Legend of Zelda: Four Swords Four Swords Anniversary Edition

A complete walkthrough of The Legend of Zelda: Four Swords

Introduction

   The first part of this guide deals with the single-player A Link to the Past. Refer to the end of this guide for information and strategies for the multiplayer Four Swords game. Here's a quick overview:

The Legend Begins

The introduction section that you're reading now gives you all the basic information you need to begin playing A Link to the Past, including a quick rundown on controls, game mechanics, and environmental features.

Items

You can find more than 50 different items in A Link to the Past, and we give detailed descriptions of each, including tips for using them to their fullest potential.

Characters and Enemies

A Link to the Past has about 100 characters and enemies, and the Characters and Enemies section of this guide is the least painful way to learn their strengths and weaknesses.

A Link to the Past Walkthrough

The bulk of this guide is devoted to giving you the most comprehensive walkthrough to A Link to the Past possible. It includes tips on finding every item, Piece of Heart, and treasure, and the best strategies for defeating every dungeon boss. If it's not in here, you don't need it!

The Legendary Checklist

Having trouble finding a Piece of Heart? Need to know which shop has the best deal on Medicine of Life? Curious as to where those Zora whirlpools lead? Turn to the Legendary Checklist section for all your quick-reference needs.

Introduction to Four Swords

When you're ready to link up to a friend's Game Boy® Advance and play the first ever multiplayer Legend of Zelda game, consult Introduction to Four Swords for all of the tips you need to come out on top.

Game Screens

A Link to the Past has two game screens: the main screen, where all of the action takes place, and the Inventory Menu (or sub-screen) where Link's items and abilities are displayed. Press o to switch between them.

Equipping Items

Items in the upper left Item section of the Inventory Menu can be equipped to your 1 slot in the upper right corner of the Inventory Menu. Highlight an item with + Control Pad a, w, d, or x and press o to close the Inventory Menu. The item you chose is now equipped in the game screen. Press 1 to use it. See the next section for more detailed information on items.

Dungeons and Overworlds

Dungeon is the term for any indoor game area made up of more than four or five rooms, including palaces, castles, towers, and, yes, even dungeons. Overworld is the term for game areas outside of dungeons, such as towns, deserts, mountains, and lakes.

In-Game Maps

Pressing 6 at just about any point in the game brings up your in-game map screen. If you are in the overworld, the first press of 6 brings up an area map (which you can pan in four directions with the directional buttons on the + Control Pad). A second press of 6 brings up a zoomed-out full map of the entire overworld.    In a dungeon, you just get the dungeon map when you press 6. It shows all the rooms that you have entered so far. When you find the Map of the dungeon, the entire floor plan is revealed. When you find the dungeon's Compass, the boss's lair is indicated on your dungeon map by a blinking skull.

Magic and Heart Meters

Keep your eye at all times on two gauges on the game screen. The first is the Magic Meter, the vertical green bar in the upper left corner. It shows how much magic energy Link has to use magic items. If the gauge is empty, Link can't use any items that require magic energy (see the Items section for more information on these items). The Magic Meter can be refilled with Magic Vials, Large Magic Vials, Medicine of Magic, and Cure-All Medicine.    The other gauge is the Heart Meter, the horizontal row of hearts along the top of the screen. At the beginning of the game, it has three Heart Containers. As Link finds Heart Containers and Pieces of Heart, its capacity increases. Link can have a maximum of 20 Heart Containers in his Heart Meter.    The Heart Meter is refilled by Hearts, Fairies, Medicine of Life, and Cure-All Medicine, as well as by various characters Link encounters in the game.

Note: The Cure-All Medicine completely refills both Link's Magic Meter and Heart Meter.

Game Over

If Link's Heart Meter is completely depleted, he collapses to the ground and the game is over…for the moment. You have the following options when this happens:

Save & Continue: Your progress is saved to your game file, and you can continue playing. You reappear at the entrance to the dungeon (if you were defeated in a dungeon) or at your choice of one of several locations in the overworld (if you were defeated in the overworld).

Save & Quit: Your progress is saved to your game file, and the game returns to the title screen. When the game returns to the title screen, you can safely turn off your Game Boy Advance.

Continue Without Saving: You continue playing from the point at which you were defeated, but your progress is not saved to the game file.

Note: If Link has a Fairy in a Magic Bottle at the time he is defeated, the Fairy pops out and refills up to seven of Link's Heart Containers, preventing the game from ending. You resume from the exact point at which you fell.

The Two Worlds

Link begins A Link to the Past in the Light World of Hyrule, which has become a dangerous place since Agahnim's takeover of Hyrule Castle but is still filled with much of the life and vitality of its previous existence.

But Link eventually winds up in the Dark World, a twisted version of the Light World. This land has stronger and more dangerous enemies and fewer places to hide from the evil creeping across Hyrule. Any person from the Light World who enters the Dark World is transformed into a different form reflecting that person's inner soul. Until Link finds the Moon Pearl, he changes into a helpless bunny rabbit any time he enters the Dark World.

Link can transport between the two worlds with the Magic Mirror or by entering the blue magical transporter tiles hidden in the Light World. For more information on the Light and Dark worlds, consult the walkthrough and the Items section.

Environmental Objects

The terrains of the Light and Dark overworlds and the dungeons have their own sets of features. Knowing what can hurt you and what can help you in each is one of the keys to victory in A Link to the Past.

Overworld Objects

Holes

Link can only enter these holes by dropping down into them from a higher level.

Ledges

If an elevated ledge has a thick dark border, you can't walk off it. If it does not have one of these borders, you can walk right off the edge and down to the level below.

Long Grass and Bushes

Chop these down with your sword or Boomerang, and you might find common items like Rupees, Bombs, Arrows, and Hearts. You might also expose a hidden enemy, so be careful!

Pink Pegs and Wooden Stakes

These block Link's path and need to be flattened with the Magic Hammer so Link can pass by them.

Rocks

These block Link's path until he finds the Power Glove or Titan's Mitt. Then he can lift them out of the way.

Magical Transporter Tiles

These blue square tiles transport Link from the Light World to the Dark World when he steps on them.

Water

Link can wade in shallow (light blue) water, but until he has the Flippers, he can't enter deep (dark blue) water.

Dungeon Objects

Big Key Locked Doors

These doors require the Big Key of the dungeon to open. Every dungeon has a Big Key, and every dungeon has at least one of these doors.

Blocks

Most of these just serve as obstacles, but Link can push or pull some.

Bouncing Pink Pegs

These happy guys block Link's path and must be flattened with the Magic Hammer before Link can pass by them.

Bumpers

These round blue objects bounce backward anything that hits them, including Link.

Chests

Chests contain various items. Link can open almost any chest without a key.

Conveyor Belts

These floors pull objects, enemies, and Link along them.

Cracked Walls and Floors

Place a Bomb on a cracked wall or floor to blast a hole in them and open a passageway to another room.

Fire Walls

Fire walls usually rotate around a block and scorch a few Hearts off Link's Heart Meter if he touches them.

Gaps

If a gap is completely black, Link loses one Heart and reappears at the room entrance if he falls into it. If you can see a dimly lit floor below, Link falls to the floor below the gap.

Ice

Floors that are slick with ice are hard to walk across. Use extreme caution when moving on them.

Large Chests

Large chests hold extremely valuable items. No dungeon has more than one, and the item it contains is often necessary to defeat the dungeon's boss.

Locked Doors

You can't open these doors unless you have a Key. Each dungeon has as many Keys as it has locked doors.

Orbs

Hitting these glass spheres with any weapon changes their color from red to blue (or vice versa). Orbs lower blocks of the same color and raise blocks of the opposite color.

Pots

Pots often contain common items. Lift or break them to reveal the item. In the Dark World, these appear as skull pots. Pots can also be thrown at many enemies.

Sealed Doors

These doors open only under special conditions, such as pressing a hidden trigger button or defeating all the enemies in the room. Refer to the walkthrough for specific information about each locked door.

Small Walls

Link can't walk over these walls, but he can fire Arrows and his Boomerang over them.

Spikes

Whether they're on the sides of blocks or lining the floors, spikes mean danger and loss of Hearts for Link. Avoid them at all costs!

Star Tiles

Stepping on one of these tiles creates, removes, or rearranges gaps in the floor.

Teleport Tiles

These golden teleport tiles transport Link to another part of the dungeon when he steps on them.

ITEMS

Common Items

Common items are everywhere in Hyrule. Bushes, tall grass, pots, chests, and rocks hold common items. The enemies you defeat during the game leave behind common items as rewards. You can also buy items in shops or win them as prizes in games of chance.    When a common item appears, Link has little time to pick it up before it flashes and disappears. To pick up an item, walk over it, touch it with a sword, or hit it with a Boomerang, Hookshot, or Arrow.

Arrow

After Link finds the Bow & Arrows, Arrows appear as common items. The Arrows are ammunition for the Bow & Arrows. When he first finds the Bow & Arrows, Link can carry up to 30 Arrows, but after paying a visit (and many Rupees) to the Fairy at the Pond of Happiness, Link's Arrow capacity increases to 70.    Another Fairy inside the Pyramid of Power changes Link's Arrows into Silver Arrows that do more damage. After this change, the Arrows Link finds are considered Silver Arrows.

Bomb

Although they are powerful weapons, Bombs are most often used as tools in A Link to the Past. Set them in front of a cracked wall to blast open a passageway, or on top of a cracked floor to open a gap to a lower room. When you press 1 with Bombs equipped, Link drops a Bomb at his feet. The Bomb flashes and explodes four seconds later. Pick up a dropped Bomb by pressing 7, and throw it by pressing 7 again.    At the start of the game, Link can carry 10 Bombs. At the Pond of Happiness near Lake Hylia, he can upgrade his carrying capacity to 50.

Fairy

Although these winged pixies are creatures, they are used as items. If Link picks up a Fairy, it refills up to seven of the Heart Containers on his Heart Meter. Fairies don't just sit there like other items.    Swing the Bug-Catching Net near a Fairy to catch it. Save the Fairy inside a Magic Bottle for use when you need it. To release the Fairy from the Magic Bottle, equip the Magic Bottle like any other item and press 1.    If Link's Heart Meter is depleted, it's normally Game Over. If Link has a bottled Fairy, however, the Fairy pops out of the bottle and gives him a second chance by refilling up to seven of his empty Heart Containers. Keep a bottled Fairy, just in case.

Heart

Hearts refill one Heart Container in Link's Heart Meter. If Link's Heart Meter is full when he picks up a Heart, it doesn't do him any good (although it doesn't hurt, either).

Magic Vials

These useful items refill Link's Magic Meter. The small Magic Vial replenishes a small amount of Link's magic energy, and the Large Magic Vial refills it.

Rupees

Gem-like Rupees are the units of currency in Hyrule. A single Rupee is green. A Blue Rupee is worth 5 Rupees, and a Red Rupee is worth 20 Rupees. Link can hold up to 999 Rupees at a time.

Dungeon Items

The following items are found only in dungeons, including palaces, castles, towers, and any other indoor area. You can use them only inside of dungeons, and they are useful only in the dungeon in which you find them.

Compass

Most dungeons contain a Compass, which shows the location of the boss's lair on the in-game dungeon map.

If you haven't found the dungeon's Map, the boss's location is marked with a flashing white skull on an empty area of the in-game map.

Heart Container

The bosses you defeat at the end of a dungeon leave behind Heart Containers. Pick them up to increase your Heart Meter's capacity by one Heart Container. Link begins the game with 3 Heart Containers, but he can have up to 20 by the end of the game.

Keys

Most dungeons have several Keys hidden in chests, pots, or on an enemy's body. These useful items open locked doors. If you have a Key, walk into a locked door to open it. The Key then disappears from your inventory. Every dungeon has as many Keys as it has locked doors.    Most dungeons also contain one Big Key, the master key for the dungeon. This Big Key opens certain locked doors in the dungeon, such as the door to the boss's lair. The Big Key is the only item that can open a dungeon's large chest, which contains a special item of great value.

Map

Most dungeons also contain a Map, which gives you the layout of the dungeon on the in-game map screen. Maps are handy for figuring out how to go from one room to another, because doorways and stairways are marked on them.

Magic Items

Some of these items could be classified as weapons, but all have one thing in common: They draw magical energy from Link's Magic Meter. Conservatively use them. If your Magic Meter is too low, you can't use these items until you refill it.

Bombos Medallion

Found in a hidden plateau in the Desert of Mystery, the Bombos Medallion is a powerful weapon that incinerates any non-boss enemies, defeating them. It requires magical energy to use, but is the best way to clear a room of enemies.

Cane of Byrna

The Cane of Byrna is an optional item. If you choose to look for it, it is in a hidden cave in Death Mountain that you can reach only after you get the Titan's Mitt, the Magic Cape, and the Magic Hammer. Press 1 when the cane is equipped to use it, and 1 again to deactivate it.    In use, the Cane of Byrna encircles Link with a magical barrier that prevents damage from any attack and also injures any enemy that comes into contact with the barrier. This item is a magic hog, so don't use it frequently or for long periods.

Cane of Somaria

This essential magical item is in the Misery Mire. In use, it creates a moveable red block in front of Link. That doesn't sound impressive, but you can use the block to hold down door trigger switches that require constant pressure to keep the door open. It is also used on the Somaria blocks in Turtle Rock to create Somaria platforms that allow Link to navigate the dungeon.

Ether Medallion

The Ether Medallion is west of the Tower of Hera. Like the Bombos Medallion, the Ether Medallion affects on-screen, non-boss enemies. It freezes them, making them either easy targets for your other weapons or helpless observers as you run past them and escape. Using the Ether Medallion near an invisible pathway makes the pathway visible for a couple of seconds.

Fire Rod

Link finds this useful magic item in the Skull Dungeon's large chest. It is a Magic Meter drain if used frequently, but sometimes it's hard to put the Fire Rod down. Not only does its blast of fire defeat enemies in a single shot, but you can also use it to light torches in dungeon rooms.

Ice Rod

The Ice Rod is in a cave at Lake Hylia's northeast corner. When you fire it at most non-boss enemies, the Ice Rod releases a magic blast that freezes the enemy and leaves it vulnerable to attack. Even better, when you hit a frozen enemy with a weapon other than the Ice Rod, you recover a sliver of your Magic Meter, making the Ice Rod one of the more energy-efficient magic items in the game.

Lamp

The first magical item Link finds, the lamp, is in a chest inside Link's house. It provides a small ray of light when Link is in darkened dungeon rooms. That's the lamp's automatic function, and it costs no magical energy. The lamp doesn't need to be your equipped item for this to happen.    You can also use the lamp to light torches in dungeons, and takes little magic energy to do so, as opposed to the energy-gobbling Fire Rod. As a last resort, you can use it as a weak weapon, but that's not its intended use.

Magic Cape

The Magic Cape is an optional magic item found in the graveyard north of Hyrule Castle in the Light World. Press 1 when the Cape is equipped to use it, and press 1 again to deactivate it. The Magic Cape drains your Magic Meter, but it makes Link invisible and intangible to enemies and environmental hazards like spiked floors and fire walls.    Link can attack enemies while he is using the Magic Cape. Use it sparingly, but it's an excellent way to get through a hazardous situation with your Heart Meter intact.

Magic Powder

Get the Magic Powder from the witch in front of the Magic Shop by giving her the Magic Mushroom. It takes her a while to prepare the Magic Powder, so return after completing another quest. Sprinkle the Magic Powder on Spinners to transform them into Fairies.

Quake Medallion

The Quake Medallion is a less powerful version of the Bombos Medallion. It defeats on-screen enemies touching the ground. It does not affect airborne enemies. It is essential for completing the game, because it is the only item that can open the entrance to Turtle Rock.    The Quake Medallion is in the Dark World near where the Waterfall of Wishing would be in the Light World.

Weapons

Weapons are the most important items in the game. Without weapons, you couldn't defeat a single enemy, much less the bosses you need to conquer to save Hyrule. Some of the magic items discussed earlier are also weapons. The following list only includes weapons that do not require magic energy to use.

Boomerangs

A Boomerang can defeat weak enemies, but its main use is to stun them. When a Boomerang hits most enemies, they freeze for a few seconds, leaving them vulnerable to your sword. Practically every enemy defeated while stunned by a Boomerang leaves a Rupee as a reward.    Link finds his first Boomerang in a chest in the Hyrule Castle dungeon at the game's start. At the Waterfall of Wishing later in the game, you meet a Fairy who transforms the Boomerang into a Magic Boomerang, which has greater speed, longer range, and does more damage.

Bow & Arrows

The Bow & Arrows are in the East Palace. This valuable weapon lets Link strike enemies at a distance, and some enemies are particularly vulnerable to Arrows. You can fire the Bow & Arrows as many times as you have Arrows in your inventory. Arrows are everywhere in Hyrule.

A Fairy in the Pyramid of Power transforms your Bow & Arrows into a Bow & Silver Arrows, increasing the damage done by the weapon. Some enemies are invulnerable to Arrows but vulnerable to Silver Arrows.

Swords

Few minutes of Link's adventure go by without him having a sword in his hand. A sword is Link's primary weapon; pressing 2 swings it in the direction Link is facing.    Link gets his first sword from his uncle in Hyrule Castle's dungeon. This sword is slow and doesn't do much damage, but it's a good basic weapon for the young hero at his quest's start.    Link finds the Master Sword in the Lost Woods later in his journey. The Master Sword is faster and twice as powerful as the first sword. When Link's Health Meter is full, it fires a magical beam every time Link swings it.    If Link finds and rescues a dwarven swordsmith from the Dark World, the swordsmith and his partner offer to temper the Master Sword, giving Link a Tempered Sword. The Tempered Sword is faster than the Master Sword and does 50 percent more damage. It also fires a magical beam when Link's Health Meter is full.    The most powerful sword in the game is the Golden Sword, which is the Tempered Sword or Master Sword after it has been transformed by a Fairy in the Pyramid of Power. This Golden Sword does 33 percent more damage than the Tempered Sword, twice as much damage as the Master Sword, and a whopping four times as much damage as Link's first sword! It also fires the magical beam when Link's Health Meter is full.

Defensive items keep Link from suffering damage and an untimely demise. They function automatically and do not need to be equipped. Defensive items are also the only items in the game (other than a sword) that change Link's physical appearance!

Mail

Link finds and wears three different colors of mail in his journeys. He starts with light Green Mail, which offers limited protection against enemy attacks.    In the Ice Palace, Link finds Blue Mail and dons it immediately. The Blue Mail offers twice as much protection as the Green Mail, cutting damage from enemy attacks in half.    Link finds the Red Mail from Ganon's Tower at the end of the game. Red Mail provides Link with maximum protection against enemy attacks, cutting damage amounts in half as compared to the Blue Mail and one-quarter as compared to the Green Mail.

Shields

Just as Link always carries a sword, he's also always equipped with a shield. When Link isn't swinging his sword, his shield automatically protects him from projectile attacks in the direction he's facing.    The shield that Link's uncle gives him in the dungeon of Hyrule Castle doesn't offer much protection against most missile attacks, but it stops arrows and small rocks.    Link can upgrade to a Red Shield at the Waterfall of Wishing. The Red Shield is larger and offers protection against a wider variety of projectiles, including Zora blasts and fireballs from dungeon statues.    The best shield in the game is the Mirror Shield, which can block nearly any enemy missile attack, including the beams from Laser Eye Statues. It's not 100 percent effective against ranged attacks, but it performs remarkably well.

The following items don't fit neatly into a single category. Some of them help Link get around Hyrule, some are used to help solve puzzles, and others give him new abilities. All are special and valuable items, however, and you should go out of your way to get every one.

Book of Mudora

The Book of Mudora proves that reading is fundamental. This ancient tome is in the library east of Kakariko Village. When Link equips it, he can read the ancient Hylian text inscribed on stone tablets by pressing 1. Without the Book of Mudora, Link can't get the Master Sword or any of the medallions, and he can't open the Desert Palace.

Bug-Catching Net

Link gets the Bug-Catching Net from a sick young boy in Kakariko Village who is too ill to use it. With the Bug-Catching Net, Link snags Fairies and Bees out of the air and flopping Fish out of dried-up ponds. Link can store his catches in an empty Magic Bottle for use later. Believe it or not, the Bug-Catching Net is also the item that Link must use to defeat the evil wizard, Agahnim!

Crystals

After beating the boss of any of the first seven Dark World dungeons, you receive one of these Crystals. The Crystals contain imprisoned maidens—the descendants of the seven sages who sealed away the Triforce and the Golden Land years ago. To penetrate the magical barrier surrounding Ganon's Tower, you must have all seven Crystals.

Flippers

The Flippers aren't cheap, but they're essential for our young hero. An enterprising Zora in the northeast corner of Hyrule sells them to Link for 500 Rupees. With them, Link can swim through deep (dark blue) water that he previously couldn't even enter. The Swim ability appears in the Do section of Link's Inventory Menu after he purchases the Flippers.    With the Flippers, Link also can access the six Zora whirlpools in the Light World (two of which also appear in the Dark World) to travel long distances instantly. The Flippers function automatically when Link enters deep water and don't need to be equipped.

Flute

This nifty little ocarina-like instrument belonged to a young boy in Kakariko Village. It is found in the alcove of trees in the middle of the Light World. Link needs the Shovel to dig it up. Play the Flute in front of the weathervane in the center of Kakariko Village, and a white bird flies out from the center of the weathervane.    After the white bird is freed, Link can summon it at any time by playing the Flute in the Light overworld. It swoops down, picks him up, and takes him to your choice of up to nine locations in the Light World, cutting down your travel time dramatically.

Hookshot

The Hookshot is one of Link's most useful items. Its primary function is to help Link cross gaps in dungeon floors. Simply fire the Hookshot at an object (pot, chest, block, torch, etc.), and the Hookshot latches on to the object and pulls Link to the object. Enemies cannot harm Link while he is being pulled by the Hookshot. The Hookshot also can be fired at an enemy to damage and stun them, and it can be fired at out-of-reach common items to pick them up. Link finds the Hookshot in the Watergate Dungeon.

Magic Bottle

Link uses Magic Bottles to hold Medicines, Fairies, Bees, and Fish, saving them for later until he needs them. You can't purchase Medicines or get the Bug-Catching Net unless you have at least one Magic Bottle.

You can collect four Magic Bottles:

  1. Purchase one from the bottle salesman in the middle of Kakariko Village for 100 Rupees.

  2. Enter the north end of the Kakariko Village tavern to find one in a chest.

  3. Swim under the stone bridge south of the East Palace to find a man who gives you a Magic Bottle.

  4. Take the treasure chest from the Dark World version of the swordsmith's house east of the Village of Outcasts, warp back to the Light World, and bring the chest to the average guy in the entrance to the Desert of Mystery. He opens it for you and gives you the Magic Bottle inside.

Magic Hammer

Link finds the versatile Magic Hammer in the Palace of Darkness. It pounds down obstacles in Link's path, such as pink pegs, bouncing pink pegs, and wooden stakes. It's also a powerful short-range weapon, although its size and weight make it hard to use effectively for this purpose.

Magic Mushroom

The sweet-smelling Magic Mushroom is found—dancing!—in the Lost Woods. Bring it back to the witch in front of the Magic Shop and she uses it to create Magic Powder. You must fulfill a quest between bringing her the Magic Mushroom and getting the Magic Powder from her.

Magic Mirror

Link gets the Magic Mirror from an old man on Death Mountain on his way to the Tower of Hera. The Magic Mirror has two different uses, depending upon where you use it. If used in the overworld, it warps Link to the Light World from the Dark World (and vice versa). If used in a dungeon, it warps Link back to the dungeon entrance. Keep in mind these three important pieces of information about the Magic Mirror:

  1. Link can use the Magic Mirror to go from the Light World to the Dark World without restriction. When he uses it from the Dark World to reach the Light World, however, he can't use it again in the Light World overworld until he closes the magical transporter he came through by walking back through it into the Dark World.

  2. If Link enters a dungeon from the overworld at several points in his dungeon quest (such as the Skull Dungeon), the Magic Mirror returns him to the last entrance he came through.

  3. When warping between the Light and Dark worlds, you may transport to the other world for a brief second and then return to the world you tried to transport from. That happens when the spot you're trying to transport to is occupied by a solid object in the other world. Move a few steps in any direction and try again.

Medicines

Hyrule has three types of medicine. All are available for purchase at the Magic Shop, and the Medicine of Life can be bought at several other shops in Hyrule. The red Medicine of Life refills Link's Heart Meter. The green Medicine of Magic refills Link's Magic Meter. The blue Cure-All Medicine refills both.    Link needs an empty Magic Bottle to store any medicine he purchases. If he doesn't have an empty Magic Bottle, he can't buy the medicine.

Moon Pearl

In the Tower of Hera, Link finds the Moon Pearl, an essential item for traveling in the Dark World. When a person from the Light World enters the Dark World, that person transforms into another form—in Link's case, a rabbit. When he has the Moon Pearl, however, Link keeps his true form in the Dark World. This item functions automatically and does not need to be equipped.

Pegasus Shoes

Sahasrahla gives Link the Pegasus Shoes when Link returns to him with the Pendant of Courage from the East Castle. The Pegasus Shoes give Link the Run ability in the Do section of his Inventory Menu. With the Pegasus Shoes, Link can hold his sword out in front of him and dash toward objects and enemies by holding 7.    This dash technique can knock an item off the top of an object, smash an object into pieces, or get you safely through a horde of enemies, injuring them as you run through them. To stop dashing, press a, d, w, or x on the + Control Pad.

Pendants

These three Pendants are hidden away in the East Palace, Desert Palace, and Tower of Hera. You must defeat the bosses of those dungeons to get the Pendants. Each is a representation of one of the three gods who created Hyrule, and you need all three to pluck the Master Sword from its stone in the Lost Woods.

Piece of Heart

There are 24 Pieces of Heart hidden across the Light and Dark worlds of Hyrule. Refer to the walkthrough or the checklist at the end of the book for the exact locations. A Piece of Heart is a quarter of one Heart Container. For every four Pieces of Heart Link finds, the capacity of his Heart Meter increases by one Heart Container.

Power Glove

The Power Glove, found in the Desert Palace, gives Link the Lift 2 ability in the Do section of his inventory menu. It gives Link the ability to lift light-colored rocks and some other heavy objects that he could not otherwise lift. This item functions automatically when you try to lift something and does not need to be equipped.

Shovel

Link gets the Shovel from the transformed flute-playing boy in the Dark World's forest grove east of the Village of Outcasts. With the Shovel, Link can dig holes in the ground to reveal hidden treasures.

Super Bomb

Available for purchase in the Bomb Shop after completing Misery Mire and the Ice Palace, the Super Bomb can be used as a powerful weapon, but its intended purpose is to blast a hole in the side of the Pyramid of Power.    When Link purchases the Super Bomb, it follows behind him as long as he doesn't dash or drop off a ledge. To place the Super Bomb, press 7 and back away quickly. The Super Bomb has a three-second fuse, after which it explodes violently. This item does not appear on your Inventory Menu. You know you have it when you see it bouncing along behind you.

Titan's Mitt

The Titan Mitt is a more powerful version of the Power Glove, and it gives Link the Lift 3 ability in the Do section of his Inventory Menu. The item is automatically equipped and functions when you try to lift anything.    Link uses the Titan's Mitt to lift even the heavy, dark-colored rocks that litter Hyrule.

Characters and Enemies

Major Characters

The following characters have integral parts to play in A Link to the Past. Some are allies, some are enemies, and some are boss characters that you must fight.

Agahnim

Agahnim is an evil wizard who managed to infiltrate Hyrule Castle, kidnap the king, and brainwash all the castle knights into fighting for his twisted cause. He is in league with Ganon and lends his powerful magical abilities to their mutual quest to unite and conquer the Light and Dark worlds of Hyrule.    What Agahnim doesn't know is that, in Ganon's mind, anyone is expendable—even his partner.

Ganon

The true Triforce of any Zelda game is the triangle of Link, Zelda, and Ganon: the hero, the damsel in distress, and the villain. This master thief was known as Ganondorf until he stole the ultimate prize, the Triforce, which grants the desires of any person who touches it.    With its power and the help of his alter ego, Agahnim, Ganon plans to link the Light and Dark worlds and conquer Hyrule, and he means to crush anyone who stands in his way. He's certainly not scared of the young boy who fancies himself the legendary hero of Hyrule.

Link

Link, the young hero, is possibly the last living descendant of the Knights of Hyrule, who defended the Hylian royalty in ages past. Link is the literal link to the past in this game. He is charged with the awesome responsibility of rescuing Princess Zelda and driving evil from Hyrule.

Link's Uncle

As the story starts, Link's uncle sets out to rescue Princess Zelda, but he fails in his quest almost immediately. He passes the torch (and his sword and shield) to his nephew.

Old Man of Death Mountain

Link meets this elderly gentleman on his way to the Tower of Hera. The old man helps Link navigate the mountain's treacherous terrain and gives Link the Magic Mirror at their parting. His granddaughter was one of the seven maidens kidnapped by Agahnim, giving him a personal motivation to help Link in his quest.

Princess Zelda

Zelda, the crown princess of Hyrule, is one of the last living descendants of the seven sages who sealed away the awesome power of the Triforce and the Golden Land long ago. Zelda is kidnapped by the evil wizard Agahnim and trapped in a Crystal, as were six other descendants of the sages.    Ganon then uses the seven maidens' powers to create a portal between the Light and Dark worlds as part of his plot to conquer all of Hyrule. Zelda shares a bond with Link that allows her to communicate with him telepathically.

Sahasrahla

The elder of Kakariko Village and a direct descendant of the seven sages, Sahasrahla is Link's invaluable ally, giving him information and equipment throughout the game. The threat posed by Agahnim and Ganon has driven Sahasrahla from Kakariko Village, and he has taken up residence in a small house near the East Palace.    Like Zelda, Sahasrahla can speak with Link across vast distances through the use of Sahasrahla plates in dungeons.

Sanctuary Guardian

The guardian of the Sanctuary northwest of Hyrule Castle, this faithful servant of the king does his best to keep Zelda safe from Agahnim's minions after Link rescues her from the dungeons of Hyrule Castle.

Overworld Enemies

The following tables list the foes you find in the overworlds of Hyrule. Strength refers to the enemy's attack and defensive power (weak, average, or strong). Method(s) of Attack indicates how the adversary can hurt Link.

Light World Overworld Enemies

Armos

Strength: Weak

Method(s) of Attack: Collision

Notes

Attack it only when you get close

Bee

Strength: Weak

Method(s) of Attack: Collision

Notes

Hides in bushes, attacks when you destroy bushes; can be caught in Magic Bottle and released next to enemies to attack them

Crab

Strength: Weak

Method(s) of Attack: Collision

Notes

Very fast

Crow

Strength: Weak

Method(s) of Attack: Collision

Notes

Attack it only when you get close; fast

Goron

Strength: Weak

Method(s) of Attack: Collision

Notes

Turns to stone when hit; very fast

Hermit Crab

Strength: Weak

Method(s) of Attack: Collision

Notes

Hides under rocks and bushes and runs away when you approach

Knight (Blue)

Strength: Weak

Method(s) of Attack: Sword (collision)

Notes

Charges toward Link on sight; hit this foe from the side or back

Knight (Green)

Strength: Weak

Method(s) of Attack: Sword or knife (collision)

Notes

Charges toward Link on sight; hit this foe from the side or back

Knight (Red)

Strength: Average

Method(s) of Attack: Pike (collision) or thrown spear

Notes

Charges toward Link on sight; hit this foe from the side or back

Knight Archer (Blue)

Strength: Weak

Method(s) of Attack: Arrows; collision

Notes

Backs away from Link and fires

Knight Archer (Green)

Strength: Weak

Method(s) of Attack: Arrows; collision

Notes

Backs away from Link and fires

Octorok

Strength: Weak

Method(s) of Attack: Fires rocks from snout

Red Puffer

Strength: Weak

Method(s) of Attack: Explodes into smaller Puffers, which damage by collision

Notes

Only explodes when you get close; small Puffers disappear quickly

Sandman

Strength: Average

Method(s) of Attack: Collision

Notes

Rises up from sandy terrain and chases Link on sight; very fast

Shocker

Strength: Weak

Method(s) of Attack: Collision; shocking

Notes

Stun with Boomerang before striking with sword to avoid counterattack if hit with sword getting shocked, or hit with Golden Sword

Thief

Strength: Strong

Method(s) of Attack: Collision

Notes

Pursues Link on sight; does damage and knocks loose common items from your inventory, which the Thief steals; cannot be defeated

Vulture

Strength: Weak

Method(s) of Attack: Collision

Notes

Passive enemy; circles around Link but rarely attacks

Zora

Strength: Weak

Method(s) of Attack: Fireball; collision

Notes

Pops out of bodies of water, shoots fireball, then submerges

Dark World Overworld Enemies

Bombclops

Strength: Strong

Method(s) of Attack: Throws Bombs; collision

Notes

Vulnerable to Bombs

Dark Zora

Strength: Weak

Method(s) of Attack: Fireball; collision

Notes

Pops out of bodies of water, shoots fireball, then submerges; nearly identical to Zora

Flying Green Beetle

Strength: Average

Method(s) of Attack: Drops exploding rocks; collision

Notes

Fast and evasive

Jumping Pirahna

Strength: Average

Method(s) of Attack: Collision

Notes

Fast

Moblin

Strength: Weak

Method(s) of Attack: Arrows; collision

Moblin Pikeman

Strength: Average

Method(s) of Attack: Pike (collision)

Notes

Hit this foe from the sides or back

Mountain Lion

Strength: Strong

Method(s) of Attack: Collision; fireballs

Notes

Backs up and fires when Link approaches; only Mirror Shield can block fireballs

Rock Frog

Strength: Average

Method(s) of Attack: Collision; fires rocks

Skull Rock

Strength: Weak

Method(s) of Attack: Collision

Notes

Only attacks if touched; looks like regular skull-shaped rock

Tektite

Strength: Weak

Method(s) of Attack: Collision

Tongue Flower

Strength: Average

Method(s) of Attack: Lashes with tongue

Notes

Tongue attack does damage and knocks loose common items from your inventory

Water Worm

Strength: Average

Method(s) of Attack: Collision

Notes

Hides under swampy terrain and rises up to attack

Worm Basket

Strength: Weak

Method(s) of Attack: Collision

Notes

Slightly stronger version of Snake Bushel (see Dungeon Enemies)

Dungeon Enemies

The following table lists enemies you find in the dungeons of the Light and Dark worlds. Dungeon enemies tend to be tougher than overworld enemies and have a wider variety of attacks. Strength refers to the enemy's attack and defensive power (weak, average, or strong), and Method(s) of Attack indicates how the adversary can hurt Link.

Dungeon Enemies (Light and Dark Worlds)

Bat

Strength: Weak

Method(s) of Attack: Collision

Notes

Only attacks if Link approaches

Black Spider

Strength: Weak

Method(s) of Attack: Collision

Notes

Scurries out of bombed walls; Spiders come in endless waves

Bomb Slug

Strength: Weak

Method(s) of Attack: Collision; Bombs

Bouncer

Strength: Strong

Method(s) of Attack: Collision; defeated

Notes

Defeated segments fire at Link but can be defeated with a quick sword slash; all four segments must be defeated

Chain Chomp

Strength: Strong

Method(s) of Attack: Collision

Notes

Cannot be defeated; attacks Link on sight

Cobra

Strength: Weak

Method(s) of Attack: Collision

Notes

Attacks in groups; charges toward Link when in a direct line with him

Cricket

Strength: Average

Method(s) of Attack: Collision

Notes

Passive but fast

Cyclops

Strength: Average

Method(s) of Attack: Collision

Notes

Only attacks if Link approaches; very vulnerable to Arrows when eye is open

Cyclops (Red)

Strength: Strong

Method(s) of Attack: Collision

Notes

Only attacks if Link approaches; very vulnerable to Arrows when eye is open

Dragonman

Strength: Average

Method(s) of Attack: Collision

Dragonman (Red)

Strength: Average

Method(s) of Attack: Collision; fireballs

Notes

Fireball cannot be blocked with any shield

Elite Knight

Strength: Average

Method(s) of Attack: Sword (collision)

Notes

Moves very quickly; relentless pursuer

Eyeball Bat

Strength: Weak

Method(s) of Attack: Collision

Notes

Only attacks if Link approaches

Fire Snake

Strength: Strong

Method(s) of Attack: Collision

Notes

Cannot be defeated

Floor Tile

Strength: Weak

Method(s) of Attack: Collision

Notes

Rise up in pairs from floor; indistinguishable from normal floor tiles; shatter against walls if they miss Link

Green Beetle

Strength: Average

Method(s) of Attack: Collision

Notes

Relentless fast pursuer; invulnerable to frontal attack; bounces Link backward

Green Glob

Strength: Weak

Method(s) of Attack: Collision

Notes

Rises from water and flies toward Link; can be defeated, but another appears soon after

Green Penguin

Strength: Average

Method(s) of Attack: Collision

Notes

Usually attacks in packs; very agile on icy floors

Ice Beast

Strength: Strong

Method(s) of Attack: Collision

Notes

Leaps out of icy walls; invulnerable to all attacks except Fire Rod

Jellyfish

Strength: Weak

Method(s) of Attack: Collision; shocking

Notes

Don't hit with sword when Jellyfish is flashing, counterattack or you're shocked

Jellyfish (Red)

Strength: Average

Method(s) of Attack: Collision; shocking

Notes

Splits into two Mini-Red Jellyfish when hit; don't hit with counterattack sword when Red Jellyfish or Mini-Red Jellyfish is flashing, or you're shocked

Laser Eye

Strength: Strong

Method(s) of Attack: Laser beam

Notes

Fires at Link when he passes in front of it; some fire only when Link faces them; only Mirror Shield can deflect beam; cannot be defeated

Laser Eye Statue

Strength: Strong

Method(s) of Attack: Laser beam

Notes

Eye rotates around statue and fires at Link when it detects him; only Mirror Shield can deflect beam; cannot be defeated

Masked Snake

Strength: Weak

Method(s) of Attack: Collision

Notes

Attacks in groups; charges toward Link when in a direct line with him; similar to Cobra

Mimic (Green)

Strength: Average

Method(s) of Attack: Collision

Notes

Copies Link's east–west movements exactly; does the reverse of Link's north–south movements exactly

Mimic (Red)

Strength: Average

Method(s) of Attack: Collision; fireballs

Notes

Does the reverse of Link's north–south and east–west movements exactly; shoots fireball if lined up with and facing Link

Mini-Dodongo

Strength: Weak

Method(s) of Attack: Fire breath; collision

Mini-Moldorm

Strength: Weak

Method(s) of Attack: Collision

Mouse

Strength: Weak

Method(s) of Attack: Collision

Octopod

Strength: Weak

Method(s) of Attack: Collision

Notes

Pursues Link on sight; bounces Link back when hit

Octopod (Red)

Strength: Strong

Method(s) of Attack: Collision

Notes

Pursues Link on sight; bounces Link back when hit

Peahat

Strength: Average

Method(s) of Attack: Collision

Notes

Hides under sandy ground, rises up under Link

Red Ghost

Strength: Strong

Method(s) of Attack: Shoots ghostly glob at Link

Notes

Cannot be defeated

Skeleton Knight

Strength: Strong

Method(s) of Attack: Sword (collision)

Notes

Defeat by hitting with sword and dropping Bomb on collapsed pile of bones, otherwise bones reassemble

Slime (Green)

Strength: Weak

Method(s) of Attack: Collision

Notes

Rises up from ground when Link walks past; slightly stronger than Red Slime

Slime (Red)

Strength: Weak

Method(s) of Attack: Collision

Notes

Rises up from ground when Link walks past

Slime (Yellow)

Strength: Weak

Method(s) of Attack: Collision

Notes

Rises up from ground when Link walks past; slightly stronger than Green Slime

Snake Bushel

Strength: Weak

Method(s) of Attack: Collision

Notes

Also seen in Light World overworld

Spark (Blue)

Strength: Strong

Method(s) of Attack: Collision

Notes

Rotates around object; cannot be defeated; identical to Red Spark

Spark (Red)

Strength: Strong

Method(s) of Attack: Collision

Notes

Rotates around object; cannot be defeated; identical to Blue Spark

Spinner

Strength: Strong

Method(s) of Attack: Collision

Notes

Bounces quickly around rooms; can be transformed into Fairy with Magic Powder, otherwise invincible

Stalfos

Strength: Average

Method(s) of Attack: Collision

Notes

Jumps back when attacked by sword

Stalfos (Red)

Strength: Average

Method(s) of Attack: Collision; throws bones

Notes

Jumps back when attacked by sword; bones cannot be blocked by any shield

Stalfos (Yellow)

Strength: Strong

Method(s) of Attack: Collision; floating skull

Notes

Jumps back when attacked by sword; skull floats around to attack Link after Yellow Stalfos is defeated; skull cannot be defeated

Stalfos Skull

Strength: Average

Method(s) of Attack: Collision

Notes

Moves very slowly; not the same as Yellow Stalfos skull

Torpedo Fish

Strength: Average

Method(s) of Attack: Collision

Notes

Moves in straight line along pathway; endless numbers come forth from water pipes in walls

Turtle

Strength: Strong

Method(s) of Attack: Collision

Notes

Only vulnerable when flipped onto back with Magic Hammer strike

Wall Master

Strength: Weak

Method(s) of Attack: Collision (grabbing)

Notes

Drops from ceiling, returning Link to dungeon entrance if it hits him; can be defeated with one sword hit but reappears soon after

Water Bug

Strength: Weak

Method(s) of Attack: Collision

Notes

Skims along water surface

Wizrobe

Strength: Weak

Method(s) of Attack: Magical bolt; collision

Notes

Appears, fires magic bolt, and disappears; can only be hit just before or after firing magic bolt

Worm Basket

Strength: Weak

Method(s) of Attack: Collision

Notes

Slightly stronger version of Snake Bushel; also seen in Dark World overworld

Zombie

Strength: Strong

Method(s) of Attack: Collision

Notes

Relentless pursuer; vulnerable to Fire Rod

Bosses

Bosses are the largest and most powerful enemies in the game. They only appear at the ends of dungeons, and they always have special attacks and special weaknesses. Learn the attack patterns of each boss if you want to defeat that boss—and you do. See the walkthrough that follows this section for more detailed information on how to defeat each boss.

Light World Bosses

Agahnim

The evil wizard Agahnim is the boss of the Hyrule Castle Tower. He turns into a shadow and floats around the room, reappearing to cast spells at Link.

To defeat Agahnim, send his fireballs back at him by hitting them with the Bug-Catching Net. When you defeat Agahnim, he slinks away, vowing to return. He does, indeed, return as the boss of Ganon's Tower.

Armos Knights

Fight the six Armos Knights at the end of the East Palace. They attack in set formations. Initially, use the Bow & Arrows as many times as possible to defeat individual Armos Knights. When only one Armos Knight remains, it jumps around the room trying to land on Link. Hit it repeatedly with your sword to defeat it. The Armos Knights make an encore appearance in Ganon's Tower.

Lanmolas

The three worm-like Lanmolas erupt from the ground of their Desert Palace lair, float through the air, and dive back into the ground. They spew rubble when they pop out of the ground, so don't stand too close.

You must hit the Lanmolas in the head repeatedly with your sword or Bow & Arrows to defeat them individually. The last Lanmola moves more quickly and churns up more rubble when it surges to the surface. The Lanmolas reappear at the end of the game in Ganon's Tower.

Mace Knight

The Mace Knight is the boss of the Hyrule Castle dungeon that Link enters to rescue Zelda at the beginning of the game. The Mace Knight swings a spiked ball on a chain in a wide circle. Don't let it hit you.    Wait until the Mace Knight retrieves the spiked ball, then hit him once or twice before he starts swinging the ball again. You see more Mace Knights when you storm the Hyrule Castle Tower.

Moldorm

As the name implies, Moldorm looks like a larger version of the Mini-Moldorm: a large segmented worm that moves quickly. Moldorm doesn't actively pursue Link, but if Link happens to be in his way, Moldorm hits Link and sends him flying backward.    This is dangerous, because if you fall off Moldorm's arena to a lower floor, you must restart the fight all over again. Strike Moldorm's tail repeatedly to defeat it. Moldorm appears once again in Ganon's Tower at the end of the game.

Dark World Bosses

Agahnim

The vile spell-slinger said he'd be back, and he's true to his word, serving as the boss of Ganon's Tower. Agahnim's only new trick in his second incarnation is to create two translucent clones of himself that also attack Link with spells. He seems to have lost the use of his lightning bolt spell.    Send the fireballs cast by any of the Agahnims back at the true Agahnim by hitting the fireballs with the Bug-Catching Net. You defeat him in no time.

Arrghus

Arrghus is a large jellyfish creature surrounded by orange puffballs. You encounter him at the end of the Swamp Palace, a.k.a. the Watergate Dungeon.    To defeat him, pull his orange puffballs off with the Hookshot, one by one, and hit them with the Master Sword to destroy them. Once all the puffballs are gone, Arrghus jumps around the room, trying to land on Link. Hit Arrghus's single large eye repeatedly with the Master Sword to defeat him.

Blind the Thief

Blind the thief is the boss of Thieves' Town. When you first meet him, he is disguised as the maiden Link has come to rescue. Expose the "maiden" to light, however, and she transforms into a giant red monster that fires beams (and his own head) at Link.    Hit his body repeatedly with the Master Sword to defeat him.

Ganon

Ganon is the final boss of the game, and Link fights him in the Pyramid of Power. Ganon has a wide variety of magical attacks, and he teleports around the room, making him tough to hit.    When Ganon uses his Darkness technique, light the torches at the south side of the room to make him visible, hit him with the Golden Sword to stun him, then shoot him with a Silver Arrow. Repeat that strategy to defeat him.

The Helmasaur King

The huge dinosaur-like boss of the Palace of Darkness wears a mask to protect his only vulnerable spot—a green gem in the middle of his forehead.    Use the Magic Hammer to smash the Helmasaur King's mask, then shoot the green gem repeatedly with the Bow & Arrows to defeat him.

Kholdstare

Kholdstare begins the fight at the end of the Ice Palace as an eyeball encased in a block of ice. Watch out for the chunks of ice raining from the ceiling. Hit Kholdstare's ice block repeatedly with the Fire Rod to force him to come out.    When the ice block shatters, three Kholdstare eyeballs bounce around the room. Defeat these evil eyes individually with the Fire Rod or Tempered Sword.

Mothula

Mothula is a giant moth-like creature and the boss of the Skull Dungeon. He is particularly vulnerable to fire, so hit him repeatedly with the Fire Rod. Should your Magic Meter run dry, you can also use the Master Sword, but it doesn't do as much damage.    Spiked blocks fill Mothula's lair, and the boss himself shoots fireballs that split into several pieces. You have your hands full trying to dodge all the hazards in the room.

Trinexx

Trinexx has three heads: a red one that shoots fire, a blue one that shoots ice, and a stone one that reaches out to snap at Link. Freeze the fire head with the Ice Rod and hit it with the Tempered Sword to defeat it. Stun the ice head with the Fire Rod and hit it with the Tempered Sword to defeat it.    After those two heads are gone, Trinexx slithers around the room like a snake. Hit the orange center part of his torso repeatedly with the Tempered Sword to defeat the boss and successfully complete the Turtle Rock quest.

Vitreous

Vitreous, the boss of Misery Mire, looks like a giant eyeball. At the start of the fight, Vitreous launches smaller eyeballs at Link; defeat these with the Tempered Sword and watch out for Vitreous's lightning bolt attack.    Once Vitreous is out of orbs, hit the boss repeatedly with the Tempered Sword to defeat him.

Hyrule Castle

A Hero is Born

Note: To start a new single-player game, follow the instructions in the introduction chapter. This walkthrough takes you through the entire game, starting at the point you press i at the Link to the Past title screen.

The Legend of Zelda: Link to the Past begins with a short introductory cinema that explains the history of Hyrule and the Golden Power. This quick lesson explains Link's quest, so pay attention. You cannot skip the cinema, and you do not control Link during it.

The Legend of the Golden Power

Long ago, in the beautiful kingdom of Hyrule surrounded by mountains and forests, legends told of an omnipotent and omniscient Golden Power that resided in a hidden land. Many people aggressively sought to enter the hidden Golden Land…but no one ever returned.    One day evil power began to flow from the Golden Land, so the King commanded seven sages to seal the gate to the Land of the Golden Power. That seal should have remained for all time….

But, when these events were obscured by the mists of time and became legend, a mysterious wizard known as Agahnim came to Hyrule to release the seal. He eliminated the good King of Hyrule. Through evil magic, he began to make descendants of the seven sages vanish, one after another. And the time of destiny for Princess Zelda is drawing near.

The introductory cinema ends with Link sleeping in his bed. A voice echoes through his dreams: "Help me…please help me…. I am a prisoner in the castle dungeon. My name is Zelda. The wizard, Agahnim, has done something terrible to the other girls. Now only I remain. Agahnim has seized control of the castle and is even now trying to open the sages' seal. I am in the dungeon of the castle. Please help me…."

Link awakens and hears his uncle say he is going out for a bit but not to worry. Link's uncle doesn't want Link to leave the house, and promises to be back by morning.    As soon as Link's uncle leaves, you take control of Link. First, open the chest in the southeast corner of the room, get the lamp there and fill your Magic Meter.    Three pots in the northwest corner contain a Heart each. Pick up the pots and throw them with 7 if you want, but Link needs no Hearts at this point.    Disobey Link's uncle and exit the house through the south door. Your first mission is to enter Hyrule Castle, north of Link's house (marked with a flashing red X on your map). Head north on the dirt path northeast of Link's house.

As you walk toward the castle, Zelda contacts Link telepathically. She advises him to search for a hidden path that leads into the castle garden: The front gates are too well guarded for an unarmed young boy to pass through.

TIP: Link can pluck and throw the bushes he encounters in the Overworld. Most contain nothing, but every now and then you find a Heart, a Rupee, or some Bombs.

A sign on the way to Hyrule Castle advertises a 100-Rupee reward from the king to find the descendants of the seven sages. Just northwest of this sign is the bridge to Hyrule Castle.

Entering Hyrule Castle

North of the bridge is the front gate to Hyrule Castle. A Yellow Knight guards the gate. Approach him and he tells you that you're not allowed in the castle and should go home. Time for plan B…    To the east of the castle gate, a cobblestone path leads past some bushes. At its end is a bush surrounded by cobblestones. Pluck up the bush to reveal a hidden entrance to Hyrule Castle. Go in.    Link lands in a shallow pool in the castle dungeon. You can only go west, so follow the narrow hallway until you find Link's uncle, badly wounded and slumped against a wall.

Link's uncle starts to reprimand Link for leaving the house, but he realizes that Link must have a destiny to fulfill. He gives Link his sword and shield and tells him about the secret sword technique of the Knights of Hyrule.

Note: The secret sword technique is a spinning slash that Link can perform by holding down 2 for a couple of seconds and then releasing it. While charging the sword, Link can run straight into enemies and skewer them. When you release 2, Link swings the sword in a circle around his body, hitting any enemy within a sword's length. This technique is also good for clearing bushes to look for Hearts or Rupees.

His uncle's last words to Link are a plea to rescue Princess Zelda. It is the destiny of Link's people to do so. After saying goodbye, Link's uncle falls silent and does not speak again.

Follow the hallway to the west and south and exit through the door at its end. In the next room, a ladder leads to a door directly south of the doorway you just entered. To the east are two Green Knights. Eliminate them both and continue east.    Here, you find a chest with a Blue Rupee, two pots with Magic Vials, and a torch you can light with your lamp (although there is no reason to do so, other than to try out the lamp).    After getting the Rupee and Magic Vials, backtrack west, climb the southwest ladder, and exit through the southwest door.

This doorway takes you to the castle garden. Pluck or slash the bushes south of the doorway and head southwest. If you need Hearts, chop down some bushes.    It's a good idea to defeat the three Green Knights in the castle garden. They're not too tough, and it's a good opportunity to practice your sword skills. Again, if you need Hearts, prune some bushes with your sword.    When all three Green Knights are defeated, enter the castle through the north green door.

