THE LEGEND OF ZELDA: A LINK TO THE PAST/FOUR SWORDS
A Comprehensive FAQ by EarthAdept1
I The Legend of Zelda: A Link to the Past
--Contents, Reader's Guide, and Story
--Appendix: Pieces of Heart, Item/Upgrade List,
Warp Portals, Fairy Fountains, Mysteries,
II The Legend of Zelda: Four Swords
--Contents and Reader's Guide
--Chambers of Insight
--Sea of Trees
III The Link Between Zeldas
--The Palace of the Four Sword
--New Attacks and the Riddle Quest
--The Origin of the Four Sword?
IV Copyright Information, Contacting EarthAdept1,
and Version History
The Legend of Zelda: A Link to the Past/Four Swords
Copyright 1992-2002 Nintendo.
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THE LEGEND OF ZELDA: A LINK TO THE PAST
CONTENTS READER SUGGESTIONS
LIGHT WORLD In this FAQ, there is one section
Your House devoted to each area. At the end of the
Hyrule Castle area's section is a category called
Castle Dungeon "Features." This will tell you all the
Kakariko Village hidden secrets, such as chests, caves,
Eastern Prairies upgrades, and other secrets for you to
East Palace find. If you ever wonder if you missed a
Lake Hylia chest or secret in an area, just look at
Desert of Mystery the end of that area's section. Of
Desert Palace course, the most important ones and the
Cemetery and secrets that are en route will be men-
Lumberjacks' House tioned in the main walkthrough.
Death Mountain West
(Light and Dark Worlds) Remember that some secrets will be un-
Mountain Tower accessable until you have gotten a new
Lost Woods item. You will be reminded of these on
Hyrule Castle occasion when you get the new items.
DARK WORLD /_\ /_\
Pyramid of Power ----------------------------------------
Eastern Wastelands | A PROLOGUE TO "A LINK TO THE PAST" |
Dark Palace ----------------------------------------
Bomb Shop Aeons ago, the deities of Power, Courage,
Darkness Swamp and Wisdom descended to the world of
Swamp Palace chaos. They created the world that we know
Lake of Ill Omen and left behind a symbol of their strength,
The Foot of the Mountain the golden emblem known as the Triforce,
Skull Woods which they hid in the Golden Land.
Village of Outcasts
Thieves' Town After many years, an opening was found that
Lake of Evil led from our fair Hyrule to the Golden Land
Ice Palace where the Triforce was still hidden. Many
Swamp of Evil sought treasure in this place, but none re-
Misery Mire turned -- only beings of great evil emerged
Death Mountain East from the Golden Land.
(Light and Dark Worlds)
Turtle Rock The King of Hyrule gathered the seven sages
Ganon's Tower to find a way to seal the entrance to the
The Final Ordeal Golden Land so that his kingdom would be
safe from the evil there. The sages
Appendix succeeded and brought peace again to Hyrule.
Mysteries of Hyrule However...
...strange things have been happening in Hyrule since the appearance of Agahnim,
a mysterious sorcerer who gained fame for extinguishing a devastating blaze of
unknown origin some years ago.
...one night, a girl's voice wakes you from sleep. "Help me...my name is Zelda...
I am in the castle dungeon." Not knowing if the voice was a dream or reality, you
step into the rain and forbidding darkness...and the Legend of Zelda begins.
--From the game manual
YOUR HOUSE (LIGHT WORLD)
When Zelda's telepathic message wakes you up, you'll see your uncle geared for
battle, trying to sneak out while you slept. He'll ask you to stay in bed and
wait for him, but the call for help is just too much. Wait until he leaves,
then take the family Lamp from the chest and head out into the stormy night.
Something is certainly strange tonight.
The castle is heavily guarded, so you will have to find a way to sneak in. The
soldiers are kind and will offer advice on how to explore, but they will not
let you in. Find the main entrance to the castle, which is just north of your
house, then head to the east from there. Follow the road north to a bush
surrounded by white cobbleblestones. Pick it up to reveal a secret hole which
leads to the castle basement.
You're in for an unpleasant sight: your uncle is wounded on the floor. He will
give you his sword and shield with his last breath so at least you can be
better armed. Your Fighter's Shield will stop certain projectiles, but cannot
defend you against an enemy's sword. As for your sword, you know the special
sword technique called the Whirling Blade: charge up your weapon and release.
Kill the two soldiers (who are obviously not true members of the Royal Guard)
in the next room, who guard a chest of 5 Rupees. The lantern near the chest's
altar can illuminate the room a bit if you stand next to it and press A to use
your Lamp. Remember to pick up jars like the ones in this room for goodies.
Take the stairs to emerge in the castle courtyard. One of the three soldiers
has a much larger sword than the others; when soldiers like him spot you, they
will chase you to attack. Kill him by striking the side of his body opposite
his sword (his right side) because his sword can block your attacks. Remember
that your shield cannot defend you against him. Then head into the castle.
FEATURES OF YOUR HOUSE
1. FAIRY FOUNTAIN
To the northwest of your house, you will find a clump of five rocks. When
you get the Pegasus Shoes, bash into these to break them and uncover an
underground Fairy Fountain.
Hyrule Castle is not what it used to be. Rather than being populated by friend-
ly guards of the Royal Family, it's overrun by Agahnim's evil troops. Although
the wizard is nowhere to be found, Princess Zelda is surely within the confines
of the dank basement prison.
1. From the central room, head to either the left or right and follow the red
carpet until you reach a long hallway with stairs leading to the basement.
You can climb up short flights of stairs (like the ones you see in the main
room) to the blue walkways above the floor. These will take you outside
onto the upper wall walks of the castle, but you have no business there now.
2. Once downstairs, kill the blue soldier and he will drop a Small Key. Take
the map from the chest and unlock the door to the south. Go down the stairs
(or jump off) and fight your way along the path. Do not get too close to
edges without walls, or you will fall into a bottomless pit and lose one
heart. You can knock soldiers into holes or throw pots at them to kill them.
3. Continue walking past the green soldiers to a doorway to the next room. You
will be sealed in a room with a blue soldier; kill him to open the doors.
Head to the east and you will be sealed in a second room; kill the blue sol-
dier and he will drop a key. Claim the boomerang from the chest and use the
key to unlock the door in the previous room.
4. Head down two flights of stairs to B3F, where you will see Princess Zelda
trapped in a jail cell. The black-armored guard weilds a huge mace, so use
your new boomerang to stun him and go in for a sword strike; then back up
before he swings his mace. You can also throw two pots from the open cell
at the guard to kill him more easily. He will drop the Big Key, which is
what will unlock Princess Zelda's cell.
5. Zelda wants to escape the castle and informs you that the wizard is an in-
human fiend. Agree to sneak her out and take the 5 Rupees in the chest.
With Zelda as your partner, backtrack up to the central room on 1F. The
castle soldiers will not attack Zelda; they focus on you, her "kidnapper."
6. Once in the main room, climb up one of the short flights of stairs to reach
the stairwell leading to 2F. Help Zelda push the ornamental shelf at the
north end of the room; push it from the left. It will unveil the secret
entrance to the sewers; as you will see, it is sealed for a reason.
To sneak out with the princess, you will have to pass through the murky sewers
of the castle. The rank waters can't be good for Zelda's elegant dress, but
you're desperate to get out. The rooms are very dark, but because you have a
lamp, it will illuminate a cone-shaped area in front of you. Find lanterns to
light up the room more. (Use your lamp while standing next to a lantern.)
1. In this room, there are two lanterns at the left and north sides. The
path to the east has a third lantern, and from there you can go down to 1F.
2. Light the lanterns and destroy the snakes with your sword. Downstairs in
in B1F, there are snakes, bats, and lanterns to the west and east. To the
east is a chest with a Small Key. Take it to the locked door at the north.
3. The next rooms contain water (which slows you down) and plenty of rats.
The first room has a door to the west, and the next room has a door to the
north. Don't forget to light the lanterns in the corners and pick up jars to
find hearts and small Magic Decanters.
4. The next room has a locked door to the northeast, and one of the rats has
5. You'll emerge in a brightly lit room, where you should also see cracks in
the west wall. You have no way of finding out if anything lies behind it yet,
so continue northward. Push a white block up and go upstairs. Two rooms later
you will find two levers on the wall; pull the one on the right to open the
door to the Sanctuary. The one on the left will release snakes into the room.
6. You will meet an old man in the Sanctuary who tells you that Agahnim wants to
break the seal of the Seven Sages which protects the Golden Land. To stop him,
you will need the Master Sword, whose whereabouts are known by an elder in a
nearby village. Claim the valuable Heart Container in the chest, then head out
alone to the elder's house the old man marked on your map. The Sanctuary is a
place from which you can resume a saved game, and the man can heal you fully.
KAKARIKO VILLAGE (LIGHT WORLD)
When you exit the Sanctuary, you have the freedom to explore as much of Hyrule as
you can. Kakariko Village lies to the west of the Sanctuary entrance, but you are
not obligated to go there right away. You can spend some time becoming familiar
with Hyrule first.
Kakariko village has plenty of things to offer, ranging from shops to a sword
smithy to taverns, and of course, some hidden treasure. Enter the two-doored
house with the red roof near the entrance and talk to the woman. She is not the
elder, but she will tell you about the origin of the Master Sword and that you
should ask someone else in the village about the elder you're looking for.
Speak with the blue-haired boy next to the chickens and the shop near the south
of the village. He knows exactly where the elder is hiding, and will mark the
spot on your map. Note that you are charged with the kidnapping of Princess Zelda,
and villagers (outside their houses) might call a guard if they spot you! You will
have to kill the guard to get it off your back.
One of the buildings in the town is home to a child who is too sick to pursue his
usual hobby of catching bugs, so if you speak to him, he will give his Bug-
Catching Net to you! To find containers for the things you catch, start by finding
the tavern just southeast of the boy's house. The back door (accessed from the
break in the wall outside) will lead you to a chest behind the bar with a bottle
inside! A second bottle can be bought for 100 Rupees off a snake charmer who sits
on a brown rug to the north of town. It is an invaluable purchase. You can catch
Bees or Fairies in your net and put them into one of your empty Bottles; the Bees
will attack enemies when released and the Fairies will restore your life if you
die. You can, of course, release the Fairies to heal you before you perish.
Other places of interest are the Smithy (one "screen" east of the village) and the
House of Books (one "screen" south). You'll be visiting these places again.
PIECES OF HEART
1. At the very northeast of the village, there is a cave which leads to some un-
reachable treasures on a high ledge. To get to the goodies, go outside and hop
into the square grey hole from the ledge above. You'll be able to reach the
chests, which contain 3 bombs and 60 Rupees. Place a bomb next to the cracked
wall near the chests and claim the Piece of Heart behind it.
2. In Blind's house, which is the stone, grass-roofed house towards the north of
town, there is a cracked wall in the basement. Blow it up to find a Piece of
Heart. Also don't forget to get the chests (see below).
3. One "screen" south of the village you can find a long red house. The brothers
are quarreling and have sealed the house in half, but you can blow your way
to the other side with a bomb on the left inside wall. Go out the new door and
the woman will challenge you to a race through her garden. When you run for the
goal, cut the first row of bushes and head north. Run to the left and cut three
more bushes, then run to the signpost. You can jump over the fence to the south
of the signpost and make it to the goal well under the 15-second limit.
FEATURES OF KAKARIKO VILLAGE
1. KAKARIKO SHOP (A small wooden building at the south end of town)
Life Medicine 150 Rupees
Heart 10 Rupees
10 Bombs 50 Rupees
2. CHESTS IN BLIND'S HOUSE
At the north end of the village is a stone, grass-roofed house which was home
to a thief named Blind. Downstairs are some chests protected by stone blocks.
Stand to the right of the top-right chest and push down on a block, then left
on another. Go to the very top two blocks and push down on the right, then left
on the one next to it, then down on the block below it. Stand to the left of
the top-left chest and push the block down, then another right. Open all four
chests for 80 Rupees.
3. SECRET JARS
There's no way to tell, but the wooden shack at the southwest corner of the
village can be broken into. Place a bomb in front of it and you can get in. The
jars contain rupees, bombs, and arrows, which will reappear when you re-enter.
4. CHEST IN THE CHICKEN COOP
The house next door to the Bug-Catching Kid's house (to the west) has lots of
chickens inside...and a cracked east wall. Set one of your round blue explosives
there to blow it up and reveal a room with a chest. Remember that chickens don't
like being blown up, but sometimes they walk into a ticking bomb anyway.
5. GAME OF CHANCE
Near the House of Books is a Game of Chance. Pay 20 Rupees to open one of three
chests and you will get a Rupee prize. You can find prizes of 50 Rupees, 20
Rupees, or 1 Rupee; you can make 30 Rupees or lose 19 Rupees each time.
6. FORTUNE TELLER
Directly north of Kakariko Village is a fortune-teller who will tell you where
to go next, and heal you fully, for a small fee. He is one of two in Hyrule.
THE EASTERN PRAIRIES (LIGHT WORLD)
The elder is hiding in the prairies to the East, which is actually quite devoid of
foliage; instead, there is a maze of buildings built around the elder's place.
Exit Kakariko Village from the south (i.e. below the Game of Chance) and head to
the east. Follow the dirt road and you should end up in front of a square-shaped
(check your map) grove of trees where a pair of blue soldiers lurk. This is the
Mysterious Grove, where a mysterious boy plays the flute. He vanishes when you
get close, and he is the son of a man in the Kakariko tavern. It's very strange.
Continue east to meet an enemy archer. You can block his arrows with your shield:
face him and do not swing your sword. He cannot protect himself from your attacks,
however. Take the road up to your house, refresh your health with the hearts in-
side the jars in your house, then continue east. When you see the large bridge,
cross it to the north. If you head south, you can go shopping at the Lake Hylia
shop and meet a second fortune-teller.
North of the bridge, follow the road to the east. If you head further north, you
will find a wooden bridge which will take you to the graveyard near the
Sanctuary. Instead, head to the east. Further east is a Great Fairy Fountain,
and to the south of that fountain lies Lake Hylia. Where you want to go is north,
in other words east from the big stone bridge and north again.
It might look like you've stepped into a huge maze, but there are very few secrets
to look for. Before you begin, if you're in need of fairies, head to the east
(past the yellow trees), then to the south. At the end of the path is a cave with
four fairies, and you can catch them with your Bug-Catching Net. Remember that
they will revive seven hearts if you die.
The Armos Statues (like the two outside the cave) will come to life if approached.
They can be subdued with your sword, but they can take a lot of hits; you're better
off just running from them. The Octoroks are red rock-spitting creatures who are
easily killed with the sword. Their rocks can be blocked with your shield.
Head all the way west, past the yellow trees, then up through the stone arches.
Continue north and jump down to a small building. This is where the elder is. In-
side, he will tell you that he is Sahasrahla and that to get the Master Sword, you
need three pendants. One, the Pendant of Courage, is found in the nearby palace.
Notice the weak wall in Sahasrahla's place. Behind it are 100 Rupees and 3 bombs.
From Sahasrahla's house, head up one flight of stairs, east past another, south,
east (past the Armos Statue), south to an owl statue, down the flight of stairs
(guarded by an Armos) or jump off the edge, north up a flight of stairs, east then
north up the next flight of stairs. The ground should be covered with stone tiles
now. The Palace is up one more set of stairs. There were no secrets in that maze.
FEATURES OF THE EASTERN PRAIRIES
1. GREAT FAIRY FOUNTAIN
The large stone drawbridge to the east of your house leads to the Eastern Prair-
ies. If you cross the bridge, then head to the east, you will find a Great Fairy
fountain in a cave.
2. FAIRY FOUNTAIN
East, then north of the large stone drawbridge to the east of your house are
some stone arches that lead into the "maze" of the eastern prairies. Head to the
east when you come across these arches, past the yellow trees, then south. You
will find a cave where four fairies are floating just for you.
3. CHESTS FROM SAHASRAHLA
There is a weak wall in Sahasrahla's hiding spot which conceals three chests.
They contain 3 bombs and 100 Rupees.
The Knights of Hyrule were charged with protecting the Pendant of Courage, but it
is now protected by the labyrinthine palace of the east, as well as the strange
inhabitants of the palace. The East Palace also protects a valuable weapon.
1. Pick up the jar in front of you, then step on the switch underneath it to open
the central door. (The two side doors lead to dead ends). Kill the blue monsters
in the next room and find a slighly upraised tile. Step on it to open the doors.
2. Drop down a level and proceed to walk forward through the cannon fire. Weave
left and right through the small cannonballs, and find a niche in the side of
the wall whenever you see a big one. Turn left at the top (don't go up the
stairs right away) and walk until you find a second set of stairs which will
take you to a chest with 100 Rupees. Then return to the cannonballs and go up
the stairs to the door.
3. Turn right in the next room and pick up a jar to find an upraised tile behind it.
The tile will open a door to the next room. Here you will see the undead Stalfos;
they jump away from your sword so try to corner them into a wall or stun them
with your boomerang. Then take the northern door of the two on the east wall.
4. The central jar conceals a switch which opens the southern door. The Red Bubbles
sap both your life and magic when they touch you, so keep your distance. Take
the map in the chest, then jump down to the stairs and go west into the room
where you fought the Stalfos, then west again to the large central room.
5. This time head west, pick up the pot and step on the tile, then kill the Stalfos
in the next room. Go to the next room to the west; it looks empty but four
Stalfos will appear when you pick up a pot. Debone them as you see fit, since
the doors will unlock when they are dead. Kill them quick by throwing pots.
6. Go north and grab the compass, then head to the lower level and proceed to the
east. The white tile on the wall, and others like it, will send you a tele-
pathic message usually from Sahasrahla. In this case, he tells you that the
treasure in the palace will help you defeat "armored foes." Cool.
7. In the central room, you should immediately notice an enormous treasure chest.
Unfortunately, you need the Big Key to open the chest and the northern door in
this room. So tough luck. This room also contains green cyclops statues, who
will run after you when you get close. Their eyes will be open when they do
this, so chuck a pot or use your sword when their eyes are open...before they
close it for a few moments. The big white jars to the north of this room lead
to secret chambers with two fairies each; just jump into the jars from the
ledge above them. The teleport tile will take you back out.
8. From the central room, head to the east and then to the south, up the stairs
and into a very dark room. Avoid those nasty Bubbles and find the east wall;
a nearby raised tile will open the door. You'll find a Small Key under a jar
beside the east wall in the next room. Make sure to throw pots at the Stalfos
since they can't jump away from those, grab the key, and return to the
room to the west to unlock the door on the west wall.
9. Continue to the west and you'll end up in a room where four Bubbles surround
a single jar. Killing all the enemies in the room will make the Bubbles dis-
perse and float away from the jar. Underneath that jar is a switch which
makes a chest appear, and that chest has your shiny Big Key.
10. Use the Big Key to unlock the door to the north, then turn east when you
see the white telepathy tile again. Use the Big Key and unlock the giant
chest to get your bow! It is an even better weapon for killing the cyclops
statues. When you pick up your prize, four Stalfos will drop from the
ceiling and their heads will fly off...avoid those ghastly heads by batting
them away with your sword until they leave you alone.
11. Unlock the northern door with the Big Key, light the lanterns to your left
and right, sock it to the Peahats with your sword and stick one of your
brand new arrows in the eye of each cyclops. One cyclops will drop a Small
Key. Turn east at the north end of the room, and head into the door to find
a room with 18 blue Rupees (90 total) scattered on the floor. Collect them
(don't let the Bubbles get to you) and return to the previous room. Unlock
the northwestern door and proceed upstairs to 2F.
12. The southwestern jar conceals a switch which will open the next room. Dis-
pose of the cyclopses, then step on the southernmost tile to open the door.
Someone obviously didn't want intruders here, because there are countless
cannonballs blasting everywhere. Avoid them as best you can, then step on
the northwestern raised tile to open the next door.
13. Kill all the enemies here, which includes two Stalfos and a red cyclops.
The red variety can only be killed with arrows, and they require two each
to die. Once the room is cleared of evil, the north door will open. Show
the Peahats and the red cyclopses who's boss, which will open the north
door, then pick up all the pots for valuable hearts and arrows.
BOSS: ARMOS KNIGHTS
Six Armos Knights guard the Pendant of Courage. Destroy five knights with
arrows from your bow; it will take three arrows to shatter one statue.
Eliminating the blue Armos Knights is easy if you have enough arrows and
can stay out of their way. After you whittle the Armos Knights down to
one, the last statue will turn red and try to stomp you flat. It hovers
in the air, homes in on your position and then drops to the floor. Run
out of the way, then shoot it with an arrow. Three arrows will destroy it
and you will receive a Heart Container and the pendant.
SOUTHERN SWAMP (LIGHT WORLD)
Return to Sahasrahla with the Pendant of Courage and he will tell you more of
the legend of the Knights of Hyrule. He will also give you the Pegasus Shoes,
a useful pair of boots that will let you perform a dash attack when you hold
the R Button.
The swamp to the south is full of tall grass and enemy archers, some of which
like to hide in the grass and pop out to fire an arrow at wandering heroes.
Keep your shield at the ready, avoid the deep, dark blue water because you
cannot swim, and take the southeast path to Lake Hylia.
PIECE OF HEART
Head into the stone shrine in the center of the swamp, and push the middle
block north, then one block to the side. In the next room, pull the right-
hand lever (the other one will drop lit bombs into the room), which will
open the floodgates and drain water from outside into the shrine. Return
outside to find a Piece of Heart in the dried-up pool. Don't forget the
chest (see #3 below).
FEATURES OF THE SOUTHERN SWAMP
1. GREAT FAIRY FOUNTAIN
When you first enter the swamp from south of your house, stick close to the
eastern rock wall of the swamp and you should find a cracked portion of the
wall. Even though it doesn't sound hollow, you can blow it up to reveal a
Great Fairy Fountain.
2. A CHEST IN THE SHRINE
The central shrine has a chest in the first room. Push the side blocks
forward and the center block to the left or right to access the chest with
3 bombs. To reset the blocks, leave the shrine and re-enter.
3. 300 RUPEES? SWEET!
On your way to Lake Hylia from the swamp, you should see another weak-
looking part of the wall (towards the north, near the water). Blow it up,
then defeat the roving Lammola worms. You can shoot over the holes with
arrows, but it is very inaccurate. Instead, stick close to the south wall
near the entrance and walk around the pits. Sock it to them with your sword
and the door will open. Inside are four chests with 40 Rupees, 10 Arrows,
and 3 bombs, plus a guy who will give you 300 Rupees for no reason.
LAKE HYLIA (LIGHT WORLD)
Continue east to Lake Hylia. Avoid touching, even with your sword, the green
cactus-like enemies. Also watch out for the fireballs the Zora spit from the
water of Lake Hylia. If you continue to follow the path around Lake Hylia's
waters, you will come across a cave. This cave has some Fairies and a Gold Bee
inside; see #3 below. Right next to the cave is a hollow wall that you can blow
up with a bomb.
Inside the cave you blew open is a chest containing the Ice Rod! It's a magical
item that will freeze most enemies who touch its icy blast. Watch your magic.
FEATURES OF LAKE HYLIA
1. LAKE HYLIA SHOP
Life Medicine 150 Rupees
Heart 10 Rupees
10 Bombs 50 Rupees
2. POND OF HAPPINESS--BOMB AND ARROW UPGRADES
In the center of Lake Hylia's waters is a cave with a Pond of Hapiness inside.
Toss Rupees into this pond to increase your "happiness." (Personally, I'm
happy when I keep my money.) That really doesn't mean anything. But toss in 100
Rupees and a Great Fairy will upgrade either your bomb- or arrow-holding cap-
acity by 5. You can carry up to 50 bombs and 70 arrows, so that will be 14 up-
grades and 1400 Rupees total (the last upgrade for each will be by 10, not 5).
Oh, there is a hollow wall in this cave with some small fairies.
3. FAIRY FOUNTAIN...AND A GOLD BEE
You had to blast open a hollow wall to get the Ice Rod, but there is ob-
viously a wide open cave next to the hollow wall. Inside is another icy room
with a hollow wall at the north end. Blast it open to find two fairies
behind it. If you dash into the blue fairy statue, a Golden Bee will come
out. Catch it with your net and release it from the bottle when you want it
to start attacking nearby enemies.
