomless
pits and the odd bat, and there's only two fairly straightforward rooms to the cave. The first time you climb
Death Mountain, you will have to escort an old man to the top. When you emerge from the entrance cave of Death Mountain,
travel east to reach the old man's cave. If you talk to him here, he'll give you a clue and refill your Life Meter.
Follow this passage to emerge on the eastern-most cave of Death Mountain's west side. Go east from this cave to reach
the broken bridge, or west to reach the large stairway and the cave leading back to the mountain's foothills.
Climb the large stairway and travel east to reach Spectacle Rock. Enter the cave where Spectacle Rock is and jump
down the hole and travel east for a Faerie Fountain. When you emerge from the cave, jump down and you'll be on the path
towards the large stairway.
The south-western most part of Death Mountain is a maze of caves, several of them
being one-way exits. Here is a list of all the cave entrances and what they contain: WEST-MOST CAVE: Several blue
Birri and worms, but you can't reach any of the other goodies in this chamber from this entrance. SECOND-WEST CAVE,
NEED TITAN'S MITT TO REACH: Get through the worms and Birri and go up the stairs at the far north of the room. After
reaching the upper floor, go to the far east and jump down the pit to reach some pots you can't reach any other way
(you'll exit at the far-west cave in this area). WEST TWIN CAVE: Dead end. EAST TWIN CAVE: Proceed along the west passage
and Bomb the weak north wall for a Shop. ISOLATED IN THE SOUTH-EAST CORNER: You can choose to go up the stairs or down the
pit, either way will lead you somewhere. If you choose the pit, you'll fall to the sectioned-off area you saw in
the east twin cave. Bomb the weak north wall for Arrows, Bombs and Healing Hearts or go up the stairs to reach
a door, entering a room with a Crystal Switch and several worms. Kill all the worms (opening the exit door) and then
toss a Bomb at the Crystal Switch to reach the chests (all contain Red Rupees). Exit the tunnels by dropping down
the pit and pushing the south block away and you'll exit via the east twin cave. If you climb the stairs to the
west, you'll encounter resistance only from two worms before you can exit via the south door (up the steps) and reach the summit
of Death Mountain's western part. ON PLATFORM, JUMP OFF WESTERN-MOST GAP FROM SUMMIT: Follow the spiral passage through
this room and you'll come to a hole; jump down it and you'll come to a chest with 50 Rupees. You'll emerge from the
west-most cave at the foot of the mountain. ON PLATFORM, JUMP OFF SECOND-WEST GAP FROM SUMMIT: Jump down the pits here
to reach the otherwise inaccessible pots in the Titan' Mitt cave at the mountain's foot.
DEATH MOUNTAIN FOOTHILLS EXTENSION:
The area of land between Death Mountain and the Lost Woods to the
west, the land and small lake between Death Mountain and the
Woodlands to the south and south-west. The remaining border is
Hyrule River along the south and east. DARK WORLD EQUAL: Death Mountain Foothills There are three Pieces of Heart
in the Foothills. At the far north of the Foothills (also the far north of Hyrule) is the Lumberjack's House.
Before you defeat Agahnim at Hyrule Castle, the Lumberjacks will be trying to hack down a tree. Further south, there
is a sign marking the cave that allows you to reach Death Mountain -- ignore the bureaucratic requirements, you just
need the Power Glove to remove the obstructing boulder. East of the little pond is Sanctuary, where the Sage
hides Zelda for the first third of the game. While they are there, talk to them for a clue about your main objective
of the game and to have your Life Meter fully refilled. Travel further east to reach Hyrule's Graveyard. The north-westerly-most
grave is blocked by rocks; lift them up with the Power Glove and push the headstone north to reveal a way into the secret
passage between Hyrule Castle and Sanctuary; you'll land in the room with the weak walls you couldn't demolish earlier.
On the shore of Zora's River is a cave that, if entered, leads to a dead end. Cut down the bush just south of here for
another entrance leading to a Great Faerie's Fountain.
DESERT OF MYSTERY EXTENSION: Hyrule's south-west corner,
enclosed by plateaux. The south-east border is marked
by the screen break right on a narrow passage between a plateau
and hill. DARK WORLD EQUAL: Swamp of Evil There are three Pieces of Heart and one Magical Transporter in the
Desert. Your main troubles in the desert are cacti (the green plants will cause damage if you touch them) and
Geldmen (living sand-men who leap out of the sands and attack). The vultures that fly around will just circle you
without causing any real damage; ignore them. The Desert Palace lies in the north-west corner, while in the north-east
corner of the desert is the Desert Sanctuary. Aginah, a descendant of the Seven Wise Men, has taken refuge at the Desert Sanctuary
and will give Link a clue about your next objectives. Near the entrance to the desert is a cave entrance, which
leads to a Great Faerie's Fountain. The large boulder near here also hides a cave with pots containing a total
of 50 Rupees; grab the gold, exit and come in again to easily max-out your cash.
EAST HILL EXTENSION: Enclosed
by a plateau on the north, west and much of the south. East
wall is the end of Hyrule. The south-east portion extend a
little further south than the south-west portion. DARK WORLD EQUAL: Eastern Brush There isn't really much to
the East Hill; a few guards and Octoroks patrol it, but the main danger comes from Armos Statues who will come to life
if Link gets near them. Use basic Sword strokes or Spin Attacks to take out Armos Knights, the same going for
the other enemies in this area. The Eastern Palace lies in the north-east corner of the East Hill; navigating it
is pretty easy after a while. Sahasrahla's hideout is in the north-west quadrant, and once you're inside you can
Dash Attack the north wall for three Bombs and a total of 100 Rupees.
HYRULE PLAINS EXTENSION: Between Hyrule
Castle, the Swamp and Woodlands. Extends past Lake Hylia
and between the west side of the East Hill and Zora's River.
Includes area south-east of East Hill. DARK WORLD EQUAL: Dark Plains The Hyrule Plains starts with Link's House,
which has three Healing Hearts in the pots. The area is patrolled by the Hylian Army and, along the dirt track, Octoroks.
South of East Hill, along Hyrule River's shores, are four trees and a cave hiding a Great Faerie's Fountain. Along
Hyrule's east border, again south of East Hill, is another cave leading to a Faerie Fountain.
KAKARIKO VILLAGE EXTENSION:
The main city to the east of Hyrule, between the Lost Woods and
Desert of Mystery. Includes some houses to the south of the
paved area. DARK WORLD EQUAL: Village of Outcasts There are three Pieces of Heart and one Magical Transporter
in Kakariko Village. After clearing Hyrule Castle Tower, all the citizens vanish and the Hylian Army moves in.
Throughout Kakariko Village there are chickens here, there and everywhere -- even indoors! The chooks are pretty
docile, but if you injure them in any way they'll get afraid and start running for it. Beware: if you abuse the chooks too
much (as in about 30 Fighter's Sword strokes, which is only possible if you're doing this deliberately), every chook in
Hyrule will come down on you like the title characters in Alfred Hitchcock's 'The Birds'. In other words, you'll
be swarmed by every chook on the planet and be pecked to death unless you can get indoors! (Once indoors, when you
go out again the chooks will have calmed down and forgiven you.) The north-east corner of Kakariko Village has
a well you can jump into for some Bombs and Rupees. West of this well is an old shack formerly used by Blind and
his gang of thieves; downstairs are four chests each containing a red Rupee, but you need to push the blocks out of the
way in order to reach them. West of Blind's house is Sahasrahla's house. South-west of Sahasrahla's house is
a woman's house, inside being a painting that will yield four blue Rupees if you pull it. The woman, who patrols outside
the house, will call a guard if you try to talk to her. Travel west of this house and you'll come to Kakariko's weathercock
and later a merchant, who buys and sells various items. West of the merchant is another woman who will summon
a guard if you talk to her, but there is nothing of value in her house. South of the second woman's house is a large
garden, east of which is the home of a woman who still trusts Link. Inside her house is a weak east wall, which
if bombed leads to a chest with some Arrows. The man just outside is afraid of Link and will run away; if you catch
him with a Dash Attack, he'll give you a hint about dashing into trees for goodies. East of the trusting woman's
house is a house where a sick young boy is, and further east is a house with an overgrown lawn; the man inside will offer
advice on where to find items. South-west of the house with the overgrown lawn is Kakariko Inn, where the two
alcohol-impaired gentlemen will give you hints about Hyrule's special landmarks. West of the inn is a Goods Shop,
and further west is a bonus hut: Bomb the south wall to gain entry and inside are a couple of rats and pots containing
Bombs, Arrows and Rupees. South of the main area of Kakariko Village is its House of Books. South-east of
the House of Books is a Treasure Chest Game, where for 20 Rupees you can open one treasure chest and win some money.
Further west of this area is the home of two brothers who are having a bit of a quarrel. Use a Dash Attack on the
west wall of the older brother's room to reach the 15-second game, so named because the challenge is to clear a maze in
15 seconds.
LAKE HYLIA EXTENSION: The body of water in Hyrule's south-east and its shores. DARK WORLD EQUAL:
Ice Lake There is one Piece of Heart and one Magical Transporter at Lake Hylia. The large island in the
centre of Lake Hylia is the Pond of Happiness; enter and throw in 100 Rupees total to talk with the Faerie Queen, Venus.
(At first you have the option throwing 5 or 20 Rupees into the Pond, but after you first meet Venus this will change
to 25 or 50 Rupees.) Also, plant a Bomb on the wall east of the pond for a standard Faerie Fountain. Along
Lake Hylia's east shore is a small ice cavern with a Faerie Fountain. Lift the boulder near here for another hidden cave.
To reach this shore without Zora's Flippers, you can walk from the Swamp along Lake Hylia's southern shore and continue
until you reach here. The north-west shore of the lake has a Fortune Teller's House and a shop.
LOST WOODS EXTENSION:
Large forest in Hyrule's north-west corner. DARK WORLD EQUAL: Skeleton Forest There is one Piece of Heart in
the Lost Woods. You can enter the Lost Woods from one of four places; the far west of Hyrule, from the north-west
corner of Kakariko Village, or another entrance slightly east of there. Another entrance is located near a Fortune
Teller's House and the fourth entrance is located north-west of the Lumberjack's House. Scattered throughout the
Lost Woods are several swords in pedestals; if you grab one, Link will realise it's a fake Master Sword that you can throw
at enemies. The Lost Woods are structured somewhat like a maze, but its layout isn't too difficult to grasp.
The eastern part of the forest has an underground thieves' hideout, which gives you a clue on how to obtain one of the
Bottles, and towards the north you can find a Magic Mushroom. If you enter the Woods from the entrance near the
Lumberjack's House, look along the north part of the woods as you travel west for a log; this leads to a Treasure Chest
Game where you'll be charged 100 Rupees by a thief so you can open one chest. The game is expensive, but it has
bigger prizes than the one at Kakariko Village. The western part of the Woods again holds few redeeming features.
In the large, open areas in the east and west part of the Woods is a thief, and more thieves will appear after you clear
Hyrule Castle Tower. Each thief will try to ram Link, causing him to drop Arrows, Bombs and Rupees; you must quickly
grab your gear back before the thief does!
SWAMP EXTENSION: Large patch of green overgrowth between Desert of Mystery,
Lake Hylia and Hyrule Plains DARK WORLD EQUAL: Swamplands
There is one Piece of Heart and one Magical Transporter in the Swamp. The swamp is basically one large area of long
grass and the Hylian Army's archers (some of whom take advantage of the long grass and hide in it). You can enter
the Swamp via a passage just south of Link's House, or another entrance south-east of the Haunted Grove that requires the
Power Glove. If you take the entrance near Link's House, travel east and Bomb the weak plateau for a Great Faerie's
Fountain. In the southern parts of the swamp, near the ruins, there's this funny little purple character who'll
come jumping out from time to time. Kill him if you like, but he's fairly harmless. If you cut down the short
grass the purple guy jumps out of before he can hide again, he'll be stuck out in the open. You can go up and
talk to him, but he'll just vaporise and leave you one of the following: a Faerie, large Magic Decanter, Healing Hearts,
Bombs, Arrows or Rupees. Towards the south of the Swamp is a set of ruins perched over a small pool, inside
being a chest containing Bombs if you push the blocks out of the way. The Swamp Ruins' second room contains two
switches and a Bubble: pull the east switch to redirect the swamp water into the ruins, but the west switch drops ignited
Bombs. After flooding the ruins, the surrounding pond will be drained and there'll be a little fishy who's now
without a home. You can pick this fish up and throw him into deep water for a red Rupee, or throw him to Kakariko
Village's merchant for 21 Rupees, eight Bombs, 10 Arrows and a large Magic Decanter.
WOODLANDS EXTENSION: Column
between Kakariko Village and Hyrule Castle; includes forest
around the Blacksmith's Shop and Haunted Grove. DARK WORLD EQUAL: Woodlands There is little to be found in the
northern Woodlands, save several trees containing goodies, a Fortune Teller's House and entrances to the Lost Woods. There
is the Blacksmith's Shop where you can have your sword tempered, but the blacksmith won't be able to do so unless his lost
partner returns. (If you want to mount a rescue operation, you'll have to wait until you have the Titan's Mitt.)
In the southern area of the Woodlands is the Haunted Grove, where a Flute-Playing Boy often plays his tunes to the animals
who live there (if you approach him, he'll enter the Dark World). After clearing Hyrule Castle Tower, you can
use a Dash Attack to knock a red Rupee from the south and south-east lone trees there. Just north-west of the
plateau where Link's House stands, but still in the Woodlands, is a pile of five rocks. Use a Dash Attack to destroy
them and reveal the entrance to a Faerie Fountain.
ZORA'S RIVER EXTENSION: The long river travelling from Hyrule's
north-east. DARK WORLD EQUAL: Lake of Ill Omen and Dark River Zora's River holds few landmarks. The most
obvious one is the Magic Shop, which sells all kinds of Medicines, north and east past the river's stone bridge.
At the very north of Zora's River is the entrance to Zora's Waterfall. To the west of this entrance is a prominent
waterfall; this is the Waterfall of Wishing and if you have Zora's Flippers, swim through this waterfall to reach a pond
watched over by the Faerie Princess, who rewards honest people with item upgrades.
ZORA'S WATERFALL EXTENSION:
Area just north of Zora's River, beyond the Waterfall of Wishing. DARK WORLD EQUAL: none There is one Piece of
Heart found here. The area around Zora's Waterfall is essentially one long walk through shallow water, looking
out for attack by Zora Spawn. Zora himself is located right up the back; a conversation with him may bring you happiness.
***EASTERN
PALACE*** REQUIREMENTS: Sword and Shield, Lamp
STORY Locating Sahasrahla hiding in a ruined palace, Link
explains his quest. Sahasrahla warns that since the Master Sword repels evil in all its forms, only a hero who has
won the Three Pendants of Virtue can use it. As a test, Sahasrahla challenges Link to recover the green Pendant of
Courage from the Eastern Palace.
GETTING THERE From Sahasrahla's hut, go north to escape the ditch, then
go around to the east until you come to an Armos Statue; activate and kill them, then proceed (beware Octoroks).
Keep heading east and go around the raised plateau to the south, then head east along it until you come to some steps (guarded
by Armos Statues and a blue Hylian Army soldier) that lead north; keep heading north to the entrance of the Eastern
Palace.
PALACE INTERIOR Enter the first room and lift up the middle pot to reveal the switch. Go through
the nearby door, take out the three enemy Leevers, then step on the raised part of the floor to open the door.
In the next room, there are two large arches built into the walls, the one to the north firing cannonballs and the one
to the south receiving them. Usually small balls are fired down one part of a narrow corridor, but big ones require you
to take refuge behind the fences to avoid damage. When you reach the launch arch and get out of the line of fire
you can climb the steps to the north and proceed, but if you proceed west and follow the passage you'll get 312 Rupees
from a chest and some pots. After going through the door above the north launching arch, you'll be in the main
room; turn right and go through the door. Exit this room by the north-east entrance and you'll come to a room with
a bouncing Bubble enemy (who's not only invincible, he'll drain your Magic Meter if you're already invincible from an
injury!) and five pots. The centre pot hides the switch; go through the opened door and you'll be within reach of
the chest containing the MAP. Jump down from the ledge to reach the stairs taking you back to the long room, then
exit through the west entrance to return to the main room. Exit the main room using the doorway to the far west.
The door leading out of this next room is in the south-west corner. In this next room, lift up the centre pot
and grab its contents to make the four Stalfos appear, then kill them all to open the door (it's most effective to toss
pots at them, but you can also round them into corners and/or use Spin Attacks). The next room has the chest containing
the COMPASS and the exit is on the east side; reach it by going down the steps first. The room you're now in is nothing
more than a T-junction; walk straight through it from west to east and you'll come to another part of the main room.
Again, walk straight to the east side and through the door. Don't mind the enemies. The next room is deserted
so head straight to the south door.