1F Room 1

This door admits you to 1F Room 1 of Hyrule Castle, patrolled by several Green Knights. Dispose of them, using the room's pillars as cover.    Two doors are along the west wall of 1F Room 1, a set of stairs are on the north wall, and a single door is to the east. Enter the southwest doorway to reach 1F Room 2. The northwest door also leads to 1F Room 2, but it puts you near a Blue Knight.

1F Room 2

If you're feeling cocky, climb a ladder in 1F Room 2 and take on a Blue Knight, a tougher version of a Green Knight.

In the northeast and northwest corners of the room are pots containing Hearts. Throw these pots at the Blue Knight to take him out from a distance, and scoop up the Hearts afterward if you need the health.

1F Room 3

Proceed through the north door in 1F Room 2 to reach 1F Room 3. This is a long, narrow room with three Green Knights. One is armed with a long sword; the other two have only short swords.

The Castle Wall

The south door in 1F Room 2 leads to the castle wall. There's a doorway with a magical barrier that Link cannot cross, a door leading into 1F Room 6, and a Yellow Knight who says that everyone began acting strangely after the wizard, Agahnim, took over. Check these out if you want, but nothing here is of importance.

Dispose of all three knights. Pluck the two pots at the north end of the room for a couple of Hearts if you need them. Enter the northeast doorway near the pots, which leads to 1F Room 4.

1F Room 4

1F Room 4 is also narrow, but it harbors no enemies. A doorway at the east end of the room leads into 1F Room 5. More important, a set of stairs in the middle of the north wall takes you down to B1F Room 1.

1F Rooms 5 and 6

Investigate 1F Rooms 5 and 6 if you want, but they hold nothing of significance. 1F Room 5 has three Green Knights, and 1F Room 6 has three Green Knights and a Blue Knight. Each room also has two pots with Hearts.    If you need Hearts and are fairly confident that the knights won't put you down for the count—or if you just want some sword practice—enter these rooms.

B1F Room 1

The stairs from 1F Room 4 take you to B1F Room 1, a small room with a Blue Knight. The south wall has the only other door in the room, and it's locked. A chest sits in the center of the room.    Defeat the Blue Knight to get a Key. With it, walk into the south door to unlock it automatically.    Don't leave B1F Room 1 without opening the chest. It contains the Map for Hyrule Castle. Bring up the map screen with 6 and you can see the castle's entire floor plan. Rooms you've visited are colored light blue; rooms you haven't entered are dark blue. A flashing red and white dot indicates your current position.    After getting the Map, unlock the south door and enter B1F Room 2.

B1F Room 2

B1F Room 2 is a huge room with narrow walkways suspended above a deep pit. Several Blue Knights patrol the room. Be careful! It's easy to walk or be knocked off a pathway that has no railing. If this happens, you return to the entrance and lose one Heart.    Turnabout is fair play. You can send a Blue Knight plummeting into the abyss with a single sword strike.

Caution

Knocking an enemy off the pathway defeats them, but gets you no reward. If you need Hearts or Rupees, don't knock enemies off the pathway.

Proceed south along the pathway, disposing of Blue Knights as you go. Use pots to hit the knights from a distance. The southernmost pot contains a Heart.

Once you reach the south wall of B1F Room 2, follow the pathway west. You must defeat two Green Knights in the west half of the room. Ladders lead up to the room's elevated pathways, but they're only of use later, when you are backtracking out of the castle basement.    After defeating the Green Knights, continue west. Enter the north door in the northwest corner of the room to go to B1F Room 3.

B1F Room 3

B1F Room 3 is a tiny room with a single Green Knight and three doors. As you enter, the south and east doors slam shut and lock. When you defeat the Green Knight, they automatically open again. To unlock the third door, to the north, you need a Key.    After defeating the Green Knight, head through the east doorway to reach B1F Room 4.

B1F Room 4

B1F Room 4 is another small room with a single enemy, a Blue Knight. As you enter, the door slams shut behind you. It's the only door in the room, and it will not reopen until you defeat the Blue Knight.    Defeating the Blue Knight not only opens the door but also rewards you with the Key to the north door in B1F Room 3.    Before leaving, open the chest in the center of the room and get the Boomerang. The Boomerang, used to stun enemies, makes knights extremely easy to defeat.

Tip: Set your Boomerang as your 1 item and throw it at enemies as they approach. The enemy is stunned for a few seconds, giving you an opportunity to attack with your sword. Enemies begin to tremble as the stunning effect wears off, so eliminate them quickly.    An enemy defeated after being stunned by the Boomerang almost always leaves behind a Green Rupee. If that's what you want, great! If you were hoping for a Heart or something else, don't use the Boomerang.

B1F Room 5

After getting the Boomerang and Key from B1F Room 4, backtrack to B1F Room 3 and open the locked north door. Just walk into the door. It unlocks automatically, and the Key disappears from your inventory. Pass through to B1F Room 5.    B1F Room 5 is a tiny, L-shaped room. You enter through the south door, and the only other doorway leads to a set of stairs in the northeast corner. They take you to the second floor of Hyrule Castle's basement (B2F). Head on down, young Link!

Hyrule Castle Basement, Second Floor (B2F)

B2F Room 1

B2F Room 1 is the only room on the second floor of the Hyrule Castle basement. Enter this tiny room via the stairs in its northeast corner. A second staircase in the northwest corner takes you to the third floor of the castle basement.

Hyrule Castle Basement, Third Floor (B3F)

Like the second floor of the castle basement, the third basement floor has but a single room—but it's the most important room in the castle. This is where Princess Zelda is being held!    You enter through the northwest doorway. A Green Knight patrols the southwest part of the room. Dispose of him quickly and head east until you see the Mace Knight.

Boss Fight: Mace Knight

The Mace Knight is armed with a spiked ball on a chain that he swings at you. The weapon has an impressive reach. If you try to rush him, you get pummeled in short order. There are two ways to defeat the Mace Knight—the straightforward and the sneaky.

The Direct Approach

Approach the Mace Knight until he begins to swing his mace, and then back off quickly. When the mace has reached its maximum range, the Mace Knight must pull it back to swing it again. Rush in at that point and hit him twice with your sword, then back off again quickly. Repeat this maneuver four times (for a total of eight sword hits), and the Mace Knight falls.

The Sneaky Method

In the empty cell in the center of the room are three pots. Each contains a Heart—handy if you suffer a battering at the hands of the Mace Knight. You can also pick up a pot and throw it at the Mace Knight. The last tossed pot knocks out the Mace Knight.

Rescuing Zelda

When you defeat him, the Mace Knight leaves behind a Big Key that unlocks Princess Zelda's cell in the northeast corner. Pick up the Big Key and walk into the locked cell door, automatically unlocking it.    Approach Zelda and a conversation starts automatically. She thanks Link for rescuing her and explains that all of the castle soldiers have fallen under Agahnim's spell. She fears that her father has met a worse fate and warns Link that Agahnim's powers are strong. When asked if you understand, answer "Yes" to continue.    Zelda tells Link that they must escape before Agahnim notices her disappearance. She knows a secret path from the first floor of the castle and asks Link to take her there.    Before backtracking to the first floor, open the chest in Zelda's cell to get a Blue Rupee. Leave through the northwest door through which you entered.

Escape From Hyrule Castle

Backtrack along the route you took to reach the third basement floor until you reach 1F Room 4. You must travel from B3F through B2F, B1F Room 5, B1F Room 3, B1F Room 2, B1F Room 1, and take the stairs up to 1F Room 4.

Tip: Use the elevated narrow pathway in B1F Room 2 to avoid having to fight all the Blue Knights.

From 1F Room 4, head through the west door and travel through the castle rooms in a counterclockwise direction until you reach 1F Room 1. Alternatively, go through the east door in 1F Room 4 and move clockwise until you reach 1F Room 1. That route has a few more enemies, however, making it a little more difficult.

Hyrule Castle, Second Floor (2F)

When you reach 1F Room 1, Zelda tells Link of a secret passage in the throne room that leads to the Sanctuary. Zelda is sure an old man who resides there will help them. Defeat the Green Knights in 1F Room 1 and head up the stairs in the north wall of the room to reach the second floor of Hyrule Castle and the throne room.    Two Blue Knights wait by the south entrance of the throne room, where you appear. Use your Boomerang to stun them, take them out quickly, and then head north to the thrones.

As you approach the thrones, Zelda says that an ornamental shelf along the north wall can be pushed from the left to reveal a hidden passageway. She also cautions you to make sure you have a lamp, because the passageway is pitch-black. Fortunately, you grabbed the lamp from Link's house.    Push the shelf to the side to reveal the hidden passageway, and enter.

Hidden Passageway

Passageway, Second Floor (2F)

Zelda wasn't kidding—it's really dark in here. Link's lamp produces a small area of light, but not enough to prevent an ambush by Mice. To make matters worse, the door slams shut behind you and does not reopen under any circumstances.    Head west until you find a torch. Press 1 to light it. This illuminates the room dimly, but not for long. Take advantage of the light to defeat the four Mice in the room.

You can light two other torches in the room, one in the center of the north wall and one in the east part of the room. Lighting more than one at a time makes the room only slightly brighter, however, and it depletes your Magic Meter. Light only one at a time, especially once all the Mice are gone.

A Magic Vial is in the pot next to the first torch at the west end of the room. Between the west and north torches are two more pots; one contains a Rupee and the other conceals another Magic Vial. A fourth pot near the east torch has a Heart.    Grab all the valuable items, then head to the northeast corner of the room. A set of stairs leads down to the first floor of the hidden passageway.

Passageway, First Floor (1F)

1F Room 1

1F Room 1 is a small room filled with Cobras. First, light the torch in the southeast corner of the room so you can see to defeat the Cobras.

Tip: Take out several Cobras at once with Link's spin attack (hold down 2 to charge your sword, then release).

In the southwest corner of the room is another torch, but there is no reason to light it once the Cobras are gone. Head down the northwest stairs to reach the first basement floor of the hidden passageway.

Passageway Basement, First Floor (B1F)

B1F Room 1

B1F Room 1 is a cross-shaped room. Enter through the south doorway from the first floor of the passageway. Proceed north carefully, fighting off Cobras and Bats.

When you reach the center of the room, head west to find a torch and light it. Quickly clear the room of enemies. The east end of the room has two more torches if you need them.

Near the west torch is a pot with a Magic Vial. Near the two east torches is a chest with a Key. Pick up both items and head to the north end of the room, where you find a locked door that the Key opens nicely. Head through the door and into B1F Room 2.

B1F Room 2

As they enter the sewers of B1F Room 2, Zelda reassures Link that they are getting very close to the Sanctuary. Like the rest of the hidden passageway, B1F Room 2 is pitch-black except for the light of Link's lamp.    As you enter through the southeast door, a torch is just to the east. Light it and head due north across the sewer water to attack the Mice in the northeast corner of the room. Light the torch there, because the one in the southeast corner goes out soon.

Tip: Mice can't enter water, so stand at the water's edge and eliminate them with your spinning sword attack.

Dispose of a remaining Mouse or two and head through the west doorway, which takes you to B1F Room 3.

B1F Room 3

B1F Room 3 is similar to B1F Room 2: a fairly large rectangular room with islands of dry stone in a river of sewer water. From your entry point at the east end of the room, head west through the water. Remember: Mice can't enter water.    Light one of the torches in the northwest and southwest corners of the room. Take out all the Mice and Bats, relighting the torches if necessary.    One of the pots along the south wall contains a Magic Vial, and another near it contains a Heart. You can also get another Magic Vial from a pot in the center of the room.    Once you've defeated all the enemies and picked up these items, head through the door in the center of the north wall to enter B1F Room 4.

B1F Room 4

This L-shaped room has two Mice, two Bats, and torches in its southwest and southeast corners. Light a torch and defeat the enemies.    Grab the Key a Mouse drops. It's the only way to open the locked door in the northeast corner—the only other door aside from the one through which you entered. It leads to B1F Room 5.

B1F Room 5

You enter B1F Room 5 at its south end, relieved to note that it's already illuminated for you. Get rid of the enemies, then head north until you come to four gray blocks.

Bombs Away!

Notice a strange pattern in two places on the west wall of B1F Room 5. The cracks mean that these walls can be bombed open to reveal hidden passageways. That's right, hidden passageways inside of hidden passageways!    Link hasn't yet found any Bombs, but remember these areas when he has explosives.

Link's a little guy, but these square blocks aren't too heavy for him to slide. They block your path to the north door (the only other door in the room), so you must open the way to that door. Push the middle block straight north and walk around it to reach the stairs that lead to the first floor of the hidden passageway.

1F Room 2

1F Room 2 is a large, rectangular room crawling with Mice. Fortunately, it's lighted and the enemies are weak. Link's spin attack works as well as ever.    Four pots in the room contain nothing, but they're pretty good weapons against Mice. When the room is clear, head through the south door into 1F Room 3.

Kakariko Village

To Kakariko Village

The path to Kakariko Village is easy to follow, and you won't face many tough enemies. From the Sanctuary (due north of Hyrule Castle), follow the dirt path south until it forks east and west.    Follow the west path. You encounter a couple of Green Knights near a sign that says Kakariko Village is to the southwest. Stun them with the Boomerang and you should have no trouble with them.    Continue west to the entrance arch to Kakariko Village. Northwest of that is an odd house occupied by a fortune teller.    Accept the fortune teller's offer to read your destiny. He tells you that you will find the elder, Sahasrahla, and takes 10 Rupees. He also heals you fully, so it isn't a bad deal.

Kakariko Village

The Elder's House

Head south from the fortune teller's house to Kakariko Village. As you enter, bring up your map to find the elder's house in the northeast corner. It's marked with a flashing red X. Walk over to it and enter.

Caution

Be careful who you talk to! Signs posted around the village by Agahnim's minions accuse Link of kidnapping Princess Zelda and urge the citizens of Hyrule to call a soldier if they see Link.

Enter the elder's house through the east door to find an old woman who tells Link that no one has seen the elder since Agahnim took over. She doesn't know much about the Master Sword, except that it is a treasure of the long-gone Hylian Age, rumored to be hidden deep in the forest. She tells Link that someone in the village must know where the elder is.

The Elder's Location Revealed

Head south until you reach a small house with watering troughs due south of the nice old woman's house (see below). Speak to a young boy with a blue baseball cap.    The boy tells Link that the elder, Sahasrahla, is hiding "in the palace past the castle." He marks the elder's location on your map; it's on the east part of the world map. Congratulations! Now set off in search of the guardian of the Master Sword!

Missing Links

Before you take off on the next part of your journey, explore the surrounding area. There's plenty to see and do, and you're richly rewarded for your time. The quests in the rest of this section are purely optional, but you'll want to do most of them.

Thieves' Hideout

To the west of the elder's house, a strange man inhabits a nearly empty house. He tells Link that the house used to be a hideout for a gang of thieves led by a man named Blind who hated bright light.    Three of the four pots along the south wall of the house have Hearts. The fourth has a Rupee. Stairs in the northwest corner lead to the basement. Go down the stairs to find four chests surrounded by moveable blocks. Link can push the blocks, but only one block-length each. There are two ways to open all the chests: the smart way and the sneaky way.

The Smart Way

Push the right block in the top row down.

Push the left block in the top row to the left.

Head straight down and push the next block down.

Walk around to the left side of the room. Push the block between the leftmost chests down.

Push the block below the upper left chest to the right. Walk around to the right side of the room. Push the block between the rightmost chests up.

Push the block below the upper right chest to the left. All four chests are now accessible.

The Easy Way

Okay, you're not a member of Mensa, and who wants to actually work for their money? Certainly not the thieves who hoarded it! The easiest way to open all four chests is to move the blocks so that you can get to a chest, open it for the treasure inside, and then head back upstairs.

When you come back downstairs, the blocks have reset. Move them again to free a different chest. Freeing the chests one by one is much easier than moving all the blocks so they don't obstruct the chests.

Piece of Heart 1

Take a good look at the north wall of the hideout basement. That crack indicates a hidden passage beyond the wall that you can open with a Bomb. Purchase some from the shop in town, or get them from the nearby treasure cave, and come back here.    Equip your Bombs to 1, lay a Bomb directly on the crack by pressing 1, and back up quick! The Bomb explodes after a few seconds, opening a passageway to the north.    This passageway has six pots, each concealing a Blue Rupee. The chest in the northernmost part of the room has a Piece of Heart. Find three more, and you get another Heart Container!

Piece of Heart 2

To the southwest of the thieves' hideout is a cave with a hole in the ground next to it. Enter the cave to find a couple of pots (one has a Heart), a shallow pool, and an elevated area with a bunch of treasure chests. Unfortunately, you can't get up there.    Go back outside and get up on the ledge above the cave. Head as far west as you can, until you're standing directly above the hole in the ground next to the cave. Walk off the ledge. Link falls into the hole and winds up in the elevated area of the cave!    The cave has four treasure chests. Start with the westernmost one and move clockwise, gathering Bombs and three Red Rupees. Two pots in the elevated area each have Blue Rupees.    There's more! Due north of the treasure chest with the Bombs and just west of the line of three treasure chests is a slight discoloration in the wall. Plant a Bomb on it, back off, and watch the Bomb blow a hole in the wall, exposing a secret passage.    Four pots are in the room beyond the secret passage. The two southernmost have Blue Rupees; the two northernmost have Hearts. The best prize is inside the treasure chest at the north end of the room—another Piece of Heart! Two down, two to go for that Heart Container.

Scared Villager #1

South of the treasure cave, an old woman paces nervously in front of her house. If you talk to her, she recognizes Link as the boy from the wanted poster and summons a Green Knight to apprehend him. She then runs into her house, locking the door.    If you enter her house before talking to her, you can smash a pot to find a chicken inside, but that doesn't do you much good. Avoid her, unless you're eager for a scrap.

Bottle Salesman

To the east of the first scared villager's house is a turbaned gentleman selling "hold-anything bottles" for the low, low price of 100 Rupees. That may seem steep, but when you realize how useful a Magic Bottle can be, you're eager to pay twice the price. Buy one.

Weathervane

In the center of town, to the east of the bottle salesman, is an enormous weathervane pointing west. It doesn't seem to have any special purpose at the moment, but it's strange enough to warrant a second look.

Scared Villager #2

To the east of the weathervane, in the center of town past the pink trees, is an auburn-haired woman in a yellow dress. If Link approaches her, she calls for a soldier like the last scared villager, then runs into her house, locking the door behind her.    Before you freak her out, enter her house to find a pot with a Heart. The woman also has a framed portrait of Mario on her north wall! Indulge in a bit of professional jealousy by pulling on Mario's mustache. Approach the painting, hold 7 and press x. You're rewarded with four blue Rupees for your friendly rivalry.

Overgrown Lawn House

Due south of Scared Villager #2, a house with a blue roof has a front lawn choked with bushes. Clear a path to the front door and enter the house to converse with the owner.    The owner thanks you for coming by, despite the hassle. He also lets you in on a secret: A lake swimming with Zoras is the source of the river, but it is hard to find. The old stories say that the Zoras' treasure can turn people into fish.

Sick Boy's House

To the west of the house with the overgrown lawn is another blue-roofed house. Inside is sick boy and two pots with Hearts. The boy tells Link that everyone says his illness is caused by evil air coming down from the mountain.    He's got a Bug-Catching Net that he's too sick to use, so he lets Link borrow it. This will come in handy later.

Scared Villager #3

West of the sick boy's house, you find a third Hyrulian who's convinced that Link is a dangerous fellow. Unlike the others, this pink-hatted woman simply runs away when she sees Link coming.

Nice Old Lady's House

Just north of Scared Villager #3, a nice old lady still trusts Link despite the rumors going around about him. Repay her kindness by entering her house without permission and bombing the center of the cracked eastern wall.    This opens a passageway to a barrel-filled storage shed with a chest in the northeast corner. Open it to find a Red Rupee. Hope she wasn't saving that for a rainy day!

Kakariko Shop

A very handy shop is just southeast of the boy who tells you where the elder is. This shop sells the following items:

Medicine of Life: 150 Rupees

Heart: 10 Rupees

Bombs (10): 50 Rupees

Buy the Bombs at least—you can never have too many. It's also not a bad idea to pick up the Medicine of Life, especially if you have Rupees to throw around.

Note: You must have a Magic Bottle to purchase the Medicine of Life, or Link has nothing to carry it in.

Tavern

The tavern is in the southeast corner of the town, just east of the shop. Inside the tavern near the entrance, you find a man mourning for his lost son—apparently he was quite the flautist (or flute-player, as the man says). The young man went out in search of the Golden Power and never returned.    A fellow at the bar claims to have seen a beautiful young woman at the Waterfall of Wishing in the hills where the river begins. He advises Link to meet her; he's sure Link will like her.    The tavern has a secret entrance. Go outside and walk around to the gap in the bushes on the north side. Walk due south through the gap, and you enter the north half of the tavern.    You find two pots—one empty, one holding a chicken. Get rid of them to get access to the chest between them, which contains a Magic Bottle. It's empty, but you can bet that it's the best bottle in the whole tavern!

Shack

Head over to the shack in the southwest corner of the village and hack away the bushes around it. The shack has no door in evidence, so plant a Bomb in the center of the south wall to make one.    Enter the shack, get rid of two Mice, and start throwing around eight pots. You get four Bombs and three Rupees for your trouble.

Library

Exit the town via the southeast path under the arch. You're no longer in the village proper, but a couple of buildings are of interest. One is the library, with a red roof and a feather quill above the door.    Inside the Library are many bookshelves. On top of one is a mysterious green book. Try as he might, Link can't get it. We'll remind you to go back when he can. Gambler's House    South of Kakariko Village and just southeast of the library is a red-roofed house with a fence and bushes along the west side and a ladder leading up to the front door.    Inside, a gambling man offers to let Link open one of three chests for 20 Rupees and keep whatever is inside. You might win 1 Rupee, 20 Rupees, or 50 Rupees.

Tip: The game odds are in your favor. We played it 20 times in a row and won 1 Rupee 3 times, 20 Rupees 11 times, and 50 Rupees 6 times, for a net gain of 123 Rupees after deducting the cost of the game.    You have the highest chance of winning 20 Rupees, which covers the cost of the game. Winning 50 Rupees gives you a net gain of 30 Rupees, and winning 1 Rupee gives you a net loss of 19 Rupees, so if you get the 50-Rupee prize as often as the 1-Rupee prize, you come out ahead by 11 Rupees each time.

Piece of Heart 3

To the south of the library is a large house. Link can enter only the east half. A fence blocks him from the other half.    Inside the house, a man tells Link that he's feuding with his brother and has sealed up his door. The man acknowledges that they're fighting over something stupid, but he refuses to give in.    Link's Bombs bring this family squabble to an end. Place one in the middle of the west wall where the wall is cracked.    Go through the passageway created by the Bomb blast to find the first man's brother, who wants to know if his brother is still mad at him. There's nothing more to do here, so exit the house via the southwest doorway.    Outside, you find a woman who promises Link "something good" if he can reach the goal of a race within 15 seconds. You can definitely do it, and because the prize is a Piece of Heart, you really should. Here's how:

From the start, head north and hug the outside of the course. Hold down 2 to keep Link's sword in front of him, cutting down bushes quickly.

When you reach the north–south treeline to the north of the house, head north along it.

When you come to an east–west line of bushes to the northwest of the house, hold down 2 and run west through the line of bushes.

Head south at the first gap in the fence past the east–west line of bushes.

Head due south, past the sign, until you reach a cobblestone pathway and a blue-haired man at the goal.

   If you do not complete the race within 15 seconds, the blue-haired man at the goal tells you how long you took and invites you to try again. To try again, return to the angry brothers' house and come back outside. This resets all the bushes, so you can't cheat by clearing a path and then starting the race.

Swordsmith's House

To the east of Kakariko Village is a red house on a small plateau. There is a cave below it and a hole in the ground next to the cave.    Enter the house to speak with the Dwarven swordsmith. He says if his lost partner ever returns, they will be more than happy to temper Link's sword, but he's not able to do it by himself. Be on the lookout for that missing swordsmith!

Swordsmith's Cave

The cave just south of the swordsmith's house has a sealed door in the east wall that cannot be opened or bombed.    The hole in the ground next to the cave entrance seems to be the key to getting around that sealed door in the cave, but Link can't drop into it at the moment. Remember to return here once you've found some items that may help.

A Flute in the Woods

A grove of trees is in the center of Hyrule, between Link's house and Kakariko Village. Enter the grove via its west entrance. You must hack through a cluster of bushes in the shape of a south-pointing arrow to do so.    Walk north into the grove, and you see a young man playing a flute, surrounded by forest creatures. When you approach, the animals scatter and the young man vanishes. Didn't the old man in the tavern say something about a missing son who loved playing the flute? You can't solve this mystery until much later in the game, so don't worry about it for the moment.

Piece of Heart 4

Once you're done with Kakariko Village and are ready to head east to find the elder, make a quick detour to Link's house and head south.    When you enter the large marshy field with the Green and Blue Knight Archers, head southwest until you find a white stone building. Enter the building through its south entrance.    Inside are three stone blocks and, beyond them, a treasure chest. To get the Bombs from the treasure chest, push the right and left blocks straight up and the middle block to the right or left. Grab the Bombs, leave the building, and re-enter it to reset the blocks.    Push the middle block straight up against the chest, then push either of the other blocks to the right or left to clear a pathway for Link to move north.    Head north through the doorway beyond the treasure chest. This takes you to a room with a bouncing Spinner. At the north end are two levers.    Be careful: If you pull the left one, four Bombs fall from the ceiling and explode, so pull the right lever instead. That opens a floodgate, sending water flowing throughout the building.    Exit the building to see the effects of your water redistribution. The pond around the building is now almost completely dry, and a Piece of Heart that was under the water is available for you to pick up. This is your fourth Piece of Heart, which means Link gets another Heart Container. Nice work!

East Palace

Go East, Young Man

After you have spoken to the young man in Kakariko Village who tells you where to find Sahasrahla, go and find the elder. Sahasrahla's location is now marked with a flashing red X on your map.    To find Sahasrahla, backtrack to the Sanctuary and follow the dirt path outside it as far east as it goes. Then follow it south until it ends near a wide bridge to the east.

Tip: You can cut through the Hyrule Castle grounds on your eastward journey, but the castle is now patrolled by super-tough Bomb- and spear-throwing Red Knights, in addition to Blue and Green Knights. It's much safer to take the pathway from the Sanctuary, where you'll face only a few Green Knights.

From the end of the path, cross the bridge to the east. Two Blue Knight Archers wait at the end of it. Your shield deflects their arrows as long as you face them and do not swing your sword. To beat them, stun them with the Boomerang and attack.    Near the Blue Knight Archers is a sign that tells you the Magic Shop and the Waterfall of Wishing are to the northeast. You can't get to the Waterfall of Wishing yet, and the Magic Shop isn't an essential stop on your quest, so it is covered under Missing Links at the end of this section.    After beating the Blue Knight Archers, head south into a desert filled with Octoroks. Continue due south through the desert until you are once again on green grass.

South of the desert is a dirt path running east-west. Follow it east until it ends, then head due north to a large set of stairs carved into the hills.    Climb the stairs and keep going north. You see a few Octoroks and Armoses, but neither enemy should present much problem.    Your map indicates that the building the young boy marked is directly north—you're almost there. Continue north until you see a yellow-roofed building at the bottom of a small pit. Drop into the pit and enter the building.

Sahasrahla the Elder

Sahasrahla is inside the building. Approach him and press 1 to speak to him. He tells you that he is indeed the village elder and a descendant of the seven sages.    He is surprised that someone as young as Link is looking for the Master Sword. Only a hero who finds the three Pendants can wield it. He asks if you truly wish to find it—answer "Uh, yeah…."    Link's first test is to retrieve the Pendant of Courage from the East Palace. Sahasrahla promises to reveal more if Link returns to him with the Pendant.    Before leaving Sahasrahla's home, chuck the three pots at its north end to get a Heart from each. Then bomb the center of the north wall to expose a hidden passageway.    Go through the passageway to find three chests. Two have 50 Rupees each; the third has some Bombs. Grab everything and leave Sahasrahla's house.    Once outside, bring up your map. The entrance to the East Palace is marked with a flashing icon of the green Pendant of Courage. It is northeast of Sahasrahla's house.    Walk around to the north side of Sahasrahla's house and climb the stairs. Make your way east, fighting (or avoiding) Armoses as you go. You can't head directly east. You must weave north and south while heading toward the East Palace.

Tip: Consult your in-game map and the Light Side World Map in this guide to navigate to the East Palace. A little trial and error finds the entrance. When you see an immobile Armos, head for it. Armoses are placed deliberately to guard the path to the East Palace.

East Palace

East Palace, First Floor (1F)

1F Room 1

1F Room 1 is a rectangular room with three doors in the north wall; you enter from the south. The center north door is sealed. To open it, pick up the pot in front of it and step on the button beneath.    The northeast and northwest doors are of no use—they lead into parts of 1F Room 2 with broken pathways over a deep chasm. You can go no farther than the doorways, and there's nothing of interest there.    Open the sealed middle door in 1F Room 1 and go through it to the middle of 1F Room 2.

1F Room 2

From the south entrance to 1F Room 2, head north and take out the Snake Bushels on the wide pathway. The south door seals shut behind you, but you can easily open it again by stepping on the discolored floor tile in the center of the pathway.    When you open the south door, however, the north one closes. Step on the floor tile again to open the north door (and shut the south door). Head through the north door into 1F Room 3.

1F Room 3

Stand in the doorway of 1F Room 3 for a second and watch what's going on. From an elevated plateau in front of the entrance, you can see small and large metal balls rolling the length of the room from north to south. Five small balls roll down, followed by one large one that takes up the entire width of the room. Head down the ladder to reach the bottom of the room and wait for the large ball to roll by. Then hustle north, dodging the small balls. Duck into one of the alcoves on either side of the room to avoid a large ball if you need to.    Once safely at the north end, climb a ladder to reach the north door to 1F Room 4. If you feel like doing a bit of treasure hunting, however, follow the pathway west as it spirals in a counterclockwise direction.    At the end of the pathway are four pots and a treasure chest. The pots contain Rupees and Blue Rupees. The chest has 100 Rupees—not too shabby! After getting the loot, return to the north doorway and enter 1F Room 4.

1F Room 4 (Upper Section)

1F Room 4 is a huge, square room with Stalfoses patrolling its center. The south door through which you entered leads to an elevated plateau, and you can't drop to the center.    At the east and west ends of the elevated plateau are sealed doors, clay pots (with Hearts), and discolored floor tiles. If you pick up the pots, you can walk onto the floor tiles and open their respective sealed doors.    You can head through either the east or west door. For now, open the east one and head into 1F Room 5.

1F Room 5 (Upper Section)

You enter 1F Room 5 through its upper west door and appear on an elevated section of the room. Another west door is below, but you can't drop to it.    The elevated part of 1F Room 5 is crawling with Snake Bushels and Stalfoses. The Snake Bushels are easy to take out, but the quick Stalfoses jump away from and over your sword. Drive them against a wall so they can't leap away from your sword, and swipe at them while they're pinned down.    Two doorways are on the east wall of 1F Room 5, one to the north and one to the south. Head through the north door and into 1F Room 6.

1F Room 6

1F Room 6 is a square room with five pots and a bouncing Spinner. You enter through the west door, and a sealed door is to the south. Don't bother fighting the Spinner; it can't be defeated.    To open the south door, lift the pot in the center of the room to find a trigger button, and step on it. Lift the northwest pot to get a Heart if your health meter isn't completely full. Open the south door and go through it to reach 1F Room 7.

1F Room 7

1F Room 7 is a small square room with elevated areas in the northeast and southwest corners. A chest sits on the northeast elevated area. Open it to get the Map for the East Palace.    Once you have the Map, drop to the lower level of the room and walk under the elevated area with the chest. You can't see what you're doing, but if you press 7 under here, you pick up pots that have Hearts inside.    Grab the Hearts if you need them, then climb the ladder that leads up to the southwestern elevated area. Exit the room via the west door, which takes you back to 1F Room 5.

1F Room 8

Backtrack west all the way to 1F Room 4. Open the west door by moving the adjacent pots and stepping on the discolored floor tile. Pass through to reach 1F Room 8.    1F Room 8 has an elevated area suspended above a lower level that you can't drop to. Take out the room's four Stalfoses, using the same method as in 1F Room 5. Two doorways are in the west wall of 1F Room 8. One is on the lower level (which you can't drop to); the other is on the upper level. Go through the upper level door to reach 1F Room 9.

1F Room 9

You enter 1F Room 9 via its east door. The north wall has another door. Both doors shut and seal as soon as you enter. Three Stalfoses appear, and you must defeat them all to open the doors.

Tip: Use the five pots in the room as weapons. A single hit with a pot takes out a Stalfos.

Once the doors are open, head through the north door and into 1F Room 10. Smash the pots for a Rupee and a Heart, if you wish.

1F Room 10

At the north end of the elevated part of 1F Room 10 is a chest. Open it to get the Compass for the East Dungeon. With the Compass in your possession, you can find the boss's lair, represented by a flashing skull on your in-game map.    After getting the Compass, climb down the ladder to reach the lower part of the room and exit via the eastern door. This takes you to the lower level of 1F Room 8.    Approach the gray plate with the triangle on it in the center of the north wall of 1F Room 8 and press 1. Sahasrahla's voice appears in Link's mind. The elder tells the young hero that they can communicate telepathically whenever Link touches one of these plates.    Sahasrahla has some important information for Link: A weapon in the East Palace will allow Link to defeat "armored foes." With that, Sahasrahla abruptly ends his communiqué.    You could head down the south pathway now, but it's blocked off at the end. Instead, head through the northeast doorway to the huge lower part of 1F Room 4.

1F Room 4 (Lower Section)

The lower half of 1F Room 4 has two Stalfoses and two Cyclopes that charge after Link if he gets too close. Hurl pots at them, because Link's sword isn't very effective against their thick armor. The room has four pots, two on the east side and two on the west side.    The palace's Big Key is required to open a door in the center of the north wall and an enormous chest in the room's center.    You don't have the Big Key for this palace, so your only option is to head through the northeast doorway to the lower level of 1F Room 5.

1F Room 5 (Lower Section)

Once there, walk to the south end of the room and climb the ladder. It leads up to a small pathway that takes you to 1F Room 11.

1F Room 11

1F Room 11 is a darkened room, similar to the lower levels of the hidden passageway to the Sanctuary. Unfortunately, the room has no torches for Link to light with his lamp. It does, however, have two Snake Bushels and two Spinners.    In addition to the north door through which you entered, the room has a sealed door in the east wall and a locked door in the west wall that requires a Key to open.    Walk clockwise around the edge of the room and take out the two Snake Bushels. Step on the discolored floor tile near the sealed east door to open it, and then head into 1F Room 12.

Tip: The north door also seals when you enter. The floor tile opens both the east and north doors.

1F Room 12

1F Room 12 is another darkened room with no torches. Three Stalfoses generally make Link's life miserable. Take them out carefully.    Most of the room's eight pots contain Hearts, Magic Vials, Rupees, or nothing at all. One, however, holds a Key. Grab the Key and any of the other items that you want, then head back to 1F Room 11.    Walk around to the west side of 1F Room 11 and into the west door to unlock it automatically with the Key you just found. Enter the door to reach a previously inaccessible elevated part of 1F Room 3.    Walk westward across the narrow elevated pathway in 1F Room 3 and enter the northwest door to reach 1F Room 13.

1F Room 13

Link's unlucky number must be 13, because 1F Room 13 has a variety of enemies—Snake Bushels, Stalfoses, Spinners, and a Cyclops. Get rid of all of the enemies except the undefeatable Spinners.    Start by swinging your sword at the Stalfoses and Snake Bushels. Once they're gone, pick up one of the pots in the center of the room. Don't pick up the pot surrounded by Spinners, and be careful not to hit the Spinners when you grab the pot.    Approach the Cyclops and hurl the pot at him as soon as his eye is open. If you throw it at him when his eye is closed, it shatters harmlessly on his armor. One pot shot takes him out.    Once all of the enemies except the Spinners are eliminated, the Spinners start bouncing around the room. Pick up the pot they once surrounded to reveal a trigger switch. Step on it, and a chest appears on the raised platform to the north.    Inside the chest is the palace's Big Key. Now you can return to 1F Room 4 and open the giant chest and the north door!    Open 1F Room 13's locked north door with the Big Key. This takes you to the lower part of 1F Room 8. Head north until you reach two green blocks. Push the right one straight up and slip through the passage created, then head northeast through the door to 1F Room 4.    Eliminate the enemies if you wish, then open the giant chest in the center of the room to get the Bow & Arrows. The Bow & Arrows works well against Cyclopes, but only when their eyes are open.

Note: Now that you have the Bow & Arrows, many pots that once held Rupees now hold Arrows (such as the pots in 1F Room 4). Also, enemies start leaving behind Arrows occasionally when you defeat them.

Once you get the Bow & Arrows, several Stalfoses drop from the ceiling. These aren't the standard variety. When you chop them down to size, their skulls fly around the room and attack you.    Quickly run to the door in the north wall and open it with the Big Key. Go through the doorway to reach 1F Room 14.

1F Room 14

1F Room 14 is another darkened room with two Cyclopes and more Snake Bushels than you can shake a stick at. Two torches are available in the southwest and southeast corners, and another is in the center of the north wall.    Light a torch with your lamp and defeat the Snake Bushels and Cyclopes, using your sword and Bow & Arrows. Get the Key that one enemy leaves behind.    Pots in the northeast and northwest corners contain a Magic Vial and a Heart. Get both.    A locked door in the northwest corner leads to stairs that ascend to the second floor of the palace. Your newly acquired Key opens it. But first go through the open northeast door and enter 1F Room 15.

1F Room 15

1F Room 15 is a small square room with more than a dozen Blue Rupees! The catch is the two Spinners bouncing around. Scoop up the Rupees, dodging the Spinners, then return to 1F Room 14 and go up the stairs beyond the locked northwest door to enter 2F Room 1.

East Palace, Second Floor (2F)

2F Room 1

2F Room 1 is a small, square room. You enter through the north stairs, and the west wall has a sealed door. Watch out for the two Spinners.    The trigger button that opens the west door is under the southwest pot; lift the pot and step on the button. Smash the other three pots for 10 Arrows and a Heart. Once you've destroyed all the pottery, go through the west door and into 2F Room 2.

2F Room 2

You enter 2F Room 2 through its east door. The room has three Cyclopes, which you should eliminate quickly with your Bow & Arrows.    The only other door is in the west wall, and it's sealed. The room appears to have four trigger floor tiles—one near the door and three under the Cyclopes' starting positions—but three are fakes. The real trigger tile is the southernmost one. Step on it.    You can smash the two pots in this room for 10 Arrows and a Heart, if you need them. When ready, head through the west door and into 2F Room 3.

2F Room 3

2F Room 3 is a large, square room with chutes along all four walls. Small balls, similar to the ones from 1F Room 3, roll out of the chutes and across the room. More than a half-dozen of them can be rolling around once they get going.    The room also has four trigger floor tiles, and three of them are fakes. Step on the northwestern one to open the east and west sealed doors.    The safest way to negotiate the room is to head quickly for its exact center. You're safe standing here. Pick your moment carefully, run toward the trigger plate, and return to the center of the room. With the doors now open, you can make a beeline for the west door and 2F Room 4.

2F Room 4

2F Room 4 has two Stalfoses and a Red Cylops. The only door other than the east one through which you enter is in the north wall, and it's sealed until you defeat all the enemies in the room.    The Stalfoses should be no problem, but a Red Cyclops is immune to thrown pots and requires two Arrow shots to defeat.    After disposing of the enemies, smash the two pots in the center of the room for some Arrows and a Heart, then head north into 2F Room 5.

2F Room 5

2F Room 5 is the last room before the boss fight, so pick up any Hearts or Arrows that your enemies leave behind. And there are plenty of enemies: six Snake Bushels and two Red Cyclopes. Take out the Snake Bushels first, then put a couple of Arrows into each Red Cyclops.    Four of the room's six pots contain Arrows; the other two have Hearts. Pick them all up if you need them—you need every advantage for the following boss fight. Once you're ready, save your game, take a deep breath, and head through the north door into 2F Room 6.

Boss Fight: Armos Knights

2F Room 6 The Armos Knights test Link's mettle and determine if he's worthy of the Pendant of Courage. These six foes are big, tough, and well trained. Move quickly and observe their movements carefully.    The Armos Knights always attack in formation, either in a circle or in a line. When they are in their circle formation, the safest place to be is in a corner. When they are in a line, the only way to escape injury is to run through a gap in the line—and there will be a gap in the line only if you have managed to defeat an Armos Knight.    The Bow & Arrows is your best weapon. Stay at a distance and fire repeatedly. Don't try to target a specific Armos Knight, just let the Arrows fly. Three Arrow hits take out an Armos Knight and give you a bit more breathing room.    If you run out of Arrows, attack directly with your sword. Bombs also work as offensive weapons, but the best weapon by far is the Bow & Arrows.    The last Armos Knight turns red and breaks formation, because there isn't really any formation left. He chases Link around the room, jumping into the air and crashing down on him. Move out of the way of the Armos Knight as he lands, then hit him with your sword until he falls.

Tip: It's tough to use the Bow & Arrows effectively against the last Armos Knight. Go with your sword instead.

When the last Armos Knight is defeated, he leaves behind a Heart Container. Pick it up to increase Link's Heart level by one.    After you grab the Heart Container, the Pendant of Courage drops from the ceiling. Pick it up, and your health and magic meters completely refill. You have successfully completed the East Palace adventure!

Return to Sahasrahla

Head back to Sahasrahla's house with the Pendant of Courage. Backtrack west, zigzagging north and south as you do, until you reach his home.    Sahasrahla tells Link of an order of knights who once protected the Hylian royalty. The Knights of Hyrule also were guardians of the Pendant of Courage. Legend has it that should disaster befall the royal family, a hero will arise from the bloodline of the Knights of Hyrule.    Most of the knights were destroyed during the war that began when the seven sages created their seal. It was feared that Hyrule would never see another hero, but Sahasrahla believes that Link is that hero.    Sahasrahla encourages Link to find the other two Pendants, and gives him a treasure passed down by the families of the sages: the Pegasus Shoes. With the Pegasus Shoes, Link can use a dash attack by holding 7.    Finally, Sahasrahla tells Link that a useful item is hidden in the cave on the east side of Lake Hylia.    When you exit Sahasrahla's house, your in-game map indicates the locations of the other two Pendants as well as the Master Sword. Your next destination is the Desert Palace, in the map's southwest corner.

Missing Links

If you're up for a bit of adventuring before going to the Desert Palace, check out these side quests. Most are entirely optional, but all have some impressive rewards.

Magic Shop

Remember that sign advertising the Magic Shop north of Sahasrahla's house? Head over there and see what's for sale. Return to the bridge that you crossed on your eastward journey from Kakariko Village to Sahasrahla's house and head northeast.    Avoid the Shockers around the Magic Shop. These weird green creatures shock you if you hit them with your sword. To defeat them, hit them with the Boomerang first and then use your sword. You can also pick them off with Arrows.    The Magic Shop is a red-roofed building with a cow skull hanging over the doorway. A witch is out front, stirring a cauldron. We'll get to her in a moment.    The Magic Shop has the following items for sale:

Medicine of Life: 120 Rupees

Medicine of Magic: 60 Rupees

Cure-All Medicine: 160 Rupees

Speak to the woman inside the shop, and she explains her wares. The red Medicine of Life fully restores your health. The green Medicine of Magic fully refills your magic meter. The blue Cure-All Medicine refills both. She also gives you a free taste of the red Medicine of Life.

Note: You need a Magic Bottle to hold any of the medicines. If you don't have one, get one of the two Magic Bottles from Kakariko Village and return here.

Mushroom Witch

Directly outside of the Magic Shop is a witch stirring a cauldron of mushroom brew. She's in need of a Magic Mushroom, but where would one find such a thing?    The Magic Mushroom is in the Lost Woods, at the northwest corner of Hyrule. It's a bit of a pain to get there, but well worth the trip. Return to the fortune teller's house just north of Kakariko Village and head north into the Lost Woods.    Keep heading north until you see a tree trunk with an opening. This is a thieves' hideout. You can explore it if you want, but it's not too useful unless you know the secret to getting Piece of Heart #5 (see below).    Keep moving northwest from the thieves' trunk, and you see the Magic Mushroom on the ground, doing a little dance! Pick it up and return to the witch.    Speak to the witch, who tells you that she can finish her brew if you give her the Magic Mushroom. Equip the mushroom to your 1 button and press 1 to give it to her. She thanks you and tells you to drop by the shop later for a special surprise. Return after conquering the Desert Palace to get the Magic Powder, which comes in very handy later.

Piece of Heart 5

While gallivanting about in the Lost Woods looking for the Magic Mushroom, you find a cluster of nine bushes just north of the thieves' trunk. Hack them all down to reveal a hole in the ground under the middle one.    Fall down the hole, and you land right next to your next Piece of Heart. Pick it up and exit the room via the southwest doorway.    In the next room is a thief. He tells Link that this is a secret hideout for a gang of thieves and Link shouldn't be here. He also says that he heard that one of their ex-members is staying at the entrance to the desert.    After speaking to the thief, exit the thieves' lair south through the tree trunk entrance, then exit the Lost Woods by heading southeast.

Piece of Heart 6

To get the sixth Piece of Heart, get up onto the elevated plateau immediately west of the Sanctuary. You should see a pile of five gray rocks next to a large tree and some tree stumps.    Now that you have the Pegasus Shoes, you can dash into these rocks and smash them, revealing a passageway leading underground. Enter the passageway.    Inside the passageway is a small room with a chest. Open the chest to get the sixth Piece of Heart. You're only two away from another Heart Container!

Lake Hylia Shop

Sahasrahla suggested that you look for an important item in a cave on the east side of Lake Hylia, so check out that area. Head south from Sahasrahla's house through the patch of desert infested with Octoroks until you come to the sign that says "Shopping ahead at Lake Hylia."    Continue south to find a cave entrance near Lake Hylia. Inside is a merchant who has the following wares for sale:

Medicine of Life: 150 Rupees

Heart: 10 Rupees

Bombs (10): 50 Rupees

Lake Hylia Fortune Teller

To the west of the Lake Hylia Shop is another fortune teller. He's got the same deal as the fortune teller outside of Kakariko Village—pay him 10 Rupees, and he reads your fortune and refills your health. His fortune for Link? It's either "You will find a descendant of a sage's line in the desert" or "You will open a desert lock with the Book of Mudora." Looks like Link had better find that Book of Mudora before heading to the desert.

Note: Each time you talk to the fortune tellers between palace quests, they up their fees by 5 Rupees.

The Ice Rod

Note: Have at least two Bombs before trying this.

Ready to get the item that Sahasrahla suggested Link find on the east shore of Lake Hylia? Go back to Link's house and head south, past several Knights and Knight Archers in tall grass, until you drop into a desert area with Octoroks and Crabs.    Walk as far south as you can, then head as far east as possible. You'll encounter Octoroks, Crabs, Crows, Zoras, Shockers, and a Red Puffer along the way.    Once you can go no farther east, head north (yes, you are walking all the way around Lake Hylia). You pass a few Octoroks, after which the terrain changes back to grass. Once you start seeing Crabs, you know you're close to your destination.    You see a cave in the rock wall to the northeast of Lake Hylia. Enter it.    Inside this ice cave is a narrow pathway that seems to go nowhere. Drop a Bomb at the north end, and you see a hidden passageway open. Head through it.    In the next room are two Fairies and a fountain. Sweep the Fairies up with your Bug-Catching Net and put them in Magic Bottles, or just collect them to refill your health meter. Then proceed west through the doorway to the next room.    You can't go too far past the entrance to the next room, because solid blocks of ice bar your way. You can't push them or break them, even with Link's Pegasus Shoes dash. A treasure chest sits on the other side of them, tempting you.    Leave the cave and carefully inspect the rock wall to the west. A small crack is your cue to drop a Bomb in front of it. This opens a second passage into the cave.    Keep heading north through the cave, and you wind up in the room with the ice blocks—except you're on the other side of them this time! Open the chest to get the item that Sahasrahla was talking about, the Ice Rod!

Note: The Ice Rod is a nifty magical weapon, firing ice blasts that can freeze most enemies. Keep an eye on your magic meter, however. When it runs out, the weapon is useless until you refill it.

Fairy Pool

Northwest of Link's house is another cluster of five rocks, similar to the ones near the Sanctuary that held Piece of Heart #6. Charge at these rocks with your 7 dash to reveal a hidden passageway.    Head into the passage-way to find a small pool and several Fairies. Grab one to refill your health meter or snag one with the Bug-Catching Net and store it in an empty Magic Bottle for later.

Not-So-Scared Villager

Remember that speedy villager we referred to as "Scared Villager #3"—the one who runs away every time you approach her? Now that you have the Pegasus Shoes, you're much faster. Approach her from the left, and when she starts to run, hold down 7 and dash after her. Don't hit 7 until she starts to run, or this won't work.    When you catch her, she says, "I can't believe you caught me! With your speed, it must have been easy to kidnap Zelda!" She changes her mind, however, deciding that Link doesn't look like such a bad guy after all. She advises Link to dash into as many objects as possible—the village trees, for instance—to shake loose valuable items.

Tip: We don't list everything that you can dash into for fun and profit, but take it from us—you can usually get small rewards, like a couple of Rupees or some health-refilling Apples, from crashing into trees. And don't miss an opportunity to run into piles of five stones, like the ones that hid Piece of Heart #6 or the Fairy Pool near Link's house.

Book of Mudora

The Book of Mudora sits on top of a bookshelf in the library near Kakariko Village. Head back to the library and enter it.    Stand in front of the bookshelf that holds the Book of Mudora and charge at the bookshelf with 7. This knocks the book to the ground. Pick it up to add it to your inventory.

Average Guy

You've done just about everything there is do to before entering the Desert Palace, so head toward the Desert of Mystery in the southwest corner of Hyrule.

Note: To get to the Desert of Mystery, go south from Link's house and proceed west from the white stone building where you found Piece of Heart #4.

   A black-haired mustachioed man is near the entrance to the Desert of Mystery. When you speak to him, he says nothing. The sign next to him says, "I am just an average guy. Do not speak to me. DO NOT remove this sign."    Stand to the left of the sign and press 7. You pluck up the sign, and the man follows you around, asking why you picked up his sign and generally annoying you. You can't enter any indoor area with him in tow. The only way to get rid of him is to walk into a new area, such as the Desert of Mystery.

Desert Fairy Pond

A cave entrance is near the "average guy." Inside is a Fairy who fully refills your health meter. Stop in here before proceeding into the Desert of Mystery.

Piece of Heart 7

Note: You must have at least one Bomb.

Once you enter the Desert of Mystery, hug the northeast wall until you come to a cave entrance in the northeast corner.    Enter the cave, go through the first room, and speak to the man in the second room, who is very pleased that you found the Book of Mudora.    The south wall of this second room is cracked, so deposit a Bomb in front of it and blast open a passageway.    Go through the passageway to find a tiny third room with a chest in it. In the chest is your seventh Piece of Heart. Congratulations!

Desert Palace

The Desert of Mystery

To enter the Desert of Mystery and the Desert Palace, head to the southwest corner of Hyrule by going south from Link's house and west from the white stone building where you found Piece of Heart #4.    The desert environment is completely hostile. Vultures circle above you, Sandmen pop out of the ground, land mines lie everywhere, and the cacti hurt if you run into them. Move quickly but carefully, using your sword against Sand Worms and your Bow & Arrows against Vultures.    Use your in-game map to stay on course—your goal is the desert area marked with a flashing blue Pendant. The entrance to the Desert Palace is a green plateau with three light green domes surrounding a gray stone tablet.    Approach the stone tablet and try to read it with 1. All you see is gibberish. This is where the Book of Mudora comes in. Equip the book in your 1 slot and read the tablet again. This time, Link can translate the old Hyrulian script into words: "To open the way forward, make your wish here, and it will be granted."