4. ANOTHER UNDERGROUND CAVE
In front of the cave where you got the Ice Rod is a large rock which conceals
an underground cave. Use your Power Glove to lift it. Downstairs you won't find
much, except a man doing nothing. Why in the name of all that's holy would he
spend his time down here? Hiding from Agahnim, maybe...
DESERT OF MYSTERY (LIGHT WORLD)
It's time to return to the swamp. Although you can get to the desert directly
from the swamp, you need to get a special item first. You'll see why if you try
to enter the palace right now. The item is in Kakariko Village, in the House of
The fastest way to get there is by going to your house and taking the path to
the west, going south around the square-shaped grove of trees. Once you're in
the House of Books (it has a feather above the door), find a shelf with a big
green book on it and knock it down by charging into the shelf with your Pegasus
Shoes. The book is the Book of Mudora, and it can translate the ancient language
of the Hylia.
Return to the swamp and look for a path to the southwest (near a signpost that
indicates the direction of the Desert of Mystery). Along the way you should meet
a man who sits next to a sign which reads, "Leave me alone" or something. Do
exactly that; pay no attention to him. Continue along the path towards the des-
ert (the nearby cave has a Great Fairy Fountain).
Once in the desert, avoid the cacti and slash the vultures with a spin attack,
although they normally don't get too close to you. It's the mud men you have to
worry about. They pop out of nowhere and chase you, and you should just run away
or hit them with a spin attack.
At the center of the desert is the Desert Palace. To open the entrance, read the
stone monolithe for instructions; although it's written in ancient Hylia, use
the Book of Mudora in front of the monolithe to translate the text. It says,
"Make a wish" to open the door. You will do just that.
PIECE OF HEART
Towards the northeast of the desert you will find a cave in the wall. Inside
is a man who tells you about the Book of Mudora. In the same room as him is
a weak section of the southern wall. Behind it is a Piece of Heart.
FEATURES OF THE DESERT OF MYSTERY
1. GREAT FAIRY FOUNTAIN
On the road from the swamp to the desert is a very obvious cave with a Great
Fairy Fountain inside. She will cure your wounds...hurrah.
2. A HIDDEN CAVE
Once you have the Power Glove, look for the two big square slabs near the
Great Fairy Fountain. One of them hides a staircase beneath it. There's not
much underground, just 10 pots with a blue Rupee each (50 total). The Rupees
will come back when you leave and re-enter the cave.
The sands in the Desert Palace are home to strange creatures called Peahats, who
burrow up from the ground and move towards you to attack. Also, some of them
come up from whirlpools of sand and drag you inwards. Use your arrows or sword.
1. Kill the green Peahats with your sword, then notice the green Beamos statue
to the north. If its rotating eye sees you, it will fire a laser beam in your
direction. As soon as you cross its line of vision, move up or down quickly
or find cover behind a wall or pillar.
2. You will notice paths to the east and west of the Beamos; take the west one
(lift up the jars), then head to the north. The blue Peahat will appear in a
whirlpool of sand; wait for him to fire three fireballs then rush in with the
sword before he goes back under. Then head to the west one "screen" and go
into the door on the north wall.
3. Avoid the Beamos and notice the Small Key on the northwest torch. Put your
Pegasus Shoes to work and ram into the torch; you'll get a Small Key and
probably a headache.
4. Exit the room and go to the east again, then enter the first door you see.
There seems to be a lot to do in this room, so kill and explore at your
leisure. Just be sure to find the switch underneath the pot above the two
lanterns, which will make a chest appear. It has your precious map, but who
needs it with this FAQ? Exit the room via the southeast door.
5. Head to the east again, and notice another door to the north. You can go
there if you want to color in your map, but there's nothing of use in there;
you're just gonna have to kill a load of Peahats to get out. Instead, head
south and unlock the door on the east wall. Kill the blue enemies to open
the north door and take the compass from the chest.
6. To the north, you're going to have to dodge some cannonball fire to reach
the Big Key at the opposite end. It'll be okay if you don't move left or
right, just time yourself while walking forward. From here, go back one room
south and one room west. If you go south, you'll find a room to the east
which has nothing except a shortcut out of the palace, into the desert.
7. Return all the way to the north wall of the palace, then walk all the way to
the west wall. Go into the first door you see on the west wall. Uh...if you
think of the circle of pots as a clock...the one with the switch under it
is between 9 and 12. Hey, it's a pretty good analogy.
8. Open the giant chest for your Power Glove! It will give you power to lift
small and large light-gray stones and other items. Return to the central room
and stick to the west wall while going south to find another door. In that
room you can push the third block from the left to open the north door to a
room with two fairies. Then, head south and go outside.
PIECE OF HEART
Head south along the cliff wall to find a Piece of Heart, but don't get
knocked off or it will be a royal pain in the butt to get back up. When
you grab the heart, head north along the cliff and find the cave blocked by
white rocks. Pull them away with your new Power Glove and go inside.
9. Push the middle block in the eastern set of three blocks to open the door.
In the next room, find a Small Key under the southwest jar and use it to
open the north door. The tiles in the room will start to fly at you, so
run from them or slash them with your sword.
10. Go up to 2F and head south. Kill the blue enemies to open the door, then
proceed north in the next room. This room has lots of enemies, and one Small
Key under a jar. Unlock the north door, then, while the tiles attack, find a
Small Key in the northeast jar. You can always wait for the tiles to stop
first before you go for the key.
11. Use two arrows to kill the red cyclops, then light all four torches with the
Lamp to make the wall slide away! Unlock the door with the Big Key.
Three sand worms guard the palace's Pendant of Power. Although they will
succumb to your sword, arrows, and bombs, the Ice Rod will make short work
of the Lanmolas. If you have enough magic to use the Ice Rod, you'll need
to hit each Lanmola in the head only twice. If you use the sword, charge a
spin attack and then release it where a worm is about to emerge from the
sand. Avoid the debris that the worm sends flying when it thrusts out. You
will get a Heart Container and the Pendant of Power after you kill them.
AFTER YOU CONQUER THE DESERT PALACE...
The Power Glove opens up a world of opportunity for you. As you leave the des-
ert, try it out on a big rock near the Great Fairy Fountain. To uncover a secret
cave. You can pick up small and large rocks with the Power Glove, but they have
to be greyish-blue; they cannot be black rocks. Those are too heavy for you.
ZORA'S WATERFALL AND MAGIC SHOP (LIGHT WORLD)
One of the places you haven't explored yet is the northeast corner of Hyrule.
Just remember to have at least 500 Rupees; you have to buy something expensive.
Head back to your house, take the southeast road and cross the stone bridge
north. Walk north all the way across the brown land until you see a wooden
bridge leading to the west (towards the Sanctuary). Go north past the bridge
(i.e. squeeze in between the tree and the wall and clear the bushes and rocks out
of your way). You should come across the Magic Shop, which sells three kinds of
medicine for your bottles. It is the only place to buy Magic and Cure-All
Medicine. The witch's assistant will restore your health when you talk to her.
Continue northeast along the path (lift up the big rock near the shop), then head
south along the path. Go around the clumps of white rocks (or break them with your
Pegasus Shoes), then continue north along the cliff. When you reach a second
ladder leading down off the cliff, jump or climb down, then wade into the shallow
water and into the northeast corner of this place. You will be taken to Zora's
You will have to avoid the deep water and walk along the shallow paths. Take
the north path at the first fork (you should pass by a Piece of Heart on a cliff)
and keep going. Next you can go east or south; go south as far as you can and ig-
nore all those other forks. Then follow the path east and north until you reach
a big Zora.
This Zora is not evil like his super-annoying, fireball-spitting, stress-inducing
bretheren. He will sell you flippers which let you swim! Shell out the 500 Rupees
and buy your more-than-useful Zora's Flippers. To get out of this place, swim
south and jump down two waterfalls, but don't forget the Piece of Heart. Also,
you can get some very important upgrades now; see #2 below.
PIECE OF HEART
Swim south of the big Zora and jump down one waterfall, then follow the shallow
path to the left. You will find a Piece of Heart up on this high ledge.
Remember to upgrade your boomerang and shield; see #2 below. If you have lots of
spare Rupees, it's also a good idea to return to Lake Hylia and upgrade your bomb-
and arrow-carrying capacity. Keep in mind that you don't have to walk all the way
there; a whirlpool just south of the Mysterious Pond (where you upgraded your
boomerang and shield) will take you into Lake Hylia's waters.
You will end up just south of where you want to be: one of Lake Hylia's two
islands. (The other island has an "unreachable" Piece of Heart.) The cave on this
island offers some important upgrades that you can get at any time, but you will
need lots of Rupees. Toss in a total of 100 Rupees to upgrade either your bomb- or
arrow-holding capacity by 5.
FEATURES OF ZORA'S WATERFALL AND MAGIC SHOP
1. MAGIC SHOP
Life Medicine 120 Rupees
Magic Medicine 60 Rupees
Cure-All Medicine 160 Rupees
2. MYSTERIOUS POND--ITEM UPGRADES
Upon exiting Zora's Waterfall, you should see another waterfall very close by.
Some shallow water should almost be leading to it. You can swim behind this
waterfall, where you will find a pond in a cave. Throw an item inside to sum-
mon a Great Fairy! Depending on the item, she will give it an upgrade. Toss
in your boomerang to upgrade it so it will fly farther, faster, and cause more
damage; toss in your shield to get it upgraded to withstand small fireballs
(like the ones from the Zora); and toss in an empty bottle to get it filled
with Magic Medicine at any time.
THE CEMETERY AND LUMBERJACK'S COTTAGE (LIGHT WORLD)
Go into the water near Lake Hylia's central island (with the Great Fairy), then
swim around it so you are on its east side. Swim east until you hit a wall, then
stick close to that wall as you swim north. Do not get out of the water at the
white dock. Keep swimming until you swim under the stone drawbridge, where a camp-
ing man will give you a third bottle! All regular people are in weird places...
Swim back to Lake Hylia and get out at its northwest dock (near the shop), and
cross the stone bridge to the north. Keep going north until you find the wooden
bridge again, then cross it to the west. If you travel northward, you should come
across a cave. It doesn't look like much, but it's actually a Great Fairy Fountain
Just cut the nearby bush to get inside (see #1 below).
Head west to the cemetery and go inside. Look for the very northwestern grave, with
two stones in front of it, and lift up the stones. Push the grave to reveal a secret
hole! It will lead you to right to a hollow wall in the basement of Hyrule Castle .
Get the goodies and you'll emerge in the Sanctuary. (See #2 below.)
PIECE OF HEART
When you reach the Sanctuary, head west past it until you see a sign that says,
"This way: Kakariko Village." Turn north at that point, then head east as soon as
you can so you're on the cliff. Break the group of five rocks with your Pegasus
Shoes, and find a Piece of Heart underground.
Return to the west a few steps and keep heading north. Although you can go to the
lumberjacks' cottage, there is not much to do there. Also, the cave behind their
cottage just has an "unreachable" Piece of Heart. Don't worry about it now. Just
find a large grey rock which blocks the cave entrance to Death Mountain. Lift up
the rock and go inside.
FEATURES OF THE CEMETERY AND LUMBERJACKS' COTTAGE
1. GREAT FAIRY FOUNTAIN
To the east of the cemetery is a cave with nothing in it but a sealed door.
If you cut a nearby bush outside, you can fall into a secret hole to find a
Great Fairy Fountain and you will emerge from the sealed door.
2. BACK TO THE DUNGEON
Go to the cemetery and lift up the stones in front of the northwest grave. Push
the gravestone and you will reveal a hole which takes you to the basement of
Hyrule Castle. Use your bombs to blow open the hollow walls and find three
chests with 3 bombs, 10 arrows, and 300 Rupees. Then proceed to the Sanctuary
like you did the first time around, when you were with Zelda.
DEATH MOUNTAIN WEST (LIGHT AND DARK WORLDS)
You're in a dark cave now. Jump off the ledge (no going back), then turn east at the
first fork, south (and then east), north, and east. There you'll meet an old man who
lost his lamp and wants you to guide him out. I guess you can be a nice guy for now.
Turn south and walk around the hole (when the man tells you to), but keep going in
the general east direction. Well, you should actually be going northeast for a bit,
then directly east, and finally south. Just follow the path outside.
The small brown critters on Death Mountain, like the ones you see when you exit the
cave, turn into stone for a whil when struck with the sword. That can be annoying if
they block your path, so don't attack them if they block a tight squeeze.
When you return the old man to the nearby wooden-framed cave entrance, he will thank
you with a Magic Mirror! It is a cool gift but it doesn't seem to have much use yet.
The man will also tell you that the wizard deceived the king and opened the way to
the Dark World...which is the evil version of what used to be the Golden Land. You
can follow the old man into the cave (he will heal your health) and take the tunnel
further north up the mountain. You will emerge from a cave slightly to the north
of the old man's cave; a spot you can reach also by walking east and north around
the outside of the old man's cave. Just watch the falling rocks.
There is absolutely no way to explore east Death Mountain yet, so don't even go
there. Proceed west and go up a very long ladder, which should be next to a cave
(that takes you back to Kakariko). Once at the top, notice a cave in the wall; if
you enter the cave, you won't be able to do anything except fall to a lower floor
where all you'll find is a small Fairy Fountain. The cave will lead you to a high-
up exit on a ledge. Jump off, climb back up the ladder, and try the following.
PIECE OF HEART
Climb up the very long ladder next to the cave that takes you back to Kakariko
and look for spots off the south cliff wall where you can jump from. Stand with
your back facing the cave and jump from the west side of the dark portion of the
wall. You'll be led upstairs to a Piece of Heart.
Climb up the big ladder and head to the east this time. Notice a blue portal. If
you step in there, you'll be taken to the twin realm of the world: the Dark World!
The Dark World is the "twin" of the Light World, only in another realm. You can
only transfer to the Dark World by using blue portals, but you can return home to
the Light World at any time by using the Magic Mirror the old man gave you. By
choosing strategic spots from which to transfer back to the Light World, you may end
up in previously unreachable areas. For example, look for two characters on the
mountain near a dark-brown, somewhat diamond-shaped patch of land. Stand on that
spot and use the Magic Mirror; you will return to the Light World. However, at this
point in the Light World, the ground is not flat like it is in the Dark World; it is
actually a high cliff. When you transfer back, you will be on top of that cliff
and you can proceed to the areas behind it. Get to know the differences between
the worlds as you explore.
The nature of the other realm will corrupt the body of anyone who enters it and
turn them into what they otherwise represent most. For a mysterious reason, you
will be turned into a rabbit. To override the changing effects, you'll need a
treasure called the Moon's Pearl; it can override the strange effects.
PIECE OF HEART
After transferring to the Dark World from the portal on Death Mountain West,
use the Mirror to return to the high cliff in the Light World near the
Tower of Hera. It has a Piece of Heart atop it.
FEATURES OF DEATH MOUNTAIN WEST
1. FAIRY FOUNTAIN
Find a cave close to the blue portal. Enter the cave and jump into the hole in-
side, which will lead you to a long cave that contains a pool with some fairies.
2. GREAT FAIRY FOUNTAIN
Head to the very southwest corner of Death Mountain West in the Dark World.
It is easiest to use the first portal you found on the mountain. Jump
down and head to the southwest to find a Great Fairy's cave.
Also known as the Tower of Hera, the Mountain Tower introduces crystal switches
which control the blue and red blocks in the dungeon. If the blue blocks are
down, the red blocks are up; you will be able to pass over the blue blocks but
not the red ones. If the red blocks are down, the blue blocks are up. The color
of the switch represents which blocks are down. To switch the color, hit the
switch with your sword or a projectile.
1. In front of you is a red crystal switch; hit this switch and it will
turn blue, indicating that the blue blocks are down. Head downstairs to 1F
via the nearby staircase. The red Stalfos will throw a bone at you if they
successfully dodge your attack, so beware of missed strikes. Hit the
crystal switch to gain access to a Small Key. Set the switch to blue be-
fore you return upstairs.
2. Hit a switch to red and head north to find the Map in a chest! The fire-
spitting Dino Torches can be killed with a single sword strike; it is easy
to avoid the flames they spit because they shoot only straight ahead.
Open the locked door and head downstairs to 1F.
3. The floor in this room has enchanted tiles which can rise to attack in-
truders. Run from the tiles or destroy them with your sword.
Light the lanterns in the room with the two red Stalfos to summon a chest
with the Big Key! Just before you go back back upstairs, set the switch to
4. Head to 3F via the stairs near the entrance. The blue-domed enemies here are
very bouncy, so you will recoil a lot when you hit them. Kill them with
three sword strikes, or bounce them into a hole. If you are bounced into a
hole in this room, you'll just end up back in 2F.
5. The next room has a star tile on the floor. Stepping on star tiles will
change the location of pits on the entire floor; in this case, it will
change it so that the pit is in front of a different block (red or blue).
Obviously, make it so that the pit is in front of the block that's up.
It is easiest if you take the route over the blue block.
6. Proceed to the east in the next room; if the blue blocks are down, you'll
have much more freedom of movement. Just before you go up to 4F, set the
switch to RED. In the center of the room in 5F, you'll find the Compass.
Make sure that the star appears on the tile to the east of the Compass
chest and head upstairs to 4F via the northwest staircase.
7. The red-orbed enemies are much more resilient to attack than the blue ones,
so you should just try to swat them into a hole. Step on the star tile near
the rotating fire stick and head to the center of the north wall. Stand
with your back to the effigy of a face on the wall, then walk south and fall
into the pit.
8. Unlock the chest to find the mysterious Moon Pearl! Head over the star tiles
and back upstairs. Each of the jars in this room has a single recovery heart
that can't be replaced just by re-entering. Use these 12 hearts sparingly
for fighting the boss upstairs. In addition, none of the cracks in these
walls can be blown open; in rooms with this many cracks, it is unlikely that
even one is hollow. Those that are hollow tend to be the only crack in a
room. Check your map or use your sword if you are unsure.
To kill this creature, you have to strike its tail six times with your sword
(or less if you use the spin attack). However, in this fight, you're more
likely to fall from the battle platform than lose all of your health. There-
fore, patience is the biggest factor in this battle. If you fall off, you'll
plummet to the floor below and have to start the whole battle over again
(don't forget the twelve jars with hearts in them in the room below). Let
loose with your sword on Lanmola's tail and watch out for the rebound back-
lash. You'll get a Heart Container and the Pendant of Wisdom when it's dead.
LOST WOODS (LIGHT WORLD)
With three pendants, it's time to go to the Lost Woods. Get down off the mount-
ain by finding the cave next to the very long ladder. Once you're outside, you
can go into the Lost Woods via one of four entrances. Two are from Kakariko
Village; you can only reach the northwest entrance, though, since the other is
blocked by a black rock. They lead to nearly the exact same place.
The third is just north of Kakariko, near the fortune-teller's shop, and the
fourth is west of the Lumberjacks' Cottage. It makes no difference which one
you take, but the one near the Lumberjacks' Cottage is recommended.
The Lost Woods can be serene but it is also quite dangerous and confusing. If
you ever see a sword in the ground, it is probably not the Master Sword; these
fake swords could have been put there by thieves to lure adventurers into the
heart of the Woods, where the thieves' hideout is. If you see one of these
thieves, do not let him spot you or he will try to bump into you and make you
drop your goods. Hurry to recollect your stuff if this happens.
PIECE OF HEART
From the entrance that is west of the Lumberjack's Cottage, head west (the
north hollow log leads to a Game of Chance), then south. Go south through a
log, then look to the east for a 3x3 square of bushes near a hollow stump.
Cut the center one and fall into a hole to end up next to a Piece of Heart.
Get out of this hollow stump in the adjacent room.
To the north of the hideout you should see two hollow logs side by side; you
just came through the east one. Go through the west one, then cut the bushes
to the west to find a Mushroom. Take the fungus with you for now, but you
can't do anything with it yet. Head through the north log, then continue
south through a second log. You'll see another south-leading log; do not go
there. The Master Sword is just ahead: through the nearby north-leading log.
The Book of Mudora will translate the script on the Master Sword's pedestal
for you. According to the prophecy, you are the Hero of "Cataclysm's Eve,"
meaning you have all three Pendants of Virtue and that we are in a time of
great evil. This is when the Master Sword comes into the prophecy. Claim
your weapon and hold it high. It is stronger than your previous sword and it
can fire magical beams when the Hero is completely free of wounds.
As you exit the Master Sword's area, you'll hear a telepathic call for help
from the Sanctuary. Hurry back to find Zelda kidnapped to Hyrule Castle and
the old man near death. To rescue Zelda, you need to reach the highest floor
of the castle. Take the main entrance into the castle, head to the west, take
the stairs to the south of the room and go outside, onto the upper walkway.
The Master Sword can cut away the magic barrier blocking access to Agahnim's
tower, where Zelda is held. It's time to take back the princess.
FEATURES OF THE LOST WOODS
1. GAME OF CHANCE
The Lost Woods also offers a Game of Chance, except the stakes are much
higher than the one in Kakariko. Pay 100 Rupees to open a chest to find a
prize of 1, 20, or 300 Rupees; you can lose 99 or 80, or make 200, from one
1. Head north and kill the two mace soldiers to open the doors. Stun them with
the boomerang, then rush in with the sword. Four arrows will also do the
job. Kill the two soldiers in the next room to summon a chest containing a
2. Upstairs on 3F, kill the enemies and proceed to the west. In this "maze,"
head south, then west to the wall, then north, west, south, west to the
wall, and north to a chest with a Small Key. Then go south and immediately
east to the wall, north, east and immediately south, east and immediately
south again, west, south to the wall, east, south, east, south, and west to
the block. Push it to reopen the northeast door (where you came from), then
go east to the wall and north to unlock the door.
3. Head upstairs to 4F and go west one room. Proceed along the narrow paths to
the north of the room and push the block there to re-open the southeast
door, where you came from. Light the lanterns in the next room so you can
see who you're fighting; kill all the enemies in the room to re-open the
door, and claim the Small Key that one of the archers will drop.
4. Upstairs on 5F, the door will open when the enemies die. The red soldiers
throw spears like the archers shoot arrows, and they are not any stronger.
Kill the two soldiers in the next room to open the doors. To the south,
kill the "enclosed" soldier easily by throwing pots at him; this will re-
open the door and he will drop a Small Key. You don't have to fight the
enemies in the next room; just head upstairs to 6F.
5. Push the statue to the west to get out of the "barricade." You can head west
without fighting the enemies in this room. Head along the narrow path (it is
easy to knock the soldiers into the abyss) and go up to 7F.
6. It seems you're too late; Agahnim casts a spell on Zelda and seals her away,
completely breaking the seal into the Golden Land...well, the Dark World
now. But what did Zelda have to do with anything? It seems that Agahnim has
vanished, but he is in the room to the north. Slash the curtains to get
Agahnim has three magical attacks: he will throw lightning, blue star-shaped
energy, and big fireballs at you. When he hurls a fireball, swing at it with
the Master Sword to swat it back at Agahnim and harm the wizard. Avoid both
the blue energy and the chain lightning. The wizard will hurl lightning when
he stands at the north-center of the room. If he heads in that direction, go
to the northern sides of the room to avoid the blast. Six rebounded bolts
will defeat the wizard.
However, he has one last dark trick up his sleeve. Before Agahnim vanishes, he
will transport you to the Dark World.
PYRAMID OF POWER (DARK WORLD)
You'll end up on the Pyramid of Power, which is the version of Hyrule Castle in
the Dark World. Sahasrahla will contact you immediately and explain that
Agahnim broke the seal to the Golden Land and captured the Triforce, which is
why the world turned evil. He broke the seal by capturing the descendants of
the Seven Sages who made the seal, so Zelda must be one of the descendants. But
wasn't the world Dark ever since you were on Death Mountain? How could that be
if Agahnim just now got the Triforce (and he would have had to do so fairly
quickly; you just fought him)? It seems something is amiss...anyway, you have
to rescue the seven descendants to restore the land.