The next room is dark and contains two Bubbles; start your walk by turning east
until you step on the switch in the floor, then backtrack slightly to enter the adjoining room, which is also dark and
guarded by Stalfos. The north pot against the east wall contains a necessary Key. Return to the previous room,
then start walking south and follow the path (taking out the Leever) to the locked door. Go through the door and
across the bridge in the next room, and then you'll come to a long room guarded by a Rocklops (one-eyed statue), some
Leevers and Stalfos. Destroy all of the Leevers and Stalfos (don't use pots on them! They're need for later!),
then walk near the Rocklops to bring him to life and toss some pots at him. If you don't have any pots handy use the
Sword, but you'll be there for a week. Once all your enemies are vapour, head towards the north of this room: the
Bubbles have now flown away from the pot near the blue altar. Lift up the pot to reveal a switch that will make the chest
containing the BIG KEY appear upon the altar to the north. Exit this room via the north door, push the east block
forward to proceed, then exit the room using the north-east door. You'll return to the main room and will be
able to recover the BOW from the large chest in the centre of the room. Four Stalfos will appear, whose heads will
detach and follow you around. Hit each of these new Stalfos twice with the sword before the head detaches to make
them collapse and abort their attack. Ransack the pots near the east and west doors for Arrows. Head for the
north of the room and climb the stairs. If you want a hidden area with two faeries, jump into the large jars (step
on the warp tiles to return to the main room). Go through the locked door (opens with the Big Key) to proceed.
The next room is dark and contains a swarm of Leevers and two Rocklops. Ignite the three torches with the Lamp (two in
each south corner, one against the middle of the north wall) to make the room more visible for a time, then massacre
the Leevers with the Sword and the Rocklops with Arrows. One of the Rocklops has a Key for the west door, which is
the way to proceed to the second floor. If you go through the east door you will come to a room whose light mirrors
that of your current room, guarded by a Bubble but contains several blue Rupees.
The first room of the second
floor contains pots and is guarded by a Bubble. Lift the south-east pot to reveal the switch to the next room. Here,
defeat the three Rocklops with Arrows and step on the south switch. The next room is pretty much overrun with
cannonballs (like the ones you saw in the palace's third room), but by walking straight to the north-west switch and then
to the west door WITHOUT PAUSING FOR BREATH you can avoid damage. The next room contains some Stalfos and red
Rocklops, who are vulnerable only to Arrows; defeat them all to enter the next room, but charge a Spin Attack before you
go through the door. In the final room before the Keeper, step into the semi-circle of Leevers and release
the Spin Attack to take them all out in one sweep. After grabbing whatever the Leevers drop (probably Rupees) move
close to the two red Rocklops to start them moving and take at least one of them out with Arrows before they stop again.
Take the other one out at your leisure to make the final door open. Before entering the Keeper's lair, ransack the
pots for Arrows.
ARMOS KNIGHTS The Keeper of the Eastern Palace is a section of six Armos Knights.
The Knights will start moving soon after you enter the room; they will first form a large circle taking up most of the
room and move clockwise, change direction to counter-clockwise, then move to the north part of the room to sweep down the entire
room. The Knights always move slowly and make easy pickings with the Bow. The least dangerous means of
attack is to hide in one of the south corners of the room until the Knights start their sweep, at which point you should
pick off the Knights with your Bow. If you can't wait that long, you can still attack the Knights while they're
in circular formation; it's just a bit harder to hit a moving target. Each Knight takes three Arrows to fall, but
you can also use Spin Attacks. When only one Knight is left, he turns red and comes at Link trying to stomp on
him. The red Knight, no matter what damage he's already sustained, will take three Arrows or several Spin Attacks
to end the fight.
***DESERT PALACE*** REQUIREMENTS: Bow and Arrows, Lamp, Book of Mudora
STORY Successfully obtaining the
Pendant of Courage, Link returns to Sahasrahla, who gives the boy a gift and explains more of the legends surrounding the Master
Sword: several generations ago, a brethren called the Knights of Hyrule protected the Hylian nobility. Most of the
order was killed during the Imprisoning War, but prophecies say one who is descended from the Knights will become the
greatest hero the land has ever known. Link must recover two more pendants in order to be worthy of the Master Sword.
The blue Pendant of Power lies in the Desert of Mystery, at the palace ruins there.
GETTING THERE Enter
the Desert of Mystery and head for the platform marked with the blue Pendant on the map. The stone monolith contains
instructions on how to enter the palace, but is written in ancient Hylian script; use the Book of Mudora to translate
the instructions. Your wish to enter shall be granted, and in you go.
PALACE INTERIOR If you're
in a room where the ground is sand rather than paved, crab enemies will surface. They will either be small and surface
to pursue Link (take them out with regular sword strokes) or large. The large sand crabs are either blue (sit
around trying to trap Link) or red (fires three energy beams before returning to the sand), and when they begin to surface
the moving sand can pull you towards them.
Travel north through the first room until you're to the west (or
east) of the blue floor with the green Beamos statue (an invincible enemy who will fire a laser beam if he sees you).
Head in the direction of the pots, get them out of the way and continue north. Go through the north door directly
in line with the passage you've just left and you'll come to a wide room. In the centre of this room are two unlit torches
guarded by green Rocklops. Slightly north of these torches is a pot hiding a switch; step on it to reveal the chest
containing the MAP. Exit this room, then travel west along the passage until you come to a room with a north door
and west door. Go through the north door and you'll come to a Beamos statue guarding four torches, upon one is a
Key. Use a Dash Attack to dislodge the Key and grab it, then exit the room and travel east. When you reach
the room with three pots, the north door leads to a room where your only objective is to destroy the sand crabs inside
to open the door back to the rest of the palace. In the three-pot room, travel south until you reach the locked
door and go through it to access the room with the COMPASS (the south door leads to a room containing to the palace's east
exit). Destroy all the Leevers in the Compass room, being wary of the Beamos, and you'll be able to enter the
long room to the north. Being wary of the mobile cannonball launches on the east and west walls (a Dash Attack may
or may not be useful), head north for the chest containing the BIG KEY. Backtrack out of the Compass room and
travel north until you come to the three-pot room, then travel west until you come to the room with the north and west
door. Go through the west door and lift the north-east pot from the pot circle to reveal the switch (beware of Beamos!).
Go through the north door and get the POWER GLOVE from the chest. Backtrack to the room with the north and west
doors, then travel to the very south of the palace and go through the west door near the two pots. The south
door in this room is the Desert Palace's south-west exit, but if you'd like a Faerie Fountain follow my lead: note the
two groups of blocks in this room. Focus on the west group of blocks. Take particular note of the second
block from the right (the third block from the wall). Push the block and the north door will open, allowing access
to the Faerie Fountain. Just remember that Beamos may catch sight of you.
Anyway, in the aforesaid
Beamos/Faerie Fountain room, you go through the south door to exit the Desert Palace. You are now in Hyrule's overworld,
on a plateau. Travel north from here and look around for a cave with an eye and claw pattern above it, blocked
by light green boulders. With the Power Glove you can lift these boulders and enter the next part of the Desert Palace.
In the first room, look out for Beamos and push the middle block of the east group in-line with the others to open the
door. As the game animates the room change, STOP ALL MOVEMENT! DON'T DO ANYTHING because magic tiles will fly
from the floor, and if you've stopped in the doorway they'll hit the walls and won't be able to harm you. All
you have to do is wait until the last tile shatters against the wall. The Key needed to unlock the stairs to the
next floor is in the south-west pot and there's a Healing Heart in the middle east pot if you need it.
The first room on the top floor is devoid of any features, but to get through the second room you must destroy all the
Leevers while avoiding Beamos. The next room is tricky because it's got three Beamos and several Leevers. Head east
until you can go north, getting past the unlit torches and statues, until you come to the four pots blocking your way.
The second pot from the east wall contains the Key needed to get through the door. Remember there are three Beamos
statues forming a cross-fire at this point, so move quickly. When you go through the locked door, stop moving immediately
and wait for the magic tiles to do their business before you get the Key from the north-east pot. In the next
room, destroy the red Rocklops with Arrows and get some extra items from the pots, then ignite the four torches in this
room to make the wall move back and reveal the final door.
LAMOLAS You must face off three sand worms
who burrow their way out of the sand, float about in a random direction for a random amount of time, then hide again.
When a Lamola emerges it throws four rocks, one in each north, south, east and west direction; if there is only one Lamola
left, he'll throw rocks along the diagonals as well. You must hit the Lamolas in the head to injure them.
One important point is to make sure you're carrying as much Life Medicine or Faeries as you can. You can use Arrows
or the Ice Rod (the latter making them fall in about two blows!), but aiming is a bitch and you may run out of ammo/Magic
Power quite quickly without actually hitting anything. I prefer using the sword; stand just next to where a Lamola
is emerging and charge a Spin Attack. When Lamola emerges, release the attack and go after him with basic strokes.
Remember not to stand in a place where you could be hit by the rocks they throw; if you're on your last Lamola, stand a
little further away from where the worm is emerging to help prevent damage.
***TOWER OF HERA*** REQUIREMENTS:
Sword and Shield, Power Glove, Boomerang, Lamp, Magic Mirror
STORY The third and final pendant is the red
Pendant of Wisdom from the Tower of Hera, which stands upon Death Mountain's highest peak. While climbing the mountain
Link meets a lost old man, who mutters that he suspects Agahnim of kidnapping the missing women so he may use the life-force
of the Seven Wise Men's descendants to open a gate to the Dark World. Link must recover the Master Sword and stop
the wizard before it is too late.
GETTING THERE Climb Death Mountain to Spectacle Rock. East of here
is a Magical Transporter to the Dark World, which you should enter. Travel west until you reach the point where
Spectacle Rock would be in Hyrule....and you'll find that this landmark isn't in the Dark World, but instead there's a
discolouring of the ground. Stand where Spectacle Rock would be in Hyrule and use the Magic Mirror; you will appear
atop Spectacle Rock and can jump off it to the north, from which it's a short walk to the Tower of Hera.
TOWER INTERIOR
Much of this tower involves creative use of the Crystal Switches to go along the necessary passages. If you trip
a Crystal Switch causing the blocks below you to rise, Link will become invincible for a few seconds and you'll need to get
him away from the raised blocks to proceed. Another process, not mentioned in the game's manual, is stepping on the
Star Tiles to change the positions of holes in the floor. No holes here will cause you to lose life energy, but will cause
you to end up at the floor below. Remember that when you first enter the Tower, you will be on the second floor,
not the first. The main enemies here are walking crystal balls. Hit these enemies with the sword to kill
them (it takes four basic strokes for blue crystal balls, but red balls take so long to kill they're almost invincible!),
but remember that Link will be forced backwards when he hits them. Small worms also dominate the tower, and because
of their unpredictable movement it can be difficult to land a blow; use a Spin Attack to take out worms. The triceratops-type
enemies here breathe fireballs periodically but can easily be defeated with basic sword strokes, and Stalfos also make
a cameo appearance. If a Pink Stalfos successfully jumps away from you, he'll toss a bone in your direction.
When you first enter, hit the nearby Crystal Switch and travel west to the next Crystal Switch, hitting it. Go down
the nearby stairs to reach a room that's well-guarded and with a Key inside retractable blocks. You simply need to
toss the Boomerang to recover the Key, minimising your combat and getting back to the second floor as quickly as possible.
Upon returning to the second floor, hit the nearest Crystal Switch and move north. On the blue altar towards the
very north of the room is the chest with the MAP. To the east of here is a locked door leading down; go through it
and you'll come to a room with magic tiles, but you won't be able to use the doorway for protection. Instead you'll
need to hit the incoming tiles with the sword; time your basic strokes just right, but ensure your Life Meter's strong just
in case. Once the last tile has been shattered the door will open; hit the Crystal Switch to enter the next room.
Here, try to defeat the worms by hitting them with Spin Attacks as they near their retracting block barriers, since this
allows you to attack while they remain defenceless. Hit the Crystal Switch to enter the next room and ignite the
four torches with the Lamp to make the chest containing the BIG KEY appear. Backtrack to the second floor, making sure
you set the Crystal Switch to orange before taking the stairs up.
Head for the south-west part of the second
floor, which has a set of stairs leading up. In the next room, kill all the walking orbs or drive them into the pits
to make the door open. The next room also has crystal orbs guarding it, but your priority is to use the Star Tile
to clear a path to the locked door and go through it (the door opens with the Big Key). In the next room, simply
work your way to the east while avoiding/destroying the walking crystal balls and manipulating Star Tiles and Crystal Switches.
Though it's not necessary, it's best to leave this floor with the Crystal Switch set to retract orange blocks.
This next floor is heavily guarded by worms so keep your guard up. All the pots here contain Rupees, and the small
chest towards the middle of the room contains the COMPASS. You can find the large treasure chest at the far north of
the room, but you won't be able to reach it just yet. Continue to the west of this room, watching out for a triceratops
monster, and going through the north door. On the fifth floor, beware of the large number of walking orbs in
the room. Travel slightly south of the entrance and step on the Star Tile near the pivoting bar of energy balls.
Now travel to the very middle of the north wall (where the false cracks are) and travel south, jumping down the first hole coming
reasonably close to your location. This will allow you to fall down to the fourth floor and, if you avoid the moving
energy ball, you can open the large chest and recover the MOON PEARL. Return to the fifth floor by just walking
south (the Star Tiles take care of everything) and taking the stairs up as you did before. Now, so more information
on Floor 5: near the northernmost wall are three permanent holes in the floor, in the west corner. The second-north-most
hole allows you to fall down and down to a Faerie Fountain (Warp Tile returns you to Floor 5). The series of pots
towards the east of the floor all contain Healing Hearts. Just north of these pots are the stairs leading to the
floor with the Keeper. To reach the battlefield, travel south along the wall until you can go north and jump into
the battlefield.
MOULDRUM Link must face a giant version of the worm enemies in order to recover the final
pendant. The main danger during the battle is being pushed off the battlefield and down to the previous floor; though
you can climb back up, Mouldrum will have recovered from his injuries and you'll have to restart the battle from the
top. Falling off the battlefield means returning to the fifth floor, but falling through the hole in the battlefield
means returning to level four. Mouldrum can only be injured by hitting him in the tip of his tail (it's white,
unlike the rest of him). When you hit Mouldrum (preferably with a Spin Attack) his tail will retract for a few seconds,
so get behind him and charge another Spin Attack to inflict continuous damage. When Mouldrum has two or three
hits to go, he'll speed up and make your challenge even more difficult. If you keep getting knocked off, remember
the Faerie Fountain you can access from the fifth floor, or the Healing Hearts in the pots on the same level.
***HYRULE
CASTLE TOWER*** REQUIREMENTS: Master Sword, Lamp
STORY Link succeeds in recovering the Master Sword, but
soldiers find Princess Zelda at Sanctuary. The loyal sage is badly injured during the attack and with his dying
breath the sage urges Link to rescue Zelda from Agahnim's clutches before the wizard works his magic....
GETTING
THERE Entering the castle requires obtaining the Master Sword from the Lost Woods, so get it and then enter Hyrule
Castle. From the first room, go east (or west) through the door and climb the stairs. There will be another
door along the south that'll allow you to exit the castle along the battlements, where the Bomb-throwing sedentaries
are. At the centre of the far north there is the door to the Tower: strike the energy barrier with the Master Sword
and barge on in.
TOWER INTERIOR Your only enemies in this tower are the Hylian Army and the occasional
bat (who are in the shape of an eyeball, oddly enough). There are lots of dark rooms so make sure you enter the
Tower with a fully-powered Magic Meter. The Tower has no Map, Compass, Big Key or special treasure, and strangely
enough you start on the second floor but there's no way to reach the first floor.
The first room contains
nothing of note, but the second room contains two Ball and Chain Troopers you need to defeat to open the door. Stun
them with the Boomerang and use two Spin Attacks to kill them, taking out one at a time. Try to keep the Trooper you're
not attacking away by getting him trapped against one of the fences. The third room contains two soldiers wearing
B&C Trooper armour, but they will simply charge at Link with their swords. Use Sword Beam attacks if you can,
or stun them with the Boomerang. Once they're both down a chest containing the Key will appear. The next (dark)
room contains one soldier and a bat, but you simply need to head for the west wall and go straight through the door.
The next room is dark and has fences making it a maze. First, head south and destroy all the guards and bats that
you can. Backtrack to the door, then go to the far north of the room, then walk west to the maze fence. Go
south, then east and ignite the three torches (don't worry if a fence is in the way; the flame will still reach the
torch). You should now be able to see the route to the chest containing a Key (the nearby block opens this room's
entrance); after getting it, backtrack to the first torch and go down the fence opening just south-east of the second
torch. Now go south and take the second east turn-off to reach the door. The next room contains two guards,
but just walk straight for the middle of the north wall to reach the stairs.
After you emerge from the stairs,
turn west and follow the wall to the door (ignore the guards). The next room takes place over a chasm; take the middle junction
from the start, get rid of the guard and ignite the torch, head north and light another torch and take out a second guard,
then head for the exit (push the block to re-open the entrance). The next room contains two archers and a blue
guard; use the two torches here to see where they are, and the archer who starts furthest south has the Key.
The next room requires you to take out the two bats and pair of trident-armed guards to open the door. In the subsequent
room are some bats, two red guards and lots of pots, blocks and fences; take out all the enemies to re-open the entrance,
but the guard in the very centre of the room has the Key. Keep him trapped in the middle and use pots to take him
out. There's a B&C Trooper, spear-throwing guard and a charging guard in the next room, but just ignore them
and bolt straight for the door. When you emerge in the next room you must push the easternmost statue to proceed,
but beware the archers and other guards. The final room takes place over a bottomless chasm and has two blue guards;
just send them bungee jumping. Climb up the stairs to a blank room, but here the music changes; in the second room
of the top floor, Agahnim will banish Zelda to the Dark World before retreating to another room. Cut down the centre
curtain in the north wall with your Sword to reveal the final door.