Desert Palace

Desert Palace Basement, First Floor (B1F)

The three green domes move counterclockwise, revealing a path to the north that leads into the Desert Palace. When you're up to the challenge, proceed north and enter the palace.

B1F Room 1

The first room of the Desert Palace basement (B1F Room 1) is a large room with a sandy floor. Peahats pop up from the sand and float toward you. Hit them with your sword while they're above ground. When they're below ground, keep moving, because they pop up underneath you if you stand still. Make your way north to the center of the room. Watch out for the Laser Eye Statue—it rotates counterclockwise and fires a powerful energy beam if it sees you. Move quickly to the pots west of the statue, clear them out of the way, and take the path beyond them to the northeast.

A Sand Worm pops up from the path. It fires magical bolts, so don't stand too close. Wait for it to duck back into the sand, then move up to it. Unlike a Peahat, the Sand Worm doesn't change its location, so you can chop it up with your sword as soon as it pokes its head back up.

Piece of Heart 8

You're only one Piece of Heart away from another Heart Container, so you might want to take this opportunity to grab one. Move north past the Sand Worm and then west when you reach a door in the north wall.    Go south until you can go no farther. Enter the south-west door next to the two pots (the pots have 5 Arrows and a Blue Rupee). This takes you to B1F Room 2.

B1F Room 2

Despite all the ground you covered to get here, this small room is only the second in the Desert Palace. In its center is a Laser Eye Statue. A sealed door is to the north and an open door to the south. Carefully go through the south door. Don't let the Laser Eye Statue zap you.

Outside

The south door from B1F Room 2 takes you out of the Desert Palace. Head south until you see a Piece of Heart next to a Vulture. Grab the Piece of Heart and quickly run back into B1F Room 2.

B1F Room 3

If you feel bold, open the north door in B1F Room 2 by heading to the north end of the room and pushing the third block from the left straight up. Watch out for that Laser Eye Statue!    Head through the open north door into B1F Room 3, where you find a small Fairy Pond with two Fairies. Catch them with the Bug-Catching Net and store them in empty Magic Bottles, or just grab one to refill your Heart Meter.    Once you have your Fairies, return to B1F Room 2 and exit via the east doorway to return to the southwest corner of B1F Room 1.    From the southwest corner of B1F Room 1, head north until you reach the room's northwest corner. There you find doorways to the north and west and plenty of Peahats and Sand Worms underfoot. Enter the north doorway to reach B1F Room 4.

B1F Room 4

Another Laser Eye Statue revolves in the center of B1F Room 4. You should be getting good at avoiding its deadly gaze by now.    Go to the north wall, where you find a gray stone plate with a triangle etched into it. Approach the plate and press 1. It's another of those plates that allow Sahasrahla to communicate with you. He advises Link to find the treasures hidden in each dungeon.    The only other item of note here is the Key atop the northwest torch. Charge into the torch with 7, the technique you used to get the Book of Mudora off the library bookshelf. Pick up the Key and hustle out of the room.    After you return to the northwest corner of B1F Room 1, go east and enter the first door on the north wall. This leads into B1F Room 5.

B1F Room 5

B1F Room 5 is a long horizontal room with two Peahats and two Cyclopes. Take out the Peahats with your sword without disturbing the Cyclopes, then defeat the Cyclopes with a couple of well-aimed Arrows.    Now that you've defeated all the enemies, check out the room. It has seven pots. The ones in the northwest and northeast contain Magic Vials. Those in the southwest and southeast contain Hearts. Two pots in the middle of the south part of the room have 5 Arrows apiece, and the middle pot in the north part of the room hides a trigger button.    Step on the trigger button and a chest appears in the center of the room. Open the chest to get the Map for the Desert Palace.    Exit the room via the northwest door through which you entered, or go through the northeast door. The second is more convenient, so exit B1F Room 5 and return to the northeast corner of B1F Room 1.

Caution: B1F Room 6—DO NOT ENTER!

Continue east along the north wall of B1F Room 1 and you come to a door that leads to B1F Room 6. There is no reason to enter B1F Room 6! If you enter, the door seals behind you, and you must fight four Peahats and a Sand Worm to escape. There is no reward, and it's a terrible way to sacrifice Hearts.

Past the door to B1F Room 6, go south until you see a locked door in the east wall of B1F Room 1. You have a Key, so open the door and enter B1F Room 7.

B1F Room 7

B1F Room 7 is a small, square room centered by yet another Laser Eye Statue. It also has three Snake Bushels and a chest near the Laser Eye Statue. The only door in the room (other than the west one through which you entered) is a sealed door in the north wall.    Using the gray statues as cover against the Laser Eye Statue's deadly beams, defeat the Snake Bushels. When you've disposed of all three, the north door unseals.    Before you exit, open the chest to get the Compass for the Desert Palace. Then head north into B1F Room 8.

B1F Room 8

B1F Room 8 is a long room running north to south with a sandy floor and no enemies. Head north, and you see cannons on the east and west walls that launch cannonballs across the room.    Carefully avoid the cannon-balls and open the chest at the north end of the room. It contains the Big Key for the Desert Palace. When you have it, backtrack to B1F Room 1.

Caution: B1F Room 9—DO NOT ENTER!

You can head south after leaving B1F Room 7 and enter the southeast door of B1F Room 1 to reach B1F Room 9, but it holds nothing but a Laser Eye Statue and an exit from the Desert Palace. It's not particularly dangerous, but it's not useful, either.

Instead, return to the northwest corner of B1F Room 1 and enter the west door in that corner. This leads to B1F Room 10.

B1F Room 10

Whoever designed this palace got a good deal on Laser Eye Statues. There's another in the center of this small room. It is surrounded by pots, and the north wall has a sealed door.    All the pots in this room have useful minor items, such as Rupees, Blue Rupees, Arrows, Magic Vials, and Hearts. The northwest pot, however, hides a trigger switch. Collect the other items if you wish, then step on the trigger switch to open the north door. Proceed through it to reach B1F Room 11.

B1F Room 11

B1F Room 11 is blissfully devoid of enemies, traps, or anything else that might cause Link physical or mental anguish. A giant chest in the center of the room can be opened only with a Big Key.    You have the Big Key, so open the chest to get the Power Glove. The Power Glove lets you pick up and carry the light gray stones that previously blocked your path!

Where to Now?

Now you're left with the question of where to go. You've explored all 11 rooms of the first basement floor, and no stairs led to the upper levels.    Return to B1F Room 2 and exit the palace via the south door again.    From the B1F Room 2 palace exit, head east until you see a cave blocked by four gray rocks. With the Power Glove, lift those blocks out of the way and enter the cave, which takes you to the first room of the first floor of the Desert Palace (1F Room 1).

Desert Palace, First Floor (1F)

1F Room 1

1F Room 1 is a small, square room with a Laser Eye Statue in its center and six moveable blocks in its north half. The north wall has a sealed door.    To open the north door, go to the second block from the right and push it to the left. You can now enter the north door, which leads to 1F Room 2.

1F Room 2

1F Room 2 is the same size as 1F Room 1, and it's suspiciously quiet. You see six pots along the east and west walls, a locked door to the north, and no enemies…or are there? As soon as you enter the room, Floor Tiles rise from the ground, two at a time, and fly toward you. You can avoid them or shatter them with a single sword strike. If you don't exit the room, you are attacked by a total of 22 Floor Tiles before they stop rising.    You need a Key to open the north door. Fortunately, there's one under the southwest pot. The only other pot that contains anything is the middle pot against the east wall, which has a Heart. Use the Key to open the north door, which turns out to be a set of stairs leading to the second floor.

Desert Palace, Second Floor (2F)

2F Room 1

2F Room 1 is a small, square room with an elevated pathway running north to south. You can't drop to the floor below, so just head south and go through the south door to 2F Room 2.

2F Room 2

2F Room 2 is another small, square room with a door to the north (through which you entered) and another to the east. In the center is a Laser Eye Statue, and four Snake Bushels wiggle around the room.    The doors seal as soon as you enter. To open them, defeat all the Snake Bushels. When the doors open, you've nothing else to do here. Head east into 2F Room 3.

2F Room 3

2F Room 3 is a long corridor winding north. Along it are several Laser Eye Statues and Snake Bushels. Defeat the Snake Bushels as you go and avoid the fire of the Laser Eye Statues by hiding behind gray statues and corners until the coast is clear.    At the north end of the corridor, a row of four pots prevents you from moving up to the locked north door. Lift the second pot from the right to get a Key and run carefully through the north door into 2F Room 4. The other pots hold a Magic Vial and two Hearts.

2F Room 4

This small, square room has four pots in the corners of the room and a locked door to the north. Like 1F Room 2, it also has 22 Floor Tiles that rise up and soar toward you, two at a time.    You can smash the Floor Tiles with your sword, dodge them by running around in circles, or make a beeline for the pot in the northeast corner. Once you have the Key hidden under it, you can proceed through the north door and into 2F Room 5.

2F Room 5

2F Room 5 is a large room, but it has only one enemy in it, a Red Cyclops. Hit him with two Arrows when his eye is open to defeat him.    Of the four pots in this room, two contain Hearts, one has 5 Arrows, and the fourth has a Magic Vial. There doesn't seem to be a door to the boss chamber, however. According to your map, it should be in the northwest wall, but you see nothing there but four torches.    Light each with your lamp to reveal the door to the boss's lair. Save your game, make sure your palms aren't too sweaty, and unlock the door with the Big Key.

Boss Fight: Lanmolas

2F Room 6

The Lanmolas are three giant Sand Worms that pop up from the ground, float through the air, and dive back into the ground. You can always tell when a Lanmola is about to pop up, because you can see the ground above it start to crumble.    Lanmolas don't really attack—they dive and swim through the earth like dolphins in the sea. But if you happen to get in their way (or in the way of the rubble that flies in every direction when they surface), you get hurt.    A Lanmola's only weakness is its head. You can hit its head with your sword, although Arrows do a bit more damage. Regardless, Lanmolas are tough. Each takes eight to ten sword hits to defeat, and you have to defeat each individually.    It's impossible to target a specific Lanmola. They all look the same, and they're always ducking into the ground. Watch for crumbling ground where a Lanmola is about to surface and prepare to strike its head with your sword or Arrows as soon as it pops out.    When two Lanmolas are defeated, the third moves more quickly and spews more rubble when it surfaces. When there are two or three Lanmolas, their rubble flies in four diagonal directions. When there is only one, the rubble flies horizontally and vertically as well.    Once you've defeated two of the Lanmolas, don't stand near the remaining one when it's about to surface, because you're virtually guaranteed to be hit by rubble. Wait until it's about to duck back into the ground, and hit it then.    Above all, don't get impatient and rush at them, or you're knocked out in no time. The best strategy for such tough, unpredictable enemies is to hang loose and take your shots when you can. Expect the fight to take a while, and keep your wits about you.    When the last Lanmola is defeated, a Heart Container appears. Pick it up to add it to your Heart Meter. If you've been collecting the Pieces of Heart mentioned in this walkthrough, you're up to eight Heart Containers now!    As soon as you grab the Heart Container, the Pendant of Power falls from the ceiling. Grab it to complete the Desert Palace adventure and refill your Heart Meter. Save the game!    Your next destination is the Tower of Hera at the peak of Death Mountain (as represented by the flashing red Pendant on your map). Skip to the next section if you want to go there directly. If you want to collect some helpful items before beginning your quest for the third Pendant, keep reading.

Missing Links

When you find a new item that gives you an ability you didn't have before—such as the Power Glove and its lifting power—you can bet that a few side quests will be available.    Most of the following mini-adventures are optional, but a few lead to rewards that are critical if you want to complete your quest (the Flippers, for example). We encourage you to try them all!

Magic Powder

One of the first side quests that you undertake after completing the Desert Palace quest is getting the Flippers (see below). The Flipper quest takes you right by the Magic Shop near Sahasrahla's house.    If you gave the witch the Magic Mushroom before starting the Desert Palace adventure, stop inside the Magic Shop. She finished her brew and left a bag of Magic Powder in the shop for you. It's an optional but helpful item.

The Flippers

Note: Don't try this side quest unless you have 500 Rupees.

The man with the overgrown lawn in Kakariko Village said that the Zoras had the ability to turn men into fish. That's not exactly true, but you can get an item from one of them that allows you to swim through all of the bodies of water in Hyrule. To get to the Zora with the Flippers, return to the Magic Shop near Sahasrahla's house.    If you brought the Magic Mushroom to the witch before heading off to the Desert Palace, she leaves a bag of Magic Powder in the shop for you (see above). Collect this, refill your Heart Meter by talking to the shopkeeper, and then use your Power Glove to lift the giant gray stone a few steps east of the shop.    The huge stone is too heavy to walk with, so throw it and head north. Follow the pathway as it curves clockwise until you reach three clusters of five stones. Smash the stones with your 7 dash, and keep following the path east.    As the pathway twists to the north, keep following it past a few Shockers, an Octorok, and a Crow. Beyond them is a small ladder leading down to a grassy area with a couple of Crabs. Climb down the ladder and continue north.    Link can't walk in deep water, which is dark blue, but he can wade through the light blue shallow water. Keep going north through the shallow water.    When the shallow water path forks to the northeast and east, take the northeast path. Follow the path for quite a distance to the next fork.    The next fork appears near a tiny lily pad and a whole bunch of angry Zoras. Head south past the lily pad until the path begins to curve southeast. Follow it southeast and then east, continuing until you reach the end.    At the end of the shallow water path, a large whirlpool forms directly in front of Link. A huge Zora pops up and asks Link if he has something to ask of it. Tell the Zora that you want the Flippers. The Zora says he will sell them to you for 500 Rupees. This is the only place you can get the Flippers, so it's a fair price. Accept the deal.    The Zora gives you a free bonus—you are now allowed to use the whirlpool waterways of the Zoras. When you see a whirlpool in deep water, dive into it. The whirlpool transports you to another area in Hyrule. Learn the whirlpool system (or consult our world map at the front of this guide), and you can quickly and easily move across Hyrule.

Tip: Don't be careless and try to dive into a whirlpool formed by a surfacing Zora—you'll be hurt when it surfaces. Also, although you met one friendly Zora, don't assume that the rest are as charitable. The Zoras still attack you on sight!

Piece of Heart 9

Note: Get this Piece of Heart immediately after buying the Flippers from the Zora. You need the Flippers to get the Piece of Heart.

After getting the Flippers, head due south and over the first waterfall you come to.    Keep going south along the shallow water path at the bottom of the first waterfall until you reach a second waterfall. Don't go over that waterfall. Instead, follow the shallow water path west and get up on the dry green land there.    From here, head northwest—your only option, because fences block every other direction. You soon reach the Piece of Heart #9.

The Waterfall of Wishing

Note: You need the Flippers to get to the Waterfall of Wishing.

While you're in the northeast corner of the map, stop by the heavily advertised Waterfall of Wishing. Starting at the Magic Shop, lift the giant gray stone and head north along the path as if you were going to get the Flippers from the Zora.    The sign near the three clusters of five gray rocks says that "The Waterfall of Wishing is just around the corner." Head north past the three Shockers and the Octorok.    When you reach the Crabs on the small grassy strip, leap off the west edge of the plateau into the water. Swim a short distance northwest to find a waterfall, and swim directly into it.    This is the Waterfall of Wishing. Approach the pond inside, where you're offered a chance to throw something in. Accept the offer, use a, d, w, or x on the + Control Pad to select your Boomerang, and press 1 to throw it into the pond.    Once you throw it in, a Fairy appears with your Boomerang and asks if you threw it in. Answer "Yes." She tells you that she likes an honest person and offers to give you something better in return—the Magical Boomerang!

Note: The Magical Boomerang travels farther and faster than the standard Boomerang, making it a much more versatile weapon.

Leave the Waterfall of Wishing and re-enter it. This time, drop your shield into the pond. The Fairy reappears and gives you the Red Shield in exchange for your standard shield.

Note: The Red Shield blocks any missiles, including fireballs. It works exactly like your usual shield and is always equipped.

Note: The Boomerang and shield are the only two items you possess that can be improved by the Waterfall of Wishing. Once you've upgraded both, there's nothing else to do here.

Note: You need the Flippers to get Magic Bottle #3.

Magic Bottle #3

You can never have enough of those handy Magic Bottles. To get a third one, start at the Magic Shop and head south until you reach the gray stone bridge past the Octoroks.    From the north end of the stone bridge, go as far east as you can. When you can go no farther east, head south until you find a ladder leading down into the water. Climb down.    Swim north and then west until you reach a gray stone bridge. Swim under the bridge to find a man sleeping.    Speak to the man with 1. You wake him up, but he doesn't mind. He notices that Link seems to be in a "heap of trouble," and offers him a Magic Bottle to help him out.

Death Mountain and the Tower of Hera

Death Mountain

To get to the Tower of Hera and the final Pendant, you must climb Death Mountain, which is about as grim as it sounds. Fill all three of your Magic Bottles with Fairies, Medicine of Life, or Cure-All Medicine. You'll need it all.

Tip: We recommend having at least two Fairies in Magic Bottles. Fairies automatically refill Link's Heart Meter (up to seven Hearts) when it is depleted. The medicines must be used manually before Link loses all his Hearts and the game ends. That can be tricky if you're under heavy fire.

Once you're fully equipped, go to the fortune teller's house north of Kakariko Village. From there, head northeast until you come to a wooded area with several Crows and Shockers.    Head north past the Crows and Shockers to find a sign that says: "DANGER! Do not enter Death Mountain without the king's permission!" The king is out of commission at the moment, so lift the giant gray stone to the east and head into the cave beyond.

Entering Death Mountain

This first area of Death Mountain is a pitch-black series of narrow pathways, and there is no in-game map for it. The few Bats in the room are generally harmless if you keep moving.    Although the area is extremely dark and more than a little confusing, the path to the end is simple. Start by going north. When the path splits for the first time, go east.    At the second fork, head east again. A third fork that comes shortly thereafter is very hard to see. It looks like the path just turns south, but there is a north leg as well. Take the north path, and then take the first east path you see.

Caution

Don't fall in the gaping holes in the ground! You lose a Heart and return to the cave entrance.

The Old Man of the Mountain

If you followed the directions, you come across an old man who lost his lamp. He knows the path through the mountain, but he can't travel it alone without a light. Link automatically accepts the old man as his traveling companion. Head east through the doorway and into the next part of the mountain.    When you enter the next room, the old man tells you to watch out for the holes in the ground. He asks Link to turn right (east) at the first junction. He also asks if Link is in search of the Golden Power and warns the young hero that many have perished trying to conquer the mountain.    Continue east to the next junction. The old man tells you that his daughter was kidnapped by Agahnim, and then he tells you to take the south path.    Head down the south path, mindful of the Bats hanging from the walls. Don't spend a lot of time trying to defeat them; just hustle onward until you reach a doorway leading outside. Go through it.    The outdoor area beyond the doorway is filled with Gorons who turn to stone if you hit them twice with your sword. Don't waste time on them. Concentrate on avoiding the giant boulders rolling down the mountain. Follow the path southeast.    When you reach a cave entrance to the north, the old man tells Link that he believes the missing maidens are still alive and a hero will rescue them. He thanks Link for his help and gives him a present—a Magic Mirror that Link is supposed to use if he wanders into a magical transporter. The old man then leaves Link and wanders into the cave.    Follow the old man into the cave and speak to him. The old man tells Link that he needs the Moon Pearl to complete his quest. The pear is hidden in the tower on top of the mountain. He also refills Link's Heart Meter and invites him to return any time.

On Your Own Again

A tunnel in the north part of the old man's cave takes you to your next destination, but you can get there quicker (although at slightly more risk) by leaving the cave and journeying outside.    From the entrance to the old man's cave, walk east until you see a ladder to the north. Carefully climb the ladder, avoiding the falling boulders, and head northeast.    The exit from the tunnel that leads from the old man's cave is a short distance from the ladder. When you see it, head west along the plateau pathway to a signpost.    The signpost tells Link that the cave entrance next to it leads to the path back to Kakariko Village. If your Heart Meter is very low and you're out of healing items, go back now. Otherwise, climb the ladder next to the cave entrance.    At the north end of this long ladder is another plateau with shining stones. Walk east along it.

Old Man's Cave Tunnel

To take the tunnel from the old man's cave, enter it and walk counterclockwise along the path in the first room until you reach a doorway. Head through this doorway to reach the next room, a darkened labyrinth filled with Bats.    Head east, then southeast, then south to reach the exit of the labyrinth. This takes you to the tunnel exit.

Returning to Kakariko Village

From the entrance to the passage leading back to Kakariko Village, head northwest along the cave wall. Watch out for pits in the ground and Bats swooping overhead.    At your first opportunity, head due west to find the doorway to the next passage area.    In this second room, you can only go southwest. At the end of the pathway is the cave exit.    The cave exit is on a plateau northwest of the Sanctuary. To reach Kakariko Village, walk south until you are off the mountain, and then southwest to the village.

Fairy Pool

If you are in need of Fairies, drop to the plateau below the main pathway with the shining stones by moving down through the first gap you see on the south. You can enter a cave here.    The first area of the cave is guarded by four Mini-Moldorms. Defeat or avoid them, and head northeast until you reach the doorway to the cave's second room.    You appear on an elevated part of the second room. You can't drop to the lower level. A Fairy Pool with four Fairies is at the east end. Collect as many as you want, then backtrack to the cave entrance.    Leave the cave and drop off the plateau to the south. Head west to return to the long ladder leading up to the north. Climb it and head east to return to the point where you first dropped off the shining stone pathway.

Head east to a cave entrance. There is absolutely no reason to enter this cave. Instead, drop to a hidden plateau to the south. Do this by standing on the left side of the large rock near the cave entrance and walking straight south off the edge of the shining stone pathway.

Tip: The hidden plateau is very narrow and easy to miss. If you fall past it, walk west to the long ladder, climb up it, and head east to try it again.

Go through the cave entrance on the hidden plateau to reach the lower level of the room with the Fairy Pool. Continue north to a set of stairs leading up. Climb them.

Piece of Heart 10

Follow the pathway at the end of the stairs to find your tenth Piece of Heart and a Sahasrahla plate. Not bad! Grab the Piece of Heart and activate the plate.

Sahasrahla tells Link that he must make his way to the top of Spectacle Rock. From there, he can reach the Tower of Hera atop Death Mountain. But what is Spectacle Rock, exactly?    There is nothing else to do in this cave. Don't fall down a deep pit to the south unless you want to backtrack through most of Death Mountain. Instead, leave this room via its north stairs and go south through the next room to get back outside to the hidden plateau.    From here, drop down to the south, backtrack to the west, and climb the long ladder again. Head east past the cave entrance and hidden plateau. You see a Piece of Heart on a plateau above you, but there doesn't seem to be any way to get it.

The Dark World

Continue to the east, and you see a pulsing blue square surrounded by rocks. This is a magical transporter. When you step in it, you appear in the Dark World version of Hyrule.    The Dark World is a twisted version of Hyrule, warped by the blackest magic. Link is transformed into a rabbit when he enters the Dark World, and he can't use any weapons!    Head west until you see an orange monster kicking a smaller pink monster around like a soccer ball. Speak to the pink monster, who says:

"Whoa-oh! Tumble tumble…. Hey! You were turned into a bunny! The terrain in this world looks like the terrain in our world, but it's just a little different. And anyone who wanders into this land is changed to a shape that reflects his true nature. I'm always changing my mind, so I changed into a ball…but if you have a ball called the Moon Pearl, you can keep your original shape here."    The orange monster is a bit more belligerent. Approach him and he automatically speaks to Link, saying:    "Hey! What do you want?! Do you got something to say to me, silly rabbit?! I came here to get the Golden Power, but I can't go back to the real world like this! If I only had the Moon Pearl from the Tower of Hera…then I could change back to the way I was! I've got good reason to be stressed out! So back off! Now scram!"    Now that you know what the Moon Pearl does and where it is, it's time to head back to the Light World. Sahasrahla's last message told you to get to the top of Spectacle Rock. Head west past the monsters, and you see an imprint on the ground that looks like a huge pair of glasses. Aha!

Piece of Heart 11

Stand in one of the eye sockets of the imprint on the ground and use the Magic Mirror. The screen shimmers, and you return to the Light World—right next to that Piece of Heart you saw earlier. Grab it before going any farther.

Drop off the north side of Spectacle Rock and head northeast to find the Tower of Hera (also known as the Mountain Tower). Don't enter yet. Instead, head around its west side to a suspension bridge.    Cross the bridge and examine a large green stone tablet at the end. It looks like gibberish, but if you equip the Book of Mudora and try again, Link can read it. It says: "Hold up the Master Sword and you will get the magic of Ether." Rather mysterious, but you don't have the Master Sword yet, so don't worry about it.    Return to the entrance of the Tower of Hera. Save your game and enter the Tower to begin your search for the final Pendant.

Tower of Hera Mountain Tower)

Tower of Hera, Second Floor (2F)

2F Room 1

Enter the Tower of Hera through the south door in the first (and only) room of the second floor. 2F Room 1 is a large, square room with three red orbs. Lines of red or blue blocks surround each orb.    Hitting an orb with a weapon changes its color from red to blue (or vice versa) and lowers the matching set of colored blocks. For example, hitting a blue orb changes its color to red, lowering red blocks and raising blue blocks. Hitting it again changes the orb back to blue, lowering blue blocks and raising red ones.

Tip: You can hit the orbs with your Magic Boomerang, which travels over raised colored blocks. It's a handy way to hit an out-of-reach orb. When the walkthrough says to "hit" an orb, you can hit it with your sword, Boomerang, or even your Bow & Arrows.

Begin by hitting the orb near the entrance to lower the blue blocks around the entrance. Walk north until you are outside of the ring of blue blocks and hit any blue orb to change it to red and lower the red blocks in the center of the room.    Keep walking north past the line of red blocks to find a Sahasrahla plate. Activate it, and Sahasrahla tells Link that he can use his Magic Mirror to return instantly to the entrance of any palace, castle, or dungeon.

Walk further north, avoiding the Mini-Moldorm and the fire from the Mini-Dodongos, and open the chest at the north end of the room to get the Map of the Tower of Hera.    Your in-game map shows that the Tower of Hera has six floors. Yikes! But each floor is extremely small, which is a comfort.    Now that you have the Map, walk to the southwest corner of the room and hit an orb to lower the blue blocks around the stairs. Walk down to reach the first floor of the tower.

Tower of Hera, First Floor (1F)

1F Room 1

This small room has a Stalfos and a Red Stalfos, as well as a Mini-Moldorm trapped inside a ring of red blocks in the center. A Key is also inside the ring of red blocks.    Defeat the two Stalfoses (the Red Stalfos can throw bones at you), then hit the blue orb to lower the red blocks. Defeat the Mini-Moldorm, grab the Key, and return to 1F Room 1.

1F Room 2

Hit an orb to lower the blue blocks around the entrance to the stairway in 1F Room 1. Walk to the center of the room and hit an orb to lower the red blocks in the center of the room. Proceed north and take out the Mini-Dodongos and the Mini-Moldorm.    In the northwest corner of the room is a locked door. You have a Key, so walk into the door to open it and reveal a set of stairs leading down to 1F Room 2. Go down the stairs. 1F Room 2 is a small room with 22 floor tiles that rise up and fly toward you, two at a time. A sealed east door opens when all 22 floor tiles are destroyed. You can use your weapons on them or dodge them and let them shatter against the walls. A ring of raised blue blocks obstructs the door.    In the southwest corner of the room, a red orb is blocked by pots. Dodge or destroy the floor tiles, and the sealed door opens. Pick up and throw the pots (they are all empty) to get to the orb, then hit the orb to lower the blue blocks around the east door. Go through the door and into 1F Room 3.

1F Room 3

1F Room 3 is another small room. A Mini-Moldorm scurries around the middle of it. Raised red blocks seal off the northwest and southwest corners of the room, and behind each ring of blocks is a Mini-Moldorm.    Defeat the Mini-Moldorm in the main part of the room, and then hit the orb to lower the red blocks. Defeat the other two Mini-Moldorms and head through the south door into 1F Room 4.

Tip: If you stand outside the rings of red blocks and wait for the Mini-Moldorms to get close, you can hit them with your sword without lowering the blocks. If you're patient, it's the safest way to defeat them.

1F Room 4

The final room of the first floor, 1F Room 4, is a small, square room with two Red Stalfoses. Defeat both and light the four torches with your lamp.

Note: If your Magic Meter is low, two pots at the north end of the room hold a Magic Vial and a Large Magic Vial.

Light all four torches and a chest appears between them. Open the chest to get the Big Key for the Tower of Hera. Once you have it, use the Magic Mirror to transport to the entrance in 2F Room 1.

*Note: You cannot backtrack to 2F Room 1 without the Magic Mirror. If you try, you find yourself on the wrong side of raised colored blocks, and you won't be able to hit an orb to lower them.

Tower of Hera, Third Floor (3F)

3F Room 1

From the Tower of Hera entrance, hit an orb to escape the ring of raised blocks, and then hit another one to lower the red blocks around the southeast stairs leading up. Head up these stairs to reach 3F Room 1.    This room has three Octopods and three gaps in the floor. Falling into any of the gaps sends you down to 2F Room 1. Defeat the Octopods to open the west door to 3F Room 2, and head through.

3F Room 2

3F Room 3 has three Octopods and two gaps in the floor. A locked door to the north requires a Big Key to open. Defeat the Octopods and take a look at two gray tiles in the floor.    One of the gray tiles has a star on it. If you step on the star, it moves to the other gray tile, and the gaps in the floor change locations. Step on the east tile so the star jumps to the west one. This moves one of the gaps away from the north door so you can open it. Do so, and head into 3F Room 3.

3F Room 3

3F Room 3 is a larger room with several gaps in the floor, a couple of gray star tiles, and four Octopods. First things first: Defeat the three Octopods in the west half of the room.

Tower of Hera, Fourth Floor (4F)

4F Room 1

4F Room 1, the only room on the fourth floor, is a labyrinth of short walls with plenty of pots, several Mini-Moldorms, and a couple of Mini-Dodongos. You enter through the east side.    Be careful not to fall into the gaps or hit the gray star tiles. After you defeat the three Octopods, head to the east half of the room and defeat the fourth. Hit the red orb to lower the blue blocks in front of the stairs leading up to the fourth floor of the tower, and go up the stairs.    Defeat the three Mini-Moldorms in the east half of the room by swinging your sword at them from the other side of a wall. That way you can destroy them without suffering any damage. Smash all the pots in the east half of the room; most are empty, but one conceals a Heart.    Move through the center of the room and smash all the pots for a few Rupees. Make your way west and get rid of the two Mini-Dodongos.    In the center of the room are two gray star tiles, a chest, and a Sahasrahla plate. Activate the Sahasrahla plate. Sahasrahla tells Link that the Moon Pearl is in this tower, and getting it will let Link keep his true form in the Dark World.    Open the chest to get the Compass for the Tower of Hera, then step on the gray tile with the star on it to move a gap in the floor away from the center of the room.    You can now walk a little farther north to see a giant treasure chest in the middle of the north part of the room. Unfortunately, a pit surrounds the chest, and there's no way across.    Make sure that the star is on the left tile of a pair of gray star tiles next to the Compass chest, and then go up the stairs in the northwest corner of the room to the fifth floor.

Tower of Hera, Fifth Floor (5F)

5F Room 1

The fifth floor has only this one room, and it's the same size as 4F Room 1. It is filled with gaps in the floor, bumpers that bounce you back if you hit them, several Octopods, and a single, nearly invincible Red Octopod.    Defeat all the Octopods, being careful not to fall down a gap in the floor or to hit a bumper that would send you down one. To get rid of the Red Octopod, hit it so that it falls into a floor gap.    Once the room is clear of enemies, locate the gray star tile in the west half of the room. It's next to a rotating wall of flame. Carefully step on the star tile, and then head toward the newly formed gaps in the middle of the room.    The next part takes precision, so pay close attention: Stand to the north of the northernmost gap in the center of the room. This gap is on the same horizontal level as the green skull welcome mat in front of the northeast staircase. Fall into the pit from the north side, and you land just south of the giant treasure chest in 4F Room 1.

Note: If you didn't fall near the giant chest, check these points:

  • The yellow star must be on the west tile of the pair of gray star tiles on either side of the 4F Room 1 Compass chest.

  • You must hit the star tile on the west side of 5F Room 1.

  • You must fall through the northernmost gap in the center of 5F Room 1.

  • You must fall through that gap from the north side.

Avoid the Blue Spark and open the giant chest to get the Moon Pearl, which allows Link to keep his true form in the Dark World. Excellent work, young hero!    Now walk south and hit either of the star tiles next to the gap in the floor to seal the gap. You've done just about everything you need to do in the Tower of Hera, so prepare for the boss fight. Before you do, go back down to 3F Room 3 and hit the blue orb. You'll see why in a second.    Head back up to 4F Room 1, and climb the northwest stairs to reach 5F Room 1. At the east end of this room, near the stairs to 6F Room 1, are 12 pots, and each contains a Heart! The orb you hit in 3F Room 3 lowered the raised red blocks that previously surrounded them. Take only as many as you need, then climb the stairs to 6F Room 1.

Boss Fight: Moldorm (6F)

6F Room 1

The entire sixth floor of the Tower of Hera is the arena in which you fight the boss, Moldorm. As the name implies, Moldorm is a larger version of the Mini-Moldorms you've seen throughout this adventure.    To face Moldorm, jump down to his platform from the south edge of the arena. You can't go back up until Moldorm is defeated. The entire platform is surrounded by a pit, and if you are knocked into it, you drop down a floor. Another, smaller pit in the middle of the platform has the same effect. Worst of all, if Moldorm knocks you out of his lair, you must start the fight all over again!    Unlike the Mini-Moldorms, Moldorm's weakness is his tail, not his head. Other than his tail, every part of his body is invulnerable. He doesn't directly charge you, but he moves quickly and erratically, making him hard to predict and harder to avoid.    Moldorm gets faster every time you hit him, and it's easy to get frustrated with the fight. Run directly away from him, so that it looks like he's chasing you. When he makes a U-turn, turn around quickly and strike his tail.    Remember that Moldorm does not actually chase you—he just slithers around. You can safely run in front of him (until he's nearly defeated and thus is super-fast) and know that he will make a U-turn within the next couple of seconds, leaving him vulnerable to your blade.    Once Moldorm is defeated, you get a Heart Container. When you pick it up, the Pendant of Wisdom falls from the sky. Pick it up to complete the Tower of Hera adventure and refill your Heart and Magic Meters!    You can now get the legendary Master Sword from the Lost Woods. Save your game as soon as you leave the Tower of Hera and head back to Kakariko Village to replenish your Hearts, Arrows, and Bombs.

Return to Hyrule Castle

The Master Sword

The Master Sword, deep in the Lost Woods, is represented by a flashing sword icon on your in-game map. Fully equip and heal Link, and then head to the fortune teller's house north of Kakariko Village.    From the fortune teller's house, go north past the Green Knights to enter the Lost Woods.

Note: Several fake swords are in the Lost Woods, some planted by the thieves who inhabit the forest. Don't be suckered by these cheap imitations, and don't get hit by the thieves, who shake your Rupees loose if they touch you. Follow the walkthrough instructions to the letter, and you’ll have no trouble finding the Master Sword.

Follow the forest pathway northwest until you reach the thieves' lair that you saw when getting Piece of Heart #5. From there, head west until you see two tunnels made of tree trunks.    Do not enter either tree-trunk tunnel. Go northwest until you see a single tree-trunk tunnel, west of where the other two tunnels end. Enter this single tree-trunk tunnel and walk through.    At the end of the tunnel, hack down the bushes to the west and head that direction. Watch out for the Crow that swoops toward you, and enter the tree-trunk tunnel to the south.    From the end of this tunnel, go west until you see a tree-trunk tunnel to the north that seems to disappear into the side of a hill. Go through this tunnel.    You know you've followed the instructions properly if you arrive in a clearing full of frolicking forest animals, none of which is a threat to Link. Keep going north, and you see the Master Sword plunged into a stone pedestal at the end of the clearing.    Approach the Master Sword and press 1. The inscription on the pedestal is written in ancient Hyrulian, which Link can't read until he equips the Book of Mudora. Then he reads:    "The Hero's triumph on Cataclysm's Eve wins three symbols of virtue. The Master Sword he retrieves, keeping the Knight's line true."    Walk to the south side of the Master Sword and press 1. The three Pendants float into the air, and Link triumphantly pulls the Master Sword from the stone. The haze of the Lost Woods dissipates, and Sahasrahla's voice appears in his head, saying:    "Link, you have done well to obtain the evil-banishing blade, the Master Sword. The power that shines in it is now yours to wield! With it, you should be able to thwart the magic of the evil wizard Agahnim. The destiny of this land is in your hands. Please, Link…."

Note: The Master Sword does twice as much damage as Link's regular sword. When Link's Heart Meter is completely full, each swing of the Master Sword also produces a magical blast that does as much damage as his old sword used to do—but it does not drain Link's Magic Meter. Even better, your character in Four Swords has the same sword-blast ability!

Start backtracking out of the Lost Woods. Zelda's voice appears in Link's mind, crying for help. Agahnim has found her, and his soldiers are attacking the Sanctuary! It's time to face this fiend!

The Ether Medallion

After you find the Master Sword, you can either rush to Hyrule Castle and rescue Zelda, or you can head back to Death Mountain and get the Ether Medallion. Zelda's not going anywhere, so you might as well grab the medallion, which is a powerful magic item.    To get to the Ether Medallion, head back to the Tower of Hera. It's a long trip, but worth it. Check the last section if you've forgotten how to get there.    When you get to the tower, cross the suspension bridge to its west and you arrive at the green tablet you saw last time you were here. Equip the Book of Mudora and read the tablet.    The tablet crumbles and Link gets the Ether Medallion, which is said to control the upper atmosphere and polar wind. With the Ether Medallion, Link can summon a powerful, icy magical attack. Using the Ether Medallion drains a quarter of your Magic Meter, though, so use it sparingly.

Return to Hyrule Castle

Leave the Lost Woods and hustle to the Sanctuary. The guardian of the Sanctuary lies injured on the floor. He tells Link that the soldiers broke in and took Princess Zelda to the highest room in Hyrule Castle. Agahnim means to sacrifice her. Link must stop him before he can work his dark magic. The old man then expires, leaving Link with the responsibility of rescuing Zelda and defeating Agahnim.    Enter Hyrule Castle through the front entrance. Head west through 1F Room 1 into 1F Room 2, and exit to the castle wall by taking the south door in 1F Room 2.

2F Room 1

The Hyrule Castle Tower has seven floors, each very small. You enter through the first room in the second floor (2F Room 1). This is just an entrance hall, with nothing of note except a door in the north wall that leads to 2F Room 2. Go through it.    Remember that door with the magical barrier in the center of the castle wall? The Master Sword slices right through it. Head in to begin your rescue mission!

Hyrule Castle Tower

Castle Tower, Second Floor (2F)

2F Room 2

In the next room are two Ball and Chain Knights. These are pumped-up versions of the Mace Knight you fought earlier when you rescued Zelda. Defeating each takes about five hits with the Master Sword.

Wait for the knights to swing their maces, and then close in and hit them with your Master Sword. When both are defeated, the east door opens. Go through it into 2F Room 3.

2F Room 3

This small room has two Elite Knights. They are fast and relentless pursuers. Each requires two hits with the Master Sword to defeat.    When you defeat both, a chest appears in the southeast corner of the room. Open it to get a Key, and use the Key to unlock the north door, where a set of stairs leads up to 3F Room 1. Head up the stairs.

Castle Tower, Third Floor (3F)

3F Room 1

3F Room 1 is pitch-black and, to make matters worse, has both an Elite Knight and an Eyeball Bat. Wait near the entrance and let the Elite Knight come to you.    Once the Elite Knight is defeated by your Master Sword hits, go to the center of the room and hit the Eyeball Bat. When both enemies are down for the count, go through the west door into 3F Room 2.

3F Room 2

3F Room 2 is a large, pitch-black maze with three Eyeball Bats and three Blue Knights. You enter through the northeast door, which seals shut behind you.    Carefully move west, fighting any enemies you see. When you come to a torch, light it with your lamp. The room has three torches. Travel the room's length and breadth, defeating all the enemies.    The pots in the room contain Hearts or Magic Vials, both handy in a room that requires you to light torches and fight enemies.    A door in the southeast corner is locked. The chest on the west wall holds the Key you need to open it. Grab this Key, open the door, and head into 3F Room 3.    To reopen the northeast door through which you entered, push the yellow block at the south end of the room to the west. Do this before going on to 3F Room 3.

3F Room 3

3F Room 3 is another small, darkened room, similar to 3F Room 1. Wait in the doorway until two Elite Knights come for you, and then deal them each two smacks with your Master Sword.    After you dispose of the Elite Knights, follow the red carpet to the north wall to find a set of stairs leading up to the fourth floor.

Castle Tower, Fourth Floor (4F)

4F Room 1

4F Room 1 is almost identical to 3F Room 1—small and darkened—and harbors a Blue Knight and a Blue Knight Archer. Wait for the Blue Knight to rush you and defeat him when he does. Defeat the Blue Knight Archer with a well-thrown Magic Boomerang.    Follow the red carpet to the middle of the west wall, where you find a doorway into 4F Room 2.

4F Room 2

4F Room 2 is a maze room like 3F Room 2, but instead of narrow pathways between walls, its maze consists of slightly wider pathways above a gaping chasm. Watch your step!    Carefully search out the room's three Blue Knights and dispose of them when you find them. Use your lamp to light three torches as you come across them to get a better view of your surroundings.    The pots in this room contain Hearts and Rupees, and the northeast corner has an open doorway. Go through it to reach 4F Room 3.    The southeast door through which you entered seals shut behind you. Push the yellow block at the north end of the maze to the west to reopen the door before you enter 4F Room 3.

4F Room 3

4F Room 3 is yet another small, dark room. It has a Blue Knight and two Blue Knight Archers. Defeat all three. One drops a Key that unlocks the north door.    Light the two torches in the middle of this room if you want to, but you shouldn't have much trouble defeating the three enemies without the extra light. Once the enemies are gone, unlock the north door and climb the stairs to 5F Room 1.

Castle Tower, Fifth Floor (5F)

5F Room 1

At last, a lighted room! Unfortunately, it has two Red Knights and two Eyeball Bats. This would be a good time to test your Ether Medallion.    Defeat all four enemies and activate the Sahasrahla plate in the northwest corner of the room. Sahasrahla tells Link that even the Master Sword cannot inflict physical damage on Agahnim—Link must find a way to turn the wizard's power against him. After you get this information, head west through the door to 5F Room 2.

5F Room 2

5F Room 2 is the same size as the last room and has two Red Knights, but no Eyeball Bats. Doors to the east and south seal shut when Link enters, but they reopen when you defeat the enemies. At that point, head through the south door into 5F Room 3.

5F Room 3

Call this one "The Room of Helpless Enemies." Two Eyeball Bats flitting around the north part of the room present little threat, and a Red Knight is trapped by pots in the center. Make use of this room's many pots by picking them up and throwing them at your enemies. Most of the pots also contain Hearts, Rupees, or Arrows—added incentive to shatter pottery.    When defeated, the Red Knight drops a Key. Use it to open the east door, and enter 5F Room 4.

5F Room 4

This room has a triple dose of bad guys: a Ball and Chain Knight, a Red Knight, and an Elite Knight. Don't stand in the doorway unless you're fond of getting clocked with a mace. Dodge the enemies as best you can and take them out.    Deal with the enemies from weakest to strongest (Elite Knight, Red Knight, and Ball and Chain Knight), and then head through the north stairs to the sixth floor of the castle tower.

Castle Tower, Sixth Floor (6F)

6F Room 1

This small room has two Blue Knight Archers and a Red Knight, but don't panic. The door through which you entered is surrounded by four gray statues. The archers' arrows can't penetrate the statues, and the Red Knight can't hit you while you're behind them.    Lure the Red Knight into a corner between two statues and swipe at him with the Master Sword, easily defeating him.    Now push the westernmost statue to the west and attack the Blue Knight Archers. Backing both into a corner or a wall is the best way to dispose of them. When the deed is done, go west into 6F Room 2.

6F Room 2

6F Room 2 is a long, very narrow pathway across a gaping chasm, and it is occupied by two Blue Knights. Be very careful not to get knocked off, lest you lose a Heart and reappear at the southeast entrance to the room.    Carefully make your way north along the pathway. Let the Blue Knights come to you, or stun them with your Magic Boomerang. At the north end of the room, a set of stairs leads up to the seventh and final floor.

Castle Tower, Seventh Floor (7F)

7F Room 1

This is another empty entrance hall, similar to 2F Room 1. Head north through it to reach 7F Room 2 and Agahnim's lair.

7F Room 2

Agahnim stands over a supine Princess Zelda, who seems to be lying on a sacrificial altar. In the style of the classic villain, Agahnim chuckles wickedly and tells Link he's been waiting for him and that he is going to make Zelda vanish before Link's very eyes.    Zelda rises into the air, and Agahnim zaps her with a powerful spell. The princess disappears, and Agahnim couldn't be happier. He tells Link that the seal of the seven sages is broken and that it's only a matter of time before evil inundates Hyrule. Agahnim boasts that no legendary hero can defeat evil armed with the Golden Power.    With that, Agahnim vanishes into the south wall, leaving Link alone in 7F Room 2. Agahnim isn't that good of a sorcerer—he just disappeared through a hidden door. Slash the center curtain on the south wall with your Master Sword to reveal a doorway, and head through it into 7F Room 3 and the fight with Agahnim.

Boss Fight: Agahnim

7F Room 3

When you enter 7F Room 3, the boss fight with Agahnim begins. Agahnim has a very predictable attack pattern: He transforms into a shadow, moves around the room, reappears, and casts a spell. He has three spells in his magical arsenal.

Agahnim's fireball travels straight toward Link. If you move out of the way, the fireball continues in a straight line and passes by harmlessly. If the fireball hits a wall, it vanishes.

The magic blast spell is a cluster of white orbs that home in on Link. Move quickly to avoid them. If the magic blast hits a wall, the orbs separate and ricochet off the wall.

You can always tell when Agahnim is going to cast his lightning spell—he goes to the middle of the north wall and faces south, no matter where Link is standing. Seconds later, lightning bolts sizzle from his fingertips and strike the south wall. Avoid the bolts by standing east or west of Agahnim when he's casting the spell.    No weapon in Link's arsenal can harm Agahnim, not even the fabled Master Sword. Remember the clue that Sahasrahla gave you? Link needs to turn Agahnim's power against him….    Believe it or not, the secret to beating Agahnim is the Bug-Catching Net. When Agahnim fires a fireball at Link, swing the net and send the spell flying back at the evil wizard. Stand directly north, south, east, or west of Agahnim so the fireball travels directly back at him. You can also use the sword to reflect the fireballs back at Agahnim.

Tip: The Bug-Catching Net doesn't swing immediately when you press 1; there's a slight delay. It might take a few tries to get the timing down.

You can't volley either of Agahnim's other spells, but you can disperse his magic blast with the Bug-Catching Net. The lightning is easily avoided after you learn to recognize Agahnim's position when he's about to cast it.    Hit Agahnim with five of his own fireballs, and the evil wizard slinks off. He isn't ready to admit defeat. Instead, he draws Link into the Dark World our hero glimpsed while heading toward the Tower of Hera.    Agahnim casts a spell that transports Link to the top of a pyramid. Sahasrahla's voice appears in his mind, telling Link that the place where he now stands was once the fabled Golden Land before evil transformed it into the Dark World.    Agahnim has broken the sages' seal and turned the gate to Hyrule Castle into a portal linking the Light World of Hyrule with the corrupted Dark World. Link can now use this gate in the Light World to appear at the Pyramid of Power in the Dark World.    To save the Light World, Link must take back the Golden Power from Agahnim. He must also rescue the seven maidens that Agahnim sent to the Dark World, because they are the descendants of the seven sages and have power that can help Link.    The maidens are locked in seven different dungeons, the first of which is the Palace of Darkness. After telling Link of his new quest, Sahasrahla refills Link's Heart and Magic Meters.

Missing Links

These are optional quests before you proceed to the Palace of Darkness, but all are worthwhile. If you choose not to do them, skip to the next section for the Palace of Darkness walkthrough.

Piece of Heart 12

The 12th Piece of Heart is on the Pyramid of Power, very close to your position after Sahasrahla's message. Walk down the stairs to the south, and then head east to a second set of stairs. Descend these as well.    Walk east until you see a ledge you can drop from. A hole in the pyramid is almost directly below it.    Drop from the ledge and walk east along the pyramid, following the path as it turns north.

The Piece of Heart is at the north end of this path. If you've found the other 11 Pieces of Heart, this should give you your 10th Heart Container. Nice work!

Piece of Heart 13

To get the next Piece of Heart, return to the Light World and go to the Sanctuary. Head northwest, past the entrance to Death Mountain, until you come to a house owned by three lumberjacks, A., B., and Q. Bumpkin.    A tree just southwest of the house has leaves of a slightly lighter green than the other trees.    Dash into the tree with 7, and its top falls off, revealing the entrance to an underground area. Jump on down!    At the north end of this underground area is a Fairy Pool with four Fairies. Grab as many as you need, and then head through the east doorway.    The 13th Piece of Heart is on the other side of the doorway. Grab it and exit the underground area through the south door in this room. You appear outside a cave south of the lumberjacks' house.

The Quake Medallion

Return to the Dark World via the Magic Mirror warp you used to get back to the Light World. If you don't have a warp open, use the Magic Mirror to get to the Dark World.    Head east from the Pyramid of Power as if you were going to the East Palace and the mushroom witch in the Light World. Head east past the Dark World shop that stands in place of the Light World Magic Shop.    Lift the big green rock east of the shop and get rid of it. Keep following the path north.    Stay on the path as it curves clockwise to the south, and shatter the clusters of five rocks that block your path. You probably now recognize this as the pathway to the Waterfall of Wishing in the Light World.    Head east and then make a quick turn north onto a plateau with Rock Frogs. Continue north until you see a sign near some skull rocks that reads: "Curses to anyone who throws something into my circle of stones."    To the west is a circle of stones in the water. Pluck any item (a bush, a stone, the sign), wade into the shallow water to the west, and throw the item into the circle of stones.    A large, disgruntled fish pops out of the water and asks if you were the one who disturbed his nap. Without waiting for an answer, he offers you the Quake Medallion if you go away and leave him alone.

Palace of Darkness

To the Palace of Darkness

Your first mission is to conquer the Palace of Darkness and rescue the maiden trapped within. The Palace of Darkness in the Dark World is located where the East Palace is in the Light World. Enemies in the Dark World are very different from the Light World foes you've faced—they tend to be stronger and do more damage. But they also leave larger rewards when defeated, such as several Bombs or a Red Rupee.    On the Pyramid of Power and in its surroundings, you face Worm Baskets, Moblins, Bombclopses, and Jumping Piranhas. Avoid or defeat them, and leave the Pyramid of Power area by heading east.    You arrive in a desert area that looks similar to the one that was full of Octoroks in the Light World. Here, you find more Moblins and Bombclopses, as well as Skulls that bounce after you if you touch them. Head southeast until the east cliff face ends and you can go due east.

Valley of the Palace of Darkness

Head east for a short distance, turning north at your first opportunity to enter the valley of the Palace of Darkness. From here, make your way northeast, staying on course by referring to your in-game map. A flashing blue diamond represents the Palace of Darkness.    In the center of the valley is a large temple with a sandy roof and an entrance flanked by enormous ape-like statues. Go in if you want to. It's purely optional.    Inside is what initially appears to be a bush, until you notice that it's moving and crying. Walk up and speak to it, and the bush asks you if you're looking for the Power of Gold. He tells you that you're too late; the Power of Gold obeys only the first person who touches it.    The man who claimed the Power of Gold (Agahnim) wished for the Dark World to be the way it is. The bush-man claims that it reflects the wizard's dark soul. The bush-man says that he, too, came to the Dark World driven by greed for the Golden Power, and look what happened to him.    To restore the Dark World to the Golden Land, someone worthy of the Golden Power must defeat the man who created the Dark World. Until then, the bush-man is stuck in this shape. The bush-man says that the Power of Gold is such a mischievous thing to leave lying around….

