2073 lines
84 KiB
Plaintext
2073 lines
84 KiB
Plaintext
_________The Legend of Zelda: A Link to the Past (SNES) FAQ_________
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compiled by: Michael J. Evans, evansmj@nextwork.rose-hulman.edu
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Version 1.1
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What does this FAQ contain?
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A. The Legend: The Story of A Link to the Past
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B. The Light World
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C. The Dark World
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D. Waterways
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E. Tricks of the Trade
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F. Link's Arsenal
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G. Defeating Boss Characters
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H. Heart Container Locations
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I. Faerie Fountains
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A. The Legend
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Back in the mists of time, before the era of The Legend of Zelda and The
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Adventure of Link, Hyrule was a land of fabulous palaces and magic. It
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was also a troubled land, and the divisions of Light and Dark were tearing
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it apart. The origins of the conflict lay even deeper in the shadows of
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time, with the coming of the Triforce and the greed of Ganondorf, Kind of
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Thieves.
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To comprehend Hyrule and Link's desperate quest, one must first know the
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ancient legend of the Triforce. In the Golden Land, where it was placed
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by the creators of the world, the Triforce beckoned to people. Ganon and
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his band of thieves long searched for the secret entrance to the Golden
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Land, eventually stumbling upon it. Then Ganon defeated his fellows for
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possession of the Triforce.
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In a period known as the Imprisoning War, the Kind of Hyrule brought seven
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wise men together to seal the door to the Golden Land, for Ganon's evil
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power had been spilling forth, causing a corruption and darkness. The
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once peaceful land became a place of dreadful rumors of the coming of a
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magical enemy. At this time the Master Sword was forged, but there was no
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hero valiant enough to wield it.
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Before the wise men could seal off the Golden Land and the Triforce,
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Ganon's army surged into Hyrule and besieged the castle. The Knights of
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Hyrule fought heroically, but the power of the Triforce controlled their
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enemies, giving them inhuman strength. The battle raged back and forth
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through the gate. Many foes fell in the tide of battle, but too many
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Knights also were lost. It seemed that they were beyond hope.
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Then, at the end of the day, the wise men finally succeeded in blocking
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the door to Ganon's Realm. With the power of their master removed, the
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enemies fled or threw themselves into the moat. Hyrule was saved and over
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the years the Golden Land, which then became known as the Dark World,
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faded from the memory of people.
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The people of Hyrule may have forgotten about the Dark World, but the
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master of that evil land had not forgotten about Hyrule. Ganon brooded in
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his prison, surrounded by reminders of his fall. He grew ever more bitter
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as the dark years passed like the wailing of cold winds on a winter's
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night. Ambition burned in his eyes. He would find a way to wreak
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vengeance and claim total power.
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Many centuries passed with Ganon and the Triforce safely locked away.
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Then the disasters began: plague, drought, quakes, and fire. The Kind
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sought sage advice and a wizard named Agahnim stepped forth and ended the
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strange disasters. He became a powerful advisor to the King, but he kept
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his true plans to himself. It seemed like a Golden Age, but it wouldn't
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last.
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Once Agahnim had consolidated his power, he began to abuse it. First to
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fall victim were the ancestors of the seven wise men. The wizard
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imprisoned six maidens in crystal cocoons and they were never seen again.
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Then Princess Zelda herself was taken as she sent a telepathic plea into
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the night. The Hylian gift that enabled Zelda to send her message also
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allowed Link to hear.
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Having received Zelda's message, Link felt compelled to save her, but his
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uncle forbade him to leave the house. Link's uncle thought that the lad's
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courage outweighed his common sense, yet he knew something had to be done
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to save Zelda. Turning away from Link, he gripped his sword. He knew a
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secret entrance into the castle, although he didn't know the way out.
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Link couldn't tell how much time had passed since his Uncle had left - a
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minute? an hour? The only thing he knew was that Zelda had spoken to him.
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He had to help her! Taking a lamp to light his way, Link stepped into the
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lashing rain and headed toward the castle.
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As Link floundered about in the storm, he heard a second telepathic
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message from Zelda telling of a secret route into the castle. When he
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found the entrance, he also found his uncle inside, wounded and unable to
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carry on. Link took his Uncle's sword and promised to return. Then the
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great quest began...
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B. The Light World
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This section of the FAQ tells a bit about each region of the Light World.
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The regions are:
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a) Hyrule Castle Area
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b) The Lost Woods Area
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c) Kakariko Village
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d) The Eastern Palace Area
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e) The Great Swamp Area
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f) The Desert of Mystery
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g) Lake Hylia Area
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h) Death Mountain
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a) Hyrule Castle Area
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Artifacts found in and around Hyrule Castle:
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A Lamp, A Sword, A Shield, A Boomerang, Magic Cape, Two (2) Pieces of
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Heart
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Lamp - Link's Cottage (or in Hyrule Castle if you don't get it in the
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cottage)
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Sword - Link's Uncle (just inside Hyrule Castle)
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Shield - Link's Uncle (just inside Hyrule Castle)
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Boomerang - Hyrule Castle, First Basement, Room near center of floor.
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Magic Cape - The Cemetery
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Inside the Castle Walls:
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This is the area you will first go through in the game. You get in by
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lifting up a bush on the right side outside Hyrule Castle. Fall in the
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pit and you will land in a short secret passage which leads to the Castle.
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Work your way down to the third basement, being sure to pick up the
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boomerang on the first basement floor (location is above). On the third
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floor, you will encounter a Ball and Chain Trooper. Defeat him to rescue
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Zelda.
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How to Defeat the Ball and Chain Trooper:
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The easiest way to defeat this guy is to pick up some pots in the first
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cell and throw them at him. If you run out of pots, use the boomerang to
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stun him, and hit him while he is stunned.
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A Secret Escape Route:
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After rescuing Zelda, bring her up to the second floor in the throne room.
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With her help, you can move a large object blocking the door out. You
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will then be scrounging around in the sewers. Be careful! Many of the
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sewers are dark. Find a grey box (torch) and light it with your lamp.
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You will be able to see better. Light a second one for full vision. When
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you come to a room with 2 switches in it, pull the one on the right. This
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will open the door. If you pull the one on the left, it will bring down a
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bunch of enemies which you don't want. After exiting through this door
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you will reach Sanctuary.
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The Castle Tower:
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NOTE: This part of your adventure does not happen until after you have all
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3 pendants. However, since it is in Hyrule Castle it is listed here.
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To get in to this part of the tower you must have the Master Sword.
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Immediately after acquiring the Master Sword, you receive a telepathic
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message from Zelda who claims to be held here. This tower climb will
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bring you face to face with one of your worst enemies.
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Proceed up the tower, lighting rooms when they are dark. On the
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fifth floor there is a telepathic tile. Read it to receive a message from
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Sahasrahla.
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On the seventh floor you will have an encounter with Agahnim. Right
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before your eyes Princess Zelda is whisked off to the Dark World. To get
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into the next room to fight Agahnim, cut down the curtain with your sword.
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For advice on defeating Agahnim, see the Defeating Boss Characters
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section of the FAQ.
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Sanctuary:
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You arrive at Sanctuary and receive a heart container from the Sage. How
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generous! This is one of three places you can restart your game. The
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other two are your house, and at the base of Death Mountain.
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Sacred Ground: The Cemetery:
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In the cemetery, by pushing on the upper left tombstone, you can go back
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into the sewers you were in to start the game. You will pass a previously
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unbreakable wall that can now be broken with either bombs or the Pegasus
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Boots. There are some nice treasures inside! Also, by dashing into the
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upper right tombstone you can find the Cape inside a small cave. You need
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the Titan's Mitt to pull up the stones surrounding the tomb.
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b) The Lost Woods Area
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Artifacts found in the Lost Woods:
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The Master Sword, Mushrooms, Two (2) Pieces of Heart
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The Master Sword: Upper left corner of Lost Woods
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Mushroom: Lost Woods, near center
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Robbing Hoods in the Woods:
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In the Lost Woods you will encounter thieves. If they touch you, you will
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lose some bombs, rupees, and arrows. If they collect them, they keep it,
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so stay away from these guys!
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Fortunes Told:
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A Fortune Teller lives just south of the Woods and just north of Kakariko
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village. For a price, he will look into your future and give you a clue.
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He also restores your energy. The price he charges varies.
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The Lumberjacks' House:
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Two lumberjacks live to the north east of the Lost Woods. The tree they
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cut sure looks strange! There is in fact a piece of heart inside. See
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Heart Container Locations for details.
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Warp Tile:
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There is a warp tile in this area, but to get at it you must exit Kakariko
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village at the north central exit. A Power Glove is required to get at
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this.
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Ancient Game of Chance:
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This is found in the north of the Lost Woods. Go through a log to find
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this house. Be warned: you stand to lose money playing here, so only come
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if you're feeling real lucky!
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Den of Thieves:
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The hideout for thieves. A piece of heart is found here. See Heart
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Container Locations for details.
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The Path to Death Mountain:
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The first time you go to Death Mountain, this is the way to go. You need
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a Power Glove to get to the cave.
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The Master Sword:
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The Master Sword is located in the north west corner of the Lost Woods.
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You need to go through a log to get to it. There is an inscription that
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can be read, if you have the Book of Mudora. However, you can't get the
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sword until you have all three pendants.
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c) Kakariko Village
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Artifacts found in and around the village:
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A Bug-catching net, The Book of Mudora, Two (2) Bottles, Three (3) Pieces
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of Heart.
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Net - Sick kid in bed, house just SE of weather vane.
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Book of Mudora - Library
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Bottle 1 - Bottle Seller
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Bottle 2 - The Inn
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Sahasrahla's Cottage:
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Where Sahasrahla resides. Much information can be obtained from people
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inside.
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The Thieves' Hideout:
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Blind the Thief used to live here, but he's long gone. There is a lot of
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treasure here, including a Piece of Heart.
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The Inn:
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Good place for gossip. Also, by entering through the back entrance, you
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can get at a Bottle.
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Mysterious Hut:
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There is a hut in the SW corner of town that seems strange. It has no
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door, and their are no weak spots typical of bomb-able walls. Still, a
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bomb does the trick. There are a few small treasures inside as well as a
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few rodentia.
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The Village Shop:
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Stop here if the Rupees are burning a hole in your pocket. You can get
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Red Potion for 150 R, a Heart (not a Piece of Heart) for 10 R, or 10 bombs
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for 50 R.
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The Blacksmith:
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The Blacksmith is capable of tempering your sword and making it extremely
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powerful. Too bad his partner isn't there to help. When you find him,
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bring him back and they'll improve your sword.
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Game of Chance:
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If you like gambling and winning, stop here. Odds are that you'll come
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out even or perhaps better than when you started. 20 Rupees buys a shot
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at one treasure.
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The House of Books:
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There is a large green book on one bookshelf. Dash into it when you have
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the Pegasus Boots and the Book of Mudora is yours.
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The Quarreling Brothers and the 15-Second Game:
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The Quarreling Brothers have sealed their room off. Use a bomb or a dash
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with the Pegasus Shoes to get these two talking to each other again. The
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15-Second Game can win you a Piece of Heart if you can make it to the
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finish in less than 15 seconds. The easiest way to win is to jump over
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the fence just south of the sign. You'll notice two dots on the ground
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which means you can jump over the fence. You'll be sure to win if you
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take this shortcut!