AGAHNIM The wicked wizard has three
attacks: orange energy bolts (flashing sphere with a tail), blue energy bolts (six small blue energy balls in a Star of
David formation) and lightning bolts. Agahnim becomes invisible between attacks, but you can tell where he'll
appear by watching his shadow. The only weapon you need for this fight is the Master Sword, but strangely enough
the Bug-Catching Net works just as well! When Agahnim appears, make sure you're at the opposite end of the room
facing him UNLESS Agahnim appears in the middle of the room's far north. This almost always means he'll be firing
a lightning bolt; stand next to Agahnim and if he's facing down the room's centre, that means he'll fire lightning.
Stand beside or behind Agahnim to avoid the shot. At other times, Agahnim will fire either orange or blue energy
bolts. If Agahnim fires a blue bolt, strike it from the east or west with the VERY TIP of the Sword to avoid taking
damage. If Agahnim fires an orange bolt, hit the bolt with the Master Sword to reflect it back towards Agahnim.
More often than not the bolt will hit him and cause Agahnim damage. When 5-6 orange bolts hit Agahnim, he'll draw
Link into the Dark World.
====THE DARK WORLD==== ***OUT AND ABOUT*** STORY Battling with Agahnim
the wizard, the evil magician becomes badly wounded. Not willing to admit defeat, Agahnim draws Link into the Dark World
before disappearing. A telepathic message from Sahasrahla explains much: when the Gods created the Triforce,
they hid it within the Golden Land. Ganondorf 'Ganon' Dragmire found a way to enter that Land and, after killing
his own gang of thieves, touched the Triforce and wished for the world. To fulfil that wish, the Triforce turned
the Golden Land into a version of Hyrule that reflected Ganon's dark heart. Agahnim has now succeeded in opening
a gate linking Hyrule and this Dark World. The seven maidens Agahnim has sent to the Dark World, as descendants of the
Seven Wise Men, will surely help Link in his quest and so he must find them.
GENERAL Those who enter the
Dark World are changed into a shape which reflects what is in their hearts and minds. If Link hasn't recovered the
Moon Pearl from the Tower of Hera, he will transform into a rabbit and won't be able to use most of his weapons.
You'll need the Moon Pearl to clear the Dark World, so head back to the Tower and get it! You can return to Hyrule
at any time using the Magic Mirror, but you will only be able to enter the Dark World again using the eight Magical Transporters or
the entrance to Hyrule Castle. The sparkling portal created with the Magic Mirror can also be used to re-enter the
Dark World. The main hostiles in the Dark World are basically the same as those in Hyrule, only they look different.
New enemies are the one-eyed Bomb-throwing super-strong giants called Hinox, who are especially vulnerable to Bombs. There
are also airborne enemies who'll either just fly around Link or drop explosives on him; both breeds will avoid Sword blows,
so use the Hookshot or some other projectile weapon to take them out. There are several story-tellers in the
Dark World. If you pay 20 Rupees to hear their story, you'll not only get a clue about what to do next but they'll also
heal your wounds. Also, if you see a tree whose eyes follow Link, touch their 'mouth' and a dangerous Bomb will come
out. You can then talk to the tree for a clue; usually they'll just give you a hint about using a Dash Attack to
get items from trees, but other times they'll give you other information.
WHIRLPOOL WARPS There is only one
Whirlpool Warp route in the Dark World; it goes from the turn in the Dark River to just east of the Ice Lake.
DARK
PLAINS EXTENSION: South of the Pyramid of Power, Swamplands and Woodlands. Extends
past Ice Lake and between the west side of the Eastern Brush and
the Dark River. HYRULE EQUAL: Hyrule Plains There's bridge crossing the Ice Lake's river but stakes blocks it,
so you need the Hammer to cross it. There is a Great Faerie's Fountain in the cave near the four trees south of
the Eastern Brush. The cave south-east of the Eastern Brush, against the Dark World's east border, has a story-teller
that will drop a hint about the Lake of Ill Omen.
DARK RIVER EXTENSION: The long river travelling from the Dark
World's north-east. HYRULE EQUAL: Zora's River As the river runs west, there is a Goods Shop. Further along
past this Shop is the Lake of Ill Omen. The area along the Dark River contains several enemies, but they are all
easy to contend with. The river's source is the Lake of Ill Omen in the far north. This Lake's only real
landmark is a circle of stones, where a rather grumpy amphibian makes his home. If you swim in the Dark River, you
will only be able to return to land via the Dark World's eastern land masses.
DEATH MOUNTAIN EXTENSION: The rugged
terrain in the far north of the Dark World, including its
caves and a bisect by part of the Dark River. HYRULE EQUAL: Death Mountain There is one Piece of Heart on Death
Mountain. You can't enter the Death Mountain area from its Foothills; you must use one of the Magical Transporters
on Hyrule's Death Mountain to reach the Dark World version. The Dark River bisects the mountain; there are two bridges
you can use to reach either side, but the lower one of the two requires the Hookshot to cross. The western
part of the mountain is pretty much devoid of anything. Towards the summit are two Dark World citizens who will give
you hints about the Moon Pearl, and in the south-west corner of the mountain is a cave leading to a Great Faerie's Fountain.
The summit of this part of the mountain has the Tower of Ganon. At the foot of the west part of Death Mountain,
there are twin caves. The east one will lead to the Mountain Shop; if you take the west twin cave, go along the
west passage (east leads to a dead end) and up the stairs. Look out for the Crystal Orbs, jump down the pit, and
push the block north so you can reach the west stairs. After climbing the stairs go down the east pit, then proceed
east and up the stairs, and jump down the southern-most pit to reach some goodies by pushing the blocks out of the way.
Proceed east and up the stairs to emerge at the mountain's summit. Just west of the cave you've just exited is
a large rock; lift it with the Power Glove to enter a cave with lots of platforms over an abyss. Use the Hookshot
to grapple the pots and chests (all contain 50 Rupees) so you can get all the goodies in the room. There is a ledge
directly opposite the entrance to the room that you must reach by crossing an invisible gantry (use the Ether Medallion
or Staff of Somaria to guide you). Once you've reached this door, Bomb the north wall to reach a Great Faerie's Fountain
or Bomb the east wall and in the next room Bomb the north wall for a standard Faerie Fountain.
DEATH MOUNTAIN FOOTHILLS EXTENSION:
The area of land between Death Mountain and the Skeleton Forest
to the west, the land and small lake between Death Mountain and the
Woodlands to the south and south-west. The remaining border is
the Dark River along the south and east. HYRULE EQUAL: Death Mountain Foothills There is one Piece of Heart in
this area. The house in the far north of this area is a shop. Just south of here is a cave where you can
battle it out with some Crystal Orbs. If you pull the 'mouth' of the tree west and slightly north of this cave, you'll
be rewarded with four blue Rupees. South-east of this area is a large, conspicuous cave with a story-teller who will
give you a hint about the Mysterious Pond. The Dark World's graveyard has several five-rock piles with extra Bombs
and Rupees. East of the graveyard is a talking tree and some enemies, but little else.
EASTERN BRUSH EXTENSION:
Enclosed by a plateau on the north, west and much of the south.
East wall is the end of the Dark World. HYRULE EQUAL: East Hill In the south-south-west area of the Brush is
a house with a tree inside, who'll give you a rerun of the story of the Dark World. If you use a Dash Attack to
knock a hole in the weak north wall of the tree's house, you'll get some pots containing Healing Hearts. The
Eastern Brush is so named because the unique bushes here form a long, winding maze you must work your way through in order
to reach the Palace of Darkness in the north-east corner of the area. Be careful, since there are a few false
turns, and watch out for hostiles.
ICE LAKE EXTENSION: The body of water in the Dark World's south-east and its
shores. HYRULE EQUAL: Lake Hylia Throughout the Ice Lake, some of the water is partially-frozen or entirely frozen,
making it possible for Link to stand here. Be careful of the flying enemies and Like Likes, however. The north-west
shore of the Ice Lake has a Fortune Teller's house, while the north-east shore has a prominent cave, near which is a
weak wall you can blow with a Bomb and a boulder you can lift with the Power Glove, both yielding hidden areas.
If you swim in the Ice Lake, you will only be able to return to land by heading for the eastern land masses.
SWAMPLANDS EXTENSION:
Large patch of green overgrowth between the Swamp of Evil, Ice
Lake and the Dark Plains. HYRULE EQUAL: Swamp The large, grassy swamp is pretty much featureless save for an
odd array of statues in its north-west area and the Flooded Palace to the south. If you enter the Swamplands just
south of the Bomb Shop, go slightly east for a weak wall of the plateau; Bomb it and inside is a thief who'll give you
Rupees and the north wall of his hideout is also weak, which if Bombed reveals more goodies.
SWAMP OF EVIL EXTENSION:
The Dark World's south-west corner, enclosed by plateaux. The
south-east border is marked by the screen break right on a narrow
passage between a plateau and hill. HYRULE EQUAL: Desert of Mystery There is one Piece of Heart in this area,
and monster magic is causing a very large storm to hang over the Swamp. Much of the water in the Swamp is very
shallow and muddy, but you can swim in some of it. Your attackers come in the form of aquatic monsters and mini-Lamolas,
along with flying triceratops. In the north-west corner of the swamp is Misery Mire, while towards the north-east
is a story-teller who'll give you a hint on how to enter the Mire. The north wall of the story-teller's cave is
weak and leads to bonuses.
VILLAGE OF OUTCASTS EXTENSION: The main city to the east of the Dark World, between the
Skeleton Forest and Swamp of Evil. Includes some houses
to the south of the paved area. HYRULE EQUAL: Kakariko
Village There are two Pieces of Heart to be found in the Village of Outcasts. Along the northernmost area
of the Village is a small hut that doesn't serve any real purpose. As with Kakariko Village, chooks are here,
there and everywhere....only they're skeleton chooks without flesh or feathers! They react like normal chooks,
but I haven't tested the bird retaliation thing, so I'm not sure if it's still true. No point in trying, I reckon.
The north-west house of the Village is a Treasure Chest game, where you can open two chests for 30 Rupees and win stuff
like Healing Hearts, Bombs, Arrows and Rupees. Continue east and you'll pass the statue marking the entrance to Blind's
Hideout (it's not a gargoyle; they have water coming out of their mouths). Past here is a thief who will try to ram
you, causing you to lose Rupees, Arrows and Bombs. East still of the thief is a house with a chest containing
300 Rupees. Just south of this house is a shop, but you need a Hammer to reach the door. Continuing west of
here will lead you to ruined houses and, at the far west, another thief. South of this second thief is another ruin,
but east of this ruin is a hut with a weak south wall. Bomb it and enter to get 300 Rupees from the chest.
East of this house is another ruin. South of the main, paved area of the Village is one citizen trapped by heavy rocks
(use the Titan's Mitt to reach him). The house with the arrow on it leads to the Shooting Gallery, where for 20 Rupees
you can try your archery skill for a jackpot prize. Hit a white bird in the back row (not the obstacles in the
front row) and you'll win 4 Rupees. Hit another bird to double that amount, and hitting another bird doubles it again.
You can continue the game as long as you like, but to renew your Arrow stock you'll need to pay another 20 Rupees.
West of the Shooting Gallery is the Treasure Field; for 80 Rupees, you can madly dig holes with a shovel to uncover Rupees
or Magic Decanters.
WOODLANDS EXTENSION: Column between Village of Outcasts and Pyramid of Power; includes
forest around the two buildings and Haunted Grove. HYRULE EQUAL: Woodlands There is one Piece of Heart in the
Woodlands. Between the Village of Outcasts and the Pyramid of Power are two structures. The southern one is
called the Gossip Shop; you can only reach it with the Titan's Mitt, by going east to the Village of Outcasts. The
Gossip Shop is little more than ruins with a purple treasure chest, which is locked. North of the Gossip Shop
is the Isolated Shop, which you can only enter to the north. Jump over the fences to the west of the Isolated Shop
to enter and make your purchases. Jump over the south-west fence to leave the shop's grounds.
***PALACE
OF DARKNESS*** REQUIREMENTS: At least 110 Rupees, Bow and Arrows, upgraded Bomb stock, Bombs,
Lamp, Ether Medallion, plenty of reserve Life energy
STORY A stranger in a strange land, Link must rescue
one of Hyrule's missing young women from this palace.
GETTING THERE The Palace of Darkness (AKA 'The Dark
Palace') is located in the area where the Eastern Palace would be in Hyrule. To reach it, you must negotiate a maze, during
which you cannot see Link. You know the little tree's house (equal to Sahasrahla's place)? East of there is
some paving forming an arrow, and this marks the entrance to the brush maze. After entering, go north, west, then north
again. Now, go around the house and towards the north-west corner of the valley. Soon you'll see a short gap
in the bushes that'll lead to a larger area of bushes. Enter this large area of bushes by the top-left entrance.
Work your way to the lower-right of the bushes, and you'll eventually emerge. Following you is a chap named Kiki
(Japanese, 'merry'), who asks for 10 Rupees. Grant him this request and proceed east to the Palace of Darkness.
If you're hit by an enemy, Kiki will run off and you'll need another 10 Rupees for him to follow you again. When
you reach the palace, Kiki offers to open the entrance; he is the only person who can do it and he demands 100 Rupees for
his services.
PALACE INTERIOR From the first room, go down the west passage and step on the switch in the floor
to open the door. You'll emerge in a sectioned-off portion of the second room; just head down the north stairs, ignoring
the Helmasaur, and step on a switch hidden under the south-west pot to reveal a chest containing a Key. Go back
up the stairs and lift up the north-west pot to reveal the switch returning you to the first room. Back in the
first room, go down the east passage and head straight for the north stairs, ignoring the guarding Helmasaur. A Bubble
guards this room, where you step through the orange Warp Tile to proceed. The next room contains two Bubbles and
a weak south wall; use a Dash Attack to enter a passage guarded by blue Birri. Use Sword Beam attacks if you can,
or wait until the Birri stop flashing to destroy them. At the end of this tunnel, use a Dash Attack to destroy
the east part of the north wall. In this next room, there are three Mimic enemies, who will move as Link moves.
With green Mimics you simply need to herd them into a corner and use a single Spin Attack. Red Mimics require Arrows
and will fire an energy beam at Link if he's directly in front of them. To destroy them: stand well away from the
Mimic with him either north or south of you. Face south/north towards the Mimic, then draw your sword so that you
face the same direction while moving. Now move east/west as necessary to bring the Mimic in front of you; he'll be within
line of fire but the Mimic won't have faced Link and thus not fired upon him. Now release the B button and unleash
two Arrows at the Mimic. When all three Mimics are down, the door will open. The next room has a moving
floor, several moving switchblades and blue and red Birris. Red Birris are the same as their blue cousins but split
into two smaller ones when you hit them (hit the two small Birris to kill them), so decide whether its best to ignore
red Birris or destroy them. Anyway, work your way to the north of the moving floor room (avoiding switchblades and Birris)
and go through the door. The next room holds three red Birris, the chest containing the MAP, and two weak walls;
west leads to a chest with a Key while east leads to a Faerie Fountain. After recovering the Key, backtrack through
the three-Birri room, the moving floor room, the Mimic room and the passage until you reach the room you teleported
to using the Warp Tile. Push the south block out of the way to reach another Warp Tile, enter it and head up the
north stairs, then lift the north-east pot to reveal the switch leading back to the very first room.
Go along
the middle route and after passing the locked door, go to the west of the room (being wary of Birri, Turtles and beam launchers)
and cross the bridge over a chasm. Place a Bomb where the floor is cracked to form a new hole and jump down it,
landing on a narrow ledge. Follow the ledge to the locked door and climb the stairs to reach the chest containing
the BIG KEY. Jump into the chasm to reach the lower level, lift the lone pot and step on the revealed switch (beware
of the four appearing Stalfos whose heads will chase you) and grab the Key from the appearing chest. The north-east
corner of this room has a Warp Tile; after entering it, climb the north stairs and use the switch under the north-east
pot to escape. You're now in the first passage (for the last time!), so head along the middle entrance into the
room where you Bombed the bridge. Instead of going west to the weak bridge, however, go east to a bridge obstructed
by blocks. Push the south-most block into the chasm and proceed. When you enter the next room, grab the Key from
the chest and jump off the north part of the bridge to reach the next gantry. Climb the steps and head west to the
door, taking care of Crystal Orbs as appropriate. When you enter the next room, grab ONE pot and use it to take
out the Helmasaur, then walk across the bridge before it collapses (ignore the second Helmasaur; he'll go parachuting).
Take the west door into the dark maze and follow this route: west, first north, west, south (beware two fire-breathing Triceratops),
then north-west to the chest containing Bombs. Now go south, west, south, the last east turn-off, south (beware of
Triceratops), west to a chest containing a Key, then back to the last junction and go east to the weak wall. Bomb
it and enter the passage to recover the HAMMER, then backtrack out of the dark maze. Once out of the dark maze,
go through the east door for a room with four Turtles. You don't need to destroy Turtles here, but later on you'll
need to destroy them by pounding the nearby ground with the Hammer, then use the Sword before they recover. The
chest in this room contains the COMPASS.