PIECE OF HEART
Go two staircases south (take the eastern one) and jump off the nearby ledge.
To the east and north you will find a Piece of Heart! Don't worry about the
opening into the Pyramid; you cannot access the Palace of the Four Sword yet
(see #1 below).
Get off the Pyramid and head to the east. The enemies in the Dark World are
much more powerful than those back home; some (such as the walking clam-like
creatures near the Pyramid) can remove three hearts from your life guage in one
blow. Avoid them like the plague. When you reach the brown barren land (notice
the similarities between the two worlds?), head south and take the road east.
FEATURES OF THE PYRAMID OF POWER
1. PALACE OF THE FOUR SWORD
This place cannot be accessed until you have conquered both A Link to the
Past and The Four Swords. For more information, see section III of this FAQ.
EASTERN WASTELANDS (DARK WORLD)
Head north into the maze (a little further east, though, is a Great Fairy's
cave where you can heal your wounds). If you want to hear some important plot
details, head to the east and go north (the path between the two gargoyle-like
stone faces) and into the building. The creature will tell you that someone has
already claimed the Triforce and wished for the Golden Land to turn into the
Dark World. So it could not have been Agahnim! The world was Dark since you
were on Death Mountain, and he just recently broke the seal! Huh.
Go on the brown road and take it to the northeast until you see an arrow-
shaped part of the floor pointing north. Follow the arrows through the grassy
walls. Go west around the building, then west through the grassy wall. Go
north, then east through the grassy wall as soon as you get the chance. Go
south a few steps and then east into the grass. Navigate the maze as best you
can, and emerge at the east with a monkey following you. Pay him 10 Rupees to
keep him by your side.
Go east, north through the grass, east, south, and north to reach the Dark
Palace. Kiki the monkey will open the entrance for 100 Rupees, so dish out the
FEATURES OF THE EASTERN WASTELANDS
1. GREAT FAIRY FOUNTAIN
Just before you turn north to enter this great maze, head to the east and
you will see a nearby cave with a Great Fairy Fountain.
2. A CIRCLE OF STONES? WHERE?
Near the south of the maze (where the yellow trees are), head all the way
east and go south. You should eventually see a cave where a creature will
tell you a story about a circle of stones if you pay him 20 Rupees.
3. SOME EASY HEARTS
In the central building of the east maze, a creature will about the Tri-
force. There is a cracked wall in his building with some hearts behind it.
DARK PALACE (LEVEL 1)
The Dark Palace is much more labyrinthine and challenging than its Light World
counterpart. Inhabiting its dim pathways are red, hard-shelled, turtle-like
creatures. These cannot be hurt until you pilfer the treasure of the palace,
which is a weapon that is valuable in all areas of Hyrule.
1. Take the west path and step on the upraised tile to open the door. Down-
stairs in B1F, uncover a switch under the southeast skull and step on it to
summon a chest with a Small Key. The faces in the center will shoot a fire-
ball in your direction every few seconds, so keep moving to avoid getting
2. Return upstairs, find a switch under the nearby skull to re-open the door,
and take the west path this time. Teleport to another section of B1F with
the orange tile, then bomb the cracked wall to the south. The blue enemies
in this passage will hurt you if you touch them while they flash with
electricity, so strike (one hit is enough to kill them) when they simmer
3. The enemies in the next room will move in the opposite direction that you
do; if you move north, they move south. (And in the case of the red one, if
you move east, it moves west). So the green ones are easy, just trap them
against a wall and kill them with your sword. The red one will shoot a fire-
ball at you if you face him directly, so stand to the northeast part of the
room (he will be at the southwest), then shoot an arrow to the west and then
walk south. He will walk into the arrow and take damage. You can obviously
use any direction to do this, it doesn't have to be northeast/southwest.
Also, lots of Dark World dungeons have cracked walls that can't be blown
open, like the ones in this room. Use your sword to see if it sounds hollow.
4. Safely navigate the conveyor belt and head north (you will see a red
electrical enemy who will split into two when it is struck; even the little
ones can hurt you with electricity). Go upstairs and take the Map in the
chest. Bomb the east wall to find some fairies; bomb the west wall to find a
Small Key. Return to the palace entrance; as with any dungeon, using the
Magic Mirror will bring you back to the entrance immediately.
5. Take the central path this time. The red, hard-shelled enemies cannot be
harmed by your sword or arrows, so just avoid them. Walk onto the west
"bridge" in this room and bomb the crack in the floor to create a hole. Fall
down into B1F and stay on the top ledge. Unlock the door and go upstairs to
find the Big Key!
6. Jump to the right and fall back down to B1F, and find the skull with a
switch underneath it. It will summon a chest with a Small Key; take the key
and head for the orange portal. It will take you to a room in the basement
that you have already been in; walk back to the dungeon entrance or use your
Magic Mirror, then take the central path again to the room with the two
"bridges" and cracked floor.
7. Walk onto the eastern bridge this time. Push the block into the hole to
proceed, open the chest with the Small Key and jump north. Stay on the path
(don't jump down at the next arrow) and head for the locked door. You'll
have to quickly walk along this narrow path because the floor will soon
start to collapse. Make sure you whack the Helmasaurs into the hole as you
head north (maybe bring a skull with you to huck at the first one), then go
into the locked door to the west.
8. In this maze, go north, west, south and immediately west, north, west,
south, west, and north to a chest with 3 Bombs. Go south to the wall, east,
south, west, south to the wall, west, south and immediately east to the
wall, north and immediately south, west, south, and east to a chest with a
Small Key. Then go west, north, east to the wall, and north until you see a
crack along the east wall. Bomb it to reach the chest with the Magic Hammer!
Your magical Hammer will let you pound stakes into the ground and overturn
those hard-shelled enemies. Feel the power!
9. Go back through the maze to the north door, then head into the room with the
collapsing floor and go east. Overturn your foes with the Hammer and whack
them with the sword, then take the Compass! Go downstairs to find nuthin'
but treasure (and a couple of Bubbles): 270 Rupees scattered on the floor, a
single arrow and a Small Key.
10. Go back to 1F, unlock the door to the south, open the chest for 5 Rupees,
and push the nearby statue east to trap the blade and free a path to the
south. Jump down at the nearby arrow, take care of the creatures and throw
something at the nearby crystal switch; a skull or arrow will do. Head to
the room to the east, lift up the skulls to find a switch, then push the
northeast statue onto the button so its weight will keep the switch de-
pressed and the door open.
11. Dispose of the enemies here, then head north. Set the switch to red, and
find the green one-eyed statue. Stick an arrow in its eye to move the wall
to the east and reveal a secret staircase. Go down to B1F and use your
Magic Hammer to whack the moles so you can pass over them. Set the switch
to red, then lay a bomb next to it and run over the red blocks to the east
so the bomb will switch the red blocks up after you have passed them.
12. The doors won't open until you kill all the hard-shelled creatures. At the
end of the path is an orange portal (push a block to get to it) which will
take you down to B1F. Clear the path to the north of those hard-shelled
creatures and unlock the boss door with the Big Key.
BOSS: HELMASAUR KING
The Helmasaur King has two main attacks. When it spits a fireball onto the
floor, stay away from it; it will quickly explode into X-shaped traj-
ectories. When the Helmasaur King starts to swing his tail, stay close to
the boss's face to avoid the lashing swing. You must first break the helmet
from the Helmasaur King; strike it with the Magic Hammer or bombs until it
shatters. Then strike the exposed green weak spot on its head with your
sword until you kill the creature.
Grab your Heart Container and your first crystal; you've rescued the maiden!
She'll clear a lot of things up: your old enemy, Ganon, was the one to take the
Triforce a good while ago. He wished for the Dark World and has been building
his army ever since. But if Ganon is the real culprit, then what of Agahnim?
BOMB SHOP (DARK WORLD)
Get out of the Eastern Wastelands and head to the west, towards the brown
barren land. Turn south and, where the stone bridge is in the Light World, you
will see some purple stakes. Whack them with your Magic Hammer and proceed west
(to the south is the Lake). You'll come across the Bomb Shop where your house
stands in the Light World. Instead of taking the road south directly to the
Swamp, head further west and go south.
FEATURES OF THE BOMB SHOP
1. BOMB SHOP
30 Bombs 100 Rupees
Super Bomb 100 Rupees (This will be for sale once you pass Level 6)
2. FAIRY FOUNTAIN
To the northwest of the Bomb Shop, next to the trees, you'll find a clump of
five rocks which covers an underground Fairy Fountain, exactly where it is in
the Light World.
HAUNTED GROVE (DARK WORLD)
Take the brown road southwest until you reach the purple bushes in front of the
square Haunted Grove. Cut the bushes to go to the center of the grove, and talk
to the creature there. He wants you to find his flute, and so he gives you his
Shovel! The tool will dig holes in the ground so goodies like hearts or Rupees
...and maybe the Flute...will come up. The Flute is in the Light World, how-
ever, so don't bother looking for it here.
PIECE OF HEART
Look to the south of the grove for a circle of purple bushes. Use your
Magic Mirror in the center of the circle to teleport to the Light World,
strategically on an otherwise unreachable cliff where you can find a Piece
of Heart in a cave.
Take the white portal that your Magic Mirror left behind and head back to the
Dark World. Head east and look for a large rock that you can lift with your
Power Glove so you can gain entrance to the Swamp.
DARKNESS SWAMP (DARK WORLD)
The second palace is in the center of the Swamp, but there is an important
detour you nead to make. Go to the southwest of the Swamp and look for a sign
that points to the "Swamp of Evil." Even though the Swamp of Evil can be seen
on the map, there's just no way to get in. The farthest you can go is west to-
wards some purple stakes. Stand in the stakes and use the Magic Mirror to
transfer to the Desert of Mystery. On this cliff is a green monolithe that can
be translated with the Book of Mudora. Doing so will get you the Bombos
medallion! It is a magic spell that inflames all enemies in the area.
Go back to the Dark World via the white portal you left behind and head to the
palace in the center. Watch out for orange plant-like enemies who stick out
their tongue and grab a random item from you; if they grab more than one item,
you'll only get the most recently stolen item back when you kill them.
FEATURES OF DARKNESS SWAMP
1. WANNA GET RICH QUICK?
To the northeast of the Darkness Swamp (very near the road north to the Bomb
Shop) is a cracked wall. Inside is a creature who will give you 300 Rupees
for nothing, plus a cracked wall behind him which conceals four chests with
80 Rupees. No wonder the enemies won't leave you alone; they can always hear
you coming when your tunic jingles with Rupees.
SWAMP PALACE (LEVEL 2)
In the Swamp Palace, you'll face many aquatic enemies. Among them are green,
blobby forces which emerge from the waters and fly at you. You can hit them
with your sword to destroy them briefly, but it is not necessary. Also beware
of holes in the walls where enemies like to emerge from.
1. You will find that you can't get very far in the first room. Go outside and
return to the Light World, then head inside the shrine and pull the lever to
flood the chamber with water. If you return to the Dark World dungeon, you
will find that the dungeon was also flooded in the Dark World.
2. Jump in the water and get out at the western dock. Kill the three Tektites
to summon a chest with a Small Key. You can destroy the annyoing water bub-
bles with your sword, but they will come back shortly.
3. Downstairs in B1F, look for a Small Key under one of the skulls; then bomb
the wall to the northwest to find your Map! Return to the room to the east
and unlock the door to the southwest. Do your best to avoid or kill the mess
of enemies; the gold device in the center will shoot a fireball out of one
of its four sides--the one closest to you--every time you swing your sword.
Down the short flight of stairs and to the door is another Small Key under a
4. Go back one room south and unlock the door. Bomb the western wall if you
want (but there is not much behind it), then whack the moles and get on the
east side of the lever-like device. Push the lever to the west to flood the
room with water. You can jump in the water to the south and get out at the
nearby dock to proceed west.
5. This room is chock-full of weak but nasty enemies, some of which come out of
the walls. Take the southern door, then head to the east and all the way
around to the west side of two stone blocks. Push a block to the east to
summon a chest with your Compass, then return to the room to the north.
6. Take the door at the southwest of this room, then kill the enemies (try
throwing skulls at them). You will find a Small Key under a skull in the
nearby room. Take it to the large central room and unlock the door to the
northwest. Throw a bomb over the blue blocks to set the switch to blue, then
push the lever to flood the room. Don't take the south path; set the switch
to red again and return to the large central room and take the southwest
7. Swim over the blocks and get out at the stairs. Go west and look for an
identical set of blocks in the shallow water. Push the southern one west and
the central one north, then head upstairs to 1F.
8. Head to the north of this room and push the western block so you can fall
into that pit. Grab the Rupees in the chest, then head back upstairs and
fall into the eastern pit this time. Then you can access a chest with the
Big Key! You don't need me to tell you what to do with it. Run as fast as
your eager feet will carry you to the chest in the central room. Open it and
grab your Hookshot!
9. The Hookshot can grapple onto rocks, treasure chests, and jars/skulls. Use
it to grapple to a skull on the ledge to the east of the big treasure chest,
where you will find a Small Key under a skull. Then stand to the north of
the big chest and grapple north to another skull. Unlock the door there.
10. Lift up a skull to the northwest of this room and push the statue onto the
switch beneath it. It will open two doors in this room; take the one right
in front of you, then just go back out the same way (the room is pointless
but visiting it will complete your map). Now take the one on the east side
that does not lead downstairs. Push the lever to drain the water.
11. Go into the basin, head west and follow the road south to find some chests
with 40 Rupees. Don't go back upstairs; follow the path west and north. In
the next room, push the third block from the west to summon a chest with 20
Rupees. You can actually walk through the second waterfall from the east;
it leads upstairs to the next room. (Or take the western door first for
some ammo and Rupees.)
12. Jump in the water and get the Small Key under the nearby skull, then swim
to the east while avoiding or diving under the Tektites. Get off at the
central dock to bomb your way up to some hearts and ammo, then take the
western dock to the boss. Try to lead the Tektites to one side before you
jump into the water.
This menace is a huge jellyfish who shields itself with a cloud of puff-
balls. It will send the puffballs swarming out in a wide radius from time
to time, so keep your distance. Pull each puffball toward you separately
with the Hookshot, then slice it apart with your sword. When the jellyfish
is exposed, attack it with your sword, hammer, or arrows.
The second maiden will reveal more of the plot: Ganon, the monster who really
stole the Triforce instead of Agahnim, was a thief named Ganondorf before he
entered the Golden Land. However, he could not figure out how to return to the
Light World, so he was stuck as Ganon in the Dark World. So Agahnim could be
his Light World accomplice.
LAKE OF ILL OMEN (DARK WORLD)
There's an important secret that you may have missed on your way down to the
swamp. Go back to the brown barren land to the northeast of the Bomb Shop.
Where you want to go is along the northeast path, past a broken wooden bridge
and to the place where Zora's Waterfall is in the Light World. When you reach
the shop with the purple roof, transfer to the Light World so you can appear in
front of the Magic Shop. Give the Mushroom to the witch so she will add it to
her brew. Come back later to see what she'###### of it.
Return to the Dark World and continue northeast to the Lake of Ill Omen. There
you will find a circle of stones. Like any good adventurer, ignore what the
sign says and huck something into the middle of it. You'll disturb a large
squid who will give you an item to leave him alone: the Quake Medallion! Its
magic causes earth-rattling damage to all enemies in the area, killing many
and paralyzing almost all the rest.
FEATURES OF THE LAKE OF ILL OMEN
1. GENERAL STORE (Southwest of Lake of Ill Omen)
Life Medicine 150 Rupees
Shield 50 Rupees
10 Bombs 50 RUpees
THE FOOT OF DEATH MOUNTAIN (DARK WORLD)
Go back southwest from the Lake of Ill Omen and look for a small broken bridge
with an "arrow" formed by some grass next to it. Hookshot the two skulls on the
other side, then head to the northwest. When you reach the cemetery, go inside
it and get to the northeast clump of five stones. Stand to the north of it and
stand against the fence, then use the Magic Mirror. You will be transferred
behind the grave in the Light World that you previously couldn't get to. You
don't have much room, but dash into the south side of the grave with your
Pegasus Shoes. Inside you will find the Magic Cape! It is a handy item that
will let you pass through some solid objects, including spikes, enemies, and
the bouncy blue bumpers. The downside? It drains magic continually, so stop
using it when you have had enough. Then head back to the Dark World.
PIECES OF HEART
1. At the north end of the Ghost Ruins is a ladder. Climb up to a ledge, then
transfer to the Light World to appear in front of a cave with a Piece of
Heart behind a hollow wall.
2. Proceed west from the Ghost Ruins and turn north when you reach a sign that
says "This Way -> Cave." Head north until you see another sign at the base
of Death Mountain. Head into the cave; upstairs, use your Magic Cape to pass
through the bumper and get a Piece of Heart outside.
3. Return to the Light World and head to the Lumberjacks' Cottage. You should
see that the tree they were cutting has light green, dry leaves. Dash into
the tree to reveal the entrance to a hidden cave, where you'll find a Piece
of Heart and a Fairy Fountain.
Further north you'll find a shop, but the entrance to the Skull Woods nearby
leads only to an exit by the nearby village (Village of Outcasts). So go back
south and follow the road west; look south for the entrance to the village
(where Kakariko is in the Light World) and to the north, next to the Fortune
Teller's Shop, is where you want to enter the Skull Woods from.
By the way, if you decide to go to the Shield Shop (south of the sign that
reads, "This Way -> Cave," watch out for Like Likes. They will trap you and
swallow your shield; it will be digested if you don't kill them quick.
FEATURES OF THE FOOT OF DEATH MOUNTAIN
1. SHIELD SHOP (South of the sign that reads, "This Way -> Cave")
Fighter's Shield 50 Rupees
Red Shield 500 Rupees
70 Rupees price reduced if Mirror Shield is for sale
Mirror Shield 100 Rupees for sale only if you have lost it
2. GENERAL STORE (East of Skull Woods)
Life Medicine 150 Rupees
Shield 50 Rupees
10 Bombs 50 RUpees
3. A CREATURE IN A CAVE
Where the Sanctuary is in the Light World is a cave in the Dark World.
Inside is a creature who will tell you a tale about a mysterious fairy for
4. UNDERGROUND RUPEES
West of the Ghost Ruins you will find an arrow formed by skulls on the
ground. Dig with your shovel at the tip of the arrow to make Rupees burst
from the hole.
SKULL WOODS (LEVEL 3)
The Dark World equivalent of the Lost Woods is full of skeletal remains, and
underneath is a vast underground network of caverns. You will need to use the
many pits and entrances in the Skull Woods to traverse the underground caves
and rescue the maiden.
1. Go north and don't turn west; keep going until you see a hole. Swipe the
bush and go around the hole to see an open skull and two holes on either
side. These are three entrances to the same dungeon. Take the western hole.
In this dungeon, beware of Wallmasters; they are annoying orange hands which
drop from the ceiling. Watch for their shadow because they will transport
you back to the dungeon entrance if you get caught. Also, they don't stop
appearing in the room even if you've killed one. Another thing to watch out
for are yellow swirls which are often under skulls; they will chase you
(until they hit a wall) and turn you into a vulnerable bunny briefly.
2. Take the door at the southeast, then open the chest in this room to get the
Compass! (And make a few holes...ugh.) To the north, you will find a Small
Key in a chest, as well as Wallmasters, a Stalfos, and Gibdos (mummies which
require many sword strikes to die). A single Bombos spell will kill them all
for you. Unlock the door to the east but don't proceed through it; just keep
it open for now. Head back south and then east.
3. The one-way door will close behind you. Use Bombos to kill the Gibdos, then
find the chest in the middle with a Small Key for the northeast door in this
room. Switch the pits with the star tiles and grab the Map from the chest.
You can't reach the area north, so head west into a room with the big chest
blocked by a tall wall. Oooh....what's in there? Head outta here...go find
4. Don't worry about the other hole; it will just drop you into a room you've
already been into. (The Gibdo room behind the one-way door). Head north and
to the west, and follow the path through the ribcages to another skull.
Inside, use Bombos or your sword to kill the Gibdos, lift up the central
skull to find a switch, then pull the eastern statue onto the switch (don't
push it onto the switch; pull it so you can access the door). Here is a
chest containing the Big Key! Before you leave, bomb the east wall for a
large Magic Decanter. Then head out of the dungeon the way you came.
5. Go back through the ribcages until you find a 3x3 group of bushes. Cut the
central one to find another hole! It leads you to the northern area you
couldn't access before. Step on a star tile, bomb the west wall, and pull
the lever. It will blow open a path to the big chest which contains the Fire
Rod! Heh heh...time to play with fire! Go back to the eastern room, then
head south and west, then out of the dungeon.
6. Go back through the ribcages and into the skull. Take the western path this
time; continue west until you see another exit. Grab a Small Key from the
northwest skull and head outside. Go north through the closest ribcage and
fall into the next hole. Step on the star tile once, then head south and
west. You can reach the locked door now. However, this room is completely
and utterly pointless; it just has some skulls and enemies. It is just to
fill in your map. If the floor drops away and traps you in the middle, use
your Hookshot to get out. Exit the dungeon now.
7. Go north through the other ribcage and use the Fire Rod to burn away the
bones from the big ugly skull. Head to the lower level and follow these
directions (keep walking in each direction until you hit a wall): east,
north, east, north, west, north, east, north, west, north, west, north, and
east. In the next room, go down a level and equip your Magic Cape to pass
through all the hazards to the southwest door and the key behind it. Return
to the entrance and unlock the door to the north.
8. Step on the star tiles and lift the jars until you can access the eastern
room. Bombos the Gibdos and light the four lanterns to open the door. The
Fire Rod will light the lantern across the pit. In this room, slash a
curtain to the north to get to the next room, where a Gibdo holds a Small
Key for the eastern door.
In Mothula's arena, the entire floor acts like a conveyor belt, moving in
one direction and then another. The walls are also covered with blade traps
that sometimes slide across the room. You can use the Fire Rod against
Mothula to take it down in six or seven hits, but it is easier to chop it
with the sword. If Mothula shoots red energy down the room, run to the
north end to find some safety.
Take the third crystal and a well-deserved Heart Container to rescue the third
maiden! She will tell the prophecy of the Great Cataclysm: if one with an evil
heart claims the Triforce, a Hero is destined to appear and the Hero alone must
vanquish the evil. The Hero is also a descendant of the Knights of Hyrule.
You seem to be all of those things, and Ganon is your evil! Go get the other
VILLAGE OF OUTCASTS (DARK WORLD)
The Village of Outcasts is a desolate, delapidated part of the Dark World that
is supposed to resemble an evil form of Kakariko. You can explore here at your
own risk, but take a detour back to the Light World for a little bit. Go to the
Smithy (which is off the southeast of Kakariko) and pound the stake in front of
the door with your Magic Hammer. You can fall into the well to find a cave with
a strange altar. Sprinkle some Magic Powder onto the altar to summon a spirit
who will try to curse your magic power...but it will backfire and you will end
up with twice as much magic! You can choose to cast magic to destroy a room
full of enemies without as much concern. It also makes the Magic Cape more
Now that you're in the area, head to the Mysterious Grove, which is along the
path to the south of Kakariko. Here you'll find another flute-playing boy and
it is also here that you'll find the buried flute of the other flute player
trapped in the Dark World. Check the northwest grove of flowers; dig there
with your shovel to find it. Next time you're in the area, play the flute for
the creature in the Dark World. He'll thank you for soothing his soul and he'll
turn into a lonely tree, but he will also tell you about the connection be-
tween the weathercock in Kakariko and his flute. You get to keep the Flute.
Go back to Kakariko and play the Flute for the weathercock in the center of the
village. The statue will burst open and a Cucco will fly out. You can summon
this Cucco to transport you to several key places in the Light World when you
play the Flute...a convenient shortcut.
Use the Flute right now to fly to Death Mountain (point 1 on the map), and make
your way back up to the Mountain Tower where you got the Moon Pearl. Don't
actually go in the tower; to the west you'll find another monolithe where you
can get the third and final magic spell, Ether! It will cast chilling magic
which freezes most nearby foes. Often, cracking frozen foes with your Hammer
will make them drop large Magic Decanters.