Note: The bush-man is the first character in the game to refer to the Golden Power or Power of Gold by its true name: Triforce.

After speaking to the bush-man, go to the center of the north wall of the room and bomb it.    A passageway opens, leading to a small room with four skull pots. Lift each skull pot to find a Heart beneath. When you have all four, leave the building and resume your journey to the Palace of Darkness.    Walk to the southeast side of the bush-man's house to find an arrow on the ground, fashioned of cobblestones. It points north. Follow the arrow due north, and you walk under a wall of bushes north of you.

Note: Look very carefully to see the hidden passageways under the bush walls. Normal bush walls have light green tops and brown brambles beneath. Bushes concealing hidden passageways have light green tops but no brambles. Look very, very closely to see the pathways of the hidden passage-ways—they are marked with tiny brown specks on the tops of the bush walls.

Walk behind the bush-man's house to its northwest corner. To the west is a narrow passageway through the bushes. Take this passageway and head north. Watch out for the Worm Basket.    Just before the path turns east is another hidden passageway under the bush wall to the east. Take this passageway. At the other end of this hidden passageway, move a very short distance to the southeast and enter a hidden passageway through the huge block of bushes to the east.    Carefully weave eastward through the bushes until you exit through their east side. Negotiating the bush maze is tricky because you can't see the pathway, but a little trial and error gets you to the other side.    When you exit the hidden passageway in the huge block of bushes, you meet Kiki the monkey. Kiki loves Rupees more than anything and asks if you can spare 10 Rupees.    If you give Kiki 10 Rupees, he follows you around. You can't enter buildings with Kiki in tow, and the only way to get rid of him is to leave the valley. You don't want to get rid of him, though. You see why in a moment.    Follow the path as it winds eastward and take a hidden passageway through the bush wall to the east. From here, head due north through another hidden passageway in the bush wall. Watch out for Bombclopses and Worm Baskets.    Continue along the southeast path. You should see a sliver of the Palace of Darkness in the upper right corner of your screen. Keep heading east until you see a hidden passageway through the bush wall to the north. Go through it to the palace's front gate.    The front gate is locked. Kiki says he can open it, but first he shakes you down for another 100 Rupees. You can't open the door yourself, so pay the little extortionist. Then enter the Palace of Darkness.

Palace of Darkness

Palace of Darkness, First Floor (1F)

1F Room 1

1F Room 1 has three doors in the north end. The middle one is the only one open, but the northwest and northeast doors can be opened by stepping on the trigger buttons in front of them. Enter the northeast door, which leads to the east end of 1F Room 2.

Palace of Darkness, First Floor (1F)

1F Room 2(East Side)

When you enter 1F Room 2, you see why we didn't tell you to go through 1F Room 1's middle door: The door in the center of the north wall of 1F Room 2 is locked and requires a Key to open. The door through which you just entered seals shut behind you.    A Green Beetle is in the east side of 1F Room 2. Hit its underside or backside with the Master Sword to defeat it, then lift the four skull pots in the room to get a Bomb, a Rupee, and a Heart. Under the northeast skull pot is a trigger switch. Step on it to reopen the south door to 1F Room 1.    After gathering the room's loot, head down the stairs to the north to reach the first basement floor of the Palace of Darkness.

Palace of Darkness, First Basement Floor (B1F)

B1F Room 1

B1F Room 1 is a small octagonal room with a Spinner and a pulsing gold tile in the floor. Stand on this gold tile to teleport to B1F Room 2.

Tip: You can use the Magic Powder on Spinners to transform them into Fairies—a great way to defeat these otherwise invincible enemies and refill your Heart Meter at the same time.

B1F Room 2

B1F Room 2 is almost identical to B1F Room 1, except that it has two Spinners and a teleport tile surrounded by a blocks in its center. Transform the Spinners into Fairies with the Magic Powder if you wish, then approach the Sahasrahla plate in the north wall. Instead of Sahasrahla, Link hears Zelda speak telepathically, telling him that she's trapped in Turtle Rock on top of Death Mountain. She knows Link is doing his best, but she begs him to please hurry and rescue her.    Examine the south wall. You find a crack. Drop a Bomb in front of the wall to open a passage to B1F Room 3 and head through.

Note: If you need to return to the teleport tile in the center of the room (because you don't have any Bombs, for instance), push the block to the south of the west teleport tile.

B1F Room 3

This room is an L-shaped corridor with three Jellyfish. Walk to the end of the corridor, defeating the Jellyfish as you go. Don't hit a Jellyfish when it's flashing white, or you get a nasty shock similar to the one delivered by a Shocker.    At the end of the corridor, the floor is cracked. You can blast it open with a Bomb, but that only opens a gap in the floor. If you fall in, you return to the room's entrance and lose a Heart. Instead, bomb the cracked wall next to the floor and enter the bombed wall to reach B1F Room 4.

B1F Room 4

B1F Room 4 is a large room with two Green Mimics and one Red Mimic. The Mimics match your movements. If you go one step east, they go one step east, but if you take a step north, they go one step south. The Red Mimic shoots fireballs at you if the two of you are lined up and facing each other.

Tip: You can control the Mimics' movement by maneuvering them into walls and corners. They still try to match your moves, but they end up walking into the wall.

First things first: Equip your Bow & Arrows and hit the Red Mimic twice to defeat it; it is not vulnerable to your Master Sword. After that, simply hit the Green Mimics twice each with your Master Sword.    Once all three Mimics are defeated, the room's north door opens. Lift the two skull pots to get a Heart and five Arrows if you wish. Proceed through the north door into B1F Room 5.

B1F Room 5

B1F Room 5 is a long, vertical room with a floor made of conveyor belts that pull Link south when he steps on them. Several spiked balls travel east and west across the room, and there are two Jellyfish and a Red Jellyfish to the north.    Time your moves carefully and head north along the conveyor belts. Defeat the Jellyfish and keep going north.    In the middle of the room, the conveyor belts switch direction and pull you north. You have to defeat the Red Jellyfish here, but be careful—it splits in half the first time you hit it.    With all the enemies defeated, cautiously enter the north stairs that lead up to 1F Room 3.

Palace of Darkness, First Floor (1F)

1F Room 3 (South Part)

You can only explore the south part of 1F Room 3 at the moment, because the north part is on a lower level and you have no way to drop to it. Defeat the room's three Red Jellyfish.    The chest in front of the door through which you entered has the Map of the Palace of Darkness. Grab it, and lift the skull pots to get two Bombs and 10 Arrows. The east and west walls are cracked. Plant a Bomb in front of each to open two passageways, and head through the east passage to reach 1F Room 4.

1F Room 4

1F Room 4 is a small Fairy Pond with three Fairies. Don't take more than you need, because they won't reappear unless you leave the palace and return. When you have enough Fairies, go through the west door in 1F Room 3 to reach 1F Room 5.

1F Room 5(East Part)

You only get a glimpse of 1F Room 5 from the bombed west doorway through which you enter. You wind up on a tiny ledge over a gaping chasm. You can see other platforms to the west, but you can't reach them from where you are. Open the chest on the ledge to get a Key,then use the Magic Mirror to return to the palace entrance.

1F Room 1(West Part)

From the palace entrance, hit the trigger switch to open the northwest door in 1F Room 1 and head through it to reach the west end of 1F Room 2. Defeat the Green Beetle in here, then lift the four skull pots for a Bomb, a Heart, a Rupee, and the trigger switch that opens the south door, which sealed when you entered.    Now go to the north end of the room and climb down the stairs for a quick trip to the palace basement.

B1F Room 6

This small, square room has two statues in the center that shoot fireballs at you. Go around to the corners of the room and lift the skull pots to find a Heart, a Rupee, and a trigger switch in the southwest corner.    Step on the trigger switch, and a chest appears in the southeast corner. Open the chest for a Key, and use the Magic Mirror to return again to the dungeon entrance.

1F Room 6

From the palace entrance, head due north through the door to the center of 1F Room 2. If you need Bombs, the skull pots in the middle of 1F Room 2 have two. Open the north door with your Key to enter 1F Room 6.    1F Room 6 is a huge room with a narrow south end. Walk north to see two Turtles, which you can't defeat at the moment. There are also two Jellyfish in the room and two of those fireball-spitting statues.    At the northwest and northeast ends of the room, long bridges lead toward doors in the north wall. Go to the northeast one first. Two gray blocks are in your way. Push the southeast one to the east until it falls off the bridge. Keep going north, taking the doorway at the end of the bridge to the southeast corner of 1F Room 5.

1F Room 5 (North and East Parts)

The northeast door from 1F Room 6 takes you to the southeast corner of 1F Room 5, where you got the Key from the chest on the tiny ledge. Walk north along the narrow pathway and open the chest to get yet another Key.

Proceed north toward a yellow arrow on the ground. This arrow allows Link to jump in that direction if you hold down w on the + Control Pad. Do that, and land on another platform to the north.    Pathways to the east and west are blocked by raised blue blocks, so you must head north. Cross some lowered red blocks, and you see a sealed door to the north and a south-pointing yellow arrow to the west.    Proceed west and defeat the Octopod you encounter. Be very careful not to get bounced back off the pathway when you hit the Octopod. If you fall off, you reappear at the room's entrance, minus a Heart.    Follow the pathway until you reach a locked door in the northwest corner. Open it with your Key and enter 1F Room 7.

1F Room 7

You appear at the south end of a long bridge stretching to the north. Two skull pots, each with a Bomb beneath, block your path. Grab a skull pot, but don't throw it. Carry it with you as you move north.    As soon as you start north, the bridge begins to crumble behind you. A Green Beetle appears in the middle of the bridge ahead. Throw the skull pot at him for a quick defeat, and keep moving.    At the north end of the bridge, ignore another Green Beetle. Lift one of two skull pots you see and step safely onto the east–west pathway at the north end of the room.    You can throw the skull pot at the Green Beetle to dispose of it in a single hit. A door at the east end of the pathway is open; one at the west end is locked. You still have a Key, so unlock the west doorway and go through it to enter 1F Room 8.

1F Room 8

This dark labyrinth has four Green Mini-Dodongos and no pots or torches. Your field of vision is limited, but you should be able to make your way through the room carefully, defeating Green Mini-Dodongos as you go.    In the southeast corner of the room is a treasure chest that contains a Key. Be sure to grab it.    In the northwest corner of the room is another treasure chest with some Bombs. Grab 'em if you need 'em.    The east wall is cracked near the chest with the Key. Bomb the crack to open a passageway into a different part of 1F Room 7.    Go through the passageway and poke your nose into 1F Room 7. It leads to a tiny plateau with a giant chest. You need the Big Key of the Palace of Darkness to open this chest, but at least you know where it is.    Return to 1F Room 8 and backtrack to the door through which you entered. Go back into the north part of 1F Room 7, and head through the northeast door to enter 1F Room 9.

1F Room 9

This small, square room has four Turtles, a treasure chest in the middle, and two sets of stairs in the north wall, leading down.    You can't defeat the Turtles, so lure them into a corner of the room and dash back to the chest to get the Compass. Then take either stairway for a quick trip to the palace basement.

B1F Room 7

B1F Room 7 is a dark room divided north–south into three parts. The east and west sides have torches near the north stairs. On each side, go south to find a Spinner and 27 Blue Rupees.

Tip: Remember: You can change a Spinner into a Fairy with the Magic Powder.

Treasure chests sit in the southwest and southeast corners. The southwest chest has Arrows; the southeast chest has another Key.    You can't reach the center section, which is patrolled by Turtles and has a locked door at the north end that requires the Big Key. This is the door to the boss's lair. You don't want to go there yet.    Grab all the loot from the east and west sides and go back up the stairs to 1F Room 9. At the south end of the room is a locked door. Open it and go through to 1F Room 10.

1F Room 10

This small, square room has a north–south corridor running down the center and a door in the south wall at the end. Spiked balls bounce back and forth across this dangerous corridor.    Lift either skull pot to the east and west of the entrance to reach the east and west sides of the room, which are safe from the spiked balls.    You can bomb the cracked floor in the northwest corner, but that only opens a dangerous pit in the floor. Instead, open the chest next to it for a Blue Rupee.    You need to exit the room via the south door, but don't run past all those spiked balls. There's a safer way. Stand next to the gray statue near the treasure chest and push the statue east. This boxes in the spiked ball and clears a path to the south door. Go through it to return to 1F Room 5.

1F Room 5 (South and West Parts)

Here we are back in 1F Room 5. You enter through the northeast door, which seals behind you. Now you must get to the southwest platform by leaping off the south-pointing yellow arrow, but a bunch of Octopods wait on the other side.    Use your Ether Medallion to freeze the Octopods and leap safely across. Once you're on the other side, knock all the Octopods into the pit with a single swipe of your Master Sword. Watch out for the large blue bumper, which shoots you into the chasm if you touch it.

Note: If you didn't get the Ether Medallion earlier, leap across and duke it out. Stand to the south of the Octopods and try to knock them into the gap.

Move to the south edge of this platform and throw your Magic Boomerang at the red orb to the south. This lowers the blue blocks to the east, so you can get to the east door.

1F Room 3(North Part)

You are now in the recessed north part of 1F Room 3. Six skull pots are in the northeast and northwest corners. The northwest pots contain Hearts; the northeast pots have Bombs and a trigger switch that opens the sealed north door.    When you step off the trigger switch, however, the north door closes. Push the northeast statue onto this switch to keep the door open, then head into 1F Room 11.

1F Room 11

1F Room 11 has two Green Mimics and a Red Mimic. Take them out with the techniques you learned in B1F Room 4. When you defeat all three enemies, the sealed north door opens.    The two skull pots in this room have 10 Arrows. Grab the Arrows and head north into 1F Room 12.

1F Room 12

1F Room 12 is a winding corridor, and a spiked ball runs along the south edge. Two raised red blocks in the center of the south path prevent you and the spiked ball from reaching the east half of the room.    Avoid the spiked ball and go north to find a blue orb. Hit it to lower the red blocks, then carefully run east along the south pathway to reach the east side of the room.    The northeast corner of the room has a Cyclops statue and a dead end. Your in-game map indicates that the room extends farther east, but the path seems to stop at the east wall.    To open the rest of the room, shoot an Arrow into the statue's eye. The east wall slides farther east, revealing a ladder to the basement.    Don't go down yet. Instead, backtrack to 1F Room 6. Walk along the east bridge in 1F Room 6 and fall off the east side through the gap over which you previously pushed the gray block. You land in B1F Room 8.

B1F Room 8 and 1F Room 6

This large room has two Turtles, and four Yellow Stalfoses drop from the sky after a couple of seconds. Avoid the Turtles and the Yellow Stalfoses' flying skulls. Lift the skull pot in the room's center to reveal a trigger switch.    Stand on the trigger switch and a treasure chest appears to the west. Open the chest to get a Key.    Go to the northeast corner of the room and lift the skull pots surrounding the teleport tile. Two contain Hearts. Stand on the teleport tile to transport to B1F Room 1.    Exit B1F Room 1 via the north door to return to the east side of 1F Room 2. Exit via the south door to reach 1F Room 1. Go through the center north door to reach 1F Room 2, and head due north to return to 1F Room 6.    In 1F Room 6, go to the west bridge and plant a Bomb on the cracked part to open a gap in the floor. Drop down this gap. You land on an elevated pathway in B1F Room 8.    Lift the south skull pots to get a Bomb and five Arrows, then follow the pathway to the northeast to find a locked door. Open the door to reveal a set of stairs leading up to the previously inaccessible center part of 1F Room 6.    Climb the stairs to 1F Room 6 and open the chest in the center to get the Big Key of the Palace of Darkness.

The Magic Hammer

Now backtrack to 1F Room 8. Here's how: Use the Magic Mirror to return to 1F Room 1. Travel north through 1F Room 1 and 1F Room 2 to 1F Room 6. Take the east bridge to 1F Room 5, and go through the northwest door in this room to 1F Room 7. Cross the crumbling bridge, and then go through the northwest door to 1F Room 8. Whew!    Back in 1F Room 8, go through that hole you bombed in the eastern wall to reach the large chest. Watch out for the Green Mini-Dodongos, which have returned by this point. Use the Big Key to open the chest and get the Magic Hammer. With the Magic Hammer, you can drive wooden stakes into the ground, and you can also smash Turtles!    To try out your new toy, leave 1F Room 8, head east across 1F Room 7, and enter 1F Room 9, the square room with the four Turtles. Equip the Magic Hammer and swing it when the Turtles draw near. They flip onto their backs, which leaves them vulnerable to your Master Sword.

Back to 1F

Room 12

After defeating the Turtles in 1F Room 9, go through the south door, then south through the next room (1F Room 10) to return to 1F Room 5. You must go through the east door in this room, which requires you to leap to the middle platform with all the Octopods and hit the orb to the south. This lowers the raised blue blocks in front of the east door.    Go through the east door of 1F Room 5 to reach 1F Room 3. Head north into 1F Room 11 and north again into 1F Room 12. Go to the northeast ladder you revealed so long ago and climb down it. Now you see why we had you wait before descending into B1F Room 9.

Palace of Darkness, First Basement Floor (B1F)

B1F Room 9

A line of bouncing pegs surrounds the ladder from 1F Room 12 in this darkened room. You can't move past them. Some Turtles also wait on the other side of the pegs. Equip your Magic Hammer and play "whack-a-mole" with the pegs, pounding them into the ground so you can walk across them.    On the other side of the pegs, take out the two Turtles and head west past a line of lowered red blocks. A line of raised blue blocks is farther west, and beyond those blocks is a locked door in the west wall.    Stand west of the lowered red blocks, equip your Magic Boomerang, and throw it at the red orb in the northeast corner. The blue blocks sink, giving you access to the west door.    Lift the skull pots on this side of the room for two Bombs if you need them. Go through the west door to B1F Room 10.

B1F Room 10

B1F Room 10 is a small, dark L-shaped hallway with one Turtle. Defeat the Turtle with the Magic Hammer and Master Sword, and exit the room via its south door to reach B1F Room 11.

B1F Room 11

B1F Room 11, another darkened room, is full of Turtles. Don't bother lighting the two torches in the center of the room. Just hammer the Turtles, then hit them with your Master Sword to clear the room.    Once all the Turtles are defeated, the sealed east door opens. Go through to B1F Room 12.

B1F Room 12

B1F Room 12 is a small, darkened, octagonal room with two torches. It has no enemies, but it does have a teleport tile in the middle of the floor, surrounded by gray blocks.    Push the northeast gray block to the west to open a walkway to the teleport tile. Step onto the tile to be transported to the center of B1F Room 7, the room just south of the boss's lair.    Move north along the narrow pathway. You face two waves of Turtle pairs, but if you're quick with the Magic Hammer, you won't have any trouble. When you reach the north door to the boss's lair, save your game. Then enter B1F Room 13 to face the Helmasaur King.

Boss Fight: The Helmasaur King

Like most bosses, the Helmasaur King is large and intimidating. If you heed these tips, however, you have no trouble defeating him.    The Helmasaur King has two different attacks. The first is a fireball attack. The Helmasaur King shoots from his mouth a fireball that splits into three fireballs. Each of these then splits into four fireballs, one at a time. It's tough—but not impossible—to dodge them all. Remember: Your Magic Shield blocks fireballs.    The Helmasaur King's second attack is a tail strike that hits Link if he's standing in front of the boss. To avoid this attack, keep to the sides of the great beast when you're not attacking.    To defeat the Helmasaur King, hit his blue mask three times with your Magic Hammer. After each hit, a piece of the mask flies off. After the third hit, the mask shatters, and the Helmasaur King becomes enraged, moving more quickly and performing more tail attacks.    The Helmasaur King was wearing the mask to protect the green jewel on his forehead. As soon as the mask is shattered, equip your Bow & Arrows and fire at the green jewel. Hit it eight times, and the Helmasaur King is defeated.    As usual, a Heart Container drops from the sky after you beat the boss. Pick it up, and the first Crystal falls from the sky as well. When Link takes the Crystal, it floats over his head and expands, revealing one of the kidnapped maidens inside. She thanks Link for rescuing her from the clutches of Agahnim's evil monsters.    She also tells Link that the Dark World was once the Golden Land where the Triforce was hidden, but the thief leader Ganon wished for the world to be transformed, and it was. The maiden fears that Ganon plans to build his power in the Dark World and conquer the Light World, using the power of the descendants of the sages to open a larger gate between the two worlds near Hyrule Castle.    The gate is not yet completely open. There is still time to stop him. The seven maidens can pierce the barrier that protects Ganon's hiding place. This maiden tells Link where the other six are held.    When all seven are free, they will return to their original forms. Until then, they remain as Crystals. She gives Link her best wishes and refills his Heart and Magic Meters. Link appears outside the Palace of Darkness.    So it seems that Ganon, Link's longtime adversary, is behind the troubles in Hyrule. Is he working with Agahnim, or is he Agahnim in disguise? It's not clear yet. But Link has to rescue six other maidens and hasn't much time to dwell on such matters.    Check your in-game map to see the six other maidens' locations. They are numbered #2 through #6, in the order in which you must rescue them. Maiden #2 is at the south end of the Dark World.    Skip to the next section if you want to head out to rescue her immediately. But you should have a look at what follows in this section, which has some optional quests with excellent rewards.

Missing Links

As usual, these quests are mostly optional, but each gives Link a reward that greatly helps him in his mission to save Hyrule. We recommend that you undertake them all.

Piece of Heart 14

From the Palace of Darkness, head south out of the valley and then west until you reach a land bridge blocked by three rows of pink pegs. Equip your Magic Hammer and pound the pegs down.    Continue to the south, until you see a Tongue Flower and a Rock Frog. Defeat both and jump into the murky waters of the Dark World's version of Lake Hylia.    Head slightly north-east until you stand in an area of shallow water surrounded by a circle of rocks. You have to deal with some bomb-dropping Flying Green Beetles. Try to avoid them rather than attacking them.    Use the Magic Mirror to warp to the Light World. You appear on a small island with the Piece of Heart and a Shocker. Grab the Piece of Heart and warp back to the Dark World.

Piece of Heart 15

Starting at the bridge near the valley of the Palace of Darkness—the one with the pink pegs that you need to hammer down—go south across the bridge. At the south end of the bridge, a sign advertises the Bomb Shop at the spot where Link's house would be in the Light World.    Here, you can buy 30 Bombs for 100 Rupees. You can only hold 10 Bombs at a time right now, so this isn't such a good deal.

Tip: If your Heart Meter is low, use the Magic Mirror to warp back to the Light World here and visit the Fairy Pool near Link's house.

Continue west past the Bomb Shop sign until you are northeast of where the Desert of Mystery would be in the Light World and south of the grove of trees where you saw the young flute-player in the Light World. You should find a circle of flower bushes.    Warp back to the Light World while standing in the middle of these bushes. You appear on a plateau with a cave entrance. Go into the cave.    In this cave are six pots, five of which contain Hearts. The Piece of Heart is in the northwest corner of the cave; you can't miss it.

The Flute-Playing Boy

The center of the Dark World has a grove of trees. The entrance to the grove is to the south, blocked by a group of bushes in the shape of a south-pointing arrow. Chop through the bushes and enter the grove.    Walk north into the grove center, where you find a creature sitting on a tree stump. He tells you that he wandered into the Dark World and was changed into his current shape. In the Light World, he played his flute day and night in a grove of trees, and the animals flocked to hear him.    Before he came to the Dark World, he buried his flute in the grove, along with some flower seeds. He asks if Link will try to find it. Answer "Yes" to get the Shovel, an essential item for many optional quests to come.

The Flute

Now that you have the Shovel, you should find the kid's flute. Warp back to the Light World while standing in the grove.    You see an image of a young man playing his flute for the assembled woodland creatures. You know who this is and how to help him.    Go to the patch of flowers in the northwest corner of the grove and start digging. The flute should pop right out of the ground. Grab it and warp back to the Dark World.    Return to the transformed boy on the tree stump. He thanks you for finding the flute, but he's saddened to see that he can't play it in his current form. He asks Link to keep it and take it to a tired old man in the village. The transformed boy complains that his mind is getting hazy. He asks to hear the sound of the flute one last time.    Equip the flute and play it. As the song plays, the boy transforms into a sapling on top of the tree stump and says no more.

Returning the Flute

In the Light World, go to the tavern in the southeast corner of Kakariko Village. If this is the first time you've been back to Kakariko Village since fighting Agahnim, notice that the place is crawling with soldiers now. Be on guard.    Approach an old man sleeping in the southeast corner of the tavern, and play the flute. The old man recognizes the tune and asks Link if he's seen his son … but the look in Link's eyes tells him everything he needs to know. He asks Link to keep the flute and play it for the birds in town, now that his son is gone.    The only bird in town is the giant one on that weird weathervane in the village center. Go there now and play the flute.    The weathervane shatters, and a white bird flies out.    Play the flute again, and the bird comes back to scoop Link up. The screen then changes to the in-game map, labeled with various points. Choose a point and press 1, and the bird takes Link there instantly. This trick works as many times as you need it to, but you must be outdoors to use it.

Tip: If you accidentally play the flute and don't want the bird to pick you up, move north or south. The bird flies by and misses Link.

Piece of Heart 16

Note: You must have 80 Rupees for this quest.

In the Dark World, go to where the feuding brothers' house south of Kakariko Village would be in the Light World. There you find a fellow with a fox's face who offers you a chance to dig up his yard for 30 seconds and keep any treasures you find. It costs 80 Rupees per try.    Pay the man and start digging. The Piece of Heart is in a random location each time you play, so start anywhere you like. It will pop out of the ground when you find it. If you've collected all the previous pieces, this gives you your 12th Heart Container!

Note: If you dig and don't find the Piece of Heart in 30 seconds, exit the field, head east until the screen scrolls, then go back to try again. It costs you another 80 Rupees, but you probably earn that back with all the Rupees you find. You cannot find the Heart Container after the time limit has expired.

Magic Meter Power-Up

Note: You must have Magic Powder to undertake this quest.

In the Light World, go to the blacksmith's house near Kakariko Village. Outside the house is a stake that keeps you from dropping into a hole next to a cave entrance.    Use the Magic Hammer to pound the stake down, then drop off the ledge into the hole below.    You appear in a small room with exits to the north and west. Go north.    In this room is a peculiar green altar with a pair of hands holding a basin of red liquid. Sprinkle some Magic Powder on the basin.    A purple bat appears and starts to curse Link for waking him, but his tone suddenly turns grateful for no apparent reason. He gets angry again and threatens Link with a terrible vengeance—if that's okay with Link, that is.    The split-personality bat hits Link with a magic spell that halves his Magic Meter use—when Link uses an item that requires Magic Energy, it costs half as much as usual. To exit the cave, head south and take the west passage from the room you landed in.

The Bombos Medallion

To get the Bombos Medallion, head toward the Swamp of Evil (the Dark World version of the Desert of Mystery). You can't actually enter the swamp yet, but go as far west as possible until you see a row of pink pegs.    Stand inside the pegs and use the Magic Mirror to warp to the Light World. If you do it right, you walk west and see a large green tablet sticking up from the ground.    Equip the Book of Mudora and read the tablet. It says: "Hold up the Master Sword and you will get the magic of Bombos." Link raises his Master Sword, and the surrounding area explodes with power (perhaps catching an unlucky Vulture in search of a free meal).    The Bombos Medallion falls into Link's hands. Like the other medallions, it unleashes a powerful magical attack against surrounding enemies. It requires a fair amount of magical energy to use, but if you found the purple bat that halved your Magic Meter costs, this isn't an issue.

Watergate Dungeon

Entering Watergate Dungeon

In the Dark World, the Watergate Dungeon occupies the same area as the Light World stone structure with the levers that you entered to get Piece of Heart #4. Use your in-game map to head down to the building marked with the second Crystal.    Enter the structure and investigate the entrance room. An L-shaped lower part has a ladder leading up to a Sahasrahla plate and another broken ladder that, if it were whole, would take you up to a ledge with a spiked ball and several Water Bugs.

Note: For purposes of the dungeon map, this is technically 1F Room 1 of the dungeon.

Climb the ladder to the Sahasrahla plate and activate it. Sahasrahla reminds Link that objects in the Light and Dark worlds mirror each other. If something changes form in one world, its twin changes shape in the other.    That's your clue to leave the building and warp to the Light World as soon as you're outside. Enter the structure again in the Light World. Pull the right lever inside to drain the outdoor pond, just as you did to get Piece of Heart #4.    Return to the Dark World. The Dark World pond has drained as well. Enter the Dark World building to find it flooded with water, just like its Light World counterpart. You can now swim to that broken ladder and climb it.    Watch out for the bouncing spiked ball as you head north. Defeat the three Water Bugs and avoid the Green Globs that rise from the water and shoot at you.    When all three Water Bugs are defeated, a chest appears. Open it to get a Key, which you can use to unlock the door to the set of stairs in the northwest. Break into the Watergate. Go down these stairs to enter the first basement floor of the dungeon.

B1F Room 1

This long room is filled with Water Bugs and Green Globs and has a fireball-spewing statue at the south end for good measure. Defeat the Water Bugs, dodge the attacks from the other hazards, and make your way south.    The southernmost skull pot contains a Key. Grab it, then head up to the small alcove in the northwest end.    The west wall of this alcove is cracked. You know what that means: Plant a Bomb in front of it to blow open a hidden passage, then head through the passage to reach B1F Room 2.

Watergate Dungeon, First Basement Floor (B1F)

Tip: If you don't have any Bombs, pick up the other skull pots in the room to get a couple.

B1F Rooms 2 and 3

The bombed passageway leads to the upper part of B1F Room 2, which is otherwise inaccessible. Two Red Slimes pop up from the ground. Give them each a whack with the Master Sword to send them on their way.    At the west end of the plateau is a chest with the Map of the Watergate Dungeon. Pick it up and return to B1F Room 1.    Head south in B1F Room 1 until you reach the locked door in the southwest corner. The Key you picked up earlier in here opens the door. Go through it to reach B1F Room 3.    You enter this large room through the east door and appear on an elevated platform. The room has a Red Stalfos, a Jellyfish, and a Red Jellyfish, as well as a Fire Snake. In the center of the platform is a cannon that fires north, south, east, or west when you cross in front of it from any direction.    Defeat the enemies and take the ladder in the southwest corner of the plateau down to the lower part of the room. You see a door to the north, a ladder to the west that leads to a locked door, and farther west a broken ladder that leads to an open doorway. The only doorway you can reach is the open one to the north, so go through it.    This doorway leads to the recessed area in B1F Room 2. To the east is the plateau from which you got the Map; to the west is another elevated plateau with two Stalfoses guarding a switch. Walk all the way north and lift the skull pot there to get a Key.    Return to B1F Room 3 and climb the ladder to reach the locked door on the north wall. Unlock the door and go through it to enter the elevated west end of B1F Room 2.    The elevated west plateau in B1F Room 2 has a Stalfos and a Red Stalfos. Defeat the Stalfos with your Master Sword, then use your Magic Hammer to flatten the bouncing pink pegs near the Red Stalfos. Defeat the Red Stalfos with your Master Sword or your Magic Hammer.    Once the enemies are defeated, stand on the east side of the lever and push it west. Water floods in from the north, filling the room's recessed area.    Before you return to B1F Room 3, place a Bomb in front of this room's cracked west wall. The explosion blows a hole in the wall, opening another passageway.    Go through this passageway to get a glimpse of B1F Room 4 from an elevated plateau. Two skull pots are to the north. One has a Blue Rupee; the other has a Bomb.    Return to B1F Room 3. The room is now flooded, and you can swim to the broken ladder, just as you did when you first entered the dungeon. Climb up the broken ladder and go through the west door to B1F Room 4.

B1F Room 4

This enormous room has a lot going on. Water Bugs skim along the submerged floor; Green Globs rise up from the water. Torpedo Fish shoot out of tubes in the wall, and the ever-popular fireball-spitting statues are determined to pick Link off.    The room also has a huge chest in the center, which you can't open because you don't yet have the Big Key. Ignore it for the moment and head west along the south part of the room. Duck into the first south door you see, which leads to B1F Room 5.

B1F Room 5(East Part)

From the north entrance to B1F Room 5, go east along the waterway and defeat the Water Bug you encounter on the way. Watch out for the Torpedo Fish jumping out of the east tunnel. Pick up the skull pot if you need a Heart, and keep following the path south. At its end, go through the doorway to enter B1F Room 6.

B1F Room 6

Keep following this shallow water path as it curves clockwise. You have to defeat two Water Bugs to proceed, and watch out for the Torpedo Fish that sneak up from behind via the southeast tunnel. At the end of the path, in the northwest corner of the room, is another doorway. This leads to the west part of B1F Room 5.

B1F Room 5(West Part)

Keep following the path until you come to the gray blocks in the northwest corner of the room. Push the south one to the east, and a treasure chest appears next to you.    In the chest is the Compass for the Watergate Dungeon. Grab it, then head through the north door to reach the south end of B1F Room 4.    From B1F Room 4's south doorway, go northwest and climb the ladder to the platform in the southwest corner of the room. This takes you to B1F Room 7.

B1F Room 7

B1F Room 7 is very similar to B1F Room 3. It has a Stalfos, a Red Stalfos, a Jellyfish, a Fire Snake, and a cannon that fires in four directions when Link steps in front of it. You enter via the east door on an elevated platform.    Defeat all of the enemies you can (everything except the Fire Snake and cannon). A door to the north is blocked by a row of raised blue blocks.    Go west and descend the ladder at the end of the platform. From here, go directly north and through the doorway into B1F Room 8.

B1F Room 8 (Center Part)

From the door you went through, you can only move through the narrow recessed area in the center of this room. To the east is a switch, a red orb on an elevated platform, and a bouncing spiked ball that drives you nuts if you listen to it for long.    To the west is another elevated platform with a few skull pots and a chest. You can't get to either of these platforms, so head north and lift the skull pot in front of you to get a Key. Return to B1F Room 7, then take the east door back to B1F Room 4.    Go to the northwest corner of B1F Room 4 and climb the ladder to get up to the elevated platform found there. You can open the locked door to the west with the Key you just found. Do so, and go through the door to the east part of B1F Room 8.

B1F Room 8(East Part)

As soon as you enter B1F Room 8, defeat the Stalfos and the Red Jellyfish. Then stand to the south of the red orb (but not immediately east of the spiked ball) and hit the orb with your Magic Boomerang.    This drops the raised blue blocks around the switch in the northwest corner of the platform. Avoid the spiked ball by approaching the switch from the north, and push the switch west to flood the room and surrounding areas. Then hit the orb to turn it red again (you see why later) and exit via the east door to return to B1F Room 4. Head to the southwest door in B1F Room 4 and go through it to reach B1F Room 7.    Walk southwest to the end of the elevated platform and drop into the water. You can swim right over the blocks that obstructed you earlier. Swim west, climb the ladder to the south, and go through the west doorway to B1F Room 9.

Tip: If you need a Heart, follow the pathway to the skull pot and lift it. Watch out for the Red Slime that appears behind you.

B1F Room 9

B1F Room 9 is similar to B1F Rooms 7 and 3. You enter through the east doorway and appear on an elevated platform with a Fire Snake, a Jellyfish, and a Stalfos. Defeat the latter two enemies, avoid the spiked blocks, and head to the west and down the ladder to the lower area.    You could head north, but there's nothing up there except a turned-off water spigot and a couple of Water Bugs. Instead, head west. Push the south gray block to the west and the center one north to clear a pathway. Climb the ladder to the southwest.    Follow the elevated pathway clockwise until you reach a set of stairs leading up. Climb these stairs to get to 1F Room 2.

1F Room 2

This huge room is covered in shallow water and has alcoves to the northwest, northeast, southwest, southeast, and south. You enter from the southwest alcove to find three Water Bugs, several Green Globs, a rotating wall of fire, and a fireball-shooting statue.    Head north and push the gray block away from the northeast alcove. Walk into the alcove and fall down the gap. This drops you into the elevated east end of B1F Room 9.

B1F Room 9(East Part)

If you didn't change the orb back to red after activating it previously, the east end of this plateau is blocked off, and you can't reach the east door beyond it. But if you've been following this walkthrough faithfully, you did change the orb back to red. You can now go east through the doorway into the elevated west part of B1F Room 8.

B1F Room 8(West Part)

Pick up the five skull pots on this elevated platform to get five Blue Rupees. Open the chest at the end to get the Big Key. Now backtrack to B1F Room 4 and open that giant chest!

Tip: If you can't remember how to get back to B1F Room 4, just head east. It's the large, square room in the center of B1F.

The Hookshot

The large chest is on a platform in the room's center. Climb up the ladder on the south side of the platform and open the chest to get the Hookshot, one of the most valuable tools in the game. It can pull Link to otherwise unreachable areas and also works as a weapon against most enemies.    To use the Hookshot to pull Link along, hit an object such as a pot, statue, or chest with the Hookshot. You can't just shoot a wall with it. Try it out by firing it at the skull pot to the west of the giant chest. It should sink into the pot and pull Link over to the platform.    Now that you know how it works, go up to the northwest platform and use the Hookshot to hit one of the east skull pots. It pulls Link to the platform. A locked door to the north requires a Key to open.

Optional Treasure Hunt

If you want to make a few more Rupees, go back to 1F Room 2 and drop down the gap in the northwest alcove. This takes you to the elevated upper platform of B1F Room 10. In here, you find a chest with a Red Rupee.

Fire the Hookshot at the giant chest to the south. From that platform, fire it at the skull pots to the east to reach that platform. The easternmost pot on this platform contains a Key. Grab it, return to the platform in front of the locked door, and unlock it to reveal a doorway to B1F Room 10.

B1F Room 10 (West Part)

B1F Room 10 is a long, east–west-oriented room with a sealed door in the northwest end and a sealed door and a set of stairs in the northeast end. Between the two is a pathway of shallow water with a Green Glob.    Head west from the entrance and defeat the Red Jellyfish in the west side of the room. Pick up the northwest skull pot to find a hidden trigger switch. The two sealed doors stay open as long as it is depressed.    Push the gray statue onto the trigger switch to keep the door open, then head back east and defeat the enemies you find there. Once they are gone, the north doorway unseals. Go through the north doorway to reach B1F Room 11.

B1F Room 11 (Southeast Part)

This room is made up of two winding corridors that do not intersect. The entrance from B1F Room 10 takes you to the southeast one. Go north down the corridor, defeat the Red Jellyfish you encounter, and head down the stairs to the second floor of the dungeon basement.

B2F Room 1

To the west of the stairs through which you entered is a switch. Push it to the west to drain the room. Then head up the northwest stairs to the northwest corridor of B1F Room 11.

B1F Room 11 (Northwest Part)

Move southwest through this corridor until you come to a doorway at the end. Go through the doorway to B1F Room 12.

B1F Room 12

This square room has fireball-spitting statues in the southeast and northwest corners. A Stalfos, a Red Stalfos, and a Red Jellyfish round out the enemy roster.    Enter the room and defeat the enemies. When they're disposed of, you can lift the skull pots for a Bomb and a Magic Vial if you want. Go through the south door to return to the west end of B1F Room 10.

Watergate Dungeon Basement, Second Floor (B2F)

Tip: You can skip B1F Room 12 altogether by using only the southeast corridor in B1F Room 11 and the northeast stairs in B2F Room 1. But you might want to check out B1F Room 12, if only for the Magic Vial and Bomb in the skull jars.

From B1F Room 10, head all the way east and descend the stairs in the northeast corner of the room. These take you to B2F Room 2.

B2F Room 2

You appear on the elevated upper pathway of B2F Room 2. You must defeat a Jellyfish to the south, but watch out for the Red Slime that sneaks up under you.    Once both enemies are defeated, take the ladder down from the elevated pathway. Lift the two skull jars for two Hearts and open the two treasure chests for two Red Rupees. Then go through the west door to B2F Room 3.

Note: If you didn't visit B2F Room 1 first and hit the switch to redirect the water, this room is flooded. You can't get to the treasure. To proceed through the dungeon, you must hit that switch in B2F Room 1.

B2F Room 3

B2F Room 3 is just a long, watery hallway that leads west and then north. Your old friends the Torpedo Fish, the Green Glob, and the Water Bug put in appearances as you head north.    At the north end of the hallway are doors to the east and north. The east door just leads to the bottom of B2F Room 1, where there is nothing of interest. Go through the north door into B2F Room 4.

B2F Room 4

This long, east–west-oriented room has four Water Bugs and several Green Globs. Your in-game map indicates doors in the northeast and northwest sides, but only the northwest one is visible. The second one is hidden behind the second waterspout from the east.    Defeat the Water Bugs in this room and avoid the Torpedo Fish and Green Globs. Go through the northwest door into the west part of B2F Room 5.

B2F Room 5

The west part of B2F Room 5 is a small L-shaped corridor with Torpedo Fish and a Water Bug. Six skull pots at the end of it contain Arrows and Bombs. Grab these and return to B2F Room 4.    In B2F Room 4, push the gray block south of the red grating in the north wall to the west, and a treasure chest appears. The chest contains a Red Rupee.    From B2F Room 4, go through the second waterspout to the east to reach the east part of B2F Room 5, a narrow room with two Jellyfish lurking on the elevated platform at the north end. Climb up to the platform, defeat the Jellyfish, and lift the four skull pots for two Hearts, five Arrows, and a Bomb. Once the enemies are defeated and you've pocketed the loot, go up the north stairs to B1F Room 14.

B1F Room 13 (East Corridor)

You appear in the east corridor of B1F Room 13, which also has a central and a west corridor that you can reach only from B1F Room 14. Head south down the corridor, defeat the Jellyfish in its center, and watch out for the two Red Slimes that appear as you walk down the corridor. Exit through the south door into B1F Room 14.

B1F Room 14

B1F Room 14 is completely submerged, with a narrow walkway along the north edge. Several Water Bugs zoom around on the water and are almost impossible to defeat, because you can't attack while in the water and you can't hit them from the walkway.    Drop into the water and swim to the northeast section of the walkway. Lift the pot found here to get a Key.    Jump back into the water and carefully swim west. Climb up the ladder to reach the section of walkway just west of the entrance and lay a Bomb in front of the cracked north wall. This opens a passageway into the central corridor of B1F Room 13.

B1F Room 13 (Center Corridor)

At the north end of this dead-end corridor are eight skull pots. Watch out for the Red Slime that pops up from the ground when you walk north. Defeat the Red Slime and lift the pots to get two Bombs, 10 Arrows, two Magic Vials, and two Hearts.    Go back into B1F Room 14 and swim to the northwest walkway. Open the locked door with the Key you found earlier in this room and head through it to the west corridor of B1F Room 13.

B1F Room 13 (West Corridor)

This corridor has no enemies, just a door at the north end that leads to B1F Room 15 and the boss of Watergate Dungeon. Prepare y ourself for the battle and save your game, then enter B1F Room 15.

Boss Fight: Arrghus

Arrghus is one of the oddest creatures in the game. It's a giant jellyfish surrounded by orange puffballs. Arrghus moves around its lair slowly, following Link.    Every 10 seconds or so, Arrghus stands still, and the puffballs around it fly off its body and spin in a circle around it. If Link is standing too close, puffballs hit him for a couple of Hearts' worth of damage. To avoid being hurt, lure Arrghus to one side of the room and then run to the opposite side.    To defeat Arrghus, use the Hookshot to pull puffballs off Arrghus. The Hookshot has a long range, so you can stand safely at the opposite side of the room from Arrghus and hit it with the Hookshot.    When you yank off a puffball, it turns white and starts drifting back toward Arrghus. Slash it twice with the Master Sword to destroy it. Repeat this for all 13 puffballs to expose Arrghus's vulnerable true form.    When all Arrghus's puffballs have been destroyed, the creature uses a more direct attack. It leaps into the air, crashes down in the water, and starts bouncing around the room like a Spinner. If it hits Link, it does three Hearts' worth of damage.    Hit Arrghus's single large eye six times with the Master Sword to defeat the boss. Arrghus doesn't actually chase Link, so you can predict where it will bounce and get into position to hit it.    The only time you're truly in danger from Arrghus's second phase of attacks is when it is crashing down. Keep moving so it doesn't land on you. When it starts bouncing around the room, it's so predictable that you can usually avoid it with ease. When Arrghus is defeated, your reward is the customary Heart Container. Pick it up, and the second Crystal falls from the ceiling. Grab this to complete the Watergate Dungeon quest. Two down, five to go!    The maiden thanks Link for rescuing her and shares some information with the young hero: The Triforce grants the wishes of whoever touches it, as long as that person lives. It was hidden in the Golden Land for that very reason, and only a select few people were told of its location.    At some point, the Triforce was forgotten by its guardians' descendants. The evil thief Ganondorf rediscovered the Golden Land, but he couldn't figure out how to return to the Light World.    Link has magical powers that only the true hero of Hyrule can use. Other magical warping points exist, like the Magical Transporter Link used on Death Mountain to get to Spectacle Rock. By using them, Link can cross between the Light and Dark worlds and find and defeat the evils plaguing the Dark World.    Only Link can destroy Ganondorf the thief, who now goes by the name Ganon, the King of Darkness.    Once the maiden delivers her message, Link returns to the entrance to the Watergate Dungeon with full Heart and Magic Meters. A quick peek at the in-game map shows that the third Crystal is hidden away in the Dark World version of the Lost Woods, way up in the northwest corner of the map.

Skull Dungeon

To the Skull Dungeon

To reach the Skull Dungeon, warp from the Lost Woods in the Light World. In the Light World, go to the northwest corner of Kakariko Village and proceed through the northeast entrance to the Lost Woods.    From there, take the pathway east and head south. Walk between the two large trees at the south end of the path to exit the Lost Woods.    This puts you on a pathway that runs between the Lost Woods and Kakariko Village. You've never been on it because a large black rock and a fence block the south end that leads from Kakariko Village. A fence also blocks the north end, but you can pound two posts on the east side of the fence with your Magic Hammer.    Pound the posts and lift the small gray rock to reveal a blue warp to the Dark World. Enter it.    This warp takes you to the entrance of the Skull Woods, the Dark World's version of the Lost Woods. Go north to enter the Skull Woods.

Skull Dungeon Entrance #1

Follow the path northeast. Watch out for the Worm Baskets and Tongue Flowers. When the path splits, take the north fork.    Just north of the fork is a hole in the ground. Fall into the hole to enter B1F Room 1 of the Skull Dungeon.

Skull Dungeon Basement, First Floor (B1F)

B1F Room 1

This small room has an Octopod and two Jellyfish at the north end. Two nearby skull pots hold five Arrows and a Magic Vial. Defeat the enemies and proceed south. Watch out for the large blue bumper in the middle of the room. If you get knocked into the pits on either side, you lose a Heart. At the room's south end, four skull jars surround a rotating fire wall. If you need Arrows, lift the north pair. If you need a Heart, lift the south pair. If you need neither, don't risk getting hit by the fire wall. Go through the east door to B1F Room 2.

B1F Room 2

This large, open room has an Octopod and a Red Octopod, as well as a rotating fire wall in the center. While standing in the doorway, take out the Red Octopod with eight strikes from the Master Sword. Enter the room and defeat the Octopod with two strikes.    The southeast skull pot has a Heart. You can also get a Magic Vial from the skull pot west of the fire wall and a Heart from the pot north of the fire wall. Also north of the fire wall is a chest with the Skull Dungeon Compass.    When you open the chest, holes appear in the floor, making your life more difficult. In addition to the southwest door through which you entered, the room has doors to the southeast and north. Go southeast and enter B1F Room 3.

B1F Room 3

This large room is filled with spiked blocks and large blue bumpers, making it easy to injure yourself while moving around. Keep moving constantly—there's a new enemy called a Wall Master.    When you hear a slide whistle, move quickly in any direction. A Wall Master, which looks like a giant hand, will soon drop. Wall Masters don't hurt Link, but they return him to B1F Room 1, which is a pain. You can hit a Wall Master twice with the Master Sword to defeat it, but another shortly appears to menace you, so don't bother.    The room also has Zombies. Although slow, they pursue Link relentlessly and can absorb eight hits from the Master Sword before being defeated. Eliminate the Zombies.    A Heart is under the skull pot between the two north bumpers. The two southernmost pots have a Magic Vial and a Heart. Three pots to the north of those have Hearts. Lift them all to reach a chest with a Key.    The room has seven more pots; take a Magic Vial from a northeast pot. Go to the locked door in the northeast corner of the room and open it to enter B1F Room 4.

B1F Room 4

Defeat the Red Octopod near the entrance, then look at the room. It has a doorway to the west, a chest to the east that is blocked by pits, two gray star tiles to the north, and a pathway beyond them.    To reach the chest, step on a star tile to change the pit locations, opening a safe pathway to the chest. Open it to get the Skull Dungeon Map.    Rearranging the pits blocked off the north pathway. You must get across the north pit to explore the rest of the room. Stand as close to the edge of the pit as possible, equip the Hookshot, and fire it north.    The Hookshot latches onto a skull pot at the north end of the room and pulls Link across the pit. Defeat the Green Beetle in here, and avoid the Blue Spark.    Lift the skull pots for a few Hearts, Magic Vials, and Bombs, then lay a Bomb in front of the cracked west wall to open a passageway to B1F Room 5.

B1F Room 5

This little room has four skull pots and, in the center, a lever. Hookshot over to the northwest pots (two of which contain Magic Vials), making sure to get them before lifting the southwest pot. You need the southwest pot to Hookshot back across the pit.    Lift the pots if you need Magic Vials. Otherwise, leave them and pull the lever in the center. This detonates the south wall, opening a passageway to the north part of B1F Room 6. You can't do anything in the north part of the room at the moment, but check it out anyway.

B1F Room 6

B1F Room 6 is split into north and south parts by a thick wall. The north half has two Mini-Moldorms and a huge chest that you need the Big Key to open.    You must reach the south part of the room, so return to B1F Room 4 and go through the southwest door. Here, you see a Red Jellyfish, a locked door to the west, and a south door leading outside. Go through the south door.

Skull Dungeon Entrance #2

You appear outside of the Skull Dungeon (at Dungeon Entrance #2), slightly northeast from the pit you fell down to enter the dungeon (which is Dungeon Entrance #1). Head southwest to return to that pit and fall down it again to reappear in B1F Room 1.

Note: You can also use the Magic Mirror to return to B1F Room 1. We just wanted to show you the exit from the Skull Dungeon, because you will encounter this later on.

From B1F Room 1, go southeast into B1F Room 2, then go north into B1F Room 7.

B1F Room 7

Caution

This room has a Wall Master. Listen for it, and keep moving!

B1F Room 7 is calm. A locked door is to the east, and three Zombies and a Red Stalfos are behind walls blocked by pots in the northwest corner of the room.    Stand to the east of the easternmost Zombie and swing your Master Sword through the wall to hit it. After you defeat it, lift the easternmost skull pot and enter the area where the Zombie was. From there, attack the next Zombie. Defeat all the enemies in this manner, but don't let the Wall Master grab you!    After you defeat all the enemies, open the northwest chest to get a Key. Use the Key on the east door, and go through the doorway. This door is also the locked east door in B1F Room 6—the room with the giant chest.

Skull Dungeon Entrance #3

Leave B1F Room 6 through the south door and return to the Skull Woods.    From Dungeon Entrance #2, head northwest. Defeat two Worm Baskets and walk north through a large, skeletal ribcage. At the north end of the ribcage, turn west and walk south down the adjacent skeletal ribcage.    At the south end of the second ribcage is Dungeon Entrance #3, which looks exactly like Dungeon Entrance #2. Enter it to appear in B1F Room 8.

B1F Room 8

Caution

Beware of the Wall Master!