Go down the stairs in the Compass room to reach a dark room guarded
by two Bubbles (the Turtles there are fenced in, so don't worry about them) with lots of blue Rupees. The two
chests here contain a single Arrow and a Key. Return to the Compass room and go through the south door, lift the
west pot and open the chest (blue Rupee), then push the nearby statue to reach the south door without getting harmed
by the switchblades. You'll be back in the first abyss room, so head for the arrow pointing south but DON'T JUMP
DOWN YET! First, wait for the crystal orbs to gather near where you'll land, then use the Ether Medallion to freeze
them. Jump down and use the Hammer on them to get plenty of Magic Decanters. Now grab a pot and use it to
hit the Crystal Switch so it turns blue. Exit through the east passage, then hit the Crystal Switch to make the orange
blocks sink. Proceed north and lift the east group of pots until you find a switch. Push the north-east statue
to hold the switch down, then go through the door to enter a room with three Mimics. Destroy them as you did before
and the door will open. Wait for the switchblade to go past before you step into the next room, and proceed east
to the bright green Cyclops statue. Hit it in the eye with an Arrow to make the wall move back, revealing a staircase
(enter it from the north). Use the Hammer to knock the purple obstacles down (along with the two Turtles) and
look along the north for a Crystal Switch. Plant a Bomb near it and head west past the retracted blocks, then wait
for the Bomb to go off and trigger the Crystal Switch to reach the door. The next room is a short dark passage
with a single Turtle. The room after this passage is dark but there are two torches there you can ignite with the Lamp.
There are LOTS of Turtles here, but keep the torches lit and they shouldn't be too much trouble. Once the last Turtle
is down the door will open, revealing another dark room with two torches you can light, although the light from the
previous room carries over. Push the north-east block south to reach the Warp Tile, then head north and look out
for the two pairs of Turtles on your way to the final door.
HELMASAUR KING HK is probably the worst boss
they could have designed; I say he's the hardest in the game. This is bad news if you're stuck, but good news since it's
all downhill from here. Don't approach him without plenty of Faeries in stock. The main problem with HK
is his tail, since when he swings it you'll have a real hard time avoiding it. HK will also occasionally release
an energy sphere, which will then split into three more energy spheres; these three spheres then detonate in sequence,
sending deadly spheres in the four diagonal directions. Avoid all where possible. Hit HK once with the
Hammer, then plant Bombs in his path. After three Bomb blasts hit him, HK will lose his face mask and reveal a green
jewel on his forehead. Hit this jewel with eight Arrows or Spin Attacks to finish the battle.
***FLOODED
PALACE*** REQUIREMENTS: Zora's Flippers, Bombs, Bombos Medallion, Hammer, Magic Mirror
STORY On rescuing
the first of seven captive maidens, Link learns that Agahnim sent the maidens to the Dark World so he could use their life
force to break the Seven Wise Men's seal and create a gate linking the two worlds. So far this gate can only go
from Hyrule to the Dark World, but in time it will open completely. In order to reach Ganon, Link must use the combined
power of the maidens sent to the Dark World; they have been sealed inside crystals guarded by Ganon's seven most loyal
monsters. One of these crystals is hidden within a compound whose corridors can only be navigated if they are filled
with water.
GETTING THERE When you reach the palace, stand near it and use the Magic Mirror to enter Hyrule.
Enter the near-by Swamp Ruins and pull the east switch in the second room to drain the lake and flood the corridors.
Re-enter the Dark World using the portal you created when you entered Hyrule. When you next enter the Flooded
Palace, the corridors will be filled with water, allowing you to swim inside.
PALACE INTERIOR You main
enemies in this palace are: Water Flies, tiny insects that sit on the waters surface; Live Drops, droplets of water that
bounce around to attack but vanish when hit by the Sword or if they bounce three times; and Fish who crawl from holes
in the ceiling and start swimming around. You'll also encounter Fire Snakes, beam launchers, and sword beamers --
so named as whenever you have your sword drawn, it'll fire an energy beam in whichever of the four non-diagonal directions
are closest to you. In several rooms, some Blobs may jump out of the floor; they are easy to spot and destroy with
the Sword.
From the first room, swim west and onto the platform. Destroy all the Water Flies to
reveal the chest containing the Key and head north to the locked door and down the stairs. In the second room, look
for a narrow corridor leading to a weak west wall that'll take you to the MAP. Return to the second room and head
for the southern-most pot, which has the Key to the south-west door allowing you to proceed. The next room contains
some Birri, a pink Stalfos, a Fire Snake and a few stationary switchblades. Head west, go down the steps and through
the door, then recover the Key from the pot. Go back to the previous room, up the west steps and through the door.
In the next room you can Bomb the west wall for some bonuses, but your main concern is pushing the lever to flood the corridor.
Do so by taking out the two Stalfos (one standard, one pink), Hammer down the faced obstacles, and push the lever from
the east. Backtrack through the south door, then swim to the west door to find yourself in the main room.
Go through the south door, turn east and follow the passage until you find your route obstructed by two blocks; push the
southernmost one east to reveal the chest containing the COMPASS, then return to the main room via the nearby north
door.
Go through the door in the south-west of the main room, avoiding the two Stalfos (one standard and
one pink), Birri, sword beamer and Fire Snake. Go down the west steps and through the north door, getting a Key from
the pot. Backtrack to the main room and enter the north-west door; destroy the Stalfos and red Birri and trip the Crystal
Switch to reach the floodgate lever, pushing it from the east. Make sure the Crystal Switch is set to orange when
you leave the room via the east door. Return to the main room's south-west passage, where you can now swim to
the west door. In the next room head straight to the steps in the west area (being mindful of the Fire Snake)
and turn west to the four blocks. Push the most southerly block west and the middle block north, then head west to
a ledge and follow the ledge north to the stairs. In this next room, you must push a block out of the way while
avoiding Water Flies, beam launchers and a fire bar. To the south are some pots with Healing Hearts but to the
north are two holes to the floor below (but you have to push the obstructing blocks out of the way first). The west
pit leads to a chest with Rupees, but the east pit leads to the BIG KEY (if you paid attention earlier and set the Crystal
Switch to orange, you'll get there easily). After getting the Big Key go west and jump down, head south until you
reach the door and then east until you reach the main room.
Once in the main room, climb the centre platform
to get the HOOKSHOT; from now on, use the Hookshot to take out Birris. Use it to grapple the east pots to reach
the platform where the next Key is (in the easternmost pot). Once you have it, jump down and return to the Hookshot's
platform, then grapple the pots to the room's north to reach the required door. In the next room, head west and
take out the red Birri. The north pot hides a switch but you need to pull the north statue onto it in order for the
switch to hold down. If you go through the nearby north door you'll get to explore around but will eventually
end up on the wrong side of a floodgate lever. To trip the lever, head east from the hold-down switch and to the
door (not the stairs) there and proceed along the passage (being mindful of the red Birri) so you can push the floodgate
lever to drain the water and go down the steps to reach the west door. When you reach the next corridor, go south
and through the east door for some goodies or go straight for the north door to proceed. In this room you can go through
the obvious door for some goodies or push the third block from the west wall for a chest, but to proceed walk through the
second waterfall from the east wall. The room you enter has two blue Birris and some goodies but you can just
head directly to the north door, then head through a short passage with another Birri before reaching the final stretch.
The room you're now in contains water with a very strong current, meaning you'll proceed very slowly if you try to swim
east. There are three Water Flies here, and the easiest way to take them out is to wait until they're all on-screen
and nuke 'em with the Bombos Medallion. Swim to the far east of the room for the Key, and just west of this room's
entrance is a weak wall leading to some goodies. The door is to the far west of the room, and you'll have a blank
room before battling it out with the Keeper.
ARRGHUS To destroy Arrghus you must first destroy his spawn,
who form an effective barrier around their master. The Arrghi will swarm around daddy for a while before expanding
and filling most of the screen. When the Arrghi attack, simply get as far away as possible to avoid them.
Destroying the Arrghi involves picking them off one-by-one with the Hookshot, then hitting them twice with your Sword to
destroy them. You can grapple an Arrghus spawn even when they are attacking, but the little critter will crawl back
to his parent gradually; if he makes it, he will retain any damage you already inflicted on him. Remember that you
have to land the Hookshot's hook pretty much on the spawn to grapple them, making grappling a little harder as the fight
goes on. Once only Arrghus himself is left, he'll jump high in the air and try to stomp on Link. After
hitting the ground, Arrghus will spin madly around the room. The attack pattern is simple: when Arrghus jumps charge
a Spin Attack, and when his shadow appears move out from under it. When Arrghus lands he'll hesitate before moving,
which is your cue to hit him with the Spin Attack. Four hits is all it takes.
***SKELETON FOREST*** REQUIREMENTS:
Hookshot, Bombs, Bombos AND/OR Ether Medallion, Hammer, Magic
Mirror
STORY The next crystal lies somewhere within the Dark World's Skeleton Forest.
GETTING THERE
To reach the Skeleton Forest, you must first enter Hyrule and head for Kakariko Village. Head for the village's north-west
corner and travel north to the Lost Woods. Once inside the woods, take the first turn east and proceed along until
you can exit to the south. Continue along this passage to a fence and knock down the two large stakes with the Hammer.
FOREST
INTERIOR The actual dungeon of the Skeleton Forest is its underground chambers; you'll have to enter and exit
the chambers several times before reaching the crystal. You main hostiles are Gibdos (mummies; use fire, or freeze them
and use the Hammer) and Wallmasters (hands that drop from below trying to grab Link and return him to the entrance).
After entering the Dark World from Kakariko's Magical Transporter, head north and into the Skeleton Forest. Proceed
west until you reach a north turn-off, where there's a hole in the ground. Jump into the hole and you'll come to
a room with several pits, Birri and Crystal Orbs; head south-east through the room, looking out for the fire bar, and
go through the door. In this second room head north to recover the COMPASS from the chest (note that lots of
pits will appear). Go through the north door to the next room and use the Bombos Medallion (or Ether Medallion and
Hammer) to take out all the hostiles. Look out for Wallmasters while you grab the chest from the Key and go through
the right door, then go south and exit the tunnels. From where you now stand in the Skeleton Forest, go south-east
and dive down the first pit. Beware of the Gibdos and Wallmasters in this room as you get the Key from the chest
(just south of the entrance) and go through the door in the north-east corner. The chest in the next room contains
the MAP and after getting it you should go through the west door and out the south exit.
After exiting the
tunnels, go north-west through the rib cage and follow the path to another entrance. Go in and use the Bombos Medallion
(or Ether Medallion and Hammer) to destroy all the hostiles in the room. The pot in the centre of this room is
a hold-down switch; drag the east statue onto it to open the north door, but be sure to move fast if a Wallmaster drops.
You must PULL, not push, the statue north onto the switch in order to reach the open door. In the next room Bombos
(or Ether and Hammer) the hostiles and recover the BIG KEY from the chest. The weak east wall leads to a large Magic
Decanter. Use the Magic Mirror to return to the entrance and exit this tunnel, going back through the ribs until you
see the other skull entrance to the tunnels. Not far from this skull entrance is a clump of nine bushes; cut the
middle one away to reveal a hole and jump down it. Being wary of the Helmasaur and other hostiles, step on a
Star Tile and Bomb the west wall. Pull the lever on the north wall to destroy the south wall, revealing the way
to the FIRE ROD (beware the two worms). Go back to the room where you touched the Star Tile, travel south and go
through the east door, then go south to exit. Travel north-west to the skull entrance used to reach the Big Key,
but go through the west door of the first room.
Keep heading west through these tunnels until you reach a room
with an exit leading south. Get the Key from the north-west pot and exit, then go via the north-east rib cage
and follow the path to a pit. Jump down the pit, step on a Star Tile and travel south, then go west and north through
the locked door for some goodies. Keep heading south for the exit, then take the north-west rib cage.
When you reach a large maroon skull blocked by vertebrae, burn the column with the Fire Rod and enter the skull.
The next room is a bit of the maze: go down the steps and under the bridge, then north and east so you can see Link again.
Go north and under the bridge, then north and east to see Link and north and under the bridge, north and west to come out
from under the bridge, then north and all the way east to the door. Climb the steps and use the gantry to reach
the far south of this room, then jump down and go through the west door (use a Medallion if hostiles are in your way).
Get the Key from the chest and use the Magic Mirror to return to the entrance. Head north across the gantry (beware
of worms and Fire Snakes) and go through the locked door. In the next room you will step on a Star Tile after entering, so
use the Hookshot to grapple the south-west torch. Now position Link so you can grapple the north-east torch and you
can walk directly to the west door. In the next room, take out the four Gibdos and (being wary of Wallmasters) use the
Fire Rod to ignite the four torches and open the north-west door. In the next room you can simply cut the middle
curtain on the north wall to proceed, but move fast to avoid the hostiles. Use a Medallion to take out the hostiles
in this room, getting the Key for the east door from Gibdos. The next room is the final one before the keeper; you
simply have to jump into the pit while avoiding the switchblades, but there are some goodies in the two pots.
MOTHULA
Mothula himself attacks by unleashing three energy beams, which can easily be avoided by staying just to Mothula's left
or right. Your real concern is the many switchblades; the moving floor will try to impale you, and several switchblades
will move around. Your main priority during this battle is to avoid the switchblades, with a secondary priority given
to avoiding Mothula's blasts. Mothula is easily damaged with the Fire Rod (an enhanced Magic Meter can out-last
him) or Sword attacks.
***BLIND'S HIDEOUT*** REQUIREMENTS: Red Shield, Bombs, Hammer, reserve life energy
STORY Link's next destination
is the hideout of the thief Blind, the most recent addition to Ganon's army. Blind, who loathed bright light, dominated
Hyrule's criminal rings during Link's youth.
GETTING THERE Enter the Village of Outcasts, and to the large
statue which is in the location equal to Kakariko's weathercock. When you pull the statue's pitchfork, the entrance
will be revealed and you can walk on in.
HIDEOUT INTERIOR The main dangers in this area are walking red and
blue monsters. The blue monsters aren't much competition, but the red ones will blow a single energy beam at Link
if they see him. Also in the Hideout are what's called Half-Bubbles; they're like the standard Bubbles, only there's
one large (invincible) part to them and a little part to them; destroy the little part and both the large and small
parts will die. Not so much as dangerous as annoying are the Bunny-Makers: small yellow things that fly after
Link, reversing the effects of the Moon Pearl for several seconds (or until Link is injured). Lead the Bunny-Makers
into walls (or use the Ether Medallion) to get rid of them.
After entering Blind's Hideout, jump down to
the lower level and travel north, taking the last west turn-off to recover the MAP. Continue north into the next
room and go up the steps, then go south-west along the gantry to a treasure chest. After getting its prize, go to
the far north and jump down, then travel to the far east and go up the stairs. Go south until you come to a weak
wall and use a Dash Attack to break it open and reach the next room. Head north and use a Bomb to blow the weak
north wall for some goodies. Now jump down to the lower level and proceed south (you'll get several Bunny-Makers chasing
you, but just ignore them). When you reach the next room climb up the steps, walk to the south-west corner, then
head east to the chest with the COMPASS. Now jump down to the west and proceed in that direction to reach the BIG
KEY. After getting it, proceed east and climb up the first steps up you see. Proceed north to the end of the
room, then go through the locked door to the east (it opens with the Big Key).
Ignore the two Stalfos in
this room and head for the very north. Get the Key from the east pot, then turn south again and go through the locked
south door. While avoiding the Fire Snake and two monsters, head straight for the west door. In the next room,
destroy the two Half-Bubbles and look out for the moving floor, switchblades and full Bubble on your way to the west door.
Proceed north while looking out for the Bubbles, Fire Snake, moving floor and switchblades. Go through the north
door, grab the Key from the pot, go to the north of this room and then hit the Crystal Switch to make it blue. Go
through the north door and then lift the pot in the south-east corner to reveal a switch for the east door. The
next room takes place on two screens and you can simply Dash right through it. At the end of the corridor, take
out the three tiny lizards with basic sword strokes. Now stand between the two tables in the room, about in the middle, and
throw a Bomb north so it lands on the weak floor where the light lands. Use the chest and pots in this room to restock
your Bomb supply, then backtrack to the room with the Crystal Switch. Exit the Crystal Switch room through the south
entrance (beware switchblades and DON'T TOUCH THE SWITCH!), then go through the east entrance of this next room.
Despite the two monsters and Half Bubbles here, you can head straight to the east door and go through it. In the
next room, you can go through the south entrance for some goodies but the north stairs are the way to proceed. Destroy the
Stalfos and other monsters in this room (which isn't too much effort), then lift the large grey block out of the way and
go out the south entrance. Ignore the red monster and proceed straight to the west door. You'll now be
in the prison area. Use basic strokes to take out enemies, but you can also throw pots through the cell bars for
a secure means of taking out foes. Proceed to the far north of the prison to find a blonde human captive who conscripts
you as her escort to safety. Recover the Key from the chest in her cell, then go back south through the prisons to
the west door, then dash straight through the next room. When you reach the abyss room, head west through the
locked door and use the Hammer to pound the faces in and recover the TITAN'S MITT. The floor will start collapsing
now, so go north and around the hole and back to the abyss room. Travel north (looking out for Birri and the moving
floor) to the T-junction; go west to have fun with some more Birri or east to proceed. Go up the north stairs,
then lift the north-east pot to reveal the switch for the east door. Go through the door, then turn north and lead
the blonde girl into the bright light to reveal her true identity: Blind.