Use the Flute to fly back to your house, and take the nearest portal (which is
north, under the arch to Hyrule Castle) to the Dark World. Head all the way
back to the Village of Outcasts.
PIECE OF HEART
The Game of Chance in the Village of Outcasts has a Piece of Heart as one of
its prizes. It costs 30 Rupees to open two chests out of sixteen, so your
odds are 1 in 8.
Once you're ready, find the gargoyle in the center of the village and pull on
its trident to open a path to the next dungeon.
FEATURES OF THE VILLAGE OF OUTCASTS
1. BOTTLED GOODS SHOP (Just southeast of dungeon)
Bee 8 Rupees
Gold Bee 88 Rupees (For sale after you catch a Gold Bee and show to owner)
Fairy 77 Rupees
2. GENERAL STORE (East of Bottled Goods Shop)
Life Medicine 150 Rupees
Shield 50 Rupees
10 Bombs 50 Rupees
3. GAME OF CHANCE
Pay 30 Rupees to open two chests. The prizes are 100, 50, or 1 Rupees;
1 Bomb; 10 or 1 Arrows; 1 Heart, and a Piece of Heart (only one).
4. 300 RUPEES, TWICE
In a house to the northeast of the village (just south of the northeast en-
trance), you will find a house with a chest inside; it has 300 Rupees. At
the southwest corner of the village, a wooden shed can be blown open to
reveal a sealed room with another 300 Rupees.
5. SHOOTING GALLERY
The area south of the Village of Outcasts has a Shooting Gallery where you
can pay 20 Rupees to shoot five arrows at moving targets. You'll win four
Rupees for each target you hit, and that will double until you miss. You
can win 124 Rupees for a perfect game. (Remember you'll need the Titan'############## from Level 4 to get here, unless you come south from the Haunted Grove.
6. TREASURE FIELD
West of the Shooting Gallery is the Treasure Field. Pay 80 Rupees to dig in
a fenced-off area with a Shovel. You have 20 seconds to dig, and usually you
can make a profit since the field is so rich with Rupees. There is also one
Piece of Heart in the field, although randomly placed. You need the Titan'############## from Level 4 to get here, unless you come south from the Haunted Grove.
THIEVES' TOWN (LEVEL 4)
This dungeon is populated by red and blue lizard-like creatures who walk the
corridors and patrol the place. The blue ones can be killed with a single sword
strike, while the red ones require two. The reds will also breathe large fire
blasts at you which are too strong for your Red Shield. Also you will find no
shortage of Stalfos and the yellow energy which turns you into a rabbit, often
concealed under skulls.
1. Jump down a level, then go north and turn west to find the Map in a chest.
Then look for a corridor just north of the chest which will take you under
the upper walkway and into the room to the north.
2. Go up the stairs just in front of you, then turn east and follow the path to
a chest with 20 Rupees. Head back to the stairs you just climbed (don't go
back down) and jump off north. Walk under the bridge and take the stairs to
the northeast; follow the path to a crack in the wall.
3. Break out the Bombs and blow it open, then head to the north to find another
crack; yet there's nothing behind it except some goodies under skulls. Drop
down and proceed south to the next room. Take the stairs to the upper walk-
ways and head to the southwest, then look north for a chest with the
Compass! The one-way door on the west wall will simply take you back to the
first room; instead, hop down and go to the southwest of the room. Proceed
west, back to the first room, to find the Big Key in a chest!
4. Go back to the room to the east, then stay on the lower level and head
north. Climb up the first staircase you see, then head north to find a door
which you can open with the Big Key. Stalfos patrol this corridor, so fight
your way to the north, where you will find a Small Key under a skull. The
northern room is completely empty; where you want to go is through the
locked door to the south.
5. Kill the lizards and head west. Here you'll see ghostly red gelatinous blobs
which split in two and teleport around the room. You can destroy them with
two sword strikes by attacking the brighter one. Proceed over the moving
floor as best you can to the west room; you will be blocked by upraised blue
blocks if you go north.
6. Carefully fight and dodge your way over the big conveyor belt and head into
the northern room. Look for a Small Key under a skull, set the switch to
blue, then head upstairs to 1F. Here, if you pull the lever, it will release
snakes into the room as a trap; instead, look for a switch under the south-
east skull which will open the east door. Fight the lizards along this corr-
idor and continue east. Open the chest for 3 Bombs, and throw one of them
over the barrier and onto the cracked floor in the light. It will be de-
stroyed, allowing light to seep into the big empty room downstairs. Also,
this is the only crack in the floor up on 1F weak enough to be destroyed, so
don't waste your Bombs trying to break the others.
7. What did that accomplish? Absolutely nothing! Yet at least you know you've
tried everything up on 1F, including breaking floors. Go back downstairs; if
you want to read the telepathy tile on 1F, set the switch to red. Zelda will
tell you to beware the magic of Blind the Thief. He was the thief who hated
bright light, according to the Kakariko villagers. Can he be in here, too?
8. Set the switch to blue and head east two rooms. Navigate the moving floor as
best you can, then proceed downstairs to B2F. Kill the guards here to open
the west door. The next room to the west (beneath the large white block that
you can lift) is a trap; you will have to kill blue electric jellyfish to
get out. Instead, proceed south over the conveyor and two rooms east.
9. You will be in a prisoner's chamber; someone really didn't want her to es-
cape because she is locked by three sets of bars. Use your Big Key to un-
lock each and fight your way to her rescue. Open the chest for a Small Key
and, before you take her out, head back two rooms west to a locked door.
Behind it you will find the big chest; quickly whack the moles with your
Hammer and claim the treasure before the floor breaks away. The treasure?
The Titan'######! It is even more powerful than the Power Glove! Go one
room east (it will have a large white jar) and then north. Lift up the big
block and go back upstairs.
10. If you try to take the girl out of the dungeon, she will not want to go.
This is very suspicious...why is she following you? ...Perhaps she...well,
let's do a test. When you go back upstairs from B2F, look to the east for
a skull with a switch under it, which will open the door to the Stalfos'
corridor. Go north into the big empty room...except now for the light...
and lead the girl into the light.
BOSS: BLIND THE THIEF
The girl was actually Blind in disguise! Strike the head with your sword
until it comes off (beware of its lasers while you do this). The head will
float around and incessantly spew fireballs while the body grows another
head. Continue decapitating Blind until he is defeated; you will have to
chop off two heads and hack at the remaining body to do this.
The fourth maiden is rescued!
She will tell you about your ancestors, the Knights of Hyrule: they fought in
a war while the Sages were sealing the way to the Golden Land. They fought
against the evil who tried to stop the Sages. Now you're the last in their line
and you must finish the job.
AFTER YOU CONQUER LEVEL 4...
Test out your Titan'###### by heading south of the village (where the House of
Books is in the Light World) and lift up the dark skulls to find a frog. He is
actually the partner of the dwarf in the Smithy; take him back to the Light
World so he will change back to a dwarf and return him to his partner. They
will thank you and offer to temper your sword at any time! Re-enter the house
and they will offer to temper it for 10 Rupees, but you will need to give up
your sword for a little while. While you're waiting, go to the "Smithy" in the
Dark World (it's just a broken house) by lifting up the dark rocks near it with
your Titan'######. You can get some Pieces of Heart in the meantime.
PIECES OF HEART
1. Pound every last purple stake near the purple house (where the Smithy is in
the Light World) with your Magic Hammer to make a stump turn into an
entrance to an underground cave with a Piece of Heart.
2. South of the Village of Outcasts is the Treasure Field, where you can pay
80 Rupees to use the Shovel to dig in the field for 20 seconds. You may come
across a Piece of Heart if you are lucky.
Your sword should be done now. Head back to the Light World and get it from the
dwarves...it's bronze with power! The Tempered Sword is a stronger version of
the Master Sword, honed to hair-splitting sharpness. It is very valuable.
LAKE OF EVIL (DARK WORLD)
It's time to explore the version of Lake Hylia in the Dark World. Play the
Flute and fly to your house, then go south into the Swamp. Proceed west and
look for an upside-down "V" of white statues. Pound the stakes and lift up the
rock behind it to find a portal to the Dark World. Take the southeast road out
of the Swamp and jump off the edge into the waters of the Lake of Evil.
The murky waters are populated by flying enemies who drop explosives all over
the place, so swim with agility. The Lake of Evil also houses a massive Ice
Temple, which is towards the frozen section in the center.
PIECE OF HEART
Look for a large circle of stones in the west water of the lake. If you use
your Magic Mirror while inside the circle, you'll be taken to a high island
in the Light World; a Piece of Heart is atop it.
Don't bother returning to the Dark World (unless you want to check out some of
the secrets below), since the large Ice Palace in the center of the lake has no
outer entrance. Swim to the Great Fairy's island in the middle of Lake Hylia
and use your Titan'###### to lift the black rock. It will reveal a portal to
the Dark World, which will take you right into the walls of the Ice Palace!
FEATURES OF THE LAKE OF EVIL
1. A MASTER LOCKPICK
Towards the northeast shores of the lake is a cave where a thief will tell
you a tale for 20 Rupees. He mentions a fellow thief who sits by the en-
trance to the Desert of Mystery in the Light World and who is a master
lockpick. In fact, he just might be able to open that locked purple chest...
2. FROZEN FOES
Lift up a rock near the cave mentioned above to find an underground tunnel.
Use the Magic Cape to pass over the spikes and reach a telepathy tile where
Zelda will tell you how to freeze enemies and crack them with the Hammer to
receive Magic Decanters.
3. GREAT FAIRY FOUNTAIN
Bomb the hollow wall next to the cave mentioned above to find a Great Fairy
ICE PALACE (LEVEL 5)
The Ice Palace is a frozen labyrinth that extends very deep under the murky
waters of the Lake of Evil. It's inhabited by icy enemies who come off the
walls and attack; you will need your Fire Rod to melt them. It's important to
come with at least one bottle of Magic Medicine.
1. One icy figure will come to life in the first room; melt him with your Fire
Rod and the west door will open. Try your best to keep your footing on this
icy floor and kill the electric jellyfish; one will drop a Small Key for
the staircase to B1F.
2. An upraised tile in the southwest corner will open the east door. In the
next room, push the central block east and go south. Charge up a spin att-
ack and use it against the sliding green monsters (you could also kill them
with magic) to summon a chest with your Compass. Return north.
3. Push the central block north and head east. Kill the penguins and find a
switch under the southern skull to reopen the doors. To the east is nothing
but some stairs and a chest blocked by a big wall. Instead, return west and
you will see that the block has reset; push it west and head north.
4. Set the switch to blue and then throw a bomb over the red blocks to the
cracked floor. It will burst open. Return to the switch, set it to red, and
then put a bomb next to it. Quickly run over the blue blocks before they
rise, then walk over the red blocks and into the hole.
5. Down in B2F, the south door will open only if you kill two Skeleton Knights.
They will drop from the ceiling; hit them with your sword to make them
crumple into a pile of bones, then blow the bones up with a bomb. You can't
kill them unless you destroy the bones.
6. The door will seal you in a room with a moving floor and blade traps all
over the place. Navigate the floor as best you can, kill one of the blue
jellyfish for a Small Key, and unlock the door at the southwest. (Keep the
switch set to red).
7. The southwest skull has a switch which will open the east door. The Magic
Cape will help you navigate the tiny path and pass the fire stick as you go.
In the next room, the upraised tile will reopen the door, but you should go
down to B3F.
8. You can kill at least four penguins with one spin attack. Kill all five to
open the north door, but don't rush through; you'll be met by a huge yellow
blade trap that will rush south into your face. Take the north door (the
west has stairs that lead to B4F, and you should get the Big Key before you
go there) and the floor will break away. You'll get dumped into a long room
9. Navigate the icy floor and take the northeast door. In case you're wonder-
ing, the south door in that room is locked and the southwest door (which is
opened by a switch under a nearby skull) leads to the room in B4F that you
didn't get to because you were warned to get the Big Key first. Through the
northeast door, Hookshot across the pit and go south. Lure out the first
trap (then hide in the door); when it's sliding back, lure out the second
one (then hide in the door). As they both slide back, quickly go upstairs
to B3F. You could also use the Magic Cape.
10. Use the Magic Cape to pass over the spikes. The switch under the skull will
summon a chest with a Small Key. Claim it, then go upstairs to B2F. Here,
in addition to dealing with some Skeleton Warriors, pound the moles and
lift the big stone to find another Small Key. Lift up the skulls to find a
switch to summon the chest with your Map! Then pull the tongue on the stat-
ue to open the east door.
11. Go upstairs to B1F and get the Big Key from the chest! Then head back down-
stairs to B2F, pull the tongue, then go back down to B3F. Unlock the door
with a Small Key to end up in the room with the big yellow trap. Take the
west door (finally), go downstairs to B4F, and destroy two ice figures with
the Fire Rod to summon a chest with three Bombs. Instead of falling down
the obvious hole, bomb open your own pit behind the stairs.
12. You'll land in front of the big chest, which has some Blue Mail inside! It
is valuable armor that will double your defensive power! Push the blocks
and go east, then unlock the north door with the Big Key. Dispose of the
enemies which include a Skeleton Warrior, then unlock the door to B6F.
13. Go south, then unlock the door to the east. Set the switch to blue, lift
up all the jars for goodies, then return upstairs. If you're hurting, you
can fall into one of the holes; they lead into big white jars with fairies.
Anyway, on B5F, head south and then one room east. A northwest skull in
this room has a Small Key, and the switch just to the northeast of the fire
stick (under the skull) will open the southern door. Slip along the icy
path to the east, then step on the switch under the skull to make a chest
with a Small Key. You should have three Small Keys now.
14. Go upstairs to B4F, watch out for the ice figure in this room, then unlock
the door to the north. You've been in this north room before. Find a nearby
skull with a switch to open the west door. You've been here too, on the
other side. Fall into the pit, head east, and lift up the block. Fall into
the hole underneath it.
15. Head south and kill your enemies. The tongue on the east statue will reopen
the door if you need it; then lift up the skulls. Pull one of the statues
out of the way, the pound the moles and lift up the block to reveal a hole
to B7F. The other block conceals four blue jellyfish enemies, but behind it
are skulls with arrows and bombs. You'll need neither for the next fight.
Kholdstare is initially shielded in protective ice. Avoid the ice chunks
which drop from the ceiling while you melt the monster's ice shield with
Bombos spells or Fire Rod blasts. Three cloudy eyeballs will float around
the room as ice continues to fall. Finish off the eyes with your Fire Rod
and use the sword if you run out of magic.
The fifth maiden is rescued!
She will tell you about the Hylia and the Sages; how their blood-related desc-
endants are growing thin. The maidens are the last in the Sages' line and you,
the last in the Hylia's line. With your hereditary powers combined, you must
destroy Ganon so the Triforce can await a new owner.
SWAMP OF EVIL (DARK WORLD)
You recall some information given to you near the Lake of Evil about a master
lockpick at the entrance to the Desert of Mystery? If you return to the Light
World, fly to Kakariko Village, take the north-center road towards the forest,
lift the large black rock, then find a small white rock with a portal to the
Dark World beneath it, you will enter the Village of Outcasts. You may also
recall finding a locked purple chest where the Smithy is in the Light World.
Get that purple chest (it's in the house just off the southeast of the village)
and return to the Light World with it. Take it to the Desert of Mystery en-
trance and the thief by the sign will offer to unlock it for you. Inside is a
fourth bottle! How lucky!
You're prepared to immediately go to the next palace. It is in the Swamp of
Evil, which as you may recall, seemed inaccessable at first. However, call the
Cucco with the Flute. Warp to point #6 on the map (the Desert of Mystery) and
the Cucco will fly you to a high ledge. Underneath a rock there is a portal to
the Dark World, granting you access to the dark version of the Desert: the
Swamp of Evil.
The Swamp of Evil is a stormy, mucky place where many acquatic wretches wait to
ambush wanderers. Beware of the worms which leap out of the water, and the
beasts who spit fireballs like the Zoras do. The center of the swamp has an
odd-looking platform, and to its northeast and northwest corners, two caves in
the shapes of strange faces.
PIECES OF HEART
1. In the northern waters of the Swamp are two caves which actually resemble
faces. Go into the northwest one to find two chests. Push the eastern block
on the southern row east, then push the western block on the same row west.
Stand next to the west chest and push the block down, then stand in front of
the east chest and push the block east. One chest has a Piece of Heart. The
other has 20 Rupees.
2. Head to the very northeast corner of the Swamp of Evil (it should look like
a circular niche in the wall). Stand in the niche and use the Magic Mirror
to end up on a high ledge in the Light World. Under a rock there is an
underground entrance to a Piece of Heart.
Find the large decorative platform in the center of the Swamp. Notice the sym-
bol shaped like your Ether medallion? If you cast Ether while standing on that
spot, you'll be able to change the weather so as to stop the rain and reveal a
hidden cave from beneath the waters! Here is where the sixth maiden is.
FEATURES OF THE SWAMP OF EVIL
1. GREAT FAIRY FOUNTAIN
Northeast of the entrance to the Misery Mire is a face-shaped cave with a
Great Fairy Fountain inside.
2. GOODIES AND A STORY
Along the east wall of the Misery Mire is a cave where a creature will tell
you a tale for 20 Rupees. He will give you a hint as to how to open Misery
Mire. Also, there is a cracked wall behind him with some minor goodies.
MISERY MIRE (LEVEL 6)
The Misery Mire is a complex maze of paths that seem to lead in circles. They
trick to conquering this dungeon is finding out where the keys are, since there
are numerous keys scattered all over the dungeon. Also, you will meet many Wiz-
robes here; they are small, ghostly wizards who shoot an unblockable beam of
energy and then quickly disappear. They will die with one sword strike if you
catch them before they give you the slip.
1. Hookshot across the pit and head down to B1F. In the next room you will have
to kill all the enemies to open the north door; some of which are the ether-
eal Wizrobes. Proceed north to the large, central room. This room branches
off into several paths.
2. Go down the stairs to the lower level, then head to the northwest corner
(near the stairs). Proceed east and you will see two staircases; you will be
able to take the western one to the door up on the ledge.
3. Beware the haunted torches in this room which expel fireballs. Push the
block to the side, then follow the passage to a Small Key at the end. Return
to the room with the torches, take the east door, and kill the Stalfos here.
Beware the gold device which will shoot fire to match your sword attacks.
In this room, there are two Small Keys: one is under the skull in the north-
west corner. For the other, put on your Magic Cape and lift up the skull on
the spikes to reveal a switch, which summons a chest with a Small Key.
4. Unlock the door to the north, then head north again and follow the bridges
two rooms west. You'll end up in a room with lots of spikes on the floor.
Make your way around the pipes to the west of the room, find a Small Key
under the skull (you should have three now) and set the crystal switch to
blue. Return to the other end of the room (near the spikes) and proceed over
the blue blocks to unlock the door to the south.
5. Use your Magic Cape to bypass the spikes and you should soon see a big
yellow trap. To the west is nothing but a room with a locked door (you need
the Big Key) so proceed south. Then (don't worry, none of the cracks can be
blown open) go east to the central room. Walk towards the south (past the
locked door) and get on the wire walkway. To the north, near the now-lowered
blue blocks is a skull which conceals a switch that summons a Small Key.
6. Take the nearby door on the north wall, then kill all the brown creatures
(who like to drop lit bombs) to open the east door. Go two rooms east (you
have been here before) then south. Now you can go over the blue blocks to get
the Map in the chest! Unlock the nearby door to return to the central room.
Go down the stairs, then head to the northwest corner and take the stairs up.
7. You passed a locked door in the central room on the way to the key (it is on
the southwest wall). Unlock it, then kill the enemies here (the gold device
will make it difficult). The jellyfish will drop a Small Key (you should now
have two). If you head south, you will get to a room where you'll see a
chest in the middle but you are blocked off by a wide gap and a short wall.
So return north to the room with the gold device, leave the switch on blue,
then unlock the west path.
8. The tiles will rise from the floor to attack you in this room, but nothing
special will happen when they stop. Light the lanterns to open the north
door, where you can get the Compass! Go back south (the one-way door to the
east leads to a room you've already been in), then south again. Head up-
stairs to 1F, and make sure to lift up the nearby skull for a large Magic
9. If you proceed without lighting the torches, you'll only make it to a narrow
path with a telepathy tile. Sahasrahla will tell you to light those torches.
So, in front of each torch, push the north and south blocks to the side,
then the center block to the north or south to clear a path to the torch.
Light them all and the wall in the southeast room will slide away, revealing
a pit! Fall into that pit to access a treasure chest.
10. You may recognize this room, except now you can open the chest for the Big
Key! Go west and teleport to a room with a locked door that you can now
open, but instead, proceed east, south, and east to the central room. Go
down the nearby stairs to the lower level, then head to the southeast
corner and take the stairs up. Go through the nearby door.
11. Go one more room east. Hookshot the block (you don't have time to walk
around), then hurry up the path before it starts crumbling away. If you
don't stop, the lasers won't hit you. Unlock the chest at the end to get
the Cane of Somaria! This treasure will let you produce your own blocks,
which you can push and throw, useful for weighing down switches. You can
also make your own blocks explode and the fire can damage enemies.
12. Go west, jump down, then go south and west to the central room. Go down the
stairs to the lower level, then take the stairs at the northwest corner.
Take the nearby door, then go north and west. Unlock the door with the Big
Key, then teleport to another room. Here, unlock the door with the Big Key
and look for a skull to the west with a large Magic Decanter. Proceed along
the wooden bridge to the stairs at the end, which lead to B2F.
13. Unlock the southeast door in this dark room (there are plenty of fireball-
spitting devices, so beware and use your shield) and claim the 45 Rupees
behind it. Return north and look for a skull to the west of the room with a
switch underneath it. Put a block from the Cane of Somaria on the switch to
keep it down and the south door open, then head south. Then head west (you
don't have to kill the Stalfos).
14. In this "maze," head south around the wall, north (lift the skull), north
around the next wall (when the blade trap is to the east), south (lift the
skull), then west to the end. To the north, ride the conveyor around the
square hole. To the northwest, there is a weak part of the wall; stand
against the nearby white block (to its north), set a bomb, then pick it up
and throw it towards the crack. Just beware of the Bubble and the annoying
fire-spitting device. While waiting for the bomb to blow up, face north and
hold out your sword; you'll stick out your shield to the side and block the
fire. Behind the wall is 90 Rupees.
15. Return to the conveyor and walk against the flow towards solid ground.
Shoot the switch to turn it red, then proceed through the door to the
southwest of the room. Walk over the red blocks and look for a crack to the
north. Blow it up (beware the little creatures that come out) and find a
crystal switch behind it. Set it to blue, go back south and proceed west.
16. In this room, yellow blobs constantly fall to the floor; attack them when
they are in your way. At the back of the room, set the switch to red and go
upstairs to B1F. To the west, you can unlock the door with the Big Key.
Vitreous is a creepy eyeball protected by small eyes. Avoid Vitreous' light-
ning attacks; whenever Vitreous pokes above the water, stand in either
bottom corner of its lair. When the small eyes approach you, swing the sword
rapidly or shoot arrows to defeat them. Then Vitreous will emerge from its
pool of slime to chase you; kill Vitreous using your arrows or sword.
The sixth maiden is rescued!
Apparently, Ganon was not able to break the seal of the Sages by himself (so he
was trapped in the Dark World once he found the Triforce--you know from your
own experience that the portals to the Dark World are one-way); he enlisted the
help of Agahnim to do his work in the Light World. If Agahnim captured the
Sages' descendants, the seal at Hyrule Castle could be broken and Ganon would
not be trapped in one realm. Zelda is trapped in a place called Turtle Rock,
which is your next destination.
DEATH MOUNTAIN EAST (LIGHT AND DARK WORLDS)
Upon exiting Misery Mire, return to the Light World and summon the Cucco with
your Flute. Fly to your house, then take the portal on the bridge to the north
(under the arch that leads to Hyrule Castle). From the Pyramid, go to the Bomb
Shop. You will see that they have a new bomb for sale; a Super Bomb which costs
100 Rupees. Buy the big bomb, the bring it back to the Pyramid. Remember not to
run or otherwise press R, or you will set the bomb. Also, don't jump off any
ledges or you'll set the bomb behind you.