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d) The Eastern Palace Area:
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Artifacts found in and around the Eastern Palace:
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The Bow and Arrows, Zora's Flippers, The Magic Boomerang, The Pegasus
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Shoes, Magic Powder, The Red Shield, One (1) Piece of Heart
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Bow and Arrows - Eastern Palace main treasure
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Zora's Flippers - Zora's Falls
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Magic Boomerang - Waterfall of Wishing
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Red Shield - Waterfall of Wishing
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Magic Powder - Witch's Hut
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The Witch's Hut:
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Give the Witch a Mushroom, and she'll make you some Magic Powder. After
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this you can buy all sorts of magic potion at the hut. Red Potion is 120
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R, Green Potion is 60 R, and Blue Potion is 160 R. Also by talking to the
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Witch's Apprentice (inside) you can get a free sample of the red potion -
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a free refill of all your hearts!
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The Waterfall of Wishing:
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When you throw an item into the Waterfall, a beautiful Faerie will ask you
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if you threw it in. Answer yes. If you throw in your Boomerang and say
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yes, she'll give you a magic boomerang. If you throw in your Shield,
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you'll get a better shield!
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Sahasrahla's Hideout:
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Sahasrahla is hiding out here, near the NW corner of the ruins. There is
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some treasure in the back room. Also, come here immediately after
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completing the Eastern Palace to claim your prize: the Pegasus Boots!
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Warp Tile:
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A few screens south of the palace ruins you can find another warp tile.
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This one cannot be uncovered until you have the hammer, but once you do
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you will find it is often the easiest one to get to.
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Zora's Falls:
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When you first enter here you do not have the flippers. You can only stay
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in the shallow water. Follow these instructions to get to Zora: Go N,
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then NW, then N, then W. At the fork in the road, take the very bottom
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road. Follow this to get to Zora. If you've got 500 Rupees you can buy
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the flippers. They are a must so buy them. Also note that now is an
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excellent time to get the piece of heart here. See Heart Container
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Locations for details.
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The Eastern Palace:
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The Compass: Found on the first floor in the room that is on the very
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west side and as far north as you can go on that side. In Treasure Chest
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in plain sight.
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The Map: Found on the very east of the palace (first floor)in the middle
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room here. Note that this chest can only be gotten by coming from the
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north entrance to the room. In Treasure Chest in plain sight.
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The Big Key: Found in the room that is one room due west of the "bowling
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ball" room on the first floor. To get the key, defeat all the enemies in
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the room. Then pull up a pot and throw it at the anti-Faeries on the
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platform. They will disperse and the Big Key is yours.
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The Big Treasure: The Bow and Arrows. This is in the large middle room on
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the first floor. Note that you must enter from the east or west but not
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south to get this.
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Trouble Spots: To defeat the Rocklops (big red or blue creatures with one
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eye) either the arrow or throwing pots are the most effective. Also you
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may find yourself being frustrated because somewhere you want to go is
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unreachable because it is too high up (or too low). Do not get
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frustrated, just find another way around.
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The Boss: Armos Knights
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The Prize: Heart Container and Pendant of Courage
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e) The Great Swamp Area
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Artifacts found in the Great Swamp:
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A Flute, Two (2) Pieces of Heart
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Flute - Buried in the Haunted Grove
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Swamp Ruins:
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You can get a heart container here. It also plays a part in the Dark
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World water place.
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Haunted Grove:
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The boy playing the flute keeps disappearing. How do you get the flute?
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See Dark World Haunted Grove for details.
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Warp Tile:
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Another warp tile is in the NW corner of the swamp. Again, you will need
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a hammer to get to it.
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f) The Desert of Mystery
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Artifacts Found in the Desert of Mystery:
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The Power Glove, Bombos Magic, One (1) Bottle, Three (3) Pieces of Heart
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Power Glove - Main treasure in Desert Palace.
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Bombos - Found on high-up ledge on the SE side of the desert
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Bottle - Sleeping Man
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Hylian Monolith:
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Here's how to get the Bombos magic. First of all, get to the Swamp Area
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in the Dark World. Work your way west until you come to a place where you
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can go no further. There are pegs sticking up from the ground. Stand
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inside the pegs and use the Magic Mirror. You're now on the Hylian
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Monolith. Use the book to read the inscription and you'll have the magic
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of Bombos! Note that to get this you must have the Master Sword.
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Faerie Fountain:
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See Faerie Locations for more details.
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Warp Tile:
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In order to reach this tile you must have the flute and be able to call
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the bird. Go to location #6. If you have the Titan's Mitt you can lift
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the stone and go through to the Dark World. This is the only way to get
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to Misery Mire.
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Desert Sanctuary:
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Just east of the Desert Palace is a small sanctuary of sorts. Talk to the
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guy and then get the Piece of Heart.
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Desert Palace:
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To enter the Desert Palace, go up to the large stone, and use the book to
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read the inscription. The snake heads will move, allowing you passage to
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the palace.
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The Compass: Found in the First Basement in the northernmost center room.
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Stand om a trigger to make the treasure chest appear.
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The Map: Found in the First Basement on the easternmost side, in the
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middle room. In a Treasure Chest in plain sight.
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The Big Key: Found in the room directly north of the map. Just run up and
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get it. Could it be any simpler?
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The Big Treasure: The Power Glove. It is in the NW corner of the first
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basement. To get into the room you must step on a trigger.
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Trouble Spots: Be careful of the rotating laser. You must use careful
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techniques to not get hit. If you hide behind a pot or other solid object
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you'll be OK.
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After getting the Power Glove, exit through the SW exit. You'll be
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outside the place temporarily. Now is the time to get the Heart Container
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just south. After that, use the Power Glove to pick up the stones that
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block the entrance to the cave just north of the big head. Once you enter
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this cave, make your way to the final room where you will have to light
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all four torches. This will open up the way to the boss(es).
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The Boss: Lanmolas
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The Prize: Heart Container and the Pendant of Power
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g) Lake Hylia Area
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Artifacts found in or around Lake Hylia:
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The Ice Rod, One (1) Bottle, One (1) Piece of Heart.
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Ice Rod - Ice Cave
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Bottle - Under Bridge
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Fortune Teller:
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There is another fortune teller just west of Lake Hylia.
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Shop:
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This shop is slightly NE of the fortune teller. It sells the same items
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as the Kakariko Shop at the same prices.
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Warp Tile:
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|
|
Another Warp Tile is Here. It is on the largest island in Lake Hylia.
|
|
You must have the Titan's Mitt to uncover it. This Warp Tile is the only
|
|
way to get inside the Ice Palace in the Dark World.
|
|
|
|
Faerie Fountain:
|
|
|
|
See Faerie Locations for details.
|
|
|
|
Ice Cave:
|
|
|
|
The Ice Cave can be found by swimming to the SE side of Lake Hylia, then
|
|
climbing the ladder and going north. In the main cave, by dashing in to
|
|
the statue, you can get a Good Bee, which will attack enemies on the
|
|
screen if you capture it with your net and keep it in a bottle. From this
|
|
entrance you can see, but not get to, a treasure chest. To get this you
|
|
must blow up the wall just west of the Ice Cave with the Power Glove. Go
|
|
in there and retrieve the Ice Rod!
|
|
|
|
|
|
h) Death Mountain
|
|
|
|
Artifacts found on Death Mountain:
|
|
|
|
The Moon Pearl, Ether Magic, The Magic Mirror, Four (4) Pieces of Heart
|
|
|
|
Moon Pearl - Main treasure in Mountain Tower
|
|
Ether - Hylian Monolith
|
|
Mirror - Old Man
|
|
|
|
Mountain Caves:
|
|
|
|
You must go through the mountain caves to get to Death Mountain. By
|
|
entering the cave to the east of the Lost Woods, you will come out close
|
|
to the old man's Mountain Cave. The Old Man, who you find en route, will
|
|
give you the Magic Mirror.
|
|
|
|
Spectacle Rock & Warp Tile:
|
|
|
|
Called this because it looks like a pair of eyeglasses from the top. This
|
|
is sort of the "middle path" between the warp tile and the mountain tower.
|
|
To get to the Tower you must first go on the warp tile. If you don't have
|
|
the Moon Pearl, you'll turn into a bunny, but that's OK, you're not
|
|
staying long. Move up to where Spectacle Rock should be (it's not there
|
|
in the Dark World) and use the mirror. Now you're on Spectacle Rock.
|
|
Pick up the Heat Container and jump off the top and you're practically
|
|
there.
|
|
|
|
Another Hylian Monolith:
|
|
|
|
Cross the bridge just west of the Mountain Tower and find another
|
|
monolith. Read the inscription on the book to get Ether Magic. Again,
|
|
you need the Master Sword.
|
|
|
|
Caves to the East:
|
|
|
|
When you get the Hookshot, you can cross the broken bridge east of the old
|
|
man's mountain cave. There are some interesting items as well as a Faerie
|
|
Fountain in these caves.
|
|
|
|
More Warp Tiles!:
|
|
|
|
You can find one warp tile just south of some of the eastern Death
|
|
Mountain Caves. Another is located on the very NE corner of Death
|
|
Mountain. This is the way to get to the Turtle Rock dungeon.
|
|
|
|
The Mountain Tower:
|
|
|
|
This is beyond a doubt the hardest challenge you have faced yet. There
|
|
are many pitfalls awaiting you as well as the orange/blue switches.
|
|
|
|
The Compass: The Compass is on the fourth floor, in the dead center of the
|
|
room. It is in a Treasure Chest in plain sight.
|
|
|
|
The Map: The Map is on the Second Floor, which is the floor you enter on.
|
|
Flip the switch so that the blue tiles are down so you can get out, the
|
|
use another weapon (bombs, arrows work; boomerang is best) to hit the
|
|
switch again so that the orange tiles are down. Then get the map which is
|
|
on a raised up platform in a Treasure Chest in plain sight.
|
|
|
|
The Big Key: After acquiring the Map, go down the stairs to the first
|
|
floor via the staircase NW of the map's platform. Flip the switches so
|
|
you can move to the SE room on the first floor where you'll get the Big
|
|
Key after you light up the four torches in that room.
|
|
|
|
The Big Treasure: The Moon Pearl. This is tricky. First of all get all
|
|
the way up to the fifth floor. Hit the star switch near the fire-bar so
|
|
the positions of the holes change. Find a hole that appears to be over
|
|
the big treasure chest (which you can see across a pit on the fourth
|
|
floor). Drop in the pit FROM THE TOP and you will land right in front of
|
|
the chest. Note that if you fall in the pit from the bottom or side this
|
|
will not work.
|
|
|
|
Trouble Spots: The orange/blue switches can be frustrating. Remember that
|
|
if you're stuck, go back to the last switch and change it. Also it is
|
|
important to remember that using the boomerang you can flip a switch from
|
|
a long distance so you can be outside the tiles when they pop up. This is
|
|
pertinent to remember.
|
|
|
|
The Boss: Moldorm
|
|
|
|
The Prize: Heart Container and the Pendant of Wisdom
|
|
|
|
|
|
|
|
C. The Dark World
|
|
|
|
This section of the FAQ tells a bit about each section of the Dark World.
|
|
It will be done in a similar fashion to the Light World Section. NOTE:
|
|
During this section I will refer to a place as "where x is in the Light
|
|
World." What I mean is that since the worlds are parallel, I can refer to
|
|
a spot in the Dark World which corresponds the parallel spot in the Light
|
|
World. Do not be confused by this terminology.