BLIND Considering what you've
gone through to reveal Blind, fighting him is a pushover -- as long as you have plenty of life energy. He moves from side-to-side,
firing red energy beams and the odd energy blast, occasionally swapping sides of the screen. Make a kamakaze
attack on Blind, hitting him with three basic sword strokes and he'll clone a new head, which will itself move around (without
trading sides of the screen) firing red energy beams. Attack Blind three more times and a second head will appear;
three more hits and Crystal Four is yours.
***ICE LAKE CAVERN*** REQUIREMENTS: Tempered Sword, Titan's Mitt, Fire
Rod, Bombos AND Ether Medallions, Hammer,
reserve life energy
STORY Link's destination is the frozen lake in the south-east of the Dark World, and
a compound made almost entirely of ice that seems to have no way in.
GETTING THERE To enter the grounds of
the Ice Lake Palace, you must enter Hyrule and proceed to the large island in the centre of Lake Hylia. Lift the
dark green rock to reveal a Magical Transporter that will take you inside the compound's grounds. You can then
avoid the local hostiles and enter the palace.
CAVERN INTERIOR Move towards the west ice statue on the north
wall to bring him to life, then melt him down with the Fire Rod. Go into the next room and destroy the south Birri
for the Key to the north stairs (look out; the floor is slippery!). Head to the south-west of the next room, step
on the floor switch to open the door and proceed, pushing the block in the next room to reach the south door. Unleash
the Ether Medallion to freeze the penguins, then smash them all with the Hammer to reveal the COMPASS. Exit through
the north door, then turn east (stepping on the floor switch) and go through the door. This room serves no purpose
save resetting the block in the previous room, so Ether all the penguins and smash them with the Hammer, then grab the
south pot to reveal the switch and return to the previous room (be wary of the Bubble). Step on the switch, push the
block away and go through the north door to reach a room with four red Birris. Strike the Crystal Switch to make
the blue blocks sink, then plant a Bomb there and stand next to the orange blocks. When the Bomb goes off and
triggers the switch, plant another Bomb on the weak floor and jump down the resulting hole. In the next room
you must destroy two Stalfos Knights, one hidden in the north-north-east area and another in the south-south-west part.
Take them one at a time, hitting them with the Sword once and then planting a Bomb over the collapsed bones. Ransack
the pots and exit through the south door. The next room has a moving floor and a maze of switchblades; take out
the second Birri for the Key, then proceed to the west of the room for the locked south door (ensure the Crystal Switch
is set to orange). Beware the Fire Bar as you cross the gantry; the south-west pot has the switch to open the east door.
The next room is a simple case of running straight for the north stairs.
Ether all the penguins in this room,
then pound them all with the Hammer for the north door to open. The following corridor has a giant switchblade, but its
movement is easy to track and you should have little problems reaching the north door by ducking out of its path.
After going through the north door, go to the north area of this next room and wait for the floor to collapse and fall down.
Go through the first east door you see in the next room. Despite the many red Birri, simply grapple the east block
to cross the chasm and reach the south door. Now, without stopping, head south into the third giant switchblade's
path, then go west and north to the stairs to avoid taking any damage. Take out the blue Birri in the next room if
you like, but use the Hookshot to grapple the pot on the far side of the spikes and head north to the stairs.
A Stalfos Knight will jump down near the entrance, so take him out and then Hammer the faces and lift the large grey block.
Toss the block away and head south quickly to cause the Bunny-Maker to hit the wall. Now grab the visible Key
and Hammer the smaller faces, then head to the south-eastern pot (beware the Stalfos Knight), which hides a switch that'll
make the chest containing the MAP appear. Pull the north-west statue's tongue to make the east door open, then
go up the stairs (from the north) to reach the room containing the BIG KEY. Go back down the stairs, pull the statue's
tongue to open the door, then go down the north stairs. Lift the nearby pot to reveal a chest, then grapple it
with the Hookshot to safely cross the spikes, open the chest for a Key and go through the west locked door. Dash
to the room's west door and, being wary of the slippery floor, Fire Bar and switchblades, go down the stairs from the north.
The western part of the cracked floor just above the stairs is weak, so place a Bomb there to reveal a hole. If
you destroy the middle and east ice statues in the north wall in this room, you'll get a chest containing some Bombs.
Go down the hole you created with the Bomb for the chest with the BLUE MAIL, then push the blocks out of the way to
reach the east door.
To avoid the ice statue in this room, go south and east to the east door. When the
black rodents come out of their holes in the next room, use the Bombos Medallion to fry them all at once. Being careful
of the slippery floor, Bubble and Fire Bar, lift the south pot from the group in the north-west corner and grab the
Key, then lift the lone north-east pot to reveal the switch, then exit through the west door. In the next room, go
through the locked north door (opens with the Big Key) and proceed north to the stairs, avoiding the red Birri and ignoring
the Stalfos Knight (if the blue Crystal blocks are retracted, jump into the pits to reach a Faerie Fountain).
The next room has only a Bubble and you can easily reach the south door. The next room contains several Birri, a
live ice statue and a couple of Stalfos Knights, all of whom should be destroyed. Now, if you have NOT followed the game's
sequencing and already have the Staff of Somaria, you can lift the pot in this room and use a Staff Block to hold down
the switch and proceed south to the final room before the Keeper -- and skip the next two paragraphs.
For
those of you who'd rather open the door the old-fashioned way, go through the east locked door. Strike the Crystal
Switch twice; once to reveal a Bunny-Maker and again to raise the blocks so that once it moves, it'll ram against a
wall and vaporise. Once it's gone, set the Crystal Switch to blue and get some goodies from the pots, then go back
through the previous room, up the stairs in the Bubble room, down the south door and through the east door. Lift the
lone north-east pot for the switch (looking out for the Bubble, Fire Bar and slippery floor) and go out the south door.
CAREFULLY cross the slippery gantry while avoiding the Fire Bar. Get rid of the two blue Birri in the next room,
then lift the pot to reveal a switch leading to a chest with a Key. Go up the stairs in this room, then walk as
fast as you can to the locked north door to avoid the many hostiles. Now, see the two pots side-by-side? The
west one hides the switch to the west door, so avoid the Fire Bar and penguins to go through that door. Jump down
the pit and go through the east door, then push the south block into the pit; follow the block down (all the hostiles
will be restored in this room, so ignore them), lift the nearby pot and push the block onto the switch. Go through
the south door. Once in the final room, make sure you completely destroy the two red Birri before proceeding
(otherwise they get in the way). Feel free to skip this paragraph if you don't want any bonuses and want to cut right
to the chase. If you want to re-open the room's entrance, pull the east statue's tongue. If you want some
extra goodies, go to the east area and smash the pots; lift the block to reveal four blue Birri that you can get items
from. OK, the route to the Keeper: head to the west part of the room and get the Magic Decanters from the pots
(you'll need 'em!). Now pull the east statue out of the way so you can reach the large grey block. Lift the
large grey block and throw it away, then jump down the hole to enter the battle arena.
KHOLDSTARE Throughout
your battle with Kholdstare, ice blocks will fall from the roof and try to hit Link. When these blocks hit the floor
they will shatter into quarters and the pieces will fly along the horizontal and vertical poles. Avoid them by continually
moving and standing diagonally away from where the blocks land. When you first encounter Kholdstare he's encased
in ice. The easiest, most efficient way to get rid of him is to use the Bombos Medallion, but if you want to make
life hard you can use eight hits from the Fire Rod (remember that ice blocks will still fall). Once Kholstare is
released from the ice, three of him will appear and each try to ram into Link. Repeated, basic sword strokes on each
Kholdstare while avoiding both their attacks and the falling ice cubes is the only tactic to success; no special weaknesses
or tips here, folks. If you have plenty of reserve life, you can out-last him.
***MISERY MIRE*** REQUIREMENTS:
Titan's Mitt, Bow and Arrows, Hookshot, Bombs, Fire Rod, Ether
Medallion, Lamp, Flute, Magic Cape OR Staff of Byrna
GETTING THERE Enter Hyrule and play the Flute.
Have the bird take you to destination six, the one in the south-west corner of the Desert of Mystery. Lift the east
dark green rock to reveal the Magical Transporter leading inside the Swamp of Evil. Travel north to the location equal
to the Desert Palace and use the Ether Medallion on the item's lightning symbol. The rain will cease and the entrance will
be revealed.
MIRE INTERIOR The main cause of misery in the Mire is its large area and the amount of backtracking
involved, and it sets a new record for the number of Keys used. This makes it easy to get lost....but not with a handy-dandy
walkthrough sitting next to you, of course. An annoying enemy here are the Whizzrobes, who appear and fire an
energy beam before vanishing again; Whizzrobes always appear in the same place, so wait for them to reappear before
hitting them once with a basic Sword stroke. Another enemy here are the Bombers, small slugs who crawl around and
plan the occasional Bomb but are easily taken out by first disabling them with the Ether Medallion then finishing them
with the Hammer. Another enemy here are what I call 'Boo Skulls'; they're Stalfos skulls that, like the Boo Buddies
from the 'Super Mario' series, will stay still if Link faces them but will otherwise move towards Link. Use Spin
Attacks when the Boo Skulls are close. I'll be saying 'Magic Cape' throughout this walkthrough, but the Staff
of Byrna works just as well.
In the first room, travel to the east door by crossing the chasm using the Hookshot
to grapple the block. The second room is very large and has a couple of Beamos, making it tricky for you to destroy
all the Leevers and Wizzrobes in order to open the far north door and reach the main room. Once in the main room,
go down the nearby steps and, staying on this lower level, travel west and north to reach a narrow passage leading to the
west of the two north-east steps; climb them and go through the north door. Head straight for the east door,
looking out for the three pink Stalfos, two Beamos and a Sword Beam. Grab one Key from the north-west pot and a second
by donning the Magic Cape and lifting the pot surrounded by spikes, which reveals a switch that'll make a chest containing
a second Key appear. Now exit the room using the north door, then go along the north and west gantry rooms.
Travel to the north-west of this large room and set the Crystal Switch to blue, then grab the Key from the nearest pot.
Travel east and then south through this same room to reach the south door, avoiding the spikes and other enemies.
Go south through the next room, donning the Magic Cape to avoid the hostiles and reach the south door, then going east
in the next room the reach the main room again.
On the upper level of the main room, go across the lattice
floor to the northern part of the room to reach a pot, hiding a switch that reveals a chest containing a Key.
Go south along the solid ledge, then to the north-west corner and down the steps, then proceed to the north-east area of
the room. Go down the narrow route previously obstructed by a blue Crystal Switch block, up the steps and through
the locked door to get the MAP. After getting the Map go through the north door, then west door. Push the block
out of the way to reach the north door and across the two gantries to get (what else?) a Key from a chest. Backtrack
to the room where you pushed the block, then go through the west door. While looking out for the Bubble in the
next room, Ether the Bombers and smash them with the Hammer to go through the south door to reach the main room. Now
go to the south-west corner and through the locked door; in the next room are two Boo Skulls, a Birri and a Sword Beamer.
Go through the south door for some fun with Bombers and Beamos or the west door to proceed. After going through
the last door, DO NOT enter the room but wait for the Magic Tiles to do their worst. Use the Flame Rod to ignite
the four torches (all four must be lit AT ONCE) and go through the north door to recover the COMPASS. Go south
to the torch room, then south again. Wait for the four Wizzrobes to appear before you unleash the Ether Medallion, smashing
the Bombers and Hookshotting the remaining Birri. Go up the stairs in the north-east corner of the room to reach
a very interesting part of the game: while avoiding the random Wizzrobes, push the three blocks out of the way of the
two torches of the room. Go through the south door and push more blocks out of the way of two more torches.
QUICKLY ignite the two torches in this room with the Lamp, then QUICKLY backtrack to the previous room and light the two
torches there. A rumbling will confirm a wall moving back, so go through the south door and then the west door to
immediately see a pit near stationary switchblades; jump down here to recover the BIG KEY, then go west and step on the
Warp Tile.
Go through the east door, south door, and another east door to return to the main room.
Go down the steps in the north-west corner to the lower level, then go to the south-east of the room and up the steps to
reach the south-most door going east. Go through the next east door while avoiding the Bubble, then use the Hookshot
to grapple the block and proceed north quickly along the gantry to recover the STAFF OF SOMARIA. After recovering
the Staff, go through the next two east doors to the main room and then down the steps. Proceed to the north-west
part of this room, up the steps and through the nearest door. From this next room go north, west and north again
and enter the Warp Tile. Go east slightly and, being wary of the two Bubbles and Wizzrobes, go through the north
door on the platform. You'll come to the large abyss room; go west for a large Magic Decanter or north along the
gantry to proceed. After going down the stairs, you'll come to a dark room with a lot of red beam launchers.
Go to the south-east of this room for a locked door leading to a bonus room with lots of blue Rupees (beware; insects will
crawl from the door and cause minor damage). To open the south-west door and proceed, go north slightly and lift
the pot to reveal a switch, which must be held down using a Somarian Staff Block. Go through the door, go south and
lift the large grey block, then immediately turn west and go through the door. Proceed north and, while avoiding
the switchblade, go west then south. Go west again to the wall and then to the far north and set the Crystal Switch
to orange. If you can avoid the Bubble along the moving floor, the north-west corner has a weak wall that, if
blown with a Bomb, leads to plenty of (guarded) blue Rupees. Anyway, after tripping the Crystal Switch go through
the south-west door to proceed. The north wall along here needs to be bombed so you can trip another Crystal Switch,
removing the blue blocks obstructing the west door (beware the freed Bubbles). The next room has several hostiles,
mostly little Blobs that fall from the roof. Proceed to the very north of this room and set the Crystal Switch to orange,
then go slightly south to find the stairs. Once on the next floor, go east and around to avoid the Bubble and Fire
Snake and reach the west area of the room. The north door of this west area leads to the Keeper.
VITREOUS
The vitreous humour is the big gluggy part of the eyeball (the whites you can see in the mirror with all the blood vessels).
So the squeamish amongst you who don't like naked eyeballs in turquoise fluid will probably be too busy barfing to fight
this guy. Vitreous is basically a giant eyeball with lots of little eyeballs protecting him. For the first
part of the attack, Vitreous will stay in his pool of goo and have his kids attack Link, but will occasionally fire a lightning
bolt down the centre of the room. For the first stage of Vitreous's attack, head for the south-east corner of the
room to avoid the lightning bolts and use lots of basic Sword strokes to fend off the little eyeballs. There is little
advice to offer from there, other to say to make sure you've got plenty of Life Energy because if a little eyeball touches
you, you'll lose three units of life. Once the last of the little eyeballs are down, Vitreous will finally pluck
up the courage to face Link....and what a pushover he is! As Vitreous emerges from his goo, get directly south
of him. Once Vitreous starts bouncing, just lob eight Arrows at him and an easy victory is guaranteed.
***TURTLE
ROCK*** REQUIREMENTS: Golden Sword, Titan's Mitt, Boomerang, Hookshot, Bombs, Magic
Powder, Fire Rod, Ice Rod, Quake AND Ether Medallion, Lamp,
Hammer, Staff of Somaria, Magic Mirror, reserve Life Energy,
enhanced Magic Meter OR reserve Magic Power
STORY Link's final destination is Turtle Rock, the compound where
Princess Zelda is being held.
GETTING THERE Firstly, enter Hyrule and reach the summit of Death Mountain
the same way you did for the Tower of Hera. Travel east and along the bridge, knocking down the stakes which are
in the way. Keep travelling east and you'll come to a plateau you can climb onto with three stakes on it.
Lift the rock out of the way to reach the top of this plateau. Hammer in the three stakes in a counter-clockwise
circle (ie; east, north, west) and a Magical Transporter will appear. This will take you to the top of Turtle Rock, where
you can stand on top of the Quake Medallion symbol and use it to reveal the cave's entrance.
CAVERN INTERIOR
A unique enemy to these caves is Pokey, who seems to be yet another allurement to the 'Super Mario' series. Pokey
is a tall snake who bounces around everywhere; hit him and part of his body will fly off, bouncing around. When only
the head is left, destroy it to kill Pokey. You can also destroy the bouncing body portions for really good goodies
(like red Rupees and Faeries). One important concept you'll have to understand in this dungeon is the Staff Platforms:
there are many abysses in Turtle Rock that have a white track along them. Along these tracks are question marks,
which denote stops. Use the Staff of Somaria at the stops to create a platform Link can board; once on the platform,
press the Control Pad in a direction Link can travel along the track to proceed. Link is vulnerable as he moves,
but you can only use your weapons when the Staff Platform has stopped moving. Staff Platforms always stop at
the question-mark stops, and only one Platform can be on a track at once. There are some junctions where the track
intersects but there's no question-mark stop; the Staff Platform will automatically take a direction at these junctions,
but you can override this direction by holding the Control Pad in the desired direction as you approach the junction.