Carry it up the stairs at the Pyramid to a cracked brown wall. Set the bomb to
blow up the wall and reveal a Mysterious Pond, like the one near Zora's
Waterfall. You can get two upgrades from the Great Fairy here; toss in your
Tempered Sword to get the Golden Sword, which is the strongest blade you can
find. Throw in your bow and arrows to get the Silver Arrows, which are stronger
than your regular ones and also have the power to smite Ganon. In fact, they
have more power even than your Golden Sword.
With your new weapons, return to the Light World and fly to Death Mountain. You
will be dropped off near the old man's cave. Climb up the long ladder and re-
visit the first portal that you used to get to the Tower of Hera. Once you are
in the Dark World, look directly south for a spot from which you can jump; leap
here and you'll land on a ledge in front of a cave. Inside the cave, whack the
moles with your Magic Hammer and put on your Magic Cape to cross the spikes.
Remember, though, you will probably need a full magic meter and the upgraded
magic power to make it through safely. At the end, while still wearing the cape,
lift up the white stone and get the chest on the other side. This has the Cane
of Byrna! It is a handy item that is similar to the Magic Cape: it will protect
you from all harm and will also damage the enemies you touch. Since getting the
cane will refill your magic, you should be able to cross the spikes again with
ease. Use either the cane or your cape.
To get to Turtle Rock, you could go to the Tower of Hera and head east, but if
you take the lower route up Death Mountain East you will be able to explore some
caves and get some treasure.
If you choose to explore the caves, head east from the outside of the old man's
cave until you reach a broken bridge. You can Hookshot across the bridge to the
other side. At this point, refer to the "Summary of Caves" below, which will
point out the secrets, including how to climb to Turtle Rock. To reach Turtle
Rock, take the stairs in the far southeast cave and head east at the summit.
This is not Turtle Rock, but if you pound the stakes in a certain order (east,
north, west), a blue portal will open and transfer you to the Dark World, right
atop Turtle Rock. Now there's only one last step: opening the entrance. Stand
on the pedestal and use your Quake magic to shake the earth and corrode the
face of the turtle to reveal a stairwell down into the dungeon. Before heading
inside, take a detour west for a Piece of Heart.
PIECE OF HEART
Head west from Turtle Rock and look for a large grey stone that you can lift
because underneath it is an entrance to a hidden cave. Continue north to a
long gap; use your Ether magic to see the invisible path. Blow open the wall
and then blow open the wall to the west (to the north is a Great Fairy
Fountain). Go south (or blow open the north wall to find some small Fairies)
to end up on a completely separated ledge. Transfer to the Light World to
find a Piece of Heart up here. Don't forget to Hookshot to the treasure when
exploring in the cave.
FEATURES OF DEATH MOUNTAIN EAST
1. SUMMARY OF CAVES (LIGHT WORLD)
At the bottom of Death Mountain East, to the east of the broken bridge in
the light world, are five caves, as well as a few exits in the side of the
mountain. This will cover the caves (at the bottom of the mountain) from the
northwest one as cave "A" and the southeast one as cave "E".
"A": There are some Lammolas and blue jellyfish in here, as well as an unreach-
able chest. To get the chest, you will need to go to the summit via cave
"E" or the path east of the Tower of Hera and jump off.
"B": Head upstairs in this cave to find a series of holes. Fall into the one to
the east of the staircase (furthest "into" the east wall) to fall into
another part of the cave; you'll see two Fairies. Take the stairs up and
exit the cave to end up on a high ledge with nothing else of interest.
Besides the Fairies, the cave has no secrets.
"C": The Hookshot can pull you across the water by latching onto a pot on the
other side (towards the west wall). There you will find some Fairies.
"D": If you access the cave from the outside, all you can do is head west and
blow up a hollow wall to find a general store. To access the areas behind
the brown block, go to cave "E". Once you're behind it, blow open the wall
at the north to find chests with 10 arrows and three bombs. Go upstairs to
find a room with a crystal switch. Toss a bomb over the wall to set the
switch to blue, then get the five chests with 20 Rupees each.
"E": If you take the stairs up, you will reach the summit of Death Mountain
(near Turtle Rock). If you fall into the hole towards the east, you'll end
up behind the brown block in cave "D".
"SUMMIT": If you reach the summit from cave "E" or heading east from the Tower
of Hera, there will be several places that you can jump from. Jump from
the west and you will land on a ledge in the side of the mountain which
will lead you to a hole; below that is the chest in cave "A". The spot
second from the west just leads to the ledge accessed from cave "B" and
the other two just lead you to the floor.
2. SUMMARY OF CAVES (DARK WORLD)
There are only two caves in the Dark World at the base of Death Mountain,
and they are side by side. Cave "A" is the western one. Cave "B" is the
eastern one. To get here from the Light World, look for a black rock at the
southwest of the Light World area; it has a portal underneath.
"A": Go up the stairs to the west, then follow the path to the hole. Fall in,
then push the west block north. Go upstairs, then fall into the eastern
hole. Then take the next set of stairs (to the east) upstairs, and fall
into the southeast hole. You can reach some chests with Rupees and bombs.
Regardless of which hole you fall into from the room above, you will be
led to stairs that take you to the summit.
"B": This is a general store which sells Life Medicine, hearts, and bombs.
"SUMMIT": Reach the summit by travelling west from Turtle Rock (after using
the portal) or climbing up from cave "A". Under the grey rock is a cave.
To get all the chests here, start by standing near the skull. Hookshot
the west skull, hook the unseen south skull and open the chest. Hook the
north skull again, then hook another north skull and open the chest. Hook
the chest to the west (stand at the south of the platform) and open it.
Hook the west skull, then go to the south end of the platform. Shoot the
jellyfish with an arrow, hook the chest and open it. To get back, hook
the west skull, the north skull, and the east chest. Stand to the south of
the skull and hook south, then back east. To cross the gap, use the Ether
magic to see the invisible bridge, then blow up the wall. To the north is
a Great Fairy Fountain; to the west is another hallway (the east wall can't
be destroyed). To the north is a small Fairy Fountain, south leads to a
ledge where you can transfer to the Light World to get a Piece of Heart.
3. GENERAL STORES (CAVES "D" IN THE LIGHT WORLD AND "B" IN THE DARK WORLD)
Life Medicine 150 Rupees
Heart 10 Rupees
10 Bombs 50 Rupees
4. GREAT FAIRY FOUNTAIN
Hidden cave under the stone at the summit in the Dark World.
5. FAIRY FOUNTAINS
Cave "C" in the Light World; hidden cave at the summit in the Dark World.
TURTLE ROCK (LEVEL 7)
Turtle Rock is an underground labyrinth of caves and subterranean tunnels. To
navigate the area completely, you will need plenty of magic. Inside you will
find a host of enemies and traps, and at the end you will find Zelda. A new foe
is the orange, cactus-like enemy, whose body pieces will bounce around when
struck. It is easiest to attack one from directly north or south of its body,
so its body pieces will bounce in a predictable, vertical line in the room. The
eye engravings in this dungeon will fire lasers at you when you look at them.
Charge up a spin attack and walk backwards when you have to go towards an eye.
1. Use the Cane of Somaria on the "?" block to make a platform appear. Step on
the platform and ride it to the other side to reach a large room.
2. Make another plaform and press right on the Control Pad to make the platform
travel along the right branch. You can switch directions that the platforms
travel at white circular dots in the track (or, in the case of half-circles,
only one way), and you can get off at the "?" marks. In this case, travel
left and get off at the "?" mark.
3. At the south end of this room is a chest with the Compass! Claim your prize,
then notice the exit seals when you look at it, and a laser above fires. To
back into the door so the trap doesn't activate, charge up your spin attack
and walk backwards while holding the charge. In the main room, ride a plat-
form to the right, past one (the first) "?" block and get off at the next.
4. Lift up some skulls to find magic and arrows, then go back. Make a platform,
ride it up (don't turn left) to the next "?" mark and get off. In the next
room, make a platform and equip your Fire Rod. Ride the platform down. It
will turn right, then you turn it up. It will turn left, down, and right.
Then light the torch when you are underneath it, and light the other torches
as you ride past them. You should make it to the door before it closes. Walk
past the rolling logs (hide close to the walls to protect yourself) and claim
the Map and Small Key in the chests.
5. Go back two rooms to the main room and ride a platform to the next "?" mark.
Destroy the tiles which attack you; the door will open when they are gone. In
the next room you'll find a large Magic Decanter and a Fairy. Go back to the
main room and ride a platform left to the next "?" mark. Unlock the door, and
defeat the catcus-like enemy in the next room to get a Small Key. Its body
pieces will fly off and bounce around, so bear that in mind if you are low on
health. Grab the Small Key from it and unlock the door.
6. Shoot the switch to set it to blue while avoiding the Chain Chomps; they can-
not be killed. In the west group of blocks, push the northern block to the
east to summon a treasure chest. Throw a bomb over the red blocks to set the
switch back to red and reach the chest with the Small Key. The Chomps are so
deadly that you should always wear the Magic Cape when you have to get close.
Put it on, grab the key and go downstairs to B1F.
7. Go to the southeast corner of the room, then go into the pipe; it will suck
you in and take you around the room, depositing you on a northwest ledge. In
the lava-filled room, take the pipe closest to the doorway. In the next room,
head south, set the switch to blue, and kill the enemies; the orange cactus
has a Small Key. It is much easier to fight while using the Cane of Byrna.
Walk backwards into the locked door; the eye will shoot you if you don't.
8. The next pipe will deposit you onto a ledge that has a chest with your Big
Key! The next pipe will lead you back to the first room on this floor. Take
the large Magic Decanter, hop off the ledge, and take the stairs at the
southeast to reach the pipe that brings you back to the lava-filled room.
Take the other pipe this time (furthest from the door), then kill the two
orange cacti while shielding yourself against the fire (do not forget your
three magic spells; they are also effective). Head south and turn west.
9. Do not face north for a second. Head south as fast as you can to the cracked
wall in the center. If you stand there, the lasers won't hurt you. Set a
bomb, BACK UP against the skulls to avoid the blast, then go through the door
PIECE OF HEART
Stand in front of the east door on this ledge and transfer to the Light
World to end up on a high platform. In the cave, kill the cyclopses by
shooting Silver Arrows at them. For the top ones, whack the moles and quick-
ly retreat to get room to shoot. Take the Piece of Heart in the chest at the
end, then go back outside and return to the Dark World. Go in the cave.
10. Make a platform to cross the gap to the chest, which contains your Mirror
Shield! It can block more projectiles than your Red Shield, including the
devastating lasers in Turtle Rock. Go north, unlock the door with the Big
Key, then take the pipe to the next room. Kill the cactus, then bomb the
north and east walls.
11. To the east, walk around the room until all the slimes appear. When they
are all dead, you can push one of the blocks to the side. Pull on the left
tongue; the right one will drop lit bombs into the room. The next room has
nearly 300 Rupees worth of blue Rupees scattered on the floor. You cannot
make your Magic Cape last this long, so avoid the logs as best you can.
12. Return south and west, then take the north path. Walk across the room to
the crystal switch on the other side. Lay a bomb next to it when the log
is on the left side, run towards the blue blocks when the log is to your
right and you should be fine. Open the chest for your Small Key. Take out
a bomb when the log is on the left, carry it to the red blocks and quickly
throw it over to the switch. You should safely make it to the locked door.
13. Down in B2F, make a platform then ride it right, down, down, (it will then
turn right), and down. It will turn right and bring you to a skull with a
switch under it. Step on the switch to open the door. From the switch,
(it will turn up by itself), left (it will then turn up), up, left, left,
(it will turn down; you should be riding on the far west end). Ride down
as far as possible; it will turn right. Go right, right, up, left, left,
and it will turn down to the door. By the way, when two directions are
listed, such as left, left, it means to turn left OR KEEP GOING left at
14. In this room, use your Pegasus Shoes to run along the path and avoid the
lasers; you could also use the Mirror Shield to block each laser in-
dividually (but that takes skill and patience), or the Magic Cape. The dash
is fastest, but there is a pit at the end. To the south, each treasure is
guarded by a laser. You can simply walk to the chest and grab the treasure;
the Mirror Shield will protect you. However, to return to the central path,
charge up your spin attack and hold it so that you are walking with your
shield facing the laser. For example, to get away from the first chest back
to the path, face north and charge a spin attack. Face south for the next.
Keep in mind that there is a bouncy red creature here, so keep the Silver
Arrows handy; you do not want to use your Sword.
15. The last chest has a Small Key. At the end, you can blow open a path out-
side; transfer to the Light World on this ledge to reach a cave with some
Fairies (take the stairs at the back of the cave). This is a very welcome
surprise. Just don't fall into the holes in this cave (this is cave "B" in
the Death Mountain East section, so refer to that if you fall). Bottle the
Fairies up, then go back to Turtle Rock.
16. Head north until you see a locked door to the west. Unlock it, then make
your way through the maze of red and blue blocks to the north center. Just
set the switch to blue, then walk over the blue blocks near the door and
find a nearby crystal switch. Walk west past two sets of blocks (you can
set the switch by shooting arrows at it, even over upraised blocks), then
walk north over two sets of blue blocks.
17. Downstairs, don't forget the large Magic Decanter under the skull. Make a
platform and take it to the boss room.
Trinexx's body and head are built of stone, and its other two heads are
strengthened by fire and ice powers. Trinexx's ice head will freeze the
floor, making it difficult for you to move. Use the Fire Rod to stun the
head, then rush in and attack with your sword. Then focus on the fire head,
freezing it first with the Ice Rod and attacking it with the sword. Once
both heads are gone, Trinexx's stone body will slither around the room and
try to crush you. Use spin attacks against its vulnerable midsection.
Zelda, the last maiden, is rescued!
She will tell you that all that remains is to breach the barrier around Ganon's
Castle by bringing the seven crystals of the maidens to the tower. Then you can
confront the evil fiend.
GANON'S TOWER (LEVEL 8)
Ganon's Tower is a short distance west of Turtle Rock in the Dark World. It is
originally protected by a magical barrier, but the combined power of the seven
maidens will breach a path for you. Inside Ganon's stronghold, there are many
illusions and devastating enemies; take no less than two Cure-All Medicines.
1. Take the west staircase down to 1F. The path branches to the west and east,
and you only have to take one of these routes. You will end up back in this
room when you're done on this floor, so feel free to explore the other route
as well. The "W" steps cover the west path; the "E" steps cover the east.
To take the east route, you will have to dash into the torch to make the
Small Key drop so you can unlock the door. And finally, only the west route
has the Map and only the east route has the Compass.
1W. Look under the southeast skull for a Small Key. Whack the moles, push the
middle block to open the door, then step on the star tile to remove the
pits. In the next room, hook the west block, lift up the skull, then hook
the north block to reach a room with bombs, arrows, and 40 Rupees. To get
out, kill the Stalfos. It is very annoying to fight with your sword, since
there are four gold devices, so use magic if you can afford it.
2W. Hook the skull, lift it up, then hook south and east. Stand to the east of
the block and hook south. Then stand in the center and hook south again.
Unlock the east door, then step on the star tile north of the fire sticks.
Retreat, then step on the south star tile while taking the Map from the
chest! Run from the fire by going to the southeast corner; the pit should
3W. In the previous room, set the switch to blue, then lay a bomb next to it
and run over the blue blocks; it should be set to red. To the south, lay a
bomb to the west of the crystal switches because you want its blast to only
touch one. Run over th red blocks before it explodes, lift up the skull for
a Small Key, then unlock the door. Set the switch to red; it will release
blade traps but it is not difficult to reach the warp tile to the east.
4W. Walk into the rows of blocks, avoiding the fire sticks, and proceed west.
Near the pit, you should see a single block between a row of two and a row
of five. Push it to create a chest on the other side. Hook the chest and
get a Small Key, then unlock the south door.
5W. Take the west portal, then take another portal back to this room. Look for
a crack in the wall and destroy it with a bomb. Kill the enemies and step
on one of the northwest tiles to destroy the north wall and reveal four
chests with six bombs and 20 arrows.
6W. Return to the previous room and take the portal. Take the nearest portal
(the west one) back, then take the portal at the southwest corner. Walk
along the path to another portal to the northeast, then take the last
portal back. The room to the east is where the two routes converge, so look
past the "E" steps to continue. If you want to take the "east route" and
find the compass, head into the big room where the paths converge and take
the path at the west of the room to head to the north end. In the next
room, to the north of the big chest, is the door which leads you back to
the initial room where you had to choose a route.
1E. Take the chests here for arrows and bombs, then find a switch under the
southwest skull and weigh it down with the Cane of Somaria to open the east
door. Here, the tiles will attack you, but it is best not to use your sword
since the gold devices will attack and also a Wallmaster will grab you if
you stand still. So keep moving, and don't worry about the yellow energy.
When the tiles stop, a chest with a Small Key will appear. Take it and go
east. In the next room, the door to the north has nothing of importance; it
is a detour from the west route, actually. If you step in there, you'll
have to kill the enemies to get out.
2E. Before lighting the torches, go south and look for a door to the west. If
you want two hearts and a large Magic Decanter, push the west block (in the
row second from the south) to the north, then push the block just south of
the fire stick to the east. Lift up the central skull to get a large Magic
Decanter, then push the block just north of it to the north so you can get
the two skulls with the hearts. Since you'll have to brave the fire stick
and a Wallmaster, this is not the best place to get these goodies, but it's
nice to know what the room is for.
3E. In the previous room, kill the jellyfish and the Stalfos and head towards
the north. When you reach the blade trap, head east (towards the torch)
and push a block west, then walk over the conveyor to the north end of the
room. Use your Fire Rod to light the torch while standing near the west
wall, then head south and east (past the block you just pushed), light the
torch, then go past the blade. Use your Fire Rod to light the torches over
the pit and behind the barrier; the south door will open.
4E. Kill the Gibdo and throw a bomb over the short barrier so it will go north
along the conveyor and blow up next to the switch. Do it again and run over
the blue blocks before it explodes. In the next room, take the northwest
chest last; it has the Compass, only it will create pits in the room when
you get it. Take the teleport tile out of here.
5E. Proceed to the east, and don't forget the Small Key under a skull in the
niche to the north. Unlock the door, then head south along the narrow path
as fast as you can because it will soon start breaking away from the other
side. Use the Magic Cape for the best results. When you see the second fire
stick, break the skull and head east; that is where you want to end up. If
you fall, re-enter the room and the path will reset.
6E. Pull the statue from the south to reveal a star tile; it will open a path
over the pit so you can reach the teleport tile. Light the torch to see the
invisible path, then walk along the center of this room towards the west.
You will end up in the room where the west and east routes converge. If you
want to take the "west route" and find the map, head into the big room
where the paths converge and take the path at the west of the room to head
to the north end. In the next room, to the north of the big chest, is the
door which leads you back to the initial room where you had to choose a
route. Then check out the "W" steps above.
2. Go to the southwest of this room and take the path north until you see a
door. Don't go in yet; look to the east for a torch. Shoot your Fire Rod
over the walls to light the torch and reveal an invisible path. Quickly head
west and turn south, then turn east and north until you reach the skulls.
Break them with your sword, then walk as quickly along the path as you can
before it becomes invisible again. If it disappears, use the Ether medallion
to give you a short reminder.
3. In the next room, take the chest to the southeast for some arrows, then blow
up the crack in the floor right next to it so you can fall to B1F. Here you
will encounter the Armos Knights again for a rematch! This time, although
you are on an icy floor, it is much easier because a single Silver Arrow
will kill one. Take the north path and find three chests with bombs, arrows,
and the Big Key! Go south and then west, blow up the crack in the north wall
to find some free Fairies, then go up the staircase back to 1F.
4. You'll end up in a room just north of the big one with the invisible path.
The big treasure chest here has an invaluable item, the Red Mail! It is even
better armor than the Blue Mail from the Ice Palace. Go north, back to the
room where the routes diverge, and go back up to the entrance room on 2F.
Then take the stairs up to 3F and proceed to climb to Ganon's room.
5. Set the switch to blue with a projectile, then walk over the blue blocks to
the south end, near the door. (Kill the Goriyas with Silver Arrows; your
Mirror Shield will block the fire from the red ones.) Stand against the red
blocks and shoot an arrow at the crystal switch to set it to red. Push the
north block along the west wall to open the door, walk over the red blocks,
set the switch to blue and proceed south.
6. Pull the statue to the east, then pull/push it to the south so you trap the
blade against the east door. Kill the Goriyas in peace, which is easy with
the Mirror Shield, then un-trap the blade and head east. Kill the Goriyas
while avoiding the Beamos, then head north and unlock the door in the next
room with the Big Key.
7. Don't go down the stairs; head to the north above the hole and jump in when
you reach the end (near the crystal switch). You should see some cyclopses
lurking behind the red blocks; set the switch to red and back up to get room
to shoot. Under a skull is a switch to open the upper door. Brave the traps
and head out of the pit.
8. Don't run across the bridge; take is slow and avoid the cannonballs. At the
end, stand to the south of the two blocks and back up just enough to charge
up the Pegasus Shoes. Dash into the blocks and bounce onto the ledge, which
has a hollow wall. Blow it up to find some Fairies and a large Magic De-
canter, then go back north, hook the blocks and head upstairs to 4F.
9. This entire floor tests your combat; it is just one room after another where
you must kill all the enemies to open the door. Keep your wits about you as
you battle through the rooms, and remember to toss skulls at your enemies
for easy damage. You will eventually reach a sand-filled room where you'll
battle the Moldorms again. The battle should be over fairly quickly because
of your Golden Sword; charge up a spin attack and release it just before a
Moldorm rises to the surface. Try charging the attacks while you face south
so you can block the fireballs from the device in the corner.
10. Upstairs on 5F, there are three monsters (who attack like Wizrobes) on an
invisible floor. Use your Ether medallion when they are all fully visible
to kill them all and open the door, and also to reveal the path. In the
next room, use the Pegasus Shoes to dash across the bridge, past the
lasers, and run the guards through with your sword.
11. To the north, use magic or your sword to kill the undead Wizrobes and open
the door. Use your Pegasus Shoes to dash across the bridge (hurry because
it will begin to crumble) and run the guards through with your sword. In
the next room, don't light the nearby torch right away. Light the one to
the east of the fire stick first, then to the north of the fire stick. Go
back to the door and light that one, then proceed south and turn east.
Use the Fire Rod to light the torch south of the stick and proceed east.
Take the stairs in the next room (but lift up the northeast skull first if
you want a large Magic Decanter).
12. Here, use your Fire Rod to light the torches in the following order: south-
east, southwest, northwest, northreast. (The floor crumbles and makes it
easiest to do it that way.) To the north, kill the Helmasaurs and one will
drop a Small Key. Open the chests for some bombs, then unlock the west
door. Here, notice the cracked wall at the center of the south wall. Take
out a bomb, throw it at the south wall and onto the conveyor, and let it
slide in front of the crack as it's about to blow.
13. Set the switch to blue while standing close to the inner blue blocks to get
a chest with a Small Key. Set the switch back and unlock the south door.
Here, you will fight Lammola again, and although it is easier with your new
sword, it is still annoying to be knocked off. Charge up the spin attacks
and hit the tail; it should take only two to kill it. If you do get knocked
off, you'll land in an otherwise unreachable room in 5F with nothing useful
but a staircase back to Lammola.
14. Killing Lammola will summon a chest to the south; hook to it for 20 Rupees.
Go up the stairs and push the blocks west. In the west room, there is so
much ice, so many conveyor belts, enemies, spikes, blue bumpers, and blade
traps that if you have the magic, just put on the cape and dash north to
the stairs up to 7F. Otherwise, brave the traps and proceed north.
15. Unlock the door with the Big Key to find not Ganon, but Agahnim!
Your second battle with the wizard won't be as easy as the first encounter.
He will create two images of himself to confuse you; the fake Agahnims are
slightly transparent. Focus your attacks on the real Agahnim by swatting
the circular fireballs (from any of the three opponents) back at him. Like
before, avoid the blue energy and lightning.