|
|
|
|
|
|
The sections of the Dark World Are:
|
|
|
|
a) Pyramid of Power
|
|
b) Dark Palace
|
|
c) Swamp Palace
|
|
d) Skull Woods
|
|
e) Village of Outcasts
|
|
f) Ice Island
|
|
g) Misery Mire
|
|
h) Death Mountain
|
|
|
|
|
|
|
|
a) Pyramid of Power
|
|
|
|
Artifacts found near the Pyramid:
|
|
|
|
A Super Bomb, Master Sword (Level 4), One (1) Piece of Heart
|
|
|
|
Super Bomb - Bomb Shop
|
|
Master Sword - Inside Pyramid
|
|
|
|
The Pyramid:
|
|
|
|
The final battle takes place inside the Pyramid. Once you defeat Agahnim
|
|
in Ganon's Tower, he will transform into a bat and crash through the top
|
|
of the pyramid. Drop through to face Ganon. There is a cracked wall near
|
|
the bottom of the pyramid. If you buy a Super Bomb (see Bomb Shop) you
|
|
can blow it open. There will be another Faerie Fountain inside. If you
|
|
throw your sword in the fountain, she will replace it with a stronger
|
|
sword. Also, if you throw your Bow and Arrows in, she will give you back
|
|
Silver Arrows. Silver Arrows are required to defeat Ganon, so you must do
|
|
this!
|
|
|
|
Bomb Shop:
|
|
|
|
The Bomb Shop is located where Link's house was in the Light World. You
|
|
can buy 30 Bombs for 100 Rupees. After defeating the first six Dark World
|
|
dungeons, you can buy a Super Bomb to break open the Pyramid wall.
|
|
|
|
Item Shop:
|
|
|
|
The item shop is located west of the Pyramid of Power. To get to it you
|
|
must go around the large moat. Inside you can buy a Red Shield for 500 R,
|
|
Bees for 10 R, and 10 Arrows for 30 R.
|
|
|
|
The Storyteller:
|
|
|
|
Located where Sanctuary was at in the Light World. For 20 R you can hear
|
|
this guy tell you that the crack in the pyramid could not be opened by
|
|
normal bombs.
|
|
|
|
Ghostly Garden:
|
|
|
|
Located where the Cemetery was in the Light World.
|
|
|
|
|
|
b) Dark Palace Area:
|
|
|
|
Artifacts found in the Dark Palace Vicinity:
|
|
|
|
A Magic Hammer, Quake Magic
|
|
|
|
Magic Hammer - Big treasure in Dark Palace
|
|
Quake Medallion - Rock Circle
|
|
|
|
Rock Circle:
|
|
|
|
By throwing an item (bush, stone, sign, etc.) into the circle of rocks
|
|
located north of the Dark Palace in the water (near where Zola's Falls is
|
|
in the Light World) you will get the Quake Medallion. A catfish will be
|
|
so mad that you disturbed him that he will give it to you. If you already
|
|
have the medallion and you throw an item in, he'll throw a bomb back at
|
|
you.
|
|
|
|
Item Shop:
|
|
|
|
Located where the Witch's Hut is in the Light World, you can buy Red
|
|
Potion for 150 R, Small Shield for 50 R, and 10 Bombs for 50 R.
|
|
|
|
Storytellers:
|
|
|
|
There are two storytellers in this area. One is near the Dark World
|
|
Entrance. The other is where Sahasrahla's Hideout is in the Light World.
|
|
Don't go here unless you've got Rupees to blow.
|
|
|
|
Faerie Fountain:
|
|
|
|
Located in the same place as the one in the Light World.
|
|
|
|
The Dark Palace:
|
|
|
|
This is the first of 8 dungeons you must face in the Dark World. To get
|
|
it, though you need the help of a monkey named Kiki. When trying to make
|
|
your way to the palace by going through the grass, you'll encounter the
|
|
monkey. Pay him the Rupees he asks for and he will open the door to the
|
|
Dark Palace.
|
|
|
|
The Compass: The compass is located in a room on the first floor that is
|
|
at the very north end. When you cross the room with the long, crumbling
|
|
bridge, take the door to the right. The compass is in this room in a
|
|
Treasure Chest in plain sight.
|
|
|
|
The Map: It will take a while to get to the map. First of all, in the
|
|
entrance room, take the door on the right. In the next room, go down the
|
|
stairs. In the next room, use the warp tile. In the room you warp to,
|
|
take the south exit. Work your way north from this room. You will soon
|
|
find yourself in a room with conveyor belts. Go to the north exit in this
|
|
room, and you'll then appear in the room with the map. It's in a Treasure
|
|
Chest in plain sight.
|
|
|
|
The Big Key: To get the Big Key, go two rooms north of the entrance room.
|
|
Go to the left side of this room. there is a crack in the floor on the
|
|
bridge. Bomb a hole in it and fall through. You'll land in the basement
|
|
on a ledge. Go through the stairs at the north side of the room. You'll
|
|
then be in the same room that the cracked floor was in, only now you can
|
|
access the Treasure Chest with the Big Key.
|
|
|
|
The Big Treasure: The Magic Hammer. To get this, get into the room with
|
|
the crumbling bridge. Take the exit on the left. You'll be in a dark
|
|
room that is like a maze. Work your away around to the middle of the
|
|
right wall, where there is a crack. Bomb the crack and you'll be on a
|
|
small ledge in the crumbling bridge room, and the hammer is right there.
|
|
|
|
Trouble Spots: This dungeon is trouble. First of all, the switches are
|
|
very tricky to control. Remembering where all the switches are as well as
|
|
which color is up is always important. To defeat the Goriyas, which are
|
|
rats that mimic your every move, use arrows. Stand far away and just to
|
|
the right or left of one. Shoot the arrow, which is not aimed directly at
|
|
the enemy. Then move the opposite direction you want the Goriya to move.
|
|
He will step right into the path of your arrow. To defeat the turtles,
|
|
use the hammer. They'll flip over on their backs, where they'll be
|
|
vulnerable to your sword. Also, use the hammer to knock down the moles
|
|
that keep popping up and down. This is the only way to pass this
|
|
obstacle. In the room just east of the large bumper/switch room, you may
|
|
have trouble opening the door. To open it, pick up all the skull pots.
|
|
The one on the right and farthest back conceals a trigger. Also, one of
|
|
the statues is movable. Now, put two and two together. The statue goes
|
|
on the trigger. You can now pass. Also, in the second room north of this
|
|
trigger-statue room, there appears to be a dead-end. Not so. Hit the
|
|
blue statue in the eye with an arrow. A stairway will be revealed.
|
|
|
|
The Boss: Helmasaur King
|
|
|
|
The Prize: Heart Container, the 1st Maiden, the 1st Crystal.
|
|
|
|
|
|
c) Swamp Palace Area
|
|
|
|
Artifacts found in this region:
|
|
|
|
The Hookshot, The Shovel
|
|
|
|
Hookshot - Big treasure in the Swamp Palace
|
|
Shovel - Haunted Grove
|
|
|
|
Haunted Grove:
|
|
|
|
In the haunted grove, you will meet up with the flute-playing boy. He
|
|
will give you the shovel. To obtain the Flute, go to the Light World and
|
|
start digging near the NW corner of the Haunted Grove. You'll find it
|
|
buried there. When you get the Flute, it will replace the shovel.
|
|
|
|
Swamp Palace:
|
|
|
|
Once you enter the Swamp Palace, you realize that there is nowhere to go.
|
|
How do you solve this? Simple. Get right outside the palace and use the
|
|
Magic Mirror. Pull on the switch inside the Light World Swamp Ruins. The
|
|
water will rush into the Palace. Go back through the mirror, and there
|
|
will now be water inside, allowing you to continue through the dungeon.
|
|
|
|
The Compass: The compass can be found in the first basement in the
|
|
southernmost room. Once in there, you must go all the way around the
|
|
square room to get it because two stones block your immediate attempt to
|
|
get it. It is in a Treasure Chest in plain sight.
|
|
|
|
The Map: You should get the map first in this dungeon. As soon as you go
|
|
down the stairs in the entrance room, you will be in a water-swamped room,
|
|
go through the first door immediately to your left. The map is sitting
|
|
there in a Treasure CHest in plain sight, waiting to be taken.
|
|
|
|
The Big Key: Now this is difficult. I will go through step by step.
|
|
After acquiring the map, you back out in the water-swamped room. Go to
|
|
the south end of the room where you will see a door to the left. Go to
|
|
the next room. In this room, go down to the lower level and then climb
|
|
back up the ladder just to its left. In the next room, there is a lever.
|
|
Push the lever and water will rush out of the nearby faucet. Now go south
|
|
a room and in that room exit using the west exit. You are now in the
|
|
"large room." In the large room take the NW exit. Once again there is a
|
|
lever to push so that water will spew out. Leave the room the same way
|
|
you entered, making sure that the blue pegs are up. Now, back in the
|
|
large room take the SW exit, and proceed west. When you get to a place
|
|
where blocks are blocking you, push the bottom one left and the middle one
|
|
up. Climb up the ladder and head for the staircase. Once up the stairs,
|
|
go toward the NE corner of the room. You will see a block blocking a pit.
|
|
Push the block up or down (not right) and fall through the pit. Now move
|
|
one room to the right of where you fall. Finally, you've found the Big
|
|
Key!
|
|
|
|
The Big Treasure: The Hookshot. In the large room, simply walk up the
|
|
ladder to the big treasure.
|
|
|
|
Trouble Spots: I went through most of these on the way to the Big Key.
|
|
However, there are still a few spots that bear attention. In the room
|
|
directly north of the large room, there is a staircases and two closed
|
|
doors. What you need to do is pick up the skull pot in the NW corner of
|
|
the room to reveal a trigger. Push the statue on the trigger. This will
|
|
open the doors. You may be tempted to go into the one near the trigger;
|
|
however, you should make your way to the other side of the room and go
|
|
through that door. After that you will come to a room you must suck out
|
|
the water. Simply throw the switch. Then exit through the west door.
|
|
Immediately, go north. You're now in a room with a lot of waterfalls. Go
|
|
through the second waterfall from the right. It's a secret passage. Soon
|
|
you will be in a room with a lot of water and three doors at the north
|
|
end. You will have to swim using the flippers to avoid the water enemies
|
|
since you can't use your sword in water. You must go to the very right
|
|
side of the room to get an important key. The boss lies behind the door
|
|
on the very west side of the room.
|
|
|
|
The Boss: Arrghus
|
|
|
|
The Prize: Heart Container, the 2nd Maiden, the 2nd Crystal
|
|
|
|
|
|
d) Skull Woods Area
|
|
|
|
Artifacts found in the woods:
|
|
|
|
A Fire Rod, One (1) Piece of Heart
|
|
|
|
Fire Rod - Big treasure in Skull Dungeon
|
|
|
|
Fortune Teller:
|
|
|
|
This Fortune Teller is in the same spot as the one in the Light World. He
|
|
serves the same function.
|
|
|
|
Item Shop:
|
|
|
|
This guy will sell you Red Potion for 150 R, Small Shield for 50 R, and 10
|
|
Bombs for 50 R.
|
|
|
|
Cave:
|
|
|
|
There is a cave which corresponds to the Death Mountain entrance cave in
|
|
the Light World. In it you can earn a Piece of Heart if you have the
|
|
Magic Cape and the Hookshot.