In the first room, lift the east pot to reach the question-mark stop and generate a Staff Platform, then grab the west
pot to uncover a large Magic Decanter. Travel north along the Staff Platform and go through the north door. Generate
another Staff Platform and go west to the next question-mark stop and go through the south door. Once through the
door, move to the side to avoid the eyebeams and proceed south to the COMPASS. To return to the previous room, head
back to the door and face south, then draw your sword so you don't face the door and go through. Generate a Staff
Platform on the track and go east past the doorway you used to first enter the room. There are two doors on the east
wall of note; the south one leads to some free bonuses on a ledge, but the north one is the most important. Go
into that room and generate a Staff Platform, then use it to travel south and around. Using the Fire Rod, ignite
the south-east and north-west (or north-east and south-west) torches and, when the Platform makes a second pass, light
the remaining two torches and wait for the platform to return to the question-mark stop. Now return to the stable
ledge and quickly go through the open north door while the torches are still lit. In this room you must avoid
the spiked grinders (their movement is consistent and they do a lot of damage) to reach the north, recovering the MAP and
a Key. Proceed back through the south door, grab goodies from the nearby pots and exit via the west door. If
you want a Faerie and a large Magic Decanter, head for the unlocked door in the north wall, go through the door but DON'T
ENTER THE ROOM until the Magic Tiles have smashed against the wall. Go through the next door for your prizes.
To proceed, head for the locked door in the north wall of the main room; avoid the Blobs that'll emerge from near the entrance
and completely destroy the Pokey for a Key. Go through the north door to find a room guarded by two Chain Chomps
(I've lost count of 'Super Mario' allurements). Keep your distance as you use the Boomerang to set the Crystal Switch
to blue, then push the lone south-west block to reveal a chest with the necessary Key. Set the Crystal Switch
to orange to reach the stairs and enter the next room.
This is a large room guarded by Blobs, a Pokey and a
couple of Bubbles. The north-east corner of the room has some pots containing goodies, but the south-east corner
is the way to proceed by entering the pipeline (more 'Super Mario') and going through the west door (the pots contain Rupees).
Now go through the eastern-most pipe and the nearby door, then use Magic Powder to get rid of the four Bubbles.
Go south, retract the obstructing blocks with the Crystal Switch, look out for the Boo Skulls and Bunny-Maker, and take
out Pokey for a Key. Go through the door in the south-east corner but beware the guarding eyebeam. Go
into the pipe to reach the BIG KEY, then go through the south pipe and the nearby door to return to the original pipeline
room. Follow the nearby pipeline to reach a pot hiding a large Magic Decanter, then work your way back to the
south-east corner and go through that pipeline again. When you reach the next room, go through the west pipeline
and through the south door, use the Ether Medallion to freeze the Pokeys and destroy the Bunny-Maker, Hammer the Pokeys
and go through the south door, then the west passage. Now, see that south wall the eyebeams are protecting, where
all the pots are? There's a weak spot there where you need to plant a Bomb. Go through the resulting passage
to find yourself on a narrow ledge in the overworld. Travel east along this ledge to the next cave entrance and enter,
use the Hookshot to reach the MIRROR SHIELD and then go through the open north door and the locked north door (opens
with the Big Key). Go into the pipeline and, after emerging, through the north door.
In this next room
is a Pokey and a few Blobs, but ignore them and concentrate on knocking the weak north and east doors down with a Dash
Attack. The east passage leads to a room where, after flushing out and destroying the three Blobs, you can push
the north block away to pull on the west statue's tongue to reach a room full of blue Rupees (beware the grinders); if
you choose the north passage you can proceed. After taking the north passage, set the Crystal Switch to blue,
get the Key from the chest, reset the Crystal Switch and reach the north stairs while being careful of the grinder.
The next room is dark and you need to generate a Staff Platform on the track; after boarding the Platform, take the first
east turn and then travel south as far as you can to reach a pot hiding the switch to open the south door. Go
back on the Staff Platform and travel north, then west as far as you can and south as far as you can. As you travel
east you'll see the question-mark stop: keep an eye on the track leading to that spot to know when to take the right
turn-off from where you are. In the next room you'll be on a gantry with several eyebeams; use the Hookshot to
stun the Helmasaur and Crystal Orb and proceed over the abyss to the south door. While avoiding the eyebeams on this
second gantry, go for the south chest for the Key (angle the Mirror Shield to protect yourself from the beams; the other
chests in this room contain Rupees). The southernmost wall of this second gantry room is weak; Bomb it to reveal
the fourth exit from Turtle Rock. Once you have the Key from the second gantry room, return to the first gantry
room and go through the locked door in the south-west corner. The second-last room is full of Bubbles, Helmasaurs
and Pokeys and you must manipulate the many Crystal Switches in order to get through. Work your way to the north
door -- it's pretty straightforward, just don't battle it out too hard. After going through the north door you'll
be in the last room; generate a Staff Platform on the track, then ransack the pots for a large Magic Decanter and a
Healing Heart. Travel north along the track to reach the final door.
TRINEXX Trinexx is a heavily-armed
enemy and comes with a fire head, ice head and middle head. The fire head breathes a long jet of flames that will
linger for a moment before vanishing; the ice head breathes a mouthful of cold that freezes the floor, causing it to
become slippery. While all of this is going on, the middle head will occasionally stick his neck out in the middle
of the battle and attack Link. Because there is no way to reverse the slippery floor the ice head creates, take
it out first by hitting it once with a blast from the Fire Rod, then striking it with basic Sword blows while the head
is stunned. Repeat the process until the head dies off. Now turn your attention to the fire head, stunning
it with a blast from the Ice Rod and hitting it with Sword strokes. While doing this, try to keep an eye on Trinexx's
tail: if it starts wagging rapidly, that means the middle head is about to attack so walk in a straight line along the
south wall to avoid it. When only the middle head is left, Trinexx's heavily-armed physique will collapse into
a very mobile worm. The flashing middle part of Trinexx's abdomen is the only vulnerable area, and since you must
move fast you should quickly get in with basic Sword strokes and then get out, repeating the hit-and-run tactic until
Trinexx falls.
***TOWER OF GANON*** REQUIREMENTS: Seven Crystals, Golden Sword, Mirror Shield, Blue Mail, Bow
and Silver Arrows, Boomerang, Hookshot, Bombs, Magic Powder, Fire
Rod, Ether Medallion, Lamp, Hammer, Staff of Somaria, Staff of
Byrna OR Magic Cape, Magic Mirror, plenty of reserve Life and
Magic power
STORY With all seven of the maidens rescued, Link is able to enter the tower where Ganon hides
and defeat him.
GETTING THERE Enter Hyrule and climb Death Mountain to the Magical Transporter that leads to
Turtle Rock. After entering this transport, head west as far as you can. You'll encounter some strange creatures,
but keep your shield raised and they won't bother you. Eventually you'll come to where the Tower of Hera would be in
Hyrule, but in the Dark World it is in fact the Tower of Ganon. The entrance to the Tower is blocked by a powerful
magical seal, but with all seven Crystals you will be able to break this seal and enter. Just stand in the middle
of the Tower's south wall and the crystallised maidens will take care of the rest.
TOWER INTERIOR Since
this is your last dungeon, don't expect it to be any pushover. You will have to use the skills you learned in clearing
the last eight dungeons and apply them in entirely new situations in order to reach the summit.
The first
room of Ganon's Tower is devoid of any features save three sets of stairs. Go down the north-west set of stairs and
use a Dash Attack to knock the Key off the torch, being wary of the pink Stalfos and orbiting energy ball. Grab the
Key and go through the west door. Get a Key from the south-east pot, Hookshot the blue Birri and turn your attention
to the purple faces among the five blocks. While avoiding the blue bumper, knock in two faces with the Hammer
so you can push the middle block over, opening the west door. Underneath the block is a Star Tile you can use to reach
the west door and the next room. Using the Hookshot, grapple the blocks to cross the abyss. The north door leads
to a bonus room (use the Boomerang to take out the pink Stalfos without triggering the Sword Beams; plenty of Rupees, Arrows
and Bombs are here). To proceed, work your way south and go through the east locked door for the MAP (guarded
by two Fire Bars; the Star Tile under the chest makes a couple of pits vanish). Go back to the abyss room, take out
the pink Stalfos and trip one of the Crystal Switches. Place a Bomb next to the switch, then pass the south blocks
and wait for the Switch to be tripped before proceeding to the next room. Get a Key from the south-east pot,
then plant a Staff Block next to one of the two Crystal Switches. Once you've passed the retracted blocks, detonate the
Block and go through the east locked door. Go to the far north of the next room, Boomerang the Crystal Switch, then
walk east until in-line with the Warp Tile and, after getting used to the timing of the switchblades, walk south and onto
the Warp Tile. You'll come to a room where you must work your way west, but obstructing blocks mean you have
to contend with several Fire Snakes to get there. When you reach the west part of the room, push the lone block to
reveal a chest containing a Key; grapple the chest with the Hookshot, get its contents and exit via the south door.
The next section is basically a series of Warp Tiles, where you have to warp between the current room and the destination
room in order to avoid wall and reach the right Tile. First enter the west Warp Tile to the destination room, then
enter the west Warp Tile. Before entering the next Warp Tile to the south, you may want to enter a bonus room by
Bombing the weak west wall. (In the bonus room, look out for the blue Birri and worm, stepping on the western-most
switch in the north-west corner to destroy the north wall and get some chests with Arrows and Bombs.) After entering
the Warp Tile near the weak wall, go into either one of the nearby Warp Tiles and then enter the Warp Tile in the south-west
corner. Proceed east past the pits and Crystal Orbs to the lone Warp Tile, entering it and returning to this room to
reach the east door.
Now it's time for the big abyss room! Once upon a time this section made even
Cyber Predator tremble because the only way I could clear it was by pushing a series of Somarian Staff Blocks along and
unleashing Ether magic now and then, but then the very kind Snoborder420 gave us this wonderful little trick on how
to make this section both easier and a much lower strain on the Magic Meter. When you first enter the room, there'll
be a Fire Snake incoming; if you can get past him without injury great, but the walkway is so narrow that you should probably
just take your damage and get moving. Keep heading west until you can turn north along the visible walkway, and you'll
have a Helmasaur and some Crystal Orbs breathing down your neck; take them out as appropriate. Keep heading north
until you come to a fork in the gantry; one goes east and ends in some pots, the other goes north to a door. Go north
to the wall but DON'T GO THROUGH THE DOOR! Instead, head east to the fence of the gantry and you should just see
a torch on the far east of the screen. Use the Fire Rod to ignite the torch and the invisible gantry you have to
cross will now be visible. Backtrack to the junction and head for the part where the visible gantry ended in pots;
toss the pots out of the way and proceed along your newly-visible gantry. The route goes something like this:
head south, then east (including a turn going slightly south), east and then north, then west along the turns to the visible
platform and through the door. There will be many Crystal Orbs along the gantry that you'll need to pick off, but
since you may be pushed off the gantry by attacking the Orbs it may be better to freeze them with the Ether Medallion
and then Hammer them (it'll also give your Magic Meter a boost). Don't spend too long on the gantry, because the torch
will eventually go out and you'll have to resort to the tricky method of pushing Somarian Staff Blocks here, there and
everywhere and using the Ether Medallion to avoid getting caught by fake turns.
The gantry will take you
to the visible platform with the torch you lit, which is where the door to proceed lies. The next room contains two
Bubbles and an orbiting energy sphere. Bomb the weak floor near the chest (contains Arrows) and jump down the
hole. You will now have to battle the Armos Knights from the Eastern Palace, only the entire floor is slippery and
it can be hard to get Link in the right place. To repeat the battle plan against the Armos Knights:
The Knights will start moving soon after you enter the room, first forming a large circle taking up most of the room and
move clockwise, change direction to counter-clockwise, then move to the north part of the room to sweep down the entire
room. The least dangerous means of attack is to hide in one of the south corners of the room until the Knights
start their sweep, at which point you should pick off the Knights with your Silver Arrows. If you can't wait that
long, you can still attack the Knights while they're in circular formation; it's just a bit difficult to hit a moving
target. Each Knight takes one Silver Arrow to fall, but you can also use Spin Attacks. When only one Knight
is left, he turns red and comes at Link trying to stomp on him. The red Knight will be healed of any previous injuries
when he changes colour. Once the red Knight is down, exit via the north door for several chests containing, Bombs,
Arrows and the BIG KEY. Once you have the goods, go back to the Armos Knights' room and go out the west door.
Proceed straight up the stars in this next room to proceed, but you can Dash Attack the weak north wall for a room with
some Faeries.
After going up the stairs, you simply need to avoid the switchblades and Fire Snakes to reach
the large chest containing the RED MAIL. Go out the north door, then avoid the hostiles in the next room and go through
the east door. Open the chests for Arrows and Bombs and the south-east pot for a small Magic Decanter, but the south-west
pot hides the switch you must hold down with a Staff Block to the next room. Here, use Magic Powder to get rid
of the Bubble and don't try to avoid the attack from the Bunny-Maker. Because of the Sword Beamer in the room, just keep
running to avoid the Wallmasters and Magic Tiles. Once all the Magic Tiles are gone, a chest with the Key to the
west door will appear. After going through the west door, you can go through the north door for some fun with Crystal
Orbs, Birri, pink Stalfos and a Helmasaur or proceed south and through the west door for a bonus room. You must
open the south door to proceed; do this by ridding the room of the Gibdos, pink Stalfos and Birri. Not far from the
switchblade are two blocks; push the south one from the west so it's in-line with the north one, clearing the path.
Now, return to the northern-most part of the room, use the Flame Rod to ignite the north-most torch, then go south and
east along the moving floor and use the Lamp to ignite that torch. Avoiding the switchblade, go south and use
the Flame Rod to ignite the remaining two torches and go out via the south door. Throughout this sequence, beware
of the Wallmasters. On entering the next room, use the Ether Medallion to freeze the Gibdos. The Crystal
Switch you need to trip is in the east part of the room, next to a moving floor. Smash the Gibdos with the Hammer
for Magic Power, then generate a Staff Block and throw it onto the moving floor. When the Staff Block is next to
the Crystal Switch detonate the block and the Switch will trip, allowing you to proceed to the west door gradually.
The pots in this room contain Bombs and Magic Power.
Destroy the red and blue Crystal Orbs in this room (thanks
to your powered-up Sword, the red Orb won't be too much trouble), then open the chests in this room. It's best
to open the north-west chest, containing the COMPASS, last because pits will appear when you do. Enter the Warp Tile
in this room to proceed. In the next room you'll encounter resistance from blue Birri and minor peril from
the moving floor trying to push you into pits. Hookshot the Birri when they're in your line of fire and walk straight
across the moving floors to avoid falling in. Step on the Star Tiles to clear the way east: after stepping on
the second set of Star Tiles, backtrack a little to the northernmost set of pots, which contain a Key. Proceed to
the east door. Grab the hearts from the pots against the north wall in the next room, then activate the Magic
Cape (or Staff of Byrna) and proceed south. Get onto the east platform quickly before the bridge collapses too far;
if you fall down the abyss, exit the room and come back in again to reset the bridge. Once you've turned west
off the collapsing bridge and avoided the guarding Crystal Orb, deactivate your item and go around to the west door.
Reaching the Warp Tile guarded by the Crystal Orb in the next room involves pulling the statue south to reveal the Star
Tile; pull the statue as far south as you can, then push it west in order to step on the tile and reveal a bridge.
Enter the Warp Tile for the next room, guarded by Birri; igniting the torch in this room reveals an invisible gantry you
can use to reach the door in the far west of the room. Go through the door to return to the invisible gantry room you
went through to find the Big Key; follow the visible gantry to the north-west door, taking out hostiles where appropriate,
and enter the next room. When in the next room, go through the north door and then go up this next room's north
stairs.
You'll find yourself back in the Tower's first room, and half your battle is now over. Go up
the centre stairs (on the platform) to come to a room with a Bubble, several Mimics, Crystal Switch and blocks and a spiked
floor. Take out the Bubble and Mimics as necessary, then use the Boomerang to hit the Crystal Switch and manipulate
the blocks so you can safely cross the spiked floor. The door needed to proceed is in the south-west corner and is
opened by pushing the north-west block. The pots in this room contain power-ups. After going through the
south-west door, you'll come to a room with two red Mimics and some switchblades. Pull the statue in this room to
contain the north switchblade against the east door, then hit both Mimics with Silver Arrows to open the east door (free
the switchblade to reach it). In the next room you have to kill two more Mimics to open the north door and proceed,
but beware the Beamos. The next room you enter will contain nothing save statues of Ganon; go through the north
locked door (opens with the Big Key). The next room is a bit of fun: go down the steps and as far north as you can, then
use the Boomerang to trip the Crystal Switch (releasing a horde of switchblades). The hidden Rocklops will come to
life, so use your Arrows to take them out one at a time. Lift the centre pot here to reveal the switch, step on
it once and then stand just south of the Crystal Switch blocks, then use the Boomerang to trip it. Time your toss
so that it lands just as the visible switchblades drift behind the Crystal block barricade, trapping the switchblade
horde in and making it easy for you to reach the steps. After climbing the steps, exit via the north-east door.