When Agahnim collapses, out of his body will rise Ganon himself! He won't stay
for long; he'll turn into a bat and retreat to his pyramid. You'll call your
Cucco and be dropped off right at the top of the pyramid. Ganon has burst into
the pyramid from the top; fall into the hole and follow him.
THE FINAL ORDEAL (PYRAMID OF POWER, DARK WORLD)
Ganon will be utterly bitter at the way you destroyed Agahnim, his alter-ego,
twice. He wants to get the Hero out of the picture now, so prepare for a long
and deadly fight.
Ganon first attacks by throwing his silver trident at you, which will return to
him like a boomerang. Hit Ganon with your sword just after he catches the tri-
dent and until he is about to release it.
Ganon holds onto the trident and casts a ring of fire around himself. Attack
Ganon with your sword from the other side of the fire ring, then back off after
a while (the fireballs will sweep out in a big circle). Dodge quickly when the
gravitating fireballs turn into blazing bats.
Ganon stomps onto the ground, causing the outer rim of tiles to fall away and
create a hole. Don't fall in or you will have to restart the entire battle. As
Ganon jumps, he creates fireballs around him which spiral out and expand, so
avoid these if possible. It's admittedly difficult since you're sometimes
stunned by his stomps. Remember to strike with the sword whenever possible.
When Ganon engulfs the room in darkness, use the Fire Rod to light the two
torches in the room and make Ganon visible. Hit Ganon with your sword to turn
him blue, which makes him vulnerable to a Silver Arrow. (Remember, while he is
invisible, he will teleport alternately to the north and south of the room to
shoot a fire bat at you.) Four true shots with the Silver Arrow will kill
Ganon for good.
Congratulations, Hero! Behind the passage is what you have been journeying for!
It will serve as the ultimate reward for your hard efforts and it is the key to
restoring peace. Hyrule owes its gratitude to you; Ganon is no more.
A. Pieces of Heart B. Items C. Equipment
D. Upgrades E. Dark World Portals F. Zora's Whirlpools
G. Fairy Fountains H. Hyrule Mysteries I. SNES/GBA Changes
The Legend of Zelda: A Link to the Past has many weapons, items, and upgrades
for you to find as you journey through Hyrule.
A. PIECES OF HEART
For every four Pieces of Heart you find, you will earn another Heart Container
on your life guage. There are 24 Pieces of Heart in Hyrule, meaning an extra
six Heart Containers for you.
1. Kakariko Village At the very northeast of the village there is a cave
which leads to some unreachable treasures on a high ledge.
To get to the goodies, go outside and hop into the square
grey hole from the ledge above. You'll be able to reach
the chests, which contain 3 bombs and 60 Rupees. Place a
bomb next to the cracked wall near the chests and claim
the Piece of Heart behind it.
2. Kakariko Village In Blind's house, which is the stone, grass-roofed house
towards the north of town, there is a cracked wall in the
basement. Blow it up to find a Piece of Heart.
3. Kakariko Village One "screen" south of the village you can find a long red
house. The brothers are quarreling and have sealed the
house in half, but you can blow your way to the other side
with a bomb on the left inside wall. Go out the new door
and the woman will challenge you to a race through her
garden. When you run for the goal, cut the first row of
bushes and head north. Run to the left and cut three more
bushes, then run to the signpost. You can jump over the
fence to the south of the signpost and make it to the goal
well under the 15-second limit.
4. Southern Swamp Pull the right-hand lever in the shrine in the swamp to
drain the water outside, revealing a Piece of Heart.
5. Desert of Mystery Towards the northeast of the desert you will find a cave
in the wall. Inside is a man who tells you about the Book
of Mudora. In the same room as him is a weak section of
the southern wall. Behind it is a Piece of Heart.
6. Desert of Mystery Take the southwest exit from the Desert Palace to end up
on a high cliff ledge with a Piece of Heart.
7. Zora's Waterfall Swim south of the big Zora and jump down one waterfall,
then follow the shallow path to the left. You will find a
Piece of Heart up on this high ledge.
8. Sanctuary The group of five rocks on the cliff just west of the
Sanctuary conceals a Piece of Heart. Break the rocks with
your Pegasus Shoes.
9. Death Mountain West Climb up the very long ladder next to the cave that takes
you back to Kakariko and look for spots off the south
cliff wall where you can jump from. Stand with your back
facing the cave and jump from the west side of the dark
portion of the wall. You'll be led upstairs to a Piece of
10. Death Mountain West After transferring to the Dark World from the portal on
Death Mountain West, use the Mirror to return to the high
cliff in the Light World near the Tower of Hera. It has a
Piece of Heart atop it.
11. Lost Woods There is a 3x3 square of bushes in the Lost Woods, near
the Thieves' Hideout. Chop the central one to reveal the
entrance to a Piece of Heart.
12. Pyramid of Power From the top, climb down two sets of staircases and jump
off the east. You'll see a Piece of Heart on the wall.
13. Haunted Grove There is a ring of purple bushes just south of the grove.
Stand in the ring and transfer to the Light World to
appear next to a cave on a cliff. Inside is the prize.
14. Ghost Ruins The ladder towards the north leads to a ledge. Transfer to
the Light World to appear in front of a high cave.
15. Foot of the Mt. In the Dark World, there is a single cave where the Sanc-
tuary stands in the Light World. Proceed west along the
road until you reach a sign that says, "This Way -> Cave."
North of the sign is a cave in the foot of Death Mountain.
Go through the cave, using your Magic Cape to get past the
blue bumper, to find a Piece of Heart outside.
16. Lumberjacks' House After Agahnim is defeated for the first time, return to
the Lumberjacks' House and find a tree (the one they were
cutting) with light green leaves. Dash into it with the
Pegasus Shoes to reveal an underground tunnel.
17. Village of Outcasts Play the Game of Chance; the odds are 1:8 to get a Piece.
18. Village of Outcasts Where the Smithy stands in the Light World, pound every
purple stake with the Magic Hammer to reveal a cave.
19. Village of Outcasts In the Treasure Field game just south of the village, you
can find a Piece of Heart if you're lucky.
20. Lake of Evil A large circle of stones in the west waters of the lake
will lead you to a Piece of Heart in the Light World if
you use your Magic Mirror there.
21. Swamp of Evil In the northern waters of the Swamp are two caves which
actually resemble faces. Go into the northwest one to find
two chests. Move the blocks to get access to the chests;
one has Rupees while the other has a Piece of Heart.
22. Swamp of Evil At the very northeast corner of the swamp is a circular
niche. Use the Magic Mirror to appear next to a flat slab
in the Light World with a hidden cave underneath.
23. Death Mountain East At the summit of the mountain in the Dark World, west of
Turtle Rock, is a square rock slab which reveals a hidden
cave. Underground, there is a wide gap to the north bet-
ween you and the door. The Ether magic will light up the
route. Take the west route from there (bomb the wall) and
head south out of the cave. Then use the Magic Mirror.
24. Turtle Rock When you go down to B1F, proceed through the dungeon until
you get the Big Key and are about to end up on a high
ledge outside. This is just before you get the Mirror
Shield. When you are outside, stand in front of the east
cave and use the Magic Mirror to transfer to a cave in
the Light World. Kill the enemies to get to the Piece.
B. ITEMS -- A BUTTON
BOW & ARROWS
Fire an arrow from your bow to attack enemies or hit distant objects. The
arrows will damage most enemies, except the few who are heavily armored,
and is accurate although slow. The standard arrows come with the bow, but
the Silver Arrows, which are given to you by a Great Fairy, are stronger.
Location (Bow): East Palace, main treasure
Location (Silver Arrows): Pyramid of Power, Mysterious Pond
The classic boomerang can be thrown directly in front of you and it will
always come back. It is not as powerful as the bow & Arrows, and will
paralyze most enemies rather than damage them. It can also hit distant
objects like crystal switches and bring distant objects to you (like Rup-
ees, hearts, Bombs, and the like). The magical boomerang flies farther
and faster than the original.
Location (Boomerang): Hyrule Castle, chest in B1F
Location (Magical Boomerang): Zora's Waterfall Area, Mysterious Pond
The Hookshot serves as a grappling hook and will pull you to any object
to which it sticks. The Hookshot can stick to rocks, jars, and skulls;
fire the Hookshot at one of these objects and you will be pulled to it,
over any gap between you and the object you hooked. The Hookshot also
functions as a weak weapon.
Location: Swamp Palace, main treasure
Place a bomb on the floor to start it ticking; once the bomb flashes,
it's about to explode. Bombs are most useful for breaking open new
passages in hollow walls or weak floors; look for cracks to know where
a bomb might come in handy. They can also damage enemies and activate
crystal switches. Set a bomb with A, then pick it up with R if you
want to throw it over a pit or short wall.
Sprinkle Magic Powder onto an underground altar in Kakariko Village to
upgrade your magic power. That is its only useful purpose, although it
can have strange effects on some enemies and can also break jars. It is
made by a witch at the Magic Shop when you give her a Mushroom. The
Magic Powder consumes a bit of magic power when you sprinkle it.
Location (Magic Powder): Magic Shop
Location (Mushroom): Lost Woods
The Fire Rod unleashes a magical fiery blast straight ahead, and is use-
ful for lighting distant lanterns. The Fire Rod is particularly helpful
against cold enemies like the ones in the Ice Palace, although it can be
used against any foe. Just be aware that it uses magic with each blast.
Location: Skull Woods, main treasure
At the opposite end of the spectrum to the Fire Rod, the Ice Rod will
release slow-moving icy blasts straight ahead. It is purely a weapon of
attack, meant to damage enemies and actually freeze most of them. Smash
a frozen enemy with your Magic Hammer to often receive Magic Decanters.
Location: Lake Hylia, northeast cave
Bombos is one of three medallions that allow you to cast magic spells.
Bombos will create a massive explosion in the area, incinerating most
enemies and destroying them with a single cast of the spell. It is the
best spell for attacking enemies.
Location: Desert of Mystery, monolithe (use the Magic Mirror in the Dark
World to transfer to a high cliff, then read the monolithe with
the Book of Mudora)
Casting Ether will freeze the air around you to heart-stoppingly cold
temperatures, often encasing enemies in ice or damaging them at the very
least. It is not as reliable as the Bombos spell since it does not affect
all enemies (i.e. cold ones).
Location: Death Mountain, west of Tower of Hera
The Quake spell sends shockwaves coursing through the earth, causing
damage to all grounded foes. While the Quake spell is useless against flying
enemies, it will devastate enemies on the ground, often paralyzing them.
Location: Lake of Ill Omen, circle of stones (toss an object in)
Use the Lamp to light small white lanterns which can illuminate dark areas;
lighting all the lanterns in a room in a dungeon can also produce strange
effects. Stand next to a lantern and press A so the flame will touch the
lantern. Each burst of fire uses a small bit of magic. Also, the Lamp will
automatically make a small cone of light appear around you in dark rooms
(whether or not it is equipped) in case you can't find any lanterns.
Location: Your House
The Magic Hammer can pound stakes (some stakes are in the form of mole-
like creatures) into the ground to clear your path. Its megaton might can
also shake the earth to overturn some enemies, and can also be used as a
close-range weapon. Freeze an enemy with the Ice Rod and hit it with the
Magic Hammer and you will probably get a Magic Decanter.
Location: Dark Palace, main treasure
Once you find the Flute, you can play it in the Light World to summon a
Cucco to fly you to several key points in the overworld. Play the flute in
front of the weathercock in Kakariko Village to release the bird, then sum-
mon the Cucco whenever you want to warp in the Light World only.
Location: Mysterious Grove, buried (get the Shovel, see below, and dig in the
Use the Bug-Catching net to catch bugs (i.e. the Bees and the occasional
Gold Bees you find flying in the overworld), but also to catch fairies. The
net will transfer a captured object to an empty bottle when you catch one.
Also, these are not the only things you can catch with the net.
Location: Kakariko Village, Bug-Catching Kid's House
BOOK OF MUDORA
The Book of Mudora contains text written in the ancient language of the
Hylia, and it also includes the verses in modern tongue. It therefore lets
you translate the different inscriptions written in Hylia (such as on the
Master Sword's pedestal) into understandable verse.
Location: Kakariko Village, House of Books (dash into shelf with Pegasus Shoes)
Use the shovel to dig in the ground in the Hyrule overworld. You will some-
times come across buried treasure; nothing valuable, though, besides hearts
or a few Rupees. Its most important use is to uncover the buried Flute in
the Mysterious Grove, aside from the occasional spot in the overworld rich
Location: Haunted Grove (the creature will give it to you to dig for the Flute)
CANE OF SOMARIA
Swing the Cane of Somaria to magically create a heavy block that you can
push around or pick up and throw. Its primary purpose is to weigh down
switches when there is nothing else nearby, but you can also swing the Cane
again to make the block burst into four flames which shoot in a "+" traj-
ectory to attack enemies. Each block made uses a bit of magic power.
Location: Misery Mire, main treasure
CANE OF BYRNA
Swing the Cane of Byrna to create a protective magical barrier around you.
Not only will this shield of light protect you from all harm, but it will
also damage weak enemies that you touch with the shield activated. Swing the
cane again to deactivate the shield, since it consumes magic steadily as you
Location: Death Mountain, cave beneath first portal (with the Magic Hammer and
Magic Cape, go to the portal near the Tower of Hera, transfer to the
Dark World, and jump down)
Put on the Magic Cape to turn invisible. The Magic Cape will protec you from
all harm and will also let you pass through some solid objects, including
enemies and blue bumpers. It consumes magic steadily as it is used, so take
the Cape off when you're done by pressing A.
Location: Graveyard, northeast grave (pull up the stones with the Titan'######
and dash into it with the Pegasus Shoes)
The Magic Mirror will take you from the Dark World to the Light World, and
you can be at any point in the world to use it. It is the only way to return
to the Light World, and depending on the point in the Dark World where you
use it, you can end up on an otherwise unreachable cliff or ledge in the
Light World (the terrain between the two worlds varies slightly). When you
return to the Light World, you will leave behind a white portal which will
take you back to the Dark World, saving you from having to look for a normal
Location: Death Mountain, given to you by the old man
You can store items inside empty Bottles for later use. You can fill your
bottles by buying potions or other items from shops, or you can use the Bug-
Catching Net to ensnare your own catch and keep it in a bottle until you
need it. There are four Bottles in Hyrule.
Location: Kakariko Village, for sale for 100 Rupees from the snake charmer
Location: Kakariko Village, tavern (enter the back door)
Location: East Prairies, under the bridge (in the waters of Lake Hylia, swim
along the northeast road and head under the bridge which is near
Location: Village of Outcasts, lone house where Smithy is in Light World (find
a locked purple chest and take it to the thief at the entrance of the
Desert of Mystery in the Light World so he will unlock it)
The red potion that you can buy from most shops in Hyrule will completely
heal your life energy. Throw back some of the red stuff when you are low on
health, and it is particularly useful during boss fights or long dungeons
Location: Various Shops
The green potion which completely restores your magic energy is not as com-
mon as the Life Medicine. It is the cheapest of the medicines, and it is for
sale at the Magic Shop. You can also get it for free by throwing a bottle
into a Mysterious Pond. The Magic Medicine becomes invaluable later in the
game, when you need to perform plenty of magic spells in the later dungeons.
Location: Magic Shop, Mysterious Ponds (near Zora's Waterfall and in Pyramid)
The most potent potion, the blue Cure-All Medicine, can heal your life and
magic power with one dose. It is the most expensive and the rarest of the
potions, for sale only at the Magic Shop. When you reach Level 5 in the Dark
World, it is wise to bring at least one bottle of Cure-All Medicine into
Location: Magic Shop
A fairy will revive you if you die, healing seven of your hearts and in-
stantly bringing you back into action. Although they are not as potent as
the Life Medicine, they are always reliable and act as "second chances."
You can, of course, release a fairy before you die; touch it to restore
Normally, when you encounter a bee in the wild, it will attack you and in-
flict minor pain. However, you can catch or buy Bees and put them in a
bottle; release the bee and it will attack nearby enemies. It is not some-
thing you should rely on, as the Bees are fairly weak, but they can distract
enemies so you can mosy on by.
The Golden Bee differs from the regular bee in that it will attack multiple
enemies and it can be re-caught for use later. There are only two places
where you can find a Golden Bee, but they are very advantaegous to the
Location: Lake Hylia, icy cave (dash into the fairy statue in the cave to the
east of the cave where you find the Ice Rod)
Insect Shop, Village of Outcasts (catch a Golden Bee at Lake Hylia
and show it to the owner so he will start selling them)
Your initial sword belonged to your uncle, and he passes it on to you so
you will be armed for your quest. The Fighter's Sword does enough damage to
kill fairly weak enemies without a struggle, and like all your swords, can
be used to unleash a spin attack.
Location: Hyrule Castle, B1F (given to you by your uncle)
The Master Sword is not only stronger than your Fighter's Sword, but it has
magical properties. It can fire lasers from the blade when you are at full
health (but the lasers themselves are weaker than the blade) and it is the
only weapon that can deflect Agahnim'#######.
Location: The Lost Woods, pedestal in the meadow (requires three pendants)
As strange as it sounds, the almighty Master Sword can be upgraded to an
even stronger weapon by two professional swordsmiths. They will hone the
blade to hair-splitting sharpness so it will be stronger than it was before.
The sword will be bronzed as well.
Location: Kakariko Village, Smithy (with the Titan'######, get the dwarf just
south of the Village of Outcasts and bring him to the Smithy)
Physical upgrades are fine, but nothing can surpass magical strengths im-
posed on your blade. The Golden Sword is the strongest sword you will find,
often killing enemies in a single hit. It is the only weapon strong enough
to be effective against Ganon.
Location: Pyramid of Power, Mysterious Pond (after Level 6, the Bomb Shop will
sell Super Bombs. Bring one to the crack in the Pyramid of Power and
toss the Tempered Sword into the pond when you blow open the wall)
Your uncle's shield is able to block simple projectiles such as rocks and
arrows. Face the item you want to block and your shield will defend you
automatically. No shield can protect you against short-range attacks (like
swords), but this one works well against most physical long-range ones.
Location: Hyrule Castle, B1F (given to you by your uncle)
The Red Shield can block small fireballs like the ones expelled by Zoras and
the devices in the dungeons. It is very useful in the Dark World dungeons as
there are many objects that shoot fire.
Location: Mysterious Pond (near Zora's Waterfall, toss in your old shield)
The strongest of the shields you will find, the Mirror Shield can defend you
against the large, powerful fireballs that some enemies shoot. It can also
defend you against lasers, such as the ones found in Turtle Rock. There are
few things that the Red Shield can't block, but the Mirror Shield can block
almost any long-range attack.
Location: Turtle Rock, main treasure
Your initial clothing provides minimal protection from enemy attacks, and
it will suffice for nearly half of your adventure until you find a more
suitable replacement. You begin equipped with the Green Mail.
Location: You begin with this
A stronger replacement for your Green Mail, the Blue Mail provides twice
as much protection from most enemy attacks. Once you have the Blue Mail,
you may depend less upon medicine and Fairies because of the defense in-
crease, but caution is still paramount.
Location: Ice Palace, main treasure
The strongest of the armor you'll find, the Red Mail provides twice as
much defense as the Blue Mail and four times as much as the Green Mail.
By the time you receive this, you will have passed such strong enemies
while wearing the Blue Mail that you will wonder how you ever managed
Location: Ganon's Tower, main treasure
Hold R to dash with the Pegasus Shoes! While you're running, you will do a
dash attack, meaning you will run enemies through with your sword. Dashing
into objects, including the large clumps of five rocks that you sometimes
encounter, may break them or cause something to happen.
Location: Eastern Prairies, gift from Sahasrahla
The Power Glove allows you to lift big grey stones that you were previously
unable to budge. You can lift, carry, and throw (preferably at enemies) the
smaller grey rocks; you can also lift up the huge flat gray slabs which
often have hidden cave entrances underneath.
Location: Desert Palace, main treasure
The golden Titan'###### is a stronger version of the Power Glove. While the
Power Glove lets you lift grey rocks, the Titan'###### lets you lift black
ones (both smaller rocks and the huge flat slabs). The black rocks are so
dense that only the Titan'###### can budge them.
Location: Thieves' Town, main treasure
Although you are a courageous Hero and responsible for the fate of Hyrule,
you cannot swim unless you buy the flippers first. When you wear the flip-
pers, you can swim in deep water. Press R to swim faster, and press B to
dive for a brief moment to dodge enemy attacks.
Location: Zora's Waterfall (northeast Hyrule; big Zora sells for 500 Rupees)
Normally, the other realm corrupts the body of all who enter it; in your
case, it turns you into a helpless bunny. Find the Moon Pearl to override
the strange power and resume your human, fighting form whenever you are in
the Dark World. However, concentrated yellow energy lurks in Dark World
dungeons and it is just too much for the Moon Pearl; those will still
briefly turn you into a bunny.
Location: Mountain Tower, main treasure
D. UPGRADES--SWORD, SHIELD, BOOMERANG, ARROWS/BOMBS, MAGIC POWER
#1: After completing Thieves' Town, Level 4 in the Dark World, take head to
the southern part of the Village of Outcasts, near the Shooting Gallery. You
will find a frog behind a group of black skulls; lift a skull and rescue the
frog. Return to the Light World with him and you'll realize he is the miss-
ing dwarf from the Kakariko Smithy. Bring him to the Smithy and the pair of
swordsmiths will offer to temper your Master Sword for 10 Rupees. It will
take a short while, but you'll have your Tempered Sword in no time.
#2: After completing Misery Mire, Level 6 in the Dark World, go to the Bomb
Shop to find a new Super Bomb for sale for 100 Rupees. Buy the big bomb and
take it to the Pyramid of Power. You should see a cracked brown wall a short
way up the pyramid. Set the Super Bomb there to reveal the entrance to a
Mysterious Pond, where a Great Fairy will magically enhance your Tempered
Sword to the Golden Sword. Toss in your Tempered Sword to get the upgrade.
To the northeast of Hyrule, near the Magic Shop, is Zora's Waterfall. Very
close to the entrance to Zora's Waterfall is a smaller waterfall which you
can swim behind. There is a Mysterious Pond inside where a Great Fairy will
upgrade your Fighter's Shield if you toss it into the water. She will give
you the Red Shield in return.
As for the Mirror Shield, it is the main treasure in Turtle Rock.
To the northeast of Hyrule, near the Magic Shop, is Zora's Waterfall. Very
close to the entrance to Zora's Waterfall is a smaller waterfall which you
can swim behind. There is a Mysterious Pond inside where a Great Fairy will
upgrade your boomerang if you toss it into the water. She will give you the
magical boomerang in return.
After completing Misery Mire, Level 6 in the Dark World, go to the Bomb
Shop to find a new Super Bomb for sale for 100 Rupees. Buy the big bomb and
take it to the Pyramid of Power. You should see a cracked brown wall a short
way up the pyramid. Set the Super Bomb there to reveal the entrance to a
Mysterious Pond, where a Great Fairy will magically enhance your arrows to
the Silver Arrows. Toss in your bow to get the upgrade.
ARROW/BOMB CARRYING CAPACITY INCREASE
In the center of Lake Hylia, there is an island with a cave that leads to
the Pond of Happiness. You will need the flippers to get to it. Here you can
toss in Rupees to make you "happy"; every time you toss in 100 Rupees, the
Great Fairy will offer to upgrade either your bomb- or arrow-carrying
capacity by 5. You can carry up to 50 bombs and 70 arrows; it will cost you
1400 Rupees to achieve the maximum for both.
MAGIC POWER INCREASE
Once you have the Magic Powder and the Magic Hammer, go to the Smithy in
Kakariko Village, where you will find a stake in front of the house. Pound
the stake and jump off the ledge into the square hole. There you will find
an underground altar. Sprinkle Magic Powder onto it to awaken a spirit who
will try to curse your magic power, but it will backfire and you will get
twice as much.
E. DARK WORLD PORTALS
There are nine blue portals in the Light World which will transfer you to the
alternative realm, the Dark World. These are listed in no particular order.