|
|
|
|
Skull Dungeon:
|
|
|
|
This is probably the most complex dungeon in the game. It has 8 entrances
|
|
and exits, for Pete's sake. Nevertheless, detailed instructions follow.
|
|
|
|
The Entrances: I will try to describe which entrances are where.
|
|
|
|
Entrance A: Big Skull just as you enter the Woods
|
|
Entrance B: Pit just south of entrance A
|
|
Entrance C: Pit SW of entrance A
|
|
Entrance D: Skull north of entrance C
|
|
Entrance E: Pit, concealed by bushes, just north of entrance A
|
|
Entrance F: Skull, near west side of woods, after going under rows of
|
|
bones
|
|
Entrance G: Pit NE of entrance F, must go through rows of bones
|
|
Entrance H: Large Skull just north of entrance F
|
|
|
|
The Compass: Most easily obtaining by falling in entrance C (a pit). It
|
|
is in the room you fall through, just south of where you land.
|
|
|
|
The Map: Most easily obtained by falling through entrance E. It is south
|
|
of where you land.
|
|
|
|
The Big Key: Go through entrance D. Defeat the Gibdos (mummies) in the
|
|
first room. Pull up the skull pot in the center of the room. A trigger
|
|
is revealed. Push the statue so that it lines up with the narrow gap.
|
|
Now you must pull on the statue from behind so that you can reach the door
|
|
when the statue lands on the trigger.
|
|
|
|
The Big Treasure: The Fire Rod. Enter through entrance E. Bomb the wall
|
|
on the left side of the screen you start on. Walk through to the next
|
|
screen. Pull on the switch in the center of the screen. The whole bottom
|
|
wall will explode. You can now walk up to the treasure chest and get the
|
|
Fire Rod.
|
|
|
|
Trouble Spots: Doesn't sound too bad, huh? Try getting all the keys.
|
|
You'll go in, you'll go out, you'll go in, you'll go out, you'll wish you
|
|
didn't have to do this dungeon. Stay cool and methodically search for the
|
|
keys. Once you get the Fire Rod, it will put a quick end to the Gibdos.
|
|
To enter through entrance H, you must have the Fire Rod. Burn the front
|
|
of the skull off so you can enter. Once you do, you're not far from the
|
|
boss. In the room on the right side of the dungeon and in the middle, to
|
|
open the door you must light all four boxes. The fire rod is necessary to
|
|
accomplish this. In the NE corner, fall in the pit to start the battle
|
|
with Mothula.
|
|
|
|
The Boss: Mothula
|
|
|
|
The Prize: Heart Container, 3rd Maiden, 3rd Crystal
|
|
|
|
|
|
e) Village of Outcasts
|
|
|
|
Artifacts found in the Village:
|
|
|
|
Titan's Mitt, Locked Chest, Three (3) Pieces of Heart
|
|
|
|
Titan's Mitt - Big treasure in Blind's Dungeon
|
|
Locked Chest - Broken down shed
|
|
|
|
Game of Chance:
|
|
|
|
Here's where to play! You can win a piece of heart as well as some other
|
|
great prizes. Go for it!
|
|
|
|
Item Shop:
|
|
|
|
Same old, same old. Red Potion is 150 R, Shield is 50 R, 10 Bombs are 50
|
|
R.
|
|
|
|
Stake Garden:
|
|
|
|
To the east of town, there is a place where there are a bunch of stakes.
|
|
To get to it you must have Titan's Mitt. If you pound down all the
|
|
stakes, you'll find a cave with a Piece of Heart in it.
|
|
|
|
Shooting Gallery:
|
|
|
|
This place is a hoot, as well as a place to round up a considerable amount
|
|
of Rupees. Just shoot the arrows so they hit the targets in the back with
|
|
out hitting the hands that are in front. The first hit wins 4, the second
|
|
8, the third 16, the fourth 32, and if you get all 5, you'll get 64 for
|
|
the last hit, for a grand total 124 Rupees. Quite a deal considering the
|
|
initial investment is 20 Rupees. The Grim Reaper playing the drum is a
|
|
riot.
|
|
|
|
Treasure Field:
|
|
|
|
Where the 15-second game was in the Light World is a new game - the
|
|
Digging Game. For 80 Rupees you can dig for 30 seconds. If you're lucky,
|
|
you'll find a piece of heart! This is fun, and with some luck, can be
|
|
mildly profitable.
|
|
|
|
Broken-down Shed:
|
|
|
|
In the shed you'll find a locked treasure chest. Take this to the
|
|
sleeping man in the Light World desert, and he'll open it for you.
|
|
|
|
The Gargoyle's Domain or Blind's Dungeon:
|
|
|
|
To get in this Dungeon, pull on the pitchfork of the gargoyle in town.
|
|
You'll uncover the entrance.
|
|
|
|
The Compass: First of all let me define that there are 4 "large" rooms.
|
|
They are in the first basement and they are in a square together. They
|
|
will be referred to often. The compass is in the SE large room on the
|
|
upper level in a Treasure Chest in plain sight. It is not difficult to
|
|
reach it.
|
|
|
|
The Map: The map is in the SW large room. It is on the ground level, and
|
|
can be found soon after entering.
|
|
|
|
The Big Key: The Big Key is also in the SW large room. However you must
|
|
use an alternate route to get to it. From the entrance room, get on the
|
|
lower level. Go north one room and then go east a room. From here go
|
|
south a room. Get in the SW corner of this room and exit through the west
|
|
side. You now can get to the Big Key.
|
|
|
|
The Big Treasure: The Titan's Mitt. To get this, you must get on the
|
|
upper level in the NE large room. Go through the door. Then go north up
|
|
the hall in the next room. Take a left at the top of this room. In the
|
|
next room, go down the stairs. In the second basement, go west a room.
|
|
In this room, which has a bridge of conveyor belts. When you reach the
|
|
bottom of this room, take a left. In the following room, you'll find the
|
|
Big Treasure Chest.
|
|
|
|
Trouble Spots: Immediately after acquiring the Titan's Mitt, go east three
|
|
screens. You'll be in a jail cell where you'll find a captive. Defeat
|
|
the guards and rescue her. Then, go west a screen and then north a screen
|
|
and take the stairs to get back up to the first basement. Once you're
|
|
back up, go east a screen. Go south down the hall and take a left. Go
|
|
west three screens. This room has a conveyor belt. Go north and use the
|
|
north door. In the next room, take the stairs up. Go east two rooms. In
|
|
this room there a window and an apparently weak floor. To break the
|
|
floor, place a bomb at your feet, pick it up, and throw it at the weak
|
|
floor. The light will now shine through the hole. Go back to the room
|
|
that has a skull on it on the map (the boss's room). Expose the captive
|
|
to the light and she will be forced to reveal her true self, Blind the
|
|
Thief. Fight him
|
|
|
|
The Boss: Blind the Thief
|
|
|
|
The Prize: Piece of Heart, the 4th Maiden, the 4th Crystal
|
|
|
|
|
|
f) Ice Lake Area
|
|
|
|
Artifact Found in the Ice Lake Area:
|
|
|
|
Blue Mail
|
|
|
|
Blue Mail - Big treasure in the Ice Palace
|
|
|
|
Item Shop:
|
|
|
|
Sheesh, can there be more of these? You won't find anything new here.
|
|
|
|
Storyteller:
|
|
|
|
Located where the Ice Cave is in the Light World, the storyteller will
|
|
tell the story of another thief.
|
|
|
|
Ice Palace:
|
|
|
|
To get in, you must come from the Light World. The warp tile on the large
|
|
island in Lake Hylia will take you here. Also note that the Ice Palace is
|
|
huge! Bring some potions because you're gonna be here a while.
|
|
|
|
The Compass: Surprisingly easy to find. But then again, the compass isn't
|
|
that much of a help. In the first basement, it's in the southernmost
|
|
room. To get to it, simply push the ice stone in the center room to the
|
|
right and go down a room. It's in a Treasure Chest in plain sight.
|
|
|
|
The Map: And you thought this was going to be easy. NOT!! Here goes. In
|
|
the first basement, go north from the center room. Use the switch in the
|
|
room covertly so that you can be on the top half of the room yet still
|
|
have the orange tiles down. A bomb works well in doing this, even though
|
|
it's possible to use the boomerang. Blow a hole in the floor where it's
|
|
weak. In the next room there is a skeleton guy. Whack him with your
|
|
sword, then place a bomb to rattle his bones. Then the door will open to
|
|
the south. Go through, and in the next room work your way west so you can
|
|
go through the exit on the south wall. Go through the next room and east
|
|
in to the next room to find a staircase. Go down the stairs. In this
|
|
room are some Pengators, use the Hookshot to make short work of them. Go
|
|
north. Now, avoid the big spiked eye and go to the right. In the next
|
|
room, use your hookshot to get past the spikes unharmed. Go through the
|
|
up stairs which are on the right side of the screen. Finally, you're in
|
|
the room with the map. But to get to it, you must use the hammer to pound
|
|
down the moles and the Titan's Mitt to pull up the block. Pull on the
|
|
tongue of the statue to make the Treasure Chest containing the map appear.
|
|
Wheh!
|
|
|
|
The Big Key: Once you get to the room with the map it's not to difficult
|
|
to get the Big Key. Move to the right one screen and go up the stairs.
|
|
You're there! It's right in that Treasure Chest in plain sight.
|
|
|
|
The Big Treasure: The Blue Mail. Remember on the way to the map the room
|
|
with the spikey eye in it? Get back there. This time go to the door on
|
|
the left into a real icy room. Go down the stairs. Now your in a room
|
|
with a real weak floor. Place a bomb and fall down the pit. Ta da! Now
|
|
you've got the Blue Mail.
|
|
|
|
Trouble Spots: To defeat the ice creatures who melt off the wall, you need
|
|
to use the Fire Rod. Conventional weapons just won't cut it. Now this is
|
|
a big trouble spot and it's called getting to the boss's room.
|
|
Immediately after obtaining the blue mail, go to the room to the east.
|
|
We'll call this room the "pit" room for convenience's sake. Go north from
|
|
this room. In the next room go up the stairs which are at the north wall.
|
|
In the next room go south. You'll see a skull pot. You'll probably pick
|
|
it up. You'll find a trigger. Unfortunately, there's nothing to trigger
|
|
it with. You guessed it - that's the mystery to this place. Now go to
|
|
the east one room and hit the switch. Go back up the stairs to the "pit"
|
|
room again. Notice that you can't get to the blocks on the left side now
|
|
because of the orange switch. You have to find an alternate way. Go east
|
|
one screen, then south , then west. Now go up the stairs in this room.
|
|
From this room, go around the "fence" to the door on your right. Enter
|
|
into the icy room. You must pick up a skull pot and hit the trigger to go
|
|
on to the room to your left. Go through that door, and fall in the pit.
|
|
Go east one room and you're back in the "pit" room. Push one of the
|
|
blocks down the pit. Now fall in the pit yourself. Remove the skull pot,
|
|
and push the block on the trigger. Go south one room. Pull the statues
|
|
out of your way and lift up the big stone on your left. Fall in the pit,
|
|
and you've made it to the boss. After this ordeal, you're probably
|
|
ecstatic that you're facing a boss and about to leave!
|
|
|
|
The Boss: Kholdstare
|
|
|
|
The Prize: Heart Container, 5th Maiden, and the 5th Crystal (and the
|
|
ability to leave!)
