THE LEGEND OF ZELDA: A LINK TO THE PAST/FOUR SWORDS A Comprehensive FAQ by EarthAdept1 ======================================================= CONTENTS ======================================================= I The Legend of Zelda: A Link to the Past --Contents, Reader's Guide, and Story --Main Walkthrough --Appendix: Pieces of Heart, Item/Upgrade List, Warp Portals, Fairy Fountains, Mysteries, SNES/GBA Changes II The Legend of Zelda: Four Swords --Contents and Reader's Guide --Chambers of Insight --Sea of Trees --Talus Cave --Death Mountain --Vaati's Palace 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. ======================================================= /\ /\ / \ / \ /____\ /____\ /\ /\ /\ /\ / \ / \ PART I / \ / \ /____\/____\ ********************************* /____\/____\ =============================================================================== 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. And now... ...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 =============================================================================== 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. =============================================================================== CASTLE DUNGEON =============================================================================== 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 its key. 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. =================================================================================== EAST PALACE =================================================================================== 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 Books. 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. ================================================================================ DESERT PALACE ================================================================================ 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. BOSS: LANMOLAS 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 Waterfall. 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. =============================================================================== MOUNTAIN TOWER =============================================================================== 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 red. 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. BOSS: LAMMOLA 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 play. =============================================================================== HYRULE CASTLE =============================================================================== 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 Small Key. 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 there. BOSS: AGAHNIM 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 dough. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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 hit. 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 down. 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 skull. 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 door. 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. BOSS: ARRGHUS 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's made 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 20 Rupees. 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 another entrance. 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. BOSS: MOTHULA 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 maidens! =============================================================================== 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 practical. 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's Mitt 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's Mitt 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's Mitt! 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's Mitt 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's Mitt. 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's Mitt 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 Fountain. =============================================================================== 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 in B4F. 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. BOSS: KHOLDSTARE 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 Decanter. 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. BOSS: VITREOUS 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 Hoo