B1F Room 8 is north of B1F Room 1, but there is no way to go directly from one room to the other. In this room are two Jellyfish, two Zombies, and a Wall Master. Defeat the Zombies and Jellyfish and lift the northwest and northeast pots if you need Magic Vials.    The room has two doorways: a sealed one to the north and an open one to the west. Go through the west doorway into B1F Room 9.

B1F Room 9 (South Part)

Caution

Warning! There's a Wall Master in here!

B1F Room 9 is split into north and south parts by a wall that runs across the center of the room. A pit in the middle of the wall prevents you from getting to the north half of the room from here. Defeat the Octopod and avoid the Fire Snake and Wall Master, then head through the west doorway into B1F Room 10.

B1F Room 10

Caution

Danger! Watch out for the Wall Master in this room!

This small pit-filled room has a single Octopod and a Wall Master. To the north is an inaccessible locked door surrounded by blocks and pits. To the south, a doorway leads outside to the Skull Woods.    The northeast skull pot is empty. Lift the northwest pot to get a Key, then head through the east doorway to return to B1F Room 9. Go east through B1F Room 9 and return to B1F Room 8.    Defeat any returning enemies in this room, then lift the skull pot in the center to reveal a trigger button. The button opens the sealed north door, but it stays open only as long as you stand on the button.    Pull—don't push—the east statue onto the trigger button. If you push the statue onto the button, you won't be able to get around it to the door and will have to re-enter the room to reset the statue.    To do this and avoid the Wall Master, first push the statue slightly south, then push it to the west to line it up with the button. Listen carefully for the Wall Master, and stop pushing to dodge when you hear the slide whistle.    Once the statue is lined up, wait for the Wall Master to drop. Avoid it, then quickly run to the north side of the statue and start pulling like a madman! If you hear the Wall Master, immediately stop pulling and dodge. After you open the sealed door, go through it to reach B1F Room 11.

B1F Room 11

Caution

This room has a Wall Master. You've been warned!

This small, square room is packed with enemies. Besides the Wall Master and the moving spiked ball at the north end, you also contend with a Stalfos, a Red Stalfos, a Red Jellyfish, and a Zombie. Defeat these four enemies and open the chest in the center of the room to get the Big Key for the Skull Dungeon.

Caution

Don't lift the skull jar at the north end of the room! Under it is a yellow magic blast that shoots out at you. If it hits you, it temporarily nullifies the effect of the Moon Pearl, and Link transforms into the bunny form he assumed when he first entered the Dark World. This wears off eventually, but you're helpless until it does.

After you have the Big Key, lay a Bomb in front of the crack in the center of the east wall to open a passage to B1F Room 12.

B1F Room 12

Caution

Forewarned is forearmed. This tiny room has a Wall Master!

This tiny, optional room has a single skull pot. Lift it to get a Large Magic Vial. If your Magic Meter is full, there is no need to enter this room. The Fire Rod After getting the Big Key (and the Large Magic Vial, if you choose), go south through B1F Room 11 and B1F Room 8 to reach Dungeon Entrance #3 in the Skull Woods. Backtrack to Dungeon Entrance #2 and enter B1F Room 6.    From B1F Room 6, go through the east door into B1F Room 4. Go north in this room and enter the northwest door to B1F Room 5. Go through the south passageway in this room to reach the large chest at the north end of B1F Room 6.    Open the chest to get the Fire Rod, which functions much like the Ice Rod. It shoots a ball of fire that incinerates enemies. The Fire Rod requires you to have some energy in your Magic Meter, so collect all of the Magic Vials you can find. The Fire Rod is devastating against Zombies, defeating them in a single shot!    After you have the Fire Rod, backtrack to B1F Room 8. Use the Magic Mirror to return to the south part of B1F Room 6, exit via the south door, and enter Dungeon Entrance #3.    Go west from B1F Room 8 and continue west through B1F Room 9 to enter B1F Room 10. Exit B1F Room 10 through the south door. You reappear in the Skull Woods.

Skull Dungeon Entrances #4 and #5

The south door in B1F Room 10 leads outside to the Skull Woods. Remember this spot: It's Dungeon Entrance #4.    Two large, skeletal ribcages are to the north. Go north through the northwest ribcage to reach what appears to be the skeleton of an enormous insect.    Use the Fire Rod on the large insect skeleton to reveal Dungeon Entrance #5. Enter Skull Dungeon through this entrance to reach B1F Room 13.

B1F Room 13

B1F Room 13 has an upper and a lower level; enter on the upper level. Two Mini-Moldorms and a Fire Snake wait on the narrow upper pathway. At its end is a locked door to the north.    Do not head north along the upper level. Instead, take the ladder down to the lower level, where there are doors in the southeast and northeast corners. A wall blocks you from a chest in the southeast corner.    Head north through the lower level of the room. The upper pathway obscures your view of the lower part of the room, but you can reach the northeast door without trouble. Watch out for the Blue Spark in the center of the room, though. Go through the northeast door, into B1F Room 14.

B1F Room 14

B1F Room 14 is another long, north–south-oriented room with a bridge running along its entire length. There is absolutely no reason to get on the bridge or explore the upper area.    A yellow blast of magic shoots toward you when you enter the room. Dodge it or Link turns into his bunny form for a few seconds—bad news, considering there are three Zombies in here.    Defeat the Zombies (use the Fire Rod if your Magic Meter isn't too low), avoid the moving spiked blocks, and proceed south until you reach the southwest door of the room. Enter this door to reach the chest in B1F Room 13.    Inside the chest is a Key. Take it and backtrack to the south entrance of B1F Room 13 (or use the Magic Mirror to transport there instantly). Head north along the upper pathway and unlock the north door to B1F Room 15.

B1F Room 15

Caution

Warning! There is a Wall Master in this room!

To get through this gap-filled room, take one step north (from the entrance) onto the star tiles to change the gaps in the room.    Then take four more steps to the north to hit the next set of tiles and change the gaps again. The room has a Jellyfish and a Red Jellyfish, and fighting them can be problematic. Use your Bombos Medallion to clear them out before proceeding too far. Keep moving or the Wall Master sends you back to B1F Room 13.    After hitting the second pair of star tiles, go west a step or two and head down to the southwest star tile. Step on it to rearrange the gaps again.    Walk north along the west edge of the room until you reach the north wall. Go east along the north wall, and hit the northernmost star tile (the one just south of the northeast gap in the floor).    From there, step on the northeast star tile next to the northeast torch. This rearranges the pits again, and you can reach the east door. Go through it to enter B1F Room 16.

B1F Room 16

Caution

Danger! Wall Master in this room!

B1F Room 16 is a long, north–south room with four Zombies and a Wall Master. Head north through the room and defeat the Zombies. A sealed door is in the northwest corner.    To open the door, quickly light the four torches in the room. You can use your lamp to light all except the north one, which is on the far side of a gap.    Light the other three torches with the lamp and shoot the fourth one with the Fire Rod to light it. The sealed door opens. Be quick! It reseals as soon as any of the torches goes out. This door takes you to B1F Room 17.

B1F Room 17

Caution

Watch out! There's a Wall Master in here!

Low on Magic?

If your Magic Meter is low, a hidden room in the dungeon is just for you. From Dungeon Entrance #4, head due north through the large ribcage. At the north end of it is another ribcage; walk north through this one as well.    At the end of it, turn east, hack through the flower bushes and Worm Basket, and follow the next ribcage tunnel south until you reach a pit. This pit is Dungeon Entrance #6, and it takes you to the north end of B1F Room 9, which you were unable to reach before. Watch out! There's a Wall Master in here!    Step on the star tiles next to the skull pots in the center of the room to rearrange the gaps.    Lift one of the pots, walk north away from the tiles, then move southwest until you reach the southwest corner of the room. Go through the southwest door to B1F Room 10.    You can now go through the north door in B1F Room 10, as the gaps that previously blocked it are gone. Go through the door to reach B1F Room 20.    This room has three Green Beetles and a Wall Master. Use the Bombos Medallion to eliminate them. Don't worry if your Magic Meter is almost empty—it will be full by the time you leave.    The floor begins to crumble from the northeast corner and falls in a clockwise direction, leaving a moat-like gap around the center of the room. Make sure you're in the center when it starts falling. You won't be able to reach the two pots on the east and west walls, but you're only giving up two Hearts.    Start lifting skull pots in the center of the room to find two Blue Rupees and six Magic Vials.    You can leave the room by falling into the gap (it costs a Heart, but you reappear at the entrance to B1F Room 20) or by using the Magic Mirror to return to B1F Room 9. You can also let the Wall Master grab you. With your Magic Meter completely refilled, you are now ready to continue your quest!

This small, square room has a lot going on: Three Mini-Moldorms, a Zombie, and a Wall Master are out to get Link. It also has a yellow magic bolt that shoots when you enter and temporarily transforms you into a bunny if it hits.    Defeat the enemies in the room. In the room's center is a hidden north door. To reveal the doorway to B1F Room 18, chop at the vines covering the wall with your Master Sword.

B1F Room 18

Caution

There's a Wall Master in here—don't stand still!

In this room is a Zombie, a Jellyfish, a Green Beetle, and a Mini-Moldorm. Get rid of them one at a time, or use your Bombos Medallion to take them all out at once.    The skull pot in the southeast corner hides a Key. Pick it up, then open the locked door to the east to reach B1F Room 19, the final room before the boss fight.

B1F Room 19

Caution

Watch out for the Wall Master in this room!

B1F Room 19 is a small room with a pit in the center. Dropping down this pit takes you to B2F Room 1, the lair of the dungeon's boss. To enter the pit, run past the moving spiked blocks and drop down it. Save your game first!

Boss Fight: Mothula

Mothula isn't a tough boss, but his lair is tricky. The walls are lined with spiked blocks, which Mothula can send north, south, east, or west across the room to hit Link. Dodging these blocks is the key to beating Mothula.    The floor also moves under Link's feet, making it hard to stand in the same place for any length of time. The moving floor also makes it tough to dodge the spiked blocks.    Mothula flies around the room and fires rays at Link. These are easy to dodge.    To defeat Mothula, equip the Fire Rod and shoot it at him. He is also vulnerable to the Master Sword, so keep that in mind if your Magic Meter is depleted.    Hit Mothula with eight blasts from the Fire Rod, and he goes down in flames. The floor and spiked blocks stop moving, and the spiked blocks no longer injure Link if you run into them.    Pick up the Heart Container that Mothula leaves behind, and the third Crystal falls from the ceiling. Pick up the Crystal to complete the Skull Dungeon quest. The maiden inside of the Crystal thanks Link for rescuing her. She also tells Link the prophecy of the Great Cataclysm: If an evil person manages to find the Triforce and unleash the Great Cataclysm, a hero arises to face that person. If the evil one destroys the hero, however, nothing can save the world from his tyranny.    The hero must come from the lineage of the Knights of Hyrule, who protected the Hylian royalty long ago. Link is of that bloodline, and he must rescue Princess Zelda without fail.    After the maiden delivers her message, Link reappears at Dungeon Entrance #5 in the Skull Woods. His Heart and Magic Meters are refilled. It's time to rescue the next maiden from Thieves' Town in the Village of Outcasts.

Thieves’ Town and the Village of Outcasts

The Village of Outcasts

Leave the Skull Woods the same way you entered. Backtrack through a couple of rooms in the Skull Dungeon. The easiest way is to enter Dungeon Entrance #4, go east two rooms, and exit via the south door in B1F Room 8 to appear in front of Dungeon Entrance #3.    From here, walk out of the Skull Woods along the edge of the pit that doubles as Dungeon Entrance #1.    Walk south until you reach the Dark World version of Kakariko Village: the Village of Outcasts. Monsters and thieves roam the streets, and every building in a state of disrepair.    A complete list of things to do and see in the Village of Outcasts appears in Missing Links at the end of this section. For now, we'll just go straight to rescuing the next maiden.    Go to the area of the Village of Outcasts where the weathervane is in Kakariko Village. Instead of a weathervane, this Dark World village has a gargoyle.    Walk up to the gargoyle statue, grab the base of the pitchfork it's holding, and pull south. After a couple of seconds, the pitchfork snaps off, and you can enter the base of the statue, which leads to Thieves' Town.

Thieves' Town

Thieves' Town Basement, First Floor

B1F Room 1

The first room in Thieves' Town is a large, square room with pathways above the floor level. You enter on the upper pathway. The only enemy up here is a Fire Snake, and it's easily avoided in this large room.    Two skull pots on the east side of the room have a Heart and a Blue Rupee. A third skull pot, in the northwest corner, holds a magical energy burst that changes Link into a bunny. Don't pick it up.    After you loot the skull pots, return to the entrance and go down to the lower level, where you face two Dragonmen and a Red Dragonman. They should be easy, but avoid the Red Dragonman's flame breath.    Head to the northwest corner of the lower level, where you find a chest with the Thieves' Town Map. Check the in-game map, and you see that Thieves' Town isn't that big. It's still less of a hassle than the Skull Dungeon was.    Go to the north end of the room. Your map shows two doors in the north wall, but they are obscured by the elevated pathways.    Stand in the northeast corner of the room and walk directly north to enter the southeast corner of B1F Room 2.

B1F Room 2

B1F Room 2 is another split-level room. You enter the southeast corner of the lower level. Down here, you’ll face two Red Dragonmen and a Dragonman while avoiding two Fire Snakes and a Blue Spark. Again, because the room is so large, you should have no trouble picking your battles.

Thieves' Town Basement, First Floor (B1F)

From the southeast door through which you entered, head due north past the Blue Spark and climb the ladder to the upper part of the room.    You can only move around the east section of the upper part of the room because walls block off the rest. A skull pot in the center has a Heart; another to the south has a Blue Rupee.    The center of the east wall is cracked. Drop a Bomb in front of it to blast open a pathway to B1F Room 3, and then head on in.

B1F Room 3

B1F Room 3 is another large, square room with elevated pathways suspended over a ground floor. Two pots on the east side of the elevated pathway have Blue Rupees.    The north wall, next to the skull pot with the Blue Rupee, has a crack. Bomb it open to create a passageway to B1F Room 4.

B1F Room 4

From the bombed entrance, you wind up in a very small, enclosed area at the south end of this room. A Dragonman, a Red Dragonman, and a Fire Snake are in the room's center. You can't reach them and they can't reach you.    Lift the two skull pots in front of the bombed entrance to get a Blue Rupee from each, and then backtrack south and west to B1F Room 2.

B1F Room 2

Drop to the lower level of this room and head all the way west. Then go southeast until you see a Red Dragonman on the lower level and a chest on the upper level. Defeat the Red Dragonman and climb the ladder to the west half of the upper pathway.    Defeat the Stalfos on the upper pathway and move clockwise around the pathway to reach the chest. A few Red Slimes pop up from the floor but they shouldn't be much of a problem.

Caution

Some skull pots on the west half of this room's upper pathway have magical bolts beneath them. Don't lift up any pots or you’ll be turned into a bunny.

Collect the Red Rupee inside the chest, then drop to the lower level. Go to the east end of the room and look at your in-game map. It shows northeast and southeast pathways to the ground floor of B1F Room 3, although the overhead pathways hide the actual doors. Go through either door into B1F Room 3.

B1F Room 3

Caution

Dodge the magical blasts that change Link into a bunny when you enter this room.

In the northwest corner of the ground floor of B1F Room 3 is a Dragonman. The southwest corner has two Blue Sparks and a Red Dragonman. Take out the Dragonman and Red Dragonman.    Look at your in-game map again. Follow the path to the south of the Blue Sparks, and you should be able to enter B1F Room 5.

B1F Room 5

Caution

As you step onto the ground floor of this room, prepare to dodge magical blasts that change Link into a bunny.

Head south from the northwest entrance to this room and defeat the Dragonman and two Red Dragonmen. Watch out for the Red Spark orbiting the block near the Dragonmen.    Go south from the Red Sparks to reach the southwest corner of B1F Room 5. You must defeat another Dragonman here and avoid a Fire Snake. On the catwalk overhead, you see a chest.    To reach the chest, go to the ladder leading up to the upper pathway in the northeast corner of the room. You can reach every part of the upper pathway from here. Lift the pots scattered along the pathway for a Blue Rupee, a Bomb, a Heart, and five Arrows. You face only a few Red Slimes and a Fire Snake.    Go to the chest and open it to get the Compass for Thieves' Town. Then drop off the upper pathway and go to the room's southwest corner.    Your in-game map shows a doorway in the west wall that leads into B1F Room 1. You can't see it because the upper pathway obscures it. Walk west and you appear in a small, enclosed area of B1F Room 1.    The enclosed area has a chest. Open it to get the Big Key of Thieves' Town.

B1F Room 3

Return to B1F Room 5 by going east, then go north into B1F Room 3. Head to the southeast corner of the room and climb the ladder to the upper pathway.    You can only move around the east half of the upper pathway, but that's all you need to do. Go to the north wall and use the Big Key on the locked door to open it. Proceed into B1F Room 6.

B1F Room 6

B1F Room 6 is a long hallway leading north. It's occupied by two Stalfoses and a Red Stalfos. Defeat them all to clear out the room.    At the north end of the hallway is a doorway. The northwest corner has a sealed door, and the southwest corner has a locked door. Lift the pots at the north end of the room to get a Heart and a Key.    The room to the north (B1F Room 12) is the boss's lair, but he's not in at the moment. Go back down to the locked door in the southwest corner, open it, and head into the main part of B1F Room 4.

B1F Room 4

This is the room you glimpsed earlier. You are now in the main part of it. Defeat the Dragonman and Red Dragonman, avoid the Fire Snake, and shatter the skull pots to get three Bombs. Proceed through the west door to B1F Room 7.

B1F Room 7

This room has a Spinner, two Red Ghosts, a couple of spiked blocks, and a conveyor belt in the middle of the room. You can't defeat any of these enemies (except the Spinner, which you can turn into a Fairy with the Magic Powder), so just go through the west door into B1F Room 8.

B1F Room 8

B1F Room 8 is a long, north–south-oriented room with a conveyor belt floor. It holds more Red Ghosts and spiked blocks, as well as a Fire Snake and a Spinner. Go to its north end. A door to the northeast is blocked by a raised blue block, so enter the north door to B1F Room 9.

B1F Room 9

This small, square room has six moving spiked blocks. The blocks are pinned between the wall and some raised blue blocks, making a horrible sound.    Lift the pot in the room to get a Key. Without throwing the pot at the blue orb next to it, go north and open the locked door. It reveals a set of stairs leading up to the first floor.

Caution

Hitting the orb releases the spiked blocks from captivity. They bounce all over the room, making it more dangerous.

Thieves' Town, First Floor (1F)

1F Room 1

This small area has two Eyeball Bats and a Cricket. The stairs you ascended are in the north wall, and a sealed door is to the east. In the northeast corner of the room is a Sahasrahla plate. Defeat the enemies and activate it.    Instead of Sahasrahla, Zelda speaks telepathically to Link. She warns him not to be deceived by the magic of Blind the thief, but doesn't explain herself. Lift the pots next to the plate to get three Bombs. The west pot also contains a transforming magic bolt. Avoid it by moving south of the table after lifting the pot.

Caution

Don't pull the lever in the northeast corner of the room. If you do, five Masked Snakes fall from the ceiling.

In the southeast corner are four more pots, but two raised blue blocks keep you from getting to them. Go downstairs, hit the blue orb, and come back up to check them out. You find a Bomb, two Magic Vials, and a trigger switch.    Hit the trigger switch to open the east door and go through it to 1F Room 2.

*Note: What about the cracked section of floor? If you bomb it, nothing happens, so don’t waste your time.

1F Room 2

1F Room 2 is a narrow, east–west-oriented corridor with two Crickets in the west half and two more Crickets in the east half. Again, Bombs are useless on the cracked floor. Defeat the Crickets and go east into 1F Room 3.

1F Room 3

1F Room 3 has three more Crickets. Defeat them and open the chest in the northwest corner to get Bombs. More Bombs are under the skull pots in the south part of the room.    The light from the north window shines on a cracked piece of floor. You must throw a Bomb on that cracked floor, but it’s not that simple. Here's what to do:

Place a Bomb on the ground.

Quickly pick it up with 7.

Face toward the cracked floor and press 7 again to throw the Bomb.    This blows a hole in the floor, but you still can't reach it. Don't worry. You soon understand why it was necessary.

Thieves' Town Basement, First Floor

B1F Room 10

Backtrack west, back to the stairs in 1F Room 1. Go back down to B1F Room 9. If the orb is red, hit it to turn it blue, and then go through the south door to B1F Room 8.    With the orb now blue, you can go through B1F Room 8's northeast door into B1F Room 10.    In this room are two Red Dragonmen and a Red Ghost. There are doorways to the south and east. Defeat the Red Dragonmen and go east into B1F Room 11.

B1F Room 11

The entire floor is made of conveyor belts moving in different directions. Spiked blocks bounce across the room to the north and south. There's a pit in the center that's easy to fall into, and the room has two Dragonmen, a Red Dragonman, and a Stalfos. If your Magic Meter is healthy, use the Bombos Medallion to defeat all of them at once.    A set of downward-leading stairs is north, a sealed door is east, and an open doorway is south. Before going through any of these, grab the Heart and two Bombs from three skull pots in the room's corners. A fourth skull pot has the trigger switch for the east door.

Caution

Don't go through the east door. If you do, you wind up in B1F Room 6 and the door seals behind you. Then you have to return here.

Go through the south doorway to grab two Blue Rupees from the skull pots in B1F Room 4, then return to B1F Room 11 and go down the north stairs to the second basement floor.

Thieves' Town Basement, Second Floor

B2F Room 1

This small room has a sealed door to the west and a Dragonman, Red Dragonman, and Red Stalfos. Defeat them to open the sealed door. Two pots in the room hold 10 Arrows.    Another doorway to the south is blocked by two rows of small blocks and one enormous block. Link can't push any of them, so go through the west door into B2F Room 2.

B2F Room 2

B2F Room 2 has east–west pathways at its north and south ends, and a long north–south conveyor belt pathway in the center. All the pathways are suspended over a pit. If you fall, you return to the entrance and lose a Heart.    Defeat a Jellyfish, a Red Jellyfish, and a Red Slime in this room as you head south along the conveyor belt.    This room has four doorways. You entered through the door in the northeast. A giant gray block barricades the door in the northwest. One door in the southwest is locked, and another in the southeast is open. Go through the open southeast door to enter B2F Room 3.

B2F Room 3

B2F Room 3 is shaped like an upside-down letter T, and has a single Red Dragonman. To the north, a conveyor belt pathway leads to a door, but it only takes you to the blocked-off south door in B2F Room 1, which is no help. There is also a doorway to the east. Defeat the Red Dragonman and go through the east doorway into B2F Room 4.

B2F Room 4

You enter at the south end of this long north–south-oriented room. Defeat the Red Dragonman and Red Slime in the south part, and head north.    Pass through several locked gates, but the Big Key opens them all. Between gates, defeat several Dragonmen. Lift the pots for Hearts and Bombs, but don't lift the northwest pot. It has another of those pesky, yellow, magic blasts that turns Link into a bunny.    At the north end of the room, past the final gate, is a young woman. Approach her and she thanks Link for saving her and asks that Link take her outside.    Open the chest next to the woman to get a Key. Note that the woman follows Link wherever he goes.

B2F Room 5

With the woman in tow, exit B2F Room 4 and head west through B2F Room 3. Keep going west through B2F Room 2 and open the locked southwest door to enter B2F Room 5.    As soon as you enter B2F Room 5, start pounding the bouncing pink pegs that surround the large chest in the middle of the room. The floor starts dropping away around the chest. If you don't open it quickly, you're stranded in the middle of the room.    The chest holds the Titan's Mitt, which increases Link's lifting and pushing ability. Get it and move back through the east door while you still can. If you're too slow, you have to drop into the gap and sacrifice a Heart.

You might want to try out that Titan's Mitt, so approach the large gray block in front of the northwest door in B2F Room 2 and try to lift it. After a few seconds, Link raises the enormous block over his head! Good work, hero!

Caution

Don't enter the southwest door under any circumstances. It leads to B2F Room 6, which is a trap. It's a ring of narrow conveyor belt walkways over a deep pit. The conveyor belts have two large bumpers on them and, just to make things interesting, the door seals shut behind you—you can't leave until you defeat three Jellyfish. This is a recipe for draining your Heart Meter. Don't go near it.

"Rescuing the Woman"

Use the Magic Mirror to transport Link and the woman to the entrance of the Thieves' Town. She wanted to be taken "outside," right?    Curiously, as soon as freedom is within reach, she decides that she doesn't want to go outside after all. Something's up, and since you've been everywhere and found the Titan's Mitt, it’s time to face the boss.    From B1F Room 1, go north to B1F Room 2, east to B1F Room 3, north to B1F Room 6, and north to B1F Room 12, which your map says is the boss's lair.

B1F Room 12

This room has changed since you were last here. It now has a bright shaft of light beaming into its middle, courtesy of the Bomb you threw onto the cracked floor way back in B1F Room 3.    Get ready for a fight, and walk the "woman" into the shaft of light. "She" cringes, saying, "Too bright!" Do you remember hearing about Blind, the master thief who hates light, in Kakariko Village? The woman you've been leading around is Blind in disguise, but he reveals his true form as the boss fight begins!

Boss Fight: Blind the Thief

Blind moves randomly around the room shooting magical blasts at Link. You can't block these, even with the Magic Shield, so concentrate on avoiding them.    There's no special trick to this boss fight, and you're not required to do anything fancy—just hit Blind with the Master Sword as many times as you can. The easiest and safest way is to stand to the right or left of him and swing sideways.    Hit Blind three times, and his head pops off and starts flying around the room, shooting fireballs at you. Ignore the head and avoid the fireballs. Wait until Blind rises up again, and go back to hitting him with the Master Sword.    After three more hits, Blind's head flies off again. Now two of them are flying around shooting at you! Continue to avoid the heads and their fireballs. Wait for Blind to stand up a third time and attack again.    Hit Blind three more times to defeat him. He disintegrates, leaving behind a Heart Container. Pick it up and the fourth Crystal falls from the ceiling. Pick up the Crystal to complete the Thieves' Town quest.    When Link picks up the Crystal, the maiden inside thanks him for rescuing her. She tells Link how the sages sealed the entrance to the Dark World as the Knights of Hyrule protected them from the evil monsters of the land. The knights were nearly destroyed in that battle. Link may be the last living person to carry their blood in his veins.    The maiden finds it ironic that the last descendant of the Knights of Hyrule might become the hero of legend. She is sure that Link can defeat Ganon.    After the maiden finishes speaking, Link appears at the entrance to the Thieves' Town with full Heart and Magic Meters. You can head straight to the Ice Palace in the southeast corner of the map to rescue the next maiden, or you can take on the following optional quests.

Missing Links

These are all optional quests. None is essential to rescuing Hyrule, but the rewards that Link gets makes the job a lot easier!

The Tempered Sword

The Tempered Sword is the second most powerful sword in the game, and it's easy to get after completing the Thieves' Town quest. Leave the Village of Outcasts by the southeast road.    Without dropping to the ledge below, go west until you see a small, pinkish frog jumping around behind some black skull-shaped rocks. Without the Titan's Mitt, Link couldn't lift these rocks, but now they're an obstacle quickly removed.    Speak to the frog, who is astounded that Link is able to keep his original form in the Dark World. The frog says he used to live in Kakariko Village, and he wonders what his buddy is doing without him. He asks Link to take him to his partner.    When the frog finishes speaking, he follows Link wherever Link goes. Use the Magic Mirror to transport to the Light World, and the frog transforms into a little old man. You've seen someone else who looks like him—the blacksmith east of Kakariko Village.    Go to the blacksmith's house and enter it. The blacksmith is overjoyed that his partner has returned. He tells Link to drop by sometime, and the two of them will temper his Master Sword perfectly.    Leave the house and return to it immediately. Speak to the blacksmith and ask him to temper your sword. He agrees to do it for 10 Rupees, which is the biggest bargain in all of Hyrule! Accept. They take your Master Sword and go to work.    They need to work on the sword for a while, so leave the blacksmiths' house and return (after completing one or two of the following quests) to get the Tempered Sword. Don't enter the Ice Palace without a sword! The Tempered Sword does twice as much damage as the Master Sword.

Piece of Heart 17

Note: If you're doing this after leaving your Master Sword with the blacksmiths, equip another weapon such as the Bow & Arrow or Fire Rod to defend yourself while getting this Piece of Heart.

Go to the area of the Dark World near where the blacksmiths' house would be in the Light World. Lift the two large, dark green rocks there, now that you have the power of the Titan's Mitt.    On the east side of these large rocks, a bunch of pink pegs stick out of the ground. Use your Magic Hammer to pound down all 22 pegs.    After you flatten the 22 pegs, the tree trunk to the south of the pegs transforms into a door to a subterranean passageway. Enter it.    Inside the passageway is your 17th Piece of Heart. Congratulations!

Magic Bottle

You can never have too many Magic Bottles. Here's how to get your fourth: In the Dark World, enter the building that would be the blacksmiths' house in the Light World.    Inside is a treasure chest, the key to which is locked inside, making it impossible for anyone to open…anyone but a thief, that is.    Link takes the chest with him. As long as you walk and don't dash, the chest stays with you. Warp back to the Light World with it in tow.    Use the flute to summon a white bird to take you to the area just east of the Desert of Mystery. Then head west and pay a visit to the average guy next to the sign.    The man asks if Link knows that the man used to be a thief. He says he'll open the chest for Link, but Link has to promise never to tell anyone he did it. Promise never to tell, and the not-so-average guy opens the chest, giving Link his fourth Magic Bottle.

The Magic Cape

The Magic Cape is hidden in the graveyard to the east of the Sanctuary in the Light World. Go to the Sanctuary and head east until you see the graveyard to the north.    Enter the graveyard and watch out for the Yellow Ghosts floating around it. In the northeast corner is a gravestone blocked off from the rest of the graveyard by two small, black rocks. The power of the Titan's Mitt allows Link to pluck them up with ease.    After the stones are removed, dash into the gravestone with 7, and a set of stairs is revealed. Go down these stairs to enter an underground room.    Inside the chest in this room is the Magic Cape, which turns Link invisible to all enemies (including Wall Masters) when he wears it. It depletes Link's Magic Meter while he's wearing it, so use it sparingly and only when you feel overwhelmed by enemies.

Piece of Heart 18

In the Dark World, go to the area east of the Sanctuary where the graveyard would be in the Light World. Walk around the outside to the south end. You must lift a few rocks out of the way and chop down some bushes to get there.    North of the Dark World graveyard, a ladder leads up to an empty plateau. Climb it.    While standing on the plateau, use the Magic Mirror to warp to the Light World. In the Light World, this plateau has a cave entrance. Enter the cave.    Eight pots in this cave contain four Bombs and four Hearts. Collect what you need, then place a Bomb at the north end of the cave to blast open a passage to the second room.    Inside of the second room is the Piece of Heart. If you've been collecting all of them in order so far, you're halfway to another Heart Container. You can get the final two pieces before continuing on to rescue the next maiden!

Piece of Heart 19

In the Dark World, go to where the entrance to Death Mountain would be in the Light World—in the northwest section of the world map (see the Tower of Hera walkthrough section if you can't remember how to get there).    There, you find a sign that says, "I'll give a Piece of Heart to the person who wears the Cape." You need the Magic Cape for this quest.    You have the Magic Cape, so lift the giant gray rock to the east of the sign and enter the cave beyond.    This takes you into a cavern with a couple of Octopods. Proceed north to the stairs leading up to the next room.    You need to go south in this next room, but your path is blocked by a giant gap. Equip the Hookshot and fire it south from the edge of the pit in order to cross the pit. The skull pots around the pit have Blue Rupees, a Heart, and two Magic Vials.    South of the pit, a blue bumper blocks the entire pathway. If you run directly into it, it bounces you into the pit, sending you back to the last room.    To get around it, equip the Magic Cape and use it. Link turns completely invisible except for his shadow. You can now walk right through the bumper and continue south. Take off the Magic Cape after crossing the blue bumper to avoid depleting your Magic Meter unnecessarily.    At the south end of the cavern, a door leads outside. Exit the cavern through this door to appear on a plateau. The Piece of Heart sits right next to you.

Cane of Byrna

To get the Cane of Byrna, an optional but powerful magical item, go all the way up Death Mountain in the Light World until you reach the magical transporter near Spectacle Rock that took you on your first trip to the Dark World. Refer to the walkthrough for the Tower of Hera if you've forgotten how to do this.

Tip: You can save yourself a lot of time and trouble if you released the white bird from the Kakariko weathervane with the flute. Have the bird take you to point #1 on its travel map, cutting out more than half the journey.

Enter the magical transporter to reach the Dark World, and walk directly south off the plateau you arrive on.

Piece of Heart 20

In the northwest corner of the Village of Outcasts sit a house with a fellow inside who offers to let you open two treasure chests for 30 Rupees. One of his 16 chests contains the 20th Piece of Heart.    Accept his offer and open two of the 16 chests. Keep playing the game until you get the Piece of Heart. After each round, you need to leave and re-enter the building to play again. The prizes are completely random each time you play—you can open the same chest in two different rounds and get two different prizes.

This drops you onto a small ledge with a cave entrance. Enter the cave to see a row of bouncing pink pegs blocking the rest of the pathway, which is lined with spikes.    Flatten the pink pegs with the Magic Hammer, then don the Magic Cape to walk over the spiked floor without being injured.    Walk all the way to the end of the spiked floor. If you have a full Magic Meter and earlier found the purple bat that halves your magic use, you have just enough juice to make it to the large gray block at the end of the path.    Pick up the block and throw it south, then approach the chest at the end of the pathway. Inside is the Cane of Byrna. Getting it refills your Magic Meter. The eight pots on either side of the chest all contain Hearts—very helpful if your Magic Cape didn't protect you for the entire trip down the spiked pathway.    When you use the Cane of Byrna, a magical star encircles Link's body. You can now walk along the spiked path without suffering damage, just as you could with the Magic Cape. The Cane of Byrna is less draining on the Magic Meter, however. You can get to the end of the pathway with as much as one-third of your Magic Meter remaining.

Village of Outcasts Shop

Before your quest to the Ice Palace to rescue the fifth maiden, pay a visit to the shop in the Village of Outcasts. It's the house in the southeast corner of the village blocked off by two pink pegs.     Hammer the pegs down with the Magic Hammer and enter the shop. It has the following items for sale:

Medicine of Life: 150 Rupees

Shield: 50 Rupees

Bombs (10): 50 Rupees

Note: If you have a shield (or Red Shield), you can't buy another. Why would you even need another shield anyway? You find out soon…    A shop just like this one appears where the Magic Shop would be in the Light World. This guide refers to it as the Eastern Dark World Shop.    Another shop of the exact same type appears in the southeast corner of the Dark World, next to the Dark World version of Lake Hylia. This guide calls that shop the Southern Dark World Shop.

300 Rupees

Running a little low on Rupees? Bomb the south wall of the building in the Village of Outcasts that would be the Kakariko Village Shop in the Light World. It's the one next to the empty water troughs and skinny chickens at the south end of the village.    Inside the building, a treasure chest holds 300 Rupees—more than enough to buy whatever you need from the Village of Outcasts Shop before heading off to the Ice Palace.

To the Ice Palace

To reach the Ice Palace, head to the southeast corner of the Dark World as if you were going to get Piece of Heart #14 after completing the Palace of Darkness.    Head south from the valley of the Palace of Darkness and cross the bridge where you need to pound the pink pegs with the Magic Hammer.    Stop in the Southern Dark World Shop if you need Bombs or Medicine of Life. From the shop, go southeast and drop into the lake.    Watch out for the Dark Zoras and Flying Beetles as you swim east across the lake. You soon come to a sheet of ice and a castle wall near a Tongue Flower.    Defeat the Tongue Flower and check out the castle wall. It has no entrance. You can't make one by bombing it, so use the Magic Mirror to warp to the Light World.    This should put you on or near a grassy plateau with two Shockers and a cave entrance to the north. Go into the cave to visit the Pond of Happiness if you want. Otherwise, lift the black rock on the plateau to reveal a magical transporter to the Dark World.

Ice Palace

   Step onto the magical transporter to warp inside the walls of the Ice Palace. Head north into the palace.

Pond of Happiness

When you enter the cave near the warp to the Ice Palace, go north to see the Pond of Happiness. You are offered the chance to throw 5 or 20 Rupees into it, or none at all. The Pond remembers how many Rupees you have thrown in. Each time you throw more in, your "happiness" increases "one step." You also get a fortune, which has no effect on the game.    Once you reach 100 Rupees, a Fairy appears and offers to upgrade your Bomb- or Arrow-carrying capacity by 5. After this, you can throw in 25 or 50 Rupees at a time, getting a 5-Bomb or 5-Arrow upgrade for every 100 Rupees you throw in. After each upgrade, you must leave and reenter the Pond of Happiness cave to get the next upgrade.    You can upgrade to a maximum of 50 Bombs and 70 Arrows. To fully upgrade costs 1,600 Rupees. That's more than you can carry, so you have to make at least two trips here to do it.

Tip: If you bomb the east wall of the Pond of Happiness cave, you open a passageway to a Fairy Pond with four Fairies, which is a nice way to make sure that your Heart Meter and Magic Bottles are full before beginning the Ice Palace quest.

Ice Palace

Ice Palace, First Floor (1F)

1F Room 1

This small, seemingly empty room has a sealed door to the west and a Sahasrahla plate to the north. Activate the Sahasrahla plate, and the wise elder telepathically advises Link that magic flames protect Link in this icy dungeon.    As soon as Sahasrahla delivers his warning, an Ice Beast leaps out of the wall next to the Sahasrahla plate! Even Link's Tempered Sword can't damage it, so equip the Fire Rod and blast it once to defeat it.    After the Ice Beast is defeated, the sealed west door opens. Go through it and into 1F Room 2.

1F Room 2

This tiny room has three Jellyfish and a locked door to the north. Slippery ice tiles cover most of the floor, causing Link to slip and slide as he walks them. The east door through which you entered seals shut behind you.    Defeat the three Jellyfish to reopen the east door. One of them drops a Key. Pick it up and open the north door to reveal a set of stairs leading down. Proceed down them into B1F Room 1.

B1F Room 1

This small, winding corridor has a sealed door to the east, opened by a trigger plate in the southwest corner. Enter through the north stairs.    Watch out for the two Green Slimes that pop out of the ground when you walk to the trigger plate. Defeat them both, open the east door, and go through it into B1F Room 2.

B1F Room 2

This cross-shaped corridor has sealed doors to the north, east, and west. You enter through the west one, which seals behind you. To the south is an open door.    Push the white block in the center to the east, then head down through the open south door into B1F Room 3.

B1F Room 3

This large, square room holds seven Green Penguins, and the entire floor is made of ice tiles. Take all the Green Penguins out quickly with the Bombos Medallion. Defeated Green Penguins often leave behind Magic Vials. When all the Green Penguins are defeated, a chest appears in the center. Open it to get the Compass for the Ice Palace, then go north to return to B1F Room 2.

B1F Room 4

Walk north through B1F Room 2, push the middle white block to the north, then turn east and step on the trigger plate to open the three sealed doors. Go through the east door into B1F Room 4.    B1F Room 4 is another square, icy-floored room. It has six Green Penguins and a Spinner. Use the Bombos Medallion to take out the Green Penguins, and turn the Spinner into a Fairy with the Magic Powder if you wish.    The west door seals behind you when you enter, and the east door also is sealed. Lift the south skull pot to reveal a trigger switch, then step on it. The doors open, and you can head east into B1F Room 5.

B1F Room 5

This narrow room has a treasure chest and a set of stairs leading down on the east half, but two white blocks are in your way, and you can't push them.    Head back west to B1F Room 4 and keep going west to B1F Room 2. From here, go west to hit the trigger tile, push the center block to the west, and go through the north door into B1F Room 6.

B1F Room 6

This octagonal room has four Red Jellyfish. The Bombos Medallion works very well against them. After they're all defeated, hit the red orb to lower the raised blue blocks on either side of the room.    Drop a Bomb next to the orb, now blue, and hustle to the north side of the room before it explodes. This changes the blue orb to red, raising the blue blocks on the sides of the room but lowering the red ones in the center.    Now drop a Bomb on the cracked center part of the floor to blow open a gap to the floor below. There's nowhere else to go, so fall down the gap into B2F Room 1.

Ice Palace Basement, Second Floor (B2F)

B2F Room 1

You fall into the center of B2F Room 1, a square room with four pots to the north and south. They contain Magic Vials, a Heart, and a Bomb. On the north wall is a Sahasrahla plate. Activate the plate. Sahasrahla tells Link that he cannot defeat the Skeleton Knight with the Tempered Sword alone. When the knight collapses, however, he is vulnerable to another weapon.    Right on cue, a Skeleton Knight drops from the ceiling. Hit him with the Tempered Sword, then lay a Bomb on him while he is a pile of bones. Don't worry about running out of Bombs. Every Skeleton Knight leaves one behind when it is defeated.    Another Skeleton Knight drops from the ceiling in the south part of the room. Defeat this one in the same manner, and the sealed door to the south opens. The floor in the center of the room is cracked, but you can't bomb it. Go through this door and into B2F Room 2.

B2F Room 2

You enter B2F Room 2 through its northeast door, which seals behind you. This large room has a moving floor that pulls anything on it (including Link) to the east or west for a short distance before stopping and changing direction. Spiked walls line the room—tough to avoid when the floor is moving under you. B2F Room 2 is also filled with Jellyfish and Black Shades that pop out of holes in the north and south walls.    Use your Bombos Medallion to clear the room of enemies, but wait until the Black Shades are out of their holes and in the room, or it won't affect them. You may have to use the Bombos Medallion again on the west half of the room to completely clear it of enemies. A Jellyfish drops a Key when it is defeated. Grab it. Make sure the orb in the northwest corner of the room is red before you go through the locked door to the southwest into B2F Room 3.

B2F Room 3

B2F Room 3 has a narrow pathway suspended over a deep pit and a rotating fire wall in the center. Carefully make your way along the path, lifting skull pots as you go.    The southwest skull pot has a trigger switch that opens a sealed door in the east wall. Hit the switch and continue moving along the pathway to that door. Go through it to enter B2F Room 4.

B2F Room 4

This narrow, L-shaped corridor has a set of stairs in the northeast corner leading down. Go east and defeat the Green Slimes that pop up from the ground, then go down the stairs to the third basement floor.

Ice Palace Basement, Third Floor (B3F)

B3F Room 1

This icy-floored, T-shaped room has five Green Penguins at the west end that charge toward you when you enter through the east stairs. Zap them all with the Bombos Medallion to open the sealed door to the north, and go through that door into B3F Room 2.

B3F Room 2

B3F Room 2 is a cross-shaped corridor with an enormous spiked ball that flies towards you when you enter. Stay in the doorway to avoid being hurt by it, then move north as it starts to reset.    Duck into the east or west hallways until the spiked ball returns to its north position. Step into the hallway to trigger it, back up to avoid it, then race through the north door into B3F Room 3.

B3F Room 3

This small, square room has two fireball-spitting statues in the corners and a few pots along the edges. Start lifting pots for small rewards until the floor begins to drop out. Once it does, fall into the gap to reach B4F Room 1.

Ice Palace Basement, Fourth Floor (B4F)

B4F Room 1

B1F Room 4 is a long room with an icy floor. Activate a Sahasrahla plate in the north wall. Sahasrahla warns Link to conserve his magic. He has need of it later in the palace. Go through a northeast doorway to reach B4F Room 2, but you can first check out the south part of the room if you want to.    In the south end are a few Green Penguins, two rotating fire walls, a blue bumper, and several spiked block walls. There is also a sealed door to the southwest and a locked door to the south. None of this is important at the moment. Go through the northeast door to B4F Room 2.

B4F Room 2

You appear in B4F Room 2 on a small platform over a giant pit that covers most of the room. Four Red Jellyfish are here, and despite Sahasrahla's warning in the last room, the Bombos Medallion is definitely the best way to defeat them.    Once they are gone, use your Hookshot to grab the white block on the east side of the room and pull yourself over to the southeast platform. From here, you can go through the south doorway to B4F Room 3.

B4F Room 3

Three more large spiked balls are in B4F Room 3. You need to reach the stairs in the northwest corner, so trigger the spiked balls, step back to safety, then move past them while they're retracting.   The south part of the room has nothing of note. Go up the northwest stairs to B3F Room 4.

B3F Room 4

This is a U-shaped hallway with three Jellyfish. To the west is a locked door that goes to B3F Room 2. A patch of spikes is to the south and another set of stairs is in the northeast corner.    You need to reach the southeast corner of the room, so defeat the Jellyfish as you make your way over. Use either the Magic Cape or Cane of Byrna to cross the spikes safely, then lift the skull pot in the southeast corner to reveal a trigger button. Step on it. A chest appears in the southwest corner.    Go back across the spikes with the Magic Cape or Cane of Byrna and open the chest to get a Key. Don't use the Key on the west door. Instead, go up the stairs in the northeast corner to reach B2F Room 5.

B2F Room 5

As soon as you enter B2F Room 5, a Skeleton Knight drops from the ceiling. Defeat it with the Tempered Sword-and-Bomb method.    Use the Magic Hammer on the bouncing pink pegs in the center, then carefully lift the huge gray block to reveal a Key—and a burst of magical energy that will transform Link into a bunny if it hits him.    Drop the block and quickly run back to (but not up) the stairway to dodge the magic blast. Then pick up the Key.    Hammer the remaining two bouncing pink pegs and head over to the west side of the room, where another Skeleton Knight drops. Defeat it and lift the six southwest skull pots for two Rupees, two Bombs, a Heart, and a trigger switch.    Step on the trigger switch, and a chest appears in the southeast corner. Open it to get the Map of the Ice Palace.    The door to the east—the only other way out of this room—is still sealed. Go over to the statue in the northwest corner, grab its tongue, and pull south. This opens the door to B2F Room 6.

B2F Room 6

B2F Room 6 is a tiny room with a statue and a set of stairs. The door seals shut behind you, but you can yank on the statue's tongue to open it again. Climb the stairs up to the part of B1F Room 5 that Link couldn't reach before.

B1F Room 5

Now that you've reached the east half of B1F Room 5, toss the two skull pots out of the way and open the treasure chest to get the Big Key of the Ice Palace.    Once you have the Big Key, push the south white block next to it to the west, and push the north one farther north. Go through to the west side of the room and exit via the west door to B1F Room 4.

B1F Room 4

Defeat the Green Penguins in this room with the Bombos Medallion, and hit the Spinner with some Magic Powder to change it into a Fairy. Pick up the south pot to reveal a trigger switch. Step on the switch to open both sealed doors. Go west into B1F Room 2.

B1F Rooms 2 and 3

Go west to the center of B1F Room 2, hitting the trigger plate to open the sealed doors. Push the center white block to the west and go north into B1F Room 3. Use the Bombos Medallion to get rid of the four Red Jellyfish in B1F Room 3. Hit the orb to turn it blue and lay a Bomb next to it. Drop through the bombed-open floor into B2F Room 1.

B2F Room 1

Walk into the northeast and southwest corners to trigger the appearance of two Skeleton Knights, then eliminate them. Defeating them both opens the south door. Go through it into B2F Room 2.

B2F Room 2

Move west across this slippery, dangerous room. Use the Bombos Medallion to clear it if it's too busy for your tastes. Go through the southwest door into B2F Room 3.

B2F Rooms 3 and 4

Once again, go along the narrow pathway in the center to reach the east door to B2F Room 4. Lift the southwest skull pot to find the trigger switch to open the east door.    Go down the stairs in B2F Room 4 to reach B3F Room 1.

B3F Rooms 1 and 2

Defeat the Green Penguins in this room with the Bombos Medallion to open the north door. Go through the north door into B3F Room 2, the cross-shaped corridor with the huge spiked ball.    Stand in the south entrance to B3F Room 2 until the spiked ball starts to retract, then head north and west through the west door to B3F Room 5.

B3F Room 5

This small, square room has a rotating fire wall in the center, spiked blocks in the northeast and southeast corners, and an icy floor. Make your way very carefully to the stairs in the southwest corner and descend them to B4F Room 4.

B4F Room 4

B4F Room 4 has two Ice Beasts in the north wall that rush to attack you as you enter. Equip the Fire Rod and blast both of them.    A chest appears in the center when they are both defeated. Open it to get a bunch of Bombs.    You could drop through the gap into the floor to the room below, but it wouldn't put you where you want to be. Instead, bomb the cracked floor in the west side of the room and drop down to B5F Room 1.

Ice Palace Basement, Fifth Floor (B5F)

B5F Room 1

The hole you bombed in B4F Room 4 takes you to the west side of B5F Room 1, which has the palace's big treasure chest. Open the chest to receive the Blue Mail, which changes Link's clothes to blue and halves the damage he suffers from enemies.    Push the two white blocks in the room to the east to clear a path to the east doorway, and go through the doorway to reach B5F Room 2.

B5F Room 2

An Ice Beast charges toward you from the north as you enter B5F Room 2. Have the Fire Rod ready to deal with it. In the room's center is a large gray block trapped behind some raised blue blocks. An open doorway is to the east, and to the north is a locked door that requires the Big Key. Use it and go through the north door into B5F Room 3.

B5F Room 3

Three Red Jellyfish and a Skeleton Knight guard B5F Room 3. Use the Bombos Medallion against the Red Jellyfish. The medallion doesn't affect the Skeleton Knight, so when it drops from the ceiling, defeat it with the usual method. Two pits lead to a room below you, but they are on the other side of some raised blue blocks. You can't reach the pits, so open the north door to reveal a set of stairs leading down to the sixth floor of the basement.

Ice Palace Basement, Sixth Floor (B6F)

B6F Room 1

This octagonal room has a single Spinner. Use the Magic Powder to change it into a Fairy. Nothing else is of interest here, so just go through the south door into B6F Room 2.

B6F Room 2

B6F Room 2 is divided into north and south halves by walls and white blocks that run across the middle. Enter the north half from B6F Room 1. Of the four Jellyfish here, you only need to worry about the north two. Watch out for the Ice Beast that comes out of the northwest corner.    Defeat the Jellyfish and Ice Beast, then unlock the east door with your remaining Key. Go through the door to reach B6F Room 3.

B6F Room 3

This small, T-shaped room has no enemies, just rows of skull pots trapped behind raised blue blocks. A red orb sits at the east end.    Hit the orb to change it to blue and lower the blocks, then quickly back up to the west to avoid the magical blast of Link-transforming energy that appears.    You can get five Arrows, a Bomb, a Heart, and three Magic Vials from the skull pots. Make sure the orb is still blue and exit the room. Go north through B6F Room 2 into B6F Room 1, and go up the stairs in there to reach B5F Room 3.

B5F Rooms 2 and 3

Now that the orb is blue, the blue blocks that prevented you from reaching the pits on either side of the room have been lowered. Head south out of the room, ignoring the Skeleton Knight, and enter B5F Room 2.    Go through the east door in B5F Room 2 to reach B5F Room 4.

B5F Room 4

This square room has an icy floor and a rotating fire wall in its center, a recipe for pain. The room also has four Black Shades and a Spinner. Wait until the Black Shades appear and use your Bombos Medallion to take them out. Sprinkle Magic Powder on the Spinner to turn it into a Fairy.    The room has 16 pots, four in each corner. Carefully avoid the fire wall and lift each pot. If you lift them all, you find a Key and five Hearts.    The west door sealed when you entered, but the trigger switch to open it is under the skull pot northeast of the fire wall. This switch also unseals the south door. Go through that door to reach B5F Room 5.

B5F Room 5

B5F Room 5 drives you nuts. It's a narrow, icy pathway over a gaping chasm, and a rotating fire wall in the center makes things even more interesting.    You need to get from the north door to the west door. Using your Hookshot to pull yourself to the base block of the fire wall helps a bit, but there isn't any fancy strategy for this room: It comes down to timing and skill. The west door leads to B5F Room 6.