|
|
|
|
|
|
g) Misery Mire
|
|
|
|
Artifacts found in the Mire:
|
|
|
|
The Cane of Somaria, One (1) Piece of Heart
|
|
|
|
Cane of Somaria - Big treasure of Misery Mire Maze
|
|
|
|
Treasure Cave:
|
|
|
|
Found in the leftmost of three heads in the mire. Rupees and a Piece of
|
|
Heart can be found.
|
|
|
|
Faerie Fountain:
|
|
|
|
Found in the rightmost of three heads in the mire.
|
|
|
|
Storyteller:
|
|
|
|
Found near the east side of the mire. He gives a clue about how to enter
|
|
the Misery Maze.
|
|
|
|
Misery Maze:
|
|
|
|
To enter Misery Mire isn't exactly straightforward, but it doesn't take a
|
|
rocket scientist to figure it out. Stand on the space that looks like the
|
|
Ether medallion and cast the spell of Ether.
|
|
|
|
The Compass: The compass is pretty far away. It's in the first basement,
|
|
on the very west side, near the middle. Make sure that the blue pegs are
|
|
down. In a Treasure Chest in plain sight.
|
|
|
|
The Map: The map is also on the first basement. There's more than one way
|
|
to get at it, too! (That's an oddity in this game) The easiest way is to
|
|
get into the large room with the metal grating. Make sure the blue pegs
|
|
are down. Then, when you're on the lower level of this room, you need to
|
|
go down the path that is blocked off by a blue peg. Follow the path,
|
|
climb up the ladder and go through the door. You'll get the map, in the
|
|
next room over in a Treasure Chest in plain sight.
|
|
|
|
The Big Key: To get to the Big Key, start at the room just east of the
|
|
compass. Go north one room from here. Immediately take a left. In that
|
|
room, you'll find a warp tile. Step on it. This will take you to a room
|
|
in the very SW corner of the first basement. Go one room east and you've
|
|
got Le Grand Clef (the big key, for those who don't speak French).
|
|
|
|
The Big Treasure: Cane of Somaria. Make sure the blue pegs are down. Get
|
|
in the room with the metal grating. Get on the metal grating. Go to the
|
|
door at the north wall. Enter through to the next room. From there, go
|
|
east two rooms. Go south one room. Then go through the door directly to
|
|
your right. The Cane of Somaria is in the large Treasure Chest.
|
|
|
|
Trouble Spots: This dungeon is too bad except for the fact that it's so
|
|
maze-like. There are so many walls blocking your way that you often have
|
|
to go halfway around the place just to get to the other side of the room.
|
|
Anyway, after you get the Cane of Somaria, go back west one room, and then
|
|
north two rooms. In the room with the ledge, jump off and exit via the
|
|
door on the left. In the middle of the next room is a locked door.
|
|
Unlock it. In the room to the north, cross the bridge until you reach the
|
|
stairs. Go down them. In the following room, which is dark, you must use
|
|
your recently-acquired cane. First, pick up the skull pot to reveal yet
|
|
another trigger. Make a block with your cane that will cover the trigger.
|
|
Exit the door at the SW. From there, go west one room. If the orange
|
|
pegs are up, you must go up and change the switch with a boomerang. If
|
|
not, keep on going west. In this room, bomb the north wall so that you
|
|
can gain access to a switch. After hitting the switch go back to the room
|
|
and keep going west. In the next room, be sure to hit the switch which is
|
|
at the very north wall. Hit that switch before you go down the stairs.
|
|
Then, go down the stairs. Go west one room and then north to face
|
|
Vitreous.
|
|
|
|
The Boss: Vitreous
|
|
|
|
The Prize: Piece of Heart, 6th Maiden, 6th Crystal.
|
|
|
|
|
|
h) Death Mountain
|
|
|
|
Artifacts found on Death Mountain:
|
|
|
|
Cane of Byrna, Mirror Shield, Red Mail
|
|
|
|
Cane of Byrna - Treasure Cave
|
|
Mirror Shield - Big treasure in Turtle Rock Dungeon
|
|
Red Mail - Big treasure in Ganon's Tower
|
|
|
|
Faerie Fountain:
|
|
|
|
This is in the very SW corner of Death Mountain.
|
|
|
|
Treasure Cave:
|
|
|
|
Once you enter the Dark World from the Warp Tile near Spectacle Rock, Go
|
|
straight south and there is a ledge you can jump off of. Inside the cave
|
|
you will find the Cane of Byrna
|
|
|
|
Item Shop:
|
|
|
|
Again, same items. It's located in the Eastern series of Death Mountain
|
|
caves, near the bottom, the one farthest east.
|
|
|
|
Turtle Rock Dungeon:
|
|
|
|
To enter Turtle Rock, first use the Warp Tile in the Light World in the
|
|
north eastern most part of Death Mountain, on top of a plateau. To get
|
|
this tile to appear, pound all three stakes in a counter-clockwise
|
|
pattern. You materialize on top of Turtle Rock. To open up the entrance,
|
|
use the Quake magic when standing on the symbol that looks like the Quake
|
|
Medallion.
|
|
|
|
The Compass: When you enter, use the Cane of Somaria on the question
|
|
marks. This will create a moving platform which you can control at
|
|
certain points. Cross over the first gap using this method. In the next
|
|
room, create one and move left. Stop it at the next ledge. Go through
|
|
the door near this ledge, and go south to find the compass in a Treasure
|
|
Chest in plain sight.
|
|
|
|
The Map: To get the map, go back to the room where you can move the
|
|
platform in a pattern of a large square (second room you enter). Using
|
|
the platform, go up to the NE corner and get off on the ledge in that
|
|
corner but on the east wall. Go through to the next room. Create a
|
|
platform and go down. Let it take you around. When you are starting to
|
|
head up for the last time, quickly use the fire rod to light all four
|
|
torches. Then quickly run through the door on the north wall before it
|
|
closes. Avoiding the rolling pin, get the map which is in a Treasure
|
|
Chest in plain sight at the north end of the room.
|
|
|
|
The Big Key: First of all, get down to the first basement. In this room
|
|
with a bunch of pipes, enter the pipe at the bottom of the screen. When
|
|
you get to the end of the pipe, go through the nearby door. Go into the
|
|
pipe that is further SE than the other. Again, go through the nearby
|
|
door. Head south in the room you enter, and go out the door at the SE end
|
|
of the room. Go through the pipe in front of you and you'll get the key.
|
|
|
|
The Big Treasure: The Mirror Shield. This is tricky to get. Go back in
|
|
the room with the pipes and lava. Remember when getting the key how you
|
|
went in the SE of two pipes? Well this time go in the other one. Exit
|
|
through the nearby door. Go south two rooms. Then head for the door on
|
|
the west side of the room. Go through it and then leave the cave through
|
|
the south exit. You will now be outside on a narrow ledge. You're at the
|
|
left cave, so now go to the right cave. Stop!!! Before entering the
|
|
right cave, use the mirror to transport to the Light World. In the cave
|
|
before you will find a Piece of Heart. You'll find it a lot more
|
|
convenient if you get it now than later. Anyway, when you get back to the
|
|
Dark World, enter the cave. A simple tap on the Cane of Somaria and
|
|
you've got the Mirror Shield.
|
|
|
|
Trouble Spots: Immediately after getting the Shield go north two rooms.
|
|
Enter the pipe and at the other end, go through the nearby door. From
|
|
here go up two rooms until you reach a staircase. Go down those stairs.
|
|
Warning! The room you have just entered is a PAIN!!!! Follow
|
|
instructions explicitly unless you want to get lost. You'll have to step
|
|
on a trigger that is on the platform in the center of the room. Follow
|
|
the instructions I give after creating a platform. I will give the
|
|
instruction of what to do at EACH dot you encounter: down, right, down,
|
|
nothing, down, stop. Get the key. to reach the exit, follow these
|
|
instructions from the platform with the key: left, right, nothing, right,
|
|
nothing, up, up, left, nothing, nothing, nothing, right, up, left,
|
|
nothing, stop. It's about time! Next room you're in you must dash across
|
|
to avoid getting hit by the eyes' light beams. Don't dash too far though
|
|
or you'll fall off. Go through the door on the left. Work your way to
|
|
the north wall of the large room you're in. flipping the appropriate
|
|
switches as you go. Once you enter the stairway, it's a hop, skip, and a
|
|
jump away from Trinexx.
|
|
|
|
The Boss: Trinexx
|
|
|
|
The Prize: Heart Container, Princess Zelda, 7th Crystal
|
|
|
|
|
|
Mountain Caves:
|
|
|
|
Just west of Turtle Rock you'll find some interesting caves. When it
|
|
looks like you're at a dead-end, use the Ether magic to light up your way.
|
|
You will find an invisible bridge that you must cross to get a Heart
|
|
Container.
|
|
|
|
Ganon's Tower:
|
|
|
|
This is one huge tower. There are tons of tricky spots. If you're having
|
|
trouble with a spot I haven't listed, I wouldn't doubt it.
|
|
|
|
The Compass: Geez! Even the compass is tricky to get to! When you first
|
|
enter take the downstair case on the right. Go to the right two rooms.
|
|
To take the south exit in this room is going to take some fast feet.
|
|
Spread out through the whole room are four torches. You must light them
|
|
all, starting with the one at the top and run for the door before the
|
|
light burns out. This may take some practice. If that weren't enough,
|
|
you've got an even trickier job in the next room. You must place a bomb
|
|
and throw it over the fence and onto the conveyor belt so that it will hit
|
|
the switch. That brings to the blue pegs down. Now you must repeat the
|
|
same process, and run across the blue pegs before they go up again. Now
|
|
you can cross the orange pegs and go through the door to the next room
|
|
which is where the compass is. It is in a Treasure Chest in plain sight.
|
|
Now, to get back, you must touch the tile in the same room because the
|
|
blue pegs prevent you from leaving the way you came.
|
|
|
|
The Map: To get the map, get to a room where there are a bunch of pits and
|
|
lots of blocks sitting on the dispersed platforms. It is on the middle of
|
|
the west side of the first floor. Once in this room, head for the
|
|
southern exit on the eastern wall. In the next room is the map.
|
|
|
|
The Big Key: After getting the map, go back to the room with all the pits.
|
|
Take the southern exit on the southern wall. Once in the next room, move
|
|
east one room. Step on the warp tile. You will now be caught up in a
|
|
maze of warp tiles. Attempt to get on the one that will take you near the
|
|
entrance to the large room in the southern center of the first floor.
|
|
Enter the large room. Take the exit that is near the NE corner. How do I
|
|
do that, you say? There is an invisible bridge in that room. Either
|
|
light the torch or use Ether magic to see the bridge. In the next room,
|
|
you will see some weak floors. One will break away. Fall down the pit.
|
|
Once downstairs, it's the Armos Knights again! Make short work of them
|
|
the same way as the first time. After defeating the Knights, go north a
|
|
screen to get the Big Key.
|
|
|
|
The Big Treasure: The Red Mail. Not to hard to get to, once you have the
|
|
key. From the Armos' room, move left a screen. Go up the stairs. Push
|
|
the blocks out of the way, and the mail is yours.
|
|
|
|
Trouble Spots: Now that you've got all the good stuff, the real fun
|
|
begins! Head back for the main entryway. This time, take the up stairs.
|
|
None of the rooms on the third floor are too difficult to figure out.
|
|
However, there's a neat trick in the easternmost room in the third floor.