1. Death Mountain West
Near the Tower of Hera; climb up the long ladder on the mountain and
2. Death Mountain East (requires Titan'######)
Cross the broken bridge that connects west Death Mountain to east Death
Mountain, then look for a dark black rock to the southwest.
3. Death Mountain East (requires Titan'######, Magic Hammer)
Climb up to Death Mountain's summit and proceed to the northeast. On top
of a big rock there are three stakes; pound them in this order: east,
north, and west. It is the only way to reach levels 7 and 8.
4. Hyrule Castle
Once you have smited Agahnim for the first time, the arch above Hyrule
Castle's bridge will have a long portal under it. In other words, you can-
not cross under the arch without transferring to the Dark World.
5. Southern Swamp (requires Magic Hammer)
In the northeast corner there are some stakes and white statues. Pound the
stakes and lift the rock behind the statues.
6. Lake Hylia (requires Titan'######)
The central island, which is home to the Pond of Happiness, has a portal
under a black rock. It is the only way to access the Ice Palace.
7. Desert of Mystery (requires Flute, Titan'######)
Play the Flute and have the Cucco drop you off at the desert. You will land
on a high cliff where a portal rests under a black rock. It is the only way
to access the Swamp of Evil.
8. Kakariko Village (requires Magic Hammer, Titan'######)
To the north of the village are two paths leading to the Lost Woods. The
eastern path has a white rock behind a large black slab and some stakes.
Under the white rock is a portal.
9. Eastern Prairies (requires Magic Hammer)
Southeast of the maze, past the yellow trees and towards the south, is a
white rock surrounded by stakes (it is in front of a cave). Under the rock
is a portal.
F. ZORA'S WHIRLPOOLS
Throughout Hyrule there are some whirlpools in the overworld water that will
warp you to another body of water. Once you get the flippers, you can take
advantage of these shortcuts.
1. <--> 1.
South of the Mysterious Pond South of the center island.
where your boomerang and
shield are upgraded.
2. <--> 2.
In the waters between the Northwest corner, near the white
Magic Shop and the cemetery. statues.
3. <--> 3.
Follow the road west of the The northeast waterway which leads
Sanctuary until you see a to the shores (i.e. the water
pool of water to the north. which leads to the Ice Rod cave)
1. <--> 1.
In the waters between the Waters leading to the northeast
Ghost Ruins and the shop shores
near the Lake of Ill Omen.
(Same as #2 in Light World) (Same as #2 in the Light World)
G. FAIRY FOUNTAINS
There are several majestic pools of water, often hidden from ordinary people,
in Hyrule. Some, the regular Fairy Fountains, contain small Fairies that you
can catch with your Bug-Catching Net. Others contain larger Great Fairies who
will cure you of all your wounds.
1. Eastern Prairies East past the yellow trees (near the "entrance" to the
"maze"), and then south, is a cave with a Fairy Fountain.
2. Your House To the northwest of your house, you will find a clump of
five rocks. Bash into these with your Pegasus Shoes to
break them and uncover an underground Fairy Fountain.
3. Lake Hylia The shores to the northeast has an icy cave. The obvious
entrance has a hollow wall inside, concealing a fountain.
4. Death Mountain West There is a cave close to the blue portal (the one that
takes you to the Tower of Hera). Inside the cave, jump
into the hole.
5. Bomb Shop To the northwest of the Bomb Shop, next to the trees,
you'll find a clump of five rocks which covers an under-
ground Fairy Fountain, exactly where it is in the Light
6. Lumberjacks' House The tree which the lumberjacks cut will be abandoned when
you smite Agahnim for the first time. Dash into it with
the Pegasus Shoes to reveal the entrance to a cave.
7. Death Mountain East There are two caves side-by-side at the base of the
mountain. In the western one, use the Hookshot to pull
yourself across the gap to some fairies.
8. Dth Mtn East (Dark) At the summit of the mountain, west of Turtle Rock, is a
large white square slab which hides an underground cave.
Use Ether to see the invisible path to the north, then
bomb the walls to the west and then north.
GREAT FAIRY FOUNTAINS
1. Eastern Prairies The large stone drawbridge to the east of your house leads
to the Eastern Prairies. If you cross the bridge, then
head to the east, you will find a Great Fairy fountain in
2. Southern Swamp The wall to the east (towards the northeast corner) is
hollow and conceals a Great Fairy Fountain.
3. Desert of Mystery On the road from the swamp to the desert is a very obvious
cave with a Fairy Fountain.
4. East of Cemetery To the east of the cemetery is a cave with nothing in it
but a sealed door. If you cut a nearby bush outside, you
can fall into a secret hole to find a Great Fairy Fountain
and you will emerge from the sealed door.
5. Dth Mtn West (Dark) Head to the very southwest corner of Death Mountain West
in the Dark World. It is easiest to use the first portal
you found on the mountain. Jump down and head to the
southwest to find a Great Fairy's cave.
6. Eastern Wastelands Just before you turn north to enter this great maze, head
to the east and you will see a nearby cave with a Great
7. Lake of Evil The northeast shores have a hollow wall next to a cave.
Behind it is a Great Fairy Fountain.
8. Swamp of Evil Northeast of the entrance to the Misery Mire is a face-
shaped cave with a Great Fairy Fountain inside.
9. Dth Mtn East (Dark) At the summit of the mountain, west of Turtle Rock, is a
large white square slab which hides an underground cave.
Use Ether to see the invisible path to the north, then
bomb the wall to the north.
H. HYRULE MYSTERIES
1. In Kakariko Village, there are some houses with a picture of Mario. If you
pull on these pictures, you may be able to yank some Rupees out from them.
2. If you decide to attack a helpless chicken, it will squeal and run away.
Keep harassing the bird and soon it will summon a flock of chickens to
retaliate; they'll start pecking at you until you get the message.
3. In Kakariko Village, there is one house with a chicken underneath a pot.
Sprinkle Magic Powder on the chicken and it will turn into a human.
4. Drain the water from the Southern Swamp by pulling the lever in the shrine.
Outside, the fish will start flopping in the shallow water. Carry a fish to
a pool of deep water; throw it in and it will thank you with 20 Rupees.
5. Catch a bee and take it to the snake charmer in Kakariko who sells you the
bottle. He'll buy it for some money.
6. Dash into a tree with the Pegasus Shoes and sometimes items will fall out.
Occasionally you'll get apples which act like recovery hearts.
7. Sprinkle Magic Powder onto a green electrified cactus that you sometimes
find in the Light World, and it will turn into a creature that you can talk
to if you don't get close enough to be shocked. You can also sprinkle Magic
Powder on other enemies or use the Quake Medallion for strange effects.
I. SNES/GBA CHANGES
The Super Nintendo Entertainment System was the console to originally get The
Legend of Zelda: A Link to the Past. When the game was brought to the Game Boy
Advance, there were some subtle changes. These are the most important ones.
1. CONTINUE ANYWHERE
In the SNES version, you had to quit the game when you saved; you would then
restart in either Link's House, the Sanctuary, or the old man's cave on
Death Mountain (you would choose), or the Pyramid of Power in the Dark
World. Now you can continue from the last place you visited, and you can
still choose from one of the above (except the mountain cave).
2. DEATHS ONLY
In the SNES version, the game kept track of your total deaths as well as
game saves, combining the number into one score. In the GBA version, you're
granted more leeway since only deaths are counted.
3. WITCH'S ASSISTANT
In the SNES version, the assistant to the witch in the Magic Shop was an old
hag. Here she looks like Maple from The Legend of Zelda: Oracle of Seasons/
Oracle of Ages for the Game Boy Color.
4. BREAKING POTS AND SKULLS
You can use your arrows and strong swords to break pots, skulls, and signs.
Even your Boomerang can break some things. In the SNES version, they could
5. ICE PALACE CHANGE
The Ice Palace had an extremely challenging puzzle in the basement floors
which involved a crystal switch and strategic placement of blocks. In the
GBA version, that puzzle is much simpler.
6. MAGIC REFILL
Whenever you get an item that consumes magic, like the lamp or Cane of
Byrna, your magic meter is refilled. It wasn't so in the SNES version. This
is particularly helpful when you get the Cane of Byrna because you need
magic to retreat over the long spiked pathway; in the SNES version, you had
to rely on Magic Medicine.
7. CHRIS HOULIHAN ROOM
The SNES version had a top-secret room which could be accessed by quickly
running from the Sanctuary to the first grass you pulled up to sneak into
the basement of Hyrule Castle (and meet your uncle). The room would be
different and would have lots of Rupees for you to collect. There is no such
room in the GBA version.
/ \ / \
/\ /\ /\ /\
/ \ / \ PART II / \ / \
/____\/____\ ********************************* /____\/____\
THE LEGEND OF ZELDA: FOUR SWORDS
The Three Epics
Dungeons That Change Every Time You Play
Medals of Courage
Chambers of Insight
1. Sea of Trees
2. Talus Cave
3. Death Mountain
4. Vaati's Palace
Because the areas in Four Swords are different every time you play, this guide
features examples of settings you can encounter in each area. They are not
covered in exhaustive detail, since there is not a suggested path for your
party to follow. The main goals and objectives for each example are covered,
and to recognize whether your setting or part is covered in this guide, look
for descriptions about the starting areas among the examples provided here.
To understand the difference between a setting and a part, please refer to
"DUNGEONS THAT CHANGE EVERY TIME YOU PLAY."
THE THREE EPICS
The Legend of Zelda: Four Swords can be thought of as three epics. In each
epic, you try to collect keys from each of the three main areas to unlock
Vaati's sky palace. However, the latter epics are more difficult and there are
fewer people with which you can play them. Remember that you will need at least
one other hero to partner up with in order to play Four Swords.
FIRST EPIC: You can play with heroes of any key level.
Each player will earn a Silver Key in a stage if the team collects 1000
Rupees in that stage.
SECOND EPIC: You can play only with heroes with three Silver or Gold Keys.
Each player will earn a Gold Key in a stage if the team collects 3000 Rupees
in that stage.
FINAL EPIC: You can play this epic only with heroes with three Gold Keys.
Each player will earn a Hero's Key in a stage if the team collects 5000
Rupees in that stage.
The Epic you are playing is determined by the keys your party owns. For
instance, if three people have Hero's Keys and one player has no keys, you
will all play the first Epic. Each of you will be rewarded Silver Keys,
although three of you will have no use for them.
To truly destroy the Wind Mage, you will have to reach his palace in the Final
Epic when you have collected the Hero's Keys. You will also receive a unique
ending for each epic.
DUNGEONS THAT CHANGE EVERY TIME YOU PLAY
The main areas in Four Swords (Sea of Trees, Talus Cave, Death Mountain, and
Vaati's Palace) are not the same each time you play them. The dungeons are all
randomly generated, and this means that a "setting" is randomly chosen and, if
necessary, a "part" is randomly chosen and placed into the setting.
SETTING: A "setting" is the main backdrop of the dungeon, which will determine
the terrain of the dungeon and often what puzzles to solve. However, although
some settings are complete unto themselves, most have a random "part" inserted
into them as well.
PART: A "part" is usually a maze, set of puzzles, or a challenge that is fitted
into most settings. Often times, it comprises the heart of the setting; the most
important puzzles or treasure are often in the parts.
For example, a setting in the Sea of Trees might be some overgrown hills, and
if you visualize a map of the overgrown hills, there will be a large blank spot
in the center. This is where the game inserts a random part, with some specific
challenges for you to conquer. This means that even if you manage to get the
overgrown hills area twice, the part will be different from the last time (i.e.
the setting/part combo will be unique).
Finally, each dungeon setup works like this:
Setting/Part Combo 1 --> Setting/Part Combo 2 --> Boss --> Key Reward
(if enough Rupees)
So you have to go through two setting/part combos before fighting the boss. You
know when you're finished a setting/part combo when you see a Heart Container
surrounded by circular warp tiles. Each player must stand on a warp tile to
exit that area and move on. However, if you're the first one, make sure you nab
the Heart Container! You will be one heart ahead of the team in the next place.
However, when you collect the keys, the number of hearts you have always reset
to their initial six.
MEDALS OF COURAGE
All Rupees collected by the team while they explore an area are put into the
same wallet. Therefore, it's a cooperative effort to collect enough Rupees to
earn the keys after defeating the boss (1000, 3000, or 5000 in total, depending
on the epic you're playing).
However, players also receive individual credit for collecting the most Rupees
before the boss is defeated. After you defeat any stage boss, team players will
be ranked based on the number of Rupees they found. The player with the highest
Rupee count will receive a Medal of Courage. Not only do the medals tell you
how good of a hero you truly are, you will be able to embark on the Riddle
Quest in A Link to the Past once you collect ten. So keep your medal count high
to earn yourself respect.
CHAMBERS OF INSIGHT
The Chambers of Insight serve as a training ground for new adventurers to Four
Swords. The Chambers of Insight contain nine chambers which test your basic
skills as well as how to use each of your items. The lessons will be different
depending on how many players are in your team.
PRACTICE CHAMBER 1
Among the lessons you'll learn here are the fact that you can use your swords
to whittle a wall into nothing, allowing you to pass, and that some floors
allow only heroes with the same color clothing to tread on them. If you see
green tiles above a hole, for instance, only the player who wears the green
tunic can walk on them.
PRACTICE CHAMBER 2
In this chamber, you will sometimes see huge boulders that can only be lifted
with all of your team members. There are enemies here which also require
teamwork to be killed easily. If you see an unlit brazier, try having a team-
mate stand on either side and swing their swords. The sparks which issue from
the blades will ignite the torch.
BOW & ARROWS CHAMBER
When you see eye-shaped patches in the walls, shoot them with your bow and
arrows to activate a secret. You will have to shoot all the eye targets in a
room for the effect to occur. If you ever meet Armos statues, they are vul-
nerable to arrows when you shoot them in the eye. They are an example of foes
which are most easily killed with the arrow.
PEGASUS SHOES CHAMBER
The Pegasus Shoes not only allow you to do a dash attack, but they let you
dash up steep hills as well. If not all of your partners have the shoes, you
can get them to line up in front of the hill and dash into them to shove them
up in front of you. Also, if you meet a blue, gelatinous, square-shaped
obstacle, it can be popped with a dash from the shoes.
The boomerang is useful for attacking enemies on the other side of short
fences or for grabbing Rupees by throwing your boomerang at them. If you need
to target anything on the other side of an impasse or fence, try to throw the
Bombs will help you destroy weak walls, so if you see a crack in a wall (or if
you tap your sword against it and hear a hollow sound), make sure to set a
bomb down to blow it open and reveal a path. In this chamber, you will also
learn that you need all of your teammates to push huge blocks out of the way.
ROC'S CAPE CHAMBER
The Roc's Cape lets you soar onto floating ledges and to glide over gaps.
When you fly over pits, make sure you steer your landing correctly,
especially if you try to land on a moving platform. When you see wire
ceilings, there is likely to be a "flippable" gate in them. Use the Roc's
Cape to jump and flip the gate to get on top of the wire ceiling. If you want
to go down through a gate, jump and press B to do a sword plant onto it.
MAGNETIC GLOVE CHAMBER
When you're using the glove, remember that red is positive and blue is neg-
ative (for all objects in this chamber, not just your glove). Also remember
that likes repel and opposites attract. For instance, if you see a red box
with a "+" sign on it, it is positively charged. Use your negatively-charged
(blue) gloves to pull yourself over gaps and towards the blocks; use your red
gloves to push yourself away from the blocks. The gloves can even attract
objects behind walls, including your teammates. This means you can draw a
teammate over a gap while walking sideways from the other side of a wall.
(Also remember how to change the charge on your glove: it will switch from
positive to negative each time it's used.)
When you complete the other eight chambers, you can push the block in the
main room to access the final one. Everything that you learned in the other
chambers will be put to the test in a more extensive dungeon. You will also
encounter roving bombs that you must whack with your sword towards lit
torches; this will light them and make them explode.
SEA OF TREES
The tangled woodlands of the Sea of Trees offer so many variations of terr-
ifying traumas that only if you work as a team will you have a chance for
survival. Tree mazes choked with plant life and rail carts that require two
people to operate are some examples of what the Sea of Trees has in store.
In this area are gelatinous creatues that are red at the top and bottom with a
squishy green body. It is easiest to kill them if a teammate stands on either
side so the monster can be batted back and forth between their swords. It is
important to kill the mosnter quickly so it won't have time to regenerate.
Another enemy in the Sea of Trees is black with a single eye, and has a handle-
shaped ear on either side. Get a hero to pull on each of its ears, in opposite
directions, so you stretch the monster until its springy red body snaps.
1. THE RIVER AND THE HANDCART (WITH A RANDOM PART)
From the start, get the Roc's Capes across the bridge and use them to soar
over the raging rapids. You will have to fly over the river and walk around
the trees, then repeat this process until you have zig-zagged over the river
and reached the rail cart.
Get another player to join you on the handcart, then ride it through the
door and to the north. Take the treasure from the chests; if there are any
remaining players left behind, you will have to go back for them with the
cart one by one. When you're ready, ride the next rail cart south and to the
east, and don't forget to explore the top of the wall just to the south
(there is a flight of stairs nearby which leads up to it). On the rocky wall
are some treasures.
To the north of where the rail cart stops is where a random part is placed.
The warp chamber is locked by a door, so you will have to seek out a key.
2. OVERGROWN HILLS (WITH A RANDOM PART)
In this setting, you stand on some hills which overlook a clearing. Collect
the Pegasus Shoes so you can dash through lines of plants, so you can cut
a swath through the bushes as you run. Many essential items such as keys are
hidden in the plants.
From the start, take the Pegasus Shoes and explore the hilltops now. Don't
go down the ladders to the south; take your party and head to the northeast.
Move clockwise around the hills as you slash through the bushes to collect
important treasure. On the eastern side of the hills, you should see a wire
grating floor as you proceed south. Continue clockwise around the hills until
you have pilfered treasure from the southwest corner of this setting.
Head down the ladder and check out the area to the west. Explore this small
grove of trees by lifting up the huge rocks with the help of your partners.
After you've explored, go to the center of the clearing to challenge the
3. WOODLAND MAZE
No matter how many times you come into the woodland maze, you'll be dis-
oriented because the starting location changes each time. However, you can
think of the setting as a 4x4 grid of squares, with paths branching out in
four directions from each square unless it is at a side or corner of this
setting. The warp is always in the far northwest corner, and it's never
locked up. Since there are two chests in each "room" (30 chests total) and
very few obstacles that demand teamwork, you can just have a free-for-all
and collect the treasure before you warp.
1. SYLVAN DEMOLITION DERBY
Collect the Pegasus Shoes at the southwest corner, then dash up the steep
entrance wall (make sure you stand on the color floor that matches your
tunic, or you will fall). Have all players stand on the buttons around the
central pedestal, which will create a blue crystal and releases the spiky
enemies. Carry the crystal to another pedestal to gain access to the shields
at the northwest corner. Use the shields to block the spiky enemies' attacks
and turn them over, making them vulnerable to your sword. Killing all the
foes will open the passage out. Carry the crystal to the outside pedestal
to complete the challenge.
2. MONSTROUS FOREST ZOO
Have all players push the large block out of the way of the entrance. Once
inside the maze, all of you must stand on the big pressure plate to summon
the shields, and also to release the first wave of enemies. Pick up the
shields and kill the foes, then continue to the next room (past the grey
block). Proceed through the sections, stepping on the plates to release a
different kind of creature until all the enemies are destroyed. You'll be
rewarded with treasure chests.
3. WOODLAND RAILWAY
Grab the boomerangs near the handcarts, then throw them over the fence
against the switches to turn the tracks horizontally and complete the path
for the rail carts. Hop into the rail carts; each player in the cart must
press A in a coordinated manner to drive the cart forward. Once you pass
the first set of doors, use your boomerangs to grab the blue Rupees on the
side of the path and also to hit the next two switches. At the end, push
the large block and ride the next two cards south for some treasure.
4. FRANTIC BUMPER POND
All the players have to lift the huge boulder that blocks the entrance to
the pond. There's only one Roc's Cape here, but it won't help you in this
pond. Don't worry about who gets it. When you step on a tile, it will flip
you in a random direction and hopefully to one of the treasure chests to
the north. There are six chests up there.
5. EXTREME REBOUND SPORTS
Go up the stairs and over the wire walkway, then stand on the pressure
plate to open the upper passage and drop some small orange balls into the
grassy area. Walk over the wire floor and down the stairs, then follow the
path west and north to two chests. Fight over the treasure, then focus on
the orange balls. If you touch one, you will bounce off each other in opp-
osite directions. Swat in all the balls into the hole where the yellow
arrow points. When you score, you'll get lots of Rupees. When all the
balls are in, the path to some treasure chests will open.
THE SEA OF TREES BOSS
To kill this leafy leviathan, you must look for the fanged, whirling head which
matches your color tunic. Swipe at the head with your sword, and remember that
teamwork is required. You can't harm the head whose color does not match your
tunic. Soon the plant will display its vine handles. Have two players grab a
handle each and pull in opposite directions. (If these players get attacked by
the plant while they're pulling, they should let go and dodge the attack, then
grab the handle again and resume pulling.) When they pull far enough, the
colored blossom will appear in the middle. The players must strike the petals
which match their color tunics.
The icy confines of Talus Cave contain endless chasms, dark corners, and
puzzles that grow more frigid and devious each time you explore the cave's
depths. The cave has many labyrinthine twists, filled with icy surfaces. You
must take caution when slipping across thin bridges that span bottomless
chasms. Work as a team, or find yourself on ice.
Red spiky foes float in the underground rivers. When swimming in these areas,
press B to dive underwater and swim beneath the creatures. Remember that diving
underwater is also a good way to rack up Rupees.
The one-eyed goliath statues can be destroyed by firing an arrow from your bow
into its pupil. The monsters usually chase down one hero, so if one is on your
tail, you might be on your own to kill it.
1. MAMMOTH ICE CAVE (WITH A RANDOM PART)
The start of this setting is located to the far southwest. You can recognize
the setting by heading a few paces north and noticing a river with a strong
current to the east. That river will take you east and north, to a calm pool
of water. If you get out of the river on its outer edges, you can explore
the sidelines of the cave. If you get out of the river at its inner edges,
you can search for a few treasure chests as well as enter the random part of
this setting. Bombs are available for everyone: one pedestal is to the south
of this cave and three are on the central island, near the south and north
edges of the ice.
If you explore the sidelines, take time to check out the southeast. You can
blow up one of the walls even though it doesn't have a crack on it and slip
across the thin ice bridges behind it to a treasure chest. Check the north-
east of this room to find a locked door leading to the warp room. The key
for this door is in the random part in the center of this area. To the west
of that door though is a large block which you can push together and reveal
a horde of Rupees. Head west a few paces and then north to see another chest
behind some cracked blocks. More chests can be found along the far west
wall, along some narrow ice bridges.
2. ROCK COMPOUND (WITH A RANDOM PART)
The start of this setting is just north of the random part. Explore the part
to find a key that you will need to unlock the door to the southwest, which
allows you to enter the series of rooms that border the compound's south and
east sides. After unlocking the door, have each player pick up some bombs
and ride the moving platform.
Use your bombs to blast your way to some treasure chests as you head east.
Then continue east and have all players get off the platform and focus on
the cracked blocks behind the fence. Make sure to check under grass for
hidden switches; one will open the north door. Some players should toss
bombs into the fenced-off area wile the other races around to open the
When battling up the east side of this compound, push the massive block
until it moves no more, which will unlock the next chamber. Defeat the
enemies inside to enable the block to continue further north and open more
enemy chambers until you reach the final one. Having earned a key from your
troubles, you will be able to unlock the block up the stairs, then blast
your way to the warp zone.
3. GLACIAL ABYSS
The start of this setting is on a blue floor with pedestals of shields
waiting for everybody. Proceed west, avoiding the flames from the torches,
and open the door by stepping on the switches. In the next room, ride the
moving platform along the path bordered by the rocks until you reach a
big pressure plate for you all to stand on. When you reach the bows and
arrows, have everyone take a weapon and use it to shoot the eyes in the
The rest of the Glacial Abyss involves heroes using the Gnat Hat and enter-
ing different rooms via the small holes. Look for pressure plates that re-
quire all heroes to stand on and make sure you have the correct number of
people to in that room at once. Cut the grass to find treasure and switches,
and unlock the final door by stepping on the pressure plate.