The next room involves crossing a bridge over an abyss while avoiding fire from a horde of rock-throwers from the walls.
The only guaranteed way of doing this is under the protection of the Magic Cape or Staff of Byrna. When you reach
the end of the bridge, go north to reach the stairs and proceed or south for a bonus room: Dash Attack the two blocks from
the south, and Link's momentum from the crash will carry him over the abyss and to the platform. Bomb the weak south
wall and enter for your prizes, returning to the main route by using the Hookshot to grapple the blocks you collided with.
Destroy the two Stalfos and Monsters (last seen in Blind's Hideout) to open the west door and proceed. The next room
involves destroying the three pink Stalfos while avoiding fire from Beamos (who are on a moving floor, so watch out)
to open the south door and proceed. Unleash the Bombos Medallion in the next room to kill all the hostiles here with
minimal risk to your Life Meter. Avoid the moving Beamos and head for the south door. In this room, use Bombos
magic again to quickly take out the foes and, being careful of the switchblades along the slippery floor, go for the south
door and use Bombos magic yet again to take out your foes quickly and safely and reach the door. If you want to
grab the goodies your foes leave behind, use the Boomerang to grab them. Dash straight through the next room to avoid
the Bunny-Maker.
In the next room you must battle with the Lamolas, only now there's a red beam launcher
in the south-west corner of the room. To repeat the attack plan to use against the Lamolas: You must face
off three sand worms that burrow their way out of the sand, float about in a random direction for a random amount of time,
then hide again. When a Lamola emerges it throws four rocks, one in each north, south, east and west direction; if
there is only one Lamola left, he'll throw rocks along the diagonals as well. You must hit the Lamolas in the head
to injure them. You can use Arrows or the Ice Rod (the latter making them fall in about two blows!), but aiming
is a bitch and you may run out of ammo/Magic Power quite quickly without actually hitting anything. I prefer using
the sword; stand just next to where a Lamola is emerging and charge a Spin Attack. When Lamola emerges, release
the attack and go after him with basic strokes. Remember not to stand in a place where you could be hit by the rocks
they throw; if you're on your last Lamola, stand a little further away from where the worm is emerging to help prevent
damage. Remember to look out for the red beam launcher; when you charge your Spin Attack, stand so that the shield
angles to reflect the beams away harmlessly. Once the last Lamola is down, go out via the north door. The next room
holds some goodies in pots you can collect undisturbed before going up the north stairs.
In the next room,
wait for the Wizzrobes to fully materialise and then use Ether magic to kill them all in one stroke and see in what direction
the invisible gantry goes. The Wizzrobes will more than likely drop goodies you can also use to help guide you
along the invisible bridge to the south door. The next room sees you trying to reach the north-east door while avoiding Eyebeams
and Moblin soldiers; just walk straight through the room, avoiding or killing the Moblin where necessary. The
following room is simple enough; while avoiding the switchblade and being mindful of the moving floor, kill the four Wizzrobes
and go through the door. You'll come to a room where you must reach the north-east door while running against the collapsing
bridge and Moblin section. The quickest way to the door is to walk on the west moving platform, stunning or killing
the Moblin as you near the door. In the following room you must ignite the four torches to proceed. The
most efficient way is to stand near the Fire Bar (time your movement to avoid it) and use the Fire Rod to ignite the
north and east torches. Walk west and use the Lamp to ignite the nearby torch, then proceed south and east along
the ledge and use the Lamp to ignite the final torch and go through the door. The next room contains several
Eyebeams and the east pot holds a large Magic Decanter. Continue moving to avoid the Eyebeams and climb the stairs
from the south to reach the next room. You must ignite the four torches here before the bridge collapses: use
the Fire Rod to first light the south-east then south-west torches, then go to the room's north door. Watch out for
the energy spheres and use the Fire Rod to ignite the two north torches and open the north door.
Being
wary of the spiked floor, Ether and Hammer the two Helmasaurs for the Key to the door and open the chests for Bombs.
In the next room you must Bomb the weak south wall while avoiding the large and small switchblades, but there's a catch:
the floor is moving where the Bomb must be placed. However, if you can avoid the switchblades and place a Bomb ON
the cracked wall, it will be unaffected by the moving floor. Before you do anything in the next room, wait for
the Bunny-Maker to move and it will dissolve itself when it hits the Crystal Switch blocks. While the Bubble is
still contained, sprinkle it with Magic Powder. Now, while avoiding the orbiting energy sphere, trip the Crystal
Switches to get the goodies from the pots and the Key from the chest. Go through the south door and you'll have to
fight the giant worm Mouldrum again.
The main danger during the battle is being pushed off the battlefield and down
to the previous floor; the room you'll land in is very big, the floor spiked in several areas, and the room patrolled by
a Bubble and several Wizzrobes. Head for the north-east corner of this room to find the stairs back to Mouldrum.
If you fall off the battlefield, Mouldrum will be healed of his injuries. Mouldrum can only be injured by hitting
him in the tip of his tail (it's white, unlike the rest of him). When you hit Mouldrum with a basic Sword stroke
his movement will speed up, making him more dangerous. If you can, while Mouldrum's tail is retracted after your
attack, get behind him and wait for his vulnerable tail to become visible and attack him again. One hit after Mouldrum
has speeded up will kill him. After Mouldrum is down, a chest will appear in the south-east corner of the room.
Grapple it with the Hookshot to proceed (the chest contains a red Rupee), then go west and push the blocks out of the way
to proceed. The easiest way to get through the next room is to don the Magic Cape (for immunity from hostiles
and bumpers) and Dash through to the north of the room to the stairs. In the final room, you simply have to follow
the blue carpet to the locked door that opens with the Big Key.
AGAHNIM The wicked wizard follows the
same basic attack pattern as before: he'll fire orange energy bolts (flashing sphere with a tail) or blue energy bolts
(six small blue energy balls in a Star of David formation). The Agahnims become invisible between attacks, but
you can tell where they'll appear by watching their shadows. The only weapon you need for this fight is your Sword,
but strangely enough the Bug-Catching Net works just as well! Agahnim doesn't fire lightning from the centre
of the room anymore, so don't worry about where he stands. Agahnim will create two phantasms of himself during
this battle, which are darker than the real Agahnim. The phantasms are immune from all attack, but if they fire orange
energy bolts you can reflect them onto the real Agahnim to cause him damage. The best tactic to use for this
battle is: stand opposite the real Agahnim, in a position where you are also opposite the clones as much as possible.
Your three opponents will all fire in quick succession, so when they attack reflect their magic back onto the true Agahnim.
You don't have time to worry about aiming or what the Agahnims launch, so just worry about reflecting what bolts you
can onto Agahnim. A well-stocked Life Meter can out-last them. After Agahnim has fallen for good, Ganondorf
Dragmire will rise from the corpse and flee for the Pyramid of Power. Link, summoning a bird using his Flute,
will follow him.
***PYRAMID OF POWER*** REQUIREMENTS: Golden Sword, Bow and Silver Arrows, Lamp OR Fire Rod, reserve
Life and Magic power
STORY After Link defeats Agahnim for the second time, Ganondorf Dragmire reveals his
true form and transforms into a bat, fleeing for the Pyramid of Power. The moment of truth has come.
GETTING
THERE Reaching the Pyramid of Power is easy enough, as is working your way to the top of the Pyramid. Jump
through the large hole Bat-Ganon created in the pyramid's summit to enter.
PYRAMID INTERIOR Upon entering
the Pyramid of Power, you do not need to traverse any corridors; you jump straight into the final battle. Ganon will
say a quick dialogue and promises your destruction before the battle is underway.
At first, Ganon spins his
trident and throws it within a wide arc. He then teleports across the screen, materialising to catch the trident
before repeating the attack. The trident is easy to avoid and by watching how Ganon vanishes it is possible to
predict where he will reappear. Strike him five times with a basic sword stroke -- Spin Attacks don't shorten this
battle, so it's better to work quickly. Ganon now generates a circle of flames. They expand once and then
retract, and when they next expand they transform into bats. The bats and flames cannot be harmed, only avoided.
The circle, however, is not exactly on Ganon but slightly off-centre, making it possible to strike him when the flames
are closest to his body without being harmed. Avoid the basic flame circle by hiding in the diagonally-opposite
corner from Ganon, and avoid the bats by walking in a straight line. Strike Ganon five times with a sword stroke.
Ganon now uses a spiralling fire demon, repeatedly warping across the screen. Avoiding the demon can be tricky; its flames
cover a large area and linger for a few seconds. Also, Ganon will warp away again if you are within sword range when
he first materialises, making it annoyingly difficult to land a blow. When you finally do land a blow, Ganon jumps and
causes part of the room's outer layer to collapse; falling into the hole means leaving the Pyramid of Power by a lower
exit and having to restart the battle! Strike Ganon four times with basic sword strokes; it is possible to hit him
and make him warp away before he launches the demon. Ganon now uses a "secret technique of darkness"; the two
torches at the bottom of the room are extinguished, and Ganon becomes invisible as he launches a fire demon. Use
the Fire Rod or Lamp to light the two torches -- both torches MUST be lit; if only one is lit, Ganon will be visible but
not vulnerable. The fire demon travels in one direction only and its flames do not linger, and it is easily avoidable
if Ganon is kept visible. Ganon will be blinded for a moment when you light the torches. Strike Ganon once
with a basic sword stroke, at which point he is stunned and turns a bright blue. Now launch a Silver Arrow in his
direction, which must connect while he is still blue. If the torches go out while Ganon is blue, he will still
be vulnerable until he recovers. You can only hit him with one Silver Arrow when he's stunned, but it's possible
to stun him twice before the room begins to dim again, at which point you need to re-ignite the torches. After Ganon
is struck with four Silver Arrows, he will be totally destroyed and the door to the Triforce will open. Beware:
you can still fall off the floor to the Pyramid's bottom level after Ganon has died, and then you'll have to fight him
all over again!!
====SHOPS AND WARES==== Scattered throughout both Hyrule and the Dark World are stores with many useful items
to sell. Although most of these shops a situated within a building of their own, some daring salesmen venture into
caves at Death Mountain to sell their items there.
***HYRULE*** GOODS SHOPS These are located: in the
hut west of Kakariko Inn, on the north-west shore of Lake Hylia (the cave), and in the east twin cave in the western area
of Death Mountain. LIFE MEDICINE: 150 Rupees and you need an empty Bottle to buy it. BOMBS: 10 Bombs for 50 Rupees. HEALING
HEART: One restored heart in your Life Meter for 10 Rupees.
MAGIC SHOP The Magic Shop is located in Hyrule's
north-east area, along Zora's River. You need an empty Bottle in order to buy anything from this shop, and by talking
to the shopkeeper you'll get your Life Meter fully refilled. LIFE MEDICINE: 120 Rupees. This is the best place to
buy it. MAGIC MEDICINE: 60 Rupees. CURE-ALL MEDICINE: 160 Rupees. This is the only place to buy this item.
***DARK
WORLD*** GOODS SHOPS These are located: in the house along the Dark River, in the house blocked by purple
stakes in the Village of Outcasts, in the house in the far north between Death Mountain and the Skeleton Forest. LIFE
MEDICINE: 150 Rupees and you need an empty Bottle to buy it. BLUE SHIELD: 50 Rupees, but you can't have a Shield of your
own if you want to buy it. BOMBS: 10 Bombs for 50 Rupees.
ISOLATED SHOP The Isolated Shop is the north
building between the Village of Outcasts and the Pyramid of Power. To enter the shop, jump south over the fences
on the shop's west wing. (To exit the shop's area, you jump over another fence.) RED SHIELD: 500 Rupees, but you
can't buy this item if you already have the Red or Mirror Shield. This is the only place to buy it. BEE: 10 Rupees
and you need a Bottle to put it in. You can only buy it from this shop. ARROWS: 10 Arrows for 30 Rupees.
You can only buy them from this shop.
BOMB SHOP The Bomb Shop is located just north of the Swamplands, in
the building that corresponds to Link's House in Hyrule. BOMBS: 30 Bombs for 100 Rupees. This is the cheapest
place to buy Bombs. SUPER BOMB: 100 Rupees. You can only get this item if you have cleared the Ice Lake Cavern
AND Misery Mire, and this is the only that stocks it.
MOUNTAIN SHOP The Mountain Shop is located in the east
twin cave in the west area of Death Mountain. LIFE MEDICINE: 150 Rupees and you need an empty Bottle to buy it. BOMBS:
10 Bombs for 50 Rupees. HEALING HEART: One restored heart in your Life Meter for 10 Rupees.
====WEAPONS AND
EQUIPMENT==== If an object is located within a dungeon, directions to that item are not given here; look at that
respective dungeon's walkthrough to find the item.
***ITEMS*** STANDARD EQUIPMENT Standard equipment does
not use any Magic Power, but may have a limited amount of ammunition.
BOW: Located in the Eastern Palace, the Bow
is used to fire Arrows (thus is useless without Arrows). At first you can only carry 30 Arrows, but for every 100
Rupees you throw into the Pond of Happiness this will increase by five. When your Arrow stock reaches 60, the next 100
Rupees will bring your Arrow stock to its absolute limit of 70. It takes 700 Rupees to fully upgrade your Arrow
stock.
WOODEN ARROWS: The basic projectile fired by the Bow. If you don't have the Bow, you can't use Arrows
but you can still carry them. You can only fire Arrows in four directions, but they are powerful weapons. Arrows
can be found in pots, treasure chests or under rocks and bushes, or purchased from the Isolated Shop. Details
of the arrow stock is detailed in the BOW's description.
SILVER ARROWS: These are Arrows made of silver and will
defeat enemies with a single shot. They have the same restrictions as Wooden Arrows, but shine very nicely.
To upgrade your Arrows, destroy the weak wall at the Pyramid of Power with the Super Bomb. Throw your Bow in the
Mysterious Pond and admit to the faerie you threw it in. She will enchant all Arrows you carry now and in the future.
BOOMERANG:
Located in Hyrule Castle, this object has limited range and can be thrown in one of eight directions (hold the direction
you want to throw on the Control Pad for a diagonal throw). The Boomerang stuns most enemies for a period of time,
but will damage weaker foes. You can also use it to retrieve items from a distance.
MAGICAL BOOMERANG: Throw
the standard Boomerang into the Waterfall of Wishing and admit to the Faerie Princess you threw it in. Your weapon
will be enchanted, having near-unlimited range and travelling faster. This is perhaps the best general weapon
of the game.
HOOKSHOT: Located in the Flooded Palace, the Hookshot has the same effects as the Boomerang only it's
stronger and has a greater range, but can only be fired in four directions. Link is invincible while using the Hookshot,
and you can grapple its hook to trees, treasure chests, lamps or other wooden objects to cross chasms.
BOMBS:
These explode to destroy weak walls and floors as well as enemies, but will also damage Link. Bombs can be purchased
from shops or found under rocks, bushes or treasure chests as well as taken from defeated enemies. You can also pick
up a placed Bomb and throw it using the A Button (beware; the fuse is still lit!). At first you can only carry 10
Bombs, but by throwing 700 Rupees into the Pond of Happiness you can carry an absolute maximum of 50 Bombs. A
word on wall cracks: REALLY weak walls (whose cracks are enclosed in circles) can be demolished with a Dash Attack, thus
saving your ammo. For other weak walls, draw your sword and walk into the wall; if the wall is solid and can't
be Bombed, you'll hear a "chink-chink" sound. Bomb-able walls will make a soft "pong-pong" sound; they're the ones
you should blast.
SUPER BOMB: After completing the Ice Lake Cavern and Misery Mire, you will be able to purchase
this from the Bomb Shop for 100 Rupees. The Super Bomb's only use is to destroy the weak wall at the Pyramid of Power;
press A or jump off a cliff to plant the Bomb. The Super Bomb will ONLY damage the Pyramid and no other object
or creature.
MAGIC MUSHROOM: Sweet-tasting and smelling of rotten fruit, these Mushrooms are found slightly east
of the entrance to the Master Sword's Grove in the Lost Woods. Give them to the witch just outside the Magic Shop
so she can make Magic Powder.
MAGIC HAMMER: Not very magical, but very useful in smashing wooden stakes, the purple
obstacles with faces and, of course, enemies. Located in the Palace of Darkness and necessary to access certain parts
of Hyrule and most areas of the Dark World.
SHOVEL: Having limited use, you will gain this by agreeing to find the
Flute Boy's favourite instrument; speak to him at the Dark World's Haunted Grove. To find the Flute, return to
Hyrule's Haunted Grove and travel to the north-west corner of that location. Dig along the flowers to find it.
FLUTE:
After recovering this from Hyrule and bringing it to the Flute Boy (directions given in under the SHOVEL's entry), return
to Kakariko Village's weathercock. Play the Flute to the wooden bird and a live duck will be released. Whenever
you play the Flute again in Hyrule's overworld (not in houses or caves), the duck will transport you to one of eight locations
in Hyrule. They are: 1 Death Mountain, near the exit of the cave used to reach that area; 2 Magic
Shop; 3 Kakariko Village weathercock; 4 Link's House; 5 south of the Eastern Palace; 6
the Desert of Mystery's south-west corner; 7 Swamp Ruins; 8 Lake Hylia's south-east shore.