|
|
There is a platform, but it seems impossible to get to. What you do is
|
|
dash into the blocks on the right. The rebound will knock you onto the
|
|
platform. Bomb the wall and you'll find some minor treasure inside. Go
|
|
up to the fourth floor now. There are lots of moving lasers in this
|
|
floor. Watch out! In the room in the SW corner of this floor is a
|
|
rematch with the Lanmolas. Watch out! They're meaner now. They move
|
|
faster and spit out more debris when they emerge from the sand. After
|
|
disposing of that threesome, go up to the fifth floor. After making it to
|
|
a room where there are four grey torches you have to (you guessed it!)
|
|
light all four and make a run for your money, to the door. In the next
|
|
room over is a staircase. On the sixth floor, take the logical route
|
|
(there's only one new way to go in each room. In the large room, hop down
|
|
the stairs for a rematch with the Moldorm. He's a bit easier now, and
|
|
there's more room to work with, so you can dust him off pretty easily.
|
|
After defeating him, Hookshot over to the south side of the room so you
|
|
can leave. In the room to the west you will find a staircase leading to
|
|
the seventh (and final) floor. On this floor, you'll face off with
|
|
Agahnim again.
|
|
|
|
The Boss: Agahnim
|
|
|
|
The Prize: Agahnim is revealed to be Ganon's alter ego. What do you get?
|
|
Nuttin.
|
|
|
|
|
|
|
|
D. The Waterways
|
|
|
|
This section will tell you which water funnel leads where.
|
|
|
|
From To
|
|
Near Lost Woods East of Lake Hylia
|
|
East of Lake Hylia West of the Magic Shop
|
|
West of the Magic Shop North of the Swamp
|
|
North of the Swamp West of the Magic Shop
|
|
South of Lake Hylia South of the Waterfall
|
|
South of the Waterfall South of Lake Hylia
|
|
|
|
|
|
|
|
|
|
E. Tricks of the Trade
|
|
|
|
This section contains interesting perks about Link's Journey
|
|
|
|
Mushroom Power: Sprinkling magic powder on some enemies does strange
|
|
things. The Buzzblob (guy who shocks you when you hit him) can be turned
|
|
into a potatohead with powder. Also the Anti-Faeries (small skulls with
|
|
rotating red blobs) can be turned into real faeries.
|
|
|
|
Opening Doors: Sometimes it is hard to figure out hoe to open a closed
|
|
door. Sometimes it helps to defeat all the enemies in a room. You may
|
|
have to search for a switch or a trigger.
|
|
|
|
Link the Bee-Keeper: If you keep a bee in a bottle, and then release it,
|
|
it will attack foes on the screen. If you get the Good Bee from the Ice
|
|
Cave, he will wait to be caught again.
|
|
|
|
The Walls Tell Tales: If a wall has weak marks (or a floor for that
|
|
matter) you may be able to bomb it open. If it looks like a wall is
|
|
really weak, you may just be able to dash into it.
|
|
|
|
Link the Invisible: Before you get the flippers, if Link falls into deep
|
|
water, he will automatically be placed back in the shallow water. If
|
|
enemies are attacking, keep jumping in the deep water. Link can't be hurt
|
|
when he's doing this.
|
|
|
|
The Fountain of Happiness: On the large island in Lake Hylia, there is a
|
|
fountain that asks if you'd like to throw money in. If you throw in 100
|
|
Rupees, a faerie will give you more bombs or arrows. For each additional
|
|
50 Rupees thrown in, she will increase it even more. You can get a
|
|
maximum of 50 Bombs and 70 Arrows.
|
|
|
|
Free Fill Up: In the Faerie fountains where the faerie will make your
|
|
items better, throw in an empty bottle. The faerie will fill it up with
|
|
green potion.
|
|
|
|
Fast Money: If you find a cave with lots of Rupees in it, just pick them
|
|
up and the leave. Come back in, and they'll be back. This does not apply
|
|
to Rupees in treasure chests though, just ones that are under pots.
|
|
|
|
The Running Man: Link can catch up with the running man in Kakariko once
|
|
he has the Pegasus Shoes. This man thinks Link is a crook. He thinks
|
|
Link is so fast that he could have easily kidnapped Princess Zelda. How
|
|
rude!
|
|
|
|
Faeries in the Depths: If you see a large pot-shaped item in a dungeon,
|
|
there's a good chance that if you fall in it, there will be faeries down
|
|
in it. Try several things including falling from the floor above in to
|
|
the pot.
|
|
|
|
Treasure from the Enemy: In the Great Swamp region of the Light World,
|
|
Link would sometimes cut the grass, and a rabbit would appear. Since the
|
|
rabbit no longer had a place to hide, if Link caught it, he would be able
|
|
to take some Rupees from it.
|
|
|
|
Shortcut: To conserve time in your quest, if you need to be on the other
|
|
side of the world, just save and quit your game. Since you can start in
|
|
one of three locations, you can take a shortcut there!
|
|
|
|
Reflections on a Bug-Catching Net: This may belong in the Defeating Bosses
|
|
section, but this is more of an oddity than a strategy. You are supposed
|
|
to use the Master Sword to bat back Agahnim's spells. How ever the net
|
|
seems to work just as well. How strange!
|
|
|
|
Picture This: In Kakariko Village, there is a house with a portrait on the
|
|
wall. Pull on it for some major dough!
|
|
|
|
Prize Beneath the Bridge: By swimming beneath the Hyrule Castle Bridge in
|
|
the Light World, Link found a camper. The generous camper gives him a
|
|
bottle!
|
|
|
|
Animals for Sale: The bottle-seller in Kakariko also has a keen interest
|
|
in animals. If you lug the fish all the way back from the great swamp,
|
|
you'll get 100 Rupees. If you release the Good Bee near him, he'll buy it
|
|
off of you for 100 Rupees as well!
|
|
|
|
Revolt of the Chickens: Chickens are everywhere, especially in the
|
|
village. If you start to mow down a chicken, he'll squawk at you. Hit
|
|
him enough times, and he'll call his buddies. They won't be too happy
|
|
that you're hitting his friend. You'd best be advised to get off the
|
|
screen before they peck you.
|
|
|
|
The Flute and the Duck: Once you have the flute, if you play it in front
|
|
of the weather vane in Kakariko, the duck will come and help you. He can
|
|
transport you to many locations. Here they are:
|
|
|
|
#1 Death Mountain
|
|
#2 Witch's Hut
|
|
#3 Kakariko Village
|
|
#4 Link's Cottage
|
|
#5 Warp Tile South of Eastern Palace
|
|
#6 Warp Tile in Desert
|
|
#7 Swamp Ruins
|
|
#8 South of Lake Hylia
|
|
|
|
The Well by the Smithy: If you have the hammer, go to Smithy's. Pound
|
|
down the stake east of his house, then fall down in to the well. You'll
|
|
find a strange statue that is holding a cauldron. Pour some powder into
|
|
the cauldron, and the Mad Batter will appear. He, in trying to harm you,
|
|
actually makes your magic spells take only half as much magic power.
|
|
|
|
Of Foes and Frost: If you freeze a foe with the Ice Rod and then break him
|
|
up with the hammer, he will almost always leave a magic vial for you to
|
|
pick up.
|
|
|
|
The Gratitude of a Fish: Once you pull the switch in the Swamp Ruins,
|
|
there is a fish floundering about. Take him north one screen and throw
|
|
him in the water. In gratitude, he'll give you 20 Rupees!
|
|
|
|
The Prince of Thieves: A strange creature called a Pikit lives in the
|
|
Skull Woods. He has a long tongue and if he gets hold of you he'll eat
|
|
your shield. Oh no! Not to worry; just defeat him and you'll get it
|
|
back.
|
|
|
|
The Fire and the Hook: The Gibdos can be defeated easily using the Fire
|
|
Rod, and the Onoffs (Red and blue blobs that become electric) can be
|
|
defeated using the Hookshot.
|
|
|
|
Link the Invincible, Part II: Not only is the Hook Shot an important
|
|
weapon and tool, when Link uses it, he becomes invincible. An enemy that
|
|
touches Link while he is using the Hookshot will not damage Link.
|
|
|
|
Reunion of the Blacksmiths: You can find the Blacksmith's helper in the
|
|
Dark World near the Village of Outcasts, if you have the Titan's Mitt.
|
|
The blacksmith at first appears to be a frog, but if you take him to
|
|
Smithy, he'll help you by tempering your sword.
|
|
|
|
The Rupee Throwers: Sometimes Link comes upon an enemy called a Hoarder
|
|
they live under bushes and rocks. If you take the bush or rock off, he'll
|
|
start throwing out Rupees. link can make a lot of money by letting him
|
|
roam around. Just collect the stuff he throws out.
|
|
|
|
An Impassable Situation: Near Death Mountain in the Dark World, there is a
|
|
cave. In it, there is a bumper that blocks a narrow passageway. The only
|
|
way to clear this obstacle is to use the Cape to become invisible. You
|
|
can then pass right through it.
|
|
|
|
The Faerie in Disguise: The woman sweeping her broom in Kakariko isn't all
|
|
she's cracked up to be. Sprinkle powder on her and she'll turn into a
|
|
faerie.
|
|
|
|
The Defeat of the Pengators: In the Ice Palace you'll find a strange enemy
|
|
called pengators because they look like cross between an alligator and a
|
|
penguin. These green fiends attack by trying to slide into you. They can
|
|
be easily defeated by one swift blow of the Hookshot.
|
|
|
|
The Staff of Byrna: The Staff is found in a cave in Death Mountain in the
|
|
Dark World. Its location is described above. However the cave it's in
|
|
has lots of spikes. If you have life potion you can use that, or use the
|
|
Cape to make you invisible.
|
|
|
|
The Eyes of Doom: In Turtle Rock Dungeon there are some laser eyes as well
|
|
as one eye that only opens the door when Link is facing away. To counter
|
|
this action, Link must charge up his sword when facing away from the eye,
|
|
then back up slowly through the door.
|
|
|
|
|
|
F. Link's Arsenal
|
|
|
|
The Sword:
|
|
|
|
Fighter's Sword (level 1) - Given to Link by his uncle when he enters
|
|
Hyrule's Palace. No items necessary.
|
|
|
|
Master Sword (level 2) - Found in Lost Woods. Items necessary: All three
|
|
pendants.
|
|
|
|
Tempered Sword (level 3) - Given to Link by Smithy. You must first find
|
|
his friend (see Tricks of the Trade)
|
|
|
|
Golden Sword (level 4) - Given to Link by the Fat Faerie when he throws it
|
|
into her pond, located in the Pyramid of Power
|
|
|
|
Uses: Hacking, slashing enemies, bushes.
|
|
Special Moves: Spin Attack (Hold B down. When the spark reaches the end
|
|
of the sword. When you release B Link will spin around)
|
|
Laser Attack. If you have the Master Sword or better, and have full
|
|
health (all hearts filled) you can shoot lasers out of the sword
|
|
|
|
|
|
The Shield:
|
|
|
|
Fighter's Shield (level 1) - Given to Link by his uncle when he enters
|
|
Hyrule Palace.
|
|
|
|
Red Shield (level 2) - Given to Link by the beautiful Faerie in the
|
|
Waterfall of Wishing. Or, you can buy it for 500 Rupees. Can deflect
|
|
fireballs
|
|
|
|
Mirror Shield (level 3) - Found in the Big Treasure Chest in Turtle Rock
|
|
Dungeon. Can deflect beams.