B5F Room 6

Defeat the two Jellyfish in this T-shaped room, and lift the pot in the southwest corner to find a trigger button.

Step on the trigger button. A chest appears. Open it to get another Key, then go north up the stairs to B4F Room 5.

B4F Room 5

B4F Room 5 is a square room with six Green Slimes hiding under the floor and an Ice Beast that jumps out from the northeast wall. Defeat all these enemies and go through the locked north door into B4F Room 1.

*Note: Don't bother lifting the pots. Neither contains anything valuable, and the south one releases one of those magical blasts that changes Link into a bunny.

B4F Room 1

You appear in the south end of B4F Room 1, just south of a rotating fire wall and a Green Penguin. The room has other enemies, but you needn't bother with them. Just lift the pair of skull pots in front of you to find a trigger button, step on the button to open the west door to B4F Room 4, and go through the door.

B4F Room 4

The east door to B4F Room 4 through which you entered is directly in front of a gap in the floor. You can't go around it, so fall in! You land in the east half of B5F Room 1.

B5F Rooms 1 and 2

From B5F Room 1, go through the east door into B5F Room 2. Because you switched the orb way back in B6F Room 3, you can reach the giant gray block in the middle of the room.    Defeat the Ice Beast that charges you as you enter, then lift the gray block to reveal a pit. Drop down it to reach the south half of B6F Room 2.

B6F Room 2

Now you have to deal with the four Jellyfish, as well as the Skeleton Knight that drops from the ceiling.    You can get to the north part by hammering down the bouncing pink pegs and pushing the white blocks out of the way, but that also exposes you to an Ice Beast that otherwise can't attack you.    Instead, once the south part of the room is clear, lift the skull pots on either side of the south door for Large Magic Vials, then go south into B6F Room 4.

B6F Room 4

In this, the final room before the boss fight, don't waste magic or Hearts. Defeat two Red Jellyfish that are in the room when you enter.

Note: If you need to leave the room for any reason, pull the tongue of the statue in the northeast corner to unseal the door.

Lift the giant gray stone block on the east side of the room and drop it quickly. Four Jellyfish are hiding under it. Defeat all four.    Hammer the two bouncing pink pegs in the southeast corner and lift the skull jars beyond them to get five Arrows and a Bomb.    In the southwest corner are two gray statues. Pull the east one to the north, and hammer down the bouncing pink pegs beyond it.    Lift the large gray stone in the southwest corner to reveal a gap in the floor that leads down to B7F Room 1—the boss's lair. If you are low on Hearts, use some Medicine or a Fairy to replenish them. Equip your Fire Rod and make sure that your Magic Meter is as full as possible before leaping into the pit.

Boss Fight: Kholdstare

Kholdstare is not very tough, but his lair is very dangerous. Chunks of ice rain from the ceiling, and if you get hit by too many, you're knocked out, well, cold. Keep moving and watch their shadows as they fall, just as you would keep an eye out for a Wall Master.    Kholdstare initially appears as a giant eyeball frozen in a block of ice. For the first part of this fight, you need to blast the block of ice eight times with your Fire Rod. Keep dodging ice chunks as you do this—you shouldn't lose a single Heart during this part of the fight.    When the ice block has absorbed eight hits, it shatters and reveals Kholdstare's true form. The boss is actually three large eyeballs that float around the room and try to run into you.    Ice chunks still fall from the ceiling, so watch out for them. Hit each Kholdstare eyeball approximately four times with the Fire Rod or eight times with the Tempered Sword to defeat it.    An excellent strategy is to back one of the Kholdstare eyeballs into a corner and hack away at it with the Tempered Sword. You defeat it in no time.    Once Kholdstare is defeated, pick up the Heart Container that it leaves behind and grab the fifth Crystal as it falls from the ceiling to complete the Ice Palace quest.    The maiden in the Crystal thanks Link for rescuing her and gives him a little Hyrulian history lesson. According to legend, the Hylian people mastered mysterious powers, as did the seven sages. Over time, the miraculous abilities have faded from the sages' descendants.    The maiden believes that mixing the courage of the knights with the wisdom of the sages will increase their powers. She thinks the maidens can help Link, but there is very little time before the gate at Hyrule castle opens completely, linking the Light and Dark worlds forever.    If Link defeats Ganon, however, the Dark World will vanish, and the Triforce will wait for a new master. She wishes Link luck in his quest.    Link appears outside the entrance to the Ice Palace with full Heart and Magic Meters. There are no side quests to perform after the Ice Palace. If you've done everything there is to do so far, head to the southwest corner of the Dark World and the Swamp of Misery, where the sixth maiden awaits rescue.

Misery Mire

Piece of Heart 21

Drop off the plateau you warp to and walk north along the west edge of the Swamp of Misery to a green structure that seems to have two yellow eyes and a doorway for a mouth.    Enter the doorway and go into a long room with a Red Spark and a Blue Spark. Proceed north to two chests surrounded by gray blocks. To access both chests, follow these steps exactly:

Push the southwest block to the west.

Push the block immediately north of your current position to the north.

Push the southernmost block to the east.

Push the block immediately northwest of your current position to the west. You can now open both chests.

The west chest has the 21st Piece of Heart; the east chest has a Red Rupee. Collect both, and then leave the building.

Piece of Heart 22

Go to a small alcove in the rock wall in the northeast corner of the Swamp of Misery.    Use the Magic Mirror here to warp to the Light World. If you did it correctly, you should appear on a small patch of grass in the Desert of Mystery. Lift a nearby large, gray stone to reveal an underground passage.    After entering this passageway, you find a Piece of Heart on the other side of several moveable blocks. Stand in the southwest corner of the blocks and move them according to the following steps:

Push the block north of you to the north.

Walk one step to the east and push the block north of you to the north.

Walk one step east and push the block east of you to the east.

Walk one step north and push the block east of you to the east. You can now reach the Piece of Heart.

Grab the Piece of Heart and transport back to the Dark World. From here, go southwest to find the entrance to Misery Mire.

The Swamp of Misery

The Swamp of Misery in the Dark World is in the southwestern corner of the world map, in the same location as the Desert of Mystery in the Light World. You cannot walk directly to the Swamp of Misery, because it is sealed off by steep rock walls.    Summon the white bird with the flute while in the Light World and have the bird drop you at point #6 in the southwest corner of the Desert of Mystery. From here, lift a small dark rock to the east to reveal a magical transporter to the Dark World.    Enter the transporter. Misery Mire is almost due north of you, but you want to grab a couple of Pieces of Heart before entering the dungeon.    The entrance to Misery Mire is in the center of the north part of the swamp. You have to wade through shallow water and swim through deep water to reach it. Watch out for the Dark Zoras, Water Worms, and Flyceratopses as you make your way to the entrance.    A lightning bolt symbol on the ground is where the entrance to Misery Mire should be. It's the same symbol as the one on your Ether Medallion. Stand on this symbol and use the Ether Medallion. The entrance to Misery Mire rises in front of you.

Misery Mire

1F Room 1 is a long, L-shaped corridor with a door at the northeast end. Watch out for the Yellow Slimes that pop up under you as you walk through the corridor.   Hookshot across the gap in the floor. Go down the stairs at the end to B1F Room 1.

Misery Mire Basement, First Floor (B1F)

B1F Room 1

B1F Room 1 has four Worm Baskets, four Wizrobes, and a Laser Eye Statue in the middle of its north half. Wizrobes can be a little tricky. They appear, fire a magic blast, and then disappear. You must hit them in the split-second between when they appear and when they fire.    The narrow walls in the middle of the north half do not stop the Laser Eye Statue's deadly beams, so don't plan on using the walls as cover.    After all the Wizrobes and Worm Baskets have been defeated, the sealed door in the north wall opens. Go through it to B1F Room 2.

B1F Room 2

This enormous, square room has upper and lower levels. You enter it in the southeast corner of the upper level. Enemies in the room include Blue Sparks and a Fire Snake.    Go down the ladder in front of you to reach the lower level and carefully make your way west, avoiding the Fire Snake and Blue Sparks.    When you can go no farther west, turn north and continue to a ladder that leads to the northwest part of the upper level. Don't climb it just yet.    Instead, walk east to another ladder to the north. Climb that ladder to reach the upper level. Enter the doorway to B1F Room 3.

B1F Room 3

This small room has two Worm Baskets and two torches that shoot fireballs. Avoid the fireballs, defeat the Worm Baskets, and go through the east door into B1F Room 4.

B1F Room 4

B1F Room 4 is another small room, guarded by three Red Stalfoses and a Laser Eye Statue. The Bombos Medallion is a good way to dispose of the Red Stalfoses.    After they're gone, use the Magic Cape or Cane of Byrna to walk across the spiked floor and lift the skull pot, revealing a trigger button. Step on the trigger button and a chest appears on the spiked floor. Open the chest to get a Key. Step off the spiked floor and deactivate the Magic Cape or Cane of Byrna.    Lift the other two skull pots at the north end of the room to get a Magic Vial and another Key. Use a Key to go through the locked north door into B1F Room 5.

B1F Room 5

This room is blissfully devoid of enemies. It's divided into an upper level and a lower level. Go through the north door on the upper level to reach B1F Room 6.

B1F Room 6

B1F Room 6 also is completely free of enemies. It consists of an L-shaped bridge over a deep pit. Walk across the bridge and go through the west door at the end of it into B1F Room 7.

B1F Room 7

B1F Room 7 has another stone bridge over a deep pit and, again, no enemies. The stone bridge leads to a west doorway to B1F Room 8. You can't yet reach the wooden bridges underneath the stone bridge to the north and south. Go through the west door into B1F Room 8.

B1F Room 8

B1F Room 8 is a change of pace from the last several rooms. This L-shaped room has fireball-spitting statues, a Wizrobe, two Red Stalfoses, a spiked section of floor, and a few Blue Sparks for good measure. The south section of the room is inaccessible at the moment because of some raised blue blocks.    Defeat the Wizrobe that appears near the room's entrance, dodge the statues' fireballs, and go north. Four skull pots to the north conceal two Hearts and two Magic Vials.    Go west from the northeast corner, carefully avoiding the Blue Sparks. Hit the red orb in the northwest corner of the room to make it blue, and lift the skull pot near the orb to get yet another Key.    Go back to the east part of the room where you entered, and equip the Cane of Byrna. Walk into the Red Stalfoses while the Cane of Byrna is active to defeat them, and go south across the spiked section of floor.    Once clear of the spikes, deactivate the Cane of Byrna and lift the skull pot just south of the fireball statues to get a Heart. The other pots have no valuables, and one has a magic blast. Leave them alone and use a Key to go through the locked south door into B1F Room 9.

B1F Room 9

B1F Room 9 is a long room that has two fireball-spitting statues at the north end, a strip of spiked floor in the middle, and a Spinner and a large spiked ball at the south end.    Walk south through the room, using the Magic Cape or Cane of Byrna to cross the spikes safely. Use the Magic Powder on the Spinner at the south end to transform it into a Fairy if you want to.    The south part has doors to the west and south. Trigger the giant spiked ball by stepping in front of it; avoid it by stepping back. Then head through the south door into B1F Room 10.

B1F Room 10

This small room has two fireball-spitting statues and a single Red Stalfos. A door in the west wall is sealed, but one in the east wall is open. Go through the east door to an area of B1F Room 2's upper pathway that you couldn't reach before.

B1F Room 2

In B1F Room 2, walk south past a locked door and step onto a grating to the east. Walk north along the grating, avoiding the shots from the fireball statues, until you come to a skull pot.    Lift the skull pot to reveal a trigger button. Step on the trigger button, and a treasure chest appears to the northeast. Open this chest to get yet another Key.    Walk west from the chest to find a nearby north doorway, and pass through it to reach B1F Room 11.

B1F Room 11

B1F Room 11 is a small, square room with four Bomb Slugs and a Spinner. Bomb Slugs lay green Bombs that detonate after a few seconds. A single hit from the Tempered Sword defeats a Bomb Slug. It also takes but one hit to safely destroy its Bombs before they explode.    After all four Bomb Slugs are defeated, the sealed door to the east opens. Change the Spinner into a Fairy with the Magic Powder if you need Hearts. Go through the east door to return to B1F Room 3.

B1F Room 3

Remember that the torches in this room spit fireballs, so stay on your toes. Defeat the Worm Baskets if you want to, then push the green block in the center to the left to open the north door. Go through it to enter B1F Room 12.

B1F Room 12

B1F Room 12 is a large, busy room with a lower level that you cannot reach from the elevated bridge upon which you enter. The bridge runs due north to a doorway. You can't drop to the lower level, so go through the north door into a new part of B1F Room 7.

B1F Room 7

You appear on the east wooden bridge that runs north to south across the room. Go to the north end to find a treasure chest with another Key in it. You should have three Keys now.    Go back through the entrance door to the south to reach B1F Room 12. Continue south into B1F Room 3 and through the west door to enter B1F Room 11. From there, go through the south door to return to B1F Room 2. In B1F Room 2, head all the way south across the wire grating floor to reach the locked door in the southwest corner of the room. Use a Key to open the door and go through it into B1F Room 13.

B1F Room 13

This small, square room has conveyor belt pathways along all four walls, an orb in the center, two floating Stalfos Skulls, a Spinner, a Jellyfish, and a cannon that shoots fireballs north, south, east, or west. Defeat the Jellyfish and Stalfos Skulls, transform the Spinner into a Fairy if you wish, and collect the Key that one of the enemies leaves behind.    This room has three doors: the east one through which you entered, a locked door to the west, and an open doorway to the south. The south doorway leads to B1F Room 14, which you don't want to enter (see caution), so unlock the west door with a Key and go into B1F Room 16.

Caution

Avoid B1F Room 14, which has two Laser Eye Statues and a Bomb Slug. It also has a door in the south wall that leads to a tiny plateau in B1F Room 15, but that is of no use to you.

B1F Room 16

B1F Room 16 is another small, square room with a sealed door to the north and an open door to the south. It has a single fireball-spitting statue, which isn't too bad.    When you enter, however, 22 Floor Tiles rise up from the ground, two at a time, and fly at Link, shattering when they hit a solid object. Walk in a huge circle around the room's perimeter, which should keep you safe from both Floor Tiles and fireballs.    When all 22 Floor Tiles have launched themselves, you have only the fireball-spitting statue to worry about. Use your lamp to light torches in four corners of the room, which unseals the north door. Go through it to B1F Room 17 before any of the torches go out.

Tip: If your Magic Meter is too low to light all the torches, go to B1F Room 18 first and grab the Large Magic Vial from the skull pot in the northeast corner of the room.

B1F Room 17

This octagonal room has no enemies. If the orbs in the Misery Mire are blue, the two blue blocks in front of the chest in the middle of the room are lowered, and you can step onto them to open the chest.

Note: If the blue blocks are raised, backtrack to B1F Room 13 and hit the orb in there to lower the blue blocks. Then return to B1F Room 17.

Open the chest to get the Compass for the Misery Mire. A door to the east returns you to B1F Room 10, but it seals shut behind you if you go through it. Instead, exit the room via the south door to B1F Room 16, and go south through this room to B1F Room 18.

B1F Room 18

Defeat the Wizrobe, Red Jellyfish, and two Bomb Slugs in this small, square room. Head south onto the conveyor belts, avoiding the fire from the four-directional cannon, and go to the northeast corner of the room.    The south pot in this part of the room has a Rupee, and the north one has a Large Magic Vial. Once you grab both, go up the northeast stairs to reach 1F Room 2.

1F Room 2

This room has an endless supply of Wizrobes. You can't defeat them all, so don't try. Treat them as if they were cannons and avoid their fire.    In the south half of the room are two torches, one in each corner, and an open door to the south. Each torch is on the other side of a row of three moveable blocks. Go through the south door into 1F Room 3.

1F Room 3

This room is a mirror-image of 1F Room 2. It also has two torches behind moveable blocks, but in the north corners of the room. You must light the torches in 1F Rooms 2 and 3 so that all four are lighted at the same time.    To reach each torch, push the north and south blocks away from the center of the room and then push the center block north or south. Clear paths to all four torches, and then use your lamp to light them all.    When all four torches are lighted, Misery Mire shakes for a good 10 seconds. You've done something right—but you don't know what just yet! Go through 1F Room 3's east door to reach 1F Room 4.

Note: What you actually did was shift the east wall in 1F Room 4 to expose the southeast gap in the floor, through which you can drop down to reach a platform in B1F Room 15.

1F Room 4

This large room has a metal mesh floor and seems entirely empty except for a gap in the southeast corner, some spiked blocks next to the gap, and a Sahasrahla plate in the north wall. Another endless troop of Wizrobes appears a few seconds after you enter, however, and you cannot defeat them all.    Activate the Sahasrahla plate, and the elder tells Link to "set the four torches alight, and the way ahead shall surely open." Well, you did that already, so drop through the gap in the southeast part of the floor to land in B1F Room 15.

Note: If you don't see a gap in the floor, you didn't light the four torches properly in the two previous rooms. Light the four torches and make Misery Mire shake before entering this room.

B1F Room 15

You might have checked out B1F Room 15 by going south from B1F Room 13 and south again through B1F Room 14. If you did, you were only able to see it from the small ledge at the north end of the room.    Now that you've shifted Misery Mire by lighting the four torches on the first floor, you land on the center platform of the room, right next to a chest. Open the chest to get Misery Mire's Big Key. Then use the Magic Mirror to return to the entrance of Misery Mire.

Note: You weren't told to go through B1F Room 15's west door into B1F Room 23 because the room has a transporter that takes you to B1F Room 21 and puts you on a path to the boss's lair. Until you have Misery Mire's special item (the Cane of Somaria), you can't get to the boss fight. When you have the cane, you take a different path anyway.

From the entrance to Misery Mire in 1F Room 1, go to the end of the corridor and down the stairs to B1F Room 1. Defeat the four Wizrobes and four Worm Baskets to open the north door and enter B1F Room 2.    From the southeast entrance to B1F Room 2, follow the elevated pathway east and then north and enter the first door to the east that you see. This takes you to B1F Room 19.

B1F Room 19

B1F Room 19 is a long room with elevated sections at the north and south ends and a recessed area in the center. You can climb down to the center area from the elevated south area, but you can't climb up to the north elevated area from there.

Note: The Map for Misery Mire is in the northern part of this room. Since we've provided you with detailed maps in this guide, you don't really need it, but if you want to get it, go through the northeast door on the eastern wall of B1F Room 2.

You enter from the southwest door. Avoid the shots from the fireball-spitting statue and avoid the Spinner (or transform it into a Fairy with the Magic Powder). Go through the southeast door to B1F Room 20.

B1F Room 20

When you enter B1F Room 20, the door seals shut behind you. A bridge in the center, running from north to south, starts to crumble a few seconds after you enter.    You need to cross this bridge, but you don't have time to walk to it. Instead, use your Hookshot to grab the green block at the south end of the bridge, then walk north along the bridge until you come to the large chest at its end.    Cannons along the east and west walls of the room fire at you as you cross, but you're moving quickly to get across the bridge before it crumbles, so their shots always miss you.    Inside the big chest is the Cane of Somaria, a versatile item that creates a red block in front of you. Try it out later. Once you have it, exit via the northwest door to enter the north part of B1F Room 19.

B1F Room 19

The north end of B1F Room 19 has a doorway to the north, a locked door to the northwest, and a treasure chest in front of the locked door, none of which you can reach because of some raised blue blocks.    Drop off the south edge of the elevated north platform and backtrack to B1F Room 2. Drop off the elevated pathway and go to the northwest corner of the room, to the ladder that leads back up to the elevated pathway.    Enter the northwest doorway in the west wall to enter B1F Room 10. Head north in B1F Room 10 to reach B1F Room 9. Go through the southwest door in B1F Room 9 to enter B1F Room 21.

B1F Room 21

B1F Room 21 is a small, square room with three Wizrobes and a four-directional cannon in the center. A locked door in the north wall requires the Big Key to open it. Defeating the Wizrobes is optional. All you must do is unlock the north door and go through it into B1F Room 22.

B1F Room 22

B1F Room 22 is completely empty except for a pulsing golden transport tile in the middle of the floor. Step on this tile to transport directly to the lower part of B1F Room 12.

B1F Room 12

To this point, you've only been on the elevated upper pathway of B1F Room 12. The transporter tile takes you to the bottom floor. Two Spinners are on the west side and a Wizrobe is on the east side. Turn the Spinners into Fairies with the Magic Powder if you need Hearts, and then defeat the Wizrobe to clear the room of enemies.    With the enemies defeated, walk up the ladder in the middle of the room to reach a locked door in the north wall. This door requires the Big Key. Open the door and go through it into B1F Room 7.

B1F Room 7

You appear on the west wooden bridge in B1F Room 7, the only bridge you haven't been able to reach in this room to this point. If your Magic Meter is low (and it probably is by this point), go west to find a skull pot with a Large Magic Vial under it.    After getting the Large Magic Vial, head north along the wooden bridge to reach a set of stairs leading down to B2F Room 1.

Misery Mire Basement, Second Floor (B2F)

B2F Room 1

B2F Room 1 is completely dark and has four fireball-spitting statues toward its south end. In the southeast corner, a locked door leads to B2F Room 2. You still have two Keys left, so use one to open this door and enter the next room.

B2F Room 2

This small, darkened room has no enemies, but it does have 9 Blue Rupees just sitting on the ground. Pick up the loot, and then return to B2F Room 1.    To open the sealed door in the southwest corner of B2F Room 1, lift the skull pot in the center of the west side to find a trigger button.    When you step on this trigger button, the southwest door opens, but when you step off the button, the door reseals. The room has nothing that you can push onto the trigger button to keep the door open.    Equip the Cane of Somaria and point it toward the trigger switch. Press 1 to create a red block. If your aim wasn't perfect, you can push it onto the switch. The red block is heavy enough to keep the switch down and allow you to enter B2F Room 3.

B2F Room 3

B2F Room 3 is a small, darkened square room with two Stalfoses and a Spinner. Carefully move around the room and exit via the west door to B2F Room 4. Defeating the Stalfoses is optional.

B2F Room 4

B2F Room 4 is yet another darkened room. You enter the south half, a maze with a spiked block that bounces east to west near the entrance. The north half has an orb and a fireball-spitting statue surrounded by a pit, which is encircled by conveyor belt flooring.    Carefully avoid the spiked block and make your way west. At the west edge of the room, either go through the west door to B2F Room 6, or head north for a short detour to B2F Room 5 that nets you 18 Blue Rupees.

Rupee Room

Go to the north end of B2F Room 4 and move counterclockwise along the conveyor belt pathways until you reach the cracked north section of the west wall. Bomb this to open a passage into B2F Room 5.    The passage puts you in the north part of B2F Room 5, which has a Spinner and a fireball-spitting statue. It also has 18 Blue Rupees—not a bad haul!

B2F Room 6

B2F Room 6, like all the rooms so far on the second floor of Misery Mire's basement, is dark. It has a Stalfos and two Spinners that should be trapped behind raised blue blocks on the west side of the screen.

Note: If you enter and see a row of raised red blocks in front of you, return to B2F Room 4 and hit the orb at the north end of the room to turn it from blue to red.

Defeat the Stalfos, and then lay a Bomb in the cracked center of the north wall. The Bomb blows open a passageway to the south part of B2F Room 5. Watch out for the Black Spiders that come through it, and then enter B2F Room 5.    You're safe from the Spinners and the fireball-spitting statue to the north as long as you're in the south part of B2F Room 5. Hit the orb in the southwest corner room to change it to blue, and return to B2F Room 6.    Now that the blue blocks on the west side of the room are lowered, the Spinners are free to move around the room. Avoid them and the Black Spiders coming through the bombed north passage, and go through the west door to B2F Room 7.

B2F Room 7

B2F Room 7 is a large room, and the first on this floor of Misery Mire that is lighted. An unlimited number of Yellow Slimes fall from the ceiling. Don't try to defeat them all, but take out the ones that get in your way. You also have to contend with a Spinner and a fireball-spitting statue.    In the center of the room, a set of stairs leads up to B1F Room 24. Hit the orb at the north end so that it turns red, and then go up the stairs to B1F Room 24.

B1F Room 24

This is the final room before the boss fight. You appear on its east side. Run counterclockwise along the pathway from the stairs to avoid the Fire Snake to the west. Cross the lowered red blocks in the center to reach the west part of the room.    The west part has a fireball-spitting statue and a large pit in the center. To the north is the door to the boss fight. Make sure your Heart Meter is as full as possible, and save your game. Now enter the north door to B1F Room 25, the boss's lair.

Boss Fight: Vitreous

Wow, two eyeball-shaped boss enemies in a row! Vitreous, like Kholdstare, is an optical orb that is not too tough to defeat. It sits in a puddle of ooze in the north part of the room and sends eight small eyeballs out to attack you, one or two at a time.    As the eyeballs float up, hit them with your Tempered Sword. Each eyeball takes about five hits with the Tempered Sword to defeat. Don't step in the ooze in the north part of the room, or you lose Hearts. Dispose of the eyeballs as quickly as possible, even if it leaves you vulnerable to attack.    Keep an eye on Vitreous as you attack the eyeballs, because the boss occasionally fires a lightning bolt similar to the one Agahnim used. Vitreous's lightning bolt doesn't shoot straight south as Agahnim's did, however. It can also hit you while you're in the room's corners.    You can tell when Vitreous is about to fire the lightning bolt, because the boss always turns to the right or left just before firing.    Once you defeat all except four of Vitreous's small eyeballs, the giant eye itself rises up and starts bouncing around the room, trying to land on you.    Deal Vitreous 12 blows with the Tempered Sword to defeat it. You can even stand in the same place and wait for Vitreous to come to you.    Defeated, Vitreous leaves behind a Heart Container. You can now walk around on the ooze if you want to. It's harmless. Pick up the Heart Container, and the sixth Crystal drops from the ceiling. Pick up the Crystal to complete the Misery Mire quest.    The maiden inside the Crystal thanks Link for rescuing her and explains why Ganon captured the maidens: He couldn't break the seal of the seven sages by his power alone. He used Agahnim as his pawn and drew the maidens to the Dark World, using their power to break the sages' seal and then imprisoning them in the Crystals. He then gave the Crystals for safekeeping to powerful monsters loyal to Ganon.    But Ganon didn't count on Link, the hero of legend, rising up and succeeding so well in his quest to rescue the maidens. Princess Zelda is waiting for Link inside Turtle Rock. You must hurry!

Missing Links

You can head to Turtle Rock and rescue Princess Zelda now, or you can first complete the following mission to power up your Bow & Arrows and Tempered Sword.    Definitely undertake this quest before entering Ganon's Tower—you need the Silver Arrows and Golden Sword to stand a chance against Ganon. But you can wait until after the Turtle Rock quest before doing so.

The Super Bomb

Enter the Bomb Shop in the Dark World, where Link's house would be in the Light World. The shopkeeper has his usual 30 Bombs for 100 Rupees deal, but he also has a new item in stock, a Super Bomb for 100 Rupees. Purchase the Super Bomb.    Link drags the Super Bomb along behind him once he buys it. If you try to dash with 7 or drop off ledges while carrying the Super Bomb, it detaches itself from Link and explodes after a three-second countdown.    Walk carefully with the Super Bomb to the Pyramid of Power, and climb the stairs in the center of it. Just northwest of the top of this first set of stairs is a cracked block in the side of the Pyramid of Power.    Press 7 to drop the Super Bomb here, and retreat to the top of the stairs. The Super Bomb begins a three-second countdown and explodes, blowing a hole in the side of the Pyramid of Power!    Enter the hole to reach the Mysterious Pond. Approach the pond and press 1. You are given the option of throwing something into it, just as you were at the Waterfall of Wishing.    Throw in your Bow & Arrows. A hefty Fairy appears, asking if you threw the item into the pond. Tell her that you did, and she rewards your honesty by giving you Silver Arrows to go with your Bow, telling you that you need these to deliver the final blow to Ganon. Silver Arrows do twice as much damage as regular arrows.    The Fairy also remarks that she doesn't have the typical slender body of a Fairy because of Ganon's evil magic, which explains why she's so eager to hand over a weapon to help defeat him.    Leave the Mysterious Pond and immediately reenter. Approach the pond again and throw in your Tempered Sword. The Fairy reappears and gives you the Golden Sword, another essential item for defeating Ganon.    The Golden Sword is 33 percent more powerful than the Tempered Sword, twice as powerful as the Master Sword, and four times as powerful as Link's first sword! You can also hit Shockers without suffering a shock from them, but Jellyfish still shock you if you hit them while they are flashing.

Turtle Rock

To Turtle Rock

You'll need a lot of magical energy in this next dungeon. Have at least two bottles of green Medicine of Magic or blue Cure-All Medicine and a full Magic Meter before you enter Turtle Rock. Carry some healing items as well, such as captured Fairies, red Medicine of Life, or blue Cure-All Medicine.

Tip: Bring one or two captured Fairies (to automatically revive you if your Heart Meter is depleted) and two or three Magic Bottles of Cure-All Medicine.

When you're prepared, call the white bird with the flute while you are in the Light World, and have it transport you to location #1 on its map. This is halfway up Death Mountain in the north end of Hyrule.    Head east from the drop point. Either enter the old man's cave there or continue east, just as you did when you were climbing Death Mountain to reach the Tower of Hera.    Either way, you reach the cave back to Kakariko Village and the long ladder leading up the mountain. Climb the ladder and proceed east, fighting the spidery Tektites as you go.    Enter the familiar blue warp to the Dark World. You reappear near the soccer-playing monster. Go west a few steps and stand on the imprint of Spectacle Rock, and then use the Magic Mirror to warp to the Light World and appear atop Spectacle Rock.

Drop off Spectacle Rock to the north and head northeast to the Tower of Hera. Go east along the bridge past the Tower of Hera, pounding the stakes at the end with the Magic Hammer to keep going east.    Continue moving northeast until you arrive at an elevated plateau topped with three wooden stakes. To the south is a large dark stone. Lift the stone out of the way and climb to the stakes on the plateau.    Pound the stakes with the Magic Hammer in this order: Hit the east one first, the north one second, and the west one last.    A warp appears. Enter the warp to transport to the Dark World. You appear on top of Turtle Rock next to the insignia of the Quake Medallion. Stand on the insignia and use the Quake Medallion to open the entrance to Turtle Rock. From here, you can either proceed directly to Turtle Rock, or get Piece of Heart #23.

Piece of Heart 23

Drop off Turtle Rock and go west until you can't go west anymore. Go south to a large rock near the entrance of a cave. Lift the rock to reveal a hidden passageway.    Enter this passageway to reach an underground cavern. Walk north along the path in front of the door and Hookshot to the platform to the west by firing your Hookshot at one of the skull pots on the west platform.    Stand at the northwest corner of this platform and fire the Hookshot north to latch on to another skull pot on a tiny platform to the north.    Open a chest on this platform to get 50 Rupees. Stand on the southwest corner of the platform and fire the Hookshot west to latch on to a chest on another platform.    Open this chest to get 50 more Rupees. Hookshot to the west again and latch on to a skull pot to on the westernmost platform in the cave. Warning: Do not lift the southwest skull pot on this platform! You need that pot in a minute to return to the platform.    Stand at the southeast end of this platform and fire your Hookshot at the chest to the east. Open the chest to get another 50 Rupees, and return to the west platform by firing the Hookshot at its southwest skull pot.    Stand on the northeast corner of this platform and fire the Hookshot north to latch on to another skull pot on another platform to the north. You may need your Bow or other long-distance weapon to defeat an Octopod on this platform before you can latch on to the skull jar.    You have opened all the chests in this area of the cavern. Either fall off into the pit to reappear at the entrance to the cavern, or—if you don't want to lose a Heart—backtrack to the entrance with your Hookshot. With 18 Heart Containers, you can really afford to save yourself the tedium of backtracking.    Stand at the north edge of the entrance platform and use the Ether Medallion. Watch the gap to the north of the platform carefully. An invisible pathway appears for a split second.    To cross the platform, take two steps north, two steps east, two steps north, and two steps west. Go north the rest of the way. Use the Ether Medallion if necessary while on the invisible pathway to see where you're going.    At the end of the invisible pathway is a small platform with a cracked wall to the north. Bomb that cracked northern wall to open a passage into the next room.    This next room is a cross-shaped intersection with cracked walls to the north, west, and east. The east wall can't be bombed, but two skull pots there have two Hearts under them if you need to raise your Heart Meter.    Bomb the north wall to create a passageway to a Fairy Pond. You can't capture any Fairies here, but the single large Fairy in the pond refills your Heart Meter.    Return to the cross-shaped intersection and bomb the west wall to open a passage to another room. The cavern has an exit to the south, and another cracked wall to the north.    Bomb the north wall to open another passageway to another room. This has another Fairy Pond and three Fairies you can capture.    Leave this area and go through the south exit from the cavern into the next room. You appear on an unremarkable small outdoor plateau.    Use the Magic Mirror while standing on this plateau to warp to the Light World. When you appear in the Light World, the 23rd Piece of Heart appears on the plateau with you!    Re-enter the Magic Mirror warp to return to the Dark World, and then drop from the plateau to the south. You land right next to the original entrance to the cavern and can easily backtrack to Turtle Rock.

Turtle Rock

Turtle Rock, First Floor (1F)

Note: Turtle Rock is the most complex and confusing dungeon you've seen so far. Follow the walk-through instructions precisely. If you're careless, you’ll be lost in no time.

1F Room 1

In the southwest corner of this entrance hall is a Sahasrahla plate. Activate it, and Sahasrahla warns Link against going any farther unless he possesses the Medicine of Magic. He's right. If you don't have the Medicine of Magic or Cure-All Medicine, leave now and come back when you do.    Lift the skull pots to the north to get a Bomb and a Large Magic Vial. North of the skull pots is a gap in the walkway. Over the gap is a small box with a question mark on it.    Use the Cane of Somaria to create a red block on top of the question-mark block. This creates a moving platform on the question-mark block. Step on it and it takes you to the north end of the room. From there, go through the north doorway to 1F Room 2.

*Note: You must do this several times in different places in this dungeon. Hence-forth, we refer to those question-mark blocks as Somaria blocks and the platforms created by them as Somaria platforms. When you need to create a red block with the Cane of Somaria on top of one of the question-mark blocks, we tell you to "activate the Somaria block."

1F Room 2

Activate the Somaria block to the north and step on it. 1F Room 2 is a huge room dominated by an enormous chasm in its middle. Tracks for the Somaria platforms crisscross the chasm. There are Stalfoses, Jellyfish, and Stalfos Skulls in this room.

Controlling Somaria Platforms

When you are on a Somaria platform and you come to a junction in the track, you can choose a direction at the junction with w, a, x, or d. For example, if you come to a junction leading north and south, you can choose north by pressing w when you reach the junction.    If you don't choose a direction, the Somaria platform continues its course if the track continues in that direction past the junction. If the track doesn't continue in that direction, the Somaria platform randomly chooses a direction to turn and keeps going.    You cannot stop a Somaria platform once it's moving, and you cannot reverse direction along the track. The only control you have over the Somaria platform is your choice of direction when you come to a junction.    The Somaria platform automatically stops at any Somaria block. You can leave the Somaria platform if it stops in front of solid ground, or you can start it moving again by pressing the appropriate direction.    Steer the Somaria platform west toward the next Somaria block, which is in the southwest corner of the room. Step off the Somaria platform and go through the doorway in the south wall to reach 1F Room 3.

1F Room 3

When you enter this room, walk south down the narrow hallway until you see a chest surrounded by a spiked floor. Two fireball-spitting statues are in the south corners of the room.    Open the chest to get the dungeon's Compass. Exit the room carefully. If you just turn around and run north, the north door seals and a Laser Eye appears in front of it. You don't want that to happen because it's the only door in the room.    Stand to the south of the chest, face south, and hold down 2 to charge your Golden Sword. While holding down 2, walk north so that Link is still facing south as he goes. Back out of the room in this manner and return to B1F Room 2.

1F Room 2

If you need a Heart, activate the Somaria block ahead of you and go west to the next Somaria block. The skull pot on this small southwest platform has a Heart.    If your Magic Meter is getting low, take the Somaria platform to the northwest Somaria block that stops in front of a small plateau to the west. Under the skull pot on this platform is a Large Magic Vial.

Caution

1F Room 4, Southwest Corner

Don't enter the small southwest strip of 1F Room 4 to which the southeast doorway in the east wall leads. You can get a Magic Vial and five Arrows from two skull pots, but you expend magic energy to activate the Somaria block to get into the room. Don't bother.

1F Room 4

Your next stop is the northeast door in the east wall of 1F Room 2, which leads into the main part of 1F Room 4, another large room with a huge chasm in the center, similar to 1F Room 2. To the south of the entrance are two skull pots. The first contains a Heart, and the second holds a Large Magic Vial.

Tip: Hold off on the Large Magic Vial until you've tried to solve this room's puzzle. You expend a lot of magic energy and may make several unsuccessful attempts before you solve it.

Open a sealed door to the north by lighting four torches in the center of the room. This is tricky. Activate the Somaria block next to the entrance and equip the Fire Rod.    While standing on the northwest platform where you entered, line yourself up with the two north torches and light both of them by shooting the Fire Rod.    Quickly step on the Somaria platform, travel down to the two south torches, and light them both with the Fire Rod.    You can't get to the unsealed north door from the Somaria platform before the torches go out and the door reseals, so use the Hookshot to grapple to a torch and intentionally fall off the Somaria platform into the chasm below.    You reappear at the entrance to the room. Go through the door to the north before it reseals, and you make it to 1F Room 5.

Tip: If you deplete your Magic Meter and still can't get through the door, use the Magic Mirror to leave the dungeon, and then re-enter. This lets you go back to 1F Room 4 and refill your Magic Meter with the Large Magic Vial from under the skull pot, rather than use one of your Medicines of Life or Cure-All Medicines, which you need later on.

1F Room 5

You weren't expecting this dungeon to get any easier, were you?. 1F Room 5 is long and has two huge spiked rollers that roll across most of the room. The south one moves north and south; the north one moves east and west. You're safe from the rollers while you're in the south part of the room, but it requires some fancy footwork to make it through here without injury.    The rollers do not roll all the way to the room's east or west edges. From the entrance, hug the west wall and move past the small walls extending out from it. Each time the rollers pass, move north past one small extended wall and scurry back to the west wall.    If you do this correctly, you should reach the north end of the room safely. There you find two chests, a skull pot, and an area where the giant rollers can't get you. The chests contain the dungeon Map and a Key, and the skull pot has a Magic Vial. Collect the goodies and warp back to the dungeon entrance with the Magic Mirror.    From the dungeon entrance, go north through 1F Room 1 (grab the Large Magic Vial from the skull pot), and enter 1F Room 2.

1F Rooms 6 and 7

From 1F Room 2, activate the Somaria block and ride the Somaria platform to the northeast door on the north wall. Defeat the Red Stalfos here and enter this door to reach 1F Room 6.    The east and west sides of 1F Room 6 are lined with spikes, and 22 Floor Tiles rise up from the floor and hurl themselves at you. Dodge or hit them with the Golden Sword until they are all gone. The north door to 1F Room 7 unseals.    In 1F Room 7 is a skull pot that contains a Large Magic Vial and a Fairy that you can capture and use immediately or store in a Magic Bottle. Return to 1F Room 2 and continue the walkthrough from the 1F Room 8 heading.

1F Room 8

To get to 1F Room 8, ride a Somaria platform over to the locked northwest door on the north wall of 1F Room 2. Defeat the Red Stalfos on the platform in front of the door, and use the Key you found to unlock the door. Go through it and into 1F Room 8.    A Bouncer and a Green Slime are in this small room. Defeat both. The Bouncer leaves a Key behind as a reward. Pick up the Key and use it to open the locked door to the north, and go through the door into 1F Room 9.

1F Room 9

Tip: If your Magic Meter is nearly full, use the Magic Cape in this room if you're suffering injury.

This small room has two Chain Chomps in the center. The Chain Chomps lunge at you when you enter, but they can't reach you. Raised blue blocks fence off the southwest and southeast corners, and there are two red orbs in the northwest and northeast corners. A row of lowered red blocks runs east to west across the center.    Carefully make your way as far as you can to the southeast corner and hit the red orb with your Boomerang to lower the blue blocks.    Go down to the five tan blocks in the southeast corner and push the northernmost block to the west. A treasure chest appears in the center.    Stand to the north of the lowered blue blocks and hit the orb again to lower the red blocks that run across the middle. Move quickly to either the northwest or northeast corner.    Use the Magic Cape to get to the chest safely. Open the chest to get a Key, and use that Key to open the locked door to the north, which allows you to descend the stairs to B1F Room 1.

Turtle Rock Basement, First Floor (B1F)

B1F Room 1

You appear in the elevated northwest corner of B1F Room 1, a large room with several elevated sections and a system of pipes running across its top. Green Slimes, Spinners, and a Bouncer patrol the room. Using the Magic Powder on the Spinners is an excellent way to refill your Heart Meter if it's low.    Climb up on to the northeast elevated platform, lift the skull pots there, and pick up some Magic Vials, Hearts, Bombs, and Arrows.    Climb to the southeast elevated platform and enter the large green pipe. You automatically zip around the room inside the pipe, popping out on top of the northwest elevated platform. Lift three skull pots here to get a Rupee, a Blue Rupee, and five Arrows. Then go through the west door to B1F Room 2.

B1F Room 2

B1F Room 2 is another large room with green pipes running across it, but this room has a huge lava pit in its center. From the entrance, you can enter two green pipes. The west one takes you to an area where you need the Big Key, so skip that one for now. Enter the east one instead.    Link shoots through the tube and pops out at the northwest corner of the room. Enter the northwest door on the west wall to reach B1F Room 3.

B1F Room 3

This is an extremely busy room. React quickly to its many perils if you want to make it through unscathed. When you enter, equip your Magic Powder and use it against the four Spinners that fly toward you. If you have an empty Magic Bottle, catch a Fairy or two for later.    Walk south along the west edge, hit the red orb to lower the blue blocks in front of you, and keep heading south. Dispose of the two Stalfos Skulls and the Bouncer that you meet.

Caution

Do not turn toward a southeast door on the east wall. If you do, a Laser Eye over it shoots you! Make sure Link is always facing south, west, or north while moving through this room.

Defeating the Bouncer earns you a Key. Grab it. You need it to open the southeast door, the one with the Laser Eye. Back toward the door while facing west and stand north or south of it. Turn quickly, use the Key to open the door, and go through it to return to B1F Room 2. If you're fast, the Laser Eye won't have a chance to hit you.

B1F Room 2

The southeast door in B1F Room 3 puts you on the elevated platform in the southwest corner of B1F Room 2. Enter the green pipe directly in front of you, which takes you to the raised platform in the center of the room. Open the chest on this platform to get the Big Key for Turtle Rock.    You must backtrack to the east side of B1F Room 2. Go back through the north pipe on the platform you're standing on, enter the west door to B1F Room 3, go through the northeast door in B1F Room 3 to return to the northwest corner of B1F Room 2, and go through that pipe to reach the east side of B1F Room 2.    From the northeast platform in B1F Room 2, go through the west pipe that you didn't enter before. This spits you out on a platform in the southwest corner of the room. Go through the south door and into B1F Room 4.

B1F Room 4

This small, square room has two sealed doors to the east and south, two Bouncers, and a fireball-spitting statue in the middle. Defeat the Bouncers to open the sealed doors.    The pots in the four corners contain Hearts and Magic Vials. The southeast pot also hides a transforming magic blast, which you can lure to hit the fireball-spitting statue. Once you open the sealed doors and grab the loot from the pots, go through the south door into B1F Room 5.

B1F Room 5

B1F Room 5 is a T-shaped intersection, with doors to the east and west. Go through the east door to get a glimpse of B1F Room 6 from an elevated balcony. You can't reach an area of the room with a large chest. Return to B1F Room 5 and go through the west door to B1F Room 7.

Caution

Whatever you do, don't ever face north in B1F Room 7. The north wall has five Laser Eyes. If you face north, all five open and you'll be obliterated. Two of the Laser Eyes fire at you when you cross in front of them, whether you're facing them or not. If you stay to the east and west sides of the room, they'll always miss.

B1F Room 7

Lift the skull pots in the middle of the room to get three Rupees, a Heart, and a Bomb—if you're willing to risk getting hit by the Laser Eyes.    Drop a Bomb in the middle of the south wall to open a passageway leading out of Turtle Rock. Exit this passageway to leave the dungeon for a moment.

Outside of Turtle Rock

Head east along the narrow path outside Turtle Rock until you come to a doorway leading back in. Don't enter that doorway just yet if you want to get the final Piece of Heart. After you have the Piece of Heart, enter the doorway to reach the lower part of B1F Room 6.

Piece of Heart 24

To get the 24th and final Piece of Heart, stand in front of the east entrance to Turtle Rock after leaving B1F Room 7 and use the Magic Mirror to warp to the Light World.    You appear on a tiny outcropping in front of a cave entrance. Enter the cave to find four Cyclopes inside, two to the east and two to the north.    Use the Magic Hammer to smash the bouncing pink pegs in front of the north Cyclopses, and then defeat each north Cyclops with a single Silver Arrow shot.    Take out the two east Cyclopses by firing Silver Arrows at them. The small wall that keeps the east Cyclopses from charging you does not prevent your Silver Arrows from hitting them. When all four Cyclopses are defeated, the sealed door to the north opens.    In the next room, a chest holds the final Piece of Heart. If you have collected all 23 previous Pieces of Heart, you now get another Heart Container, and all 19 of the Heart Containers in your Heart Meter fill completely. To continue the Turtle Rock quest, leave the cavern and use the Magic Mirror warp to return to the Dark World.

B1F Room 6

Entering from the outside, you appear at the south end of the lower level of the room. Go north and activate the Somaria block to reach the big chest. Inside is the Mirror Shield, which reflects any enemy projectile including those fired by Laser Eyes. Once you have the Mirror Shield, go through the north door into B1F Room 8.

B1F Room 8

This small square room is relatively calm. A giant spiked roller moves back and forth from east to west, and a couple of statues spit fireballs, but it's nothing you can't handle. The west door in B1F Room 8 just leads back to B1F Room 4, so go through the locked north door (which you can open with the Big Key) into the southeast corner of B1F Room 2.

B1F Room 2

Here we are again, back in B1F Room 2. From the southeast corner of the room, go into the entrance to the green pipe near the door. This pipe takes you to the northwest corner of the room. Go through the north door into B1F Room 9.

B1F Room 9

Defeat the Bouncer in this small, square room. Nothing's under any of the skull pots. Both the north and east walls have cracks in the middle. Bomb both walls to reveal two hidden passageways. Watch out for Black Spiders scurrying from the north passageway. When both passageways are open, go through the east door into B1F Room 10.

B1F Room 10

Walk along the outer edge of this room to lure three Green Slimes out of hiding. Defeat them all, and then lift the skull pots in the north corners of the room to get two Bombs if you need them.    Push the north block in the center of the room to the west and enter the north part of the room. A sealed door to the north can be opened only after you defeat three Green Slimes and pull the west statue's tongue south. Go through the door into B1F Room 11.

Caution

Pulling the east statue's tongue causes four Bombs to fall from the ceiling and explode. Don't do that!

B1F Room 11

B1F Room 11 is a small, square room with an astounding 54 Blue Rupees! Avoid three large spiked rollers to collect them. Grab as many Rupees as you can, then exit the room via the south door through which you entered.

From B1F Room 10, go west into B1F Room 9, then go north into B1F Room 12.

Tip: If you stand at the edges of the room—except for the southeast corner—you are safe from the spiked rollers. In the southeast corner, the south roller can still hit you.

B1F Room 12

B1F is a small square room with a large spiked roller in the center, raised blue blocks in front of a treasure chest to the west, and lowered red blocks to the north and south of the roller. Equip the Magic Boomerang, stand between the two rows of lowered red blocks, and fire the Magic Boomerang north to hit the orb at the north end.    This lowers the blue blocks and raises the red blocks. Quickly move west and open the chest to get a Key.    Hit the orb with the Magic Boomerang again to lower the raised red blocks and go to the north end of the room. You can now open the locked north door, which reveals a set of stairs leading down to B2F Room 1.

Turtle Rock Basement, Second Floor (B2F)

B2F Room 1

This large room is similar to 1F Room 2, except that it is completely dark. Activate the Somaria block south of your entrance point and ride it around to get an idea of the room layout.    You can stop at three platforms along the north, east, and south walls. Each platform has a skull pot or two containing small rewards such as Blue Rupees, Bombs, Hearts, or Magic Vials.    Three rotating fire walls along the pathway will burn you to a crisp if you spend too much time riding the Somaria platform rails.    A platform in the center of the room has a single skull pot. Under the skull pot is a trigger switch that opens the southwest door. Hit this switch, then ride the Somaria platform to that door. Enter it to reach B2F Room 2.

B2F Room 2

B2F Room 2 is a long narrow path suspended over a gaping chasm. The east and west walls are lined with Laser Eyes. Move south down the pathway; watch out for a Green Beetle.    In the south part of the room are a locked door to the west and an open doorway to the south. You have no Keys at the moment, so go south into B2F Room 3.

B2F Room 3

B2F Room 3 is very similar to B2F Room 2, except side paths lead off the main walkway to treasure chests, and the enemy in the room is a Red Octopod.    From north to south, the treasure chests on the east and west sides of the room contain a Rupee, a Blue Rupee, a Red Rupee, and a Key.

Tip: When you move from a treasure chest back to the main pathway, you are directly in the Laser Eyes' line of fire. Here's how to get back without getting hurt:    From the chest, tiptoe south until the Laser Eye starts firing. Move slowly and carefully, and stand at the point where the Laser Eye's beam passes just under your feet. Turn toward the center of the room and move carefully toward the main path.    It's still tricky to get back to the main path from the chests, and you probably get hit by the beams or knocked into the chasm more often than you'd like.    At this point in the game, 26 Rupees aren't that big a deal, so skip the first three chests and open the south one for the Key.

Caution

You can bomb a crack in the south wall of B2F Room 3 and open a passageway to the outside of Turtle Rock. There is absolutely no reason to go out here, so don't waste the Bomb.

Now that you have a Key, go back north into B2F Room 2 and unlock the southwest door to B2F Room 4.

B2F Room 4

B2F Room 4 is a huge room with many blue and red blocks and orbs. From your southeast starting point, a Spinner shoots straight toward you, so have your Magic Powder handy.    After turning the Spinner into a Fairy, hit the orb in the southeast corner of the room to lower the blue blocks and raise the red ones. This releases another Spinner and a Green Beetle, so be ready to deal with both. You can now reach a couple of skull pots for minor rewards.    Go west along the south side of the room until you see another orb to the north. Hit that orb with your Magic Boomerang to lower the red blocks. This releases a Bouncer to the north of you and lets you reach a couple more skull pots for the minor rewards under them.    Go to the northwest corner of the room and hit another orb to lower the blue blocks again. Watch out for the Green Beetle and Spinner that are released.    Collect a couple of Hearts from under the skull pots on the west part of the room, then hit the orb in the center to lower the red blocks.    Move as far north as possible, until there is only one row of blue blocks separating you from the north wall of the room. Throw your Magic Boomerang to the west to hit the orb that lowers the blue blocks.    You can now descend the north stairs to the third basement floor of Turtle Rock. Head down the stairs to reach B3F Room 1.

Turtle Rock Basement, Third Floor (B3F)

B3F Room 1

B3F Room 1 is another large open room in the style of 1F Room 1. Fortunately, there's almost nothing to do in here. You enter at the south end. Two pots to the west have a Heart and a Large Magic Vial.    Once you get the goodies, activate the Somaria block at the end of your entrance point and step on the Somaria platform. It takes you due north, directly to a platform in front of the door to the boss's lair. Save your game and enter the door to B3F Room 2 to begin the boss fight.