BUG-CATCHING
NET: Use this to catch Bees and Faeries to store in Bottles. Gain this by talking to the sick kid who lives in the
house just north of Kakariko Tavern. You can't get this item without at least one Bottle.
BOOK OF MUDORA:
A green book sitting high on a shelf at Kakariko Village's House of Books. Use a Dash Attack to knock it off the
shelf. This Book details the written language of the ancient Hylia; basically, if you find an inscription that
doesn't make any sense, select this book and use Y instead of A at the information to have the meaning become clear.
MAGIC
MIRROR: The first time you venture into the Death Mountain entrance cave, you must guide an old man through the tunnels.
In return, he will give you the Magic Mirror so you can return to Hyrule from the Dark World, or return to the entrance
of a dungeon at any time.
MAGICAL EQUIPMENT These items use up your green Magic Meter in various amounts.
Experiment with each item to know how much Magic Power it consumes, and its various effects. If you have the
Hammer and Magic Powder, you can halve the amount of Magic Power consumed with each use. Travel to the Blacksmith's
Forge and jump into his well. Head through the north door and put Magic Powder in the cauldron; an indecisive
spirit will then increase the Magic Meter's efficiency.
MAGIC POWDER: After giving the Magic Shop's witch a Magic Mushroom,
return after a time and you can get a sack of Powder by entering the Magic Shop and pressing A next to the sack.
Magic Powder yields Faeries when sprinkled on Bubbles, and has unpredictable effects on other objects.
FIRE ROD:
Located in the Skeleton Forest's tunnels, this Rod burns enemies and ignites torches from a distance. It eats through
your Magic Meter like there's no tomorrow, though.
ICE ROD: This freezes most enemies, so you can carry them around
and use them as weapons. Strong enemies are unaffected, but weak enemies will be killed by the Rod. Find
it by travelling to the east shore of Lake Hylia; there's a cave entrance there, but to the west of that entrance is a
weak wall. Blow it with a Bomb and enter the cave to recover the Ice Rod.
BOMBOS MEDALLION: This item has
the same effects as the Fire Rod, only it incinerates every enemy on the screen. Recovering it requires the Master
Sword (or better) and the Book of Mudora; enter the Dark World's Swamplands and travel west towards the Swamp of Evil.
There's a series of purple stakes here, which mark where a cliff stands in Hyrule; stand within these stakes and return to
Hyrule. Translate the runes with the Book of Mudora and you're in business.
ETHER MEDALLION: This is basically
the same as the Ice Rod, only it can freeze stronger enemies and works against all foes on-screen. It also reveals
hidden walkways for a few seconds. Locate it by climbing Hyrule's Death Mountain to the Tower of Hera; west of
here is a bridge leading to a monolith. The monolith's runes, when translated with the Book of Mudora, call for you
to hold up the Master Sword. Chemists amongst you will know that ether is actually highly flammable, so how
come they chose the name to denote something that unleashes ice magic and not fire magic?
QUAKE MEDALLION: Interestingly,
this turns most on-screen enemies into living turnips (like what would happen if you sprinkled them with Magic Powder).
Find it by travelling to the Lake of Ill Omen in the Dark World, where there's a circle of stones; throw a rock, bush,
or some other object into the circle and the annoyed amphibian will give you the medallion.
LAMP: This is found
in Link's House (or in certain chests in Hyrule Castle if you don't pick it up immediately). It allows you limited
vision in dark areas and you can use it to ignite torches.
STAFF OF SOMARIA: Located in Misery Mire, this staff
creates blocks you can push or carry. If an enemy touches a Staff Block, they will sustain damage (although Staff
Blocks detonate after touching an enemy five times). You can also detonate the Blocks using Y (enemy-damaging beams
will result from the shatter). Use the Staff to hold down switches, or create platforms in Turtle Rock.
STAFF
OF BYRNA: Upon activating this staff, a beam of energy will not only protect you from all attack, but will damage any enemy
who touches it. Press Y again to deactivate the Staff, because it uses Magic Power for as long as it's on.
Find the Staff by entering the Magical Transporter near Spectacle Rock (the one you use to enter the Tower of Hera).
Immediately travel south to reach a hidden cave. Knock the obstacles down with the Hammer, but make sure you have plenty
of reserve life energy (or the Magic Cape and reserve Magic Power) so you survive the gauntlet of spikes. The large
block at the end can be lifted with the Power Glove. After that block comes the chest containing the Staff.
MAGIC
CAPE: Use Y to activate and deactivate the Cape, since it uses Magic Power for as long as you wear it. Wear it and
you become intangible, making you both invincible and able to pass through the blue bumpers. You'll find it by
going to the headstone at Hyrule's Graveyard that's blocked by dark rocks. Reach the grave using the Titan's Mitt or warping
there from the Dark World, then use a Dash Attack to reveal the Cape's cave.
***BOTTLES*** There are
four bottles you can find: For 100 Rupees, the merchant at Kakariko Village will sell you one.
Head for the north
wing of Kakariko Inn, where there's a hidden entrance. There's a chest in this room containing the Bottle
At the
north-east corner of Lake Hylia is a river leading north. Swim up this river (requires Zora's Flippers) and under
the stone bridge to find a man camping out. Speak to him to receive the Bottle.
Enter the Dark World and travel
to the location equal to Hyrule's Blacksmith (requires the Titan's Mitt). There's a purple chest here that you cannot
open but carry. Return to Hyrule and carry it to the 'average middle-aged man' standing next to a sign near the
Desert of Mystery (can use the Flute). Promise not to tell he used to be a thief and he'll open the chest, revealing the
final Bottle.
You can put the following items into Bottles: BEE: These can be purchased or found in bushes
and trees (use the Bug-Catching Net to get them). Release them and they'll attack enemies. Beware: if there are
no more enemies to attack, the Bee will start to attack you!
GOOD BEE: A very rare bug, travel to the ice cave east
of Lake Hylia. Enter through the main entrance (not the route to the Ice Rod) and walk to the Faerie Fountain.
Use a Dash Attack on the faerie statue to reveal the Good Bee. Catch him with the Bug-Catching Net; when released, the
Good Bee will attack enemies but will wait to be recaptured rather than attack Link. You can sell him to Kakariko
Village's merchant for five red Rupees.
FAERIE: Faeries can be found at Faerie Fountains or hidden in trees and bushes.
Catch it with the Bug-Catching Net, then release and grab it for seven Healing Hearts. Keep Faeries bottled, though;
when you die, the Faerie will escape and heal you so you can pick up exactly where you left off.
LIFE MEDICINE:
Use this to instantly restore Link's Life Meter to full strength. It can only be purchased from shops.
MAGIC
MEDICINE: This fully recharges your Magic Meter. Purchase it from the Magic Shop or throw an empty Bottle into the
Waterfall of Wishing or Mysterious Pond and admit to the faerie you threw it in to get the Medicine for free.
CURE-ALL
MEDICINE: This can only be purchased from the Magic Shop, but fully recharges both Life and Magic Meters.
***EQUIPMENT*** SWORD
The Sword is the main means of attack and is wielded using the B button. Hold B to hold the Sword in a ready position;
hold B for a couple of seconds to charge a Spin Attack, executing the Spin by releasing B. When you release a Spin
Attack, Link will swing the Sword 180º before executing the 360º spin; this half-swing is still dangerous to enemies.
If you have the Master Sword or better and your Life Meter is full, a beam will be launched from the blade when you
press B; this beam can cause your enemies damage.
FIGHTER'S SWORD: Link's uncle will give you this early in the game.
This is your primary weapon throughout the game until you recover the Master Sword.
MASTER SWORD: Able to repulse
even the magic of the Triforce, you must have the Three Pendants of Virtue before you can recover this sword. To
find it, enter the Lost Woods from the entrance near the Lumberjack's House and travel west, then south down the first
log. Go slightly west and north through the next log, then west and north through another log, west and south through
a third log, then west and north through the final log. You will now be at the Master Sword's grove; stand on
the pedestal and press A to recover it.
TEMPERED SWORD: The blacksmith working at Kakariko Village can improve the Master
Sword, but he needs his partner to do it; find him by travelling to the place equal to Kakariko's House of Books in the
Dark World and guide him to the forge. Return again and the two blacksmiths will temper the Sword for 10 Rupees;
give them your blade and return after a time. Remember that you won't have your Sword for a while, so you won't be
able to use any Medallions or any attack requiring the Sword.
GOLDEN SWORD: Destroy the weak wall at the Pyramid
of Power and throw the Tempered Sword into the Mysterious Pond. Admit to the Faerie you threw it in and she'll
enchant it, causing most foes to fall after only one hit from your Sword.
SHIELD The Shield is the main
form of defence and automatically protects you from frontal attacks. By drawing your Sword, the Shield will be held
at an angle of 90º from Link's face; use this fact to help angle the Shield.
BLUE SHIELD: Link's uncle gives you
this, but you can also purchase it from Dark World shops if a Like Like swallows it. It protects you from arrows, spears
and rocks, but hostiles known as Like Likes will look at this like it's Meals on Wheels.
RED SHIELD: You can purchase
this from the Isolated Shop in the Dark World, but you can also get it from the Waterfall of Wishing by throwing the Blue
Shield in and admitting to the Faerie you did so. It protects you from red energy beams, but may be swallowed
by Like Likes.
MIRROR SHIELD: Found in Turtle Rock, this Shield protects you from many types of energy beams and
cannot be swallowed by Like Likes.
ARMOUR Armour is your last line of defence; the stronger the armour, the
less damage you sustain.
TUNIC: Link's green tunic is all he has at the very start of the game and offers no
protection whatsoever.
BLUE MAIL: Found in the Ice Lake Cavern, this reduces damage you take by 25%. It also gives
Link a brand new look.
RED MAIL: Located in the Tower of Ganon, this again changes Links appearance as well as reducing
damage sustained by enemy attack by a further 25%, so you take half the damage you would have if you had the Tunic.
LIFTING
At the start of the game you can only lift bushes, signs and pots. In the Dark World, pots and rocks are in the shape
of skulls. When you increase your lifting strength, you can carry rocks but not boulders.
POWER GLOVE: Found
in the Desert Palace, it allows you to lift up light green rocks and boulders. You can also use it to lift up grey
blocks inside certain dungeons.
TITAN'S MITT: Located in Blind's Hideout, this yellow version of the Power Glove
allows you to lift dark green rocks and boulders.
***OTHER EQUIPMENT*** ZORA'S FLIPPERS: These items allow you to
swim, and cost a mere 500 Rupees from Zora the Man-Fish. Find him by travelling east of the Magic Shop and continuing
along. You'll be able to hear his waterfall as you get close; follow the shallow water to Zora, taking the southernmost
turn-off when you reach the 3-way junction.
PEGASUS BOOTS: Handed down by one family of the Seven Wise Men, these
sturdy shoes allow you to execute the Dash Attack. Hold A for a second to charge the Dash, during which time you
can change the direction you face with the Control Pad. Press the Control Pad in a different direction to stop running,
or if you hit a wall or obstacle you'll be knocked backward onto solid ground. Sahasrahla will give you these after
you earn the Pendant of Courage. Dash Attacks allow you to make hit-and-run assaults on enemies, and if you Dash
at trees hidden things may fall from the branches. Dash Attacks can also be used to demolish very weak walls (see
the notes given in the description of BOMBS).
MOON PEARL: A crystal orb that protects its holder from the power
of the Triforce. It is located within the Tower of Hera. If you try to enter the Dark World without it,
you will be transformed into a shape that reflects what is in your heart and mind (a pink bunny), as all citizens of the
Dark World are. As a bunny, you cannot use any items save the Magic Mirror.
====PIECES OF HEART====
You start the adventure with only three hearts in your Life Meter; worse than useless for such a long adventure.
An extra heart container can be found in Sanctuary, and a further ten will be granted by defeating the keepers of the various
dungeons. This brings your total Life Meter to 14 hearts; six more can be found by finding all 24 Pieces of Heart
which are scattered throughout the two worlds. Here are their locations:
In the north-western-most corner
of Kakariko Village is a cave near a well. Jump into the well from above, and look along the north wall for a weak spot.
Blow it apart with a Bomb and enter the cave for the Piece of Heart.
Next to Sahasrahla's house is a small grey
hut that used to be used by the thief Blind. Go into the house's basement, and destroy the weak north wall with
a Bomb. Inside a chest is the Piece of Heart.
Near Kakariko Village's House of Books is a house where two brothers
are feuding; one has sealed the door to his brother's room. Blow open the room and leave via the exit in the younger
brother's room and you will be able to access the 15 Second Game: reach the goal within 15 seconds and you'll win a Piece
of Heart. The required route is: north, second west, second east, diagonally south-west to just below the sign,
then south over the fence and west to the goal. Cyber Predator's record is nine seconds.
Enter the Desert
Sanctuary; inside the room where Aginah is, Bomb the weak south wall. Enter the hidden room to get the Piece of Heart
from a chest.
Enter the Desert Palace via the main entrance and exit via the south-west corner. Travel south
along the plateau and you'll reach a Piece of Heart.
West of Sanctuary, on a plateau, is a pile of five light-coloured
rocks. Use a Dash Attack to reveal a cave entrance. Inside is a chest with a Piece of Heart.
Climb
to Spectacle Rock, where two platforms can be reached by jumping off the ledge. The western cave allows access to
a passage leading to a Piece of Heart.
Enter the Dark World and travel to the place equal to Spectacle Rock.
Use the Magic Mirror here to appear on top of Spectacle Rock, atop which lies the prize.
There is an entrance
to the Lost Woods just north of Kakariko Village, near a Fortune Teller's House. Enter through here and travel north,
and you'll soon reach a clump of nine bushes. The middle one hides a cave entrance, inside which is a Piece of
Heart
This is tucked into the north-east corner of the Pyramid of Power (outside, not inside). To reach it,
climb to the Pyramid's summit and leap off the ledges to reach the east wing on the bottom level. Walk up to get
the Piece of Heart, then walk back to the south wing and jump off to continue the quest.
After purchasing Zora's
Flippers, swim south and over the first waterfall. Then travel west until you find a green slope; travel up here to find
the Piece of Heart.
Near the Lumberjack's house in the far north of Hyrule, the two Lumberjacks are working hard
at felling a tree. After defeating Agahnim for the first time, they disappear. The tree they were working on
has light-coloured leaves; hit it with a Dash Attack to reveal a cave entrance. The caves you explore have a Faerie
Fountain and a Piece of Heart.
At the Ice Lake (west of the Ice Lake Cavern) is a circle of stones, where an island
would be in Hyrule. Stand in the shallow water inside this circle and use the Magic Mirror to warp back to Hyrule,
where the Piece of Heart is within easy reach.
This Piece is at the bottom of the water surrounding the Swamp Ruins
in Hyrule. Enter the ruins and drain the water, then when you exit the ruins you'll see the Piece of Heart plain as
day.
South of the Dark World's Haunted Grove is a circle of bushes. Stand within these and return to Hyrule,
where a cave can be reached. Enter the cave and push the blocks out of the way to reach the Piece of Heart.
Near
Hyrule's Graveyard, along the north rockwall, is a cave on a plateau that you can't seem to reach. However, go to
the corresponding location in the Dark World and the plateau has a ladder. Climb the ladder and use the Mirror to reach
the cave in Hyrule, enter and Bomb the weak north wall to reach the Piece of Heart.
In the foothills of the Dark
World's Death Mountain, enter the cave which corresponds to Hyrule's Death Mountain entrance. Traverse the chambers
(and Crystal Orbs) to the blue bumper which blocks the path. Using the Magic Cape, you can pass the bumper and
explore on to find the Piece of Heart.
In the north-west corner of the Village of Outcasts, there is a game where you can
open two chests for 30 Rupees. A Piece of Heart is randomly placed in one of the chests.
Remember the Piece
of Heart gained by completing a maze within 15 seconds? At the location equal to that maze in the Dark World there
is a game called the Treasure Field, which costs 80 Rupees to play. It'll take 50 tries or your first dig to unearth
a Piece of Heart.
In the Dark World at the location equal to the Blacksmith's shop, there is a large number of purple
stakes. Hit them all with the hammer, and the tree stump will turn into a cave entrance. Inside lies the Piece
of Heart.
In the north-east corner of the Swamp of Evil, there is a cul-de-sac. Stand near here and warp to
Hyrule, where you'll arrive on a plateau near a large light-coloured boulder. Lift it up to reveal a cave entrance,
which conceals the prize.
West of the entrance to Misery Mire is a cave. Inside a chest here lies a Piece
of Heart, but you need to manipulate the blocks in order to reach it.
At the Dark World's Death Mountain, travel west
of Turtle Rock. There is a large boulder which conceals a cave entrance. Enter the cave and walk north to reach
an invisible bridge which can be crossed using the Staff of Somaria or Ether Medallion to guide you. Bomb the weak
west wall and go south through the exit, then use the Magic Mirror to find the waiting Piece of Heart.
In Turtle
Rock is an exit in the same room as the chest containing the Mirror Shield. Exit here and you'll find yourself on
a narrow ledge. Return to Hyrule and you'll find yourself on a platform near a cave, which cannot be accessed
any other way. Destroy the green Mimics with your Sword and Arrows to enter the next room containing the Piece of
Heart.
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