|
|
|
|
Uses: Deflecting beams, fireballs, other enemy attacks
|
|
|
|
|
|
Clothing:
|
|
|
|
Green Jerkin (level 1) - Link starts out with it.
|
|
|
|
Blue Mail (level 2) - Found in Big Treasure Chest in Ice Palace.
|
|
Decreases damage by 1/2.
|
|
|
|
Red Mail (level 3) - Found in Big Treasure Chest in Ganon's Tower.
|
|
Decreases damage by 3/4 over Green Jerkin, 1/2 over Blue Mail.
|
|
|
|
|
|
Pegasus Shoes - Given to Link by Sahasrahla after he gets the Pendant of
|
|
Courage. Use by pressing A button. Allows Link to perform a Dash Attack.
|
|
Dash Attack can crash into walls, stones, etc. to find interesting items.
|
|
|
|
|
|
Gloves:
|
|
|
|
Power Glove (level 1) - Found in the Big Treasure Chest in the Desert
|
|
Palace. Gives Link ability to lift light stones.
|
|
|
|
Titan's Mitt (level 2) - Found in Blind's Dungeon. Link can now lift
|
|
heavy stones.
|
|
|
|
|
|
Zora's Flippers - Zora will sell Link the flippers for 500 Rupees. The
|
|
flippers allow Link to swim in deep water.
|
|
|
|
|
|
Moon Pearl - Found in Big Treasure Chest in Mountain Tower. Allows Link
|
|
to maintain his true form in the Dark World. Without it, he turns into a
|
|
bunny.
|
|
|
|
|
|
Bow And Arrows:
|
|
|
|
Wooden Arrows (level 1) - Found in Big Treasure Chest in Eastern Palace.
|
|
The Bow allows Link to shoot a limited number of arrows at his foes. You
|
|
can originally carry 30 Arrows, but this number can be increased.
|
|
|
|
Silver Arrows (level 2) - Given to Link by Fat Faerie when thrown in pool.
|
|
Located in Pyramid of Power.
|
|
|
|
|
|
Boomerang:
|
|
|
|
Blue Boomerang (level 1) - Found in Hyrule Castle. Allows Link to hit
|
|
enemies from a distance.
|
|
|
|
Magical Boomerang (level 2) - Given to Link by the beautiful Faerie in the
|
|
Waterfall of Wishing. Goes across the entire screen.
|
|
|
|
|
|
Bomb - You can buy bombs in a shop or find them lying about Hyrule. The
|
|
Bomb will explode after a few seconds. Link can also pick up a bomb he
|
|
has placed and throw it, if he has the Power Glove. You originally start
|
|
out with 10 bombs, but this number can be increased.
|
|
|
|
|
|
Super Bomb - Can be bought at the Bomb Shop in the Dark World for 100
|
|
Rupees. The sole purpose for this bomb is to open the front of the
|
|
Pyramid of Power, where the Fat Faerie lives.
|
|
|
|
|
|
Hookshot - Found in the Big Treasure Chest in the Water Palace. Can be
|
|
used to stun enemies as well as carry link across pits.
|
|
|
|
|
|
Magic Mushroom - Found in the Lost Woods. Give to the Witch so she can
|
|
make Magic Powder.
|
|
|
|
|
|
Magic Powder - Given to Link by the Witch. The powder can change an
|
|
enemy's form as well as do other strange things. Uses magic power.
|
|
|
|
|
|
Fire Rod - Found in the Big Treasure Chest in the Skull Woods. Will shoot
|
|
out flames. Uses magic power.
|
|
|
|
|
|
Ice Rod - Found in the Ice Cave. Will shoot out a blast of cold air at
|
|
enemies, freezing them. Uses magic power.
|
|
|
|
|
|
Bombos Magic - Found on a plateau near the desert. Link can create an
|
|
explosion around himself that will defeat many enemies. Uses magic power.
|
|
|
|
|
|
Ether Magic - Found just west of the Mountain Tower in Death Mountain.
|
|
The magic of Ether will light your way in a dark cave as well as change
|
|
the weather in the dark world. It will allow Link passage into Misery
|
|
Mire Maze. Uses magic power.
|
|
|
|
|
|
Quake Magic - Given to Link by an angry Catfish in the Lake of Ill Omen in
|
|
the Dark World. Allows Link passage into Turtle Rock. Uses magic power.
|
|
|
|
|
|
Lamp - Found in Link's Cottage. The lamp will light torches when the room
|
|
is dark. Uses magic power.
|
|
|
|
|
|
Magic Hammer - Found in the Big Treasure Chest in the Dark Palace. It can
|
|
pound down stakes, moles, turtles and many other things.
|
|
|
|
|
|
Shovel - Given to Link by the Flute Playing Boy. Link will use it to dig
|
|
up the flute and then Link loses it.
|
|
|
|
|
|
Flute - Uncovered by the shovel in the Haunted Grove in the Light World.
|
|
The flute will allow Link to call a Duck who can transport Link to 8
|
|
locations around the world.
|
|
|
|
|
|
Bug Catching Net - Given to Link by a sick boy in Kakariko Village. Will
|
|
catch faeries or bees so Link can capture them.
|
|
|
|
|
|
Book of Mudora - Found in the Library. Lets Link read ancient
|
|
inscriptions on monoliths.
|
|
|
|
|
|
Magic Bottle: Keep faeries, bees, and potion in these
|
|
|
|
Bottle 1 - Bought from bottle selling guy in Kakariko
|
|
Bottle 2 - Found in Inn in Kakariko
|
|
Bottle 3 - Given to Link by the camper under the Hyrule Castle bridge
|
|
Bottle 4 - Given to Link by the Sleeping Man near Desert. You must give
|
|
him
|
|
the locked Treasure Chest
|
|
|
|
|
|
Magic Mirror - Given to Link by the Old Man in Death Mountain. Will
|
|
transport you from the Dark World to the Light World. Will also take you
|
|
to the beginning of a dungeon, if used in the dungeon.
|
|
|
|
|
|
Magic Cape - Found underneath the tombstone in the NE corner of the
|
|
graveyard in the Light World. Will make Link invisible and invincible.
|
|
Uses magic power.
|
|
|
|
|
|
Cane of Somaria - Found in the Big Treasure Chest in Misery Mire Dungeon.
|
|
The Cane of Somaria will create blocks for Link to push around. If Link
|
|
uses the cane on a block he has just created, the block will split into 4
|
|
directions. The debris can hurt enemies. Also, it will create moving
|
|
platforms for Link to stand on in the Turtle Rock Dungeon. Uses Magic
|
|
Power.
|
|
|
|
|
|
Cane of Byrna - Found in a cave south of Spectacle Rock in the Dark World.
|
|
The Cane will emit a protective barrier that will defend Link on all
|
|
sides. Uses Magic Power.
|
|
|
|
|
|
Medicine - Medicine, or Potions, can be bought many places. The Red
|
|
Medicine will restore Link's Life Meter. The Green Potion will restore
|
|
Link's Magic Meter. The Blue Potion will restore both Link's Life and
|
|
Magic Meters.
|
|
|
|
|
|
Magic Potion - Magic Potion can be found under pots, as well as from
|
|
defeated enemies. These vials will restore some or all of Link's Magic
|
|
Meter. The small ones will restore a small bit of his meter, and the
|
|
large ones will restore all of his meter.
|
|
|
|
|
|
Map - Each dungeon has a Map. It will show Link the layout of the
|
|
dungeon's rooms.
|
|
|
|
|
|
Compass - The Compass will show Link where the boss of the dungeon is
|
|
located at.
|
|
|
|
|
|
Big Key - The Big Key will allow Link to open the Big Treasure Chest, as
|
|
well as opening certain locked doors.
|
|
|
|
|
|
|
|
G. Defeating Boss Characters
|
|
|
|
This section will give detailed information on how to defeat the bosses.
|
|
The Difficult Meter goes from 0 stars to 10 stars, with 0 being a wimp and
|
|
10 being next to impossible to defeat.
|
|
|
|
|
|
Ball and Chain Trooper:
|
|
|
|
The easiest way to defeat the trooper who guards Princess Zelda is to use
|
|
the Pots in the nearby empty cell. If you run out of pots, uses your
|
|
Boomerang to stun him, and then close in and attack with your sword. It
|
|
will not take much to defeat this guy. Difficulty: *
|
|
|
|
|
|
Armos Knights:
|
|
|
|
Bosses of the Eastern Palace. To most easily defeat the Armos Knights,
|
|
have Link stand in the SE corner of the room. When there is a Knight
|
|
directly north of Link, have him fire off some Arrows. For the first five
|
|
Armos Knights, three arrows will finish them off. The last knight,
|
|
however, will start jumping around, trying to squash Link. The best way
|
|
to avoid this is to keep running around the room. When you know where
|
|
he's going to land, and have the opportunity to fire, do so. Arrows are
|
|
still effective, however, if you run out, the sword will work.
|
|
Difficulty: ***
|
|
|
|
|
|
Lanmolas:
|
|
|
|
Bosses of the Desert Palace. There are 3 Lanmolas. They bury themselves
|
|
in the ground, and then pop up to attack Link. You can detect where they
|
|
will pop up by the darkening in the ground. When you see a dark spot, you
|
|
know the Lanmola is about to emerge. You must realize, however, that when
|
|
they pop up, they will spit out 4 rocks in the diagonal direction, so do
|
|
not approach from a diagonal. Hit their head as soon as they pop up.
|
|
Also, do not just concentrate your attack on one. Attack any one when you
|
|
have the chance. The last Lanmola will be a bit harder to defeat. When
|
|
there is one left, he will spit 8 rocks out at once. You must approach in
|
|
a direction that is in between these rocks. Difficulty: *****
|
|
|
|
|
|
Moldorm:
|
|
|
|
Boss of the Mountain Tower. Moldorm is a big worm. He moves very fast
|
|
and he moves around on a platform that has no ledges. For this realize,
|
|
you must be careful not to stand to close to the edge. Moldorm's only
|
|
weak spot is the end of his tail. You must maneuver around him to get to
|
|
his tail. You can use the hole in the middle of his room to your
|
|
advantage. Stand just to the south of it when he is on the other side.
|
|
Often he will run up and down the hole, and you can whack his tail then.
|
|
After 5 hits, Moldorm will start to move dramatically faster. The best
|
|
way to land the final blow is to stay near the center, and when he comes,
|
|
just swing your sword like mad. It is very difficult to strategically
|
|
maneuver yourself when he is going so fast. If you fall off the ledge,
|
|
you'll have to hit him all 6 times again, so don't fall off. Difficulty:
|
|
*****
|
|
|
|
|
|
Agahnim:
|
|
|
|
Boss of Hyrule Castle. Agahnim will move around the room in a shadow
|
|
form. When he stops he will do 1 of 3 things. If he faces toward you and
|
|
creates magic that looks like two fireballs, you must deflect it with your
|
|
sword, so that it hits him. If what he shoots at you is a blue ball, get
|
|
out of the way. Don't hit it because if you do it will split up and hit
|
|
you for sure. The third thing he does is predictable. If he stops at the
|
|
top center of the room, he will unleash his lightning attack. Your best
|
|
bet is to stand right to the side of him. Otherwise you'll get zapped.