Boss Fight: Trinexx

Trinexx is a three-headed stone turtle ("tri-necks," get it?), and he's one tough customer. His right (west) head is red and shoots streams of fire; his left (east) head is blue and fires ice bolts that make the ground slippery. His middle head reaches out and snaps at you. To defeat Trinexx, you must destroy all three heads.    Begin with the fire head. Shoot it with your Ice Rod to freeze it. While it is frozen, hit it three times with your Golden Sword. You may need to freeze the head several times to get all three hits in. Watch your Magic Meter!    Once the fire head is destroyed, equip the Fire Rod and shoot it at the ice head to immobilize it. Again, hit the ice head three times with the Golden Sword to destroy it.    The remaining middle head is the most dangerous one. Trinexx slithers around the room, trying to run you down. Run in wide circles to avoid him, and be ready to use Medicine of Life or Cure-All Medicine if your Heart Meter drops too low. Watch out for the spiked blocks at the northwest and northeast corners of the room—running into them is a foolish way to lose Hearts.    The center of Trinexx's body glows orange. Hit this glowing area three times with the Golden Sword to defeat Trinexx once and for all. Whew!    The final Heart Container appears upon Trinexx's defeat. Pick it up, and the final Crystal falls from the ceiling. Grab the Crystal to complete the Turtle Rock quest.    Zelda is the maiden imprisoned in this seventh Crystal. She tells Link that she appreciates his coming so far to rescue her. As she thought, Link is the true hero of legend. She felt it from the first time they met in the Hyrule Castle dungeon.    Ganon is inside his tower, waiting for the right moment to pass through the gate that links the Light World and Dark World. If Ganon enters the Light World, the odds are against anyone being able to stop him. If he is confined to the Dark World, however, Link finds him wherever he hides.    Zelda tells Link to take the seven Crystals to Ganon's Tower. The combined power of the seven maidens within the Crystals will break his magical barrier. If Link can defeat Ganon, Hyrule will know peace once more.   Link reappears outside of Turtle Rock with full Heart and Magic Meters. If you have found every Piece of Heart, you now have the maximum of 20 Heart Containers in your Heart Meter.    At this point, if you have fulfilled all the optional quests, you have only to go to Ganon's Tower for the final showdown. If you have not fulfilled the optional quests, this is your last chance to do so. You need every advantage to defeat the evil possessor of the Triforce, so prepare yourself before going on to the final chapter.

Ganon’s Tower

Ganon's Tower Essentials

Before you enter Ganon's Tower, have all of the following:

  • All 20 Heart Containers

  • Three Magic Bottles full of blue Cure-All Medicine

  • One Magic Bottle with a Fairy

  • Full Heart Meter

  • Full Magic Meter (powered up by the purple bat)

  • Golden Sword

  • Silver Arrows (70)

  • Blue Mail

  • Mirror Shield

  • Magic Boomerang

  • Magic Powder

  • 50 Bombs

  • Bombos Medallion

  • Ether Medallion

  • Quake Medallion

  • Magic Cape

  • Cane of Byrna    You can get away without a few of these items, such as the Cane of Byrna or a full complement of 50 Bombs or 70 Arrows, but there's no reason not to explore the rest of Hyrule. This is your last chance before the end of the game.

To Ganon's Tower

Getting to Ganon's Tower from the entrance to Turtle Rock is easy: Head west until you see a large flashing building. You fight three Mountain Lions along the way, but your Mirror Shield blocks their fire, and your Golden Sword defeats them in two hits.    Going straight from Turtle Rock to Ganon's Tower might not be the best course of action, however. Ganon's Tower is the last dungeon in A Link to the Past, and if you think it's going to be a walk in the park, you're sadly mistaken. We strongly encourage you to make sure that you are fully equipped and ready for any challenges. If this means leaving Death Mountain or taking a trip back to the Light World, so be it. It's easy to get back to Turtle Rock.    Once ready for your final challenge, return to the entrance to Turtle Rock. Summon the white bird by playing the flute and have it take you to location #9. The bird drops you off right next to the magical transporter to the Dark World between the three stakes you had to pound down earlier.    Enter the transporter and head west from Turtle Rock; you reach Ganon's Tower in a very short time. Stand in front of the tower, and Zelda tells Link that the maidens in the Crystal are going to break the magical barrier around Ganon's Tower.    The seven Crystals rise up and float in a circle around Link. The tower flashes once…twice…. After a third flash, the glowing magical barrier is gone, and the central pillar opens to reveal a stairway into Ganon's Tower. Save your game and walk up the stairs to begin your final quest.

Ganon's Tower

Ganon's Tower, Second Floor (2F)

2F Room 1

You enter Ganon's Tower on the second floor and start off on an elevated platform overlooking the rest of the large, square room. Statues of Ganon holding the Triforce stand in the middle of 2F Room 1.    Stairs lead down to the first floor in the northeast and northwest corners of the room, and an elevated platform in the center of the north part has stairs leading up to the third floor. Take the northwest stairs down to 1F Room 1.

Note: Only the first-floor rooms labeled 1 to 14 on our map are essential for getting through Ganon's Tower. If you want to explore rooms 15 and up—or if you wound up in one and want to know what to do—see Missing Links near the end of this section.

Ganon's Tower, First Floor (1F)

1F Room 1

1F Room 1 is a small, square room with two Red Stalfoses and a Blue Spark. On top of one of the torches in the center is a Key. You enter through the north stairs. To the west is an open door, to the east a locked door, and to the south a sealed door.    Defeat the Stalfoses, then dash into the torch with 7 to knock the Key down. Be careful not to hit the Blue Spark when charging toward the torch. When you have the Key, go through the open west door into 1F Room 2.

Caution

Unlocking the east door in 1F Room 1 is a waste of a Key. This door just separates 1F Room 1 from 1F Room 15. You can easily climb the staircases at the north end of each room and cross 2F Room 1 to get to the other room, so there's no need to unlock this door.

1F Room 2

The only actual enemy in 1F Room 2 is an easily defeated Jellyfish. Lift the southeast skull pot to get another Key. At the west side of the room is a sealed door with a block in front of it.    The center of the room is made up of conveyor belt pathways that encircle four bouncing pink pegs and some blocks. A blue bumper travels around the conveyor belts, making it tricky to stand here without getting knocked off.    Equip the Magic Hammer and pound down the east and west pink pegs. Push the block between them to the west to open the sealed west door and create a pathway to it—you reveal a yellow star tile beneath the block and step on it as you are pushing the block, which is the trigger that unseals the door. Go through this door to reach 1F Room 3.

1F Room 3

This long room is made up of small platforms suspended over a gaping chasm. Use your Hookshot to latch on to objects and move from platform to platform.    From your start on the northeast platform, fire the Hookshot at the block (not the skull pot) on the platform to the west. The skull pot on this platform contains nothing.    Next, lift the skull pot out of the way, move to the northwest corner of the platform, and fire the Hookshot at the block on the platform to the north. When you reach this platform, go through the north door into 1F Room 4.

1F Room 4

This small, square room has three Red Stalfoses, four four-way cannons, and four chests. Every time you swing your Golden Sword, all four cannons fire north, south, east, or west. The south door through which you enter seals shut behind you and doesn't reopen until you defeat the Stalfoses.    To avoid triggering the cannons with your Golden Sword, throw your Magic Boomerang at the Red Stalfoses to defeat them. Each Red Stalfos goes down after four hits with the Magic Boomerang. When they are all defeated, the south door unseals.    Starting at the northwest chest and moving clockwise, the four chests contain Bombs, 10 Arrows, a Red Rupee, and another Red Rupee. When you've opened all four chests, go south to return to the north end of 1F Room 3.

1F Room 3

From the north platform, use the Hookshot to get to the south end. Fire the Hookshot at the skull pot on the platform to the south of you to reach that platform.    Stand in the southwest corner of the second platform and shoot the Hookshot south to snag the southeast block on the next platform.    From that third platform, stand on the northeast corner of the platform and grapple the block on the platform to the east.    Stand in the southeast corner of the fourth platform and fire the Hookshot south to grapple over to the block on the center platform of the room.    This next part is a little tricky, because you have to make sure that you don't get hit by the spiked block bouncing back and forth across the room south of you. A Red Stalfos guards the platform to the south, the southernmost platform in the room. Defeat the Red Stalfos with the Magic Boomerang, stand in the middle of the platform you're on, and fire the Hookshot to the south. It latches on to an object on the southernmost platform, and you're able to reach the sixth platform.    On the southernmost platform are two orbs, a locked door to the east, and an open doorway to the south, on the other side of a line of raised blue blocks. Don't touch the orbs and don't worry about the south doorway at the moment. Open the locked east door with a Key and go through it into 1F Room 5.

1F Room 5

1F Room 5 is a gap-filled small, square room with two fire walls in the center, one spinning clockwise and the other counterclockwise. In the center are a chest and a yellow star floor tile. There is a Heart under the southwest skull pot as well.    There's no need to hit the star tile right now. Doing so only removes the room's northwest and southeast gaps. Instead, equip the Magic Cape to safely open the chest, which contains the Map of Ganon's Tower. Get the Map and then exit via the west door to return to 1F Room 3.

1F Room 3

You now must go through the south door in 1F Room 3 to reach 1F Room 6, but there's a catch: You need to hit the orbs to make them blue to lower the blue blocks between you and the south door. In 1F Room 6, however, you need those orbs to be red to get past the next obstacle.    Hit an orb with your Golden Sword to make it blue, then lay a Bomb next to it. Walk south across the line of lowered blue blocks and wait for the Bomb to explode, changing the orbs back to red. Now you can go through the south door and into 1F Room 6.

1F Room 6

1F Room 6 is another small, square room with lowered red blocks on either side of the entrance, thanks to the Bomb you placed next to the orb in the previous room. A skull pot in the northeast corner has a Magic Vial, and another pot in the southeast corner has a Key. Grab both items.    This room has another one of those four-directional cannons that fires when you swing your Golden Sword. Two orbs stand directly in the cannon's line of fire in the center of the room, and a locked door is to the east behind rows of raised blue blocks to the north and south.    Lay a Bomb next to the cannon, leaving a gap between the Bomb and the west orb, and stand in the northeast or southeast corner of the room until it explodes. The explosion triggers the orb and lowers the blue blocks in front of the east door. Go through the east door into 1F Room 7.

Caution

Don't place the Bomb too close to the orbs, or the explosion triggers both, switching them from red to blue to red again, which gets you nowhere.

1F Room 7

This small, square room has an orb on the west side and seven bouncing spiked blocks trapped behind raised red blocks on the east side. Also on the east side is a golden teleport tile that you need to step on. It takes you to 1F Room 8.    To escape injury completely, equip the Magic Cape, hit the orb, and walk straight onto the teleport tile. Alternatively, you can stand at the north end of the room and hit the orb with your Magic Boomerang to release the spiked blocks. You're safe at the north and south edges of the room, but it's tricky with this method to reach the teleport tile without getting hit by the spiked blocks.

1F Room 8

From the teleporter in 1F Room 7, you appear at the east end of 1F Room 8, a long labyrinthine room with four Fire Snakes. It is impossible to get through this maze unaided without getting singed by the Fire Snakes, so use your Magic Cape for protection and move quickly to the west end of the room.    A huge chasm is on the left side of the maze, and there's no obvious way to get across it. Here's the solution: One block stands alone in the west part of the maze, in the middle row of blocks.    Push this block and a treasure chest appears on the west side of the room on the other side of the gap. Fire the Hookshot at it to pull yourself across the gap safely. Open the chest to get another Key, and use it to open a locked door to the south. Enter 1F Room 9.

1F Room 9

1F Room 9 is a small, square room divided into tiny areas by thin walls that you cannot cross. More than half a dozen golden teleport tiles are scattered around, and a Fire Snake patrols the center. You're safe where you are from the Fire Snake.    All you can do in this very small part of the room is step on one of two teleport tiles to the east or west. Step on the east one to reach 1F Room 10.

1F Room 10

1F Room 10 is an even larger room filled with teleport tiles, and each teleport tile takes you somewhere else in Ganon's Tower. Aren't you glad you have a Prima guide?    Once again, you are confined to a small section of the room. Walk south to find two teleport tiles and two empty skull pots. Stand on the west teleport tile to reach a different part of 1F Room 9.

1F Room 9

You are now in the main part of 1F Room 9, so watch out for that Fire Snake! Four teleport tiles are accessible in here. You want the one in the southwest corner, which takes you back to 1F Room 10.

1F Room 10

Believe it or not, you're making progress. You arrive in the southwest corner of 1F Room 10. Go east to find two Octopods and six gaps in the floor. Don't fight the Octopods near the gaps, because hitting them bounces you backward. Lure them to the southwest corner of the room where you appeared and defeat them in this narrow area.    When both Octopods are eliminated, go to the only teleport tile you can reach, northeast of the pits where you found the Octopods. Step on it to transport to 1F Room 11.

1F Room 11

1F Room 11 is a tiny room with a few teleport tiles boxed inside small walls. You appear in the northeast corner of the room inside a small, enclosed area. Lift the skull pot to get five Arrows, and step on the only teleport tile you can reach to transport to the northeast corner of 1F Room 10.

1F Room 10

From your arrival location in 1F Room 10, you can finally reach the east door of 1F Room 10. Go through it and into 1F Room 12.

1F Room 12

1F Room 12 is a large, square room with a few Octopods, a Green Beetle, and a Fire Snake. You enter in the southwest corner of the room. A pathway leads north from your position. Defeat the Green Beetle carefully to avoid falling off the pathway and into the chasm below.    Two skull pots—one with a Magic Vial, the other with five Arrows—are at the north end of this pathway. As you walk north, you see Octopods to the east that seem to be suspended in midair over the chasm. Don't worry about them right now.    Walk to the north end of the pathway, but don't go through the north door. Stand at the northeast end of the pathway to see a torch to the east. Equip the Fire Rod and shoot it at the torch to light it.    The mystery of the floating Octopods is revealed: An invisible pathway runs from south to north on the east side of the room! You can see the pathway by the light of the torch.    Go back south along the visible pathway until you reach the first fork, then head east along the invisible pathway. Your goal is the visible northeast platform with the torch. Along the way, you encounter some Octopods. Either avoid them or defeat them with the Ether Medallion, which also lets you glimpse the invisible pathway if the torch goes out.    After you safely reach the northeast platform, go through the doorway in the north wall to enter 1F Room 13.

1F Room 13

This small, square room has two Spinners and a Blue Spark. The four corners are blocked off by blocks and skull pots. Change the Spinners into Fairies with the Magic Powder if you want to, then lift all the skull pots to get Bombs and Arrows. The chest in the southeast corner of the room holds 10 Arrows. Place a Bomb over the cracked floor near the treasure chest to blow open a hole to the floor below. Fall into the hole to reach B1F Room 1.

Ganon's Tower Basement, First Floor (B1F)

B1F Room 1

B1F Room 1 is a small, square room with an icy floor, and it's guarded by the six Armos Knights from the East Palace boss fight. Sealed doors to the north and west open only when the Armos Knights are defeated. Equip your Bow & Silver Arrows and defeat the Armos Knights exactly as you did earlier (refer to the East Palace section of this walkthrough if you've forgotten how).

Tip: The floor is slippery, but this is a much easier fight than last time. A single Silver Arrow defeats each of the first five Armos Knights, and the last one goes down after six hits from the Golden Sword.    The Golden Sword swings so quickly that you can literally stand in one place, face the last Armos Knight, and press 2 as quickly as you can to defeat him.

After the Armos Knights are defeated, the sealed doors to the west and north open. Go through the north door into B1F Room 2.

B1F Room 2

This small, square room has only three items of note: three chests that hold 10 Arrows, some Bombs, and the Big Key of Ganon's Tower. After getting all three items, exit the room to the south, and go west from B1F Room 1 into B1F Room 3.

B1F Room 3

The door seals shut behind you when you enter this small, square room. The room harbors no enemies, but it has stairs in the northwest corner and a crack in the center of the north wall. Plant a Bomb in front of the crack to open a passageway to B1F Room 4, and go through it.

B1F Room 4

This small, square room has four Fairies and a chasm in the center. If you have any empty Magic Bottles, fill them with captured Fairies, being careful not to fall into the chasm. Refill your Heart Meter with any leftover Fairies, then return to B1F Room 3 and climb the northwest stairs to 1F Room 14.

1F Room 14

You could have entered 1F Room 14 by going south from 1F Room 1, but you needed the Big Key to open the large chest at the south end of this small, square room. The stairs you climbed put you in the blocked-off northwest corner, protected from the two Fire Snakes in the main part of the room.    Unfortunately, the big chest is also in the main part of the room with the Fire Snakes. Push the block to the east of you farther to the east to open a gap through which you can enter the main part.    Quickly and carefully make your way to the big chest, avoiding Fire Snakes and spiked blocks, and open it to get the Red Mail. The Red Mail provides twice as much protection as the Blue Mail and four times the protection of the Green Mail!    After you have it, go through the north door into 1F Room 1 and then up the north stairs into 2F Room 1. Go up the stairs in the center of the north wall to reach 3F Room 1.

Ganon's Tower, Third Floor (3F)

3F Room 1 (West Part)

There is an east part to this room, but you can only get to it from 3F Room 3, so focus on this west part. The main part of this large room's floor is lined with spikes or red and blue blocks. Enemies include a Spinner, a Green Mimic, and a Red Mimic.    From your entrance point at the northeast corner of the room, throw your Magic Boomerang to hit the orb to the west, lowering the blue blocks. Walk onto the northeast strip of blue blocks and follow it around the room, lifting all the skull pots you can reach to clear your path and get a couple of Magic Vials.    When you come to the end of the blue path due south of a blue orb, throw a skull pot (or Magic Boomerang) to hit the orb to the north and lower the red blocks to continue moving north along the path.    Hit the same orb again after you've reached the north end of the path, and it lowers the blue blocks to the west. Walk along these blocks to the west side of the room and push the northwest block to the south to open the room's southwest sealed door.    Carefully manipulate the orbs and red and blue blocks to reach the southwest door, and go through it to reach 3F Room 2.

3F Room 2

3F Room 2 is a small, square room with two Red Mimics and two spiked blocks that bounce across the room from east to west. Both the north and east doors seal behind you.    Defeat the Red Mimics with your Bow & Silver Arrows to unseal both doors, then go through the east one into 3F Room 3.

3F Room 3

3F Room 3 is similar to 3F Room 2, except it has Laser Eye Statues instead of bouncing spiked blocks and sealed doors to the west and north that open only when both Red Mimics are defeated.    Use your Bow & Silver Arrows once again to take out the Red Mimics, lift the east pot for five Arrows, and go through the unsealed north door into the east part of 3F Room 1. From there, go north through the locked door that requires the Big Key to open. You find yourself in 3F Room 4.

3F Room 4

The high-pitched ringing you hear as you enter this long room is the sound of bouncing spiked blocks trapped behind raised red blocks. This room has an upper-level pathway that runs around the perimeter of the room and a lower pathway where all the dangerous stuff is. Naturally, you need to go down to the lower pathway.    Use the ladder at the south part of the room to reach the lower pathway, and proceed north carefully with your Bow & Silver Arrows equipped. Walk past the first orb you come to and hit the second one. This frees up the bouncing spiked blocks to the south, so be sure to hit the orb from the north side.    Defeat a Cyclops and a Red Cyclops at the north end of the room's lower level. They may be hidden from view by the upper pathways. Just be ready for them as soon as you cross the line of lowered red blocks. One Silver Arrow shot takes each of them out.    At the north end of the lower pathway are three skull pots. Lift the middle one to reveal a trigger button; the other two are empty. Step on the trigger button to open the sealed northeast door on the upper pathway, then backtrack to the south to climb the upper pathway and enter the northeast door to 3F Room 5.

3F Room 5

3F Room 5 is an elevated pathway leading east over a chasm. On the north and south walls are cannons that move east and west, launching cannonballs across the pathway.    Carefully make your way east to the north stairs at the end of the pathway and climb them to reach 4F Room 1.

3F Room 6

An optional room at the southeast corner of the third floor is almost impossible to get to, but it's a good, quick stop on your way through the tower. To reach it, lay a Bomb in front of the blocks at the east end of 3F Room 5 and stand to the south of the Bomb, within the blast radius.    The explosion propels you across the gap in the floor to the southeast landing of 3F Room 5. Plant another Bomb in the southern wall, and make sure not to get hit by this one. It blows a hole into 3F Room 6.    Enter 3F Room 6 to get a Fairy, a Large Magic Vial, and several other useful, common items to pump yourself up before going on to the fourth floor of the tower. To return to the main pathway in 3F Room 6, simply use the Hookshot to reach the blocks at the eastern end of the pathway.

Ganon's Tower, Fourth Floor (4F)

4F Room 1

All the rooms on the fourth floor of the tower are small and square. 4F Room 1 has a Dragonman, a Red Dragonman, and two Red Stalfoses on the conveyor belts that cover most of the floor.    Defeat the four enemies to unseal the west door to 4F Room 2, then go through that door.

4F Room 2

4F Room 2 has three Red Stalfoses and a Laser Eye Statue that moves around its center on a conveyor belt. The doors to the east and south seal shut when you enter.    Defeat the three Red Stalfoses to unseal the doors, and lift the four skull pots in the room to reveal a Rupee, a Blue Rupee, five Arrows, and a Bomb. Get the items if you need them, then go through the south door into 4F Room 3.

4F Room 3

4F Room 3 combines the worst of 4F Rooms 1 and 2. The room has two Dragonmen and two Laser Eye Statues that ride around the center on a conveyor belt. The north and south doors seal when you enter.    Defeat the two Dragonmen to unseal the doors. The skull pots hold a Bomb, two Magic Vials, and five Arrows, if you need them. After the doors are open, go through the south one into 4F Room 4.

4F Room 4

4F Room 4 is similar to the last few rooms, with two Laser Eye Statues riding around conveyor belts in the center and two Red Dragonmen that you must defeat to open the sealed doors to the north and south.    To make matters worse, the parts of the floor that aren't conveyor belts are iced over and slippery. Move quickly but carefully to avoid bumping into the spiked blocks scattered throughout the room. Your Red Mail gets a workout.    After both Red Dragonmen are defeated, go through the south door into 4F Room 5.

4F Room 5

This room is a bit calmer. The entire floor is ice, and there is a Laser Eye Statue, but it's not on a conveyor belt. It sits in the northeast corner of the room. In the northwest corner is a fireball-spitting statue. A Red Stalfos and a Red Dragonman must be defeated to open the sealed north and west doors.   In the south part of the room is a Red Spark that revolves around four skull pots. If you think it's worth the risk, smash the skull pots with your Golden Sword to get two Hearts and two Magic Vials. Then go through the west door into 4F Room 6.

4F Room 6

4F Room 6 is a refreshing change from the previous rooms. The only threat is a magical blast that transforms Link into a bunny if it hits him. Avoid it easily by ducking behind one of the statues of Ganon. Proceed through the west door to 4F Room 7.

4F Room 7

The doors in 4F Room 7 seal shut when you enter, and the Lanmolas from the Desert Palace boss fight leap out of the ground. This fight is almost exactly as it was at the end of the Desert Palace quest, so refer to that walkthrough section for tips on how to beat the Lanmolas.    The only new wrinkle in the fight is the fireball-spitting statue in the southwest corner, but you now have the Mirror Shield, the Golden Sword, and the Red Mail to more than make up for the statue. After the Lanmolas are defeated, proceed through the north door to 4F Room 8.

4F Room 8

When you enter this room, the south door seals shut behind you. The room holds no enemies, just four skull pots that contain a Heart, a Magic Vial, a Bomb, and five Arrows. After you collect these items, proceed up the north stairs to 5F Room 1.

Ganon's Tower, Fifth Floor (5F)

5F Room 1

As soon as you enter 5F Room 1, use the Ether Medallion to defeat the three Wizrobes. The medallion also reveals invisible pathways that run across the room's center.

Tip: Use the Ether Medallion just after the Wizrobes fire their magic blasts. You must hit them when they are solid to defeat them.

After the Wizrobes are defeated, the south door to 5F Room 2 unseals. Proceed south along the invisible pathway to reach it. Use the Ether Medallion again if necessary to get another glimpse of the pathway.

5F Room 2

5F Room 2 is a long pathway extending to the east over a deep chasm. This pathway has a Moblin Pikeman and a Red Moblin Pikeman, as well as two Laser Eyes in the north wall that fire down at you as you cross.    Lure the Moblin Pikemen to the west side of the pathway, away from the Laser Eyes, and defeat them. This unseals the northeast door at the end of the pathway. Go through this door and into 5F Room 3.

5F Room 3

5F Room 3 is a small, square room with a floor made up almost entirely of conveyor belts. A spiked block bounces east to west across the center. The north and south doors seal when you enter.    To open the doors, defeat the room's four Wizrobes, which shouldn't be too much of a challenge. Then go through the north door into 5F Room 4.

5F Room 4

5F Room 4 has a long bridge extending to the north over a deep chasm. On either side are conveyor belts, which come in handy because the bridge starts to crumble from the south end as soon as you step on it.    Four Moblin Pikemen wait on the bridge. Defeat them with single swipes of the Golden Sword and get to the north end before the bridge falls into the chasm. Go through the northeast door and into 5F Room 5.

Tip: The conveyor belts on either side of the bridge do not crumble, so if the Moblin Pikemen hold you up, step onto the conveyor belts to avoid falling with the bridge into the abyss.

5F Room 5

This long room has another pathway extending over a deep chasm and a rotating fire wall in the middle. On all four sides of the room are torches that must be lighted to open the southeast door to 5F Room 6.    Your first priority is to lift all the skull pots in the room to clear a path to the torches. Get a couple of Magic Vials in the process.    Next, use the Fire Rod to light all four torches in the following order: north, east, south, and west. Hurry through the southeast door to 5F Room 6 before the north torch goes out and reseals the door.

5F Room 6

This small, square room is devoid of enemies, but four Laser Eyes on the east wall shoot beams at you when you walk in front of them. Grab a Heart and a Large Magic Vial from the skull pots at the north end, then head up the stairs in the center to reach 6F Room 1.

Ganon's Tower, Sixth Floor (6F)

6F Room 1

As soon as you get into this small, square room, equip the Fire Rod. Light the four torches in the corners of the room while avoiding the Red and Blue Sparks. Oh, and the floor begins to drop away as well. If you fall off it, you land in 5F Room 6.    Start with the southeast torch, and move west to light the southwest torch. Move north along the path (you might get hit by a Spark) and light the northwest and northeast torches. Then get through the north door to 6F Room 2 before the southeast torch goes out.

6F Room 2

This small, square room has a couple of large patches of spikes on the floor, two fireball-spitting statues, two Green Beetles, and a locked door to the west.    In the north corners of the room are chests with Bombs in them. In the south corners are skull pots (excellent weapons to use against the Green Beetles) with Bombs under them. The second Green Beetle you defeat leaves behind a Key. Use that Key to unlock the west door to 6F Room 3.

6F Room 3

Place a Bomb in the center of the south wall of this small room. This task is complicated by conveyor belts at the south end and the bouncing spiked block and large spiked ball on the conveyor belts.    Moving quickly but carefully, bomb the wall, and go through the passageway to 6F Room 4.

6F Room 4

6F Room 4 is a small, square room with raised blue blocks and lowered red blocks. It's guarded by a Spinner and a Blue Spark. The skull pots in the room contain Hearts, Arrows, and a Large Magic Vial. A chest in the center contains a Key.    Hit the orbs to get to the chest in the center and grab the Key before leaving through the south door to 6F Room 5. Watch out for the Spinner—don't hesitate to turn it into a Fairy with the Magic Powder.

6F Room 5

This room re-creates the Moldorm boss fight from the Tower of Hera. Refer to that section to review how to beat Moldorm. The good news is that the boss is no tougher, and you are much better equipped to fight him now that you have the Red Mail and Golden Sword. Don't let Moldorm knock you off the walkways of 6F Room 5, or you fall into 5F Room 7.

Tip: If you're sick of getting bounced off the platform by Moldorm, use the Magic Cape or Cane of Byrna to become temporarily invincible while fighting him.

After Moldorm is defeated, a chest appears on the northeast corner of the south platform. Hookshot over to the chest to get a Red Rupee, then go along the southwest path, pushing the tan blocks to the west as you go, to reach the southwest door to 6F Room 6.

5F Room 7

Didn't we just tell you not to let Moldorm knock you off the pathways of 6F Room 5? Oh, well. 5F Room 7 is an enormous room with not much going on. It has spiked patches of floor, a Spinner, and an endless supply of Wizrobes.    This can be a good opportunity to refill your Heart Meter. The Wizrobes are easy to dodge, and the room is so big that the Spinner isn't much threat. Keep dodging and defeating Wizrobes and collect the rewards they leave behind, including Hearts.    That said, you're better off not falling into 5F Room 7, so don't take this as a piece of strategy. It's more of a tip on making lemonade out of lemons. When your Heart Meter is completely refilled, climb the stairs in the northeast corner of the room to return to the northeast corner of 6F Room 5 and resume the Moldorm fight.

6F Room 6

6F Room 6 has all sorts of environmental obstacles to make your life miserable: conveyor belts, icy floors, blue bumpers, spiked sections of floor, and spiked blocks. The room also has five Green Beetles.    Don't fool around with the Green Beetles. Pull out the Bombos Medallion and defeat them all at once, then go through the stairs at the north end of the room to reach 7F Room 1.

Ganon's Tower, Seventh Floor (7F)

7F Room 1

7F Room 1 is a long hallway with a blue carpet that leads directly to the southwest door and the boss fight. When you're ready to finish A Link to the Past, save your game and enter the door. The strategies for defeating the bosses appear at the end of this section under the header Final Showdown, after Missing Links.

Missing Links

You might have noticed that the first floor had 12 rooms that you didn't go through on your way here. The reason is simple: There's absolutely no reason to go into any of them unless you really want the Compass for the dungeon. If you're a true Zelda completist and need to say that you went to every room in Ganon's Tower, we'll tell you how.    Your last chance to double back to the nonessential rooms is after defeating Agahnim in 7F Room 2 but before the final fight with Ganon. In fact, if there's anything you want to do before the final boss fight and the end of the game, do it before fighting Ganon.

1F Room 15

Descend the northeast stairs in 2F Room 1 to reach 1F Room 15, a small, square room with chests in the northeast and northwest corners that contain 10 Arrows and some Bombs. Under the southeast skull pot is a Magic Vial. A trigger button under the southwest skull pot opens the east door to 1F Room 16 (use the Cane of Somaria to create a block and push it onto the trigger button to keep the door open). You can also unlock the west door to reach 1F Room 1.

1F Room 16

This crazy room has 22 Floor Tiles that rise up to attack you, two four-way cannons that fire every time you swing your Golden Sword, a Spinner, and a Wall Master. After all the Floor Tiles are gone, a chest appears with a Key. The west door leads to 1F Room 15, and the locked east door leads to 1F Room 17. Unlock it with the Key and go though.

1F Room 17

1F Room 17 is a long room with conveyor belt floors, bouncing spiked blocks, a Zombie, two Jellyfish, a Wall Master, and a fireball-spitting statue. From the skull pots in the room, you can get a Large Magic Vial. The north door leads into the main part of 1F Room 11. The southwest door leads into 1F Room 18, and the sealed south door leads into 1F Room 19. To unseal the south door, light all four torches in the room—no easy feat.

1F Room 18

1F Room 18 has a Wall Master. This small, square room also has a revolving fire wall in the center and three skull pots that you can only reach by pushing blocks near the fire wall. This is not a recipe for getting out unscathed. The pots contain minor items, such as Hearts, and are not worth the trouble.

1F Room 19

For you to do anything in 1F Room 19, the orb on the east side of the room must be blue. To change it blue, drop a Bomb, pick it up quickly with 7, and throw it over the small wall onto the conveyor belt leading to the orb. It's very hard to do it correctly, but works. You need to repeat the trick, but stand west of the lowered blue blocks before the second Bomb explodes. The skull pots in the northwest corner of the room have a Magic Vial and a Bomb under them. The north door leads to 1F Room 17, and the west door leads to 1F Room 20.

1F Room 20

1F Room 20 is a small, square room with an Octopod and a Red Octopod. The four chests contain a Red Rupee, a Green Rupee, 10 Arrows, and the Compass for Ganon's Tower (not essential, considering that you have this strategy guide and know exactly where the boss is). Getting the Compass creates gaps in the floor, so watch your step. Exit the room via the golden teleport tile, which takes you to 1F Room 21.

1F Room 21

The teleport tile in 1F Room 20 takes you to 1F Room 21. The room has a couple of Jellyfish and several conveyor belts and yellow star tiles. Go east across the room, hitting star tiles to change the gaps in the floor. The skull pots contain Hearts and a Key. That's lucky, because the only door in the room is to the east and it's locked. It leads to 1F Room 22.

1F Room 22

The north side of this long room has a pathway suspended over a gaping chasm and a rotating fire wall in the middle of the pathway. The two north skull pots hold Hearts.    The south half has another rotating fire wall, a bouncing spiked block, and an Octopod. The pathway crumbles from south to north a few seconds after you step on the south end of it. The southwest door leads to 1F Room 23.

1F Room 23

This small, square room has an Octopod in the center platform, which is surrounded by a gap in the floor. In the center of that platform is a teleport tile. To get to the tile, defeat the Octopod, then pull the gray statue on the west side of the room to the south, exposing a star tile. Step on the star tile to create a bridge to the center platform. The teleport tile takes you to 1F Room 24.

1F Room 24

This long room is made up of platforms that seem to be suspended over a gaping chasm. Light a torch to see the invisible pathways across the room. You can get to this room by teleporting from 1F Room 23 or by going through the southeast door from 1F Room 12. The only way to leave it is via the west door of the room, which takes you back to 1F Room 12.

1F Room 25

The only way to reach this room is to step on the west teleport tile when you first enter 1F Room 9, then step on the only teleport tile you can reach in 1F Room 10. You arrive in the northwest corner of 1F Room 9. Bomb the west wall to blow open a passage to 1F Room 25.    Defeat the Mini-Moldorm and Jellyfish in 1F Room 25, then walk across all the strange floor tiles in the northwest corner. One of the tiles opens the north wall and allows you to access 1F Room 26.

1F Room 26

Step on the trigger tile in 1F Room 25 to open the north wall, creating a passageway to 1F Room 26. Two north chests contain 10 Arrows each; two south chests contain Bombs.

Final Showdown

Boss Fight: Agahnim

Enter the northwest door in 7F Room 1 to reach 7F Room 2 and a boss fight with Agahnim. Yes, the crafty old wizard makes his triumphant return. He vows that he and Link will not have a third encounter, but he still hasn't developed a defense against Link's devastating Bug-Catching Net offense.

Tip: Brush up on Agahnim's attacks and weaknesses by checking out the walkthrough for the first fight with him. It's at the end of the Return to Hyrule Castle section.

There are two differences between the first Agahnim fight and this one: First, he no longer uses the lightning bolt attack. Second, Agahnim creates two duplicates of himself that use the same spells. They are slightly translucent and cast much lighter shadows.    You can use these duplicates to your advantage. If you deflect a fireball spell cast by either of the two ersatz Agahnims and hit the real Agahnim with it, it does just as much damage as if the real Agahnim had cast it.    Hit Agahnim with five reflected fireballs, and he is defeated. The spirit of Ganon rises from Agahnim and transforms into a bat that flies out of the room. Link automatically calls for his white bird by playing the flute, and the bird carries Link off in hot pursuit.    Ganon, in bat form, flies to the Pyramid of Power and smashes through the top of it, creating a huge hole. The white bird drops Link off next to the hole.    You can drop directly into this hole to begin the final fight with Ganon, but it's a very tough fight. You must hit Ganon more than 20 times to defeat him!    Before dropping into the Pyramid of Power, restock your Cure-All Medicine and refill your Heart and Magic Meters. With the maidens rescued and his henchmen defeated, Ganon's not going anywhere.

Final Boss Fight: Ganon

When Link drops into the Pyramid of Power, Ganon scoffs at the young hero: "I never imagined a boy like you could give me so much trouble. It's unbelievable that you defeated my alter ego, Agahnim the Dark Wizard, twice! But I will never give you the Triforce. I will destroy you and make my wish to conquer both Light and Dark Worlds come true without delay."

First Stage: Trident Attack

Initially, Ganon's only attack is to throw his boomerang-like trident at Link. It's easy to dodge. Concentrate on hitting Ganon as many times as possible with the Golden Sword.    After throwing the trident, Ganon teleports to another area of the room. You can't hit him while he's teleporting, so get your hits in before he throws it. Feel free to hit him multiple times.

Second Stage: Magic Attacks

When you hit Ganon six times, he starts using his formidable magic powers. His most common spell is a swarm of small fireballs that encircle him and expand out to cover half the room.    When the fireballs are close to Ganon, stay back. When the ring of fireballs expands, get in close and hit him with the Golden Sword as many times as you can. If you have plenty of healing items, keep hitting Ganon and don't worry about the damage you're taking unless your Heart Meter drops to critical levels. When you hit Ganon after he's cast the ring of fireballs, the fireballs transform into fire bats. Dodge them if possible, but above all keep working on hitting Ganon. That's why we told you to bring plenty of Cure-All Medicine.    Ganon also has a variation on the ring-of-fireballs spell in which he creates larger balls of fire that instantly transform into fire bats. This spell does more damage, so take a little more care to avoid it. But you should still focus almost entirely on hitting Ganon as many times as you can with the Golden Sword.    Ganon's third attack in his second phase is to jump into the air and crash down onto the floor with such power that sections of the floor drop off along the walls. This limits your fighting area. You should be trying to stay in close anyway, so this can make your job easier.

Caution

Don't fall off the edge of the floor! If you do, you appear at the bottom of the Pyramid of Power, and you must climb to the top and start the fight all over again.

Third Stage: Darkness Technique

After you hit Ganon with the Golden Sword 20 times or more, he says: "You are doing well, lad. But can you break through this secret technique of Darkness? En garde!" And with that, the lights dim. Ganon becomes invisible and starts throwing fire bats around the room.    To make Ganon visible and vulnerable, use the Fire Rod to light both torches at the south corners of the room. Don't use the lamp; its range is far too short to use effectively. As long as the torches are lit, Ganon is visible and vulnerable.    Hit Ganon with the Golden Sword when he is visible to stun him (he turns blue), then hit him with the Bow & Silver Arrows to hurt him. Repeat this four times to defeat him. After Ganon is defeated, a pathway appears at the north end of the room. Walk up it and exit the room.

Tip: If Ganon is stunned and the torches go out, he remains stunned. Hit him with a Silver Arrow, quick!

The End

Link arrives in a chamber containing the Triforce, which surprises Link by addressing him directly. The Triforce tells Link that it grants the wishes in the heart and mind of anyone who touches it. If a person with a good heart touches it, it makes good wishes come true. If an evil-hearted person touches it, it grants evil wishes. The stronger the wish, the more powerful the Triforce's expression of that wish.    Ganon's wish was to conquer the world. That wish changed the Golden Land into the Dark World. After building up his power, Ganon planned to go on to the Light World to fulfill his wish. But now that Ganon has been destroyed, his Dark World surely vanishes.    The Triforce is waiting for a new master. Its Golden Power is in Link's hands. Now, all he has to do is touch it and think of the wish in his heart…

Link's Wish

Being a good and noble lad with the blood of the Knights of Hyrule in his veins, Link's wish is to reverse all of the damage that Ganon has done to Hyrule and to bring peace to the land. The end of the game shows all the people Link saved.

The Return of the King: Hyrule's king, Zelda's father, resumes his rightful position as the benevolent monarch of all the land.

The Loyal Sage: The guardian of the Sanctuary comes back in tip-top shape and continues to offer shelter to all in need of it.

Sahasrahla's Homecoming: The elder of Kakariko Village returns to his people from the valley near the East Palace.

Vultures Rule the Desert: The carrion birds are once again masters of their domain, and the not-so-average ex-thief is allowed to practice his skills in peace and quiet.

The Bully Makes a Friend: The soccer monster that Link met during his first trip to the Dark World returns to normal form along with his long-suffering friend.

Link's Uncle Recovers: The old man made it out of the Hyrule Castle Dungeon after all!

Flippers For Sale: The Zoras once again frolic in their waterways, untroubled by strange monsters or the plots of evil men.

The Witch and Her Assistant: The lovely ladies who run the Magic Shop are free to tend their garden without getting buzzed by Shockers.

Twin Lumberjacks: The Bumpkin brothers can once again resume their trade without fear of monsters in the Lost Woods.

Flute Boy Plays Again: The young man who gave Link the flute is restored to human form and plays his instrument for his woodland friends and his father.

Venus, Queen of the Fairies: No longer forced to hide in the Wishing Well, Venus and her sister sprites take a well-deserved vacation.

The Dwarven Swordsmiths: The two dwarves who tempered Link's Master Sword for him cheerfully resume their smithing duties.

The Bug-Catching Kid: This young man makes a remarkable recovery upon Ganon's defeat, when the foul wind from Death Mountain stops blowing into the village.

The Lost Old Man on Death Mountain: He's free again to explore the rugged terrain, without fear of Bats, Gorons, or Tektites.

The Forest Thief: Don't expect him to change his ways (or even smile), but it seems this fellow is relieved that he doesn't have to share the Lost Woods with anyone worse than his friends.

And the Master Sword Sleeps Again, Forever!: Link puts his trusty sidearm to rest once more, in the hopes that it never has to be used again.

Total Lives Used

After the credits roll, you get a complete accounting of how many times Link's Heart Meter was completely depleted and he was caught without a bottled Fairy to resuscitate him. What's your best score?

The Legendary Checklist

Heart Containers

Link finds 11 complete Heart Containers during his adventure. He also gains another six Heart Containers by collecting Pieces of Heart (see below). Add in the three Heart Containers that he starts the game with, and to the sum is a whopping 20 Heart Containers!

Heart Container #1

When Link rescues Zelda from the Hyrule Castle Basement and takes her through the hidden passageway to the Sanctuary, he gets this Heart Container from the chest in the Sanctuary.

Heart Container #2

Defeat the Armos Knights in the East Palace to get this Heart Container.

Heart Container #3

Defeat the Lanmolas in the Desert Palace to get this Heart Container.

Heart Container #4

Defeat Moldorm in the Tower of Hera to get this Heart Container.

Heart Container #5

Defeat The Helmasaur King in the Palace of Darkness to get this Heart Container.

Heart Container #6

Defeat Arrghus in the Watergate Dungeon to get this Heart Container.

Heart Container #7

Defeat Mothula in the Skull Dungeon to get this Heart Container.

Heart Container #8

Defeat Blind the thief in Thieves' Town to get this Heart Container.

Heart Container #9

Defeat Kholdstare in the Ice Palace to get this Heart Container.

Heart Container #10

Defeat Vitreous in Misery Mire to get this Heart Container.

Heart Container #11

Defeat Trinexx in Turtle Rock to get this Heart Container.

Pieces of Heart

Scattered throughout Hyrule are 24 Pieces of Heart. When Link accumulates four pieces, he automatically assembles them into a complete Heart Container, increasing his Heart Level permanently.

Piece of Heart #1

Bomb the north wall of the basement of the thieves' hideout in Kakariko Village to open a hidden passageway. Enter the passageway and open the chest at the north end of the room beyond it for your first Piece of Heart.

Piece of Heart #2

Enter the elevated part of the treasure cave in Kakariko Village by falling into the hole next to the cave entrance. Bomb the crack in the wall directly north of the chest, using the Bombs in the chest, and open another chest at the north end of the room beyond for a Piece of Heart.

Piece of Heart #3

Bomb the west wall of the feuding brothers' house south of Kakariko Village to open a passageway to the west half of the house. Exit the west half of the house through the south door and talk to the woman outside. Accept her challenge and complete her race within 15 seconds to get the Piece of Heart.

Piece of Heart #4

From Link's house, head southwest until you find the white stone building surrounded by water. Enter the building and move the blocks near the entrance so you can head through the north doorway. Pull the right switch on the north wall of the next room to divert the flow of water, then leave the building. The Piece of Heart is to the west, in the now-dry lake.

Piece of Heart #5

Head into the Lost Woods via the path north of the Kakariko Village fortune teller. Proceed northeast until you reach the thieves' tent. Chop down nine bushes directly south of the tent and enter the secret passage you expose. You land right next to the Piece of Heart.

Piece of Heart #6

After you get the Pegasus Shoes, charge into the cluster of five rocks on the elevated plateau to the west of the Sanctuary. This opens a passage to an underground cave, and in the cave is a chest with a Piece of Heart inside.

Piece of Heart #7

Go to the Desert of Mystery and enter the cave in its northeast corner. Go through the first room of the cave and bomb the south wall in the second room. This opens a passage to a third room, which has the Piece of Heart in a chest.

Piece of Heart #8

Exit the Desert Palace via the south door in B1F Room 2 and head south. The Piece of Heart sits a short distance from the palace exit, next to a Vulture.

Piece of Heart #9

After getting the Flippers from the Zora, head south over the waterfall, and follow the shallow water path to the west. Climb up on dry land and keep going west to find the Piece of Heart.

Piece of Heart #10

This Piece of Heart sits in front of a Sahasrahla plate in Death Mountain. When you climb Death Mountain according to the directions in our walkthrough, you can't help but find it.

Piece of Heart #11

This Piece of Heart is on top of Spectacle Rock in the Light World, very near the Tower of Hera. To get there, transport to the Dark World while climbing Death Mountain, stand in the eyeglasses imprint on the ground, and use the Magic Mirror to transport back. You appear right next to the Piece of Heart when you return to the Light World.

Piece of Heart #12

From the top of the Pyramid of Power in the Dark World, walk down a staircase and then walk down the east staircase on the following level. Drop off a ledge to the east and follow the path below counterclockwise until you come to the Piece of Heart.

Piece of Heart #13

After defeating Agahnim for the first time, return to the Light World and go to the lumberjacks' house northwest of the Sanctuary. Dash into the tree with the light green leaves to open a passage to an underground Fairy Pond and the Piece of Heart.

Piece of Heart #14

Swim to the center of the Dark World's version of Lake Hyrule and use the Magic Mirror to return to the Light World. You appear on a small island with a Shocker and the 14th Piece of Heart.

Piece of Heart #15

Go to the southwest corner of the Dark World and stand in the circle of flower bushes northeast of the Desert of Mystery and south of the grove of trees. Use the Magic Mirror to warp to the Light World, and enter the nearby cave to get the Piece of Heart.

Piece of Heart #16

South of the Village of Outcasts in the Dark World is a fox-headed man who offers to let Link dig up his yard for 80 Rupees. Accept the offer and dig until you find the Piece of Heart.

Piece of Heart #17

After you have the Titan's Mitt, go to the area in the Dark World where the blacksmiths' house would be in the Light World. Lift the large dark green rocks out of the way and flatten 22 pink pegs with your Magic Hammer to reveal a doorway south of the pegs. Enter the doorway to find the Piece of Heart.

Piece of Heart #18

Walk around the outside of the Dark World's graveyard, north of the Pyramid of Power. Climb the ladder to the north of the graveyard and warp to the Light World from the ladder's top. Enter the cave that appears. Bomb the north end of the north wall of the cave to open a passageway to a second room and the Piece of Heart.

Piece of Heart #19

In the Dark World, go to the area where the entrance to Death Mountain would be in the Light World. A sign there promises a Piece of Heart to someone who wears the Magic Cape. Enter the cave to the east of the sign and go to the north end of the cave to reach the next room. Hookshot across the gap in the second room and use the Magic Cape to continue south past the blue bumper. Exit the cave to the south to appear on a plateau with the Piece of Heart.

Piece of Heart #20

Enter the northwest house in the Village of Outcasts to play a chest-opening gambling game. Keep playing the game until you get the Piece of Heart. The prizes in the chests are completely random, and you may need to play it 10 times or more before you find it.

Piece of Heart #21

Enter the cavern in the northwest corner of the Swamp of Misery. Head north to find two chests. Move the gray blocks from in front of the chests, and open the chests to get the Piece of Heart.

Piece of Heart #22

Walk to the small alcove in the northeast corner of the Swamp of Misery and warp to the Light World with the Magic Mirror. Lift the nearby large gray stone to enter an underground cavern with the Piece of Heart. Push the moveable blocks out of the way to reach the Piece of Heart.

Piece of Heart #23

Lift the large gray stone southwest of the entrance to Turtle Rock to open an underground passage. Enter the cavern and proceed north along an invisible pathway that you can see by using the Ether Medallion. In the next room, bomb the west wall and go through into a third room. Exit the cavern via a south door and warp to the Light World to find the Piece of Heart on the plateau next to you.

Piece of Heart #24

After exiting Turtle Rock from the south door in B1F Room 7, go east and stand in front of the east entrance to Turtle Rock. Here, use the Magic Mirror to warp to the Light World. Enter the cave, defeat four Cyclopses, and proceed through the north door to find the last Piece of Heart in a chest.

Fairy Ponds

Scattered throughout Hyrule, Fairy Ponds are extremely valuable places. Link can capture Fairies with the Bug-Catching Net and store them in empty Magic Bottles. Release a bottled Fairy to replenish your Heart Meter, or hold them in the Magic Bottles until your Heart Meter is completely depleted. At that point, a Fairy pops out of her bottle and refills your Heart Meter, averting a Game Over screen!

Bomb Shop Pond

Charge toward a cluster of rocks northwest of the Bomb Shop to open a passage to a Fairy Pond with four Fairies. This Fairy Pond appears in the exact same location in the Light World, near Link's house.

Desert of Mystery Pond

You find this Fairy Pond inside a cave just before the entrance to the Desert of Mystery.

Desert Palace Pond

Enter B1F Room 3 in the Desert Palace to reach this Fairy Pond.

Ganon's Tower Pond

Bomb the north wall in B1F Room 3 to open a passage to B1F Room 4, which is a Fairy Pond holding four Fairies.

Lake Hylia Pond

This Fairy Pond is inside the cave that holds the Ice Rod, in the northeast corner of Lake Hylia.

Link's House Pond

Once you get the Pegasus Shoes, charge toward the cluster of five rocks located northwest of Link's house. This opens a secret entrance to an underground cave.

Palace of Darkness Pond

Bomb the east wall at the south end of 1F Room 3 in the Palace of Darkness to open a passage to 1F Room 4, which is a Fairy Pond with three Fairies.

Pond of Happiness

Bomb the east wall in the Pond of Happiness cave on Lake Hylia to open the entrance to a Fairy Pond with four Fairies.

Swamp of Misery Pond

Just northeast of the entrance to Misery Mire is a doorway to a Fairy Pond. You can't capture any Fairies here, but the pond's Fairy refills Link's Heart Meter.

Turtle Rock Pond #1

Enter the cavern leading to Piece of Heart #23, just west of Turtle Rock under a large gray stone. Proceed north from the entrance along the invisible pathway, and bomb the north wall to open a passageway to a cross-shaped intersection. Bomb the north wall of this intersection to open a passageway to a Fairy Pond. You can't capture any Fairies here, but a Fairy refills Link's Heart Meter.

Turtle Rock Pond #2

From the Turtle Rock #1 Fairy pond, return to the cross-shaped intersection, bomb the west wall, and head into the next room. Bomb the north wall in this room to open a passage to another Fairy Pond with three Fairies you can capture.

Shops

If you have Rupees to spend, the shops of Hyrule are the best places to pick up essential items. Visit them all and stock up on equipment whenever you have the chance.