1. RICH ROCK GARDEN
When you first enter the dungeon part, have all players stand on the switch-
es to reveal the crystal. When the crystal is placed on various pedestals,
Rupees and chests will appear. The grass that borders the side of this gar-
den should all be cut down to find any treasure or keys.
2. BLOCK PUZZLE
In the center of this puzzle is a staircase leading up to a platform with
nine spots for treasure chests. One is there already, and the other eight
must be made by pushing the blocks in this room onto marks in the floor that
match the size of the blocks. For instance, the largest block is found to
the east and has to be pushed into the southwest corner. The large central
block only has to be pushed east and west onto its two markings. The small
block to the northwest should be pushed counterclockwise around the small
rock onto its marking. The remaining two blocks to the southwest have to be
pushed onto four separate markings along the west side. Make sure to lift
they yellow boulders to clear your way and don't push blocks into corners
or you will have to reset the puzzle by leaving the room.
3. MAGNET CHASMS
To navigate through the chasms, the heroes need the Magnetic Gloves near
the entrance and use them to attract and drag other players across the
series of chasms. After you have all reached the north, toss the boulders
away and have one player throw another glove-wearing player onto the
platform. That player can attract the others using his magnetic glove. The
remaining portion of the area involves simply exploring a short set of
paths and lifting up a big boulder to find ten treasure chests in total.
4. BUMPER ABYSS
All heroes should take the bows and arrows at the beginning, then step on
the switch to summon a platform to ride across the chasms. Proceed south
and step on another pressure plate, then head west. Do not touch the blue
bumper blocks; as your platform rides through them, have players gather on
the sides of the platform away from the blue bumper or they will be thrown
into the chasm. Near the end, shoot the eyes with your arrows to proceed
to a final, fixed platform.
5. TEAM DEMOLITION
Open the door by stepping on the switches and notice the pedestals with
Gnat Hats and bombs just beyond the door, near a small hole. Have half
your team take the hats and the other half take the bombs. Those with the
Gnat Hats should go through the nearby hole and then become big again. Those
with the bombs must throw their explosives across the pit so their friends
catch them and toss them closer to the cracked blocks surrounding the chest
to the northeast.
THE TALUS CAVE BOSS
The puffy, green-and-purple beast that dominates the icy caves will try to
crush you under its bulbous body by hopping around the arena. Have everyone
take the Pegasus Shoes and dash against the creature until you run it into the
eastern wall, which is covered with ice. This will freeze the creature and
allow you to strike its frozen body with your swords. Soon the boss will change
into a small creature with four bulbs on the sides. Some bulbs will be color-
less but others will match the color of some heroes' tunics. The problem is
that you can't see your own color on the boss, so if you see a friend's color,
speak up and tell him which bulb has the color so he can hit the boss with his
sword. If anyone becomes frozen, he can press the Control Pad rapidly to break
free quickly but it'###### faster to get the ice shattered by a friend's sword.
The infamous Death Mountain is filled with lakes of lava and legions of evil
creatures and devious puzzles. Entering the madness of Death Mountain will test
you with vile challenges, and every trip into the scorching inferno will turn
up the heat even more. Death Mountain also hides some amazing riches, and if
you are willing to blaze a trail and get ahead of your teammates, then you will
earn plenty of Rupees for yourself. However, this mountain pushes teamwork to
the breaking point, so consider how far you're willing to go it alone.
Creatures with metal cones on their faces are almost impervious to damage.
Suck the cones off by using the Magnetic Gloves and attack the creature with
Snakes can be easily mistaken for Rupees. If a friend becomes entangled in a
snake, come to the rescue by hacking at the snake with your sword.
1. LAVA SPILL CHAMBER (WITH A RANDOM PART)
This enormously complex setting features the starting point just to the
south of a boulder that you can lift. Your first goal should be getting the
Roc's Capes, which are located to the southeast of this area. (The random
part is in the center, just south and west of the start.) The southeast of
the chamber not only contains the Roc's Capes, but moving platforms that
lead across the lava and to the north. Remember to jump beneath a ceiling
grate while riding the platform to be able to flip through the gate and
walk on top of the wiring. There are two treasure chests in this eastern
section that can be gotten this way. (To go down through a gate, perform a
sword plant, which is done by pressing B after jumping with a cape.)
If you explore the southwest (by proceeding west from the capes), you can
choose to stick to the lower floor by riding the platforms or jump up to
the ceiling grates and take the quicker upper route. The lower route leads
to a room with two treasure chests while the upper route leads to a room
with a single chest (which cannot be accessed any way other than by drop-
ping through the ceiling above).
The northeast and northwest contain boulders to lift, fiery floors to cut
through, and blocks to push. More importantly, it contains lava spills to
jump over with the Roc's Capes. You can find some treasure by exploring
these areas. Once you have enough keys to open the way to the warp zone,
go for the staircase to the north, near the start, that leads to the zone.
2. RED-HOT RAILWAY (WITH A RANDOM PART)
The start of this setting is to the south of a locked door, and two keys
are required to reach the warp zone behind it. Directly south is the
random part, but begin by heading to the northeast of this area. You will
need the Magnetic Gloves to get anywhere, so push the block and toss your
friends to the gloves. Using the gloves you can push and pull your
partners to the chests along the east side of the cave.
Along the west side of the cave are railway carts for your team to ride.
Two heroes can fit into each cart; one will take you directly to a staircase
but the other will follow a more complicated path that will eventually lead
you to a moving platform. Use the platform to cross the lava.
3. TAG-TEAM SURVIVAL
You will begin this setting in a narrow path; everyone is in a separate
pathway. Grab Roc's Cape at the beginning and cut the fire while avoiding
the monsters to proceed east. The lava pit at the far right will require
one player to head east, along the north side of the thin rock wall, while
dragging his glove-wearing partner over the lava when he stands on the south
side. Then they should switch roles: the other player must now use his glove
to drag the player on the east side of the wall to the south.
Now the maze begins. When everyone grabs the Gnat Hats, they must go into
the little holes and work together, occasionally meeting in the same little
room, to pass the area. Think of the maze as a 4x4 section of squares, with
each square being one room. (The top-right two squares don't count because
that's where you start).
|b,s| X | start | X: pressure plate for everybody to stand on
----------------- B: two-person big boulder (in both cases, blocking the
| s | | | B | south entrance to the room)
----------------- b: single-person boulder (in both cases, blocking the
|b,s| |B,T| T | south entrance to the room)
----------------- s: switch
| s | | | T | T: treasure chest (obvious, i.e. puzzle not required
----------------- to be solved for it to appear)
Once you have completed the maze, everybody should be exiting on the west
side and ready to tackle the simpler obstacles to the northwest. When you
reach the warp zone, do not forget the five treasure chests to the east.
1. THE RUPEE EXPRESS
This dungeon part begins with three small blocks on either side of a press-
ure plate. To reach the far end of the dungeon part, two of you must operate
a handcart. Don't push the handcart too fast, and press the levers with your
sword to switch track direction. At the north end, step on the stone tile to
make a trail of Rupees appear along the tracks. Hurry back to the handcarts
to collect them.
2. RIDING THE LAVA RAPIDS
Step on the switch to make a platform appear, then ride north to a
pressure plate. When you reach the pedestals with bows and arrows, have all
heroes take them to shoot the eye targets on the walls and the foes in the
water. One player must also eventually take a crystal while the others use
the bow as the platform reaches the place where the crystal must be insert-
ed. This will open the fence that blocks the river exit.
3. MAGNETIC MANEUVERS
At the entrance to the dungeon part, take the Magnetic Gloves that are
available and clear the rocks to find the door switch. Once inside, the
gloved players should use attraction and repulsion powers to drag the
gloveless heroes through the entire area. Once the heroes are safely over
the lava, the rest of the part is straightforward.
4. THE TINIEST TERRORS
The most straightforward dungeon part begins with pedestals of Gnat Hats
for everyone in front of a huge boulder. Everyone should grab the hats
and clear away the boulder, then race as miniature Links through the
holes and through the pathways. There is only one way to go, and your
goal is to be the first in the treasure room. The final room has a
pressure plate for everyone, and it will cause a shower of Rupees to
appear in the previous room.
5. LAVA CROSSROADS
To enter the fenced-in area, grab the boomerangs and hit the switch on
the little island, which will cause a bridge to span into the crossroads.
Once inside, hit another island switch with your boomerang to make bridges
that connect to the pedestals to the east, west, and north. Take the crys-
tal (to the south) and put it in each pedestal to make chests with Rupees
and a key appear. Go back to the first switch you hit and find the nearby
boulder that blocks the pink floor. Pick it up and unlock the block behind
it for some treasure.
THE DEATH MOUNTAIN BOSS
Death Mountain is dominated by a fireball spewing monster who can only be hurt
by his own firepower. When the creature spits a fireball, you can block it with
your shield to protect yourself. However, you can also use your sword to swat
the fire back at the monster and cause damage. The fire can only be returned by
the hero with the tunic color that matches the color of the fire. Later in the
battle, the fire will change color once swatted by one player, and must be re-
swatted by a second player until it eventually hits the boss.
Once you vanquish evil forces from the land below, a diabolical surprise will
appear in the sky. This is Vaati's Palace, the stronghold from which the wind
mage rules from above. To enter the palace, your party must have at least one
key from each of the mainland stages: the Sea of Trees, Talus Cave, and Death
Mountain. It is not necessary for each hero to have all three keys, but there
must be at least one key from each area among your party.
Floor tiles in Vaati's Palace will rise up and fly toward you. Block their
attack with your shield or hit them with your sword. Eventually, the floor will
run out of these kinds of tiles.
Some of the enemies in the palace have very strong armor. Break through their
protection with a spinning sword attack, or at least smack them off a ledge
into an abyss.
1. DIVIDE AND CONQUER (WITH A RANDOM PART)
Players start this setting on a green floor, divided from each other by
a wall. To the north, there are Roc's Capes for everyone. A series of locked
blocks prevents access to the random dungeon part, so your party will have
to search for keys by heading west. Across the gaps to the west are four
chambers, each with an upper and lower entrance. Split your team so half
enters from the north and half from the south, then step on the switches at
the same time. A key will appear on one side of the room, while tiles will
fly at the unlucky players on the other side. Once you have unlocked the way
to the random dungeon part, get the final key and go to the southeast to
unlock the door to the warp zone. Don't be hasty to warp; there are two
chests up the stairs to the south.
2. THE FAVORED HERO (WITH A RANDOM PART)
This setting starts players off with pedestals of Roc's Capes just to to
the west. Proceeding east can be tricky, since the pits are bridged by
colored paths that everyone can walk on but only one player can see: the
player whose tunic matches the floor color. Let others know where it is
safe to walk. When the path first branches to the south, note that there is
a hidden path to a chest. You simply may not be the one to see it.
Reaching the large pressure plate will turn on a fan that a player with a
Roc's Cape can use to soar to the other side, with the wind at his back.
Once you are all across the gap, proceed north into a random part to score
the key for the southeast door. The rest is straightforward.
1. MULTICOLORED MAYHEM
One of the dungeon parts has colored pathways that everybody can see, but
only one player can walk on: the player whose tunic color matches the floor.
The player with a matching tunic can walk on the floor while carrying his
friends, then he can toss them to their own color of floor.
VAATI, THE WIND MAGE
Vaati will rise with a cyclone into the air, and it is your party's job to use
bombs and arrows to defeat him. Throw bombs into the cyclone; when a bomb ex-
plodes, it will make the cyclone smaller and bring Vaati closer to the ground.
If you continuously toss bombs into his cyclone, he will eventually be ground-
ed. Since the whirlwind can replenish itself after a very short time, more than
one player should be equipped with bombs (even if there are only two of you),
and each of you should hold your bombs in your hands for a few seconds before
tossing them into the cyclone: if they do not detonate soon, Vaati will toss
them out of his whirlwind. Once Vaati is grounded, shoot as many arrows as you
can into his single eye.
After enough shots to the eye, prepare for a surprise. Vaati will rise up and
transform, changing appearance from time to time. When he is spinning with two
spiky arms, wait until he opens the bulbs on the end (like the boss from the
Sea of Trees) and have the players strike the tunic-colored leaves. When he
shoots fireballs (like the Death Mountain boss), you have to rebound the fire
of your color with your sword. If the fire changes color, the next matching
hero must whack it again. After enough hits, Vaati will be no more.
Congratulations, Hero! You have destroyed Vaati and rescued Princess Zelda.
Peace will return to the land once again, thanks to your multiplied courage
/ \ / \
/\ /\ /\ /\
/ \ / \ PART III / \ / \
/____\/____\ ********************************* /____\/____\
THE LINK BETWEEN ZELDAS
There are two additional features in A Link to the Past that will become avail-
able through your efforts in Four Swords: the Palace of the Four Sword and
the Riddle Quest. Each one offers its own reward. This section also summarizes
the rewards you get in A Link to the Past by playing Four Swords, and the ones
you get in Four Swords by playing A Link to the Past.
PALACE OF THE FOUR SWORD (DARK WORLD)
After you have proven yourself by defeating both Ganon and Vaati at least once,
the Palace of the Four Sword will open for you. Look for a small opening on the
east side of the Pyramid of Power. Jump down to the ledge near the hole, and
pay 20 Rupees to the bouncer inside to enter. To conquer the Palace of the Four
Sword, you have to find the four fragments of the Four Sword and combine them
to reach the final chamber.
1. Proceed north past the Chain Chomps into the central room; the magical bar-
rier on the central path can only be breached by the Four Sword. Turn west
when you enter this central room and go through the door.
2. Light the brazier to the west to stop the harsh southward current. Swim
quickly to the other side; the current will soon be back. Remember to press
B to dive beneath the rolling log.
3. In the next room you'll see Arrghus renewedand he has surrounded himself
with a new enemy barrier. Draw each jellyfish with your Hookshot, but be
careful since they will sometimes electrify themselves right after you pull
them away. Look before you swing, and when all of the jellyfish are gone,
Arrghus will jump and spin around the room, creating bubbles. Use the spin
attack to kill him and open the door to the next room.
4. This room contains the green sword fragment! Pull it from the pedestal and
use the warp to enter the central hub of the dungeon. Take the east room
when you re-enter the dungeon'###### room.
5. All the enemies in this room must be killed for the north door to open, but
the floor will soon break away, separating you and the outer part of the
room by a square frame of a hole. Use arrows or the Hookshot or arrows to
kill your foes, and to cross the small pit, stand to the north of the white
block and dash south into it with your Pegasus Shoes.
6. Use any projectile weapon to hit the crystal switch across the conveyor
belt to lower the blue blocks. Push the white blocks to the southeast out
of the way and defeat the enemy. Create a block with the Cane of Somaria
and throw it onto the conveyor belt. When the block passes in front of
the crystal switch, destroy the block by swinging the cane again. It will
burst into flames and hit the switch, lowering the red block for you.
7. Break the Helmasaur King'###### with bombs or the hammer. When it spits out
smaller Helmasaurs, defeat them with Silver Arrows. After you break the
mask, hit the king's weak spot with your sword. Then the monster will grow
a new mask; shatter this one and hit the weak spot this time with Silver
8. In the next room is the red sword fragment! Claim it and warp to the cen-
tral hub. Take the northwest stairs; the remaining fragments are in the
9. Walk onto the ice floor and defeat all the enemies to create a staircase
to the south. Go up the stairs and through the west door. To reach the
southwest corner of this room, step on the star tiles, hook the skull to
the south, then hook west. Walk north around the pit to the southwest
corner and step on the star tiles as you lift the skull. Put a block from
the Cane of Somaria onto the switch, then face east. Break the southern
skull of the two, then hook the skull across from you. Step on the star
tiles near the door, then hook the skull to the north and proceed.
10. Throw the skull at the crystal switch to lower the unseen blue block
beneath the bridge. Make a block with the Cane of Somaria and throw it
at the crystal switch. Make your way to the northwest corner of the room
and swing the cane again to destroy the block and hit the switch.
11. Mothula will create two copies of itself when the battle begins. There's
no way to identify the real monster unless you hit it; the fake Mothulas
will turn into a swarm of bees. If you kill the fakes, Mothula will
continue to summon more. Use your Fire Rod or your sword to kill the real
12. The blue fragment of the Four Sword is yours! Claim it and warp to the
palace hub to go for the last one. Take the northeast stairs to B1F.
13. In this dark room, light the braziers to see the path and the swarm of
shield-devouring Like Likes. Turn east and walk clockwise around the wall
in the middle. (If you took the other route, the only difference is that
you'd have to pass through a bumper with the Magic Cape). Proceed south
and walk clockwise, through the bumper with the cape, to the east door.
The other route is longer and more dangerous because of the Like Likes.
14. Fire a Silver Arrow through the skulls in the next room to find a switch
beneath the skull on the east wall. Make a block with the Cane of Somaria
and throw it onto the switch to open the door. Shoot the northwest skull
and hook onto the block behind it.
15. Kill all the enemies you can in this room, then use your Hookshot on the
block. Stand to the north of the block and dash into it to bounce across
16. Blind is disguised as your uncle this time, but like before, he will turn
into his true form. Hit Blind with your sword to decapitate his head,
which will fly around the room. Swat it into Blind's body with your sword
then hit the body again; two heads will appear. Hit the body with both
heads and hit the body again to make three heads appear. Hit the body
with all three heads to kill Blind for good.
17. The purple fragment is yours! The Four Sword is now complete! Take it to
the central hub by using the warp tile, then walk north along the central
path in this room. You will be confronted by two Skeleton Knights, but
you can avoid them. Cut through the magical barrier and proceed.
18. An invisible path lies between you and the next door. It is a perfectly
straight path; you can simply walk north to the door. Use the Ether magic
if you want to see for yourself.
BOSS: FOUR DARK LINKS
When you enter the lair, the Four Sword will magically rise and split into
its fragments, each one creating a different clone of you. You must thwart
each of your images to win.
GREEN LINK: Attack the green clone with your spin attack whenever possible
and strike his sides or back; his shield can block your sword. He can also
use Pegasus Shoes to dash into you; run out of the way and lay a spin
attack after he crashes into the wall.
RED LINK: The red Link can dash and also use a Hurricane Blade attack. Use
a spin attack when he comes at you with a Hurricane Blade and also after
he crashes from a dash. A spin attack will often protect you from a hurr-
BLUE LINK: Spin attacks are much more difficult to place on the Blue Link,
since he will vanish whenever you perform one. It is best to stick with
normal swings, or else force him to vanish by using a spin attack and then
use a regular swing as soon as he reappears. Blue Link can also do a sword
plant, which is where he jumps into the air and thrusts his sword into the
ground. It is difficult to avoid this attack, but it leaves him vulnerable
(he is also vulnerable after a Pegasus dash or while doing a hurricane
blade). Use those opportunities to strike.
PURPLE LINK: The Purple Link possesses all the moves of the other clones:
he can do a Pegasus dash, a whirling blade attack, and a sword plant, as
well as vanish whenever you do a spin attack. He can also shoot fire from
his sword. Swing repeatedly with your sword to strike him when his guard
is down; you often have to rely on luck rather than skill. Remember to do
a spin attack when he does a hurricane blade. He is also vulnerable after
shooting fire or doing a sword plant.
The Four Sword will then reassemble itself, and you will have conquered the
palace! Congratulations and enjoy your new ending.
THE RIDDLE QUEST (LIGHT WORLD)
To embark on the riddle quest, first collect ten Medals of Courage from Four
Swords. Then talk to the lumberjack, Q. Bumpkin, in the cottage to the east of
the Lost Woods. To complete the quest, you'll need the Pegasus Shoes, Bug-
Catching Net, and the Magic Powder. Your reward will be a new sword technique
and three new decorations for your house.
Find a Cucco in Kakariko village and catch it with your Bug-Catching Net,
then take it to the lumberjack. Cuccos are also found north of Kakariko,
near the Fortune Teller, and also next to the Smithy.
2. SAND CRAB
Search for a sand crab near Zora's Waterfall (across the wooden bridge be-
which leads to the cemetery) or along the east side of Lake Hylia (right
next to the Ice Rod cave, or play the flute and warp to point #8 to find a
sand crab nearby). Catch it in the net and show it to Q. Bumpkin.
3. RED RUPEE
To find 20 Rupees easily, look for a sparkling stone and tap it with your
sword (as if you were knocking on a hollow wall) until one comes out. You
can also go to the Southern Swamp and drain the water by pulling the
switch inside the shrine; outside a fish will give you 20 Rupees if you
bring it to deep water. Pick up the fish flopping in shallow water, leave
the "screen," re-enter and throw the fish into deep water.
To find something "fresh and moist," go to the Southern Swamp and drain
the water by pulling the switch inside the shrine. Go back outside and
catch a fish with the Bug-Catching Net.
Play the flute and warp to point #8 on the map to fly to the southeast
corner of Lake Hylia, right next to an Octobaloon. When it explodes,
sweep a small monster up with your net and take it to the lumberjack.
Go to the Lost Woods and find a creature with a shrub on its back. Dust
it with Magic Powder to turn it into a slime. You can also go to Hyrule
Castle and use the Quake magic near the guards; they will also turn into
Something that likes to "eat nuts" must be a squirrel. If you remember,
they like to romp around the serene ground near the Master Sword. Go
to the place of the Master Sword's pedestal and scoop up a squirrel.
8. FAKE MASTER SWORD
Find one of the fake Master Swords in the Lost Woods and scoop one up
with your net. You can find one easily by entering the Lost Woods from
the east entrance (near the lumberjacks' cottage).
Dash into a tree and sometimes apples will come out. There are six trees
(five if you have defeated Agahnim) in the Light World that offer apples.
The one closest to the lumberjack's cottage is to the south; look for a "V"-
shaped group of six trees (with crows on them). The tree to the east of this
cluster will give you apples.
The last item on the list is a Cukeman. If you warp to the Magic Shop, look
for a green electrified cactus-like enemy nearby. Sprinkle it with Magic
Powder to turn it into the answer to the riddle.
Once you have completed the Riddle Quest, on top of earning a wooden carving of
yourself, a Cucco, and Princess Zelda along the way, you will earn a new sword
technique called the Hurricane Blade. Charge up a spin attack and press B re-
peatedly to perform the technique. It will use magic quickly, so use the move
SUMMARY OF REWARDS
1. BEAMS FROM THE SWORD
When you find the Master Sword in A Link to the Past, it will give you the
ability to shoot beams from your blade. This ability will also carry over to
2. HURRICANE BLADE
Collect 10 Medals of Courage in Four Swords, then complete the Riddle Quest
in A Link to the Past to earn the Hurricane Blade in both games.
3. PALACE OF THE FOUR SWORD
Complete A Link to the Past and Four Swords at least once each to open the
Palace of the Four Sword in A Link to the Past.
You can therefore earn two extra prizes in A Link to the Past (the Hurricane
Blade and access to the palace) and two in Four Swords (the beam and Hurricane
/ \ / \
/\ /\ /\ /\
/ \ / \ PART IV / \ / \
/____\/____\ ********************************* /____\/____\
COPYRIGHT NOTICES AND CONTACT INFORMATION
Version 2.0 -- April 5, 2003
The guide is entirely finished. Much credit goes to the Official Nintendo Power
Player's Guide for providing maps and explanations about the Four Swords game
during the times when nobody was available for connected play.
Version 1.5 -- February 8, 2003
The chapter involving the synthesis between the games is complete. The Four
Swords chapter is complete up to the Talus Caves.
Version 1.0 -- January 27, 2003
The A Link to the Past chapter is complete. The Four Swords chapter and the
chapter regarding the synthesis between the games is coming shortly.
Copyright 2003 Tony Bellusci.
This may not be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed publicly
without advance written permission. Use of this guide on any other web site or
as part of any public display is strictly prohibited, and is a violation of
The Legend of Zelda: A Link to the Past/Four Swords
Copyright 1992-2003 Nintendo.
Thanks for reading this FAQ.
It's always a pleasure to help new adventurers.