|
|
Score a few hits, and he'll be toast. Difficulty: ***
|
|
|
|
|
|
Helmasaur King:
|
|
|
|
Boss of the Dark Palace. First of all you must take his mask off. You
|
|
can use either bombs or the Hammer. The hammer is easier because you
|
|
don't have to wait for the explosion. Once the mask is off, attack the
|
|
green spot on his head either with your Sword or with Arrows. To avoid
|
|
his tail, simply stand right in front of his face. It should miss.
|
|
Avoiding his shots are not hard, if you know that they split off into
|
|
three other fireballs. Level of Difficulty: ******
|
|
|
|
|
|
Arrghus:
|
|
|
|
Boss of the Water Palace. To defeat him, you must get to the other side
|
|
of the room. Then, use the Hookshot to pull the stones toward you. Note
|
|
that you should be facing the left or right when you do this, not up or
|
|
down. If you pull in a stone from the top or bottom, it may hurt you. As
|
|
soon as the stone is pulled in, hit it a few times with the sword to
|
|
destroy it. When he spins his stones around, just get out of range of
|
|
them. You can use the hookshot here as well. When you defeat all the
|
|
stones, he will jump up, then come down, and he will start swimming real
|
|
fast around the room. Know your geometry, and figure out what angle he's
|
|
coming at and attack. A few whacks on the head will knock some sense into
|
|
him. Difficulty: ****
|
|
|
|
|
|
Mothula:
|
|
|
|
Boss of the Skull Palace. The trickiest part is avoiding all the spike
|
|
traps that come your way. Remember to have lots of red potion with you.
|
|
The Fire Rod is effective on Mothula, and once you run out, use your
|
|
sword. It;s not too difficult to avoid the beams he shoots out. The key
|
|
to remember is to play it safe, because once you start letting yourself
|
|
get hit, you'll have a quick demise. Difficulty: *******
|
|
|
|
|
|
Blind the Thief:
|
|
|
|
Boss of Blind's Dungeon. To defeat Blind, you must attack his body while
|
|
avoiding the lasers he shoots out. Blind goes back and forth at the top
|
|
of the screen. Hit him 3 times and he'll lose a head. But he will grow
|
|
another one and start going back and forth at the bottom of the screen.
|
|
After three more hits, he loses another head and will go back and forth at
|
|
the top of the screen again. Three more hits and he's gone. You must be
|
|
careful because his body shoots out lasers, and the floating heads shoot
|
|
out fireballs. Attack quickly and often and he'll hardly have a chance to
|
|
get you. Difficulty: ******
|
|
|
|
|
|
Kholdstare:
|
|
|
|
Boss of Ice Palace. When he's in the large ice cube, use the fire rod to
|
|
thaw him out while avoiding the falling ice cubes. Once he's warmed up,
|
|
he will split into three eye-like apparitions. Stay in one spot, moving
|
|
only to avoid the falling ice cubes and whack an eye when it comes toward
|
|
you. Level of Difficulty: ****
|
|
|
|
|
|
Vitreous:
|
|
|
|
Boss of the Misery Mire Maze. When he shoots lightning at you, step to
|
|
one side of the room to avoid it. When the small eyes come at you, hit
|
|
them with your sword. After destroying all the eyes, the large eye will
|
|
come after you. This part is easy. Just whack it, and it'll bounce away.
|
|
When it comes back, hit it again. It's like playing volleyball.
|
|
Difficulty: ***
|
|
|
|
|
|
Trinexx:
|
|
|
|
Boss of Turtle Rock. You will notice that he has 3 heads. One is a hot
|
|
head, and one is a cold head. To defeat the hot head, use the ice rod,
|
|
and then hit him in the head with the sword. Repeat the process until
|
|
it's gone. To defeat the cold head, use the fire rod in the same manner.
|
|
You should probably kill the cold head first, so you don't slip around the
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room. After the temperature heads are gone, Trinexx will slither around
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the room. Hit him in the flashing mid-section several times to defeat
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him. Difficulty: ********
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Agahnim:
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Boss of Ganon's Tower. This guy is similar to the original Agahnim in
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Hyrule Castle. This time, he's got two "false" Agahnims to confuse you.
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Don't be confused. Reflect the shots back to the solid one. Avoid the
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fireballs the false Agahnims shoot at you. Even though the fireballs the
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false Agahnims send out can hurt the real Agahnim, it's too tricky to even
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bother with. There is no lightning attack this time.
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DIfficulty: ****
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Ganon:
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Boss of the Game, located in the Pyramid of Power. He has several phases.
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Ganon first attacks with a pitchfork. Hit him with the sword as many
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times as you can and avoid the pitchfork. Next, he'll attack with him
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Blazing Bats. To avoid the bats, get the Hookshot out. When you launch
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the Hookshot, Link is invincible. The bats won't hurt Link. Attack Ganon
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when you can. In the next phase, the outer circumference of the room will
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break away. Ganon is now more covert and you'll have to wait until he
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solidifies to hit him. Follow him around the room until you have an
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opportunity to attack. Finally, the last phase is the most difficult.
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The lights will go out. Use the Fire Rod or the Lamp to light things up.
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Immediately go to the sub-screen and select Silver Arrows. Then you must
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hit him with your sword. Shoot him with the Arrow right after the sword
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blow. Four times and he's gone. Note that the lights must be on in the
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room. Difficulty: *********
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H. Heart Container Locations
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This section contains the whereabouts of all 24 Pieces of Heart.
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1. Lost Woods. North of the main entrance to the Den of Thieves is a 3x3
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square of bushes. The bush in the middle reveals a hole. Fall in and
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collect your heart.
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2. Blind's Hideout. In the basement of Blind's Hideout in Kakariko is a
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cracked wall. Blow it open and get your heart.
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3. Cave in Kakariko Village. Fall through the well from the ledge above.
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There is a cracked wall. Inside you'll find a Piece of Heart.
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4. 15-Second Game. Win the 15-second game for a piece of heart. 'Nuff
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said.
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5. Swamp Ruins. Inside the swamp ruins, pull the lever on the right.
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Leave the ruins and there's a heart right outside.
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6. NE Desert Cave. In the NE corner of the desert, there is a cave with
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a cracked wall. Blow it open and pick up a heart.
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7. Just west of Sanctuary. There is a large green stone just west of the
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sanctuary. Dash into it to reveal a cave with a heart piece in it.
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8. SW corner of the desert. Once leaving the Desert Palace through the
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western exit, Link will be on a ledge. FOllow the ledge south for a heart
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piece.
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9. SW of Zora's Falls. After getting the flippers, go due south. Go
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|
over the first waterfall, but before the second go west. There is a
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little cove where a heart piece can be found.
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10. A Drop from Spectacle Rock. Walk around the left side of the rock
|
|
formation in front of Spectacle Rock and drop down to the ledge. Enter
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the cave and go to Floor 2F.
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11. On top of Spectacle Rock. The first time you go to the Dark World,
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and then use the Mirror to get back to the Light World, you'll find a
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heart piece sitting right there on Spectacle Rock.
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12. The Strange Tree. After beating Agahnim, the lumberjacks east of the
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Lost Woods have finished cutting their tree. Dash into it to find a cave
|
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with a heart piece in it.
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13. On the Pyramid of Power. As soon as you find yourself on the Pyramid
|
|
of Power, walk around to the right side on the second to bottom level. A
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heart piece is there for the taking.
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14. Lake Hylia Circle of Stones. In the Dark World, find the circle of
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stones in Lake Hylia. Use the mirror to transport back to the Light
|
|
World. You'll be on an island with a heart piece there.
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15. South of the Haunted Grove. In the Dark World south of the Haunted
|
|
Grove is a circle of bushes. Get inside and use the Mirror. You'll be on
|
|
a small plateau in the Light World. Enter the cave and take the heart
|
|
piece.
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16. The Digging Game. You can win a heart piece in the digging game.
|
|
Have patience, it may take awhile.
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17. North of the Cemetery. In the Dark World north of the cemetery is a
|
|
ladder that leads up to a ledge. On the ledge, use the mirror and
|
|
transport to a ledge in the Light WOrld with a cave. This cave contains a
|
|
heart piece.
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18. One Who Wears the Cape. In a cave just east of the Skull woods in the
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|
Dark World is a place where a bumper blocks a narrow path. Use the cape
|
|
to pass this obstacle and obtain the heart.
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19. The Chest Game. In the Village of Outcasts is a chest game. One
|
|
prize is a piece of heart. Good luck!
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20. Stakes south of the Smithy. In the dark world near the run-down shed
|
|
is a bunch of stakes. Pound them down to make a cave appear. There's a
|
|
heart to be found there.
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|
21. West of Misery Mire Entrance. In the left mouth near Misery Mire Maze
|
|
you will find a piece of heart.
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|
22. Far N.E. Corner of Misery Mire. In the NE corner of this place is a
|
|
cul-de-sac. Use the mirror here to get to a place on a high up ledge in
|
|
the Light World. Pick up the stone and enter the cave. In it you'll find
|
|
a heart piece.
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|
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|
23. Death Mountain Invisi-Bridge. Travel west from Turtle Rock. Lift up
|
|
the first large rock. Link will find a cave with platforms. Go up and
|
|
over the invisible bridge. Continue until you find yourself outside
|
|
again. There is a nearby cave and within you'll find a heart.
|
|
|
|
24. Narrow Ledge on Death Mtn. After exiting the western exit of Turtle
|
|
Rock, you'll have to come back in the eastern entrance. Before you do
|
|
though, transport to the light world. You'll be on a narrow ledge. The
|
|
cave that's right there contains a piece of heart.
|
|
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|
|
I. Faerie Fountains
|
|
|
|
This sections tells where the faeries are.
|
|
|
|
Light World:
|
|
|
|
1. SW of the Eastern Palace. (cave)
|
|
2. South of the Eastern Palace. (cave)
|
|
3. SE of Link's House (cave; need bomb to enter)
|
|
4. NW of Link's House (cave; need to dash against group of rocks)
|
|
5. East of the Desert Palace (cave)
|
|
6. Fountain of Happiness (need bomb to crack wall)
|
|
7. NE of Lake Hylia (Ice Cave)
|
|
8. NE of Hyrule Castle (pit; under bush)
|
|
9. E of Lost Woods (strange tree)
|
|
|
|
Dark World:
|
|
|
|
1. SW of the Dark Palace (cave)
|
|
2. NW of Bomb Shop (cave; need to dash against group of rocks)
|
|
3. NE of Lake Hylia (cave; need to crack wall)
|
|
4. East Misery Mire Maze Entrance
|
|
5. Death Mountain #1 (cave; need to lift rock)
|
|
6. Death Mountain #2 (cave with invisi-bridge; bomb north wall)
|
|
|
|
Dungeons:
|
|
|
|
1. Eastern Palace (fall in pot)
|
|
2. Desert Palace (north of western exit)
|
|
3. Mountain Tower (fall in pot)
|
|
4. Dark Palace (crack right wall in room with map)
|
|
5. Ice Island (fall in pot)
|
|
6. Turtle Rock (north of spiky room with tiles)
|
|
7. Ganon's Tower (across tricky gap)
|
|
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|
|
Notice: This is the preliminary version of this FAQ list. If there's
|
|
anything you'd like me to add or any comments to be made, please don't
|
|
hesitate to e-mail me at evansmj@nextwork.rose-hulman.edu
|
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Suggested Reading:
|
|
|
|
Nintendo Power Strategy Guide:
|
|
The Legend of Zelda: A Link to the Past
|
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