Bomb Shop

Location:

Link's house, in the Dark World

Items for Sale:

Bombs (30) (100 Rupees)

Super Bomb (100 Rupees)

Bottle Salesman

Location:

Center of Kakariko Village

Items for Sale:

Magic Bottle (100 Rupees)

Death Mountain Shop

Location:

Directly south down Death Mountain from Turtle Rock

Items for Sale:

Med. of Life (150 Rupees)

Heart (10 Rupees)

Bombs (10) (50 Rupees)

Eastern Dark World Shop

Location:

In the Dark World, where the Magic Shop would be in the Light World

Items for Sale:

Med. of Life (150 Rupees)

Shield (50 Rupees)

Bombs (10) (50 Rupees)

Kakariko Shop

Location:

Southeast corner of Kakariko Village

Items for Sale:

Med. of Life (150 Rupees)

Heart (10 Rupees)

Bombs (10) (50 Rupees)

Lake Hylia Shop

Location:

Lake Hylia's northwest shore

Items for Sale:

Med. of Life (150 Rupees)

Heart (10 Rupees)

Bombs (10) (50 Rupees)

Magic Shop

Location:

North of Sahasrahla's house, on the way to the Waterfall of Wishing

Items for Sale:

Med. of Life (120 Rupees)

Med. of Magic (60 Rupees)

Cure-All Med. (160 Rupees)

Southern Dark World Shop

Location:

Near the northwest corner of the Dark World version of Lake Hylia

Items for Sale:

Med. of Life (150 Rupees)

Shield (50 Rupees)

Bombs (10) (50 Rupees)

Village of Outcasts Shop

Location:

Southeast corner of the Village of Outcasts

Items for Sale:

Med. of Life (150 Rupees)

Shield (50 Rupees)

Bombs (10) (50 Rupees)

Zora Salesman

Location:

Northeast corner of Hyrule, at the end of a shallow water path

Items for Sale:

Flippers (500 Rupees)

Tip: You need to buy things, but you're down to your last few Rupees. What's a hero to do? The best place to earn Rupees quickly is the gambler's house in the Village of Outcasts. One out of every two visits, one of the two chests you open contains either 100 Rupees or 50 Rupees.

Zora Whirlpools

Hyrule's large bodies of water have several whirlpools. Swimming into one causes Link to travel through one of the Zoras' underground tunnels and appear elsewhere in Hyrule. Knowing the whirlpool system can help you move quickly and safely across Hyrule.    All six of the following whirlpools exist in the Light World, but only the Hyrule Castle northwest whirlpool and the Lake Hylia northeast whirlpools exist in the Dark World. Refer to the Overworld maps at the beginning of the walkthrough in this guide to see their precise locations.

Hyrule Castle NE Whirlpool

This whirlpool is at the base of a waterfall just northeast of Hyrule Castle. It transports Link to the south whirlpool.

Hyrule Castle NW Whirlpool

This whirlpool is in a pond northwest of Hyrule Castle. It transports Link to the Lake Hylia southeast whirlpool.

Lake Hylia South Whirlpool

This whirlpool is in the center of the south end of Lake Hylia. It transports Link to the Waterfall of Wishing whirlpool.

Lake Hylia SE Whirlpool

This whirlpool is in the southeast corner of Lake Hylia. It transports Link to the Hyrule Castle northwest whirlpool.

South Whirlpool

This whirlpool is in the pond just north of the stone building Link enters when looking for Piece of Heart #4. It transports Link to the Hyrule Castle northeast whirlpool.

Waterfall of Wishing Whirlpool

This whirlpool is directly south of the Waterfall of Wishing in the northeast corner of Hyrule. It transports Link to the Lake Hylia south whirlpool.

Introduction to Four Swords

Legend of the Four Sword

"Long ago, in the kingdom of Hyrule, there appeared a Wind Sorcerer named Vaati. Vaati could bend the wind to his will and used this awful power to terrorize many villages of Hyrule. In his assaults on the villages, Vaati would kidnap any beautiful girls who caught his fancy.    "Many knights from the castle and other brave men set out to subdue the sorcerer and rescue the girls, but each one fell in turn to Vaati's awesome power. Just as the people had begun to lose hope, a lone young boy traveling with little but a sword at his side appeared.    "When this boy heard what was happening, he said only, 'I will defeat this sorcerer.' He boldly entered Vaati's palace, mystically trapped the evil sorcerer inside the blade of his sword, and returned the young girls to their villages. The boy then went deep into the forest and disappeared.    "The villagers asked the girls how a boy so young could have saved them all and defeated the sorcerer when no one else could. The young girls told a story of how with just a wave of his sword, the boy's body shattered into four pieces, each of which then formed a complete copy of the boy. These four young boys then worked together to defeat the sorcerer. The people did not believe the story, but they called it the Four Sword nonetheless. As rumors of the blade's power to divide a person into four entities spread, the people built a shrine to protect it.    "Princess Zelda of the land of Hyrule was a beautiful young girl born with the mysterious power to sense approaching forces of evil. For this reason, she was assigned with the sacred duty of protecting the shrine of the Four Sword and the blade itself. One day, Zelda was in Hyrule Castle when she sensed that something unusual was occurring at the Four Sword Shrine. She asked a boy named Link, whom she trusted above anyone else, to accompany her to investigate the happenings at the shrine…"

Setting Up Four Swords

Linking the Game Boy® Advances

The Legend of Zelda: Four Swords is the first multiplayer Legend of Zelda game. It is designed for two to four players. You must have the following equipment:

Four Swords Equipment

No. of Players:

Two

Equipment:

Two Game Boy Advance systems, two Four Swords Game Paks, one Game Link cable

No. of Players:

Three

Equipment:

Three Game Boy Advance systems, three Four Swords Game Paks, two Game Link cables

No. of Players:

Four

Equipment:

Four Game Boy Advance systems, four Four Swords Game Paks, three Game Link cables

Insert a The Legend of Zelda: A Link to the Past/Four Swords Game Pak into each player's Game Boy Advance and connect the Game Boy Advance Game Link® cables according to pages 6 and 7 of the game instruction manual. When all Game Boy Advance systems are properly linked, turn them all ON.    From the Game Select screen, each player should choose Four Swords. The opening cinema of Zelda and Link in the Four Sword Shrine plays. Press i to skip this.

Note: The following information applies only to Player 1. All other players see only the message "Please Wait" until Player 1 has set up the game.

When the opening demo is finished, press i. The screen that follows indicates when other players have joined by displaying a colored Game Boy Advance graphic with the player number. When all players have joined, press 1 to start the game.

Note

Each player controls a different-colored version of Link:

Player 1: Green

Player 2: Red

Player 3: Blue

Player 4: Purple

Stage Select Screen

The Stage Select screen appears after all players have joined the game. Player 1 should use the + Control Pad to select one of the following five stages:

Chambers of Insight

This is the training level for beginners. The puzzles are easy, the enemies are weak, and Fairies wait around every corner to give you hints and advice. Every player should go through the Chambers of Insight at least once before going on to another stage.

Sea of Trees

This forest stage is the least dangerous of the four actual story chapters, but be forewarned: Legend has it that few who enter the Sea of Trees are ever seen again. Novice players should start here after completing the Chambers of Insight.

Talus Cave

The slippery, ice-covered floors of Talus Cave make controlling your character very tricky. Only the most courageous adventurers dare to scale the steep rock face and enter the maw of this cave. This is a good stage for intermediate players who have finished the Sea of Trees successfully.

Death Mountain

Death Mountain earned its name by challenging even the hardiest warriors. The lava flows and steaming geysers of this volcanic stage are constant hazards. Advanced players should enter here only after completing Talus Cave.

Vaati's Palace

This final stage is available only after all players have collected Keys from the Great Fairies of the Sea of Trees, Talus Cave, and Death Mountain. Vaati is the final boss of this stage. Only expert players who have conquered all previous stages should enter his palace.

Playing Four Swords

Controls

The following table lists the controls in Four Swords. They're very similar to the controls in A Link to the Past.

Four Swords Controls

Command/Button(s)

Walk: a, w, d, or x on the + Control Pad in the direction you want to walk

Jump Down: a, w, d, or x on the + Control Pad toward the edge of an unobstructed ledge

Push: a, w, d, or x on the + Control Pad when up against a moveable object

Use Item: 1 after picking up an item

Speak: 1 or 7 when standing in front of a character

Open a Chest: 1 when standing in front of a chest

Swim: 1 when in water

Swing Sword: 2

Dive Under Water: 2 when in water

Lift: 7 when standing next to an object you can lift

Pull: 7 to grab the object, then press a, w, d, or x on the + Control Pad in the direction you want to pull it

Throw: 7 when you are carrying a character or object

Other Actions: 1 or 7 in certain situations

Display Map: 6

Pause Game: i

Tip: When you find the Master Sword in A Link to the Past and save the game, your Four Swords character also gains the ability to fire magical blasts with every swing of his sword when his Heart Meter is full.

Cooperate and Compete

Princess Zelda has been kidnapped by Vaati. You must enter Vaati's Palace, defeat the sorcerer, and rescue the princess. To reach Vaati's Palace, all players must work together to earn Keys from the Great Fairies of the Sea of Trees, Talus Cave, and Death Mountain by collecting as many Rupees as possible at each stage.    Not only are all players responsible for picking up as many Rupees as they possibly can, but all must also cooperate to overcome many obstacles. The players can't progress to the next stage unless all players make it to the end of the current stage.    Although players get individual credit for the Rupees they collect (see below), the total number of Rupees in the communal wallet shared by all players determines whether or not the Great Fairy at the end of a stage gives you all a Key.

The Medal of Courage

At the end of each stage, the Great Fairy awards one player the Medal of Courage, whether or not she gave you a Key. Whoever collected the most Rupees during the stage earns the Medal of Courage. Earning Medals of Courage in Four Swords unlocks hidden game modes in A Link to the Past. See the end of this guide for details on hidden game modes.

Down and Out

Just as in A Link to the Past, each player has a Heart Meter. If this Heart Meter is depleted, the player is downed. It costs 50 Rupees from the group wallet to revive the player and allow him or her to continue. Each time any player needs to be revived, the price goes up.    It is every player's responsibility to make sure that this doesn't happen often. If a player is downed and the communal wallet hasn't enough Rupees to pay for a revival, the game ends for all players, and you return to the Stage Select screen. As you travel through Four Swords, you pick up several types of items. Some are used to fulfill game goals, some are used to defeat enemies, and some are used to reach different areas of the stage.

Items

Common Items

Common items are found in treasure chests, under bushes and rocks, and on defeated enemies. They are small but not insignificant rewards.

Tip: When all players have full Heart Meters, you all enter Rupee Fever. While in Rupee Fever, any Rupees picked up are worth twice their normal values. Rupee Fever ends as soon as one player is damaged and no longer has a full Heart Meter.

Fairy

Pluck a Fairy out of the air to completely refill your Heart Meter.

Heart

Picking up a Heart refills one empty Heart Container in your Heart Meter.

Heart Container

Each level of a stage has a Heart Container at the end. The player who picks it up adds one Heart Container to his or her Heart Meter.

Key

Keys open locked doors and locked blocks. They are the least common of all of the common items. When you pick up a Key, it appears over your head. To open a locked door or block, walk straight into it. The Key disappears along with the locked door or block.

Rupees

One major game objective is to pick up as many Rupees as possible. Different colors and sizes of Rupees are worth different amounts: All the Rupees collected are stored in a communal wallet that is used to pay for reviving downed characters and for determining whether or not the Great Fairy at the end of the stage gives you a Key.

Rupee Denominations

Rupee Name/Value

Small Green Rupee

Value: 1 Rupee

Small Blue Rupee

Value: 5 Rupees

Small Red Rupee

Value: 20 Rupees

Big Green Rupee

Value: 50 Rupees

Big Blue Rupee

Value: 100 Rupees

Big Red Rupee

Value: 200 Rupees

Rupee Shard

Value: 500 Rupees (when one player collects 4)

Black Rupee

Value: Knocks loose about 100 Rupees from the wallet

Seeds

Razor Seeds increase your attack power when you pick them up, allowing you to do more damage with each swing of your sword.

Armor Seeds increase your defense power so that enemies do less damage when they hit you.

Pegasus Seeds increase your walking speed.

1 Items

These items are found on item pedestals. Stand in front of the item pedestal and press 1 to swap your current item for the item on the item pedestal. You can only have one item at a time. To use the item, press 1.

Bomb

Press 1 to light a Bomb, press 1 again to throw it, and press 1 a third time to detonate it. Bombs damage enemies and blast open cracked walls.

Boomerang

Hit enemies and objects such as switches from a distance with the Boomerang. It also can be used to retrieve distant Rupees before other players can walk over to them.

Bow and Arrows

Press 1 to fire an Arrow quickly or hold 1 down and release it to charge up the shot. The Bow and Arrows is a great weapon for defeating enemies at a distance. Some enemies are only vulnerable to Arrows.

Bow-Wow

This frisky fellow attacks any nearby enemies or players. Be sure to put him away by pressing 1 again before you take on a cooperative task.

Gnat Hat

Pressing 1 while wearing the Gnat Hat shrinks you to the size of a gnat. Only gnat-sized players can use some doors and platforms.

Magnetic Glove

Each time you press 1, the Magnetic Glove's polarity switches from positive to negative (or vice versa). This versatile item lets you attract other players and pull them across gaps as well as attract yourself to or repel yourself from nearby magnetic blocks.

Pegasus Shoes

While wearing the Pegasus Shoes, you can dash with your sword outstretched and chop down bushes and enemies quickly. The Pegasus Shoes also let you scoot up slippery inclines.

Roc's Cape

The Roc's Cape lets you jump by pressing 1. Hold down 1 to glide for a short distance.

Shield

Every character starts out with a shield. It can be used to deflect Arrows and other attacks, and some enemies can't be defeated without it.

Enemies

The land of Hyrule is filled with evil and dangerous minions of Vaati. Acquaint yourself with the following enemies and learn how to defeat them.

Note: All enemies damage you if they run into you, so this is not listed as a special attack.

Four Swords Enemies

Special

Name Attacks How to Defeat Armos None Hit from back or side with sword Blazing Watch Tower Shoots fireballs Can't be defeated Bomb Soldier Explodes Stun with sword strike, throw into flames, and avoid until it blows Bubbling Lava None Can't be defeated Bulbul None Hit repeatedly with sword to deflate and defeat Chaser None Hit with sword Darknut None Hit from back or side with sword Fin Piranha None Hit with sword while in shallow water Special Name Attacks How to Defeat Flying Floor None Hit with sword or avoid Gel Sticks to you and Hit with sword slows you down Ghini None Hit with sword Gibdo None Hit with sword Hadie Hides under Hit with sword bushes Hikkun None Hit with sword, then one player must pull each ear in different directions Hiproop None Pull off metal mask with Magnetic Glove and hit with sword Igor None Shoot eye with Arrows Iron Ball Swings Hit with sword when Soldier spiked ball ball isn't swinging Keese Flies Hit with sword Moblin, Arrow Shoots arrows Hit with sword Moblin, Spear None Hit with sword Nokken None Hit to stun, and then throw to open its shell; hit with sword when shell is open. Octorok Shoots rocks Hit with sword from nose Pseudo Rupee Disguised as Hit with sword Rupee, squeezes player who tries to grab it Roope None Hit with sword Rupee Wraith Knocks Rupees Touch another player to pass loose; does no the Wraith; disappears after damage a while, can't be defeated Stalfos None Hit with sword Tail None Hit with sword Tektite None Hit with sword Togezo None Block its charge with a shield to flip it, then hit with sword Trap Triggered when Can't be defeated walked in front of Wisp None Can't be defeated Wizrobe Fires magic blast Hit with sword when visible and disappears Wizrobe, Fire Shoots fireball Hit with sword when visible and disappears Wizrobe, Ice Shoots freezing Hit with sword when visible blast and disappears Zol Splits into Gels Hit with sword when hit

Four Swords Walkthrough

Chambers of Insight

First-time players should take a quick trip through the Chambers of Insight before heading out to rescue Princess Zelda. The Chambers of Insight is a complete practice stage that teaches you just about all you need to know to play through the other stages in Four Swords.    When you see a purple Fairy, face it and press 1 to get a short tutorial. To proceed, perform the objective that the Fairy described.

General Tutorial

Speak to the Fairy next to your starting position to open the north gate to the first level of the Chambers of Insight, which is a general tutorial. The red warp pads behind the gate to the south return you to the Stage Select screen. Begin by stepping onto the warp pads to the north. When all players are standing on warp pads, you transport to the first lesson.

Rupee Collection and Switches

This lesson teaches you the importance of collecting Rupees and how switches work. Cut down the bushes to the south to find a few Rupees. Stand on the gray switches near the bushes to reveal treasure chests. A second set of gray switches opens the door to the next lesson.

Pushing Blocks, Rupee Shards, and Lighting Torches

Single players can push small blocks. Pushing larger blocks requires two or more players working together. Push the first set of small blocks individually, then open the chests beyond them to find Rupee Shards. If a player collects four Rupee Shards in a single level, that player gets 500 Rupees. After opening the chests, push the large block to the south of the chests as a group. This takes you to a set of torches, with an unlighted torch in the middle. Two players must stand on either side of the torch and swing their swords toward each other to create sparks and light the torch. This opens the south door to the next lesson.

Pushing Objects and Holding Down Switches

The next area has four switches. If there are fewer than four players, you must pull nearby statues onto the switches to hold them down in place of other players. When all four switches are pushed down, the door to the next lesson opens.

Big Switches and Locked Doors

Big switches require more than one player to stand on them. The number of icons on the switch indicates the number of players it takes to hold it down.    Pushing the switch down makes chests appear. Open them to find a Key in one. The player who finds the Key must walk through the locked door to the east to open it, allowing the players to reach the next lesson.

Moving Platforms and Locked Blocks

To the north are moving platforms above a deep pit. If you fall into the pit, you reappear at its edge and lose a Heart. Step onto the moving platforms to ride safely across the pit.    Open the chest on the north side of the pit to get a Key. Use the Key to remove the locked block from the doorway to the next lesson.

Shallow Water, Deep Water, and Whirlpools

Players can stand in shallow (light blue) water, and they can swim in deep (dark blue) water by pressing 1 repeatedly. You can also dive under water for a second or two by pressing 2. Avoid Whirlpools, which suck you in and steal a Heart if you swim too close.

Currents, Rapids, and Cracked Walls

Currents are dark-blue wavy areas of water. You can swim against the current slowly by pressing 1 repeatedly. Rapids are light-blue wavy areas of water that pull you along quickly no matter what you do. Swim north through the currents to reach the north side.    To the north is a large gray cracked wall. Hit it repeatedly with your sword to chop it down to size. The more players working on the wall, the faster it disappears. The door to the next lesson is to the north.

Items, Ladders, Togezos, and Shields

Stand in front of the item pedestals and press 1 to get shields. Climb a ladder to the west to reach some Rupees. Stand on the big switch, and several Togezos appear. Block their charges with the shields to flip them onto their backs, then hit them with your swords repeatedly to defeat them and open the door to the next lesson.

Switching Items and Gnat Hats

Stand in front of the item pedestals to get Gnat Hats. The players get Gnat Hats and their shields go to the item pedestals. Press 1 to use the Gnat Hats. The players shrink enough to pass through the gnat-sized holes in the wall to the south.    While still gnat-sized, ride the tiny platforms to the south to reach another small set of holes. Go through the holes to reach the next lesson.

Colored Block Pathways

The first block pathways in this next lesson are of the same colors as the players in the game. If a character of a different color tries to walk across a block pathway (for instance, green Player 1 tries to cross the red pathway), the player falls through and loses a Heart. Cross only block pathways that are the same color as your character.    The next colored block pathways are also of the same colors as the players in the game. You can cross on any of these pathways, but you can see only the pathway that is the same color as your character. To cross on another pathway, you must have the player of the same color as that pathway show you where it is.

Note: To recap, if you see a colored block pathway that is a different color from you, don't cross it. If you see another player walking across what seems to be an invisible pathway, you can also walk on it. But follow the other player carefully to avoid falling off.

Four-Directional Platforms and Icy Floors

To get to the end of this lesson, use a four-directional platform to cross a gap to the east. Control the platform by stepping on the platform's yellow directional switches. If players step on two switches simultaneously, the platform moves diagonally in a direction midway between the two switch directions. If the switches are of opposite directions, the block does not move.    The east side of the gap is ice-covered and tricky to walk across. Control your sliding to reach the north doorway to the next lesson.

Mini-Golf

Run into the small balls in the next lesson to kick them into the small holes in the wall. You can also hit the balls with your sword. Rupees fly out of the holes when you sink the balls. After all the balls are in the holes, the north door to the next lesson opens.

Iron Ball Soldiers

Stand on the big switch, and an Iron Ball Soldier appears. Back off when it swings its spiked ball around its head, and move in quickly to strike when it stops swinging the ball. When the Iron Ball Soldier is defeated, the north door to the next lesson opens.

Red Warp Pads and Time Bonuses

All players must stand on the red warp pads in this area to finish the general tutorial in the Chambers of Insight. If you finished the level quickly enough, you get a Rupee bonus. Finishing the level takes you back to the lesson selection area.

Advanced Tutorial

The advanced tutorial builds upon the basic skills taught in the general tutorial. Warp pads to the advanced tutorials are directly north of the warp pads to the general tutorials.

Lifting Objects

Lift the pots and small rocks to the north with 7 and smash them with 7 to get them out of the way so you can access the next lesson.

Lifting Large Rocks

A large rock blocks the doorway to the next lesson. Players must stand next to the rock and hold down 7 to lift it. Once it is lifted, press 7 again to drop it, smashing it and getting it out of your way.

Throwing Players

The only way to cross the gap between you and the door to the next lesson is to pick up and throw a player across. Press 7 to lift the player and 7 to throw the player while standing at the edge of the gap. Once on the other side, the thrown player steps on a switch to create a bridge spanning the gap. The other players cross the bridge.

Hikkuns

Stand on the big switch, and several Hikkuns appear. Strike them with your swords, and they withdraw into their shells. Two players stand on either side of a stunned Hikkun, grab its ears with 7, and pull them in opposite directions. The Hikkun stretches and snaps. When all the Hikkuns have been defeated, the north door to the next lesson opens.

Bomb Soldiers

Several Bomb Soldiers appear when you stand on the big switch. To defeat them, stun them with sword strikes, then pick them up and throw them into the torch flames to light their wicks. Avoid the Bomb Soldiers as they race around and eventually explode. When all of the Bomb Soldiers are detonated, the east door to the next lesson opens.

Pulling Levers

To open the south door to the next lesson, all players must stand next to a lever, grab it with 7, then pull the levers north by walking north with the + Control Pad.

Pulling Statues

Stand next to the statues and pull them away from the south pathway, just as you pulled the levers in the previous lesson. Go through the south doorway to the next lesson.

Nokken

Stand on the big switch to release some Nokkens. Hit the Nokkens with your swords to stun them, then lift and throw them to coax them into opening their shells. Hit their exposed bodies to defeat them. The easiest way is to stun a Nokken, then throw it toward another player who then hits it with his or her sword. When all the Nokkens are defeated, the north door to the next lesson opens.

Moving Crystals

Pick up the blue crystal to the east and take it to the empty pedestals in the south. Place the crystal on each of the three pedestals in turn. Two chests appear, and the south door opens to the warp pads. All players must stand on the warp pads to return to the lesson selection area of the Chambers of Insight.

Magnetic Glove Tutorial

Go northwest from the advanced tutorial warps to reach the warps for the Magnetic Glove tutorial, which are near a Magnetic Glove.

Attraction

One player must get a Magnetic Glove from the item pedestal at the start of the tutorial. When you first get it, the Magnetic Glove is positively charged, indicated by the red Magnetic Glove icon in the upper right corner of the screen. Tap 1 to switch the charge to negative. Press and hold 1 again when facing the positively charged blocks to the east to pull yourself across the gap and over to them.

Note: Positive and negative charges attract each other. Two positive charges repel each other and two negative charges repel each other.

Pulling Other Players

The player with the Magnetic Glove turns west, lines up with another player, and presses 1 to magnetically pull that player across the gap. Repeat until all players are standing on the east platform.

Repulsion

If your Magnetic Glove is negatively charged, press 1 to reverse its polarity. Stand to the east of the positively charged magnetic blocks, face them, and hold 1 to repel yourself across the gap to the east. Pull over any characters who do not have the Magnetic Glove.

Rotating Magnetic Blocks

With a positively charged Magnetic Glove, line up with the rotating positively charged magnetic blocks to the north and hold down 1 to pull yourself over to the south sides of them. Continue holding 1 until you ride the rotating blocks to solid ground. Release 1 only when you can put your feet on the ground.

Hiproops

Stand on the big switch, and several Hiproops appears. Pull off their metal masks with the Magnetic Glove by facing them and pressing 1, then hit them with your sword to defeat them. When are all defeated, the pathway to the next lesson opens.

Walking While Pulling Another Player

Two players stand at the northwest and southwest sides of the narrow wall with a gap to the north. The south player holds down 1 and walks east to magnetically pull the north player across the gap. Once both players are on the east side of the gap, they stand on the two switches to create a pathway over the gap. The pathway leads to the doorway to the warp pads at the end of the tutorial.

Roc's Cape Tutorial

The warp pads to the Roc's Cape tutorial are north of the warp pads to the Magnetic Glove tutorial. Each player stands on one to warp to the tutorial.

Gliding

Grab Roc's Capes from the item pedestals near the start of the tutorial. Walk north and glide over the gap by pressing and holding 1 until you are safely on the other side. Players that glide over can stand on the switch on the other side to create a bridge for any players without Roc's Cape. You also must glide across a wider gap north of the first one.

Gates

Stand directly beneath the square gate in the grated upper pathway above you. Press 1 to jump up through it and land on the grated pathway. Go east and jump on top of the second gate to return to the ground under the east side of the gate.

Gliding Onto Moving Platforms

A moving platform goes from east to west in the gap to the south. Use a carefully timed glide to reach it, then jump and glide from it to the south to reach solid ground and the warp pads back to the tutorial selection area.

Bomb Tutorial

The warp pads to the Bomb tutorial are northeast of the warp pads to the Roc's Cape tutorial. Each player stands on a pad to enter the tutorial.

Bombing Cracked Blocks

Get Bombs from the item pedestal. Lay them in front of the cracked blocks to the north by pressing 1 to light the Bombs' fuses and 1 again to set the Bomb down while standing near the cracked blocks. Back away and press 1 a third time to detonate the Bombs.

Throwing Bombs

Throw Bombs over the short walls to the east and west of a square of cracked blocks to destroy the blocks. You can pitch Bombs over short (thin) walls, but not over tall (thick) walls. Push the large block to the north to open a pathway to the next lesson.

Bombing

Cracked Walls The wall to the north has two cracks. Lay Bombs in front of each to blast open passageways to the next lesson.

Bombing Other Walls

The wall to the east has no cracks, but certain areas produce a hollow sound when struck with your swords. Plant a Bomb in front of an area that doesn't sound solid to blow open a pathway to the next lesson.

Bombing Switches

Throw a Bomb across the gap to the south so that it explodes near the red orb-like switch on the other side. This creates a pathway above the gap. Cross it to reach the next lesson.

Passing Bombs to Another Player

One player gets the Gnat Hat from the item pedestal and goes through a small hole in the south wall. A second player stands on the west side of the short wall, and lights and throws Bombs to the player with the Gnat Hat on the other side. The player with the Gnat Hat lifts and places the Bombs next to the cracked blocks to the south.    When the resultant explosions clear a pathway through the cracked blocks, the player with the Gnat Hat can reach a switch that creates a pathway over the gap to the west. The other players can now cross the gap and reach the warp pads to the south to return to the tutorial selection area.

Boomerang Tutorial

The warp pads to the Boomerang tutorial are east of the warp pads to the Bomb tutorial, next to the Boomerang lying on the ground.

Retrieving Items

Pick up Boomerangs from the item pedestals at the start of the tutorial and throw them across the short wall to the north at the Razor Seeds on the other side of the wall. The Boomerangs pick up the Razor Seeds and return them to you. Go east to reach the next lesson.

Activating Switches

Two switches to the north are on the other side of a short wall. Activate them by throwing the Boomerangs over the wall. Chests appear near you.

Defeating Enemies

Throw the Boomerangs at the Gels and Zols on the other side of the short wall to the south. When they're defeated, use the Boomerangs to pick up any Rupees they leave behind. A pathway to the next lesson appears.

Cutting Down Bushes

Boomerangs can be thrown at the rows of bushes to the north to cut them down and retrieve any items underneath them.    Ride the moving platform to the north to reach the warps back to the tutorial selection area.

Pegasus Shoes Tutorial

The warp pads to the Pegasus Shoes tutorial are southeast of the warp pads to the Boomerang tutorial. All players stand on a pad to transport to the tutorial.

Dashing Up Slopes

One player gets the Pegasus Shoes from the item pedestal at the start of the tutorial. Other players should stand at the base of the slope to the south. The player with the Pegasus Shoes stands behind players without the Pegasus Shoes and presses 1 to dash up the slope, pushing the other players up the slope as well.

Smashing Jelly Blocks

To open the pathway to the next lesson, dash toward the blue jelly block to shatter it. All players can now go south down the slope to reach the next lesson.

Zols

Stand on the big switch, and several Zols appear. You can defeat them by hitting them with your swords, but that splits them into Gels, which you must also defeat. Dashing into Zols with the Pegasus Shoes defeats them in a single hit, and they do not split. When all the Zols and Gels are defeated, the east door to the next lesson opens.

Dashing Through Bushes

Players without Pegasus Shoes can get them from the item pedestal here. Dash through the blue jelly blocks to the north and keep dashing to quickly chop down the bushes beyond them. To the north are warp pads back to the tutorial selection area.

Bow and Arrows Tutorial

The warp pads for the Bow and Arrows tutorial are south of the warp pads to the Pegasus Shoes tutorial, next to a Bow and Arrows lying on the ground.

Eye Switches

Get Bows and Arrows from the item pedestals at the start of the tutorial. Shoot the eye switch on the wall next to the north door to open it and proceed to the next lesson.

Igors

An Igor blocks the path to the next lesson. Shoot its eye with the Bow and Arrows. It moves out of the way. Continue to hit it with Arrows to defeat it. The doorway to the next lesson is to the northeast.

Simultaneous Eye Switches

The south wall has more than one eye switch. Players must shoot the eye switches simultaneously to open the south doorway to the next area.    In the next area, you must do the same thing from a moving platform. When you do, two chests appear and the south door opens to the end of the tutorial warps.

Skills Test

After completing all the tutorial sections, test your skills. Stand on the warp pads on either side of a question mark in the center of the area to begin the test.

Test, First Level

Go south from the start point and drop off the ledges. Chop down the bushes to the south to reveal switches. Stand on all the switches to open a south door to the next area.    Go east and then north along the pathway, lifting the pots out of the way at its end. Throw one player across a gap to the east. That player then stands on a switch to create a pathway for the others to cross.    Push the small gray blocks to the east out of the way to proceed, and push the large gray block to the north to reach the next area.    Go north through the doorway and pull the levers to open the east door. To the west, a small room spits out Blue Rupees when the characters stand on the switches. Proceed east through the door you opened with the levers.    Ride the three moving platforms to the south to continue the test. To the west is an item pedestal with a Boomerang. Grab the Boomerang and hit the switch on the other side of the small wall to the northeast to open the north door to the next area.    Get the Pegasus Shoes from the item pedestal and push the other players up the slope to the west. Push the large block to the south and then to the east to reach the next area.    Chop down the bushes to the east to reveal a path to the northeast doorway. Watch out for pits! On the other side of the northeast doorway are switches. When all are depressed, several Roopes appear. Defeat them to get a Key that unlocks the south door. The warp pads on the other side of the door take you to the second level of the test.

Test, Second Level

Drop off the ledge where you appear and step on the switch to the south. A four-directional platform appears. Use this platform to reach the north walkway, and cross the walkway to proceed.    Swim north through the water and climb the east ladder to reach a plateau. Go down the southeast ladder to find item pedestals with Roc's Capes. Glide across the pits to the south and lift the large rock obstructing the south pathway.    Go east, pick up the Bows and Arrows from the item pedestals, and defeat the nearby Igors with them. Shoot the eye switches to the north simultaneously to open the door to the next area.    Pick up the Bombs from the item pedestals and blow up the cracked blocks to the north. Proceed north and bomb the cracked north wall. Go through the gap and bomb the northeast wall to reveal a Magnetic Glove on an item pedestal.    Use the Magnetic Glove to attract yourself to the positively charged blocks to the west and pull any other players across the gaps. The player with the Magnetic Glove must reach the northeast pathway, face south, and pull the other players across the third gap by starting to pull them while standing behind the north end of the thick wall.    Go west to the next area, where two players must light the torch by crashing their swords together over it. This summons an Ice Wizrobe. Defeat the Wizrobe by striking it while it is solid. This opens the west door to the final warps.    Players are evaluated according to how many Rupees they acquired during the test. The winner does not acquire a Medal of Courage for this test stage, because it's only practice. Stand in the southernmost warps to leave the Chambers of Insight and return to the Stage Select screen.

To Vaati's Palace

Each of the three main Four Swords stages has two levels and a boss fight. Your objective is to find and enter the warps at the end of each of the first two levels and defeat the boss at the end of the stage. If, after you defeat the boss, the Great Fairy is impressed with your Rupee-collecting skills, she awards you one of the three Keys that unlock Vaati's Palace.    It's impossible to do an actual walkthrough of Sea of Trees or any of the following stages, because the stages are randomized. They appear completely different every time you enter!    The tutorials in the Chambers of Insight, however, have taught you all the skills you need to beat every stage. We also provide a few tips for each stage and strategies for beating the stage boss.

Sea of Trees Tips

  • Sea of Trees is very similar to the Chambers of Insight. The skills you learned there serve you well.

  • Chop down bushes and smash rocks to fill your wallet with Rupees.

  • The end-of-level warps usually are hidden behind locked doors or blocks. Open every chest you see to find Keys.

  • Pay attention to the items on item pedestals. They are usually required to access a nearby area or defeat a nearby enemy.

Sea of Trees Boss Fight

The boss at the end of the Sea of Trees is a giant, carnivorous plant. Dodge the plant's heads until they reveal colored flowers. Only players of the same color as the flowers can hit the flower and damage the plant.    If the flowers are more than one color, all players of those colors must strike each flower to damage the plant. In later stages of the fight, levers appear on the sides of the plant. Pull these levers to expose the flowers, then hit the flowers with your swords to defeat the boss.

Talus Cave Tips

  • Many of the floors in Talus Cave are coated with ice. Tap (don't hold) the + Control Pad to negotiate the floors.

  • The Pegasus Shoes can be more of a liability than an asset, because of the slippery conditions. Be very careful when using them.

  • Enemies in Talus Cave are more challenging than Sea of Trees enemies. Expect to fight more than a few Ice Wizrobes.

  • If you are frozen by an enemy attack, press different directions on the + Control Pad and press 2 repeatedly to break free of the ice.

Talus Cave Boss Fight

The boss is frozen in a block of ice on the east side of the arena. Charge it with the Pegasus Shoes to shatter the ice, but don't hit the east wall, or you're temporarily frozen.    When the boss is free, it bounces around and tries to land on you. Charge it with the Pegasus Shoes and hit it with your sword to force it back to the east wall, where it refreezes. Then shatter its ice block with your Pegasus Shoes dash. Repeat until the boss is defeated.

Death Mountain Tips

  • Watch out for the steaming geysers along the pathway. To cross safely, run across them only after they have finished blowing off steam.

  • Falling into any of the many rivers of lava in Death Mountain costs you a Heart.

  • Certain enemies and hazards light you on fire, causing you to run around at high speeds. Control your player carefully if he is afire to keep him from running into anything that would cause more damage.

  • Death Mountain is filled with flaming bushes. Chop them down carefully with your sword. If you run into them before chopping them down, you’ll suffer damage.

Death Mountain Boss Fight

The flaming boss at the end of Death Mountain shoots large, colored fireballs that match the colors of the players. The player whose color matches the fireball must hit the fireball with the sword, which causes the boss to split into small pillars of fire. Hit these pillars of fire with your swords to expose the vulnerable true form of the boss, and hit it with your swords to defeat it.    Watch out for the small pillars of fire that the boss leaves as it bounces around the arena, and don't get hit by the boss itself. Either of those events lights your player on fire, making him run around frantically and be unable to attack for a few seconds. Vaati's Palace

Once you have collected Keys from the Great Fairies of the Sea of Trees, Talus Cave, and Death Mountain, Vaati's Palace is available on the Stage Selection screen. Like the previous stages, Vaati's Palace has two levels and a boss fight against the evil sorcerer himself.

Vaati's Palace Tips

  • Much of the Vaati's Palace stage is riddled with gaps in the floor. You spend a lot of time walking near the edge of the floating palace. Control your player carefully to avoid falling off and losing a Heart.

  • The puzzles in Vaati's Palace are more complex than previous puzzles. Teamwork is often required. If you're stuck, consider if any of the skills you learned in the Chambers of Insight can be combined to help you solve the puzzle.

  • The enemies in this stage are more challenging than in any previous stages. Be on guard at all times, and travel together so that you can defeat them quickly.

Final Boss Fight: Vaati

The fight with Vaati is in two parts. During the first part, Vaati swoops around his lair while riding a tornado. To damage Vaati in this first part of the fight, throw Bombs into the base of his tornado and detonate them as they get sucked up.    Timing is essential. Detonate the Bombs only when they are at the top of Vaati's tornado, just underneath Vaati himself. This knocks him to the ground. Hit him with your swords to damage him. After several Bomb hits and sword strikes, Vaati appears to be defeated.    But that's not the case. He reappears and sends smaller versions of himself to attack you. Dodge these small enemies or defeat them with your swords, and then hit Vaati repeatedly with your swords. He then uses all the attacks from the three previous bosses, which you know how to counter by this point.

End of Game

Once Vaati is defeated, he is sucked back into the Four Sword, his original prison. Zelda is rescued, and all the players merge back into a single Link.    The credits roll, and as a bonus, you can hit the Fairies flying around in the background to shake loose Rupees. This doesn't have any effect on the game. It's just a fun way to pass the time as the credits scroll by.

The Palace of the Four Sword

Note: Don't try this until you've finished A Link to the Past. You need several items from the game, as well as all the skills and battle tactics you can learn.

After you complete Four Swords, return to your A Link to the Past game to find that Link can now enter the Palace of the Four Sword, a bonus dungeon not included in the original SNES version of the game.    The entrance to the Palace of the Four Sword is in the Pyramid of Power. Remember the cracked hole in the pyramid that you passed while getting Piece of Heart #12? Enter that hole to enter the Palace of the Four Sword.    A fox-faced fellow at the palace entrance charges you 20 Rupees to enter. Pay him or you can't go any farther. He warns you that this is one of the most challenging dungeons in the game (he's right), but that a hero of your stature should be able to conquer it (he's right again).    Proceed north past him and several Chain Chomps until you reach a north door to the main hall of the Palace of the Four Sword.

Caution

You don't have an in-game map in the Palace of the Four Sword. If you follow our walkthrough carefully, you have no trouble getting through it. The palace is challenging, but it's actually quite small.

Enter the main hall through the south door. Doorways are to the east and west, and stairs in the northeast and northwest corners lead down to the basement. Each leads to a different wing of the palace and a different shard of the Four Sword, which must be assembled before you can go through the magically sealed door to the north. You can get the shards of the Four Sword in any order you wish, but you must have all four to complete the quest.

Green Four Sword Shard

Start your quest for the green Four Sword shard by going through the west door of the entrance hall.

Tip: Stock up on items to refill your Heart and Magic Meters. Four Cure-All Medicines or three Cure-All Medicines and a bottled Fairy are great. If you run low, don't hesitate to use the Magic Mirror to return to the palace entrance, leave, and get more. As long as you save your game, all the pieces of the Four Sword that you have collected remain in your inventory, and you can re-enter the palace for a mere 20 Rupees.

This first room is filled with water, and a giant spiked roller moves north and south along its top. Cannons on the east and west sides shoot cannonballs across the water. The current is too strong to swim against. Light the torch in the southwest corner to temporarily weaken the current. This effect lasts only as long as the torch remains lighted, so move quickly.    Jump into the water and press 1 repeatedly to swim north. When the spiked roller shows up, press 2 to dive under it. Keep swimming until you reach the north ledge. Go through the north door into the next room for a boss fight.

Tip: You can also dive under the water to avoid cannonballs.

Boss Fight: Arrghus

Arrghus is almost exactly the same boss that you fought before, with two exceptions: He has Jellyfish instead of puffballs, and when you pull them all off with the Hookshot and defeat them with your sword, he moves much more quickly around his lair trying to hit you.    Aside from these two minor variations, fight Arrgus exactly as you did before. Just use a bit more caution when you deal with his Jellyfish and when you try to strike him with the sword after the Jellyfish are gone.    Defeating Arrgus opens the north door to the green Four Sword shard. Pick up the green shard and stand on the yellow teleport tile to transport back to the main hall.

Red Four Sword Shard

To get the red shard of the Four Sword, start by going through the east doorway in the main hall.    This room has four Jellyfish and a Red Octopod. Get rid of the Jellyfish in the southwest as quickly as you can and move to the north end of the room. The floor begins to drop out, and the only way you can defeat that southwest Jellyfish and still make it to the sealed north door is to dispose of the Jellyfish before the north and west sides of the floor are gone.

Tip: If you can't get rid of all the enemies before the floor drops out, return to the main hall and re-enter the room to try again.

From the north end of the room, use your Bow and Arrows to defeat the other enemies. When they are all gone, the north door opens. Go through it into the next room.    This small, square room has a single Turtle. To reach it, smash the west skull pot, walk north of its former location, and throw your Boomerang to hit the orb in the northwest corner.    Stand on the lowered blue block near the entrance and push the gray block to the south of you farther south. Walk east and push the east gray block up against the east wall, and then push the north block to the north to clear a pathway to the Turtle. Defeat it with the Magic Hammer.    Now you get to detonate Somaria blocks, using a feature of the Cane of Somaria that you've never used before. Return to the southwest corner, create a Somaria block, pick it up, and throw it so that it lands next to the orb.    Return to the east side of the room and go as far north as you can, until you're next to a raised red block. With the Cane of Somaria still equipped, press 1 to detonate the Somaria block, changing the orb from blue to red and lowering the red block. Proceed through the north door to the next boss fight.

Boss Fight: The Helmasaur King

The big masked boss is back, and he's learned a thing or two since the last time you faced him. Start the fight as usual by striking his mask repeatedly with the Magic Hammer to shatter it.    The jewel in the center of his forehead is golden this time, and it can't be hit by Arrows. You must strike it repeatedly with the Golden Sword. After several hits, the Helmasaur King releases Green Beetles to distract you, and its mask reappears.    Shatter the mask with the Magic Hammer for the second time to expose the Helmasaur King's forehead. This time, it has a third eye in place of the jewel. Shoot the eye once with the Bow and Arrows to defeat the Helmasaur King.    The room to the north holds the red shard of the Four Sword. Pick it up and step on the golden teleport tile to transport back to the main hall.

Blue Four Sword Shard

To get the blue shard of the Four Sword, start by going down the northwest stairs in the main hall.    This takes you to a darkened room with two torches on either side of the door. Light one to see the room more clearly. There are two Octoroks and a Red Puffer in the room, which also has an icy floor. Defeat the enemies and proceed through the southwest door to the next room.    The next room is a small, square room with two Jellyfish and two Red Jellyfish. Skull pots and star tiles line the floor, which has gaps. A sealed door is to the north.    Defeat the enemies and step on the star tiles in the following specific order.

Step onto either star tile next to your starting position.

Fire your Hookshot at the skull pot in the southeast corner of the room to grapple over to the star tile there.

Grapple the skull pots to the west along the south wall to hit the next star tile.

Grapple the skull pot in the southwest corner of the room to step on the next star tile. Lift the skull pot to reveal a trigger switch, and lay a Somaria block on the switch to hold the north door open.

Walk east to step on the next star tile, and then proceed through the now-open north door.

A hidden blue block under the pathway of the next room prevents you from going through the lower center area of the room, which in turn keeps you from reaching the north side of the room with the door. Hit the orb in the northeast corner of the room with your Boomerang, and then throw a Somaria block next to the orb.    Go down into the lower center part of the room and walk along the south edge of it to get to the ladder leading up to the raised north end of the room. Watch out for the Blue Spark in the lower area of the room.    Once you reach the north end of the room, press 1 with the Cane of Somaria still equipped to detonate the Somaria block, changing the orb from blue to red. This lowers the raised red block in front of the door. You can go through it to face the next boss.

Boss Fight: Mothula

This fight is essentially the same as the last time you faced Mothula, except he doesn't have spiked blocks lining the walls of his lair. He splits into three Mothulas, however, which makes this fight tougher.    As you defeat each Mothula, it turns into a swarm of Bees. Defeat the Bees to keep them from stinging you, and keep hitting the remaining Mothulas. After you defeat two of them, the third spawns two more. It seems you're back at square one. Don't despair. You're making progress.    Keep hitting the Mothulas, and you eventually defeat them. This opens the north door to the blue Four Sword fragment. Pick it up and step on the golden teleport tile to return to the main hall.

Purple Four Sword Shard

To get the purple shard of the Four Sword, go down the northeast stairs in the main hall.    Light the torches in this darkened room. The light reveals narrow corridors and a new enemy: the Like-Like. Like-Likes are slow-moving enemies, but if they catch you they eat your shield. Take them out very carefully as you proceed toward the southeast door to the next room. Don't walk into a blue bumper and get knocked back into a Like-Like.    In this next room, defeat the Octopod and shatter the skull pots to the northwest and east with the Bow and Silver Arrows. Under the east skull pot is a trigger switch for the north door.    Get rid of the skull pot on the east end of the platform you started on, and create a Somaria block. Pick it up and throw it onto the trigger switch. Then use your Hookshot to reach the north platform and go through the north door.    The next room has four Bats. Defeat them with the Bow and Arrows or other long-distance weapon. Cross the first gap by grappling the white block in the center with your Hookshot.    To cross the next gap to the north, lay a Bomb to the north side of the white block and stand just north of the bomb. Ride the explosion across the gap to reach the north platform. Go through the north door to reach Blind's lair.

Boss Fight: Blind

Like the previous three bosses of the Palace of the Four Sword, Blind is an old foe who's learned a couple of new tricks. He initially appears as Link's uncle, but when you speak to him, the wily old thief assumes his true form.

Note: Blind, as "Link's uncle," delivers a line that was included in the original A Link to the Past for the SNES but was cut from the Game Boy Advance remake: "You are…the princess's…." Just as in the original, we never get to hear just what Link's uncle was going to say next—"Only hope?" "Brother?" "Favorite video game hero?" It's a nifty bit of trivia.

After you hit Blind three times, his head flies off as usual. When his body rises up this time, however, it has no head on it! Attack the flying head to persuade it to reattach to Blind's body, and then hit Blind three more times.    Now two heads fly around the room. Defeat the first one and hit the second to get it to reattach to Blind's body. Hit Blind's body again, and three heads fly around the room. This time, defeat the three heads—ignoring Blind's headless body—to defeat him.    The north door opens. Inside is the fourth and final shard of the Four Sword, the purple shard. Grab it and step on the golden teleport tile to return to the main hall.

Final Boss Fight: Link

When you have all four shards of the Four Sword, go up to the elevated platform in the north part of the main hall. Defeat the two Skeleton Knights that drop from the ceiling, and slash the magical barrier at the north end of the platform to open the door beyond it.    An invisible pathway in the next room leads to the north door and the final boss fight. Use the Ether Medallion to reveal the pathway and head north until you reach the door. Enter this door to face the final boss—yourself!

Tip: If you have the Cane of Byrna and items to refill your Magic Meter, use the cane to protect yourself from every attack the Links offer. You defeat them in record time.

Green Link

When you enter, the Four Sword splits into its component shards, and a green version of Link attacks you. Green Link has the Golden Sword, the Mirror Shield, the Pegasus Shoes dash, and a Stalfos-like ability to jump back to avoid a blow.

Green Link can't be attacked from the front while his shield is up. Hit him from the sides or back, or hit him just as he's about to swing his sword. One good tactic is to wait for him to dash at you, step out of the way, and then hit him from behind as he bounces off a wall. Hit him repeatedly with your sword to defeat him.

Red Link

When Green Link is defeated, Red Link appears. Red Link has all Green Link's abilities and a whirlwind sword attack that you can't counter. You must avoid it until he stops. Hit Red Link repeatedly with your sword until he is defeated.

Blue Link

Blue Link can do everything that Red Link can, and he also has a jumping sword attack that cannot be blocked, only avoided. Defeat him just as you defeated the other two Links: by striking him repeatedly with your sword.

Note: Blue Link's jumping sword attack was first seen in the second Legend of Zelda game, The Adventure of Link.

Purple Link

Purple Link is the nastiest Link of them all. He has all the previous Links' abilities, and he can shoot fireballs as well! The Cane of Byrna is your best friend. Hit Purple Link repeatedly with your sword to put him down for the count once and for all.

The End

When all the Links are defeated, the Four Sword shards appear and encircle Link, reforming into the Four Sword.    A cinema of all of the Dark World dungeons plays, with characters and enemies performing little skits for your amusement.    Next, you get to see cinemas of each of the Dark World bosses, from the Helmasaur King to Ganon.    Finally, you see a Quest Log, which records the number of times that you have used each item in the game. Feel like you've swung the sword 9,999 times? This is where you can find out if that's true.    The last item in the Quest Log is the total amount of time you spent playing The Legend of Zelda: A Link to the Past/Four Swords. Think you're hardcore? Try topping our record of 78:10:31—that's 78 hours, 10 minutes, and 31 seconds. No fair leaving the Game Boy Advance on overnight!

Scavenger Hunt

After you earn 10 Medals of Courage from the Great Fairies at the end of the Sea of Trees, Talus Cave, Death Mountain, and Vaati's Palace, you can visit the Bumpkin brother in the lumberjack's house in the northeast corner of the Light World.    He has some riddles for you to solve. To solve each riddle, you must find the object that is the answer to the riddle, catch it in your Bug-Catching Net, and bring it back to him. Here are his riddles and their answers:

Riddle #1

"Cock-a-doodle-doo! What is it? Go find it and catch it with your Bug-Catching Net!"    Answer: a chicken (referred to in the game as a Cucco). Catch one near the Kakariko Village Shop and bring it back to the lumberjack.

Riddle #2

"The scissors by the water … ­what is it?"    Answer: a Crab (referred to in the game as a Sand Crab). You can find some in the northeast and northwest corners of the Light World, near bodies of water.

Riddle #3

"It's shiny and red. What is it?"    Answer: a Red Rupee. Defeat an enemy to get one and scoop it up. Octoroks occasionally leave Red Rupees as rewards when you defeat them.

Riddle #4

"It's moist and fresh…what is it?"    Answer: a fish. Drain the pond around the white building in the south end of Hyrule. With the Bug-Catching Net, scoop up one of the fish flopping around in the drained pond.

Riddle #5

"BOOOM! Skitter-scatter … what is it?"    Answer: a small Red Puffer, which appears when the large Red Puffer in the southeast corner of Hyrule explodes (in the game, they are called Octoballoons).

Riddle #6

"Sprinkle and watch it wobble…what is it?"    Answer: an Octorok, which becomes a Slime after you sprinkle it with Magic Powder. Turn the Octorok into a Slime and scoop up the Slime with the Bug-Catching Net.

Riddle #7

"It munches on nuts…what is it?"    Answer: a squirrel. Go to the area in the Lost Woods where you found the Master Sword, and you see all sorts of woodland critters scurrying around. Snag a squirrel with the Bug-Catching Net and carry it back to the lumberjack.

Riddle #8

"Pull it out, but…too bad! What is it?"    Answer: a fake Master Sword. Scoop one up from the Lost Woods and bring it back to the lumberjack.

Riddle #9

"It's red and sweet…what is it?"    Answer: An apple. Dash into the west tree near the Red Knight in the area northeast of Hyrule Castle and southeast of the graveyard.

Riddle #10

"The spectacled wanderer … what is it?"    Answer: A Cukeman, which is a Shocker after it has been sprinkled with Magic Powder, causing its eyes to bug out and giving it the appearance of wearing glasses.

The Reward

When you answer all 10 riddles, the lumberjack reluctantly teaches Link his family's secret sword technique, the whirlwind sword attack. Hold down 2 to charge your sword, and then press 2 repeatedly to spin around in circles, swinging the sword at the same time. This rapidly depletes your Magic Meter, so don't use it too often!

Note: After you unlock the whirlwind sword attack in A Link to the Past, you can also use it in Four Swords.

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